So I've noticed a huge lack of RPGs with storylines. Or at least ones that unfold at a decent pace. So I've decided to make a two-parter (and possibly a subsequent sandbox sequel). But too much explaining, let's get to the story already!
Nearly 64 light years away from the Blue Planet is a mostly barren alien world, mostly inhabited by polymimetic crystalline formations, and the occasional fungus patch. The crystal itself is the future of human space technology, with it's self-replicative behavior. Unfortunately, the scientists that were studying the crystals were mimicked. With the jumpstart of having a living being in it's molecular memory, it began spawning a whole civilization. This attracted the attention of a race of ancient explorers, of whom we know little. But now, to harvest the crystal and put it to our own uses, we have to subdue the local fauna and transport them to processing plants. Sure, some naturalists had objections, but the war council made a tactical decision that they wouldn't complain after a few minutes in the cold vacuum of space.
12/4/AD2162/0630 Earth Time: Mankind is half an hour away from it's first interstellar invasion. You've got to gear up and get to your dropship. Outside the generation ship there are faint pops in the atmosphere, probably enemy fighters.
Character sheet:
Rank: Name: Type: Age: Gender: (only for officers and infantry) Size: (height, weight, build, pick your type before you do this) --------------- --------------- Conditions: HP: Vehicle: Group: Primary: Secondary: Sidearm: Melee: Augment: Backpack: --------------
Types: (basically race)
Officer: Human (male or female) Rank: 2nd Lt. HP: 60/60 Size: No specs Weapons: A41 Carbine, B12 Shotgun, Colt M911, combat knife Specialty: Access to vehicles, platoon-size groups Description: A cushy, well-paid job well behind your assigned cannonfodder. Or if you've got nothing to lose, at the very front of the onslaught.
NCO: Human Augment Rank: Corporal HP: 75/75 Size: Larger than regular human, no real restrictions Weapons: G60A SAW, 40mm rocket launcher, Razor Automatic pistol, KA-BAR Specialty: Access to augments and mech suits, team-size groups Description: NCOs are the liasons between the cannonfodder and the officers.
Warrant Officer: Human Augment Rank: Warrant Officer HP: 80/80 Size: Slightly larger than an NCO, consistently heavily built Weapons: M20 Assault Rifle, 40mm Rocket launcher, Colt M911, Trench knife Specialty: Access to heavy vehicles (e.g. tanks, fighters), mech suits, augments Description: Highly trained and specialized soldier capable of a dynamic addition to any fighting force.
Infantry: Human (male or female) Rank: Private HP: 50/50 Size: They take 'em all shapes and sizes Weapons: M20 Assault Rifle, P90C SMG, Colt M911, Combat Knife Specialty: Access to careers such as medic, driver, gunner, or grunt. Description: Cannonfodder.
More weapons will be available later on, and if the players ask, more vehicles. Choose your loadout, and I'll set the rest up. Your rank is basically your level, and with level comes larger teams and access to better quality equipment and weapons. Want to increase your HP? Equipment does that. Augments also do that.
Word to the wise for wannabe officers, managing a large group can be as challenging as it is rewarding. You can get promoted to the point where you control several tanks, aircraft, or even ships! But managing those resources is time-consuming.
Your objective: Establish a foothold on the alien homeworld, and push to what seems to be their capitol. Expect heavy resistance.
Okay, we're probably talking about infection here, accelerated by that green gunk comin' out of this guy's ears. But shrapnel first, infection later. I make sure that my helmet cam is on for future cases of this sort.
Squad Charlie: Support Bravo (100 Corporal Ackles/75/50/50), Medical Charlie (100 Stephans/50/50/50), Bravo Scouts (100 Corporal Padelacki/75/75/75), Transport Alpha/Bravo (75 Corporal Jameson/A50//B50/50) ------------------------------------------------------------------------------------------------ Gear: Padded Boots (5hp), padded pants (5hp), padded jacket (5hp), Padded Gloves (5hp), Knee guards (5hp), elbow guards (5hp), shoulder guards (5hp), Plate Vest (25hp), Tactical Interface Helmet (40hp, allows platoon helmet cam access, mobile command interfacing with vehicles)
Primary: A41 Carbine (180/30 rounds) Secondary: B12 Shotgun (45/5 shells) Sidearm: Colt M911 (42/7) Melee: combat knife Augment: N/A Backpack: 2 flares, command radio (allows access to fire support, reinforcements), 2 smoke grenades, 4 MREs, 2 bottles of water, 2 power cubes, flashlight, 2 HE grenades --------------------
"Already taken care of, an engineer team is loading up with your Charlie squad. As of now, advanced weaponry are only available on an as-needed basis, and your platoon seems to be faring well."
