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.
Name: Bob "Tower" Light Type: NCO Kill Count: 8 Age: 32 Size: 7' 8", 357 lbs --------------- --------------- Conditions: Burned, piercing leg wound, stitch in side HP: 135/145 Vehicle: Group: N/A Gear: Padded Boots (5hp), Combat Pants (5hp), Plate Leg guards (10hp), Ammo belt (2 saw clips, 3 rockets, or 6 pistol clips), Padded Jacket (5hp), Plate Vest (25hp), Combat Helmet (20hp) Primary: G60A SAW (300/100 rounds)(automatic) Secondary: 40mm rocket launcher (9/0 rockets)(semi-automatic) Sidearm: Razor Automatic pistol (80/20 rounds)(automatic) Melee: KA-BAR Augment: Domino (triples group size) Backpack: 4 MREs, Bottle of water, shovel, flashlight
You left your men back with the platoon, about two or three miles back. You yell, and then jump into a trench, looking at the figure. You only get a glimpse of it before it goes down into something and disappears.
Oh, awkward, the post got cut off for some reason, O-o.
I quickly advance on the marine and knock him unconscious with my stun baton. Then I continue the quest to find an escape pod or a ship. Preferably an escape pod.
Name: Bob "Tower" Light Type: NCO Kill Count: 8 Age: 32 Size: 7' 8", 357 lbs --------------- --------------- Conditions: Burned, piercing leg wound, stitch in side HP: 135/145 Vehicle: Group: N/A Gear: Padded Boots (5hp), Combat Pants (5hp), Plate Leg guards (10hp), Ammo belt (2 saw clips, 3 rockets, or 6 pistol clips), Padded Jacket (5hp), Plate Vest (25hp), Combat Helmet (20hp) Primary: G60A SAW (300/100 rounds)(automatic) Secondary: 40mm rocket launcher (9/0 rockets)(semi-automatic) Sidearm: Razor Automatic pistol (80/20 rounds)(automatic) Melee: KA-BAR Augment: Domino (triples group size) Backpack: 4 MREs, Bottle of water, shovel, flashlight
I don't know why you left. I am the OP of a sandbox world. There is an objective, but it can be completed without you. I didn't ask why you were running, I just presented what happened when you did. I do not make it linear, you can do anything you want at any time. I think I explained this.
You continue down the corridor, searching for the hangar bays. You make it to the outside corridors of the ship. It is a long walkway, with corridors leading to the interior of the ship on the left, and airlocks directly across from the corridors. There is one long, corridor with alternating steps up with a door in the center so you can choose whether to go straight or up. It seems you are at the belly of the ship, since there are no steps down. On the right hand side there are ammo dispensers between every airlock, and on the left hand side there is an armory pod on the wall between each corridor. On training day you were shown how to put your access card to choose what weapon you were issued in case of shipboard emergencies. There are also exosuits and heavy weapons in there.... Real arsenal. Too bad you can't get in there somehow....
You walk over to a medic, and request nutritional supplements. He gets some from a ration back and injects you with them. You then move over to an engineer, and request repairs on your suit. He agrees to repair the suit, but it is disabled for three posts.
You can request to be picked up and taken back to a ship, but your priority is somewhat low.
Judging from past experiences with doors, I'm not going to be able to brute force it. Maybe I could short-circuit the mechanism with a burst from the stun baton? It's certainly worth a shot. I put the baton up against the access mechanism and send out a short burst.