[center][h3][b]Due to a lack of interest, this RP has been cancelled.[/b][/h3][/center] [center][h1][color=darkorange]Hellfire Hounds[/color][/h1][/center][hr][hr] [indent][b]Setting:[/b][/indent] In the distant future, mankind has spread across the stars and populated countless planets throughout the galaxy. With the absolutely ridiculous amounts of different worlds, cultures and values, there's no way that a singular entity could govern it all, and thus, the Galactic Executive Ministry (GEM) was formed, which helped consolidate and unify hundreds, if not thousands, of planets into a cooperative federation. Thanks to this, planets - or entire solar systems - could retain their autonomy but also be a part of a greater collective that strived for co-existence and peace. Well, on paper anyway. We all know how humans work, after all. While the GEM Space Navy Fleets and armeies may consist of people from all around the galxy, jammed together and forced to work side by side, that doesn't mean everyone gets along with one another bakc home. Electronic warfare, espionage, sabotage, blackmail, bribery and even hired privateers and criminal syndicates are all tools that're used to wage indirect and 'hidden' wars between factions, corporations and even entire worlds at times. And while the joint GEM Forces strive to maintain the peace and stability of spacelanes, orbital platforms and other locations, there're just too many planets, with too many people and too many places for them to be everywhere and anywhere all at once. And that is where the MERC companies come in. [b]M[/b]obile [b]E[/b]mergency [b]R[/b]esponse Corps are the guns-for-hire in the far-flung future. Paramiltiary groups that can be reached out and contacted, and for adequate pay, hired to a wide variety of jobs. These could include anything form transporting precious cargo, acting as bodyguards or an escort for someone or something important, taking down a particularly troublesome gang or group of lowlives, blowing up an old space station that's being used as a pirate haven, or investigating sites and locations where all contact was lost. They're the soliders of fortune who trade their lives for money and adventure! And fame. After all, if you make a big enough for yourself, you might get talked about at canteens and bars across the galaxy. Wouldn't that be sweet? Galaxy-wide recognition? Of course it is! This is where [i][b]you[/b][/i] come in. As a young person, you've decided that your current life - for whatever personal or circumstantial reasons - just isn't working out. So, you - somehow - managed to hitch a ride on a shuttle or deep-space transport, and made your way on over to [b]Galigas Prime[/b]. Why? Why because that's where you find the GEM-sanctioned M.E.R.C Headquarters for this part of space. It's here, at this imposingly tall building made outta glass, tritanium and teracrete, that you can register as an spiring MERC, and where you can register your very own Corps! ... Except, starting your own MERC company apparently costs a lot of credits... And... Well, you don't have the required amount... So... Yeah... Into the [i]Candidate List[/i] you go. This list, as you may have guessed, is a roster that gets posted publically to all active MERC groups around this sector. ANd, whenever they need a replacement, or need to bolster their ranks, they can go over the list and see the available picks they can choose from. The list's got all the pertinent information, your height, your weight, your blood type, your dominant hand, if you've got allergies or any inherent genetic conditions, if you're litterate, your age, gender as wlel as other stuff. You know, the whole deal, so they can make an informed choice on whether to pick your or not. ... And then you wait... ANd wait some more... And the waiting got kinda long... But! Finally, [b][i]finally[/i][/b], one group of M.E.R.C.'s have reached out and requested a whole gaggle of new conscripts...E rr... Recruits. Thus, you've now been told to assemble at the MERC HQ at 9:00 AM sharp, to take part in a selection process. Why did they pick you? Who knows, it's not like they're undeer any obligation to give a reason. But, this [b][i]is[/i][/b] your chance! YOur chance to impress some veteran MERCs, and more importantly, land a job that's gonna pay and get yourself off Galigas Prime. Do you have what it takes to succeed? [indent][b]Overview:[/b][/indent] Hello, this is a tabletop RP inspired largely by Star Wars Legion, but also other sources such as 'I am the Evil Lord of a Galactic Empire', Warhammer 