[OOC] Super Mercs
Seeking 3-5 players for a somewhat gritty supers game with crazy, over-the-top combat. Expect opponents who will not fight fair or respect genre conventions. Players will be members of a super mercenary company assumed to be willing to take what jobs they get. More plot may be added later.
This game is currently full. The character sheets: Myrmidon by sheldrine (also in PDF) John Miller by Hannes665 Jamal Smith by ErhnamDJ Toni Whael by Totem Eric 'Bolt' Franklin by Galedeep Minuteman by Skullcrusher Link to the IC thread. Initiative Order Since I've had a few PbP games die on me already, I'll try to avoid that by putting a hard limit of 5 players on participants, and won't be afraid to push on with the game if someone initially expresses interest and then isn't posting. Point total is 500, with a maximum of -100 disadvantages (all non-quirk negative traits) and -5 in quirks. If you go above -50 in disadvantages, I'm likely to be stricter about making sure they really affect the game. I want this to be "anything goes" as much as possible without allowing anything blatantly abusive. The big three restrictions: *Tech Level is 8. Characters may not begin play at higher tech levels, but will be allowed "downtime" to attempt to invent or commission the invention of higher TL items. *PK's rules on allies apply. *Modular Abilities (Cosmic Power) is prohibited. Within these guidelines, though, I'm very much looking forward to seeing what kinds of characters you can come up with! Other minor points: *No restrictions on spending starting wealth. *Control Rating is 2. Characters may begin play with black-market weapons for double normal cost. *Mana level is normal. *Supernatural abilities should have one of the Magical, Super, or Cosmic modifiers. Feel free to create psi-themed characters with psionics talents, but for game mechanics purposes there will be no distinction between psionics and super powers. *Society is a "classless meritocracy" (i.e. can only buy 2 status outright, rest comes from wealth and rank). *If you really, really, want to buy rank, you can buy up to Mercenary Rank 3. This will mainly function as an equivalent-point-cost Ally Group of competent but non-super members of the mercenary company. I'll be using detailed hit locations, a variation of "Restricted Dodge Against Firearms" from Tactical Shooting, and possibly other optional rules if I think would make the game more fun (I'm open to player suggestions there). Benefiting from cinematic rules will require a relevant advantage or perk. For those who don't have Tactical Shooting, here's "Restricted Dodge" in a nutshell: normal characters will be limited to dodging one enemy gunperson per turn, though I'll loosen this for characters with Extra Attack and Altered Time Rate. This makes it possible, just slightly more difficult, to build characters with extreme bullet-dodging capabilities. |
Re: [OOC] Super Mercs
I would like to take part, I am already in 3 games but one of them seems to be over or at least dormant for more than 10 days.
1 Question. Are Americans, Russians, Spanish, Japanese or is this a fantasy future world (alas Star Wars or similar)? |
Re: [OOC] Super Mercs
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Re: [OOC] Super Mercs
Definitely interested. Can have a basic character together shortly. Couple of questions first:
How much in the way of social stuff or background would you recommend for this? I previously got involved with a game and wrote a decent amount of backstory in with a bit of a grim slant and plenty of points in non-combat stuff, and then spent 90% of the time involved in fights. I'd just like an idea of the kind of balance. Also, how much of an option would there be for non-combat solutions to situations? Are there any restrictions on origins? Again, backstory, but I'm running a world-jumping game (with non-Humans as NPCs in it) at present so it's slanted my thinking slightly. Normal Human tooled up to 500 points I can do, I'm just wondering what other options are available. You mentioned Mana; I've had a couple of thoughts along those lines. One regards ghosts/ spirits (anyone who has heard of the Project Raphael radio series may understand where this is coming from). Just a thought. |
Re: [OOC] Super Mercs
The plan is for a very combat heavy game, where opportunities for non-combat solutions will tend to be limited.
Character origin stories shouldn't require any huge pieces of campaign architecture to support. There won't be any known non-human races in this world, or known alternate Earths, but mutants who don't look human any more are fine, non-human creations of some supergenius are fine, etc. A ghost or spirit with sufficient ability to interact with the world (and reason to work for a mercenary company) could work. So could a character who summons ghosts or spirits. This isn't a world where many people would matter-of-factly say "of course ghosts and spirits exist," but people also wouldn't be surprised to meet a few beings with abilities resembling those of traditional spirits, whatever their true nature may be. EDIT: After you mentioned spirits, I went and looked up some relevant rules, and noticed that the wording of "Affect Spirits" is that it works on "incorporeal spirits." I've already decided to read this loosely as "any insubstantial being." |
Re: [OOC] Super Mercs
I have an idea. A gangster from the hood who can turn into a demon.
"I made a deal with the devil. Now I am the devil." |
Re: [OOC] Super Mercs
Considering it -- although it would be a day or two to put together a character. Could you hold off long enough for me to get one together?
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Re: [OOC] Super Mercs
@ErhnamDJ: I like it.
@sheldrine: Sure, I can wait a couple days. |
Re: [OOC] Super Mercs
I'm interested; throwing together an idea I've had for a while. A guy named Haze, with some fog-based (...yes. Fog based. Leave me alone.) powers. Since you mentioned magic, I think I'll have him rely on a magical pendant to give him his supernatural abilities, and put the rest into making him competent without relying on the magic side of things.
Should have something for you to look at in a day or less. |
Re: [OOC] Super Mercs
Ok, before I spend too dreadful much time statting this guy up, I wanted to run by you a proof of concept. Name will be something related to Achilles, or Myrmidon, or similar (changed enough to be reasonable for the modern days).
This guy is older, and has been retired for several years (he is in his late 30s now, and has been retired for maybe a decade). In his prime, he was one of the most well-known heroes in the world, and still is. His trait was that although he was a hero in the side he fought on (just about every major government in the world at some time or another), he had little respect for life and would kill his way up the food-chain to the big bad guy (which he often killed as well). Opinions on him were split -- many people loved him and many people hated him, but everyone had an opinion of him. His battles with his nemesis (the Silk Spider? may change) were legendary. He was the bloody hero, and she was the villain with a conscience. Then one day she disappeared. Everyone assumed that HERO had killed her. Less than a month later, HERO retired himself to marry his longtime girlfriend, and everyone assumed it was because after killing SS he had nothing more to challenge him. (In actuality, of course, he found out SS was his longtime girlfriend -- this is a supers campaign, after all). He was retired for several years (7?) when the (Irish/Russian/Italian/Demonic -- whichever you don't need in the campaign) mob found out SS's secret identity (HERO never hid his identity). SS had double-crossed/robbed/etc. someone or something related to them and they had her killed. This was a mistake, as HERO went ballistic. He killed about 75% of the organization personally -- calling in favors to kill off the last 25% (including calling in a favor from a hacker to force-launch and reroute some missiles into one of their meetings). They aren't his enemies, though, because whoever they were they no longer exist as an organization. After that, he retired again. Without SS, he grew despondent, turned to alcohol and women, and his life became an absolute mess. Some of you thought he might have drank or whored himself to death, but he is still alive. For whatever reason (still working on this) he has come out of retirement (lost letter from SS, revenge, who knows). He is going to be a battler, and a bloody one at that. He can be toned down however much he needs to be for the purposes of the campaign (promise to SS?, etc.), so let me know that. Most of his stats will be a combination of Black Ops stuff and combat stuff, but no emphasis on stealth. I am thinking Legal Immunity (knows too much about too many governments for anyone to touch -- probably need to be more than 20 points) as well -- some of the other PCs may have arrested him somewhere along the line and wondered how he skated on essentially committing murder right in front of them, along with perks/advantages/disadvantages/features related to being extremely well known. That's just a rough sketch, but before I spent time discovering this guy through statting him up and fully preparing a backstory I figure I better get preliminary approval as to the concept. |
Re: [OOC] Super Mercs
I have a Brick I would like to play, former Marine turned bouncer, bodyguard, PI, mercenary and what ever puts bread on his table.
