<span style='color:gray'><b>*pushes jeemmeh away* [Bypasses security system and turns the generator back on] "Jemmeh I hear something, make sure you have my back covered!!"</b></span>
<span style='color:orange'>"Aw...hell. I do have shiny armour, anyway." *runs quickly through the green sporecloud, choking and coughing loudly as I pass through* "Comm, I'll definitely need a medpack now!" [unloads half a clip from my LMG into the lerk]</span>
<span style='color:green'>*I run through the acidic spore cloud, feeling the heat form the acid reacting with my skin* "Gonna need a medpak stat"</span>
<i>The spores corrode all non-Kharaa matter. Dissolving your armour and eating away at exposed flesh and you lungs.</i>
<span style='color:blue'>*Three med packs phase in to Dea, Wraith and Bill.* "Your on your own now guys, I'm out of res."</span>
<i>In the corridor before holoroom two skulks leap out of the vents above infront of you. One already has been hit and is wounded. Both have Dea backed into a coner and are ready to attack.</i>
<span style='color:yellow'>Dea - Health 100/ Armour 42</span> <span style='color:orange'>Wraith - Health 100/ Armour 36 (parasited)</span> <span style='color:green'>Bill - Health 100/ Armour 37</span> <span style='color:red'>Jemmeh - Health 100/ Armour 39</span> <span style='color:gray'>Spin Viper - Health 100/ Armour 39</span>
<!--QuoteBegin--Jimmeh!+Nov 15 2003, 06:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jimmeh! @ Nov 15 2003, 06:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <b>(Makes up some story about how he can hear gun fire)I can hear it from their mic </b> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> <b>darnit Jim that was a good excuse.</b>
<i>A fade leaps down from above slashing at Jemmeh. Luckly Spin had pushed him aside and it missed by milmeters. The fade turns to face spin who is closest and takes another swipe at him.</i>
<span style='color:red'>[11 bullets hit but the fade blinks behind you taking a slash at you. It's scythe like claws hit your arm knocking you LMG from your hands onto the floor a few meters away]</span>
<i>The injured skulk leaps at Dea while the other notices Wraith. Skulk 2 runs on the wall and jumps for wraith's throat.</i>
<span style='color:yellow'>[The wounded skulk (skulk 1) lunges at you. But you luck out and it's wounded legs do not propel it fast enough to hurt you.]</span>
<span style='color:orange'>"Bugger!" *sidesteps swiftly as the skulk lunges* [fires the rest of the LMG clip into the skulk] *reloads the LMG and then switches to his pistol*
<span style='color:green'>*I clear the spore cloud, and [attack the nearest skulk to me. I shoot it with my LMG until either it dies or my magazine is empty]*</span>
<span style='color:red'>[The fade turns to attack Spin Viper, several pistol hit the creature in the back. The fade ignores them all and attacks Spin Viper]</span> <span style='color:gray'>[Several bullets skim the fades head as it blinks out of crosshair and appears beside you. The first swipe knocks you to the floor and then the fade finishes you with a claw in your chest]</span> <span style='color:orange'>[Skulk 2 leaps from the wall dodging most of you bullets and sinks it's teeth into your chest]</span> <span style='color:green'>[Wraith blocks you line of fire as the skulk is infront of him]</span> <span style='color:yellow'>[Skulk 2 goes down falling limp at Wraiths feet]</span>
<u>Enemies</u>
Skulk 1 - 60/14 - Attacking Dea (being healed) Gorge - 150/50 - Attacking Bill Fade - 33/54 - Running
<i><u>Reception</u></i> <i>The wounded skulk (Skulk 1) attacks Dea. Its teeth tears into her leg dragging her down. A gorge appears at the bottom of the corridor. It ejects a noxious spray into the air, which dissolves you armour and attacks you skin. Then it spits corrosive wads of acid at Wraith. Two hit him and he falls to the ground, dead.</i>
<u><i>Maintenance</i></u>
<i>The fade is on it's last legs, after killing Spin it blinks away towards DataCore. Jemmeh picks up his gun and fires his last few bullets at the fade as it dissapears, but only hits the computers around him. Several screens are hit by bullets, sending glass and other shrapnel around the room.</i>
<i>All your HUDs go dark as the training simulation shuts down. The gritty rooms and corridors of the Hera space station are replaced by a black room with yellow stripes criss-crossing it. A <b>holoroom</b>. Wraith and Spin stand up and brush themselves down.</i>
<span style='color:blue'>"Ok guys, take five!"</span>
<i>You all remove your helmets and stand 'at ease'.</i>
<span style='color:blue'>"Where did we go wrong? Hera was simple. Eight marines went in and eight marines walked out. TSA tactical theory works to achieve specific goals, with a minimum of casualties. Including to the enemy, though we never shy away from killing in service of the greater good." "There is no need to be a hero out there. Follow orders and stay together. Our goals our to capture enough res to siege the hives. Minimum casualties to both sides!" *Looks at a chronometer on his arm.* "Ok 18:12, Your gonna be late to dinner. Hit the showers and a meet me in the <b>mess hall</b> at 18:30. Wear civvies (civilian clothes). I'll see you later." *I walk out of the <b>holoroom</b> towards the <b>officers quarters</b>*</span>
<i>The rest of you make your way to the dorms. You have only been in the TSA for around a week now. And are based at Concord Station. Concord Station hangs at a LaGrange point above the third, and largest planet. It looks like three snail shells joined at the base … compact, powerful, and graceful. Following the maps and signs (because you have not learnt the layout of the space station fully) you make your way to a your dorm. The dorm you share has 4 bunk beds with 8 cupboards. One cupboard on either side of the bunks. At the back of the dorm is a bathroom with showers, sinks and toilets.</i>
<span style='color:red'><span style='font-size:14pt;line-height:100%'>These are the new skills. Read though and pick ONE combat skill, TWO fieldcraft Skills, ONE trait AND Item/s worth up to 50 Cd. Thank you,</span></span>
<u><b>Skills</b></u>
<u><b><i>Combat Skills</i></b></u>
<i>Combat Skills are ones that your character has been taught when joining the TSA.</i> You may only choose <b>one</b>. They will level up or more can be learnt, with experience.
