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.
For now, I'll see if I can stabilize him with as few resources as possible. I should deal with the more lightly wounded (or as light as these guys come) before I waste all of my resources on the private. I move on to examine the less injured of the wounded.
The least wounded one is a Corporal from a scout team. He has flash burns on his back and legs, a few minor cuts and bruises, and a bloody lip. The other patient is very quiet, with just a few shrapnel wounds in his upper chest and face, and 2nd degree burns on his neck and scalp.
Outside the few survivors are getting picked off. Over the comm of a dead lieutenant you hear some chatter. "....lost a few.....opshi...s.....norther......assault called off.....your AO lou......wait fo....."
You can do whatever you want. You'll be in the same area until one of you guys moves, and he can choose to join you or run to the nearest enemy MG nest. I'll guide you guys toward the objective, but it's really about the journey.
I treat the Corporal's flash burns and his bloody lip, but everything else he's going to have to tough through. Once I'm done with him, I tell him to watch the door with his rifle before I check on the first patient to make sure he is alive. I check on the quiet one's pulse. If he's still alive, I start working on him.
The first patient's vital signs are dropping off, his pulse is slowing, and he isn't responding to you. You could probably save him, but he's pretty far gone. When you check on the last patient, he grabs you by your vest, puts his pistol under your chin, pulls your ear to his lips, and whispers urgently, "ainkillers"
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: Squad: Fireteam (75/50), Scout team (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 (9/2 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 grab your G60C, and lead your men over the side of the trench. You immediately see battlefield strewn with corpses, both human and alien. It's stark, there is no plant life, and the sky is a dark orange. You can hear the screams of the wounded faintly. Occasionally a mortar strikes 10-20 meters away, splashing dirt across your vision.
200 meters away, you can see two Rhinos silhouetted against the auburn sky. The flare is dying down, the flickering red light eerily revealing the carnage around you. The ground is muddy with a ****tail of filth, blood, and alien juices. Death is heavy in the air, and as the corpses begin to rot, the stench becomes almost unbearable.
@JACKinbigletters It definitely would, and heavier equipment will be available to you as your kill counts would be combined.
(Exactly my thoughts. Also the tagging, how does it work for rockets and explosive ordnance? Are there tags in the explosive material? Or is the round itself tagged? Also now that we are all in vision of each other do we not have to wait for Loop? Also if he's not playing anymore will you just move the guy into one of the Rhinos so we can keep this show on the road.)
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: Squad: Fireteam (75/50), Scout team (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 (9/2 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 hit the ground in the next trench, 20m to the east.
@JACKinbigletters Remember that rocket launchers have target locking and kill confirmation. Also, every soldier is equipped with a helmet cam, verifying kills. And yes, I'll allow you to order Loop's fella around in his absence. But he'll also see the benefits in terms of equipment and kill count/promotions. It should be an agreeable setup.
I give the quiet one some pain-killers before approaching the first patient. I can't heal the quiet one before the first patient dies, and if I heal the first patient the quiet one will either shoot me or end up in the same state as the first patient. I can't waste any drugs on this one guy, so I take out my combat knife and I finish off the first patient. I close his eyes, place his rifle on his chest, and place his hands over the rifle. I return to the quiet patient and begin treating him. "For future reference, it's probably a bad idea to brain your only medic. Just saying."