John Miller aka The Brute or Flint (he never liked these names, given to him by the press). John Miller was a raw Marine recruit at the age of 18 when he along with 7 other recruits went down with a Blackhawk helicopter during their final week of training. John was the only survivor, he should have been killed in the crash but he managed to hang on to his life by some miracle. During his recovery the Navy doctors noticed that he had almost meta-human healing abilities and unusual bone and muscle cells as his burned body and broken bones healed themselves leaving no scars. The Navy had been working on a super soldier program for 15 years without any luck, but here was a Marine that had the building blocks for the program and he just needed someone to stack them right. So for the next 3 years John went through all kinds of treatments, radiation, serums were injected into his body and even into his food, but noting. Nothing seemed to trigger his metahuman abilities again until one day a small group of spies infiltrated the base and attempted to kidnap him. Then something triggered inside him, as soon as he felt that his life was in danger he began to mutate. Went from his slender build of 1.81 m 85 kg to 2.8 m (over 9 feet) and almost 250 kg (550 lbs) in matter of seconds, his skin hardened and turned black as flint. The intruders fled when they saw his transformation. After the danger was over he did not return to his former build, he was stuck in his alter form. Besides his increased strength, resistance to damage and fast healing he also got some downsides with his alteration. He gets migraines that can last through a whole day, he began to stutter and he lost his 20/20 vision. Also it seems that his body is almost solid through, he can still digest food (and loves good food) and he requires it and also keep himself hydrated, but he does not bleed and his organs are almost impenetrable. (No vitals and no blood). His bones seem to be unbreakable and he his almost totally immune to pain. For the next 5 years he worked with the Navy trying to duplicate his abilities and at the same time revert to his old form but nothing. After almost 9 years service with the Marines/Navy he left, both parties agreed on that he was no longer needed for the project they had done all they could do, and they had run out of funds. For the past 9 years John has been working as a freelance super, anything from a bouncer at high class clubs to hired soldier, he even did a commercial for used car dealership were he was painted green and played a famous comic book superhero. |
Re: [OOC] Super Mercs
I definitely like both of those character concepts. :)
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Re: [OOC] Super Mercs
Thanks to insomnia, I have a character much quicker than I expected. An outline for a full backstory is prepped pending the stats being approved. I played with the rules a bit (I think everything is ok, but I am largely guessing on Alcholism and Legal Immunity), so everything there probably needs GM approval. Skills and attributes are deliberately low -- it matches my character concept of a famous hero who drank himself nearly to death and is just coming back.
Myrmidon (Pontarche Achilleion) Ads and Disads with an * are me playing with the rules, and are noted at the bottom. ST 12 (18 Striking, Super -10%) [47] DX 12 [40] IQ 10 HT 9 [-10] HP 10 WL 9 [-5] PR 10 FP 10 Attributes [72] Advantages: Rage* [9]; Groupie!* [10]; Damage Resistance 10 (Tough Skin, Super -50%) [25]; Enhanced Time Sense (Super -10%) [41]; Filthy Rich [50]; High Pain Threshold [10]; Immunity to Sickness and Disease (Super -10%) [14]; Independent Income (Level 20) [20]; Legal Immunity (Complete)* [30]; Regeneration (Regular, Super -10%) [23]; Regrowth (Super -10%) [36]; Unaging (Super -10%) [14]; Unkillable II (Super -10%) [90]; Weapon Master (Two-Handed Swords) [20] Advantages [392] Signature Gear: Sword of Ares -- Thrusting Greatsword; Very Fine Quality; Fine Balance Enchantments: Accuracy +2; Penetrating Weapon (Ignores DR); Defending Weapon +3; Puissance +2 Signature Gear [84] Disadvantages: Alcoholism (Recovering)* [-5]; Bloodlust (SC 9) [-15]; Callous [-5]; Impulsive [-10]; Insomniac [-10]; Lecherousness [-15]; Nightmares (SC-12) [-5]; On the Edge [-15] Disadvantages [-80] Skills: Brawling DX-E 14 [4]; Carousing HT-E 13 [8]; Gambling IQ-A 11 [4]; Streetwise IQ-A 12 [4]; Two-Handed Sword DX-A 15 [12] Skills [32] Feature: Love Him or Hate Him!* [0] Perks: To Be Added [5] Quirks: To Be Added [-5] Notes: Alcoholism (Recovering) -- Had alcoholism prior to play beginning, and begins play having "paid off" the disadvantage but still subject to the rules for a former alcoholic. Groupie! -- Based off of Claim to Hospitality (Vast Alliance of Wealthy Figures). Anywhere he goes in the world, within 1d-1 hours of searching, he can find a beautiful (and unwise) young girl enamored by him because of his notoriety and fame willing to take him home with her (on 14 or less). The information exchange listed in Claim to Hospitality could occur, and instead of being obligated to offer the same hospitality at home, the groupie could become the adventure hook by being kidnapped, killed, etc. -- so the advantages point cost balances out. It is meant to be cinematic ("We are in the middle of the Sahara Desert -- where are we going to find a place to stay?" -- two hours later he has hooked up with the camel-trader's daughter and is staying at their tent) but not roleplayed -- it is background action. Legal Immunity (Complete) -- Admittedly playing it by ear, but basically two legal immunities that allow you to "do nearly anything you please provided you don't injure the nation, church, or other power that granted you Legal Immunity in the first place" -- with the second to 'cover' the first. Governments might try to assassinate Myrmidon, but they won't arrest him. Love Him or Hate Him! -- Very few people don't have an opinion of Myrmidon, and those opinions can vary wildly (even among those with the same general beliefs). Crooks can have a positive reation (they fear him) or a negative reaction (you killed my brother!). Law and order types love him (put the criminals in their place) or hate him (danged vigilante). The result is strong opinions either way. Mechanically, half of the people (randomly) respond positively to him, with a bonus of +4 to +9 (1d6+3) (bought as Reputation +4 [1/12th of world] and Reputation +5 [1/12th of world], etc). Half the people respond negatively to him, with a bonus of -4 to -9. Essentially no one reacts to him at +0 (indigenous boat people of the Amazon basin have their opinion of him), yet the numbers should balance precisely (of course, the GM is not compelled to randomly determine which NPCs react positively or negatively -- although I hope it would generally balance out). Rage -- Essentially Blessed (Heroic Feats - ST) [10] modified by Super -10%. EDITS: Added Sword of Ares Removed Very Fit Downgraded Alcoholism (Recovering) to Alcoholism Removed Filthy Rich Removed Independent Income Lowered Dex by Two Raised Strength by Two Removed Power Blow Lowered Two-Handed Sword by Two Removed Temperature Tolerance Corrected Math on Striking Strength EDITS II: Put Alcoholism back down to Alcoholism (Recovering) Added 2 Striking Strength Got rid of Intimidate Changed Sword of Ares EDITS III: Lowered HT by one Readded Filthy Rich Lowered Striking ST to original Level Added Nightmares Removed Recovery Added Independent Income Restored the two levels of Two-Handed Sword Corrected Math on Brawling |
