PDA

View Full Version : Radonite, A Sci-fi Space Opera.....Thing.



Crypes
02-06-2010, 01:57 AM
(The idea here is to have a D&Dish scifi games. It's not quite ready to start yet, but anyone that wants to put up a character can ask questions and do so. Anyone else in?)

Transmission incoming, view now? y/n
(y)
Buffering....
Recieving.

We need immediate assistance on Radon. The local xenoforms are too powerful for your idiotic marines! We've lost two whole squads since touchdown! It's pathetic to think that these are the kinds of soldiers you produce in the Federation's training facilities! Mining operations proceed at a slow pace, and we have barely touched upon the uppermost vein of the Radonite. I doubt I need to remind the General of it's value. Testing on the weapons grade strain continues, showing weapon efficiency increase of up to 300%, with potential for much greater destructive and defensive force. The mutagenic strain is showing much more limited success. While it shows great potential, we are encountering roadblocks at every turn. While muscle mass is increased, and random mutations range from armor to acidic blood, the radonite shuts down higher brain functions. It decreases the ability to reason and think in general. Along with this, it increases aggression levels, creating hostile and unruly subjects. Not the best mental conditions for test subjects with increased danger levels.

A list is attached, of everything we need. This of course includes marines with higher grades of weaponry. The marines you supplied were horrifically ill equipped. Obviously fresh out of training with only class two gear. I want nothing short of class six weaponry! I cannot stress this enough! Equip the marines you send for war, Colonel! Give every scientist a gun and the most advanced gear you can find! This operation's success sits entirely on your shoulders!
-White Division Research team.

None of my Gears are deaf, so I'll assume you heard all of that. Our mission is to go to planet Radon and provide military assistance. You are the toughest and deadliest brigade in all of the federation. You are the Gears! And you will not fail! This mission is much more important than you know. This world holds the key to defeating the empire! This will be their doom! Now go to your squads and prepare for cold storage. We touch down in one month.
-Colonel John Radomir, Leader of the Gears.

You know the mission, now you need to know your equipment, and your resources.

You are currently aboard the Invictus, an assault class cruiser on it's way to the planet Radon. Inside it is a full brigade of marines and the equipment the White Division team requested. Everything from tanks to mining gear. But none of that really matters to you. You're a marine from one of the six Federation military divisions. Each branch has it's own unique equipment, but all of them share one critical thing, and that's their armor. The Mark VII Combat Armor. Standard on these suits are energy shielding, integrated power cells, AI assistance, and a Universal Weapons Input Device, that allows the armor to interface with just about any piece of technology in the galaxy. Moving on, I'll describe the military structure and upgrades they receive, and your combat system.

http://g-ecx.images-amazon.com/images/G/01/videogames/promos/Mass_Effect2_Inferno-Armor.jpg

It's really very simple. You roll 2d6 to determine attack or defense. Dice roller. (http://www.wizards.com/dnd/dice/dice.htm)If the attack says 5 to hit, you roll a 5 or above and you aim accurately. Roll a 4, and you miss. When you miss, your opponent doesn't have to roll for dodge. When your opponent does have to roll for dodge, he only needs to roll the number listed for dodge. Thus, it doesn't matter how high you rolled on attack. If your opponent can roll the 5 he required for dodge or block, you missed. Block relates to melee, and Dodge relates to gunfire.

When you get hit your shielding takes the damage first, and when the shielding is gone you take hp damage, which has the potential to cripple your characer. Momentarily at least, fatally at worst.

As for characters, look over the individual character sheets and pick one you like. Fill in the first three fields and you're good to go.


Name:
Gender:
Rank:
HP and Shielding: 20 Hp/100 Shielding.
Dodge/Block: 6/10
Speed: Average
Weapons: Assault Rifle (30 damage, 6 to hit.) Target up to 5 opponents with 3 shots at each. Medium range weapon.
Pistol (10 damage, 5 to hit) Single opponent, 2 shots. Short range weapon.
Combat Knife (10 damage, 4 to hit) Single opponent, 1 attack. Melee weapon
Grenade (50 damage, 8 to hit) All opponents in 20ft radius. Medium range weapon.
Equipment: Motorized Joints(Enhance Strength and Speed), Thermal Visor(View stealth units, detect temperatures), Scan Visor(Scan opponents to recieve information from the mobile field base).
Background: Optional.


The standard fighters of the Federation. They are equipped with Assault rifles, grenades, strength and speed enhancing servos, and a thermal visor. They consider themselves the perfect soldiers. Tough, mobile, and deadly.