<b>Close Quarters Combat Training</b> – Increased shotgun damage. <b>Crack Shot </b>–Accuracy bonus with a pistol. <b>Battle Hardened </b>– Increased Health. <b>Demolition Expert </b>– Does extra damage with GL and Mines. <b>Desperado</b> - Can use items as a throwing knife (throw a PDA or bottle). <b>Dodge</b> – Instead of attacking you {/Dodge} to halve the chance of hit with a ranged attack. <b>Fire Arms Specialist</b> – Accuracy bonus with a LMG. <b>Rambo</b> – Accuracy bonus with a HMG. <b>Parry</b> - Instead of attacking you {/Parry} to halve the enemies chance to hit you with a melee attack. <b>Pressure Points </b> - With a knife the character can attempt a {/crippling blow to a <i>location</i>} on a targets: <i>Arm - Lowers aim and melee damage. Leg – Slows target. Torso – Double damage Head – Instant kill.</i> <b>Two fisted killer</b> - When the conditions are just right, this character enters a near godlike gun-fighting trance. 1) Using a weapon in each hand, and 2) some other player defined circumstance (i.e. wearing his favourite pair of Raybans, wearing a trench coat, has a toothpick in his mouth, etc. Then characters arc of fire is 360 degrees, and he can dive toward cover before an enemy character takes a shot at him.
<u><b><i>FieldCraft Skill</i></b></u>
<i>Field Craft Skills are ones that your character has developed or has been taught.</i> You may choose <b>two</b>.
<b>Arial Ace</b> – Essential training needed to use a Jet Pack. <b>Battle Suit Training</b> – Essential training needed to use Heavy Armour. <b>Combat Engineer </b>– May carry Ammo. (May not be mixed with Combat Medic ability) <b>Combat Medic</b> – May carry Medpacks. (May not be mixed with Combat Engineer ability) <b>Eagle Eyes</b> – Through a combination of naturally sharp eyes and knowing what to look for, the character is exceptionally good at picking out visual information others might miss. <b>Field Medic Training</b> – May revive fallen team mates (Players who health is 0 to –10). <b>Smooth Operator</b> – The Character is a skilled negotiator and trained to {/barter}, able to twist words and the opinions of others to his favour. Characters’ with this ability may {/persuade} people they encounter. <b>Specialist </b>- Increases weapon efficiency on a weapon of your choice, but may not drop or replace that weapon. <b>Stealth Training </b>– You may {sneak} to move unseen. <b>Technician</b> – The Character is very familiar in dealing with technology. You may {/hack} into computer terminals.
<u><i><b>Traits</b></i></u> <i>Some good some bad, we all have them. You may choose only <b>one</b>. More may be picked up during the game.</i>
<b>Alcoholism</b> - If the character has been drinking before a mission, the character loses all skills (other than those that are innate like <i>Gut Instinct</i> or <i>Gambler</i>). However, he has the following bonuses/penalties on his characteristics: <i>Furious Assault Battle Hardened Know no fear Loss of accuracy and is movement slowed</i> If not he, the character has his normal skills for the mission. <b>Coward </b>– Will always fall back from combat, The character treats all enemy characters as Fearsome and Fearsome characters as Terrifying! <b>Furious Assault </b>– When attacking with a knife the character doubles his damage with his knife for the first round of combat and may push his targets back. <b>Gambler </b>- Gamblers are people who seem to have supernatural luck. No one knows what the origin of this great luck is. Gamblers Will never fail a heroic action. Also... <b>enemies</b> within 6 yards of a gambler will ALWAYS fail when making a heroic action. Also... Gamblers are quite skilled in using ordinary objects as lethal weapons. Any thrown weapon will count as a 'throwing knife'. <b>Gut Feeling</b> - The character has a preternatural sense of when things are about to go pear shaped. If the character is about to perform an action that is not directly to their benefit, the GM may inform the player that the character thinks that is a bad idea. <b>Hatred </b>– The character hates Kharaa . The player MUST attack any Kharaa life forms they encounter and will chase them until the character or Kharaa is taken out of action. <b>Heroic </b>– Health increase and bonus to performing {heroic} actions. <b>Hypercondriac </b>– Whenever the character takes any injury they will spend their next actions (when not in danger) healing themselves. <b>Kleptomaniac </b>– The character cannot help but steal things. They MUST pick up any Exotic or Legendary equipment they come across. They MUST also search every body they come across and may {/pickpocket} NPCs. <b>Know No Fear!</b> - The character may ignore pain and sometimes may stubbornly refuse to move even when it is their best interest to. The character <i>may</i> not move when attacked. But my not be knocked back by any attack. <b>Nerves of Jelly</b> – The character will always run into cover when shot at! <b>Ox’s Strength</b> – May carry a LMG and a HMG OR GL. <b>Permanently Stoned</b> - The character has a serious drugs problem, and never stops pumping themselves full of dangerous and illegal substances. Over time, they have built up something of an immunity to any chemical the universe cares to throw at them, and, as such, gain a +20% bonus to their resistance check for gases and poisons. Sadly, however, the reverse applies to hallucinogen gas, which will automatically affect them. <b>Surefooted </b>– The character will never be stunned (by an onos) or knocked back by melee attacks. <b>Vital Spirit</b> - 5% chance of ignoring fatal damage.