You grab two HE grenades and clip them onto your backpack.
Padelacki follows you, giving you a report. "As far as we can tell, these echoes are just the enemy moving around. We call them echoes because our scanners can't pick these things up as lifeforms, so we have to use RADAR to find them. There's only a few nearby, since we've wiped out most of their fighting force in the area. At around twelve thousand meters we keep picking up something a lot bigger than the regular echoes."
All but one of the pieces of shrapnel have gone all the way through. The remaining piece is stuck into one of the private's ribs, lodged pretty well. The wound smells sour.
Squad Charlie: Support Bravo (100 Corporal Ackles/75/50/50), Medical Charlie (100 Stephans/50/50/50), Bravo Scouts (100 Corporal Padelacki/75/75/75), Transport Alpha/Bravo (75 Corporal Jameson/A50//B50/50) ------------------------------------------------------------------------------------------------ Gear: Padded Boots (5hp), padded pants (5hp), padded jacket (5hp), Padded Gloves (5hp), Knee guards (5hp), elbow guards (5hp), shoulder guards (5hp), Plate Vest (25hp), Tactical Interface Helmet (40hp, allows platoon helmet cam access, mobile command interfacing with vehicles)
Primary: A41 Carbine (180/30 rounds) Secondary: B12 Shotgun (45/5 shells) Sidearm: Colt M911 (42/7) Melee: combat knife Augment: N/A Backpack: 2 flares, command radio (allows access to fire support, reinforcements), 2 smoke grenades, 4 MREs, 2 bottles of water, 2 power cubes, flashlight, 2 HE grenades --------------------
"Anything more you can tell from the echo?" I ask. I move back to the commander and relay the information Padelacki gave me about the larger echo. I call to the engineering team, "Whose in charge here?" I ask. "Everybody get your kit together we're on the move!" I call out as I move toward my tank.
Oh dang. This is going to hurt. I pump him with some more painkillers so that he doesn't feel this. I find something for him to bite on when I extract the shrapnel. If I can do this without incident, I'll deal with the infection and move on to the next wound.
Squad Charlie: Support Bravo (100 Corporal Ackles/75/50/50), Medical Charlie (100 Stephans/50/50/50), Bravo Scouts (100 Corporal Padelacki/75/75/75), Transport Alpha/Bravo (75 Corporal Jameson/A50//B50/50) ------------------------------------------------------------------------------------------------ Gear: Padded Boots (5hp), padded pants (5hp), padded jacket (5hp), Padded Gloves (5hp), Knee guards (5hp), elbow guards (5hp), shoulder guards (5hp), Plate Vest (25hp), Tactical Interface Helmet (40hp, allows platoon helmet cam access, mobile command interfacing with vehicles)
Primary: A41 Carbine (180/30 rounds) Secondary: B12 Shotgun (45/5 shells) Sidearm: Colt M911 (42/7) Melee: combat knife Augment: N/A Backpack: 2 flares, command radio (allows access to fire support, reinforcements), 2 smoke grenades, 4 MREs, 2 bottles of water, 2 power cubes, flashlight, 2 HE grenades --------------------
The engineers are civilians, so nobody. Also they die pretty easily. But they don't count towards your total group size, so they've got that going for them.
You pull the shrapnel out with a pop, and the rib snaps. He doesn't bite down on the piece of clothe you put in his mouth. In fact, he doesn't react that much to any of this. He's still breathing, and his pulse is shallow. He lets out a low moan.
Squad Charlie: Support Bravo (100 Corporal Ackles/75/50/50), Medical Charlie (100 Stephans/50/50/50), Bravo Scouts (100 Corporal Padelacki/75/75/75), Transport Alpha/Bravo (75 Corporal Jameson/A50//B50/50) ------------------------------------------------------------------------------------------------ Gear: Padded Boots (5hp), padded pants (5hp), padded jacket (5hp), Padded Gloves (5hp), Knee guards (5hp), elbow guards (5hp), shoulder guards (5hp), Plate Vest (25hp), Tactical Interface Helmet (40hp, allows platoon helmet cam access, mobile command interfacing with vehicles)
Primary: A41 Carbine (180/30 rounds) Secondary: B12 Shotgun (45/5 shells) Sidearm: Colt M911 (42/7) Melee: combat knife Augment: N/A Backpack: 2 flares, command radio (allows access to fire support, reinforcements), 2 smoke grenades, 4 MREs, 2 bottles of water, 2 power cubes, flashlight, 2 HE grenades --------------------
I point toward one of them randomly, "You will be the one to report to me of anything that happens. Alright? What's your name by the way?" I ask as I stick out my hand, "Sean Deane is mine." I get into the tank and have a look at the systems it has equipped.
