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Posted: Tue Dec 18, 2007 5:07 pm
I. Table of Contents:
I. Table of Contents < You are here II. Story behind Modern Warfare III. Rules of the Roleplay IV. Rules of Combat V. Races VI. Classes/ Jobs VII. Armors VIII. Weapons IX. Factions, Rivalries, and Conflicts X. Character Skeleton XI. Current Characters
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Posted: Tue Dec 18, 2007 7:50 pm
II. Story behind Modern Warfare:
The setting for this story is a place we should all know well. Our little blue planet, Earth. But it's not like we know it. The year is 2053, and things have changed. No, there was no Nuclear war as we all have feared. The war in the middle east is old news, the conflict was smothered by the sudden power increase found in economic powers. The "War on Terror" just wasn't profitable, so it was forgotten to the sands of time.
The world economies are now the rulers of the world. Governments yield to the power held by the moguls, and owners of the world businesses. Every country still has a military, sure, but nothing amounts to the private forces owned by the mega companies.
The primary cause of this shift in power? The perfection of nano-technology. This boom was kept and leaked only to major companies, and is still a mystery to most governments. These powerful micro-mechanisms are injected into the body of a soldier recruit, increasing their focus, strength, speed, and endurance.
The only world conflicts now are between rival companies. Private militaries and small militias are used and hired by these mega companies to fight battles. Private armies are supplemented with nano-technology, while the militias are viewed as completely expandable, and no technology is wasted on them.
This is a world of chaos, run by money hungry monsters, who'd do anything to the planet to make more of what they covet. We serve as the pawns in these conflicts.
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Posted: Tue Dec 18, 2007 8:18 pm
III. Rules of the Roleplay:
I. Follow all ToS, and any general rules of guild.
Ia. It's okay with me if you bend the PG-13 aspect, it's a war combat, not happy fun tickle time the game. If you want your enemies head to explode into meat chuncks rather than them just falling over dieing, I'm ok with it. I've seen some pretty gross things in PG-13.
II. I'm going to rule this roleplay, but not just as an invisible hand, I'll be down in the pits with the rest of you providing subtle hints. I'll determine the rolls of our enemies (unless to player contolled factions are facing eachother). I won't rule this game with an iron fist, all I ask for is respect.
III. This Roleplay has an O.o.C. read it, use it, and keep up with it, all updates will be kept there.
IV. This is a fast pased, modern warfare roleplay. One way or another your character will die, most likely, so don't take offence to it, just make a new character and jump back into the fight. Don't worry, you're not going to fall like flies, but you arn't going to survive like roaches.
V. Have fun, or else!
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Posted: Tue Dec 18, 2007 8:52 pm
IV. Rules of Combat:As a note, this section is subject to change, keep your eye on it. I. Combat is dice driven. And as we know it's easy to fudge your rolls here on gaia. So I'm relying on an honor system, and I hope you respect that. II. Different weapons perform well at different ranges, deal different damages, and have different bonus and effects. It's all about what you choose and is available. III. You roll a single 20 sided die to determine your hit: 1: missfire, weapon jam, self inflicted injury, or other such misfortune, I'll determine what you get when I see your roll. I know it's hard to accept, but accidents happen in real modern combat, so they will here too, don't scrap them, and make a flawless game. 2-9: missed target. If there is a group of ten or more enemies huddled, this will hit, just not who you were aiming for. 10-15: target hit, it won't be a critical hit, but it'll hit the target 16-18: target hit, critical damage, 1.5X the damage roll. 19-20: target hit, critical damage, availability to hit body part of your choice, or 2.0X damage. A turn can be taken up to aim. If you aim, your next accuracy roll will have a +3 added to it, meaning a 5 would be an 8, etc. This means that if you aim for 3 turns, your are garenteed a hit, and have a much higher chance of getting a critical. IV. Every character without nanos has 5 health, every character with nanos has at least 10 health. Most armors supply 10 health minimum. When your health is gone, you are dead, no return, so don't try and weasel your way out of it, just make a new character. V. Combat should be quick, fun, and hectic, Nano powered humans are like gods among men, and combat will