Project Gatekeeper (Inactive)

Game Master Browman

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For Example, Pete here has his two Rarities bought up so as much as he would like to have a Mono Machete, The Red Dot Point and the machete (They are scarce) itself places him at Rarity two. He still has a Mono knife he could keep but he uses the slot for a different item.


I suppose a second question, now: how many upgrades could you put on a given weapon? For instance, could I get my sniper a telescopic sight and a bipod, potentially also a silencer? Obviously I imagine it would be my Heavy slot at that point, but that also raises the question of whether you could put those things on an anti-materiel rifle, too.

EDIT: Also, is there any way I can trade my AK for something else? I'd rather not just lose the thing since it is good quality, but it doesn't make any sense for an American Marine to be using a Kalashnikov.


Weapons dont have limits unless they say so. The main limiter will be rarity. Some like sight, say you can only have one. other limiters are things such as application. You can't Silencer a Rocket launcher for example.


Loup Blanc wrote:

I suppose a second question, now: how many upgrades could you put on a given weapon? For instance, could I get my sniper a telescopic sight and a bipod, potentially also a silencer? Obviously I imagine it would be my Heavy slot at that point, but that also raises the question of whether you could put those things on an anti-materiel rifle, too.

EDIT: Also, is there any way I can trade my AK for something else? I'd rather not just lose the thing since it is good quality, but it doesn't make any sense for an American Marine to be using a Kalashnikov.

You would get rarity back from trading in your AK.

The only limit on weapons is stuff like not being able to double up on scopes or silencing a rocket launcher.


Cool. I'll be finishing up some of that stuff and backstory soon then.

As far as things I'd like that I'm not seeing go, I'd love to use a tactical hatchet for melee. I imagine it would have the same stats or close to the same as the machete.


Loup Blanc wrote:

Cool. I'll be finishing up some of that stuff and backstory soon then.

As far as things I'd like that I'm not seeing go, I'd love to use a tactical hatchet for melee. I imagine it would have the same stats or close to the same as the machete.

So just take a machete? I don't really care if you call it something different that would have the same stats.


Pete is seriously using a straight up sword. I just use machete as placer. Eventually he'll get a sharper one.


Companion:
Name: Jessica Ramirez
Nationality: United States
Role: Medical Assistant (I'll have to buy the comrade skill at a later date >_>)
Demeanor: 1d100 ⇒ 83 Slow
Size: 5'3" Black Hair, Brown Eyes, Olive Skin

Huh. So my duo is Quiet (me) and Slow (her). In this case though, slow is described as:
This character is does not jump to decisions quickly, and often spends a long time processing problems or
challenges before taking any action. In the end, his decisions may be wise or they may be foolish, but his
plodding pace might make his squad-mates wish he would simply make his choices faster.

So....thats going to be interesting.

Character Description:

Anna White-Campbell is a 5'9", 28 Year Old Caucasian Female with Cinnamon Hair, Ice Blue Eyes, Fair Skin and, surprising no one, an Athletic Build. Hair is, while shoulder length, always kept in a tight bun to keep it from causing any distractions especially when performing first aid in the field or surgery in the operating room.

The only visible scarring is located on the left cheek where a bullet ricochet grazed her in the field and left a permanent scar with no real adverse effects. Any other scarring or damage is not visible. Face has surprisingly few wrinkles despite the high stress and high demand work environment though there are a few which are starting to show up around the eyes.

Anna Is Cold-Hearted and a Quiet individual, partly due to the nature of the job she's requires to perform the other because she just is. These two defining characteristics of her personality make her hard to approach by other members of the military she works alongside and goes a long way to explaining her lack of a promotion despite her performance in the field.

