Hidden 7 yrs ago 7 yrs ago Post by PrivateVentures
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Welcome to Endgame


The year is 2242. Humanity has successfully built and harnessed the power of the Graviton for instantaneous space travel, through the opening of a corresponding black and white hole. Earth watches with envy as Mars sends probe after probe after warship after warship into the darkness of space, a combination conquering effort and exploration endeavor. Humanity now begins toeing the line between science and enigma, reaching its long fingers into places that life as we know it has never belonged. We call out into the abyss, and the voices beyond the void have answered.

This will be a dark sci-fi adventure, controlled only by my own mathematics and your imagination. I will be your captain, of the pirate vessel, Endgame. I will provide you with maps, missions, intel, briefing, and debriefing, and your all-powerful armaments. Humanity lives within solid shells of graphene and titanium, pressurized and sealed against the vacuum of space. Choose your profession and forge your destiny.

This will be DnD styled, with my own dice rolls controlling your fates. The numerical rules of your weapons and gear will be largely unknown to you as the players, but will be the ruling factor in combat. If your character dies, you are free to create a new one, but your old one will remain deceased. Make your choices carefully, for each death will affect the morale of your captain and your crew.



PLAYER CLASSES


THIEF: Excels at lockpicking/hacking/searching/looting, falters in direct combat

ASSASSIN: Excels at stealth/hiding/agility, falters in direct combat, particularly close quarters

RAIDER: Excels at fast, powerful frontal assaults, combat oriented, low armor, low equipment load, falters in prolonged combat

BERSERKIR: Excels at taking ground, heavily armed and armored, high equipment load, falters in prolonged combat

NEGOTIATOR: Excels at disguises/mimicry, high charisma, falters in direct combat

BATTLE MASTER: Tactical command, excels at long-range combat, equipped with long range bioscan, falters in direct combat

PYROTECH MECH: Excels in direct combat, heavily armed, extremely heavily armored, slow boarding mech, fired like a missile into enemy hull, falters when heavily outnumbered

WEAPONS AND ARMOR


KINETIC DISPLACEMENT SWORDS: Deployable close-range weapons, designed to shatter hardlight ablative webbing, (energy shields), excessive damage to unprotected armor and soft bodies, usable by all classes aside from PYROTECH MECH.

KINETIC DISPLACEMENT MORTAR: Deployable close-range weapons, designed to destroy anything and everything that gets within range, excessive, often lethal damage to hardlight ablative webbing, unprotected armor, soft bodies, vehicles, mechs, usable only by PYROTECH MECH.

DISPLACEMENT RIFLES/PISTOLS: Short to mid range weapons, excessive damage to hardlight ablative webbing at short range, moderate to severe damage to ablative webbing at mid range, damage suffers a steep drop after thirty yards, becoming completely ineffective. Usable by all classes except PYROTECH MECH.

GAUSS WEAPONS: Magnetic accelerator weapons, require reloading, typically have 1 to 3 barrels, designed for extreme damage against unshielded armor, can be shut down by EMP weapons or Tesla Guns.

MAG PISTOLS: Magnetic Accelerator weapons, require reloading, typically only carry 1 to 4 rounds, excessive damage against unshielded armor, against shields, the kinetic yield is generally enough for severe formation disruption. Useable by all classes except PYROTECH MECH.

GAS POWERED RIFLES AND PISTOLS: Standard firearms, vacuum-sealed cartridges, ineffective against armor, but effective at overwhelming shielding. Upon reloading, require rechambering.

HARPOON GUNS: Use a pressurized gas cartridge to launch a harpoon, linked by a cable, often electrified to make the dragged target more "persuadeable", single shot, require reloading, ineffective against ablative webbing, moderately effective against unshielded armor, completely ineffective and certainly lethal against soft bodies. Useable by all classes except PYROTECH MECH

SKILLS


LOCKPICKING/HACKING: Requires proximity to console/Hacker Drone/code injector attachment

STEALTH: Active Camoflage is finnicky, as such, is easily disrupted

ASSASSINATION: Can only be achieved while cloaked or disguised, instant kill on soft bodies, moderately successful against unshielded armor, 50/50 chance against Ablative Webbing.

