Post by rimmy on Dec 8, 2013 14:12:40 GMT
The Story:
*-*-*-*-*-*-*-*-*-*-*-*-*
NESR EMGR - AMERICA STAGE 7 NORTH KOREA STAGE 7 SOUTH KOREA STAGE 7 SIBERIA STAGE 7 MEXICO STAGE 7 CANADA STAGE 3
*-*-*-*-*-*-*-*-*-*-*-*-*
In a day, the war began. As America, Russia and Korea all struck at each other, nukes began to fly. The rest of the world reacted as quickly as they could, but it was too late to save the warring counties. America was wiped out, Korea was wiped out, the West of Russia was wiped out and Mexico was wiped out.
You are currently in the North of Canada, and the remnants of the warring armies are fleeing from the south. A few stray nukes and radiation has spilled over into Canada. The UN have secured what little they can in the rest of the world, but you and the remaining British and Australia forces are stationed in Canada. The Canadians recently stopped responding to any radio calls and their armed forces were last seen on the front lines where the Korean, Russian and American forces were fleeing from the nuclear explosions.
You are the Pathfinders, a combined force of nations who are headed in first to investigate what the hell is happening in the south. The rest of the army are currently moving in from the North, but will not commit until solid information has been gathered. They are currently set up on the coast, and are reporting zero contact.
The Pathfinders are only one town further in, and it's a ghost town. Not a single civilian or soldier remains, just crashed cars, ruined buildings and in some places - creepily enough - absolutely nothing wrong.
You team rolls up to the first town in their .... , and as you step out of your vehicle, a chill runs up your spine. What happened here, and why?
------------------------------------------------
So, a Modern RP, where shit has gone down. You are the Pathfinders, essentially scouts and the like. You will fill the classes/roles, but I am happy for adjustment. So, here is the application/starting plans:
The Team:
Your team is formed up of the essential roles of:
- Driver (or the like). The Driver is specialized in flying, driving, swimming and captaining. He is a crack shot with his favoured weapon, and is also amazing at piloting and controlling drones and remote-control vehicles. The Driver's personal weapons are usually an Assault Rifle or a Rifle.
- Heavy (or the like). The Heavy lifts the big guns, the rocket launchers and the static weapons. He would man and carry the static weapons that he sets up to defend points and hold the like. He may be outfitted with heavy armour and double as explosive disposal. He also uses the same explosives against the hostiles, and is specialized in planting, arming, disarming or throwing them. The Heavy's personal weapons are usually light machine guns.
- Scout (or the like). The Scout runs, snipes and runs. He specializes in stealth, melee weapons and long-ranged combat. He is outfitted with the quietest gear and armour, and moves to either take out the hostiles by hand or from miles and miles away. He is also specialized in crafting or maintaining weapons and gear, as he is a survivalist. The Scouts personal weapons are usually melee weapons and a sniper.
- Engineer (or the like). The Engineer constructs, runs and commands all manner of robotics. He specializes in the drones, robots and remote vehicles, as well as hacking, transmitting and maintenance. He can work on or repair vehicles and the like. His drones can also be put onto automated modes and help cover the team with heavy weapons. The Engineer's personal weapons are usually Assault Rifles or Sub-Machine-Guns.
- Medic (or the like). The Medic looks after, heals and deals first aid to his team. He specializes in dealing in both first aid and long term care, and uses a large amount of experimental treatments and the like to help quickly recover his team. He is also very good with jury-rigging and breaching. You can call on him to pick a lock and breach a door, or set up a pan to knock over a book to push a marble to knock over a rifle to shoot a squirrel. The Medic's personal weapons are usually Shotguns, Pistols or Sub-Machine-Guns.
- Other (or the like). If any of the classes have been filled or you wish to play something else essential to the team, then you may do so, but I will have to clear it. For example, you won't play a Berserker, or a Physic, or a Ninja. Because they wouldn't make any sense.