Backstory will have to wait a bit more as I'm still deciding where to go with it haha ^_^


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Anna White-Campbell wrote:

Companion:

Name: Jessica Ramirez
Nationality: United States
Role: Medical Assistant (I'll have to buy the comrade skill at a later date >_>)
Demeanor: 1d100 Slow
Size: 5'3" Black Hair, Brown Eyes, Olive Skin

Huh. So my duo is Quiet (me) and Slow (her). In this case though, slow is described as:
This character is does not jump to decisions quickly, and often spends a long time processing problems or
challenges before taking any action. In the end, his decisions may be wise or they may be foolish, but his
plodding pace might make his squad-mates wish he would simply make his choices faster.

So....thats going to be interesting.

** spoiler omitted **

Backstory will have to wait a bit more as I'm still deciding where to go with it haha ^_^

Pleasure doin' business with ya Ms. Campbell.

No seriously good application. As far as backstory, don't stress it too much, just something that makes sense. Heck my own backstory is a monstrosity of my own.


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Ok I've changed to Paratrooper - Operator, to give us a bit more variety. It also makes me better at sneaking around, laying traps and using demolitions, but I'm not as good in combat.

@Browman: Paratroopers have operate "trucks" is that considered "heavy duty vehicles?

I'll be posting with my alias soon, need to finish background and companion later.

wounds: 1d5 + 8 ⇒ (3) + 8 = 11
fate: 1d10 ⇒ 3

@Anna Oh didn't notice you here (Scorpelio), I'm a paratrooper as well so we've got a synchronized trait with sneaking. This time YOU're the medic :D


Warpfiend here, check out my sheet in my profile

I'll do my background and companion later

btw does a bayonet take up a OTHER slot if it's a part of a melee attachment on a gun?


Hello all! Expressing interest here with one Olivier Garneau. A member of the Canadian Special Forces.

Stat rolls.:

WS: 2d10 + 20 ⇒ (6, 10) + 20 = 36 Changed with Agi.
BS: 2d10 + 20 + 3 + 5 ⇒ (10, 4) + 20 + 3 + 5 = 42
S: 2d10 + 20 ⇒ (4, 3) + 20 = 27

T: 2d10 + 20 ⇒ (7, 6) + 20 = 33
A: 2d10 + 20 + 3 ⇒ (2, 4) + 20 + 3 = 29
I: 2d10 + 20 ⇒ (3, 5) + 20 = 28

Per: 2d10 + 20 + 3 ⇒ (8, 1) + 20 + 3 = 32
WP: 2d10 + 20 - 3 ⇒ (4, 9) + 20 - 3 = 30
Fel: 2d10 + 20 ⇒ (2, 4) + 20 = 26

2d10 + 20 ⇒ (10, 2) + 20 = 32 Going into Fel

Health: 1d5 + 8 ⇒ (3) + 8 = 11

Fate Points: 1d10 ⇒ 10 3

Comrade:
Name: Corporal Alec Jerome
Nationality: Canadian
Role: Pointman
Demeanor: 1d100 ⇒ 60 Obsessive
Physical Description: 6'1" Blond, Blue eyes, tanned.

Description:

Olivier is not a physically imposing individual, standing at 5'10" and weighting at around 180 pounds. He wears his hair at slightly longer than normal military regulation length and wears a groomed beard, usually appearing as a regular middle aged man. He usually wears a full black attire consisting of a turtleneck with rolled up sleeves, cargo shorts and a slightly worn beanie hat.

Backstory:

Kerbala, Iraq.

The smoke trailed from the forgotten cigarette as Olivier took his eyes from the binoculars. The American had complained about the smoking, of course. As if the attic of a hashish parlor could smell worse somehow.

"Arret, identification en suspens.", Olivier relayed on the radio, before noticing the third member of the team raising his eyes from the scope of the Russian made sniper with a frown. "Perdon.", he continued in English. "Identification in process, wait for confirmation."