BOOST CHARGE: Only useable by RAIDER and PYROTECH MECH, requires a DISPLACEMENT SWORD or DISPLACEMENT MORTAR, can be used to hit multiple targets along the way

HEAVY RUSH: Same ruleset as BOOST CHARGE, except only up to two adjacent enemy targets can be selected. Successful implementation can easily disrupt enemy formation.

BACKSTAB: Can only be used while disguised, instakill on most unshielded targets, but disengages disguise

MIMIC: Can only imitate certain enemies, but is a foolproof disguise, unless discovered. Must mimic a previously killed target.

SAVING GRACE: Can only be used by BATTLE MASTER armed with a projectile weapon, can be used to interrupt another player's combat. If successful, can kill, stun, or maim an engaging enemy on contact

FIREFIGHTER: Only useable by PYROTECH MECH, is able to damage up to three enemies per attack, can be used in lieu of other Mech abilities, requires a projectile weapon, moderately ineffective against shielding, high damage to unshielded armor and soft bodies,

SHOCK AND AWE: Only useable by PYROTECH MECH, affects all adjacent enemies with excessive electrical current, stunning or killing small targets outright, can disrupt shielding with moderate effectiveness.

PATRIOT ACT: Only useable by PYROTECH MECH, affects up to five enemies at once, instant formation disruption, mild direct damage

SIX GUN: Only useable by PYROTECH MECH. Target one enemy, strikes six times, requires projectile weapon

SPEARGUN: Only useable by PYROTECH MECH, targets one enemy or mech, and cripples it, (unable to move or attack), only effective on unshielded targets

IDENTIFY: Only useable by THIEVES. Allows thief to scan for loot or useful materials.

SMASH AND GRAB: Only useable by sword-wielding THIEF. Deals slight damage, gives random loot or materials.

PLAYER STATS


DURABILITY- Determines how much damage an unshielded body can sustain before death

EQUIPMENT LOAD: Determines how much weight in equipment that a player can carry before being over-encumbered

STRENGTH: Determines bonuses when engaging in unarmed combat, i.e. punches, kicks, throws

DEXTERITY: Determines bonuses to sword damage and critical hits

VISION: Determines ranged weapon roll bonus

CHARISMA: Determines Mimic/Persuade/Haggle/Negotiate bonus and effectiveness

AGILITY: Determines speed and dodge/cover roll bonuses

SKILL: Determines dodge roll/sword deflection/cover roll bonuses

LUCK: Determines the mercy of the game on your character

CLASS VARIANTS


THIEF
CAT BURGLAR: 2DUR/9EQU/0STR/1DEX/1VIS/2CHA/4AGL/2SKL/4LCK
MUGGER: 3DUR/8EQU/3STR/2DEX/0VIS/1CHA/1AGL/1SKL/1LCK
PICKPOCKET: 1DUR/7EQU/0STR/1DEX/3VIS/2CHA/3AGL/3SKL/3LCK

ASSASSIN
STREET SNIPER: 3DUR/9EQU/3STR/0DEX/5VIS/0CHA/1AGL/2SKL/1LCK
HITMAN: 4DUR/9EQU/4STR/3DEX/2VIS/0CHA/0AGL/2SKL/1LCK
SIC SEMPER TYRANNUS: 2DUR/8EQU/2STR/2DEX/3VIS/6CHA/4AGL/1SKL/2LCK

RAIDER
BULLET BILL: 3DUR/9EQU/2STR/6DEX/0VIS/3CHA/6AGL/1SKL/1LCK
HYPERSCOUT: 2DUR/9EQU/1STR/4DEX/1VIS/4CHA/7AGL/5SKL/2LCK
BLACK IRON: 4DUR/10EQU/3STR/5DEX/1VIS/2CHA/5AGL/7SKL/2LCK