reflect this. VI. There is almost no way to dodge bullets, maybe in some fantasy games, but not this one, a troop slowed down by hundreds of pounds of armor and weaponry cannot move at the spead of sound. Every class has a 1% chance to dodge a bullet, while Berserkers have a better chance. I'll be rolling for your chance to dodge shots, and leave it up to your to put it in your next post. VII. For every Round of combat there must be 4 turns. Minimum of three player characters take a turn, and then the enemies will. From the end of the enemies turn, to the beginning of the enemies next turn will be one full round. Now I know that these turn by turn combats tend to move slowly, but imagine that a full round takes place in 15 seconds. So with that I'll be giving minute by minute updates in the O.o.C. section. If more than 4 posts manage to squeeze in before I do enemies turns, than that means the soldiers are moving better than usual, and working like a fluid machine. You cannot do two moves in a row durring a turn, you have to wait for two other people to take a turn between yours. Example Joe the Berserker Striker takes a turn immediately after the enemies turn, and makes a successful shot, and does some damage. His turn is over after his one action. Bob the Suiter takes his move next, he launches a Rocket at the enemy tank, hits, and does a huge amount of damage. His turn is over. Joe cannot do another action yet, if it happens in 15 seconds, this is too fast to do something else even for a Berserker. So Jane the Sniper takes her turn, and she aims for her action, meaning her next roll will be better. Now it is the enemies turn, but if Joe the Berserker Striker is paying attention, and manages to get in a post as I have to take all the time to do an enemy turn, than he can post again, and lob a grenade into the enemy bunker with perfect accuracy. This just means I'll have to go through the work of editing the enemmy post, which I'll be happy to do. VIII. Because you all post your accuracy and damage delt in the O.o.C. and to which general target, I can make my enemy posts. At the beginning of enemy posts I'll take tall the damage done, and kill off the badies, then they will all make their accuracy and damage rolls, and I'll tell you all who they hit and for how much damage, than in your next turn, you have to apply it to your character. If you arn't here for a while, let me know, and I'll have your character removed from combat by either death, or P.O.W. But if you arn't here for a whole minute (4 rounds) I'll have your character killed off so you don't slow the rest of us down.
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Posted: Tue Dec 18, 2007 9:27 pm
V. Races:
I know when you hear me say races, you think of fancy beasties, but all of these races are humans, or were humans.
Augmented humans:
Your average joe, supplemented with nano-bots. They have 10 health, and can accept and style of nano-bot. They have all classes available to them.
Neo-humans:
One step above Augmented humans, they have a harder to manufacture, but still simple nano-bot. They have 12 health, and can only accept neo nano-bots. Their melee bonuses are higher than that of Augmented humans. They have most classes available to them.
Power man:
These are the humans that are assigned to pilot the newly fashioned mech suits, and man the heavy weapons. They have 20 health, and can only accept power nano-bots, and no other. They can only be two job types. They are incredibly bulky, and often have trouble fitting into smaller mission areas.
Berserkers:
The most wild human change. These are animalistic warriors, who are real killing machines. They have 15 health, run faster than even neo-humans, and are stronger as well. Have limited job choices. They can only accept Berserker nanos.
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Posted: Wed Dec 19, 2007 1:57 pm
VI. Classes/ Jobs:All classes are given slots. These slots are used to choose your armor, weapons, and equipment. Different classes are awarded amounts of slots to use. Heavy classes are given things called big slots. Heavy armor, and Heavy class weapons can only be chosen if you have a big slot, but if you choose not to use the big slot for a heavy item, they are worth one and a half normal slots. Regular slots cannot be changed into big slots, and half slots cannot be filled. Classes will be organized as such: organization Title: -Short description. -Amount of slots -Races with this class available to them. Grunt: -The average, plain ol' soldier. They are so multifaceted, and can be proficient at just about everything, though masters of nothing. -They start with 6 slots, no big slots. -Available to all races Commander: -Better than your average soldier, and equiped better to prove it. They are also jack of all trades, only in limited