<u><b>Pre-set classes</b></u> Can’t be bothered to pick from the list? Take one of the following classes. These may NOT be modified if you choose them.
<b><u>Marine</u></b> Fire Arms Specialist LMG Specialist, Battle Suit Training Ox’s Strength AP Bullets, Blitz
<u><b>Gunslinger</b></u> Two fisted killer Eagle Eyes, Smooth Operator Heroic Secondary Pistol, Sentimental Necklace (some girl from a bar), 10 Cd
<u><b>Medic</b></u> Pressure Points Combat Medic, Field Medic Training Nerves of Jelly Rebreather, Med-Pack x 5, Pet Rat
<u><b>Demo-man</b></u> Demolition Specialist Combat Engineer, Stealth Training Gut Feeling Lucky Charm, Your own ‘special brew’
<u><b>Technician</b></u> Close Quarters Combat Training Technician, Pistol Specialist Coward PDA, 5 Cd
<u><b>Personal Equipment</b></u>
<i>Bits and pieces issued to you or that you have picked up.</i>Contraband is the only recognised currency between marines, whether it be a bottle of whisky or a porn mag it can all be traded. You start 50 Cd. Any Cd not spent on items will be saved for you. As the game goes on you can pick up more Cd. Items are common, exotic and legondary. This is how hard it is to find them.
<u><b>Common</b></u>
25 - <b>AP Bullets </b>– Armour Piecing rounds for heavily armoured foes, for the LMG and HMG, (Enough to last the mission). 2 – <b>Ammo-pack</b> – An ammo-pack like the ones used in battle. 25 - <b>Buckshot Shells</b> – Your shotgun will have a knock back effect when it hits (Enough to last the mission). 30 - <b>Blitz </b>– An injected illegal combat drug to improve performance. (I will roll for the result) - 1 Spasm! The character has a bad reaction to the blitz and starts to convulse violently. He becomes stunned and maybe injured. - 2 Head Rush! All of the various toxins rush straight to the characters head. The character suffers from an accuracy decrease. - 3 Whoa man, the colours! The character's vision becomes blurred and he has some nausea. - 4 Buzzing! The character becomes stoned, no serious effects. - 5 Know no fear! The character gains the Furious Assault and Hatred skills for a short amount of time. - 6 Try and stop me! The characters ability to make rational decisions and thoughts for his own safety are wrecked. The character will ignore pain and gains the Vital Spirit and heroic ability. 40 - <b>Secondary Pistol </b>– "<i>Give the man one gun, and he thinks he is superman. Give him two, and he thinks he is god.</i>" ~ Jon Woo's Hard Boiled 30 - <b>HE Grenades</b> – Modified grenades (Enough to last the a mission). 5 - Hip Flask – Contains your favourite drink (Maybe alcoholic). 2 – <b>Med-pack</b> – A Med-pack like the ones used in battle.
<u><b>Exotic</b></u>
15 - <b>Pet Rat</b> – A creature you have grown very attached too (You may name it). 25 - <b>Rebreather </b>– Prevents damage from spores 50 - <b>Bionic Argumentation</b> – <u>Bionic Head</u> Eyesight augmentation: <i>These add either sharpness (bonus to detection), night vision (ignore darkness modifiers), motion tracker, bio-scanner, target locator (bonus to aiming actions).</i> <u>Arms</u> Muscular: <i>Counts as having Ox’s strength</i> Fingers: <i>Dexterity (gains a kind of general quickload skill - all fingery actions are easier, eg pickpocketing, etc.)</i> <u>Chest, Abdomen</u> Muscular:<i> Extra Health</i> <u>Groin</u> <i>Heh, heh, heh…</i> <u>Legs</u> Muscular: <i>Bonus to strength when jumping/kicking, </i> All bionics can also be overloaded by sonic attacks (not the hedgehog, the sound wavy things) and will explode cinematically should this ever be tried. Also electric weapons may have this effect; 10% chance on impact an augmentation will short circuit (causing damage to the user). 35 - <b>Laser Targeter</b> – Increases LMG accuracy with a laser sight. 35 - <b>Silencer </b>– Suppresses mussel noise from you LMG and Pistol. 15 - <b>Your own ‘special brew’ </b>– A flask of vile smelly liquid that maybe drunk from twice OR thrown once. 45 – <b>PDA </b>– A device that may be used to hack remotely through the command network, range 15 meters (Improves hacking ability as well). 40 – <b>Advanced Helmet </b>– Includes Night vision, thermal and a built in targeter.
