Project Gatekeeper (Inactive)

Game Master Browman

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

oh? what's wrong with them?

You've likely adjust your character around a bit so forgot the changes that happen with such. One You started with

WS: 2d10 + 20 ⇒ (8, 6) + 20 = 34
BS: 2d10 + 20 ⇒ (5, 8) + 20 = 33
S: 2d10 + 20 ⇒ (4, 4) + 20 = 28
T: 2d10 + 20 ⇒ (3, 2) + 20 = 25
Ag: 2d10 + 20 ⇒ (4, 8) + 20 = 32
Wp: 2d10 + 20 ⇒ (1, 8) + 20 = 29
Int: 2d10 + 20 ⇒ (9, 1) + 20 = 30
Per: 2d10 + 20 ⇒ (10, 4) + 20 = 34
Wil: 2d10 + 20 ⇒ (1, 6) + 20 = 27
Fel: 2d10 + 20 ⇒ (6, 4) + 20 = 30

Wp, doesnt mean anything as you rolled an extra number that wasnt in there this would adjust all your scores down but for the moment we will go with the easy route of removing it. You then switch Per and Int. Before you tried Weapon Specialist and Recon then switched around a bit and ended where you are now. You also had 100 more Xp which you no longer do.

The stats became 34,33,28,25,32,34,30,27,30. Operators give a +5 to Agility making it 37 and Paratrooper applies a +3 to Agility and Strength; making them 40 and 31 respectively.

Your XP were spent on other such things.

Likely when you were a Weapon Spec, you adjusted the stats around and purchased Agility for 100XP due to Aptitudes but now as an Operator everything is different including Regiment.


Updated list

Endoralis SWAT Weapon Specialist Completed

Loup Blanc Recon heavy Still need background and completed character

Warpfiend Paratrooper operator Completed

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 completed

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

I will remind people that they have until the end of Friday to get their characters finished.


Pete Carlton wrote:

Likely when you were a Weapon Spec, you adjusted the stats around and purchased Agility for 100XP due to Aptitudes but now as an Operator everything is different including Regiment.

Ah you are completely right Pete, thanks for pointing that out. I forgot to remove the +3 Agi I got from Recon or something. Fixed now.

@Browman does a dataslate take up a slot? or is that a freebie?


Unless its stated otherwise it seems to unlike the Combi-tool.

Which reminds me I need to have my Regimental weapons specced a bit.


Alright that's finished. Non-Regimental things like my Shotgun and Machete cant quick adjust now.. and likely wont until later when I get my signature ones.

Loup finish his heavy yet?

Hrm for flavor I should note Ashley's basic loadout now that i think about it.


Jack, Final Character. After reading up on the pdf I have made a few small tweaks to better fit how I envisioned my character to be:

Spoiler:

Stats factor in SWAT and Heavy Gunner
WS: 34
BS: 31 (Note: my re-roll)
S: 38
T: 52 (+6 Swat, +5 Heavy Gunner, +5 Toughness Advancement)
Ag: 31 (swapped with Fel, not Int)
Int: 31 (-3 from 34)
Per: 36 (+3)
WP: 32
Fel: 25 (swapped with Ag)

Wounds: 22 (5+10+2+5 from Sound Constitution x5)

Aptitudes: BS, Fel, T,Per, Off, Def

Talents and Traits:

Res (Poison)
Foresight
Nerves of Steel
Combat Master
-10 Formal interactions
-10 Interactions with strangers
+2 Wounds (factored into above calc)
Extra +10 at point blank (yeehaw)
Wpn Trg: SP, Low tech, heavy
+1 ammo reload per slot

Gear:

M4
Anti-tank Rocket Launcher
Auto Shotgun (my rarity 2 treat)
Mono Knife
2x photon flash
2x Frag

Armour:

Frag Vest w plate

Skills:

Athletics
Common Lore: Military, War
Intimidate
Scholastic Lore: Tactics
Survival
Tech-use

