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.
I transmit a general comm to those around me about the larger force, then turn the Vulture to face the force. I tell the crew to get ready for the firefight soon to ensue.
There are four metallic growths on the back of your trapezius mucle. Each one has a slot in the middle where a syringe filled with glowing yellow liquid is fitted. Your skin has no pigment, and you have just just enough fat to keep your muscles from bursting through your skin.
(I already showed you the view from inside the storage tank)
The mech selection interface remains block most of your view, now with a flashing "Warning! Unexpected Depressurization". You can see your skin start to peel as the cold space air starts to rip any moisture left over from the tank away from you.
Just warning you, if you die, you start over from the very beginning. All you get to keep is the experience.
DreadMaxx: Adds a twin weapon to any mech suit you pilot DreadHawk: Adds a jump booster to any mech suit you pilot Juggernaut: +100hp to self, +250 hull potential to any mech suit you pilot Cybernetically Upgraded: Allows you to dual wield any person weapon, and pair them up. (e.g. trench knife XL with WTS .50 or rockets with autocannon)
You wake up in a storage tank full of breathable light blue liquid. An interface flashes in front of you, asking you what kind of mech suit you will be needing for your assignment.
Name: Fire team Role: Standard combat team Roster: 3 privates, 1 corporal, 75/50/50/50 HP Loadout: two M20 Assault rifles, one G60A SAW, one 40mm rocket launcher
Name: Support Fire Role: Automatic and heavy weapon support Roster: 2 corporals, 2 privates. 75/75/50/50 Loadout: 2 G60A SAW, 1 40mm rocket launcher, 1 20mm autocannon
Name: Indirect Support Role: Supporting fireteams with indirect explosive support Roster: 1 corporal, 3 privates, 75/50/50/50 Loadout: 1 30mm mortar, 2 m20 assault rifles, 1 SV-196 sniper
Name: Medical Team Role: Saving lives and providing immediate medical attention on the battlefield Roster: 1 corporal, 3 privates, 75/50/50/50 Loadout: 2 A41 carbines, 2 UTS-15 shotguns
An assault squad constists of two fireteams and a support team, a combat squad consists of two fireteams and a medical team. A support squad consists of two support teams and an indirect support team. An indirect support squad consists of two indirect support teams and a fireteam. A medical squad consists of two medical teams and a support team.
At brigade level, I'll break down platoons and companies. :P We'll cross that bridge when we come to it.
Name: Bob "Tower" Light Type: NCO Age: 32 Size: 7' 8", 357 lbs --------------- --------------- Conditions: Healthy, adrenalized HP: 145 Vehicle: Squad: Fireteam (75/50/50/50), Indirect Support (75/50/50/50), Scout team (75/75/75/75) 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 form up with three squads. Each squad takes up one dropship. Your men look at you expectantly, waiting for orders. (they'll be more autonomical when they're boots-on-ground)
There are two doors near you, one on either side of the hangar, leading to hallways that lead to the rest of the ship. The hangar bay door is currently closed, and everyone is filing onto into dropships. There are three shelves on the sides of the hangar, with ramps on the side leading to each level. On each shelf there are five dropships.
The fighters and strikecraft rip around the larger gunships and dropships, the fighters occasionally put a shot or two through the slower ships. Your ship cools down as you bank up. You can already see tiny explosions on the surface from the orbital bombardment.
I start to panic,immediately selecting the Spartan mechsuit and trying to break free into the spaceship,using said extra appendages to break my hands out and then to smash into the direction of the spaceship.