Legendary
250 – <b>Heavy Armour</b> – A suit of Heavy Armour 200 – <b>Jet Pack</b> – Back mounted manoeuvring jets 150 – <b>Subtle Knife</b> – Crafted of an unknown alloy may cut through any known substance, ie a door, a vent, et. (triple damage in combat) 15 - <b>Lucky Charm</b> – An ornamental item you believes brings luck. E.g., a rabbit paw, 4 leafed cover or chipped marble (You may choose it). Priceless - Sentimental Necklace – A piece of Jelwry given to you by a loved one, tell me the relation (May not be brought or sold only given).
<span style='font-size:14pt;line-height:100%'><b><span style='color:red'>When you have choosen ONE combat skill, TWO fieldcraft Skills, ONE trait AND Items worth up to 50 Cd. POST THEM BELOW PLEASE.</span> I have to go out now, the saga will conitinue tomorrow.</b></span>
Combat Medic – May carry Medpacks. (May not be mixed with Combat Engineer ability)
Field Medic Training – May revive fallen team mates (Players who health is 0 to –10).
Gut Feeling - The character has a preternatural sense of when things are about to go pear shaped. If the character is about to perform an action that is not directly to their benefit, the GM may inform the player that the character thinks that is a bad idea.
w00t, here i go <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. am i repeating myself or what :-p
based off the gunslinger, with a slight change:
Two fisted killer
Smooth Operator, Specialist (pistol)
Gambler
40 - Secondary Pistol, 10 cd left
heres to hoping i dont find anything better then 2 pistols :-p
Thank you Jemmeh + Dee. You have 30 Cd BTW, med-packs are 2 Cd each. You took 10 that’s 20 Cd out of a 50 Cd budget.
<i>In the mess you queue for food. It’s the same old slop every day. If you close your eyes, it almost feels like you're eating runny eggs, or a bowl of snot. <b>Epoch</b> is sitting at the officers table discussing something with a top brass. Several other <b>characters</b> are in the mess with you that you recognise. <b>Pvt. Fingers – Thief (Shop) </b> <b>Pvt. J Mclaine - Soldier</b> <b>Pvt. Loren Smith – Medic</b> [I]You may go talk to them.</i>
<b><span style='color:red'>*Goes and sits down to Pvt. Fingers* "This crap is ... crap" *Pokes at it with a spoon* "So Fingers, what ya got?"</span></b>
<span style='color:green'>*I take the slop and find a seat near Fingers* "Yo Fingers, what you got? I've got some real hot contra, just burnin' a hole in my pocket. So I'd thought I'd see my fav fixer..."</span>
<b>Combat Skill:</b> Crack Shot <b>Fieldcraft Skills:</b> Eagle Eyes, Stealth Training <b>Trait:</b> Gut Feeling <b>Items:</b> Silencer (35), Hip Flask (5) – 10 Cd remaining
<span style='color:orange'>*walks over to the gang* "Damn, parasite and a hyperactive skulk...that last sim wasn't so good. What's to eat?" *hears a wet squelchy sound, and turns to meet the bowl of slop thrust in his face*
"Ugh, sierra square, delta goddamned square...how's everyone today then?"</span>
<span style='color:gray'><span style='font-family:Courier'><u>Pvt. Gary <i>'Fingers' </i>Willard</u>
Profile: An expert forager and petty thief who can get hold of just about anything, for a price. Combat Skill: Pressure Points, FieldCraft Skills: Stealth Training, Specialist (Throwing knifes/Combat Knife) Trait: Kleptomaniac, Items: Pet Rat
"Hey guys, keep it quiet, the <b>brass</b> are just over there." *His eyes are constantly shifting around the room. Especially to the door and the officers table.* "I've got a list, nothing on me yet. I'm as new to this place as you are." *Pulls out a list of available items* "Gimme the money now and tell me what you want." *Points to the list* "The stuff on here I can get easy. And I should be able to slip it into your dorm before <b>'lightsout'</b> (21:00)." "As I learn more about this place I should be able to get you more items. I'll also <b>buy</b> from you just say what you want to sell."</span></span>
<u><b>Items</b></u>
Ammo-Pack - 2 (Got loads of these) Med-Pack - 2 (Ditto) Blitz - 20 (I got a good dealer)
<b><u>Weapons</u></b>
Pistol - 10 (I always carry one spare.) ShotGun - 15 (Watch out for random searches by guards.) LMG - 20 (These are pretty common.) HMG - Unavailable (I'll ask no question, for the right price...) GL - Unavailable (Hey! That’s some serious stuff, gimme time.)
<b><u>Accessories</u></b>
PDA - 55 (Quite rare, the Techies keep a good eye on theirs.) Lucky Charms - 15 (I sell a lot of these around here.) Pet Rat - 20 (Found this one in the labs. Poor 'lil thing.)
Comments
[Bypasses security system and turns the generator back on]
"Jemmeh I hear something, make sure you have my back covered!!"</b></span>
*runs quickly through the green sporecloud, choking and coughing loudly as I pass through*
"Comm, I'll definitely need a medpack now!"