Re: [OOC] Super Mercs
Name: John Miller "The Brute" or "Flint" Race: Meta-Human
Appearance: Bald, brown eyes, unattractive (do to his inhuman appearance), skin black as flint and hard to the touch, height 2.8 meters/9´2 feet and weight over 200 kg/450 lbs. Usually dressed in dark brown or light green cargo pants, custom T-Shirts and wearing either a bomber jacket or a hoodie. He wears large thick glasses, when excpecting combat he uses his custom made tactical Bolle Goggles with corrected lenses. [Attributes [130] ST 30 (ST includes +20 from 'Extra ST') DX 13 [60] IQ 11 [20] HT 13 [30] HP 30 Will 11 Per 13 [10] FP 13 Basic Lift 180 Damage 3d/5d+2 Basic Speed 7 [10] Basic Move 8 (Basic Move includes +1 from 'Gigantism') Ground Move 8/16 Water Move 1 Social Background TL: 8 [0] Cultural Familiarities: Languages: English (Native) [0]. Advantages [370] Combat Reflexes [15] Damage Resistance (16) (Can't Wear Armor; Hardened (+1)) [58] Enhanced Move (Ground) (1) (All-Out) [16] Extra ST (20) (Affects displayed ST score; Size) [180] Fit [5] Hard to Subdue (2) [4] High Pain Threshold [10] Injury Tolerance (No Blood; No Vitals; Unbreakable Bones) [20] Nictitating Membrane (2) [2] Regeneration (Fast: 1HP/Min) [50] Super Jump (1) [10] Perks [2] Fearsome Stare [1] Striking Surface [1] Disadvantages [-75] Addiction (Tobacco) (Cheap) (Highly addictive; Legal) [-5] Appearance (Ugly) [-8] Bad Sight (Nearsighted) (Glasses) [-10] Chronic Pain (Migrane) (Severe) (6 or less; 8 hours) [-10] Code of Honor (Soldier's) [-10] Disturbing Voice [-10] Gigantism [0] Gluttony (9 or less) [-7] Pacifism (Cannot Harm Innocents) [-10] Sense of Duty (To Companions) (Small Group) [-5] Quirks [-5] Congenial [-1] Dislikes Bullies [-1] Habit (Smokes his cigars to the end) [-1] Likes to fight "Old Style" Shield and Mace [-1] Loves Dogs. Trains them as a hobby [-1] Skills [78] Animal Handling (Dogs) IQ/A - IQ+1 12 [4] Area Knowledge (Local City) IQ/E - IQ+1 12 [2] Axe/Mace DX/A - DX+3 16 [12] Boxing DX/A - DX+3 16 [12] Broadsword DX/A - DX+1 14 [4] Climbing DX/A - DX-1 12 [1] Feint (Boxing) Tech/H - def+2 18 [3] Forced Entry DX/E - DX+0 13 [1] Gunner/TL8 (Machine Gun) DX/E - DX+0 13 [1] Guns/TL8 (Light Machine Gun) DX/E - DX+2 15 [4] Guns/TL8 (Rifle) DX/E - DX+1 14 [1] Guns/TL8 (Submachine Gun) DX/E - DX+1 14 [1] Intimidation Will/A - Will+1 12 [4] Savoir-Faire (Military) IQ/E - IQ+1 12 [2] Shield (Shield) DX/E - DX+3 16 [8] Soldier/TL8 IQ/A - IQ+1 12 [4] Stealth DX/A - DX-1 12 [1] Streetwise IQ/A - IQ+1 12 [4] Targeted Attack (Boxing Punch/Jaw) Tech/H - def+3 13 [4] Two-Handed Axe/Mace DX/A - DX+0 13 [0] Two-Handed Sword DX/A - DX+1 14 [4] Uppercut (Boxing) Tech/A - def+0 15 [0] Urban Survival Per/A - Per-1 12 [1] Stats [130] Ads [370] Disads [-75] Quirks [-5] Skills [78] = Total [500] Hand Weapons 1 Bokken LC:4 $40 Wgt:3 one-handed swing Dam:5d+3 cr Reach:1 Parry:11 ST:10 one-handed thrust Dam:3d+1 cr Reach:1 Parry:11 ST:10 two-handed swing Dam:5d+3 cr Reach:1 Parry:11 ST:9† two-handed thrust Dam:3d cr Reach:1 Parry:11 ST:9† 1 Mace LC:4 $50 Wgt:5 Dam:6d+1 cr Reach:1 Parry:12U ST:12 Skill:Axe/Mace, DX-5, Flail-4, Two-Handed Axe/Mace-3 Notes:[1] 1 Medium Plastic Shield LC:4 $60 Wgt:7.5 Dam:3d cr Reach:1 Parry:No ST: Skill:DX-4, Shield-2, Shield (Shield) Notes:[2,3,4] DB 2 1 Large Entry Shield LC: 4 $1400 Wgt:22 Dam:3d+1 cr Reach:1 Parry:No ST: Skill:DX-4, Shield-2, Shield (Shield) Notes:[2,3,4] DR:12/60 Ranged Weapons 1 Mace LC:4 Dam:6d+1 cr Acc:1 Range:15 / 30 RoF:1 Shots:T(1) ST:12 Bulk:-4 Rcl: $50 Wgt:5 1 Saco M60, 7.62x51mm (Converted for his size, trigger and so on) LC:1 $12000 Wgt:29.6 w/o bipod Dam:7d pi Acc:5 Range:1000 / 4200 RoF:9! Shots:100(5) ST:12B† Bulk:-7 Rcl:2 w/ bipod Dam:7d pi Acc:5 Range:1000 / 4200 RoF:9! Shots:100(5) ST:8B† Bulk:-7 Rcl:2 Armor & Possessions 1 Large Entry Shield $1400 Wgt:22 Location: Clothing - $500 wgt: 5 Bolle - $400 Wgt: ngl. Corrected lenses - Migator. |
Re: [OOC] Super Mercs
Name: Jamal Smith
Attributes [245] ST 11 [10] DX 16 [120] IQ 13 [60] HT 14 [40] HP 11 Will 14 [5] Per 15 [10] FP 12 [-6] Basic Lift Damage d/d Basic Speed 7 [-10] Basic Move 7 Social Background TL: 8 Cultural Familiarities: Western Languages: English Advantages [312] Alternate Form (Pact, Fanaticism, -15%; Super, -10%; Preparation Required, 1 hour, -50%; Reduced Time 4, +80%) [16 + 246 = 262]
Spoiler:
Combat Reflexes [15] Street-Smart (Merchant, Panhandling, Scrounging, Shadowing, Streetwise, and Urban Survival; +1 reaction from shady characters) 4 [20] Very Fit [15] Disadvantages [-100] Bad Temper (15) [-5] Callous [-5] Chummy [-5] Code of Honor (Gangster's; Don't snitch, keep your word, protect your boys and your hood) [-5] Fanaticism (Serve the devil) [-15] Guilt Complex [-5] Overconfidence [-5] Pacifism (Cannot Harm Innocents) [-10] Sense of Duty (The Team) [-5] Split Personality (Alternate Personality loses Code of Honor, Bad Temper, and Sense of duty - Gains Trickster) [-15] Wealth (Struggling) [-10] Quirks [-5] Southern Accent Intolerance (Cops) Sold His Soul (Cannot be resurrected from the dead) Likes Short Women Incompetence (Cooking) Skills [48] Acrobatics (H) DX-2 14 [1] Area Knowledge (Memphis) (E) IQ 13 [1] Armoury/TL8 (Small Arms) (A) IQ-1 12 [1] Body Language (A) Per-1 14 [1] Brawling (E) DX+2 18 [4] Climbing (A) DX-1 15 [1] Detect Lies (H) Per-2 13 [1] Driving/TL8 (Automobile) (A) DX-1 15 [1] Escape (H) DX-2 14 [1] Fast-Draw (Pistol) (E) DX 16 [1] First Aid/TL8 (E) IQ 13 [1] Forced Entry (E) DX 16 [1] Gesture (E) IQ 13 [1] Guns/TL8 (Pistol) (E) DX+2 18 [4] Hidden Lore (Demons) (A) IQ-1 12 [1] Holdout (A) IQ-1 12 [1] Intimidation (A) WIll-1 13 [1] Knife (E) DX 16 [1] Lockpicking/TL8 (A) IQ-1 12 [1] Merchant (A) IQ-1 16 [1] † Observation (A) Per-1 14 [1] Occultism (A) IQ-1 12 [1] Panhandling (E) IQ 17 [1] † Pharmacy/TL8 (Synthetic) (H) IQ-2 11 [1] Running (A) HT-1 13 [1] Scrounging (E) Per-1 18 [1] † Search (A) Per-1 14 [1] Shadowing (A) IQ-1 16 [1] † Smuggling (A) IQ-1 12 [1] Stealth (A) DX 16 [2] Streetwise (A) IQ 17 [2] † Urban Survival (A) Per-1 18 [1] † Wrestling (A) DX+2 18 [8] † Includes +4 for Street-Smart Equipment FN BAR Magnum, .300 WM - $890 (High Tech, page 120) 50 rounds for the .300 Kahr K40, .40 S&W - $720 (High Tech, page 101) 50 round for the 40 Two extra magazines Shoulder Holster - $50 Long Knife - $120 Stats [245] Ads [312] Disads [100] Quirks [5] Skills [48] = Total [500] |
Re: [OOC] Super Mercs
What's the cap on Magery?