Fate: 1d10 ⇒ 3

Demeanor: Death wish

Starting XP: 600

100 - Toughness advancement (factored in)
500 - Sound Constitution x 5 (also factored in)

Here is Jack's somewhat depressing background, which sort of fits his play-style and demeanor:

Spoiler:

Jack served 15 years in the Canadian Armed Forces (CAF) as an NCM in the infantry, with roughly half of that time spent overseas on tours in the Middle East. He quickly became addicted to the adrenaline being a door-kicker and developed PTSD from his collective experiences. Neglecting his family life, his wife left him and took their three young children with her, leaving him an empty house upon returning home from tour. While deemed by many as a “war hero”, Jack started to feel empty and lifeless back in the “real world”. With no wife, kids, an empty house, and with no real meaning to life, Jack started to consider the idea of ending his own life until he received a mysterious letter one day from his chain of command.....


Cant have sound constitution 5x it costs 200xp each with two Aptitudes. And then you have two basics and a heavy which yo also cant have.


Pete Carlton wrote:
Cant have sound constitution 5x it costs 200xp each with two Aptitudes. And then you have two basics and a heavy which yo also cant have.

1. True, I read the wrong table. I will subtract 3 wounds and adjust accordingly.

2. False. I CAN own them both, I just can't take both of my basic slots with me when I deploy on a mission. I will have to choose prior to setting out.

Edit: If our mission is mostly indoors, such as a complex, perhaps the rocket launcher stays home, I downgrade a slot and take both basics with me (for short and medium range capability). I haven't listed my load out slots yet, because I don't know what our first mission is, which would affect my decision making.


2 is more semantics but yes you can have them but not deploy with them. Such as not taking my Mono-knife or C8 or choosing to use a weapon upgrade or not.

I myself know nothing and just equipped Pete as he would be standard.

Other than that, nice story and character, very tough. A good buy to have beside me.


Pete Carlton wrote:

2 is more semantics but yes you can have them but not deploy with them. Such as not taking my Mono-knife or C8 or choosing to use a weapon upgrade or not.

I myself know nothing and just equipped Pete as he would be standard.

Other than that, nice story and character, very tough. A good buy to have beside me.

Likewise, thanks for catching my error. He's meant to be a death-wishing door kicker with not much left to lose, I am hoping he can soak up a few hits for the team.


Same here, Pete is based on me.. Pete. So " First one in Last on out " Mentality.

Now technically.. you have a comrade to randomly generate. Since you are no longer a Storm Trooper.


2 Knives it is then! Shanky shanky! Permission to requisition a red headband?

Two peeps with deathwishes? Might have my work cut out for me...OH WELL! At least I get to disappoint by keeping you alive! >:D

Oh and Background:

Background:

Anna is a relatively fresh addition to the Canadian Paratrooper at only 28 with only 5 years of service under her belt along side a Medical Degree she obtained while serving.

Her quiet nature never really lent her to being considered promotion nor did she seek it out; content to go about her duties as a front line medic.

Despite her duties to keep her brothers and sisters in arms in tip-top fighting shape, she was never the less a fierce combatant and not one to back down from a fight and well known for her very intense application of "No Man Left Behind" when a retreat was called for, going so far as to put her into even more danger if the situation presented itself so long as it meant getting a comrade out.

It would then be no surprise that she was often reprimanded by superior officers for her rather reckless behavior but, medals were awarded none the less due to her bravery.

It wasn't long before a letter arrived from High Command wanting to make use of her full potential.


+++
Much shorter than at least two previous drafts that were heading towards short story territory but hey, its done :p


May be dropping this recruitment, I'm not sure yet. I don't have a ton of time on my hands, and I'm not certain I can keep up with this game. That said, I'm a little confused on something. You mentioned I didn't get a comrade, but you listed me as needing one? Did you change your mind on that, or is that a typo? I was under the impression I was still starting with 300 XP and no comrade, or have you decided to change that?