40k, Phantasy Star Online 1&2, Fallout, Judge Dredd and other sci-fi stuff and series I'm sure. As this is a tabletop RP, we [b]will[/b] be using dice rolls and actual, tangible rules and rulesets to determine the outcome and results of actions, deeds and events. If this is something that doesn't jive or work for you - for whatever reason, then this RP is not for you. For those that're okay with such an arrangement, let me explain further. As mentioned in the setting above, you'll be taking on the roles of fairly young, fresh-faced people who've decided that, for their own reasons, to become MERCs. The story will focus around the titular Hellfire Hounds, as you join their ranks and take on various missions across the great, vast endless expanse of space. Or, well, at least within this galaxy. The story will be sectioned into 'missions', which are lesser story arcs that help flesh out the universe and set the tone and enviroments. Then there are the 'main plot' arcs, where more crucial and important things that may effect the setting, certain factions, charters or places in a far more drastic and possibly permanent way. If you, as a player, have ideas or suggestions, either for missions, items, places, people, traits or abilities, or any other such things, always feel free to ask and suggest. I want people to have fun with this concept and setting and get invested in it. Further down, you'll find an initial draft of the rules and mechanics we'll be suing. Please do note however that these are subject to change or edits and may not be the final, finished product used in the RP proper. As mentioned, ideas, suggestions and thoughts are welcome. Also plkease keep in mind that this is my first foray into forum tabletop play, so I might need some time to get used to it myself. Other than that, please, do leave a reply if you're at all interested or curious about this project. [indent][b]Some Quick Pre-Answers:[/b][/indent] [list][*]You will only ever get to play as one charcter at any given time. [*]For the sake of my sanity, PvP is not going to be allowed. [*]I would very much prefer if people could manage one post per week if they decide to join. [*]I'll be happy to consider the required interest met if we can get between 4-5 players interested in this. Similiarily, that's about the group size I'd prefer to be around. [*][i]At the moment[/i], you can only play as humans. But, if - for purely cosmetic reasons - you want to be able to play as beast-people or aliens... I can probalby swing that... Just keep in mind that we're still technically an 'anime'-themed setting. [*]If there's anything else, please feelf ree to ask.[/list] [indent][b]The Current Mechanics:[/b][/indent] Before reading this, please note that it hasn't been properly organized or formatted. At the moment, this is just a big WoT and info-dump about how things work. I'm currently in the process of trying to clean it up and make it less... Daunting to read through. Pleaase be patient with me. [hider=THe Frighteningly Long List of Rules & Stuff:] [indent][b]Weapons & Damage Effects:[/b][/indent] [color=crimson][b]Force[/b][/color] - These weapons have no special effect, but usually come with more attacks than the other two types. [color=gold][b]Energy[/b][/color] - These weapons deal double damage to Armored Armor, but deal no damage to Barriers. [color=deepskyblue][b]Ion[/b][/color] - These weapons deal by-pass Barriers and deal double damage if the target has, or has had, at least 1 BP. They deal no damage to targets with Armored Armor however. A player character can carry one two-handed weapon and two one-handed weapons on them at any given time. However,the more weapons you carry on you, the fewer extra items you can bring along. Keep this in mind when selecting your loudout for a mission. [indent][b]Skill Rank & Dice Success[/b][/indent] For almost every situation, we roll one or more D6 to determine results and outcomes. To see if your character is successful in whatever they're doing, please consult the list below. Skill Rank / Die-roll Needed [list][*]1 = 6 [*]2 = 5 [*]3 = 4 [*]4 = 3 [*]5 = 2[/list] If your Skill Rank is at [u][b]1[/b][/u] you cannot score [i]Criticals[/i], as your [b]6's[/b] are treated as just a regular [i]Success[/i]. [indent][b]Body & Vehicle Armor:[/b][/indent] In this RP, ther are two type of different defenses. For humans, it is wearable Body Armor, suits and outfits, which offer different levels of protection - but come with different drawbacks. For vehicles, robots, mechs and other such things, there is just plain armor. The two