The truck stopped under the rickety roof, and the driver and his armed companion left the cabin, waving at the supposedly abandoned building across the marketplace. A minute later, a group of AK-carrying individuals left the 'abandoned' building, waving at the driver to come closer. The one in the middle wore mirrored shades. "Get ready, Jerome, on my mark.", Olivier replied as the driver ducked into the tarp-covered back of the truck and got a blue UN crate with a red cross on it. "War profiteering never changes, no?", he said, turning towards the sniper with a smirk.

"It ain't no war, pal.", the sniper replied sarcastically, keeping his eyes on the mark. "It's a peaceful intervention to help the poor people o' Iraq."

"Certainement, monsieur.", Olivier replied. "Proceed with the placement, Jerome.", he said to the radio. He checked the worn Uzi in his hand. Either the CIA are the most perceptive people on the planet, or someone should've told them that no one stares at the weapons fired at them. "Proceeding to secondary position."

The plan was simple, prevent two factions from making an alliance by sabotaging a shipment from going through. Take out a couple of lieutenants, leave enough evidence to suggest that it was the other faction, and escape in the ensuing chaos.

While heading down the stairs, the radio in Olivier's ear buzzed with the American's voice. "Shit, something's up. They should've taken out the money by now."

"Orders still stand.", he replied quickly, rushing down the stairs to ground level. Leaning through the window, he could just barely hear the sounds of distant conversation turning sour. In a split second, two gunshots were heard, and the driver and his bodyguard's bodies lay on the ground. "Aw, shit."

"Merde! Jerome!", Olivier swore, before leaning in cover, seeing the trio approaching the truck. No cover, no place to run. Jerome would be toast.

"Jerome, stay in the truck. Yankee, take out the man in charge and cover me!", he shouted, chambering a round in the Uzi.

Not even bothering to respond, a loud gunshot was heard, Mirror Shades's mirror shades were shattered, and his brain was covering his shocked bodyguard. Olivier ran through the beaded curtain, firing a burst into a bodyguard running for cover. Closing the distance to the truck with surprising speed, he fired the rest of the clip blindly into the second bodyguard's cover. "Get ready to jump!", he shouted, reversing the truck into the building, caving in the wall slightly. The American, to his credit, didn't hesitate, taking in a spectacular jump onto the tarp.

Turning the truck back into first gear, Olivier slammed on the pedal, leaving the bloodied marketplace behind him. He turned towards the back, grinning. "Well, as you say, this truly went to shit, no?!"

As far as combat goes, he'll mostly be using an SMG at the start, paired with whatever seems like the best option.

Later he'll be going for the double SMG route.


Olivier Garneau wrote:

Hello all! Expressing interest here with one Olivier Garneau. A member of the Canadian Special Forces.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

Sounds good, do you know what background and class you are going with?


Right. Going for the Weapons Specialist, since it's a pretty flexible frame, and possibly either Intelligence Agent or Advanced Recon. I'll post up a character sheet in a bit.


Warpfiend wrote:


@Anna Oh didn't notice you here (Scorpelio), I'm a paratrooper as well so we've got a synchronized trait with sneaking. This time YOU're the medic :D

I originally was aiming to be the Apothecary of that group too but it was filled when I joined so rolled Techie...then he dropped out :(

Otherwise, Its a pleasure to make your acquaintances guys and gals. I'll do my best to keep you all in tip top shape. Just try not to eat lead to the face, I hear thats a hard one to stitch back up...


It happens from time to time.. thats why I wear a helmet. Then again I don't care much for looks. Note I'm scared of needles so do it while I'm knocked out.


Hey there. A friend just pointed me here and I have to say that I'm interested in applying. I'll roll up some stats and work out a backstory in a bit. I'm thinking a Intelligence Agent with the Operative specialty, probably working for MI6 in infiltration and espionage.