supply. When one commander dies, the next person to make a character, who wasn't the commander the previous time has the option to make a commander. -They start with 4 slots -Available to Augmented humans, and Neo humans. Striker: -The task force of the armies. They are equipped lighter, and given lighter armors, but are proficient at Guerilla warfare. Start with 4 Fragmentation Grenades, and 2 Flash Bang grenades. -They start with 4 slots. -Available to Augmented humans, and Neo humans. Medic: -The class that provides other classes with regenerating nanos, and has the medical knowhow to set bones and perform surgeries for wounds that nanos can't heal on their own Starts with medical equipment. -They start with 3 slots. -Available only to Augmented humans. Sniper: -This class is the specialty class used to take out threats at a distance. Not proficient at close combat, but monsters at a range. -They start with 3 slots -Available only to Augmented humans. Pilot/ Mechanic: -This is the class that pilots the vehicles of combat. They are trained in automotive, tank, plane, helicopter, and naval combat. Most of these systems are outdated and used for scrap, but the ones that still exist are used whenever possible. They are also given the basic knowledge to repair most vehicles. Start with tools necessary for work -They start with 2 slots, and one big slot. -Available only to Augmented humans. Demolitionist: -If there is something in the way of a regiment of troops, or just something that needs to go boom, this is the class for the job. They know how to rig, dismantle, and to properly use explosives. Start with demolitions kit, and explosive chemicals and powders. -They start with 3 slots. -Availiable to Augmented humans, Neo humans, and Power men. Heavy Weapons Specialist: -These are walking arsinals, capable of surving and killing many people in many battles. But the armor and weapons are so heavy, only the strongest of people can be this class. -They start with 2 slots, and 2 big slots. -Available only to Heavy men. Suiter: -These are the things that have replaced the need for a tank. Power armor technology is used for these powerful warriors. They are slow, but can endure great punishment. -They start with 2 slots, and 3 big slots. -Available only to Heavy men. Berserker Striker: -A class of Strikers just for the Berserker race. They are incredible melee warriors, and a team of Berserker Strikers can take down small regiments of troops without a single casualty for the striker squad. Start with 3 Fragmentation Grenades, and 2 Flash Bang grenades. Have 10% chance to dodge a bullet. -They start with 3 slots -Available only to Berserkers Berserker Addict: -Warriors so pumped on Berserker nanos, they loose all concepts of humanity. They are animalistic fighters, who can barly comprehend using a weapon. Have 17% chance to dodge a bullet. -They start with 2 slots -Available only to Berserkers
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Posted: Wed Dec 19, 2007 2:26 pm
VII. Armors:The organization of the armors goes like this: organization Armor Title: -Health value -Classes that can use this Armor -Slots Necessary -Bonuses Standard Armor: -15 health -Available to all classes -Requires one slot -No bonus Striker Armor: -10 health -Available to strikers, medics, snipers, pilots, and demolitionists. -Requires one slot - +1 to accuracy roll Commander Armor: -17 health -Available to Commanders only -Requires one slot - +1 to accuracy roll Heavy Armor: -25 health -Available to Heavy Weapons Specialists only -Requires one big slot -No bonus Beserker Striker Armor: -10 health -Available to Beserker Striker only -Requires one slot - +2 to damage Beserker Addict Armor: -5 health -Available to Beserker Addict only -Requires one slot -One additional attack per post. Mecha Suit: -20 health from mecha, 10 health from suplement armor -Available to Suiters only -Requires one big slot -The wearer gets two armors, one to wear, one to pilot.
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Posted: Wed Dec 19, 2007 7:45 pm
VIII. Weapons:Now I realize there are many different types of weapons, and many different varieties of set weapons in different parts of the world, but these are the general stats of the weapons, if you want detail be my guest, but you'll need to do your own research. Example Jim quickly ducked under the rock narrowly dodging enemy fire. He slides the empty clip out of his assault rifle, pulls a full clip off his belt, slots it in, and loads the first cartridge. As compared to: Jim quickly ducked under the rock, narrowly dodging enemy fire. He slides the empty clip out of his Ak-47, pulls a full clip off his belt, slots it in, and loads the first cartridge. I'll give the general size of a clip, I'm not saying you have to keep track, I only ask you reload when you feel you