ForumsForum GamesThe Sperrgerat: A New Era

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Hypermnestra
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Hypermnestra
26,390 posts
Nomad

In the 1960s, the world was engulfed in a new kind of war. A war that relied not on guns or soldiers, but on documents and spies. The Cold War. The stakes were higher than they had ever been before...a slip of the tongue, a mistaken shot fired, one mistake could trigger a cataclysmic series of events and end the world in one fatal stroke.
Fearing that a nuclear war might begin at any time, world leaders decide to form a new group, one specifically created to help avoid an all-out war between the Soviet Union and the United States(which would ultimately end in world annihilation), as well as try to put an end to several of the other wars across the globe. This new group was christened the "Sperrgerat", or "Suppressor". The idea was for this group to basically be several violent peacekeepers: eliminate anything that might trigger war, silently and quickly, before other people start dying. Several nations, or at least alliances, sent a delegate, a liaison if you will, to the Sperrgerat. The hopes were that this cooperation between nations on a relatively small scale would lead to improved relations on a much larger scale. However, this was not to be the case. In addition to being a cooperative effort between nations in an attempt to keep peace, the Sperrgerat became a prime opportunity for countries to weasel information from one another, interfere with outside operations, steal equipment and research, etc.
Still, for all the flaws of the operatives and their slightly less-than-altruistic motivations, the Sperrgerat managed to do its job. The covert organization upheld the world peace, to a certain degree, and saved the world more times than censors will allow me to admit. A few outed military secrets, suspicious fatal accidents, and disappearing prototypes seemed a small price to pay in exchange for avoiding world annihilation.
But as time passed, so did the apparent need for the Sperrgerat. Military crises and emergencies stopped coming; the Berlin Wall was dismantled and the two Germanies were reunited, South Korea became a technological superpower with a booming economy while North Korea faded away, countries began the process of nuclear disarmament, the Oslo Accords pacified the warring nations of Israel and Palestine, and the Soviet Union collapsed. The Iraqi invasion of Kuwait was quickly dismantled by NATO and American troops, and the world convinced itself that the radical Islamist leaders of the Middle East were nothing more than insane dictators who commanded no real power. Dreams of a new era of peace and tranquility consumed the world after decades of violence, paranoia, and hostility. The United States walked out of the Cold War victorious, and it seemed that peace had finally won out over violence. The Sperrgerat became nothing more than an obsolete third wheel, draining financial funds and costing foreign diplomats what little sleep they managed to get at night. Even with the bloodiest conflict since World War II raging in Bosnia-Herzegovina, there was no one who had not convinced themselves that this era would be different, that peace would win out over violence.
So, on October 19, 1993, after just over 3 decades of policing the world, the Sperrgerat was officially disbanded by a top-secret United Nations military tribunal. Former members of the confidential organization scattered across the globe. Some went into hiding in remote countries, some returned to their old duties in national intelligence agencies or the military, a few were killed by state-sponsored assassins or in the line of duty, some went rogue as arms dealers or hitmen, and the lucky ones retired with a shiny new identity, a white picket fence, and a pistol under their pillow. The world looked the other way and enjoyed its new era. The year 2000 was even crowned as the "International Year for the Culture of Peace".
It didn't last long. A violent revolt by the Palestinian people was countered by the largest Israeli military operation since the Six Day War, North and South Korea remained hostile despite multiple attempts at peace, and the worst terrorist attack in history occurred on American soil. Shortly afterward, the "new era" was shattered into pieces. The United States military invaded Iraq and Afghanistan, bombing began anew between Israel and Palestine, and the world was hit with the biggest economic crisis since the Great Depression. After an emergency meeting of the United Nations security council delegates, an official consensus was reached to recommission the Sperrgerat. Communications were sent out, old Sperrgebiets were dusted off and modernized, and extensive searches were launched to find suitable candidates for membership. Finally, after months of exhaustive digging, the world's greatest secret was resurrected anew. The Sperrgerat had finally arrived, to combat old foes and unforeseen dangers alike with the same paranoia, wit, and charm of old hand in hand with the modern technology and fresh perspective of the new era.