BERSERKIR
KNIGHT: 6DUR/10EQU/4STR/6DEX/0VIS/3CHA/1AGL/5SKL/3LCK
THE ROCK: 7DUR/8EQU/6STR/5DEX/2VIS/3CHA/0AGL/6SKL/2LCK
PSYCHO: 4DUR/10EQU/5STR/6DEX/4VIS/1CHA/3AGL/1SKL/4LCK

NEGOTIATOR
HANNIBAL: 1DUR/8EQU/7STR/1DEX/0VIS/8CHA/4AGL/3SKL/2LCK
GRIFTER: 2DUR/7EQU/1STR/2DEX/2VIS/8CHA/5AGL/2SKL/4LCK
DOPPLEGANGER: 2DUR/7EQU/1STR/2DEX/3VIS/10CHA/3AGL/5SKL/1LCK

BATTLE MASTER
HOLLYWOOD: 3DUR/10EQU/1STR/2DEX/16VIS/7CHA/2AGL/8SKL/4LCK
BRIGHT FUTURE: 4DUR/8EQU/2DEX/2STR/5VIS/8CHA/1AGL/9SKL/5LCK
TACTICOOL: 2DUR/12EQU/3STR/2DEX/5VIS/6CHA/2AGL/7SKL/4LCK

BOARDING AI (PYROTECH MECH)
SPARTAN 117: 10DUR/8EQU/8STR/4DEX/3VIS/0CHA/4AGL/2SKL/6LCK
HAL-9000: 7DUR/8EQU/1STR/2DEX/7VIS/0CHA/3AGL/2SKL/4LCK
DREADNOUGHT: 15DUR/10EQU/1STR/1DEX/6VIS/0CHA/1AGL/4SKL/3LCK

NOTE:

I kinda half-assed quite a bit of this. If you have any suggestions on how it could improve, feel free to post below.

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Hidden 7 yrs ago Post by Gunther
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Gunther Captain, Infantry (Retired)

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Interested [Thief, Assassin or Raider]
Will we need to roll dice for stats?
DURABILITY, EQUIPMENT LOAD, STRENGTH, DEXTERITY, VISION, CHARISMA, AGILITY, SKILL, and LUCK.
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Hidden 7 yrs ago Post by PrivateVentures
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@GuntherAll dice rolls will be done by me, as your GM and ship captain. I keep RoleplayerGuild open while I work, so I'll be able to respond with results instantly most of the time.

The variant determines your base stats, at the end of every mission, players who distinguish themselves will sometimes be given stat points to add to their profile.
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Hidden 7 yrs ago Post by Infamous Empath
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im interested, but math confuses me easily and the class variant list is just gibberish to me, sorry.
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Hidden 7 yrs ago Post by Ryougu
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Ryougu He who rides the bandwagon

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@PrivateVentures
I believe there are no armors under "Weapons and Armor"?

I'll probably play either something rogue-like or a berserker, on that note, count me in.
Hidden 7 yrs ago Post by PrivateVentures
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@Ryougu Weapons and armour come from various manufacturers, and all players will receive specially issued weapons and armor according to their class and variant upon starting. Those will be issued by your captain.
Hidden 7 yrs ago Post by PrivateVentures
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@Infamous Empath The variant numbers are literally just stats. DUR relates to your durability stat, DEX to your dexterity, and so on. You won't have to worry about the numbers, those are more just for reference for you guys. I'll handle the math itself. Basically, the variants are just so you know exactly what your character's strengths and weaknesses are. Ex.: A Pyrotech Mech, with 0 charisma, will have literally no chance of tricking an enemy soldier into believing that it's a french maid. On the other hand, the Mech, with its insane strength and abilities, will have no trouble speargunning a shuttle out of the air, and dragging it back down to fighting level.
Hidden 7 yrs ago Post by Ryougu
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Ryougu He who rides the bandwagon