should. Like you fire constantly for three posts worth of actions, your gun is an unnatural demon and deserves to die. But seriously, if a hand gun has 12 ammo in a clip, and you spend an action firing freely with it, next round just reload before anything else. The ranges are like this: Short range is melee (2 feet) - 50 yards Mid range is 30 yards - 80 yards Long range is 100 yards and beyond The organization of the weapons goes as thus: organization Weapon Name: -Damage: Note I'll use a system of ndn, n being a number, d meaning dice. So if you see 1d10 that means one ten sided die, if you see 2d10+5 that means two tensided dice plus five. -Best Range: -Average ammo clip -Slots taken -Note Light Weaponry:Hand gun: -1d10 -Best at short -12 bullets -No slots, one slot for an additional one -Standard issue to any and all soldiers. Duel Weildable, two Hand guns can be fired in a single attack. Semiautomatic: -1d10+3 -Best at short -30 bullets -One slot -In this games sake, they only fire in bursts Assult Rifle: -1d10 or 1d10+5 -Best at short-mid -45 bullets -One slot -Pride and joy of all militaries, best choice overall. Has burst and fully automatic firing modes Shotgun: -2d10+2 -Best at short -8 shells -One slot -Great weapon at close range, poor at other ranges Sniper Rifle: -3d10 -Best at mid-long -1 round -One slot -For sniper class only, powerful weapons at a range, with +2 to hit Machine Gun: -1d10 or 2d10 -Best at short -90 Bullets -Two slots -A close range weapon, can take down multiple enemies. A rather heavy weapon, that is known to over heat easily. Can fire in burst or fully automatic. Commander Handgun: -1d10+5 -Best at short -12 Bullets -One slot -Only available to Commander class. Comparable to a .50 caliber handgun today. Grenade Launcher -3d10 -Best at short -Clip of six Grenades -2 slots for 12 grenades and launcher -The explosive for everybody, Launcher adds mid range accessibility. Rocket Propelled Grenade -3d10+3 -Best at short-mid -1 shot before reload -Two slots with 6 shots -A heavy weapon for infantry, not available to pilots, or medics Nail Gun -1d10+3 -Best at short -30 needles -One slot -The semi automatic for pilots and medics. It fires 5" long needles instead of bullets. Combat Blade -2d10, if Criticle 5d10 -Only at short -None -No slots, one slot for an additional 2 -Every troop is given a knife, Berserker Strikers, and Berserker Addicts are given two shot, curved combat swords, rather than a knife. Duel Weildable, meaning two knife attacks can be used as one move Heavy WeaponsHeavy Machine Gun -2d10 or 3d10 -Best at short -160 Bullets -One big slot -The Heavy version of a Machine Gun, also has burst and Automatic fire. Rail Gun -4d10 -Best at mid-long -6 rounds -One big slot -The giant equivalent to a Sniper Rifle, powerful piercing power, but needs to recharge/ warm up before shooting Slug Gun -3d10+5 -Best at short -16 Slugs -One big Slot -The giant equivalent to a Shot Gun, only truly effective at a short range Rocket Launcher -3d10+5 -Best at mid-long -4 rockets -Two big Slots -The giant RPG, the damage listed is for one rocket, while any number can be fired at the same time, with -1 accuracy for each shot over one, but all the additional damage. Heavy Nailgun -2d10+5 -Best at short-mid -40 spikes -One big slot, only available to suiters -The giant Nailgun, fires three foot long spikes rather than needles. Laser -4d10 -Best at short-mid -1 shot per battery -Two big slots for weapon and 10 batteries, only available to suiters -An experimental weapon, extremely powerful, and disintegrate what it hits. Not always dependable. Tesla Gun -1d10+ 10 per target hit -Best at short -1 shot per battery -Two big slots for weapon and 10 batteries -Another experimental weapon, fires a bolt of lightning that arcs through the nano filled bodies, and the more targets it hits, the more powerful it gets. Explosives:Fragmentation grenades -3d10 -Best at short -One lob -1 slot for 6 -The explosive everybody can enjoy Flash Bang grenades/ smoke -None -Best at short -One lob -1 slot for 4 -Hindering grenades that do no damage, but some way impeed your foe Experimental Laser Grenade -4d10 -Best at short -One lob -1 slot for 2 -"Explodes" sending a ring laser along its midline generator. Cuts anything it hits, but not always reliable, only practicle for destroying enemy vehicles or bunkers. Only available to Stiker or Berserk Striker Standard Rocket -3d10+5 -Best at mid-long -See Rocket Launcher -One slot for pack of 8 -Basic explosive, nothing fancy, but gets the job done Plasma Rocket -4d10+5 -Best at mid-long -See Rocket Launcher -One slot for pack of 4 -Uses experimental laser technology. When it hits target it fires a short distance laser into a cell of thermite, and a cell of scrap metal, creating a white hot slag that can melt through it's target effortlessly.