Weapon Skill: 2d10 + 20 ⇒ (5, 6) + 20 = 31
Balistic Skill: 2d10 + 20 + 3 ⇒ (9, 5) + 20 + 3 = 37 Regiment
Strength: 2d10 + 20 - 3 ⇒ (6, 3) + 20 - 3 = 26 Regiment
Toughness: 2d10 + 20 ⇒ (7, 6) + 20 = 33
Agility: 2d10 + 20 ⇒ (10, 3) + 20 = 33
Intelligence: 2d10 + 20 + 3 ⇒ (3, 7) + 20 + 3 = 33 Regiment
Perception: 2d10 + 20 ⇒ (9, 7) + 20 = 36
Willpower: 2d10 + 20 ⇒ (4, 8) + 20 = 32
Fellowship: 2d10 + 20 + 3 ⇒ (10, 7) + 20 + 3 = 40 Regiment

Well okay then.

Strength Re-roll: 2d10 + 20 - 3 ⇒ (4, 8) + 20 - 3 = 29 It's better. I'll take it.

Wounds: 1d5 + 6 - 1 ⇒ (2) + 6 - 1 = 7 Regiment
Fate Points: 1d10 ⇒ 7 So that's 1.


Going to back out. Have to many things on my hands. Hope you all have fun!


kamenhero25 wrote:


[dice=Fate Points] 1d10 So that's 1 + 1 from my Regiment. Total of 2.

Where do you get the +1 Fate? None of them do that to my knowledge.


Whoops. I misread it. I get +1 rarity. My bad.


I love XCOM, totally want to get in on this. I'm going for a member of the British SAS, Special Projects Team. I'm originally a Counter-Terrorist Operative, and I felt that Anti-Drug Task Force made the most sense statistically. I'll be a Anti-Drug Task Force Stormtrooper, getting that set up now. Also, are you keeping with the idea that Shock Troopers do not receive Comrades? The reason for it is fluff-specific, but since I can see it still making sense I wanted to know if you were keeping that rule. It's not a big deal, just need to generate one if that's the case.

Rolls:

Weapons: 2d10 + 20 ⇒ (7, 2) + 20 = 29
Ballistics: 2d10 + 20 ⇒ (2, 10) + 20 = 32
Strength: 2d10 + 20 ⇒ (2, 9) + 20 = 31
Toughness: 2d10 + 20 ⇒ (5, 4) + 20 = 29
Agility: 2d10 + 20 ⇒ (3, 6) + 20 = 29
Intelligence: 2d10 + 20 ⇒ (5, 6) + 20 = 31
Perception: 2d10 + 20 ⇒ (10, 4) + 20 = 34
Willpower: 2d10 + 20 ⇒ (1, 9) + 20 = 30
Fellowship: 2d10 + 20 ⇒ (1, 3) + 20 = 24

Ballistics: 2d10 + 20 ⇒ (10, 10) + 20 = 40

Wounds: 12 + 1d5 ⇒ 12 + (5) = 17

Fate Points: 1d10 ⇒ 1

Also going to swap Perception and Willpower.

Weapons: 29
Ballistics: 42
Strength: 31
Toughness: 34
Agility: 29
Intelligence: 31
Perception: 36
Willpower: 37
Fellowship: 21

Wounds: 17
Fate Points: 1


kamenhero25 wrote:

Hey there. A friend just pointed me here and I have to say that I'm interested in applying. I'll roll up some stats and work out a backstory in a bit. I'm thinking a Intelligence Agent with the Operative specialty, probably working for MI6 in infiltration and espionage.

[dice=Weapon Skill]2d10 + 20
[dice=Balistic Skill]2d10 + 20 + 3 Regiment
[dice=Strength]2d10 + 20 - 3 Regiment
[dice=Toughness]2d10 + 20
[dice=Agility]2d10 + 20
[dice=Intelligence]2d10 + 20 + 3 Regiment
[dice=Perception]2d10 + 20
[dice=Willpower]2d10 + 20
[dice=Fellowship]2d10 + 20 + 3 Regiment

Well okay then.

[dice=Strength Re-roll]2d10 + 20 - 3 It's better. I'll take it.

