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MISSION:
The forces of Gant have mobilized, intent on expanding their domain.
With incredibly brave and well trained soldiers, they set their eyes on the bigger prize.
Their motivation is not religion. Or need. Not even greed. Perhaps, the head honcho simply
began the war because he could.
A hearty gant soldier, a skilled tradesman from Dorn, crafty engineer from Theio, a gentle
peacemaker from Aria, or even civilians caught up in the mess.
Any one of these are you, and for glory, purpose, survival, and the eventual outcome you
will fight with all you've got.
Get armed, get friends, and get on good terms with whatever religious symbol you and
your lot worship.
Your mission: Prepare for war.
You start with 200 cash. When you enter a town or something and check out a shop of some sort, I will roll and tell you what is in there. There is a weapons shop, armor shop, gear shop, and vehicle shop in essentially every town. Go ahead and PM or post your actions, and I will act as the server. No metagaming. Tell me what your character does. "I look around the room," "I line up my rifle and fire at the enemy." Stuff like that. Keep it to one action per round, and you can move up to three spaces by foot in a turn.
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Send me this form!
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WAR: What the fuck is WAR?
WAR is a tactical war game that will challenge your skills beyond the norm. Damage is fairly realistic, in the sense where if you take a bullet to the chest you may very well die without proper luck and treatment. WAR is intended to be played in person for the full effect of the tactical battle grid, but I can simply enough describe in first person all of the information your character can see.
Understanding the Stat system
HP: Your HP is derived from 8 + Endurance + Bonuses. A Soldier class gains an additional four hit points, and anyone from Gant gains an additional three hit points. If you take piercing or slashing damage you will bleed a little for a couple turns. If you take half or more of your maximum HP as damage in one blow, you are critically bleeding and require medical aid. You won't stop unless you get treated. If you take one point or more of your maximum HP in one hit, you are under the status effect of being One Shotted. Anyone that is One Shotted cannot be revived by any means possible, period. When you hit negative half of your HP, you die.
Strength: Alters your carry limit (5 + STR), melee damage, and weapon size class you can effectively use. For every point below the weapons class of a weapon is that you use is, you get -2 on the D20 roll to hit. (A soldier with 2 strength wielding a class 4 weapon would take -4 on his chance to hit.)
Endurance: Every point of endurance adds one to your HP. It is also used for anything requiring endurance, such as staying awake for a long period of time, being tortured and not spilling secrets, stuff like that.
Finesse: Your skill with your hands. Also, due to skillful aiming, this adds to your ranged damage. Determines your chance to strike with melee strikes. All sorts of crafting or delicate work with your hands and skill are altered by Finesse.
Senses: More like blind luck, in a way. Allows you to sense ambushes or traps, and adds to your ranged evasion rate.
Awareness: Ranged Hit chance, detecting things like ambushes or traps also can fall under this (if your character is actively searching for them), overall alertness.
Choosing a Class
*Bestows Morale equal to rank on party. (If a character has negative morale, they get -1 hit for each morale they are in the negatives with.)
*Can radio in to HQ and check if squad members are close for promotions and such.
*Counteracts the constant -3 Commanderless morale a squad has if it lacks a commander.
*+5 Diplomacy vs Others
*+10 Diplomacy vs Squad Mates
Starting Proficiencies: Pistol, Rifle, SMG, Shotgun
Starting Weapons:
Lockjaw Rifle [1d6, Class 1, 8 Round Clip, 5 Range] (5 Clips)
Ace Pistol [1d4, Class 0, 7 Round Clip, 4 Range] (4 Clips)
Starting Gear: Tactical Nav, Canteen, 3 Ration, Radio, Beacon.
*+2 Morale vs Fear Tactics
Starting Proficiencies: Pistol, Rifle, SMG, Shotgun
Starting Weapons:
Lockjaw Rifle [1d6, Class 1, 8 Round Clip, 5 Range] (5 Clips)
Starting Gear: Grenade, Canteen, 3 Ration.
*Can hotwire and carjack
*Can repair complex things (no -5)
*Can craft complex things (no -5)
*Can recover deployables (4 combat rounds per deployable weight)
Starting Proficiencies: Pistol, SMG, Shotgun
Starting Weapons:
Hogg SMG [1d6 (5 shot burst) / 1d10 (15 shot spray), Class 2, 30 Round Clip, 4 Range] (5 Clips)
Starting Gear: Canteen, 3 Ration, Toolbox.