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Re: [OOC] Super Mercs
I am in so many games but I can't pass this one up. my idea is of an ex-military guy who is sponsored by a rich Businees man(Patron) who supplies him with funds and gadgets(will stay withing the TL 8 restriction unless you will allow high tech gadgets provided by the Patron). He takes on the monaker of the Star Spangled Vigilantee the Minute Man. He is what you would call a Super Normal in the vane of Batman,the Punisher, etc. Basically good with fire arms, Martial arts, gadgets (perhaps a couple Gizmos)
Let me know if this is ok....and I will work on his sheet. |
Re: [OOC] Super Mercs
@kafknoia: No cap on Magery
@Skullcrusher: This could definitely work. Stay within TL8 at first, though the Patron would be a convenient way for me to introduce better gear into the party later if I think you'll need it. Also, the point total is high enough that if you want really, really, expensive gear you should be able to take Wealth. Run some specifics by me and I'll tell you what I think. Note to everyone: I've got a busy few days coming up, so don't be alarmed if it takes until Tuesday or so to get rolling. Partly I want to make sure I have time to give everyone's character sheet a close look before the first mission starts. |
Re: [OOC] Super Mercs
Name: Toni Whael
Concept: Scout/ Sniper/ Probability Psi Place: "Nowhere particular" History: Toni Whael abandoned her nationality years ago after falling foul of politics, and become a citizen of the world. It began with her father's defection during the Cold War following threats against him for his 'politically incorrect' ideas about the freedom of speech. Her mother was equally 'radical', campaigning for anything from workers rights through Save The Earth groups. When her parents were killed during a peaceful protest that turned nasty just after she turned 18, Toni was horrified to discover that no one was willing to care about their deaths. Police and politicians claimed that the protest had been a violent one and they had only themselves to blame. The other campaigners were either too busy being sorry for themselves or simply couldn't remember her parents. Turning to a life where she knew that she could make a difference, Toni set about building a new world. Her ability to affect probability, allowing her to side-step people trying to attack her and other dangers, was offset by a habit of running into strange things. That she also found early on an ability to manipulate the weather to limited degrees aided her in her chosen work. ** Stats ** ST 13 DX 15 IQ 15 HT 12 [250] WILL 16 PER 16 FP 15 HP 14 [21] Basic Lift 33 Basic Speed 6.75 Basic Move 6 Dodge 10 (+1 for combat reflexes) Damage Thrusting 1d Swing 2d-1 ** Languages ** English: Native/ Native [0] Arabic: Native/ Native [6] German: Native/ Native [6] Chinese: Native/ Native [6] Sign language: Native [3] ** Advantages ** Probability Talent 3 [15] Weather Control 3 [66] Luck (Extraordinary 30; Defensive -20%; Probability -10%) [21] Very Fit [15] Very Rapid Healing [15] Combat Reflexes [15] Danger Sense [15] Wealth (Wealthy x5 = $100,000 starting wealth) [20] Night Vision 3 [3] ** Perks ** Variable Accent (Can assume any accent/ dialect after minimal observation; doesn't count for languages) [1] Knows equipment (find things in equipment vest/ belt/ bandolier by touch/ memory) [1] Rugged (never looks washed out/ unattractive, she's always rugged or deshabille) [1] Deep Sleeper [1] ** Disadvantages ** Leave no trace (opposite of trademark - must try to avoid leaving evidence of her presence) [-5] Weirdness Magnet [-15] Intolerance (Politicians) [-3] Sense of Duty (Team) [-5] Odious Personal Habit (Excessive use of Stealth; walking up behind people, etc) [-5] ** Quirks ** No alcohol/ drugs [-1] Find out why my parents were killed [-1] Needs to plan (opposite of Impulsive) [-1] Fear of flying [-1] Overprepares (compensating for not having equipment on mission that went wrong) [-1] ** Skills ** Acting IQ-1 14 [1] Armoury (small arms) IQ+0 15 [2] Brawling DX+1 16 [2] Cartography IQ+0 15 [2] Climbing DX-1 14 [1] Computer Use IQ+0 15 [1] Computer Programming IQ-1 14 [2] Drive (Car) DX-1 14 [1] Drive (Motorbike) DX+0 15 [2] Drive (hovercraft) DX-1 14 [1] Escape DX+0 15 [4] Explosives (Demolitions) IQ-1 14 [1] Explosives (Explosive Ordnance Disposal) IQ+0 15 [2] Fast Talk IQ-1 14 [1] First Aid IQ+1 16 [2] Forward Observer IQ-1 14 [1] Judo DX+0 15 [4] Jumping DX+0 15 [1] Knot-Tying DX+0 15 [1] Lockpicking IQ+0 15 [2] Gun (SMG) DX+0 15 [1] Gun (Rifle) DX+1 16 [2] Melee weapon (knife) DX+1 16 [2] Running HT+1 13 [4] Shadowing IQ+0 15 [2] Stealth DX+0 15 [2] Strategy IQ-2 13 [1] Survival (Desert) PER-1 15 [1] Survival (Woodland) PER-1 15 [1] Tactics IQ-2 13 [1] Tracking PER+0 16 [2] Weather Control (+3 Talent) IQ+0 15 [4] ** Equipment ** Weapon Damage Acc Range RoF Shots ST Bulk Rcl LC Sniper Rifle .338 9d+1 pi 6+3 1500/5500 1 4+1 (3) 11B -6 4 3 PDW 4.6mm 4d+1 pi- 3 200/2000 15 20+1 (3) 7 -3 2 2 Weapon Damage SW Damage Thr Reach Parry Large knife -2 cut imp C, 1 -1 Small knife -3 cut -1 imp C, 1 -1 Small knife -3 cut -1 imp C, 1 -1 (yes, that's deliberate, she has a spare; all are Fine quality) Ascension Gun (Grappling hook + cable + launcher + motor for pulling (can lift Toni + kit)) Night Vision goggles (includes link for palmtop so that the goggles can act as a monitor for it) Fibre-optic camera (for poking through small holes) Equipment vest & Equipment belt * Torch * Head-torch * Lockpicks * Demolitions kit * Adhesive pads (various) * Palmtop -- WI-FI broadband -- Encryption/ Decryption software (secure comms only) -- Notes on explosives/ security systems/ mission specifics -- Webcam (high quality image + photo/ video software) -- Standard software packages * GPS (includes map display) * Spare batteries/ power packs * ammo * grenades -- Explosive -- Stun * First Aid Kit * Telescope (small, compact, 5 levels of telescopic vision) * Periscope (collapses down to the size of a pen, used for looking discreetly around corners) * Sattelite Phone (includes link to boost palmtop communications) Toni believes in being prepared; this isn't Gizmos, it's simply that making up a complete list of her standard/ specific mission kit will take a while. This list is broken down depending on the mission requirements, and she has > $50,000 available easily by the time that this kit is bought so there can easily be more. ** Totals ** Point Limit 500 Points Spent 500 Disadvantages -45 Unspent Points 0 Total Points 500 |
Re: [OOC] Super Mercs
I have a backstory, but it is long enough that I have to break it up between a couple of posts.