[dice=Wounds] 1d5 + 6 - 1 Regiment
[dice=Fate Points] 1d10 So that's 1.

sounds good


JDPhipps wrote:

I love XCOM, totally want to get in on this. I'm going for a member of the British SAS, Special Projects Team. I'm originally a Counter-Terrorist Operative, and I felt that Anti-Drug Task Force made the most sense statistically. I'll be a Anti-Drug Task Force Stormtrooper, getting that set up now. Also, are you keeping with the idea that Shock Troopers do not receive Comrades? The reason for it is fluff-specific, but since I can see it still making sense I wanted to know if you were keeping that rule. It's not a big deal, just need to generate one if that's the case.

** spoiler omitted **

Weapons: 29
Ballistics: 42
Strength: 31
Toughness: 34
Agility: 29
Intelligence: 31
Perception: 36
Willpower: 37
Fellowship: 21

Wounds: 17
Fate Points: 1

storm troopers don't get a companion. The class was designed to be slightly better than the others to take into account not having a companion.


That's what I figured, just wanted to check since the "in-game" reason is fluff-specific.


After some thought and looking at other submissions so far, I've decided to switch Gavril to being a heavy gunner, and not of the sniper variety. As such, I've decided not to switch my Agility and Strength rolls.


Updated list

Endoralis SWAT Weapon Specialist Completed

Loup Blanc Recon heavy Still need background and completed character

Warpfiend Recon weapon specialist Still need background and companion

Slipstreams Paratrooper medic Still need background

Sundakan Unknown Unknown Still need rolls, completed character, background and companion

Legoguy4492 Intelligence Agent Sergeant? Still need completed character, background and companion

Marty McFly SWAT Storm Trooper Still need completed character and background

Olivier Garneau Intelligence Agent or Recon Weapon Specialist Completed

kamenhero25 Intelligence Agent Operator Still need completed character and background and companion

JDPhipps Anti-drug task force storm trooper Still need completed character and background and companion

I will remind people that I am looking for 4-6 people. So far we have 10 people that have expressed interest. Clearly some people are going to be disappointed unless someone else is also willing to run a game of this nature.


Alright, so I think I've got most everything worked out.

Character Sheet:
Sean Moore
Regiment: Intelligence Agent
Specialty: Operator
------------------------------------------------------
WS: 33
BS: 37
S: 29
T: 33
AG: 38
INT: 33
PER: 36
WP: 32
FEL: 40
Wounds: 7
Fate Points: 1
------------------------------------------------------
Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Intelligence, Tech
Skills: Command, Common Knowledge (Covert Ops), Common Knowledge (Tech), Dodge, Inquiry, Linguistics, Operate (Heavy Vehicle), Operate (Personal Vehicle), Security, Stealth, Tech-Use
Talents: Air of Authority, Enemy (IRA), Light Sleeper, Resistance (Fear), Weapon Training (Low Tech), Weapon Training (Solid Projectile)
Weapons: Service Pistol (30m, S/2/-, 1d10+3, Ammo 10, Load Full, Compact, Silenced), 3 Pistol Mags, Knife (1d5, Balanced), Smoke Grenade (2)
Gear: Binoculars, Combi-tool, Dataslate, Hand-held Targeter, Lascutter, Video Camera

Appearance:
Sean doesn't look terribly intimidating. He's 5'8", with short dark brown hair, usually kept slicked back, with deep brown eyes. He's always meticulously clean shaven and rarely seen not wearing dark slacks and a matching jacket over a white button down shirt. He keeps a pair of ordinary sunglasses in his breast pocket, along with a packet of cigarettes, though he only smokes occasionally.