Name:
Gender:
Rank:
HP and Shielding: 30hp/ 140 Shielding.
Dodge/Block: 8/10
Speed: Slow
Weapons: Chaingun (30 damage, 8 to hit) 10 opponents with five shots each. Medium range weapon.
Rocket Launcher (60 damage, 8 to hit) All opponents in 30ft radius. Long range weapon. 10 to hit against target in medium range.
Pistol (10 damage, 5 to hit) Single opponent, 2 shots. Short range weapon.
Combat Knife (15 damage, 4 to hit) Single opponent, 1 attack. Melee weapon
Equipment: Motorized Joints(Enhance Strength) and Scan Visor(Scan opponents to recieve information from the mobile field base).


The Shock troops. Equipped with enhanced shields, heavier armor, and larger weapons than the Red division units. They suffer in terms of mobility however. Rather than enhance their speed, the servos serve to simply keep them moving and enhance their strength further than the Red division, primarily to support the heavy ordinance they carry.


Name:
Gender:
Rank:
Hp and Shielding: 20hp/ 60 Shielding.
Dodge/Block: 10/5
Speed: Fast
Weapons: Sniper Rifle (80 damage, 7 to hit.) Single target, one shot. Long range weapon. 10 to hit against medium range opponents, 12 against short range opponents.
Pistol (10 damage, 5 to hit) Single opponent, 2 shots. Short range weapon.
Kinetic Push (10 damage, 4 to hit) Short range weapon. Pushes and stuns opponents.
Equipment: Kinetic Manipulator(Multipurpose Device), Motorized Joints(Speed enhancing), Zoom Visor (increase visual range and detail), and Scan visor(Scan opponents to recieve information from the mobile field base).
Background: Optional

Otherwise known as scouts, or rangers. They are deadly at range, but somewhat less than effective in other situations. They are armed with kinetic manipulators that allow them to reach objects as far as 15 feet away. A common use of this system is as a grappling device, making them the most mobile units in the Federation. The system puts a heavy drain on power however, resulting reduced shields and weaker close range weapons. In addition, they are typically equipped with sniper rifles and pisols. The servos in their armor also make them one of the fastest federation units.


Name:
Gender:
Rank:
Hp and Shielding: 20hp/ 60 Shielding
Dodge/Block: 5/10
Speed: Fast
Weapons: Melee Weapons, Ex, Wrist Scythe, sword, ect. (50 Damage, 5 to hit. Each.)
Dual SMGs. (20 Damage, 5 to hit. Each.) Two targets each, two shots per target.
Equipment: Stealth Field (Drops dodge to 0, and increases enemy hit chance to 12.), Motorized Joints (Speed enhancing), X-ray Visor (Increases damage at close and melee range by 50. Increases hit chance at medium and long range to 12), Scan Visor(Scan opponents to recieve information from the mobile field base).

The assassins, used only on the most dangerous missions. They're the green division's counterparts, effective only in close combat. As with the green division they have reduced shielding, but this is due to their stealth fields. It renders them completely invisible to most spectrums. The weapons typicaly carried are are for melee, or for close to medium range combat. Their visors have also been upgraded to "X ray" visors. They can easily find enemy weakpoints and organs, but the visor cuts visual range to 30ft when active. The servos in their armor make them as fast, or faster than the Green Division units.


Name:
Gender:
Rank:
HP and Shielding: 20 Hp/100 Shielding.
Dodge/Block: 6/10
Speed: Average
Weapons: Shotgun (10-60 damage, 5 to hit.) Damage depends on range.
Pistol (10 damage, 5 to hit) Single opponent, 2 shots. Short range weapon.
Combat Knife (10 damage, 4 to hit) Single opponent, 1 attack. Melee weapon
Grenade (50 damage, 8 to hit) All opponents in 20ft radius. Medium range weapon.
Equipment: Shield Recharger (Recharge a total of 200 shield points every two hours), Plasma torch, Medigel tank(Heal up to 50 hp every two hours.

The engineers and medics. They can fix anything, from flesh to technologies. They're equipped with plasma torches, enhanced energy generators, medigel dispensors, and close to medium range weaponry. They work more on fixing existing technology, rather than creating new technology. Their armor is fairly standard otherwise, if not better maintained than the other division's.


PM me with your ideas and such, and we can work something else.

Otherwise known as the research and development division, the white division consists of the most brilliant the federation has to offer. They are the only branch that isn't purely military. White Division soldier is almost a contradiction in terms as they recieve little to no combat training, and tend to be equipped with armor that is more hazmat than combat gear. It can stand up to the harshest natural conditions, but lacks the shielding of even a green division soldier. The benefit is their tendancy to carry prototype, unique, and advanced weaponry that the other divisions don't typically have the funding for.

Crypes
02-06-2010, 01:57 AM
Reserved For Post Examples.

Crypes
02-06-2010, 01:57 AM
Reserved for Logbook.