*Can stop bleeding in one round with a first aid kit or better. (After one round of trying it auto succeeds)
*Can stop critical bleeding in three rounds with a second aid kit or better. (After three rounds of trying it auto succeeds)
*+5 Medical
Starting Proficiencies: Pistol, Rifle, SMG
Starting Weapons:
Hogg SMG [1d6 (5 shot burst) / 1d10 (15 shot spray), Class 2, 30 Round Clip, 4 Range] (5 Clips)
Starting Gear: Canteen, 3 Ration, First Aid Kit, Second Aid Kit.
*+5 Listen, Spot, Lockpick, Explosives, Bomb Disarm, Sneak, Jump, Climb, and Swim.
Starting Proficiencies: Pistol, Rifle, SMG, Shotgun
Starting Weapons:
Ace Pistol [1d4, Class 0, 7 Round Clip, 4 Range] (5 Clips)
CAN Disposable Shotgun [1d12, Class 5, 1 Use, 2 Range (2 Cans)
Starting Gear: Canteen, 3 Ration, Toolbox, Beacon.
Starting Proficiencies: Pistol, Sniper
Starting Weapons:
Ace Pistol [1d4, Class 0, 7 Round Clip, 4 Range] (5 Clips)
Bolt Sniper Rifle [2d6, Class 2, 4 Round Clip, 20 Range] (8 Clips)
Starting Gear: Canteen, 3 Ration, 2 Smoke Grenade.
*+5 Listen, Spot, Craft Survival, Detect Ambush, Stay Awake.
*+4 Detect Mines
Starting Proficiencies: Pistol, Rifle, SMG
Starting Weapons:
Lockjaw Rifle [1d6, Class 1, 8 Round Clip, 5 Range] (5 Clips)
Ace Pistol [1d4, Class 0, 7 Round Clip, 4 Range] (5 Clips)
Starting Gear: Canteen, 3 Ration, Radio, Grenade, Binoculars.
The Civilian
Alternately, you may opt to be a civilian with no training at all. You begin with two proficiencies of your choice, 200 cash, and nothing else. You have a 1.5x experience gain rate however, and when you meet someone of a class type, you can evolve into that class with all of its bonuses if they train you and you accept. You lose your experience boost in this case.
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The nation of Gant makes its living off making refined goods. They long since hunted most, if not all, animals around the area so when they see them they don't know what they are capable of. Though ironically, the rarity of these animals makes them high demand in Gant. Gant encompasses the north west of the continent, with it's eastern border touching Dorn and it's south east border touching Theio. They are the aggressors of the war mainly.
Dorn: +2 Strength, +5 Blacksmithing, +5 Mining
The nation of Dorn makes its living off Mining and crafting metals. They are highly defensive and their capital is nestled nicely within a mighty range of mountains. Complex goods such as what is made in Gant is in high demand here. Dorn sits in the middle of each area along the north of the continent, with it's eastern border touching Aria, west border touching Gant, and it's south border touching Theio. They begin the war Neutral, attempting to simply preserve their own force.
Theio: +1 Strength, Can THROW Deployabes (1+1/3 STR) - Weight = spaces, min 1
The nation of Theio makes its living off farming. They are loose but their expertise in deployables gives them a keen edge. Raw and refined minerals as in Dorn are the good in high demand here. Theio sits just south of the middle of each area along the south of the continent, with it's eastern border touching Aria, west border touching Gant, and it's north border touching Dorn. They begin the war Neutral, but anticipating an assault from Gant.
Aria: +2 Senses, +2 Awareness, +5 Animal Handling
The nation of Aria makes its living off raising and selling livestock. They are a loose community, though not as loose as Theio. They require much grain and farming supplies to sustain their herds. Aria sits along the north east edge of the continent, with it's west border touching Dorn, and it's south west border touching Theio. They begin the war Neutral, and unaware of the state of the war until at least a few forts get busted through in their neighboring areas.
MISSION:
The forces of Gant have mobilized, intent on expanding their domain.
With incredibly brave and well trained soldiers, they set their eyes on the bigger prize.
Their motivation is not religion. Or need. Not even greed. Perhaps, the head honcho simply
began the war because he could.
A hearty gant soldier, a skilled tradesman from Dorn, crafty engineer from Theio, a gentle
peacemaker from Aria, or even civilians caught up in the mess.
Any one of these are you, and for glory, purpose, survival, and the eventual outcome you
will fight with all you've got.
