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 Age: 32 Size: 7' 8", 357 lbs --------------- --------------- Conditions: Burned, piercing leg wound, adrenalized HP: 135/145 Vehicle: Squad: Fireteam (75/50/50), Indirect Support (50), Scout team (75/40/75/75) 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 (9/3 rockets)(semi-automatic) Sidearm: Razor Automatic pistol (80/20 rounds)(automatic) Melee: KA-BAR Augment: Domino (triples group size) Backpack: 4 MREs, 2 Bottles of water, shovel, flashlight, 2 flares, smoke grenade, 2 power cubes --------------
The fireteam moves to the west corner of the trench, and the scout team goes the other corner. The wounded scout and the indirect support private remain with you, One of the guys from the scout team picks up one of the alien laser rifles. In the distance, you can hear a low rumbling, slowly getting louder.
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 --------------------
"Alpha and Bravo squad board the Rhinos! Transport team take the wheels! We're moving out!" I shout to my men. (Do they know me or am I a new leader to them? Also how is Charlie team going to get to the surface?)
A Spartan comes in behind you. There's alot of static, then a transmission comes through. "Specialist Correl. It seems your dropship was destroyed. Heartrate monitors show that only one other dreadnought survived the blast. We'll send a spare ship to transport you to the surface when we can. Sit tight."
Name: Bob "Tower" Light Type: NCO Age: 32 Size: 7' 8", 357 lbs --------------- --------------- Conditions: Burned, piercing leg wound, adrenalized HP: 135/145 Vehicle: Squad: Fireteam (75/50/50), Indirect Support (50), Scout team (75/40/75/75) 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 (9/3 rockets)(semi-automatic) Sidearm: Razor Automatic pistol (80/20 rounds)(automatic) Melee: KA-BAR Augment: Domino (triples group size) Backpack: 4 MREs, 2 Bottles of water, shovel, flashlight, 2 flares, smoke grenade, 2 power cubes --------------
You take out your rocket launcher, slinging the G60C over your shoulder. The rumbling is getting closer, and there's a lot of radio chatter now.
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 --------------------
"Yes, sir!", they reply. Alpha and bravo load on to their respective vehicles. As you may know, most APCs don't fly. Each squad will take a seperate dropship. And you are completely unfamiliar to them. You might want to figure out who you want to go to the surface with.
I skim over the GIYF database to refresh my memory on these things and their treatments and set to work with what I have and the medical items the infantrymen should have on them.
GIYF database overview: Google is your friend (GIYF)
Do you want me to make this easy (simple one medpack to 25% health) or realistic (more hp healed, but a lot more technical)
Name: Bob "Tower" Light Type: NCO Age: 32 Size: 7' 8", 357 lbs --------------- --------------- Conditions: Burned, piercing leg wound, adrenalized HP: 135/145 Vehicle: Squad: Fireteam (75/50/50), Indirect Support (50), Scout team (75/40/75/75) 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 (9/3 rockets)(semi-automatic) Sidearm: Razor Automatic pistol (80/20 rounds)(automatic) Melee: KA-BAR Augment: Domino (triples group size) Backpack: 4 MREs, 2 Bottles of water, shovel, flashlight, 2 flares, smoke grenade, 2 power cubes --------------
"Corporal, our scouts are telling us we've got something big headed to keep us from setting up an HQ. Three enemy fighters are inbound."
Like the beginning of a rainstorm, a few laser bolts fly diagonally from the sky, causing large explosions on impact. None of them come within 10m of you.