fill similar roles and purposes but function slightly differently. Please read the details below to make sure you understand. [i]Body Armor:[/i] This is the type of armor that players and enemy characters wear, on their person. It comes in Light, Medium and Heavy variants. To understand what each type does and how it works, please read the details below. - [i]Light Body Armor[/i] has 1 Soak Point, needs a 5 (or better) on a D& to save against damage and doesn't incur any penalties to the wearer. - [i]Medium Body Armor[/i] has 2 Soak Points, needs a 4 (or better) on a D6 to save against damage, but incurs a -1 AP penalty to the wearer. - [i]Heavy Body ARmor[/i] has 3 Soak Points, needs a 3 (or better) on a D6 to save against damage, but incurs a -1 AP and a -1 Attack Die penalty to the wearer. [i]Soak Points[/i] is how much damage the armor can take before it becomes [i]Broken[/i]. Broken armor loses 1 die side to save against damage (ergo, Light now needs a 6, Medium 5 and Heavy 4 to save against damage). Armor [i]only[/i] loses a Soak Point if it fails to protect the wearer from damage. Even if armor fails to save against damage though, the Soak Point will take the damage instead of the character's Hit Points (HP). After the armor becoems Broken, it does not soak any more damage and the character will start taking HP damage when they fail their saves. Body Armor is restored to a fixed status after a missionn ends and the character returns home to the Hub. [i]Armored Armor:[/i] This is the type of armor that things like vehicles, robotos, fortifications and other similar things have - things that're not human. This Armor is given a value, such as [Armor 2] , which means that the target needs to take 2 damage before it actually starts losing HP. And this is for each individual attacker, meaning if you and another character attack the same armored target, you both have to strip away said armor, individually, to deal damage. Unlike Body Armor, armor does [i]not[/i] lose points or get weaker after being damaged (unless a weapon or effect specifically mentions that in its description). [indent][b]Hit Points & Barrier Points:[/b][/indent] Hit Points (HP) is a character or object's "life pool". When it reaches 0, the charcter or object is either Knocked Out, Dead or Destroyed.For player characters, when their HP reaches 0 the first time, they're Knocked Out, which means they collapse where they are, on the spot, and cannot take any further actions or do anything except suffer from excruciating pain. Another player or NPC can move over to a KO'd character and either use an item, or the First Aid skill, to revive a downed character back onto their feet with 1 HP. If a character who was KO'd goes down to 0 HP again, in the same mission, they're Dead. A Dead character is removed from the active character list and, provided the person playing said character doesn't rage-quit, they'll have to make a new character to replace the deceased one, if they want to keep playing. Barrier Points (BP) are essentially "shields" or "force fields" that certain characters or objects and emit around or infront of themselves. BP acts as a temporary HP and will take any damage instead of the character or object's HP, until they're all gone. ANytime a character or object that has BP gets their turn, they will regenerate 1 BP if any has been lost. However, if a character or object loses ALL their BP (reduced to 0), then their shields will NOT regenerate until the end of the current combat. Think of it as the Barrier-generating device or implant being overheated or something Thus, for example, if you have 3 BP, enemies will need to deal 3 damage to you [i]before[/i] your HP or Body Armor starts taking actual damage. Your Body Armor save does not apply to BP however, and as long as an enemy or hazard successfully hits you, it will shave off BP. [indent][b]Cover:[/b][/indent] Cover are enviromental objects and fixturs that provide a flat defensive bonus to whoever is currently using it. Cover works by converting any hits against a target in the cover into a miss or block. There are three types of cover, Light, heavy and FUll. Light cover are things like hedges, small fences, a ditch or other low or lesser obstacles that mostly block line of sight or offer very little actual protection. Heavy cover are things like concrete chest-high walls, metal balconies, a stationary vehicle, things that are solid and tough and offer both physical defense and vision denial. Full cover are things like hiding behind the corner-wall of a large building, a pilbox