Background:
Sean was recruited into MI6 straight out of college. His exceptional talent for computers and technology made him a natural fit to cyber warfare and deep cover operations. Though he began working a desk job, he quickly became a field operative specializing in covert infiltration and information gathering. His particular skill set lends itself to breaking into secure locations and accessing encrypted or hidden data, making him a particularly effective spy in several countries across the globe. Recently, he was involved in a long term infiltration of an IRA terrorist cell in North Ireland. He infiltrated the group undercover, identified their leaders and safehouses, then turned everything over to the SAS and British Intelligence, allowing them to mop up the entire mess without the terrorists even realizing they had a traitor in their midst. Now he's returning to MI6 for another assignment...

Personality:
Sean is not a terribly talkative sort. He's level-headed and soft spoken, preferring to think a situation through and talk when it's necessary. He's extremely confident, particularly in his own skills, and something of a patriot. There are very few lines he won't cross for the good of Queen and Country.

Companion:
Name: Pierce Dalton
Nationality: British (Of course)
Demeanor: 1d100 ⇒ 71 So he's Quiet. Probably more of a stoic than out of any sort of nervousness or shyness, but who knows. He's not saying anything about it.


kamenhero25 wrote:

Alright, so I think I've got most everything worked out.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

You can take one more grenade in the slot with the two smoke grenades.

Also I don't think you used any of your rarity.


Yeah, I know. I wasn't sure if I wanted to grab another grenade or something else. I might fill out that last grenade with a frag for just in case situations and that should spend my last rarity as well. I think. I haven't played this system in a while, so correct me if I'm misusing one of the rules.


Quick question because I didn't see it on the altered rules document. Does armor have a rarity value?


Still Working on that Backstory but in the meantime, lets talk gear!

I have 2 Rarity meaning that I can either take a Single Rare Item or two Scarce Items, correct? And anything lower than that, I can take so long as I have the slots.

As Such:

Weapons:
-Standard Issue per Regiment: C-8 Carbine, Tracer Rounds
-Heavy Slot: -> Basic -> Pistol -> Other
-Basic Slot: -> Pistol -> Other
-Pistol Slot: Revolver

Extra Slots:
-1: 3x Reloads for the C-8 Carbine
-2: 3x Reloads for Revolver
-3: Field Sutures
-4: Knife
-5: Flashbang ([3], 1/2 Rarity)
-6: Photo-Visor (2/2 Rarity)

Did I get this right? :p

Was iffy on if I should take a parachute. While I am a Paratrooper, I assume that if we're going to be dropping out of an Aircraft, parachutes will be provided regardless.

Mostly took field sutures so that I can +/- have a +50 to medicae tests when trying to quench blood loss due to Medkit + Sutures. If I'm not mistaken, both bonuses stack, right? If not, I'll take something else.

Finally, how would taking Special Issue Ammunition Work? Because those Manstopper and/or Dumdum Rounds are looking mighty tempting especially since I can load both types into the Revolver so I can use them as the need arises if necessary...

+++
Also, for Weapon Customization at this stage: Roll for the Trade (Armorer) attempt(s) Yes or No? Additionally do we have to have Trade (Armorer) to attempt at all or will you just incur a negative modifier otherwise? (this is also for future reference)

If yes, here are the rolls for their respective upgrades done with a +20 due to the test being routine (if applicable) and 32 Int.

Weapon Customization Rolls:

C-8 Custom Grip: 1d100 ⇒ 15 Yes?
C-8 Modified Stock: 1d100 ⇒ 98 Definitely Not; might be a crit fail were the GM so inclined.
Revolver Quick Release: 1d100 ⇒ 20 Yes?


Browman wrote:

Updated list

Warpfiend Recon weapon specialist Still need background and companion

I'm a Paratrooper - Operator

(this is Warpfiend/Loghir)


Loup Blanc wrote:
After some thought and looking at other submissions so far, I've decided to switch Gavril to being a heavy gunner, and not of the sniper variety. As such, I've decided not to switch my Agility and Strength rolls.

Gavril's XP is off by 100 XP unfortunately, because his aptitudes dont quite match up correctly with the comrade order included.