Character Sheet
---------------Basic Information---------------------
Name: Full first and last name required. Middle name or initial optional, call sign optional.
Age: 18-40.
Gender: Male/Female
Country: You may choose what country you want to be from(and you can be from almost any country in the world), but there can be only one liaison from each country, and it is first-come, first-served.
Rank: The higher your Rank, the higher the quality and quantity of the equipment and information that I, as your intel officer, can provide for you. You can advance in rank by doing a good job, basically. Right now your rank is Recruit[1]. As a Sperrgerat liaison, you have the ability to command most enlisted soldiers from your country if you tell them who you are. However, it may not always be prudent to tell anyone your identity and occupation.
Status: Your status is the condition that you are currently in; for example, if you were sick, healthy, cut, had something broken, or whatever. Right now your Status is Healthy.
Health: Unlike your status, your health is in numbers. It's basically just how much more damage you can take before you die. You get your Health by multiplying your Endurance by your Toughness then adding 10. If you have 0 points in Toughness, then this is Endurance +10.
Languages: What languages you are fluent in. You will get one language automatically(determined by what country you are from), and any additional languages will be determined by dividing your Intelligence by 2(rounding down in case of a decimal). If you have any additional languages, you can choose them. Fluency in languages includes literacy, but you will still have an accent unless you take Linguistics Training.
Allies: None.
Enemies: None.
------------------Attributes------------------------------
Each beginning operative has 20 points in all, in the below categories.
Strength: Your strength is physical strength, how much damage you deal in melee combat, how much you can lift or carry, etc.
Agility: Your agility is your speed, dexterity, etc. It's basically how fast you are, how easily you can climb, run, swim, or do other athletic activities, etc.
Intelligence: Your intelligence is how smart you are. Your Intelligence affects how well you handle equipment such as guns, vehicles, etc, as well as how hard you are to lie to, and how many languages you speak.
Charisma: Charisma is how persuasive you are, how likely people are to believe you, etc.
Endurance: Endurance is how tough you are. It affects how much damage you can take, how long you can continue doing a task, etc.
-----------------Skills--------------------------
Each beginning operative starts out with 80 Expertise points. Your skill in something is determined by the base stat of that skill times your expertise in that skill.

[Str]Hand-to-Hand Combat[Expertise/Total]:
[Str]Breaking/Entering[Expertise/Total]:
[Str]Melee Weapons[Expertise/Total]:
[Str]Lift/Carry[Expertise/Total]:

[Cha]Bluff/Lie[Expertise/Total]:
[Cha]Intimidation[Expertise/Total]:
[Cha]Convince/Diplomacy[Expertise/Total]:
[Cha]Charm[Expertise/Total]:

[Agi]Stealth[Expertise/Total]:
[Agi]Running[Expertise/Total]:
[Agi]Climbing[Expertise/Total]:
[Agi]Swimming[Expertise/Total]:

[End]Willpower[Expertise/Total]:
[End]Toughness[Expertise/Total]:
[End]Explosives/Heavy Weapons[Expertise/Total]:
[End]Perception[Expertise/Total]:

[Int]Firearms[Expertise/Total]:
[Int]Codebreaking/Safecracking[Expertise/Total]:
[Int]Medical[Expertise/Total]:
[Int]Engineering/Mechanics[Expertise/Total]:

Most skills are relatively self-explanatory, but if you have questions about any of them, feel free to ask.

Training: See below.
Perk: This is a little bit like the "special" part from training, but it comes from your biography and I pick it.
-------------Equipment--------------
Equipment[Carried]:
Weapon:
Armor:
Other:

In character interaction, skills such as Convince, Intimidate, and Bluff/Lie are irrelevant. If and when you tell them a lie or attempt to convince another player of something, then it is entirely up to them whether or not they believe you. Similarly, skills such as Perception that allow you to better detect lies become useless as well.

Training

Training is formal training that your character has received. Usually, you will only have the training that you start out with, but you may acquire additional training as you level up. Generally, training determines a character's area of expertise.
You may choose one area of training.

Martial Arts Training
+30 to Hand to Hand Combat, +10 to Melee Weapons.
Special: You may choose a single martial art(i.e. kung fu, sambo, tae kwon do, etc.) and you learn all of the special moves associated with that martial art.
Normal(without this training): You are more of a street fighter or brawler, you can perform basic kicks, punches, and grapples but do not know any special moves.

Infiltration Training
+10 to Stealth, +5 to Running, +10 to Climbing/Jumping, +5 to Swimming, +10 to Breaking/Entering.
Special: You take decreased damage when falling, climb up walls normally without climbing equipment, and balance while running on narrow surfaces. Think parkour.
Normal(without this training): You must move slowly on slippery surfaces/narrow ground/etc. take normal damage when falling, and suffer penalties when scaling a surface with no climbing equipment.

Linguistics Training
+4 Languages.
Special: You can speak any spoken language with no accent or any falsified accent you want.
Normal(without this training): You speak all non-native languages with a set accent that you cannot change, and that can identify your original language to a native speaker.

Mechanical Training
+20 to Engineering/Mechanics, +20 to Codebreaking/Safecracking.
Special: You gain the ability to try again on a safecracking or codebreaking attempt, even if the terminal has been locked following a failed attempt.
Normal(without this training): After you have been locked out of a terminal or a vault has been sealed, etc. you cannot attempt to hack or crack it again.

Medical Training
+30 to Medical, +5 to Recovery, +5 to Toughness.
Special: You can attempt to heal yourself with no effect on the result, assuming that you do not administer drugs.
Normal(without this training): Attempts to heal yourself suffer a heavy penalty.

Weapons Training
+20 to Firearms, +20 to Explosives/Heavy Weapons.
Special: You can select a specific body part to aim for without penalty.
Normal(without this training): While you can select a specific body part to aim for, you take a penalty on the shot overall for doing so.