[unloads half a clip from my LMG into the lerk]</span>
<b><span style='color:red'>*Crouches down infront of Spinviper*
"Bring it ON."</span></b>
*back against the nearest wall*
[shoots at whatever is closest]</span>
"Gonna need a medpak stat"</span>
<span style='color:yellow'>[A few bullets hit a skulk as it drops from the vent out infront of you]</span>
<span style='color:gray'><u>Enemies</u></span>
<span style='color:gray'>Lerk - 0/0 - dead
Skulk 1 - 47/14 - Attacking Dea
Skulk 2 - 75/20 - Attacking Dea</span>
<i>The spores corrode all non-Kharaa matter. Dissolving your armour and eating away at exposed flesh and you lungs.</i>
<span style='color:blue'>*Three med packs phase in to Dea, Wraith and Bill.*
"Your on your own now guys, I'm out of res."</span>
<i>In the corridor before holoroom two skulks leap out of the vents above infront of you. One already has been hit and is wounded. Both have Dea backed into a coner and are ready to attack.</i>
<span style='color:yellow'>Dea - Health 100/ Armour 42</span>
<span style='color:orange'>Wraith - Health 100/ Armour 36 (parasited)</span>
<span style='color:green'>Bill - Health 100/ Armour 37</span>
<span style='color:red'>Jemmeh - Health 100/ Armour 39</span>
<span style='color:gray'>Spin Viper - Health 100/ Armour 39</span>
<b>darnit Jim that was a good excuse.</b>
<i>A fade leaps down from above slashing at Jemmeh. Luckly Spin had pushed him aside and it missed by milmeters. The fade turns to face spin who is closest and takes another swipe at him.</i>
Fade 250/100
<span style='color:red'>Jemmeh - 100/39</span>
<span style='color:gray'>Spin Viper - 100/39</span>
"Lets donce"
[Fires his last clip at the Fade]</b></span>
<i>The injured skulk leaps at Dea while the other notices Wraith. Skulk 2 runs on the wall and jumps for wraith's throat.</i>
<span style='color:yellow'>[The wounded skulk (skulk 1) lunges at you. But you luck out and it's wounded legs do not propel it fast enough to hurt you.]</span>
<span style='color:gray'>
<u>Enemies</u>
Skulk 1 - 47/14 - Attacking Dea
Skulk 2 - 75/20 - Attacking Wraith
Fade - 173/84 Attack Jemmeh</span>
<span style='color:yellow'>Dea - Health 100/ Armour 42</span>
<span style='color:orange'>Wraith - Health 100/ Armour 36 (parasited)</span>
<span style='color:green'>Bill - Health 100/ Armour 37</span>
<span style='color:red'>Jemmeh - Health 39/ Armour 24</span>
<span style='color:gray'>Spin Viper - Health 100/ Armour 39</span>
<b>Note the new abilties will be posted within the next 24 hours.</b>
[fires pistol at the uninjured skulk (2)]
"we got 'em"</span>
[Fires whole clip,point blank range,into the fades head.]</span></b>
*sidesteps swiftly as the skulk lunges*
[fires the rest of the LMG clip into the skulk]
*reloads the LMG and then switches to his pistol*
"That was close...you okay, Dea?"</span>
*Takes out pistol*
[Fires clip at fade]
*Dives at his LMG*
<span style='color:gray'>[Several bullets skim the fades head as it blinks out of crosshair and appears beside you. The first swipe knocks you to the floor and then the fade finishes you with a claw in your chest]</span>
<span style='color:orange'>[Skulk 2 leaps from the wall dodging most of you bullets and sinks it's teeth into your chest]</span>
<span style='color:green'>[Wraith blocks you line of fire as the skulk is infront of him]</span>
<span style='color:yellow'>[Skulk 2 goes down falling limp at Wraiths feet]</span>
<u>Enemies</u>
Skulk 1 - 60/14 - Attacking Dea (being healed)
Gorge - 150/50 - Attacking Bill
Fade - 33/54 - Running
<i><u>Reception</u></i>
<i>The wounded skulk (Skulk 1) attacks Dea. Its teeth tears into her leg dragging her down. A gorge appears at the bottom of the corridor. It ejects a noxious spray into the air, which dissolves you armour and attacks you skin. Then it spits corrosive wads of acid at Wraith. Two hit him and he falls to the ground, dead.</i>
<u><i>Maintenance</i></u>
<i>The fade is on it's last legs, after killing Spin it blinks away towards DataCore. Jemmeh picks up his gun and fires his last few bullets at the fade as it dissapears, but only hits the computers around him. Several screens are hit by bullets, sending glass and other shrapnel around the room.</i>
<span style='color:yellow'>Dea - 48/26</span>
<span style='color:orange'>Wraith - -13/0 (Dead)</span>
<span style='color:green'>Bill - 78/32</span>
<span style='color:red'>Jemmeh - 39/24</span>
<span style='color:gray'>Spin Viper - 0/38 (K/O)</span>
Calculating damage on <a href='http://www.nonoobs.com/damage.php' target='_blank'><i>This</i></a>.
Wraith and Spin stand up and brush themselves down.</i>
<span style='color:blue'>"Ok guys, take five!"</span>
<i>You all remove your helmets and stand 'at ease'.</i>
<span style='color:blue'>"Where did we go wrong? Hera was simple. Eight marines went in and eight marines walked out. TSA tactical theory works to achieve specific goals, with a minimum of casualties. Including to the enemy, though we never shy away from killing in service of the greater good."
"There is no need to be a hero out there. Follow orders and stay together. Our goals our to capture enough res to siege the hives. Minimum casualties to both sides!"
*Looks at a chronometer on his arm.*
"Ok 18:12, Your gonna be late to dinner. Hit the showers and a meet me in the <b>mess hall</b> at 18:30. Wear civvies (civilian clothes). I'll see you later."