Note that I use the name JLA to refer to a superhero team, but it could apply to any group of American-based, popular superheroes dedicated to truth and justice. |
Re: [OOC] Super Mercs
The Story of Myrmidon (Part 1):
This story is a transcription of the audio archives recorded by Captain Marvelous and compiled in "The History of Heroism." Captain Marvelous recorded this and other stories for this compilation while he was dying of radiation sickness from his encounter with Demolicious, and published posthumously. We express our condelences and our gratitude to Captain Marvelous' estate for permission to reprint it here. "You know, I was one of the few people that could tolerate Pontarches. Who is Pontarches? Pontarches Achilleion -- that's the real name of Myrmidon. Everybody knows him by the name Myrmidon now, of course. He hasn't exactly been hiding his identity. In fact, I think he changed his legal name to Myrmidon -- but I am not sure. Anyhow, of the original JLA I was the only one would really tolerated him. The other members used to joke that my super power was putting up with him, but being magically infused with power from the God of Mercy allows you to put up with quite a bit I suppose -- I had that advantage at least. Memory is a funny thing. For example, almost everyone has forgotten that Myrmidon was one of the founding members of the JLA. Oh don't get me wrong -- the JLA has had a hand in helping everyone forget and they sure are glad that people have. But you would think that the best known super being a member of the best known supers group would be something people would remember -- but few do. It was a rocky marriage of convenience from the beginning. We were all "truth, justice, etc." while Myrmidon was more about getting the job done. We all put on a good face in public, but there were at least a dozen times when things got so heated that they came to blows within the JLA -- something that is unimaginable now (what with cameras beaming everything in our headquarters to the whole country via C-Span). You could be forgiven for thinking that Myrmidon was kicked out of the group for his -- shall we say -- violent proclivities. But while that was a source of tension within the JLA, that wasn't actually why the other members pushed him out. Thanks to the support we received from the government, we became quite adept at hiding his indiscretions. When Myrmidon killed the Wrangler in '78, we found a stand-in to frog-march into prison. Someone somewhere is guarding an empty cell in a maximum security 'supers' prison. When Myrmidon killed Destructo in '81, we were able to cremate his remains after forging an autopsy saying that he had died of a heart attack during the battle. All told, in the dozen or so years he was a member of the JLA, we successfully covered up the 300+ people he killed. Most were easy to cover -- thugs or street-level supers -- and only about 20 required any real effort to hide. No, that wasn't the reason we kicked him out. Instead it was what happened in the hotel in Chicago in '84. Of course it wasn't the first time Myrmidon had been caught with underaged girls. The rumor about him and the entire Forest Lake's High School cheerleading squad is (surprisingly) true. The rumor about him and Glory Girl was also true -- Gloriana tried to kill him for having a six-month affair with her 17 year old sidekick (especially since she and Myrmidon were having an affair of their own at the same time!). But things were different in Chicago. This particular underaged girl happened to be the President's 16 year old daughter, and after he watched the video tape that Myrmidon took of the events (which the agents confiscated), he contacted the JLA. I took that call, and out of respect for the office of the Presidency I won't repeat what was said. Nevertheless, that day Myrmidon was unceremoniously given emeritus status. I will say this -- some people condemn Myrmidon for his proclivities to chase after young girls. I won't defend him like some people do by saying it was a different time -- it really wasn't acceptable then, either, and he is probably still chasing them today. I will say two things in his defense, though. First, he never had a thing for young girls -- he had a thing for girls. Young or old, it really didn't make a difference to him (does that make it any better? I wonder...). Second, no one really knows how old Myrmidon is. Sure he looks like he is in his 30s, but he looked the same age the day I met him. As far as I know, chasing women his own age might mean he spends his weekends trolling the retirement homes. Heck, it might mean trolling the cemetaries. I am not sure there are any women his age around. Still, that may just be the God of Mercy in me talking...I know a lot of people aren't prepared to forgive him for that. Anyhow, back on topic. I have heard the rumors that the President was also to have used resources to make at least six attempts on Myrmidon's life after that. I can't confirm that, but I can confirm that the JLA were never brought in on any of them. If he did put out hits on Myrmidon, none were successful. Some argue that the fire that consumed the Presidential retreat in '86 while the President was staying there with his family (and from which they barely escaped) was Myrmidon sending a message to stop the attacks on him. Regardless, they either made their peace or agreed to hate each other because Myrmidon was accepting spec missions from the President by '87. After the administration changed, Myrmidon found himself needed less -- and so he went overseas more often. Even I don't know everything he has done, but I do know that there wasn't a government in the world he hasn't done wetworks for at some point and time -- Russia, Israel, China, Japan, Korea (North and South), Australia -- you name it. If it was off-book, he would take the job. Sometimes he even ran afoul of the JLA. Did you know that I caught him once -- well me and two other members of the JLA. We took him in, and they were all set to book him when a man in a suit wearing sunglasses came in and flashed a badge to the officer. Next thing I know, Myrmidon is talking with us like old times while he walks out the door of the station. You would think that with what he has done in his life that somebody, somewhere would put him in jail for it, but he has never been behind bars a night in his life. Anyway, the problem came when countries started to retain him. Sure it was great money (they would give him huge sums of money in return for an continuing agreement not to operate against their country), and he really couldn't turn it down. But by the end, he was essentially only able to act against non-state players -- and there weren't enough of them to keep him interested. All of these things worked together to prompt his extended stay in Tampa, Florida. He had been on a job there, and after he had cut his way through several dozen drug smugglers he found himself with time to kill before he had to be in Capetown, South Africa. As he always did, he ended up partying -- and his constitution allowed him to start partying on Wednesday and party non-stop through Monday morning. Let me tell you, there wasn't anyone in the JLA he couldn't outlast when it came to a party. He had been drinking non-stop for nearly three days when he saw her -- the perfect woman, he described her as to me. Her name was Briss Carter, but of course he didn't know that at the time. Even in his drunken haze, he knew he had to have her. He clumsily approached her, but Briss told me later that he reeked by that point and could barely speak. Not surprisingly she wouldn't give him the time of day. But somehow when Myrmidon sobered up on Monday morning he remembered her from that Friday party. He had to get to Capetown, but he cajoled and bullied various governmental and nongovernmental contacts into finding her. He even tried to call in a favor from the JLA -- we put the kaibosh to that right quick (in this day and age the JLA can't be see as spying on American citizens). But he got enough resources that they were able to find her. They reported back to him on her name and location, what church she went to, what college she went to, what her classes were, and so forth. But all of them reported to him that they had a devil of a time following her -- and each of them lost her at some point during the tail. In retrospect that ought to have been a clue, but Myrmidon just dismissed them all once he got that information. From that point on, as far as I know, he stopped taking foreign assignments. It was three months before he finished his book of accepted business. That complete, he headed to Tampa to live. He bought a house in her neighborhood and joined her church. He took a job as a visiting professor at her community college (doing an absolutely horrible job, from what I have heard) and getting her to attend his classes. He hoped that she had forgotten him from his drunken introduction, but she told me later that she knew exactly who he was and what he wanted when he first moved in. That doesn't surprise me at all -- Briss was a bright girl, and Myrmidon has all the subtlty of a chainsaw. She tolerated his attempts for a year -- and he was relentless. Briss managed to get him to change his ways, too. Or, rather, he changed for Briss without her ever really asking him to. She told him she would never go out with a drunken SoB like him, and he sobered up. She told him that she wasn't looking for a party slob, and stopped. She told him that she would only marry a member of her church, and that she would only date men she could potentially marry, and Myrmidon joined that church. Now I don't think for a moment that he actually converted or became a believer, but he was there every Sunday and was very generous when the collection plate came around -- if you know what I mean. |