And as far as customization Anna its possible for Pete to assist you. While he does not have the Trade, with ample time he has a good chance of making the check at a 39. Foresight is quite useful.


Anna White-Campbell wrote:

Still Working on that Backstory but in the meantime, lets talk gear!

I have 2 Rarity meaning that I can either take a Single Rare Item or two Scarce Items, correct? And anything lower than that, I can take so long as I have the slots.

As Such:

Weapons:
-Standard Issue per Regiment: C-8 Carbine, Tracer Rounds
-Heavy Slot: -> Basic -> Pistol -> Other
-Basic Slot: -> Pistol -> Other
-Pistol Slot: Revolver

Extra Slots:
-1: 3x Reloads for the C-8 Carbine
-2: 3x Reloads for Revolver
-3: Field Sutures
-4: Knife
-5: Flashbang ([3], 1/2 Rarity)
-6: Photo-Visor (2/2 Rarity)

Did I get this right? :p

Was iffy on if I should take a parachute. While I am a Paratrooper, I assume that if we're going to be dropping out of an Aircraft, parachutes will be provided regardless.

Mostly took field sutures so that I can +/- have a +50 to medicae tests when trying to quench blood loss due to Medkit + Sutures. If I'm not mistaken, both bonuses stack, right? If not, I'll take something else.

Finally, how would taking Special Issue Ammunition Work? Because those Manstopper and/or Dumdum Rounds are looking mighty tempting especially since I can load both types into the Revolver so I can use them as the need arises if necessary...

+++
Also, for Weapon Customization at this stage: Roll for the Trade (Armorer) attempt(s) Yes or No? Additionally do we have to have Trade (Armorer) to attempt at all or will you just incur a negative modifier otherwise? (this is also for future reference)

If yes, here are the rolls for their respective upgrades done with a +20 due to the test being routine (if applicable) and 32 Int.
** spoiler omitted **

Starting equipment doesn't need tests to customize.

Your understanding of rarity is exactly how it works.

Are those extra reloads? I might not have made it clear that your initial 3 mags per weapon are part of that weapon slot. If they are extra you are using one to many slots as your C8 takes a basic slot. If they aren't you have one extra slot.


kamenhero25 wrote:
Quick question because I didn't see it on the altered rules document. Does armor have a rarity value?

rarity has been added to the armour in the document.


Roger Macaskill wrote:
Browman wrote:

Updated list

Warpfiend Recon weapon specialist Still need background and companion

I'm a Paratrooper - Operator

(this is Warpfiend/Loghir)

my bad, that will be fixed when I do another list.


My character sheet is here, and should be complete mechanically. I have to finish up the backstory, but let me know if anything on the sheet is wrong and I'll change it.


JDPhipps wrote:
My character sheet is here, and should be complete mechanically. I have to finish up the backstory, but let me know if anything on the sheet is wrong and I'll change it.

Your armour is way to high, you should only have a frag vest with plates and a helmet.

With all those mods your M16 is going to take your heavy slot. But that still leaves you with 1 other slot.


His XP is off too (Storm Trooper's get 300XP not 600) and normally you are only allowed 4 Customizations on any such weapon.


Unless I read the rules wrong, I should be absorbing eight points of damage a shot with the Flak Vest, because of my Toughness. You add your armor rating to your Toughness Bonus (Characteristc/10, rounded down) to find out how much damage you negate. Since the Flak Vest with Plates has a rating of 5, and my Toughness is 34, that should make it eight damage, right? And since the Flak Vest is Good Quality, the first attack against me it counts as one higher. I admit I'm not super familiar with the rules or anything, so if I'm wrong let me know, that's just how I thought it worked.

I had no idea where to find the rules on who had what XP, but I'll fix that as well. On my first read through of the book, I didn't find anything about what specialties got less XP, although reading through it again I just found it.