Also, I'm going to go with the GM on the call about the M-16; he said it takes up one other slot, so I'm going to roll with that as opposed to one each per upgrade until he says otherwise. Also, the book mentions four customizations, not a limit on modifications unless I missed it somewhere in the text.


There is no real limit on Modifications apart from common sense.

Such as only a single Underslung Auxiliary Weapon; cant really take both a Grenade Launcher and Exterminator. This would also mean no Melee Attachment like a Bayonet or a Forward Grip due to a lack of room.

Cant have more than one sight unless you get a Hybrid Sight such as a Red Dot/ACOG.

Having a Weapon with Extra Grip also be Wrist Mounted doesnt make much sense either.

Y'know, that sorta thing.

Theres also weight to consider and how many slots that would take up as well as the relative rarity of the upgrade you're looking to slap on.


JDPhipps, the GM said melee attachment would take an other slot. But that was already in the rules. He didnt make a different call at all. Melee Attachment allows you to add such to the weapon having it readily available. From the very rules he wrote because he is not dealing with weight was

" Weapon Upgrades
All the mods listed follow the rulebook unless stated otherwise. Any upgrades that increase weight instead use an extra slot, any weapons that reduce weight reduce its slot category by one. "

The Comrade thing, however, is likely a Typo.


Anna White-Campbell wrote:
Two peeps with deathwishes? Might have my work cut out for me...OH WELL! At least I get to disappoint by keeping you alive! >:D

At least they aren't jet packing into an unknown number of invisible battlesuits armed with rapid fire pulse weapons

...well YET :D


Roger Macaskill wrote:
Anna White-Campbell wrote:
Two peeps with deathwishes? Might have my work cut out for me...OH WELL! At least I get to disappoint by keeping you alive! >:D

At least they aren't jet packing into an unknown number of invisible battlesuits armed with rapid fire pulse weapons

...well YET :D

If this campaign is going where I think it is, this might be happening sooner rather than later hahahah!

...also, in hindsight, I should have fired a frag missile for AOE damage to reduce the debuff.

...oh well.

At least in this campaign we wont be going up against Sectoids immediately :P


Isnt that like.. the first enemy? Unlike 2 which has a nice segway into them with grunts to kill. Personally I'm more worried about those Thinmen.


Pete Carlton wrote:

Same here, Pete is based on me.. Pete. So " First one in Last on out " Mentality.

Now technically.. you have a comrade to randomly generate. Since you are no longer a Storm Trooper.

Meet Bob "Not the bees!!!" McGee:

Spoiler:

Bob was part of Jack's unit and most often in Jack's section when they deployed overseas. Bob was often reprimanded by his chain of command for bringing back high value targets "unidentifiable". Both him and Jack spent their weekends contravening the Code of Service Discipline and getting drunk off of moonshine made from questionable ingredients. Once they started drinking, their usual shenanigans involved a "goat tazing contest". If it weren't for their results and repeated acts of bravery, they would probably both have been discharged a long time ago.

All of the members of Jack's section had a nickname or tag line except for Jack who, courtesy of his name, left him vulnerable to an endless myriad of Horatio Caine-esque puns. Such diversions often allowed the troops to be distracted from the regular horrors they endured in the name of their government.

Looks like this scud launched has just been ..... Hijacked.

I don't have the book in front of me at the moment, all I remember is that they get a demeanour roll. I'll update the rest later today. I also have 100xp in reserve that will stay that way for the time being.

1d100 ⇒ 37


JDPhipps wrote:

May be dropping this recruitment, I'm not sure yet. I don't have a ton of time on my hands, and I'm not certain I can keep up with this game. That said, I'm a little confused on something. You mentioned I didn't get a comrade, but you listed me as needing one? Did you change your mind on that, or is that a typo? I was under the impression I was still starting with 300 XP and no comrade, or have you decided to change that?