I snap my fingers in front of his face to try and get a reaction. Maybe he's in shock? Regardless, I clean up the wound and reset the rib. Afterwards, I change priority and move on to the most debilitating wound. I need to take this guy to someone with a higher pay-grade than me.
Squad Charlie: Support Bravo (100 Corporal Ackles/75/50/50), Medical Charlie (100 Stephans/50/50/50), Bravo Scouts (100 Corporal Padelacki/75/75/75), Transport Alpha/Bravo (75 Corporal Jameson/A50//B50/50) ------------------------------------------------------------------------------------------------ Gear: Padded Boots (5hp), padded pants (5hp), padded jacket (5hp), Padded Gloves (5hp), Knee guards (5hp), elbow guards (5hp), shoulder guards (5hp), Plate Vest (25hp), Tactical Interface Helmet (40hp, allows platoon helmet cam access, mobile command interfacing with vehicles)
Primary: A41 Carbine (180/30 rounds) Secondary: B12 Shotgun (45/5 shells) Sidearm: Colt M911 (42/7) Melee: combat knife Augment: N/A Backpack: 2 flares, command radio (allows access to fire support, reinforcements), 2 smoke grenades, 4 MREs, 2 bottles of water, 2 power cubes, flashlight, 2 HE grenades --------------------
The engineer in question looks uncomfortable. He shakes your hand, replying "Kale Andrews, sir." A small enemy ship zips overhead before anyone can react, circling and going back the way it came before anyone has time to react.
In the center of the tank is a circular room about 8 ft by 8 ft. To the aft is the ladder to the turret, and to the fore is a metal dome with the driver's control and access to a hatch, in case electronic systems fail. On either side of the room are exit hatches. Projected 6 inches from walls are command screens showing battlefield statistics, your men's helmet cams, as well as detailed maps and radar fields. You can direct your men, your vehicles, and air support from here.
The rib is set and the wound sutured. It seems that the infection is the most debilitating wound. It stems his upper body, and seems to have come from exposure to some kind of pervasive base that has been corrupted by heat. The affect is that the body's regenerative functions have been sped up significantly, but the corruption in the molecular makeup of the base has caused the process to destabilize, reproducing bacteria as well as new tissue, all through his body.
Squad Charlie: Support Bravo (100 Corporal Ackles/75/50/50), Medical Charlie (100 Stephans/50/50/50), Bravo Scouts (100 Corporal Padelacki/75/75/75), Transport Alpha/Bravo (75 Corporal Jameson/A50//B50/50) ------------------------------------------------------------------------------------------------ Gear: Padded Boots (5hp), padded pants (5hp), padded jacket (5hp), Padded Gloves (5hp), Knee guards (5hp), elbow guards (5hp), shoulder guards (5hp), Plate Vest (25hp), Tactical Interface Helmet (40hp, allows platoon helmet cam access, mobile command interfacing with vehicles)
Primary: A41 Carbine (180/30 rounds) Secondary: B12 Shotgun (45/5 shells) Sidearm: Colt M911 (42/7) Melee: combat knife Augment: N/A Backpack: 2 flares, command radio (allows access to fire support, reinforcements), 2 smoke grenades, 4 MREs, 2 bottles of water, 2 power cubes, flashlight, 2 HE grenades --------------------
S*** we've been made...
I activate the screens and get my bearings before calling over the comms, "Men that ship will lead us to our target! Follow suit!" I then change the channel directly to corporal Padelacki and Sergeant Johanson, "You two keep an ear and an eye on the rumbles, your mean are to survey the surrounding area as we go so that we don't get ambushed." I then change it to the operator, "You can join my squad, we would be grateful of your support. Plus I've seen you fight in that mech, you know your supposed to be taking out armor with those guns, not troops. Your a supporter not a fire-team. Come on before command asks what happened to the last mech. Also as we go I want you to keep your eyes on the sky around us to spot any more fighters." I finish up and once all my men are in their transports I give the command to move out and to follow the ship. (It is going in the direction we need to go right?)