Also, my M16 also takes up on Other Slot, because of the customizations, right? Or does it just take my Heavy slot? I thought it took up both, but if not I'll pick up something else to include.


JDPhipps wrote:

Unless I read the rules wrong, I should be absorbing eight points of damage a shot with the Flak Vest, because of my Toughness. You add your armor rating to your Toughness Bonus (Characteristc/10, rounded down) to find out how much damage you negate. Since the Flak Vest with Plates has a rating of 5, and my Toughness is 34, that should make it eight damage, right? And since the Flak Vest is Good Quality, the first attack against me it counts as one higher. I admit I'm not super familiar with the rules or anything, so if I'm wrong let me know, that's just how I thought it worked.

I had no idea where to find the rules on who had what XP, but I'll fix that as well. On my first read through of the book, I didn't find anything about what specialties got less XP, although reading through it again I just found it.

Also, my M16 also takes up on Other Slot, because of the customizations, right? Or does it just take my Heavy slot? I thought it took up both, but if not I'll pick up something else to include.

Yes they stack but AP doesn't ignore toughness so the numbers need to be listed differently.

Your right it was an other slot


Armor is separate from Toughness bonus. As it is based on the area that is hit it can vary wildly. If you are hit in the chest your calculation would be correct but if you are hit in the arm it would just be toughness. Conversely if you are hit in the chest and the weapon has a High Pen, you still receive your toughness bonus even if the Pen is greater than your armor. Thus you keep said portions separate for the area it protects.

As for Customizations. Your M16 takes an other slot for every Upgrade/Customizations that increases weight. On top of that you usually only get 4 such on any one Regimental weapon. You can use as many upgrades as per slots, space and rarity you have available however.


Ok, yeah, didn't quite see that Starting weapons had 3 Clips As standard; those that were taken for the C-8 I have was under the assumption that that was my starting ammo count.

So, with that in mind, the list would look like:

Weapons:
Heavy: -> Basic -> Pistol -> Other
Basic: C-8 Carbine with 3 Mags, Tracer Rounds, Modified Stock and Custom Grip
Pistol: Revolver, 3 mags, Quick Release

Extra:
1: Clip/Drop Harness
2: Field Sutures
3: Knife
4: Flashbang [3]
5: Photovisor


Looks good.


\o/

Alright, time to write some fluff.


@anna Knives are off-hand so you could take 2 in that 1 slot. Min-Max Min-Max!

@Browman Since this is modern 2016, do we not all know how to drive? I get that in the grim future where there is only war driving is as rare as an open-minded person, but in 2016, wouldn't it be a basic prerequisite for an elite soldier?

Still need to fiddle with my exact stats (didn't notice I get -10 vs deceive etc.)

Rolling for my companion's demeanour:
demeanour: 1d100 ⇒ 7 HEROIC!
I knew a super low roll was going to be interesting. I'll finish her up and my background.


Roger Macaskill wrote:

@anna Knives are off-hand so you could take 2 in that 1 slot. Min-Max Min-Max!

@Browman Since this is modern 2016, do we not all know how to drive? I get that in the grim future where there is only war driving is as rare as an open-minded person, but in 2016, wouldn't it be a basic prerequisite for an elite soldier?

Still need to fiddle with my exact stats (didn't notice I get -10 vs deceive etc.)

Rolling for my companion's demeanour:
[dice=demeanour] 1d100 HEROIC!
I knew a super low roll was going to be interesting. I'll finish her up and my background.

Everyone knows how to drive, the skills only apply when you are dealing with complicated stuff like high speed chases or going well above speed limits. Stuff the average person doesn't do.


Finished character (switched Per and Int, instead of WS and Int), changed skills and talents. Finished Background and companion. Put it all in my profile~~~

I'm ready to go SUPERSONIC!

...and with hotshot pilot I CAN :D


You need to adjust your stats still.


Pete Carlton wrote:
You need to adjust your stats still.

oh? what's wrong with them?

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