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@PrivateVentures
So for character creation we don't need to worry about equipment, or am I misunderstanding it?
Hidden 7 yrs ago Post by PrivateVentures
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@Ryougu Contain basic detail of your made-up equipment, and I'll manufacture more canon weapons and exoskeletons to match. Once we get going, it shouldn't be too difficult to even come up with your own companies and weapon designs, etc. At least, I hope. I'm trying to make this as simple for the player as possible.
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Hidden 7 yrs ago Post by Ryougu
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@PrivateVentures
On another note, how many people are you aiming for and when will you have a RAW for the character sheet?
Hidden 7 yrs ago Post by PrivateVentures
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@Ryougu Honestly, a RAW seems unnecessary here. To be honest, all I really need is a name, a short backstory, appearance, class and variant, and a list of equipment. Feel free to come up with your own stuff, too. I can make entirely new rules for entirely new equipment fairly easily. If you still need a format:

NAME:

APPEARANCE(armored and unarmored):

BIO:

CLASS VARIANT:

EQUIPMENT:

Characters will flesh themselves out pretty good on their own, if I do this right.
Hidden 7 yrs ago Post by Ryougu
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Hmm, alright. I can work that. I think I'll be able to have it up before week's end.
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Hidden 7 yrs ago Post by LordofthePies
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I'm just going to put an interest placeholder here, I'll probably get around to making someone in a bit.
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Hidden 7 yrs ago 7 yrs ago Post by PrivateVentures
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@LordofthePies You bet!

I'll also post images before every mission, during the briefing, of the internal layout of the enemy vessel/target facility, to give everyone full tactical awareness.

Good god, is this an undertaking.

Just realized I never addressed one of @Ryougu's questions. I'm aiming for a team of 2-6 players. Any more than that, and my tactical awareness goes out the window.
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Hidden 7 yrs ago Post by Gunther
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Gunther Captain, Infantry (Retired)

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@PrivateVentures2-6 is a good safe number. I may take my character from that other RP we are in and tailor him to a sci-fi role.

I can appreciate your apprehension about the "undertaking". I love to go big on chit like this. Often times it does become overwhelming. Good luck, bro.
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Hidden 7 yrs ago 7 yrs ago Post by LordofthePies
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LordofthePies A Mess

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NAME:
Ren Geovani

APPEARANCE:





BIO: UNFINISHED.... for now.
Ren had a dog once. But one day it slobbered on her, causing her to malfunction and kill the animal. She no longer likes dogs. Other than that, Ren has had a pretty simple, battle-ready life.

CLASS:
PYROTECH MECH
- DREADNOUGHT: 15DUR/10EQU/1STR/1DEX/6VIS/0CHA/1AGL/4SKL/3LCK

SKILLS:
SHOCK AND AWE
FIREFIGHTER
SIX GUN
EQUIPMENT:
KINETIC DISPLACEMENT MORTAR
GAS POWERED RIFLE



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Hidden 7 yrs ago Post by LordofthePies
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LordofthePies A Mess

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Are the Pyrotech's robots? Or what? Maybe I'm just confused.

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Hidden 7 yrs ago Post by PrivateVentures
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@LordofthePies The Mech is what I like to call a "Boarding AI". It's an advanced Artificial Intelligence with its own set of programming, subprogramming, subroutines, etc.

So, basically, you're a robot who can make its own decisions. With 0 charisma, it's unlikely that it will be very friendly, but at the same time, being an AI means your character will never beat around the bush. With anything. If something is a problem, a Mech will almost always be a good solution.
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Hidden 7 yrs ago Post by PrivateVentures
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Guys, also bear in mind that just because your character starts off with certain stats doesn't mean they'll never change. A Pyrotech Mech with a penchant for sparing civilians could, in theory, eventually rack up enough charisma to trick enemies into thinking it's operated by a human, or even mimic a human voice and mannerisms through comms.
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Hidden 7 yrs ago Post by Ryougu
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@PrivateVentures
Another thing seen from the sheet, How many skills may we take?
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