bunker, shooting out of a window in an actual intact structure, things that are large and offers a great deal of defense and obfuscation. In terms of what they do, it's fairly simple. Light cover converts 1 successful hit into a miss. Heavy converts 2 and Full converts 3. Thus, as an example, if you're hiding in Heavy Cover and an emey shoots you, and they hit you once, then they actually don't hit you at all, as they would need 3 successful hits (Heavy cover eats 2 hits) to chew through your cover. Critical hits from ranged weapons do however [i]ignore[/i] cover completely. Thus, if you were shooting at an enemy in full cover, and you hit twice and crtiically hit once, you would still deal 1 damage. Certain weapon types (especially explosives) can destroy cover, and either lower its rating (downgrade full cover to heavy, heavy to light) or remove it entirely. Melee weapons and attacks ignore cover, as they require you to be right up in your opponent's grill anyway. [indent][b]Dodge & Special Tokens:[/b][/indent] If a charcter has a certain trait, ability or equipment, they may gain one or more 'Dodge tokens'. These tokens act like a form of currency that can be spent, on an enemy turn, to avoid needing to roll dice to save against damage. For example, if you have one Dodge token and an enemy hits you twice, you can spend that token to make it so you only need to roll once to see if you take damage. There are other tokens in the game that work similarily but have different effects and uses. When they become relevant, their rules and mechanics will be explained. [indent][b]Critical Success:[/b][/indent] If a charcter has at least a Skill Rank of 2, they can score a 'critical success' whenever they roll a [u][b]6[/b][/u]. This can have a variety of effects depending on what the roll was for. When it comes to ranged and melee attacks, a critical success ignores cover (for ranged) and denies the target the chance to use 'Dodge' to avoid damage. If performing an action on something that requires multiple interactions, a crit counts as 2 regular successes. If a character attempts a Guts Action and gets a crit, they succeed and don't have to spend any Action Points on said action. [indent][b]Skills & Action Points:[/b][/indent] In this game, everything you do during a [i]combat situation[/i] costs Action POints (AP).This is a numeric representation of how much or how many things your character can do within their 'turn' - your post is your character's turn. For example, if you have 3 AP, you can do 3 different 'actions'. But what constitutes an action? Some examples are: - Shooting or fighting - Hacking a console, electronic door or other object - Lockpicking a contaienr or door, stealing an enemy's item or disarming a device/trap - Moving a set # of feet/meters - Using a special trait, ability, item or power Then there are the Skills, the things that actually determine what you need to roll in order to succeed at any given action you do or take. Below is a summary of what each skill does and what it effects, and any special notes about it that you might need to know. - [i]Shooting:[/i] Your skill with any type of firearm or ballistic weapon. The higher it is, the easier you will hit targets with things like guns and the like. - [i]Fighting:[/i] Your prowess in melee combat. Determines how easy of a time you have hitting people in the face with things like clubs, swords, fists and other close-quarter instruments. - [i]Tech:[/i] A combination of things like science, electronics, medicine and the like. Determines how easy it is for you do things like hacking, rewriting robots/turret protocols, using chemistry stations, etc. - [i]Mech:[/i] Your mechanical aptitude, for things like pickpocketing, hot-wiring vehicles, lockpicking conventional locks, repairing hardware compnents, etc. - [i]Acro:[/i] Your ability to perform acrobatics and athletics. To help you do things like safely land when jumping/fall off a great height, leaping onto a moving vehicle, climbing a wall or difficulkt terrtain, etc. - [i]Action Points:[/i] Yes, even Action Points is a skill! Well, sort of. This determiens how many AP you have each turn. - [i]Hit Points:[/i] Yup, HP is a skill too! And HP is the [b][i]only[/i][/b] skill that can go above [u][b]5[/b][/u]. Dtermines how many times you can get hit, shot or blown up before you go down. - [i]Guts:[/i] This is a special skill which allows you to perform a *Heroic Deed', or 'Guts Action' once per combat. The higher your Guts skill is, the more likely it is to succeed. And those are the skills. During character