Also, I'm going to go with the GM on the call about the M-16; he said it takes up one other slot, so I'm going to roll with that as opposed to one each per upgrade until he says otherwise. Also, the book mentions four customizations, not a limit on modifications unless I missed it somewhere in the text.

Copy paste error on my part for the companion, sorry.


True, but he also stated it would take up AN other slot when commenting on my gun, which is what I was going off of.


I'd be interested in playing in this. I very much loved the old X-Com games even when they repeatedly kicked my arse, and the new ones are equally awesome. I also really like the 40K RPG system.

I'm currently thinking up a British Special Reconnaissance Regiment member, based on an Advanced Recon Weapon Specialist chassis (but I suppose it depends on how the dice fall stats wise a bit).

WS: 2d10 + 20 ⇒ (7, 7) + 20 = 34
BS: 2d10 + 20 ⇒ (2, 9) + 20 = 31
S: 2d10 + 20 ⇒ (9, 10) + 20 = 39
T: 2d10 + 20 ⇒ (4, 3) + 20 = 27
Ag: 2d10 + 20 ⇒ (6, 8) + 20 = 34
Int: 2d10 + 20 ⇒ (6, 7) + 20 = 33
Per: 2d10 + 20 ⇒ (7, 7) + 20 = 34
WP: 2d10 + 20 ⇒ (9, 8) + 20 = 37
Fel: 2d10 + 20 ⇒ (9, 4) + 20 = 33

Very happy with those. Let's re-roll Toughness.

T: 2d10 + 20 ⇒ (8, 6) + 20 = 34

Better. Now the swap. I'll trade Strength for Intelligence.

WS 34
BS 31
S 33
T 34
Ag 34
Int 39
Per 34
WP 37
Fel 33

Then add Advanced Recon changes.

WS 34
BS 34
S 33
T 34
Ag 37
Int 39
Per 37
WP 34
Fel 33

Looks like a good start. I'll work out some other stuff this evening, and try to get stats and background done ASAP.


Pete Carlton wrote:
Isnt that like.. the first enemy? Unlike 2 which has a nice segway into them with grunts to kill. Personally I'm more worried about those Thinmen.

Haha! I was thinking of the Sectopod ahahah!


Anna White-Campbell wrote:
Pete Carlton wrote:
Isnt that like.. the first enemy? Unlike 2 which has a nice segway into them with grunts to kill. Personally I'm more worried about those Thinmen.
Haha! I was thinking of the Sectopod ahahah!

No fear Cyberdisks will fill the void that the sectopod made for you I'm sure.


I think Storm Trooper fits my concept a little better. The SRR are the most secretive of the UK's 3 SF units, and it would make sense that they only recruit the best of the best, which I think the Storm Trooper chassis better represents.

Stats:

WS 34
BS 39
S 33
T 39
Ag 42
Int 39
Per 37
WP 34
Fel 33

Skills:

Academic Knowledge (Tactics)
Awareness +10
Dodge
Navigate (Surface)
Security
Stealth +10
Survival

Talents:

Combat Sense
Paranoia
Quick Draw
Rapid Reload
Weapon Training (SP, Low Tech)

Aptitudes:

Agility
Ballistic Skill
Fieldcraft
Finesse
Offence
Toughness

Other:

Cohesion is 15m
-20 to interaction tests with unfamiliar authority figures
+100 xp to spend
1 extra rarity slot
+1ammo reload per slot

Starting Gear:

Best Quality M16 (never Jams)
Good Quality Flak Vest with Plate (+1AP vs first attack each round)
Binos

Fate Points:
1d10 ⇒ 8 2 Fate Points

Wounds:
12+1d5 ⇒ 3 15 Wounds

XP spent:
Simple BS (100xp)
Simple Ag (100xp)
Stealth Trained (200xp)

So that's the basic mechanics for Sergeant Mark Castle, former Royal Military Police, current Special Reconnaissance Regiment member. I'll get a proper alias created and background written up at work tomorrow (it's easier than doing it on my iPad).