Re: [OOC] Super Mercs
The Story of Myrmidon (Part 2):
Meanwhile, through all of this time Myrmidon was putting his personal stamp on Tampa -- using the dead bodies of thugs and hooligans as a warning that he had claimed Tampa as his own and crime was not permitted in the city. In some ways, it was great -- do you realize that Tampa laid off two-thirds of its police force as almost no crime was being committed in the city? That was some lawsuit, though -- when the policeman's union sued Myrmidon personally for tortious interference with contract. The poor judge was terrified of Myrmidon, and the jury said they ruled for Myrmidon because they were afraid if they didn't, he would hunt them all down and kill them. Myrmidon wouldn't, though (I think...nah, he wouldn't). But in other ways, it impacted the citizens in a negative way. You can't see that much blood and not be jaded. Mothers would tell their children that if they didn't go to bed, Myrmidon would come and get them. He became the boogeyman. A lot of people moved out, and Tampa became a police state without the police. Those conditions were perfect for a new hero to enter the scene -- and the Silk Spider was born. Now I expect most everyone knows at this point that the Silk Spider was actually Briss, but Myrmidon didn't know that. From the very beginning, it was obvious that she was trying to provoke Myrmidon. She committed a number of high-profile robberies with a Robin Hood flair -- giving most (but not all, of course) to the poor. No matter what Myrmidon did to catch her, he never could. It was like she knew where he was at all times. Of course she did -- I met her during this time and she used to giggle when she told me how she would be in the middle of staking out a job and would pull out her phone and call Myrmidon to see where he was -- and he would tell her! What really frustrated Myrmidon, though, was how she would warn those he was trying to bring to (his particular style of) justice. He would come crashing in to a loading dock, only to find the criminals had fled, and Silk Spider had left him a note mocking him for being too slow. One time, Myrmidon actually sent me one of these notes asking me to search it for DNA or fingerprints or what not so that he could catch the Silk Spider. Of course I already knew the Silk Spider was Briss, so I led him on a merry wild goose chase that ended with him looking for a left-handed, middle-eastern woman with abinoism. Good times... Anyhow, although he threatened to tear my head off when he found out about all of this, it actually worked out to his benefit. Because he was so relentless pursuing her as Silk Spider, she had to keep in touch with him to know where he was at all times. And because he was so relentless pursuing her as Briss Carter, he eventually won her over. They dated for almost another year while he was still trying to catch her in costume. Once he started dating her -- the change in him was profound. He swore less, he drank less, and he even became a one-woman man (can you believe that?). In fact, you could almost enjoy being around him -- which is amazing in and of itself. Because he has never been someone you liked being around. You might respect him, and you might fear him. Heck, some people practically worship him. But no one likes him. Except Briss. And that made all the difference to him. This situation was bizarre, though. I would get calls from Briss all of the time. I was the only one who knew him and knew who she was, so I got to hear everything. And no, I am not telling you. But they could have sold the rights to their story to a sitcom and it would have been the top-rated show on television. Ok, just one story. Briss (as Silk Spider) had been trapped by Mrymidon, and she was genuinely fearful for her life. She was trying to escape Myrmidon in a car that she hotwired, but that just led to a high speed chase. Briss knew that Myrmidon was the better driver, and it was only a matter of time before he caught her. So she called him on her cell-phone during the chase! She told him some nonsense about being stressed out from school and that she had been crying and asked him if he could come over right away. It worked, too. Myrmidon let her escape as Silk Spider, and made his way over to her house. Briss scrambled to change in the car she had stolen and drove like a banshee through the back roads to beat Myrmidon to her house. When he knocked on her door, she was in her pajamas and had tears rolling down her cheeks (she was always a good actress). When she called me, I had tears rolling down my cheeks as well (but mine were from laughing so hard!). But when I was laughing at Myrmidon, she told me how sweet she thought it was. I knew then that she was hooked. Well, this all came to a head when Myrmidon was killing off some members of the El Savadore cartel. He had made his typical, brutal entrance, and most of the gang members died in the initial assault. Briss had planned on notifying them so they could avoid the attack, but car troubles made her so that she was late. By the time she arrived, he had killed almost everyone. The only person left was a young boy (maybe 14). Well Myrmidon was moving in to finish him, and Briss was all the way across the warehouse. There was no way she could see to save the kid, so she did the only thing she could think of. She called out to Myrmidon, got his attention, and took off her mask. It was the moment that ultimately cost her her life, but we are getting ahead of ourselves a bit. She asked, no she begged Myrmidon to let the kid live -- for her sake. Briss told me that knowing how much Myrmidon hated Silk Spider, she was a little concerned that he would kill her on the spot. But he loved Briss more than he hated Silk Spider. He backhanded the kid, knocking him out, and threw him over his shoulder. He carried the kid to the police station -- that was the first and last time Myrmidon was responsible for an actual arrest, I think. I don't know everything that happened between them over the course of the next month. Neither of them shared it with me -- apparently it was a private time for them. Silk Spider retired immediately, but Myrmidon stayed active (although less so than normal). A month later, though, Myrmidon stopped heading out. I got the call from Myrmidon (Briss ratted me out that I knew who she was all along) asking me to be his best man. I would tell you about the wedding, but from the television ratings it seems like everyone in the world watched it live when it was broadcast on CNN. They had a happy marriage -- what was it that Tolstoy said? Every happy marriage is the same and every miserable marriage has its own story. There isn't a story with their marriage. It was perfect. He loved her more than life itself, and she knew it and loved him back. |
Re: [OOC] Super Mercs
The Story of Myrmidon (Part 3):
It all came back to when she took off her mask, though. The kid saw who she was. He spent half a dozen years in juvenile, and when he turned 21 he was released. He thought he had information that the El Salvadorian mob would pay him for. He knew who Silk Spider was. The mob had been after her for years, after she robbed one of their 'banks,' and an uncollected hit had been put out on her. The kid didn't get the reward he expected when he told the El Savadorian's what they wanted to know -- they just put a bullet in the back of his head. But they now knew where to get their revenge. I guess there isn't a smart way to assassinate a married socialite/elementary school teacher (the job Briss took after college), but those El Savadorians did it in about the dumbest way imaginable. It was pubic, it was messy, and they made sure that she died in Myrmidon's arms (they were no fans of his for all kinds of reasons). They were at the grand opening of the Briss Carter Pediatric Wing of the hospital (built with Myrmidon's money) when a gunman stood up in the crowd and shouted, "The El Salvadorians send their regards." He then put three bullets into her chest and one in her throat. They apprehended the gunman, but he never survived to be booked (Myrmidon saw to that). I have to say that Myrmidon frightened me at this point. I have never seen anyone that bloodthirsty -- and I fought Dr. Blood himself. Myrmidon began cutting a swath through the mob like you wouldn't believe. Their members. Their suppliers. Their contacts. If