The Supplies:
The team starts off with their basic rations and a vehicle that fits the whole team plus 2, and has a single machine gun mounted on it. They also all have their basic weapons and gear, as well as basic armour. However, to upgrade this...
The Budget:
The team starts with a collective 50 credits. If the team cannot decide on what to spend it on, I will divide them between each other. If many players join, I may add more credits. They will be able to spend the credits on various things, as marked below:
Vehicles:
- Upgraded Personal Vehicle (Seats, Armour, Guns) - 5 Credits
- Car - 4 Credits
- Armoured Car - 6 Credits
- Boat - 3 Credits
- Per Upgrade to Personal Vehicle - 1-10 Credits
- APC - 15 Credits
- Tank - 30 Credits
- Helicopter - 35 Credits
- Jet - 40 Credits
- Flying VTOL Base - 50 Credits
- Unarmed Drone - 1 Credit
- Armed Drone (MG) - 4 Credits
- Armed Drone (GL) - 8 Credits
- Submarine - 16 Credits
- Trucks - 5 Credits
Guns:
You must buy any guns apart from your personal gun and those mounted on your vehicle etc.
- 5 x Pistols - 1 Credit
- 2 x Rifle - 1 Credit
- Assault Rifle - 1 Credit
- LMG - 2 Credits
- Missile Launcher - 3 Credits
- Static Weaponry - 2 Credits
- 2 x SMG - 1 Credit
- Shotgun - 1 Credit
- 3 x Knives/Machetes/Swords/The Like - 1 Credit
- 6 x Grenades - 1 Credit
- 5 x Shrapnel Grenades - 1 Credit
- 10 x Smoke Grenades - 1 Credit
- 3 x Anti-Tank Grenades - 1 Credit
- Satchel Charge - 3 Credits
- 6 x Breaching Charges - 1 Credit
- 2 x Explosive Charge - 1 Credit
- 2 x Incendiary Grenade - 1 Credit
- 2 x Claymores - 1 Credit
- 4 x Landmines - 1 Credit
- 2 x Anti-Tank mines - 1 Credit
- Laser Trip Mine - 1 Credit
Gear:
- Large Amount of Ammo - 1 Credit
- Spare Gear/Tools - 1 Credit
- Large Amount of Food/Water - 1 Credit
- Climbing Gear - 2 Credits
- Backpacks, Webbing and so on - 1 Credit
- Scuba Gear - 5 Credits
- Tools - 2 Credits
- Wing-Suit - 1 Credit
- 3 x Parachutes - 1 Credit
Armour:
Everyone starts out with basic body armour.
- Kevlar - 1 Credit
- Heavy Kevlar - 2 Credits
- EOD Armour (Explosive Disposal Armour) - 6 Credits
- Stealth Armour - 2 Credits
- Robotic Armour (Interfaces with drones and the like at all times, imagine Dead Space armour) - 8 Credits
- Experimental Power Armour (The best, heaviest and toughest armour known to man.) - 20 Credits
- 2 x Riot Shields - 1 Credit
- Apothecary Armour - 6 Credits
- Full Body Armour - 5 Credits
- Barricades, Shields and Deployable Cover - 2 Credits
Soldiers:
These are controlled by the players who hire them, or are otherwise delegated to players.
- Rifleman - 4 Credits
- Sniper - 6 Credits
- Heavy - 8 Credits
- Shotgunman - 4 Credits
- Medic - 10 Credits
- Engineer - 12 Credits
- Driver - 8 Credits
- Pilot - 9 Credits
The Application:
Name: (It's a name)
Age: (It's an age. Of Empires.)
Nationality/Race: (You can be anything, but if you are Russian, American or Korean, you will not have any loyalty to your own country.)
Description: (What do you look like, what do you wear, what do you carry?)