*I walk out of the <b>holoroom</b> towards the <b>officers quarters</b>*</span>
<i>The rest of you make your way to the dorms. You have only been in the TSA for around a week now. And are based at Concord Station.
Concord Station hangs at a LaGrange point above the third, and largest planet. It looks like three snail shells joined at the base … compact, powerful, and graceful.
Following the maps and signs (because you have not learnt the layout of the space station fully) you make your way to a your dorm.
The dorm you share has 4 bunk beds with 8 cupboards. One cupboard on either side of the bunks. At the back of the dorm is a bathroom with showers, sinks and toilets.</i>
bleh
When do we see some real action?</b>
And i could have revived Spin, restarted the generator, killed the fade.
And we would have all lived happily ever after (in an Onos' stomach)</b>
Thank you,</span></span>
<u><b>Skills</b></u>
<u><b><i>Combat Skills</i></b></u>
<i>Combat Skills are ones that your character has been taught when joining the TSA.</i> You may only choose <b>one</b>. They will level up or more can be learnt, with experience.
<b>Close Quarters Combat Training</b> – Increased shotgun damage.
<b>Crack Shot </b>–Accuracy bonus with a pistol.
<b>Battle Hardened </b>– Increased Health.
<b>Demolition Expert </b>– Does extra damage with GL and Mines.
<b>Desperado</b> - Can use items as a throwing knife (throw a PDA or bottle).
<b>Dodge</b> – Instead of attacking you {/Dodge} to halve the chance of hit with a ranged attack.
<b>Fire Arms Specialist</b> – Accuracy bonus with a LMG.
<b>Rambo</b> – Accuracy bonus with a HMG.
<b>Parry</b> - Instead of attacking you {/Parry} to halve the enemies chance to hit you with a melee attack.
<b>Pressure Points </b> - With a knife the character can attempt a {/crippling blow to a <i>location</i>} on a targets:
<i>Arm - Lowers aim and melee damage.
Leg – Slows target.
Torso – Double damage
Head – Instant kill.</i>
<b>Two fisted killer</b> - When the conditions are just right, this character enters a near godlike gun-fighting trance. 1) Using a weapon in each hand, and 2) some other player defined circumstance (i.e. wearing his favourite pair of Raybans, wearing a trench coat, has a toothpick in his mouth, etc. Then characters arc of fire is 360 degrees, and he can dive toward cover before an enemy character takes a shot at him.
<u><b><i>FieldCraft Skill</i></b></u>
<i>Field Craft Skills are ones that your character has developed or has been taught.</i> You may choose <b>two</b>.
<b>Arial Ace</b> – Essential training needed to use a Jet Pack.
<b>Battle Suit Training</b> – Essential training needed to use Heavy Armour.
<b>Combat Engineer </b>– May carry Ammo. (May not be mixed with Combat Medic ability)
<b>Combat Medic</b> – May carry Medpacks. (May not be mixed with Combat Engineer ability)
<b>Eagle Eyes</b> – Through a combination of naturally sharp eyes and knowing what to look for, the character is exceptionally good at picking out visual information others might miss.
<b>Field Medic Training</b> – May revive fallen team mates (Players who health is 0 to –10).
<b>Smooth Operator</b> – The Character is a skilled negotiator and trained to {/barter}, able to twist words and the opinions of others to his favour. Characters’ with this ability may {/persuade} people they encounter.
<b>Specialist </b>- Increases weapon efficiency on a weapon of your choice, but may not drop or replace that weapon.
<b>Stealth Training </b>– You may {sneak} to move unseen.
<b>Technician</b> – The Character is very familiar in dealing with technology. You may {/hack} into computer terminals.
<u><i><b>Traits</b></i></u>
<i>Some good some bad, we all have them. You may choose only <b>one</b>. More may be picked up during the game.</i>
<b>Alcoholism</b> - If the character has been drinking before a mission, the character loses all skills (other than those that are innate like <i>Gut Instinct</i> or <i>Gambler</i>). However, he has the following bonuses/penalties on his characteristics:
<i>Furious Assault
Battle Hardened
Know no fear
Loss of accuracy and is movement slowed</i>
If not he, the character has his normal skills for the mission.
<b>Coward </b>– Will always fall back from combat, The character treats all enemy characters as Fearsome and Fearsome characters as Terrifying!
<b>Furious Assault </b>– When attacking with a knife the character doubles his damage with his knife for the first round of combat and may push his targets back.
<b>Gambler </b>- Gamblers are people who seem to have supernatural luck. No one knows what the origin of this great luck is. Gamblers Will never fail a heroic action. Also... <b>enemies</b> within 6 yards of a gambler will ALWAYS fail when making a heroic action. Also... Gamblers are quite skilled in using ordinary objects as lethal weapons. Any thrown weapon will count as a 'throwing knife'.
<b>Gut Feeling</b> - The character has a preternatural sense of when things are about to go pear shaped. If the character is about to perform an action that is not directly to their benefit, the GM may inform the player that the character thinks that is a bad idea.
<b>Hatred </b>– The character hates Kharaa . The player MUST attack any Kharaa life forms they encounter and will chase them until the character or Kharaa is taken out of action.
<b>Heroic </b>– Health increase and bonus to performing {heroic} actions.
<b>Hypercondriac </b>– Whenever the character takes any injury they will spend their next actions (when not in danger) healing themselves.