you had done business with them, you were a target. They eventually begged for peace, but Myrmidon didn't respond. He just kept killing. Villages burned down, aircraft exploded in the sky, I mean you name it. He hunted down Cyberspace (you know, the hacker that compromised the banks in '99?). He apparently tortured him until he agreed to hack into a U.S. defense network satellite and force-launch several Tomahawk missiles into an El Salvadorian conclave. Cyberspace turned himself in as soon as Myrmidon left, but he was in the hospital for six months after the experience. I guess Myrmidon needed the fight to avoid thinking of what he had lost, because once he ran out of people to kill -- it was like he shut down. You know, I have lost people I love before, but here I am ready to die and I have to hope that I might see them again. If nothing else, I have reached the end of my missing them. But for Myrmidon, I don't think he sees things that way. He was just looking at an endless life without Briss. He didn't handle things very well. His first mistake was going back to drinking. I tried to keep him off of it -- telling him that a depressant was no cure for depression -- but he didn't care. Shortly after he started drinking, he started hooking up with random women again. I don't know what it is about him, but the man could always find a beautiful woman anywhere in the world. It isn't his looks and it certainly isn't his personality -- he is like a rock star. You know, the ones that look horrible but are dating the supermodel? Well that is what its like with him. I went to check on him once. No one had heard from him in over a month, and the JLA actually wondered whether they should hold a funeral for him. But nobody cared enough to head to Tampa and see if he was alive or dead. When I got down there, I found him in his beach mansion. The place was trashed, a Ferrari was turned upside down in the front lawn, there was probably two-million dollars worth of cocaine here and there in the house (he must have been providing for the guests, because I knew good and well he never touched that stuff). There were probably two dozen women there, including eight of the Maxim 100 hottest women in the world list. The party looked like it had been going on for months... I finally found him in bed with the new girl from the jeans commercial that is all the rage, and some little 19 year old nymphette that is an aspiring "actress" -- if you know what I mean. I kicked the girls out and tried to have a heart to heart with him, but he was too far gone to listen. I begged him to sober up, I told him this lifestyle would destroy him, and offer to get help, but all he did was grunt at me. I asked him what Briss would say if she could see him now, but that was the wrong thing to say. I saw it in his eyes when I said it -- guilt. He felt guilty because he couldn't save her and he was trying to bury that guilt with booze and women. But all that did was make him feel more guilty. It was a horrible thing to see -- and I worry that he is going to keep spiralling further and further down. In fact, I wouldn't be surprised if I attended his funeral." Final Note: Captain Marvelous did not survive to attend Myrmidon's funeral -- in fact, Captain Marvelous died little over a month after giving this interview. He was buried in Arlington National Cemetery with State Honors. Myrmidon attended, but gave no comment to the media. He was also not seen talking to anyone else at the funeral -- including his former teammates with the JLA. |
Re: [OOC] Super Mercs
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I won't be able to work on the character until tomorrow afternoon |
Re: [OOC] Super Mercs
Question:
Since this world is Normal Mana, do we have the option of hiring out people to do Enchantments for us? |
Re: [OOC] Super Mercs
Likewise, would normal enchanted items be okay? If so, would they be using the rules for 1 point of signature gear equaling 25 power, or 1,000 power?
I have tinkered with the idea of making a super-normal who relies on two or three powerful artifacts. In no-mana zones, he would still have a sword, a ring, and a cape (or something like that)...but they wouldn't do anything, and he'd have to rely on his skills. If they were stolen, he could try to get them back, but he would be working without his abilities. Could be a fun twist/weakness to give him; he'd be REALLY good with his equipment, and just VERY good without it. |
Re: [OOC] Super Mercs
Actually, I had been assuming in my head the "$33 per energy point" rule for magic on magic items. That's what it would cost to commission them, and combining that rule to the rule for signature gear gives the result that 1 CP ~ 300 energy points in magic items.
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Re: [OOC] Super Mercs
@Skullcrusher: Again, specifics would help me make a ruling. If the gear the patron is usually providing is somewhere in the ballpark of what could be gotten through Signature Gear or Wealth, there's no problem.
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Re: [OOC] Super Mercs
Ok i should be able to make my character today. His equipment is goign to be in the relm of modifications of exisitng equipment or cutting edge stuff that his Patrons company is working on for the government and Minute Man gets to "Test" the prototypes.
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Re: [OOC] Super Mercs
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Re: [OOC] Super Mercs
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Re: [OOC] Super Mercs
I've decided against joining in, as I have other things I need to focus on.
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Re: [OOC] Super Mercs
Awesome!
I have everyone's character sheets. I'll start the IC thread in a couple days, once I have time to look over the character sheets, make sure I know people's capabilities, and put the finishing touches on the opening scenario. |
Re: [OOC] Super Mercs
Michael keep in mind I left a few points unspent just in case there are some changes that ned to be made. After you had time to review and give me feedback I will will give you the final version.
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Re: [OOC] Super Mercs
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Re: [OOC] Super Mercs
Hello all, I'm through my busy days, and am now going over character sheets. I should be done, and have the IC thread posted, in a few hours. One thing to do if you haven't already is make clear whether your character is publicly well-known, and what the public knows about him or her. I.e. sheldrine, you've given me the impression that most of what's in your backstory is now public knowledge, is that correct?
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Re: [OOC] Super Mercs
The Brute is a public figure, so to speak. I did not buy secret ID or reputation on him.
Also his appearance is very hard to conceal. I´m ready to play Thursday onward. |
Re: [OOC] Super Mercs
Hey, sorry for the wait. I've had some...difficulties with work this week. I'm finishing up a new character now, and will have it posted in just a bit.
That is, assuming you still have room for a fifth? EDIT: Eric 'Bolt' Franklin Appearance: Good looking, though nothing special. A fit, healthy 27 year old man, with an impressive physique. Typically wearing tight black clothing, sometimes with a yellow lightning bolt pin on his chest. Eric, or Bolt as he prefers to be called, is a speedster. That is to say, he is very, very fast; by some metahuman standards, his powers are fairly weak, but he uses them to his best advantage. Training his coordination and balance, he's become a very gifted acrobatic, and a talented fighter; with his abilities, he's a terror, though he knows to hightail it if a metahuman opponent shows up, his guns and knives often being unable to penetrate their thicker skin. Toni is the long range sniper and gadget fiend; Flint is the muscle; Jamal is the scary nightmare flyer; Myrmidon is...well, Myrmidon. Bolt is the speed, the forerunner. He can take care of large groups of relatively unskilled or weak abilities faster than the rest, or use his agility to distract and harry more difficult opponents. Mostly, he offers versatility to the group; he can get places quick, and change locations fast, shifting his style, location, and targets as the group needs. Strength: 15 [50] Dexterity: 16 [120] IQ: 10 Health: 14 [40] HP: 15 FP: 14 Will: 10 Perception: 10 Damage: Thrust 1d6+1, Swing 2d6+1 Lift/Encumbrance: 45, 90, 135, 270, 450 Speed: 11 Move: 11 Dodge: 15 Advantages/Perks: [299] Enhanced Time Sense [45] Flexibility [5] Altered Time Rate 1 (Super -10%) [90] Regular Regeneration (Super -10%, Temp. Disadvantage: Increased Consumption 1, -10%) [20] Enhanced Speed + 3.5 (Super -10%) [63] Enhanced Move 1 (Super -10%) [18] Extra Attack 1 (Super -10%, Multi-Strike +20%) [28] Super Jump 3 (Super -10%) [27] Technique Mastery (Feint) [1] Technique Mastery (Arm Lock) [1] Off Hand Weapon Training (Knife) [1] Off Hand Weapon Training (Pistol) [1] Weapon Bond (Pistols, Long