I have a couple of questions about gear though:
Do weapons come with the Only War standard 2 reloads each?
Base rarity is Average?
When adding an upgrade to a weapon, does that take a Ranged Slot or an Other Slot?


I believe there are a few small issues first. Your Awareness should be Trained as you get it from your Regiment and Specialty. Dodge cannot be trained as the XP cost is 400XP not 200 (You only have one Aptitude)

The GM has said 3 reloads though he may have meant you have three loads worth (Meaning two reloads and the base weapons load). Base Rarity is average. Adding upgrades that add weight take other slots. Regimental weaponry does not count towards rarity.


Pete Carlton wrote:

I believe there are a few small issues first. Your Awareness should be Trained as you get it from your Regiment and Specialty. Dodge cannot be trained as the XP cost is 400XP not 200 (You only have one Aptitude)

The GM has said 3 reloads though he may have meant you have three loads worth (Meaning two reloads and the base weapons load). Base Rarity is average. Adding upgrades that add weight take other slots. Regimental weaponry does not count towards rarity.

Good catch on the skills, thanks. I've added Trained to Awareness and switched the increase to Dodge to Stealth.

Thanks for clarifying the equipment rules. With that in mind:

Ranged Slots:
M16 (Basic)
Service Pistol (Pistol) [HK Mark 23] with Custom Grip and Trigger Adjustment
Downgrade 3rd slot to bonus Other

Other Slots:
3 reloads for M16 (+1 for Storm Trooper)
2 knives
Silencer for pistol
Red dot sight for pistol (Rarity 1)
3 smoke grenades (Rarity 1)

Is that right? Also, does non-weapon gear take up Other Slots, or is it in addition to the slot system?


I believe non-weapon Gear does take up other slots. Much like the example with the lascutter or combi-tool or Vox (Radio).

Character looks good.


non-weapon gear takes up other slots.


Golfdeltafoxtrot here, posting as my character. I think I've got most of the mechanics done. Background to follow later today.

Apologies for yet another gear question. My starting armour consists of Good Quality Flak Vest with Plates, but it drops my Ag based skills by 10, which doesn't really fit with my stealthy recon character concept.

Could I switch my starting around for a Flak Vest (without plates) and a helmet?


Background complete. Apologies for the wall of text!

Is there anything else I need to do to complete my application?


Mark Castle wrote:

Golfdeltafoxtrot here, posting as my character. I think I've got most of the mechanics done. Background to follow later today.

Apologies for yet another gear question. My starting armour consists of Good Quality Flak Vest with Plates, but it drops my Ag based skills by 10, which doesn't really fit with my stealthy recon character concept.

Could I switch my starting around for a Flak Vest (without plates) and a helmet?

You can switch gear. A lot of the starting gear is listed to give ideas as to what the "standard" type of character of that class has. But in a unit like this no two people have the same kit.

I will look at your background later today.


Cool beans. I'll switch out my armour then, and I'd probably want to trade the M16 for a more SF-appropriate M4.


Welcome to the other member from the Armee Canadiene! Surprised to see no one coming up with folk from the land down undah.

If I could share my own X-COM experiences, I wouldn't be so inclined to leave the rocket launcher at home at any time. You never know when you might need to go though a wall!


I know! A fair few Canadians hahaha!

If X-Com has taught me anything its expect to get shot through a wall and immediately die OR feel like you're in a time-loop where you repeat the same things over and over again until you come out on top :P

As long as we dont get "X-Com'd" I'll be more than happy hahaha


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Anna White-Campbell wrote:

As long as we dont get "X-Com'd" I'll be more than happy hahaha

That's why we have companions (some of us anyway), such as Bob "Not the bees!!!" McGee. When an unlucky grenade bounces toward me and will turn me into pink mist, Bob may or may not slip on poorly placed banana peel and fall on it instead.