creation, you'll be given a set amount of points that you can spend across the different skills. However, you'll not earn more point during the game, and the only way to increase your skills beyond that point is to find and equip gear, use [i]temporary[/i] buff items or take certain traits/abilities. Oh, and where throwing is concerned, like grenades, molotovs or other such things, [i]Shooting[/i] is used. If you're throwing something like a MedPak or MedGel to an ally, they use their [i]Fighting[/i] roll to see if they catch it, or if they'll need to use an AP on their turn to pick the itme up off the ground because they butter-fingered the catch. [indent][b]Traits & Abilities:[/b][/indent] At character creation, you get 5 points to spend on the various traits and abilities on offer. These special abilities offer a range of effects that can help either yourself, others or hinder your enemies. Note though, you'll not gain any more points after character creation, so yhe only way to get more traits or abilities is by finding and equipping special gear or using [i]temporary[/i] buff items. Below is a compendium of the available traits and abilities you can select, as well as a brief description of what they do. If you're uncertain what an ability does, or how it works, please ask before selecting it. [hider=List of Traits & Abilities:] [indent][b]Advice:[/b][/indent] You offer an Ally, within line of sight, some advice. This awards that character with a free 'Aim' or 'Dodge' token - your choice - fgunsliongerthat will last until used. You can only offer advice once per turn. [indent][b]Aim:[/b][/indent] At the start of your turn, spend 1 AP to gain an 'Aim token'. This token can be spent to re-roll a miss on either a Shooting or Fighting attack. The token is lost if not used in the same turn that 'Aim' was activated. [indent][b]Cleave:[/b][/indent] If your character is engaged with multiple individual targets, or more than two groups of enemies, in melee at once, you can opt to Cleave for 1 AP, provided you're using a two-handed Fighting weapon. Cleave lets you make as many attacks as you would normally, against all enemies and groups within your melee range, at a -1 to your Fighting skill rolls. So, if you normally have 3 attacks, and you're fighting a group of enemy and two individual targets at once, you would make 3 attacks against each threat. [indent][b]Counter #:[/b][/indent] When attacked, the character can return fire/strike back on the enemy turn, if the attacker misses. The number of misses that can be countered is determined by # in this skill's name. If an you have Counter 3 and enemy misses you twice, you an choose to attack back up to 2 times. Note, you can only perform as many counters as your #. If you spend all counters against one enemy's attacks, you cannot counter any more until you've finished a new turn of your own. [indent][b]Demolitionist:[/b][/indent] Whenever you use an explosive type weapon, you always deal an extra +1 damage on each Blast. [indent][b]First Aid:[/b][/indent] You can spend 1 AP to recover 1 HP on yourself and or an ally, or revive a fallen ally, if you make a successful 'Tech' roll. You can only a single person per turn and you can only heal a person up to half their max HP. So, if a character has 4 HP and has only taken 1 damage, you cannot heal them. [indent][b]Gladiator:[/b][/indenYt] Whenever you use a Fighting weapon for melee combat, you gain +1 extra attack die. [indent][b]Gunslinger:[/b][/indent] WHenever you use a Shooting weapon for ranged combat, you gain +1 extra attack die. [indent][b]Guardian:[/b][/indent] If your character is adjacent to an ally, you can perform a Free Action to step infront of an enemy attack and take the blow instead, using your own defenses for saving rolls. Note, if the enemy hits dand damages, you're the one who feels the pain. You can only Guardian against a single enemy attack inbetween your own turn. [indent][b]Impact #:[/b][/indent] You deal additional damage equal to the # of this skill. Note that impact damage is applied only if you actually deal damage, meaning that if you for example have Impact 2, and an enemy has Armor 2, you would still need to get 3 attacks through to apply the actual impact damage. [indent][b]Lethality:[/b][/indent] [indent][b]Leadership:[/b][/indent] If your character pairs up with at least one other ally, or joins a friendly NPC squad, your character provides their team with a free 'Aim' and 'Dodge' token. These tokens remain until used. Note, only the allies gain these tokens, your own character does