Bio/Personality: (What do you do, where did you come from, why did you go, where did you come from, co- Anyway, Bio and Personality)
Class/Role: (See above)
Inventory: (What you carry, what you bought/want to buy with credits)
*-*-*-*-*-*-*-*-*-*-*-*-*
NESR EMGR - AMERICA STAGE 7 NORTH KOREA STAGE 7 SOUTH KOREA STAGE 7 SIBERIA STAGE 7 MEXICO STAGE 7 CANADA STAGE 3
*-*-*-*-*-*-*-*-*-*-*-*-*
In a day, the war began. As America, Russia and Korea all struck at each other, nukes began to fly. The rest of the world reacted as quickly as they could, but it was too late to save the warring counties. America was wiped out, Korea was wiped out, the West of Russia was wiped out and Mexico was wiped out.
You are currently in the North of Canada, and the remnants of the warring armies are fleeing from the south. A few stray nukes and radiation has spilled over into Canada. The UN have secured what little they can in the rest of the world, but you and the remaining British and Australia forces are stationed in Canada. The Canadians recently stopped responding to any radio calls and their armed forces were last seen on the front lines where the Korean, Russian and American forces were fleeing from the nuclear explosions.
You are the Pathfinders, a combined force of nations who are headed in first to investigate what the hell is happening in the south. The rest of the army are currently moving in from the North, but will not commit until solid information has been gathered. They are currently set up on the coast, and are reporting zero contact.
The Pathfinders are only one town further in, and it's a ghost town. Not a single civilian or soldier remains, just crashed cars, ruined buildings and in some places - creepily enough - absolutely nothing wrong.
You team rolls up to the first town in their .... , and as you step out of your vehicle, a chill runs up your spine. What happened here, and why?
------------------------------------------------
So, a Modern RP, where shit has gone down. You are the Pathfinders, essentially scouts and the like. You will fill the classes/roles, but I am happy for adjustment. So, here is the application/starting plans:
The Team:
Your team is formed up of the essential roles of:
- Driver (or the like). The Driver is specialized in flying, driving, swimming and captaining. He is a crack shot with his favoured weapon, and is also amazing at piloting and controlling drones and remote-control vehicles. The Driver's personal weapons are usually an Assault Rifle or a Rifle.
- Heavy (or the like). The Heavy lifts the big guns, the rocket launchers and the static weapons. He would man and carry the static weapons that he sets up to defend points and hold the like. He may be outfitted with heavy armour and double as explosive disposal. He also uses the same explosives against the hostiles, and is specialized in planting, arming, disarming or throwing them. The Heavy's personal weapons are usually light machine guns.
- Scout (or the like). The Scout runs, snipes and runs. He specializes in stealth, melee weapons and long-ranged combat. He is outfitted with the quietest gear and armour, and moves to either take out the hostiles by hand or from miles and miles away. He is also specialized in crafting or maintaining weapons and gear, as he is a survivalist. The Scouts personal weapons are usually melee weapons and a sniper.
- Engineer (or the like). The Engineer constructs, runs and commands all manner of robotics. He specializes in the drones, robots and remote vehicles, as well as hacking, transmitting and maintenance. He can work on or repair vehicles and the like. His drones can also be put onto automated modes and help cover the team with heavy weapons. The Engineer's personal weapons are usually Assault Rifles or Sub-Machine-Guns.
- Medic (or the like). The Medic looks after, heals and deals first aid to his team. He specializes in dealing in both first aid and long term care, and uses a large amount of experimental treatments and the like to help quickly recover his team. He is also very good with jury-rigging and breaching. You can call on him to pick a lock and breach a door, or set up a pan to knock over a book to push a marble to knock over a rifle to shoot a squirrel. The Medic's personal weapons are usually Shotguns, Pistols or Sub-Machine-Guns.
- Other (or the like). If any of the classes have been filled or you wish to play something else essential to the team, then you may do so, but I will have to clear it. For example, you won't play a Berserker, or a Physic, or a Ninja. Because they wouldn't make any sense.