<b>Kleptomaniac </b>– The character cannot help but steal things. They MUST pick up any Exotic or Legendary equipment they come across. They MUST also search every body they come across and may {/pickpocket} NPCs.
<b>Know No Fear!</b> - The character may ignore pain and sometimes may stubbornly refuse to move even when it is their best interest to. The character <i>may</i> not move when attacked. But my not be knocked back by any attack.
<b>Nerves of Jelly</b> – The character will always run into cover when shot at!
<b>Ox’s Strength</b> – May carry a LMG and a HMG OR GL.
<b>Permanently Stoned</b> - The character has a serious drugs problem, and never stops pumping themselves full of dangerous and illegal substances. Over time, they have built up something of an immunity to any chemical the universe cares to throw at them, and, as such, gain a +20% bonus to their resistance check for gases and poisons. Sadly, however, the reverse applies to hallucinogen gas, which will automatically affect them.
<b>Surefooted </b>– The character will never be stunned (by an onos) or knocked back by melee attacks.
<b>Vital Spirit</b> - 5% chance of ignoring fatal damage.
<u><b>Pre-set classes</b></u>
Can’t be bothered to pick from the list? Take one of the following classes.
These may NOT be modified if you choose them.
<b><u>Marine</u></b>
Fire Arms Specialist
LMG Specialist, Battle Suit Training
Ox’s Strength
AP Bullets, Blitz
<u><b>Gunslinger</b></u>
Two fisted killer
Eagle Eyes, Smooth Operator
Heroic
Secondary Pistol, Sentimental Necklace (some girl from a bar), 10 Cd
<u><b>Medic</b></u>
Pressure Points
Combat Medic, Field Medic Training
Nerves of Jelly
Rebreather, Med-Pack x 5, Pet Rat
<u><b>Demo-man</b></u>
Demolition Specialist
Combat Engineer, Stealth Training
Gut Feeling
Lucky Charm, Your own ‘special brew’
<u><b>Technician</b></u>
Close Quarters Combat Training
Technician, Pistol Specialist
Coward
PDA, 5 Cd
<u><b>Personal Equipment</b></u>
<i>Bits and pieces issued to you or that you have picked up.</i>Contraband is the only recognised currency between marines, whether it be a bottle of whisky or a porn mag it can all be traded. You start 50 Cd. Any Cd not spent on items will be saved for you. As the game goes on you can pick up more Cd. Items are common, exotic and legondary. This is how hard it is to find them.
<u><b>Common</b></u>
25 - <b>AP Bullets </b>– Armour Piecing rounds for heavily armoured foes, for the LMG and HMG, (Enough to last the mission).
2 – <b>Ammo-pack</b> – An ammo-pack like the ones used in battle.
25 - <b>Buckshot Shells</b> – Your shotgun will have a knock back effect when it hits (Enough to last the mission).
30 - <b>Blitz </b>– An injected illegal combat drug to improve performance. (I will roll for the result)
- 1 Spasm! The character has a bad reaction to the blitz and starts to convulse violently. He becomes stunned and maybe injured.
- 2 Head Rush! All of the various toxins rush straight to the characters head. The character suffers from an accuracy decrease.
- 3 Whoa man, the colours! The character's vision becomes blurred and he has some nausea.
- 4 Buzzing! The character becomes stoned, no serious effects.
- 5 Know no fear! The character gains the Furious Assault and Hatred skills for a short amount of time.
- 6 Try and stop me! The characters ability to make rational decisions and thoughts for his own safety are wrecked. The character will ignore pain and gains the Vital Spirit and heroic ability.
40 - <b>Secondary Pistol </b>– "<i>Give the man one gun, and he thinks he is superman. Give him two, and he thinks he is god.</i>" ~ Jon Woo's Hard Boiled
30 - <b>HE Grenades</b> – Modified grenades (Enough to last the a mission).
5 - Hip Flask – Contains your favourite drink (Maybe alcoholic).
2 – <b>Med-pack</b> – A Med-pack like the ones used in battle.
<u><b>Exotic</b></u>
15 - <b>Pet Rat</b> – A creature you have grown very attached too (You may name it).
25 - <b>Rebreather </b>– Prevents damage from spores
50 - <b>Bionic Argumentation</b> –
<u>Bionic Head</u>
Eyesight augmentation: <i>These add either sharpness (bonus to detection), night vision (ignore darkness modifiers), motion tracker, bio-scanner, target locator (bonus to aiming actions).</i>
<u>Arms</u>
Muscular: <i>Counts as having Ox’s strength</i>
Fingers: <i>Dexterity (gains a kind of general quickload skill - all fingery actions are easier, eg pickpocketing, etc.)</i>
<u>Chest, Abdomen</u>
Muscular:<i> Extra Health</i>
<u>Groin</u>
<i>Heh, heh, heh…</i>
<u>Legs</u>
Muscular: <i>Bonus to strength when jumping/kicking, </i>
All bionics can also be overloaded by sonic attacks (not the hedgehog, the sound wavy things) and will explode cinematically should this ever be tried. Also electric weapons may have this effect; 10% chance on impact an augmentation will short circuit (causing damage to the user).
35 - <b>Laser Targeter</b> – Increases LMG accuracy with a laser sight.
35 - <b>Silencer </b>– Suppresses mussel noise from you LMG and Pistol.
15 - <b>Your own ‘special brew’ </b>– A flask of vile smelly liquid that maybe drunk from twice OR thrown once.