Get armed, get friends, and get on good terms with whatever religious symbol you and
your lot worship.
Your mission: Prepare for war.
You start with 200 cash. When you enter a town or something and check out a shop of some sort, I will roll and tell you what is in there. There is a weapons shop, armor shop, gear shop, and vehicle shop in essentially every town. Go ahead and PM or post your actions, and I will act as the server. No metagaming. Tell me what your character does. "I look around the room," "I line up my rifle and fire at the enemy." Stuff like that. Keep it to one action per round, and you can move up to three spaces by foot in a turn.
__________________________________________________________
Send me this form!
Code:
Name:
Force: (Gant, Theio, Dorn, or Aria)
Class: (Commander, Soldier, Engineer, Medic, Scout, Sniper, or Tactical Operative)
Stats: (Yes, a low point system. You've got 5 points.)
Strength:
Endurance:
Finesse:
Senses:
Awareness:
WAR: What the fuck is WAR?
WAR is a tactical war game that will challenge your skills beyond the norm. Damage is fairly realistic, in the sense where if you take a bullet to the chest you may very well die without proper luck and treatment. WAR is intended to be played in person for the full effect of the tactical battle grid, but I can simply enough describe in first person all of the information your character can see.
Understanding the Stat system
HP: Your HP is derived from 8 + Endurance + Bonuses. A Soldier class gains an additional four hit points, and anyone from Gant gains an additional three hit points. If you take piercing or slashing damage you will bleed a little for a couple turns. If you take half or more of your maximum HP as damage in one blow, you are critically bleeding and require medical aid. You won't stop unless you get treated. If you take one point or more of your maximum HP in one hit, you are under the status effect of being One Shotted. Anyone that is One Shotted cannot be revived by any means possible, period. When you hit negative half of your HP, you die.
Strength: Alters your carry limit (5 + STR), melee damage, and weapon size class you can effectively use. For every point below the weapons class of a weapon is that you use is, you get -2 on the D20 roll to hit. (A soldier with 2 strength wielding a class 4 weapon would take -4 on his chance to hit.)
Endurance: Every point of endurance adds one to your HP. It is also used for anything requiring endurance, such as staying awake for a long period of time, being tortured and not spilling secrets, stuff like that.
Finesse: Your skill with your hands. Also, due to skillful aiming, this adds to your ranged damage. Determines your chance to strike with melee strikes. All sorts of crafting or delicate work with your hands and skill are altered by Finesse.
Senses: More like blind luck, in a way. Allows you to sense ambushes or traps, and adds to your ranged evasion rate.
Awareness: Ranged Hit chance, detecting things like ambushes or traps also can fall under this (if your character is actively searching for them), overall alertness.
Choosing a Class
Commander:
*Can issue direct commands to NPC squadmates who otherwise still have a decent chance of doing their own thing.*Bestows Morale equal to rank on party. (If a character has negative morale, they get -1 hit for each morale they are in the negatives with.)
*Can radio in to HQ and check if squad members are close for promotions and such.
*Counteracts the constant -3 Commanderless morale a squad has if it lacks a commander.
*+5 Diplomacy vs Others
*+10 Diplomacy vs Squad Mates
Starting Proficiencies: Pistol, Rifle, SMG, Shotgun
Starting Weapons:
Lockjaw Rifle [1d6, Class 1, 8 Round Clip, 5 Range] (5 Clips)
Ace Pistol [1d4, Class 0, 7 Round Clip, 4 Range] (4 Clips)
Starting Gear: Tactical Nav, Canteen, 3 Ration, Radio, Beacon.
Soldier:
*+4 HP*+2 Morale vs Fear Tactics
Starting Proficiencies: Pistol, Rifle, SMG, Shotgun
Starting Weapons:
Lockjaw Rifle [1d6, Class 1, 8 Round Clip, 5 Range] (5 Clips)
Starting Gear: Grenade, Canteen, 3 Ration.
Engineer:
*Can carry 5 free weight for deployables*Can hotwire and carjack
*Can repair complex things (no -5)
*Can craft complex things (no -5)
*Can recover deployables (4 combat rounds per deployable weight)
Starting Proficiencies: Pistol, SMG, Shotgun
Starting Weapons:
Hogg SMG [1d6 (5 shot burst) / 1d10 (15 shot spray), Class 2, 30 Round Clip, 4 Range] (5 Clips)
Starting Gear: Canteen, 3 Ration, Toolbox.