Knives) [4] Disadvantages/Quirks: [-90] Bad Temper [-10] Bloodlust [-10] Callous [-5] Code of Honor (Mercenaries) [-10] Fanaticism (Mercenary Company; Get the Job Done) [-15] Gluttony [-5] Impulsiveness [-10] Overconfidence [-5] Cannot Harm Innocents [-10] Stubbornness [-5] Lazy [-1] Likes to mess with targets [-1] Nosy [-1] Distractible [-1] Proud [-1] Skills: [76] Acrobatics DH 16 [4] Breath Control HH 13 [2] Climbing DA 16 [2] Lifting DA 16 [2] Running HA 14 [2] Swimming HE 14 [1] Throwing DA 16 [2] Stealth DA 16 [2] Guns TL8 (Pistol) DE 18+1 [4] Thrown Weapon (Knife) DE 18 [4] Fast Draw (Ammo) DE 16 [1] Fast Draw (Knife) DE 16 [1] Fast Draw (Pistol) DE 16 [1] Knife DE 18+1 [4] Karate DH 18 [8] -Counterattack 22 [7] Judo DH 16 [4] -Arm Lock 22 [7] Parry Missile Weapons DH 18 [12] -Bullet Parry 17 [6] Gear: Fine Long Knife (Swing cut, Thrust+1 impaling, Reach C, 1, Parry 0, Weight 1.5, St 7) 120 Fine Long Knife (Swing cut, Thrust+1 impaling, Reach C, 1, Parry 0, Weight 1.5, St 7) 120 FN Five-seveN, 5.7x28mm (2d6+2 (2) pi-, Acc 2, Range 170/1,700, Weight 1.7/0.4, RoF 3, Shots 20+1(3), ST 8, Bulk -2, Rcl 2, LC 3) 1,500/38 -Baffle Suppressor (-3 hearing, -1 bulk) 750 0-Integral Targeting Laser (150 yard range, +1 ) 450 FN Five-seveN, 5.7x28mm (2d6+2 (2) pi-, Acc 2, Range 170/1,700, Weight 1.7/0.4, RoF 3, Shots 20+1(3), ST 8, Bulk -2, Rcl 2, LC 3) 1,500/38 -Baffle Suppressor (-3 hearing, -1 bulk) 750 0-Integral Targeting Laser (150 yard range, +1 ) 450 Fine Small Throwing Knives x 10 (Thrust Impaling, Acc 1, Range 12, 22.5, Weight 0.5 (5 total), RoF 1, Shots T(1), ST 5, Bulk 0) 300 Fast Draw Rig 500 Advanced Body Armor Torso DR 35/5 Cost 9,200 Weight 17 Riot Gear Arms, Legs DR 3 Cost 200 Weight 6 Sap Gloves Hands DR 2 Cost 30 Weight 0.5 Reinforced Boots Feet DR 5/2 Cost 75 Weight 3 Ballistic Helmet, Visor Skull, Eyes, Face DR 12/10 Cost 450 Weight 4.4 He isn't particularly well known, though he has likely ended up in the papers or a news report to two. Occasionally, people might recognize him, and he is somewhat well thought of, as he goes out of his way to keep the uninvolved...well, uninvolved. He does have a mean streak, though, and has been caught twice injuring someone much more badly than he needed to do to complete the job. |
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Re: [OOC] Super Mercs
@Galedeep: We actually had 5 players already, since Skullcrusher submitted a character by PM, but since you expressed interest before I officially closed recruitment, you're in.
@Everyone: All character sheets have been approved. (A few of you still have quirks to figure out and/or a handful of remaining points to spend, but basically everyone has their stuff worked out to my satisfaction). I'll wait until Thursday before starting any action for Hannes' sake, but the IC thread is active, and you're welcome to discuss mission planning in character starting how. |
Re: [OOC] Super Mercs
I am putting the finishing touches on my character now -- I will post a pdf to you when I am done.
One question -- are we using the Modified Dice Adds rule on p. 269? His sword does 1d+13 i and 3d+15 ct without the rule in play or 4d+3 i and 7d+1 cut with the rule in play. If I have a choice, I am inclined to choose the rule being in play (the latter option), but it's your call. Let me know... |
Re: [OOC] Super Mercs
I just made a slight alteration to my character.
It didn't make much sense for him to have Hard to Subdue on his demon form (since it has Supernatural Durability), so it changed it to +2 HP. |
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Myrmidon is now done (I chose the dice adds method, but I could change it if you needed me to).
The pdf of my character sheet is here. |
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If you'd prefer to have the Dice Adds rule in play for his sword, I'm fine with that.
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I was thinking the samething. |
Re: [OOC] Super Mercs
I may or may not have Internet Monday, Tuesday, and/or Friday (out-of-town conferences). If things get moving, and I am slow to respond I welcome anyone popping in to run Myrmidon.
He should be easy to run -- On the Edge with Bloodlust and Callous. |
Re: [OOC] Super Mercs
Do we have agreement on Minuteman as team leader?
I'm going to take a page out of sheldrine's GMing approach to his game, and say that when the characters need to make a decision as a group, it'll be up to the team leader's player to make the final call. This is in large part to keep the action moving and make clear when the characters are done talking and ready to act. So if Minuteman is the team leader, I'll be looking to Skullcrusher for a final call on the plan for this mission. |
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Yes sure. Minuteman is the team leader.
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Works for me.
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I'm fine with it.
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I am, obviously, fine with that leadership structure as well.
Also, I am back online for two days, but I will be without a computer on Friday. |
Re: [OOC] Super Mercs
So should we get into gear for this mission? ;) I´m looking forward to blast away with "my" M60E4! ;)
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Micheal,
Please update my character on the post at the beginning of the IC thread. The one on there right now is incorrect. |
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Also here is a picture what Minuteman looks like....
https://docs.google.com/leaf?id=0B1N...thkey=CODHzvwP |
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Re: [OOC] Super Mercs
I should point out that people who want to take Wait maneuvers should say so explicitly, and state exact triggering conditions and exact actions they plan to take.
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What I said in the previous post applies more generally. Please be as explicit as possible in saying what maneuvers you are taking. If you want to take advantage of an option rule, whether its from Campaigns or a supplement, I will generally be cool with it, but page numbers help in tracking down rules.
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Re: [OOC] Super Mercs
Okay, Skullcrusher, still waiting for an action from you.
I have to apologize for having been slow in resolving actions for awhile - I had a couple weeks of midterms in there, followed by sickness. The worst of that shouldn't be coming back, though, and I'll try to make this a faster-paced gamed from here on in. |
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opps sorry thought I already did post the action.
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Jsut to let you all know I am going to be on vacation from Friday 4/1 until Monday 4/4. I will most likely not have access to internet but will try to post. Should be able to post on Tuesday 4/5.
I sent Michael an PM notifying him of it too. If someone wants to play Minuteman just ahve be a goodie 2 shoes and try to wound everyone. |
Re: [OOC] Super Mercs
Hey, question; after shooting, Bolt jumped over the truck to the other side. Was that taken into consideration when the guy he shot, shot back?
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Oops, my bad. I changed the guy's action in the previous post; does anyone know if it's possible to do a strikethrough in BBCode?
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I will post later on this evening I need to firgure out his ammo count and all his penalties.
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Re: [OOC] Super Mercs
I don't know where Galedeep is, he hasn't responded to PM. His non-posting has made me rethink whether this game is working, and whether I really have time for GMing it, and particularly keeping combat moving as fast as it needs to. I've found GMing is far more time-consuming than simply playing in a PbP game, and real-life issues keep coming up (part of the reason I wasn't prompter in making a decision about whether or not to NPC Bolt this round.) So, absent near-unanimous protest from the players, I'm going to reluctantly decide to close the game. I'm really sorry to everyone about this; it looks like we had a great group of players (and characters) and it could have been a really interesting game.
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Well, thanks for trying!
I've played in lots of these things over the years, and, from my experience, it's just not possible to tell if they're going to work before you get started. |
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Thanks fo rtrying I had fun. No need to worry everyone has busy lives and things don't work out from time to time.
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It was good, and it's a pity that it has to end. |
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Shame, I liked the game, was maybe not the fasted but fun.
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Re: [OOC] Super Mercs
Thanks for the messages, everyone.
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