45 – <b>PDA </b>– A device that may be used to hack remotely through the command network, range 15 meters (Improves hacking ability as well).
40 – <b>Advanced Helmet </b>– Includes Night vision, thermal and a built in targeter.
Legendary
250 – <b>Heavy Armour</b> – A suit of Heavy Armour
200 – <b>Jet Pack</b> – Back mounted manoeuvring jets
150 – <b>Subtle Knife</b> – Crafted of an unknown alloy may cut through any known substance, ie a door, a vent, et. (triple damage in combat)
15 - <b>Lucky Charm</b> – An ornamental item you believes brings luck. E.g., a rabbit paw, 4 leafed cover or chipped marble (You may choose it).
Priceless - Sentimental Necklace – A piece of Jelwry given to you by a loved one, tell me the relation (May not be brought or sold only given).
<i>More will be found…</i>
<b><u>Enemies</u>
Skulk - Dodge.
Gorge - Coward.
Lerk - Nerves of Jelly.
Fade – Heroic, Parry, Dodge, Pressure Points, Fearsome.
Onos - Know No Fear, Surefooted, Vital Spirit, Terrifying!</b>
<span style='font-size:14pt;line-height:100%'><b><span style='color:red'>When you have choosen ONE combat skill, TWO fieldcraft Skills, ONE trait AND Items worth up to 50 Cd. POST THEM BELOW PLEASE.</span>
I have to go out now, the saga will conitinue tomorrow.</b></span>
Combat Medic – May carry Medpacks. (May not be mixed with Combat Engineer ability)
Field Medic Training – May revive fallen team mates (Players who health is 0 to –10).
Gut Feeling - The character has a preternatural sense of when things are about to go pear shaped. If the character is about to perform an action that is not directly to their benefit, the GM may inform the player that the character thinks that is a bad idea.
10 medpacks - 20 Cd</b>
based off the gunslinger, with a slight change:
Two fisted killer
Smooth Operator, Specialist (pistol)
Gambler
40 - Secondary Pistol, 10 cd left
heres to hoping i dont find anything better then 2 pistols :-p
<i>In the mess you queue for food. It’s the same old slop every day. If you close your eyes, it almost feels like you're eating runny eggs, or a bowl of snot.
<b>Epoch</b> is sitting at the officers table discussing something with a top brass.
Several other <b>characters</b> are in the mess with you that you recognise.
<b>Pvt. Fingers – Thief (Shop) </b>
<b>Pvt. J Mclaine - Soldier</b>
<b>Pvt. Loren Smith – Medic</b>
[I]You may go talk to them.</i>
"This crap is ... crap"
*Pokes at it with a spoon*
"So Fingers, what ya got?"</span></b>
"hey, fingers. got anything cheap? im sorta light right now."
*cheacks wallet*</span>
"Yo Fingers, what you got? I've got some real hot contra, just burnin' a hole in my pocket. So I'd thought I'd see my fav fixer..."</span>
Pvt William 'Bill' Door
Firearms Specialist
Specialist (LMG)
Battle Suit Training
Vital Chance
50 Cd
technician
Specialist (pistol)
Heroric
AP Bullets</b>
<span style='color:gray'><b>*sits next to fingers*
"Whatcha got?"</b></span>
<b>Fieldcraft Skills:</b> Eagle Eyes, Stealth Training
<b>Trait:</b> Gut Feeling
<b>Items:</b> Silencer (35), Hip Flask (5) – 10 Cd remaining
<span style='color:orange'>*walks over to the gang*
"Damn, parasite and a hyperactive skulk...that last sim wasn't so good. What's to eat?"
*hears a wet squelchy sound, and turns to meet the bowl of slop thrust in his face*
"Ugh, sierra square, delta goddamned square...how's everyone today then?"</span>
Profile: An expert forager and petty thief who can get hold of just about anything, for a price.
Combat Skill: Pressure Points,
FieldCraft Skills: Stealth Training, Specialist (Throwing knifes/Combat Knife)
Trait: Kleptomaniac,
Items: Pet Rat
"Hey guys, keep it quiet, the <b>brass</b> are just over there."
*His eyes are constantly shifting around the room. Especially to the door and the officers table.*
"I've got a list, nothing on me yet. I'm as new to this place as you are."
*Pulls out a list of available items*
"Gimme the money now and tell me what you want."
*Points to the list*
"The stuff on here I can get easy. And I should be able to slip it into your dorm before <b>'lightsout'</b> (21:00)."
"As I learn more about this place I should be able to get you more items. I'll also <b>buy</b> from you just say what you want to sell."</span></span>
<u><b>Items</b></u>
Ammo-Pack - 2 (Got loads of these)
Med-Pack - 2 (Ditto)
Blitz - 20 (I got a good dealer)
<b><u>Weapons</u></b>
Pistol - 10 (I always carry one spare.)
ShotGun - 15 (Watch out for random searches by guards.)
LMG - 20 (These are pretty common.)
HMG - Unavailable (I'll ask no question, for the right price...)
GL - Unavailable (Hey! That’s some serious stuff, gimme time.)
<b><u>Accessories</u></b>
PDA - 55 (Quite rare, the Techies keep a good eye on theirs.)
Lucky Charms - 15 (I sell a lot of these around here.)
Pet Rat - 20 (Found this one in the labs. Poor 'lil thing.)