Could be worse Bob, it could be the bees.....


Marty McFly wrote:
Anna White-Campbell wrote:

As long as we dont get "X-Com'd" I'll be more than happy hahaha

That's why we have companions (some of us anyway), such as Bob "Not the bees!!!" McGee. When an unlucky grenade bounces toward me and will turn me into pink mist, Bob may or may not slip on poorly placed banana peel and fall on it instead.

Could be worse Bob, it could be the bees.....

This is very true, expect most deaths to be companions not player characters.


Yeah Companions are supposed to ake the brunt, through stylistically I'm going to try to reduce that. If we get lucky and survive long enough It'd be nice if I could get the Storm Trooper Companion ability that lets you do just that. I think they have special rules for such things though (As unlike Rough Trader or the like we dont have Ranks in said Specialties).


Mark Castle wrote:
Cool beans. I'll switch out my armour then, and I'd probably want to trade the M16 for a more SF-appropriate M4.

Everything looks good.


Updated list

Endoralis SWAT Weapon Specialist Completed

Loup Blanc Recon heavy Still need background and completed character

Warpfiend Paratrooper operator Completed

Slipstreams Paratrooper medic Compeleted

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 heavy gunner Completed

Olivier Garneau Intelligence Agent or Recon Weapon Specialist Completed

kamenhero25 Intelligence Agent Operator completed

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

golfdeltafoxtrot Advanced Recon storm trooper Completed

I will remind people that they have until the end of Friday to get their characters finished.


I feel a bit nervous now about not having a comrade!
I'm looking forward to encountering some aliens though. Just not anything like the chryssalids, those things always scare the crap out of me. They're probably responsible for three-quarters of all my deaths in X-Com.


Mark Castle wrote:
Just not anything like the chryssalids, those things always scare the crap out of me.

Lol, beware of feeding the GM! That's how poisonous, exploding, invisible baby chryssalids creep into your pants while you sleep.

PS- did you take the Light Sleeper talent?


I did not. Maybe I should have, particularly if there are lots of pants-invading aliens about.


I rather Chryssalids, but I'm made for melee combat and close quarters so its to my benefit. They cant run away and shoot you in the face and you can gun them down if you have any proper set up before they can even get a strike. Comparatively, you can't do much about a plasma pistol crit to the face!


I think if I end up in melee with a chryssalid then something has gone terribly wrong.


@Browman in WH30k a Lascutter is a melee weapon for Ad mech with like strength 9, is it a melee weapon here as well? :D


Roger Macaskill wrote:
@Browman in WH30k a Lascutter is a melee weapon for Ad mech with like strength 9, is it a melee weapon here as well? :D

Not at this point. If you want you researchers to focus on unwieldy welding torch based melee weapons they could look into that once things get started.


Browman wrote:
Roger Macaskill wrote:
@Browman in WH30k a Lascutter is a melee weapon for Ad mech with like strength 9, is it a melee weapon here as well? :D
Not at this point. If you want you researchers to focus on unwieldy welding torch based melee weapons they could look into that once things get started.

obviously pleasure-bots are #1 priority, THEN fire based melee weapons


Roger Macaskill wrote:
Browman wrote:
Roger Macaskill wrote:
@Browman in WH30k a Lascutter is a melee weapon for Ad mech with like strength 9, is it a melee weapon here as well? :D
Not at this point. If you want you researchers to focus on unwieldy welding torch based melee weapons they could look into that once things get started.
obviously pleasure-bots are #1 priority, THEN fire based melee weapons

HERESY!

Also, my general opinion regarding upgrades are mostly regarding armour. Dodge is great, and being unseen rocks too, but armour helps substantially.

Could be just me, I did play X-COM 2 with three heavies, a specialist, a psi and a ranger. All in the heaviest armour imaginable with the heavy weapon attached to it.


I think a few of us are 40k Fans so I think its safe to say that Power Armor would be a priority research target wouldnt you say hahah!

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