not. Whenever you score a crit while attacking, the target will suffer double damage if they fail their save. So if you normally do 1 damage, you'd now do 2 instead. [indent][b]Nimble:[/b][/indent] At the start of your turn, you gain a free 'Dodge token' which can be spent at will. If the token is not used, it will remain until spent. You can stock 2 tokens from this skill at the same time at most. That is to say, even if you go 3 turns without spending any of them, you won't get any more/new tokens from this skull until you do use one. [indnet][b]Overcharge #:[/b][/indent] If your character is using an Energy or Ion weapon, you can spend 1 AP to overcharge it. This will cause the weapon to deal additional damage equal to # of this trait. However, after attacking you must roll a Hazard die and on a result of [b]1[/b], your own character takes as much damage as one attack from that weapon would now do. So, if you have Overcharge 3 and you roll a 1, you would take 4 damage yourself. [indent][b]Precision:[/b][/indent] When shooting or fighting a group of opponents, you can elect to target and direct your attacks against any special character in that squad. Normally, you will always hit and take down the 'grunts' first, before reaching any special NPCs. [indent][b]Sharpshooter:[/b][/indent] You can target the pilot or driver of a vehicle - so long as the cockpit or driver's seat is facing you or has a line of fire to it - and opt to try and shoot them, at a -2 to your Shooting skill roll. [indent][b]Steal:[/b][/indent] With this trait, you can attempt to steal an item from an enemy in melee range for 1 AP. Success determined by your MEch skill. You can only steal once per turn. [indent][b]Suppress:[/b][/indent] You target an enemy or group of enmies in a location and lay down suppressing fire upon them, for 1 AP. Make your regular Shooting attack rolls. If any enemies remain, they are 'suppressed', causing them to lose 1 AP on their turn and having a -1 to their Shooting skill. If they try to leave the suppression Area of Effect, they must make a successful Acro skill roll, or take as much damage as one of your attacks deal. Suppression lasts until your character's turn comes back around, or all targets in the area are gone. Note, you cannot use Counter or Guardian if you're using suppress. [/hider] More traits and abilities may be added in the RP. Ideas and suggestions ae welcome. [indent][b]The Enemies:[/b][/indent] The enemies of this RP come in different categories. Generally speaking, the basic enemies are either Mooks, Grunts or Elites. Anything that doesn't fall into these three categories is considered a "Special" enemy, similar to the player charcters in terms of what they can do and what their stats and equipment look like. [i]Mooks:[/i] These are just.. Cannonfodder trash. Mooks have 1 AP, 1 HP, they only have 1 attack each, hit on 6's and save against damage on 6's. [i]Grunts:[/i] Grunts are basic enemies, but far more threatening than mooks. They have 2 AP, 1 HP, they can have 1 or 2 attacks each, hit on 5's and save against damage on 5's. [i]Elites:[/i] These are the guys you should be a bit more concerned about. Elites have 2 AP, 1 HP [i][b]and[/b][/i] Medium Body Armor, they have 2 attacks each, hit on 4's and save against damage on 4's (even when their body armor is broken). Anything or anyone who isn't a Mook, Grunt or Elite is a special character, and will have their own individual stats, traits and equipment. They also typically have distinct titles or names that differentiate them from their lessers., so they're not hard to notice or identify [indent][b]Master of Fate:[/b][/indent] During character creation, you will be asked to select your Master of Fate. Which is to say, who will do your dice rolling. You can select either yourself (Me) or you can choose me (GM) to do it for you. As this is a tabletop RP with dice rolling, if you choose the former, you'll be subject to the Code of Noro and Fair Play. This means that, should there ever come a time where I, as the GM, feel that your dice rolling is just too, unrealistically and unfairly favorable, you may have this privilege revoked. You're being trusted to play and do adhere to the rules of the game on your own. Abusing that right will, obviously, lead to you losing it - or worse. Please keep this in mind. If you opt to go for the latter option, then you merely need to state your intended actions in the OOC or via PM, I will roll the dice and let you know the results, so you can make the post and describe what happened in your own words.[/hider]