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Posted: Thu Dec 20, 2007 8:59 pm
IX. Factions, Rivalries, and ConflictsWith the world commanded by huge economic powers, many countries are now simply identified by their company titles, rather than their true states.  The layout of the states go likes this: organization Company name: -Location: -Products: -Classes trained: -Rivals: -Allies: United States Corporation (U.S.C.) -The United States stationed in Chicago, and most of Mexico -Produces all races except Berserkers -Trains all classes except Suiter -Blackwater, C.O.N.E. -S.A.A.P., New Russia Blackwater -Stationed in Germany, and spanning all of Europe, part of the Middle East, and parts of Northern Africa -Produces Augmented Humans, and Neo Humans -Trains all classes for each -U.S.C., A.A.B., New Russia -E.P.O.X. New Russia -Stationed in Moscow, controls all of Russia -Produces all races -Trains all classes except demolitionist, striker, pilot/mechanic, or berserker striker -C.O.N.E., Blackwater, E.P.O.X. -U.S.C., China South America Alliance of Powers (S.A.A.P.) -Stationed in Brazil, controls all of South America and part of Mexico -Produces Neo Humans, and Berserkers -Trains all classes for each -None -U.S.C. Eastern Powers Of Xion (E.P.O.X.) -Stationed in Iran, controls most of the Middle East -Produces Augmented Humans -Only trains grunts, strikers, demolitionists, snipers, and medics -U.S.C. -Blackwater Corporation Of Nipon Economics (C.O.N.E.) -Stationed in Tokyo, controls all of Japan, and the Philipeans -Produces Neo Humans, Power Men, and Berserkers -Trains all classes, but expert suiters. -U.S.C., New Russia, China -None China -Stationed in Beijing, controls all of China -Produces all races -Trains all Jobs -C.O.N.E. -New Russia African Association of Business (A.A.B.) -Stationed in Botswana, and controls all of Africa -Produces Augmented Humans, and Berserkers -Trains all classes except demolitionists, or berserker addicts -Blackwater -E.P.O.X. Bad Lands (Australia) -All of Australia -Produces nothing -Trains nothing -None -None Safe Lands (Canada) -All of Canada, Alaska, Greenland, and Iceland -Produces Augmented Humans -Trains all classes, mostly Medics -None -None Famous Battles-First War of Dominance. June 21, 2038 - January 5, 2040 The first major conflict after the creation of nano enhanced troops. Between the U.S.C. with the help of Canada and S.A.A.P. It was held against Blackwater, C.O.N.E, and China. The battle was held for dominance over the neutral country of Australia. There was so much destruction, that all of Australia was put into ruins, and through Mutually Assured Destruction, all the factions burnt everything, plant life and troops with Nuclear weaponry. It is doubtful anything lives in what is now called the Bad Lands. Additional Results of the battle are that Canada became a Neutral Country, with a Military force to defend itself. C.O.N.E. and China have become rivals in the military world. China became the current leader in economic power, infact it has become so powerful, that all the other countries know, toppling it, will throw the world into chaos. -The Blackwater Conquest August 14, 2042 - March 9, 2043 Two years after the First War of Dominance, Blackwater went on a Blitzkrieg style assault on E.P.O.X. and A.A.B. The results of this quick conflict was the alliance formed between Blackwater and E.P.O.X. and the rivalry between A.A.B. and Blackwater. Blackwater gained land in both economic countries. -The E.P.O.X. and A.A.B. Partnership November 23, 2043 Later in the year, after the Blackwater Conquest, E.P.O.X. and A.A.B. signed a business partnership, and treaty between them. This formed a weak alliance between Blackwater and A.A.B. through association, but the animosity between the two holds stronger than the bond.
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Posted: Thu Dec 20, 2007 9:14 pm
X. Character SkeletonThe information for the first conflict is in the O.o.C. so base your character information off that information. Submit your profiles to me through Private Message, and I'll add them to the Character List. [b]Gaia Name:[/b] [b]Character Name:[/b] Make is sound similar to that of the region the character is from [b]Race:[/b] [b]Class:[/b] [b]Armor:[/b] Keep in mind your slot count [b]Weapons:[/b] This is the area you should spend most of your slots on [b]Faction:[/b]
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Posted: Thu Dec 20, 2007 9:20 pm
XI. Current Characters:genric Gaia Name: genric Character Name: Mike Tomson Race: Augmented Human Class: Commander Armor: Commander Armor Weapons: Commander Pistol, Assult Rifle, Grenades Faction: U.S.C. Lock_Wolf Gaia Name: Lock_Wolf Character Name: Jack Spirit/ Nick Named 'Buck Shot' Race: Neo-human Class: Striker Armor: Standard Armor Weapons: Shotgun, Semiautomatic, Fragmentation Grenades Faction: U.S.C.
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