Medic:
*Can use Third Aid Kits (Can revive someone who's been dead up to 2 minutes)*Can stop bleeding in one round with a first aid kit or better. (After one round of trying it auto succeeds)
*Can stop critical bleeding in three rounds with a second aid kit or better. (After three rounds of trying it auto succeeds)
*+5 Medical
Starting Proficiencies: Pistol, Rifle, SMG
Starting Weapons:
Hogg SMG [1d6 (5 shot burst) / 1d10 (15 shot spray), Class 2, 30 Round Clip, 4 Range] (5 Clips)
Starting Gear: Canteen, 3 Ration, First Aid Kit, Second Aid Kit.
Tactical Operative:
*Does not lose attack bonus due to negative morale*+5 Listen, Spot, Lockpick, Explosives, Bomb Disarm, Sneak, Jump, Climb, and Swim.
Starting Proficiencies: Pistol, Rifle, SMG, Shotgun
Starting Weapons:
Ace Pistol [1d4, Class 0, 7 Round Clip, 4 Range] (5 Clips)
CAN Disposable Shotgun [1d12, Class 5, 1 Use, 2 Range (2 Cans)
Starting Gear: Canteen, 3 Ration, Toolbox, Beacon.
Sniper:
*Can effectively wield Sniper Rifles (All other classes get -5 to hit if target is moving, atop the original -5 for non proficient [which can be countered])Starting Proficiencies: Pistol, Sniper
Starting Weapons:
Ace Pistol [1d4, Class 0, 7 Round Clip, 4 Range] (5 Clips)
Bolt Sniper Rifle [2d6, Class 2, 4 Round Clip, 20 Range] (8 Clips)
Starting Gear: Canteen, 3 Ration, 2 Smoke Grenade.
Scout:
*Can identify enemy unit classes*+5 Listen, Spot, Craft Survival, Detect Ambush, Stay Awake.
*+4 Detect Mines
Starting Proficiencies: Pistol, Rifle, SMG
Starting Weapons:
Lockjaw Rifle [1d6, Class 1, 8 Round Clip, 5 Range] (5 Clips)
Ace Pistol [1d4, Class 0, 7 Round Clip, 4 Range] (5 Clips)
Starting Gear: Canteen, 3 Ration, Radio, Grenade, Binoculars.
The Civilian
Alternately, you may opt to be a civilian with no training at all. You begin with two proficiencies of your choice, 200 cash, and nothing else. You have a 1.5x experience gain rate however, and when you meet someone of a class type, you can evolve into that class with all of its bonuses if they train you and you accept. You lose your experience boost in this case.
__________________________________________________________
Choosing a Force
Gant: +3 HP, Commanderless Morale is -2 instead of -3. -2 morale vs livestock.The nation of Gant makes its living off making refined goods. They long since hunted most, if not all, animals around the area so when they see them they don't know what they are capable of. Though ironically, the rarity of these animals makes them high demand in Gant. Gant encompasses the north west of the continent, with it's eastern border touching Dorn and it's south east border touching Theio. They are the aggressors of the war mainly.
Dorn: +2 Strength, +5 Blacksmithing, +5 Mining
The nation of Dorn makes its living off Mining and crafting metals. They are highly defensive and their capital is nestled nicely within a mighty range of mountains. Complex goods such as what is made in Gant is in high demand here. Dorn sits in the middle of each area along the north of the continent, with it's eastern border touching Aria, west border touching Gant, and it's south border touching Theio. They begin the war Neutral, attempting to simply preserve their own force.
Theio: +1 Strength, Can THROW Deployabes (1+1/3 STR) - Weight = spaces, min 1
The nation of Theio makes its living off farming. They are loose but their expertise in deployables gives them a keen edge. Raw and refined minerals as in Dorn are the good in high demand here. Theio sits just south of the middle of each area along the south of the continent, with it's eastern border touching Aria, west border touching Gant, and it's north border touching Dorn. They begin the war Neutral, but anticipating an assault from Gant.
Aria: +2 Senses, +2 Awareness, +5 Animal Handling
The nation of Aria makes its living off raising and selling livestock. They are a loose community, though not as loose as Theio. They require much grain and farming supplies to sustain their herds. Aria sits along the north east edge of the continent, with it's west border touching Dorn, and it's south west border touching Theio. They begin the war Neutral, and unaware of the state of the war until at least a few forts get busted through in their neighboring areas.