The Supplies:
The team starts off with their basic rations and a vehicle that fits the whole team plus 2, and has a single machine gun mounted on it. They also all have their basic weapons and gear, as well as basic armour. However, to upgrade this...
The Budget:
The team starts with a collective 50 credits. If the team cannot decide on what to spend it on, I will divide them between each other. If many players join, I may add more credits. They will be able to spend the credits on various things, as marked below:
Vehicles:
- Upgraded Personal Vehicle (Seats, Armour, Guns) - 5 Credits
- Car - 4 Credits
- Armoured Car - 6 Credits
- Boat - 3 Credits
- Per Upgrade to Personal Vehicle - 1-10 Credits
- APC - 15 Credits
- Tank - 30 Credits
- Helicopter - 35 Credits
- Jet - 40 Credits
- Flying VTOL Base - 50 Credits
- Unarmed Drone - 1 Credit
- Armed Drone (MG) - 4 Credits
- Armed Drone (GL) - 8 Credits
- Submarine - 16 Credits
- Trucks - 5 Credits
Guns:
You must buy any guns apart from your personal gun and those mounted on your vehicle etc.
- 5 x Pistols - 1 Credit
- 2 x Rifle - 1 Credit
- Assault Rifle - 1 Credit
- LMG - 2 Credits
- Missile Launcher - 3 Credits
- Static Weaponry - 2 Credits
- 2 x SMG - 1 Credit
- Shotgun - 1 Credit
- 3 x Knives/Machetes/Swords/The Like - 1 Credit
- 6 x Grenades - 1 Credit
- 5 x Shrapnel Grenades - 1 Credit
- 10 x Smoke Grenades - 1 Credit
- 3 x Anti-Tank Grenades - 1 Credit
- Satchel Charge - 3 Credits
- 6 x Breaching Charges - 1 Credit
- 2 x Explosive Charge - 1 Credit
- 2 x Incendiary Grenade - 1 Credit
- 2 x Claymores - 1 Credit
- 4 x Landmines - 1 Credit
- 2 x Anti-Tank mines - 1 Credit
- Laser Trip Mine - 1 Credit
Gear:
- Large Amount of Ammo - 1 Credit
- Spare Gear/Tools - 1 Credit
- Large Amount of Food/Water - 1 Credit
- Climbing Gear - 2 Credits
- Backpacks, Webbing and so on - 1 Credit
- Scuba Gear - 5 Credits
- Tools - 2 Credits
- Wing-Suit - 1 Credit
- 3 x Parachutes - 1 Credit
Armour:
Everyone starts out with basic body armour.
- Kevlar - 1 Credit
- Heavy Kevlar - 2 Credits
- EOD Armour (Explosive Disposal Armour) - 6 Credits
- Stealth Armour - 2 Credits
- Robotic Armour (Interfaces with drones and the like at all times, imagine Dead Space armour) - 8 Credits
- Experimental Power Armour (The best, heaviest and toughest armour known to man.) - 20 Credits
- 2 x Riot Shields - 1 Credit
- Apothecary Armour - 6 Credits
- Full Body Armour - 5 Credits
- Barricades, Shields and Deployable Cover - 2 Credits
Soldiers:
These are controlled by the players who hire them, or are otherwise delegated to players.
- Rifleman - 4 Credits
- Sniper - 6 Credits
- Heavy - 8 Credits
- Shotgunman - 4 Credits
- Medic - 10 Credits
- Engineer - 12 Credits
- Driver - 8 Credits
- Pilot - 9 Credits
The Application:
Name: (It's a name)
Age: (It's an age. Of Empires.)
Nationality/Race: (You can be anything, but if you are Russian, American or Korean, you will not have any loyalty to your own country.)
Description: (What do you look like, what do you wear, what do you carry?)
Bio/Personality: (What do you do, where did you come from, why did you go, where did you come from, co- Anyway, Bio and Personality)
Class/Role: (See above)
Inventory: (What you carry, what you bought/want to buy with credits)