Morale Training
+30 to Hit Points, +10 to Willpower.
Special: You do not take a penalty on any activity due to pain, and penalties received due to injury are lessened.
Normal(without this training): You would normally take penalties on all activities you attempt if you are in pain, and a higher penalty if you are injured.

You can make your own Training, but I must approve it first.
Post your sheet, then I will start you on the game.

  • 8,302 Replies
Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

So, can I tell where it came from or not?

He knew there would be snipers, so he wouldn't let the dumb *** walk out there without cover.

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

So, can I tell where it came from or not?

You got lucky.
http://i968.photobucket.com/albums/ae164/Antigone_rox/SperrgeratA-1.jpg
Judging by the sound, it came from the building with the red dot. You didn't see the flash though, so you don't know which window or floor. There are maybe 15 stories and the building is in fairly good shape, considering.
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

There are maybe 15 stories

It's the tallest building around as far as you can see, though not by too much.
Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

I take off my trench coat and throw it across like a person running.

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

I take off my trench coat and throw it across like a person running.

You throw your trench coat and it just flops down in the road a few feet away from you, looking nothing remotely like a person. The sniper doesn't take the bait.
loco5
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loco5
16,287 posts
Peasant

So how's the *** repair, willi it need shock absorbing bumpers on my ***? (cookie for the reference)

Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

Not into the road, to the side.

He takes a risk and pops out to send one shot out into a glassless window near the 12th floor.

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

He takes a risk and pops out to send one shot out into a glassless window near the 12th floor.

Define &quotop out".
Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

Quick turn, shoot, turn back into cover.

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Quick turn, shoot, turn back into cover.

I mean how far do you pop out?

I've overhauled the combat rules. Let me know what you think.

1 = Head, 12d4 damage.
2, 3 = Leg(Left leg is 2),
4, 5 = Arm(Left arm is 4)
6, 7, 8 = Torso(6 is stomach 9d4, 7 lower ribs 10d4, 8 upper ribs and collarbone 9d4)

1 = Foot, hand. 5d4
2 = Ankle, Wrist. 5d4
3 = Calf, forearm 6d4
4 = Knee, elbow. 7d4
5 = Thigh, upper arm. 9d4
6 = Hip, shoulder.9d4

Max Carry Weight = Strength x 20 + lift/carry x 5.

Bleed rules for serious wounds
Head wound, lose 5 health per minute.
Chest/stomach wound, lose 2 health per minute
Arm/leg wound, lose 1 health per minute.
Artery wound, lose 9 health per minute.
Heart or neck wound, lose 10 health per minute.

Armor stoppage
Armor V = -70% DC 70 damage 70 lbs
Armor IV = -60%, DC 60 50 lbs
Armor III = -50%, DC 50 40 lbs
Armor II = -40% DC 40, 20 lbs
Armor I = -30% DC 20, 10 lbs
Helmet = -40% DC 50, 5 lbs
Ballistic/Metal/Trauma Plates = -10%, +5 lbs.

When shooting, base 20. Anything lower than that and it becomes a minus. So anything above 20, you subtract 20, multiply by 4, divide by 10, and you have your percentage increase.
0 = -15%
10 = -4%
20 = NA
30 = +4%
40 = +8%
50 = +12%
60 = +16%
70 = +20%
80 = +24%
90 = +28%
100 = +32%
And so on.
Roll 1d100. Range determines original difficulty, for each 1 yard add 1 DC.
10 yards = 10 to hit.
20 yards = 20 to hit.
100 yards = 100 to hit.
Etc.
Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

One shoulder never leaves cover when I turn. That is how little I turn out.

Bleed rules for serious wounds
Head wound, lose 5 health per minute.
Chest/stomach wound, lose 2 health per minute
Arm/leg wound, lose 1 health per minute.
Artery wound, lose 9 health per minute.
Heart or neck wound, lose 10 health per minute.
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

You take the shot and being that you don't have a spotter, you can't tell right away if you hit anything.
You find out quick enough though, when the sniper fires on you. He shoots and hits the piece of cover you're in, blasting a hole in the cement and narrowly missing your leg.
You think you see a flash from the 9th floor window on the far left of the building.

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Bleed rules for serious wounds
Head wound, lose 5 health per minute.
Chest/stomach wound, lose 2 health per minute
Arm/leg wound, lose 1 health per minute.
Artery wound, lose 9 health per minute.
Heart or neck wound, lose 10 health per minute.

I take it you don't like this?
Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

Blasting a hole in cement?
I don't believe that the sniper could do that.....

I think Head should count for much more.....

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

I don't believe that the sniper could do that.....

Did I ever say how large the hole was? No I did not. -.-

I think Head should count for much more.....

What, in the bleeds? Come on. If you get shot in the temple or something like that, you're daisies. I wouldn't roll for damage then. That's for the lower head like the jaw.
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