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Author Topic: 2276: Wastes and Wasters  (Read 3634 times)

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RedVulnus

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2276: Wastes and Wasters
« on: June 08, 2016, 03:03:04 pm »
It's been well over two hundred years since they dropped the nukes and here we are. Well, you are, you're some of the last to come out of cryostasis. The robots called down nukes to 'exterminate' the human race but we were prepared and a large number of people went into cryo to wait out the radiation.
Civilization picked up after the first round of people came out of stasis. Towns were put together and things started back into the swing of things. Of course there were those who became raiders, killing for amusement and profit. Regardless we all call ourselves Wasters.
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Welcome to the wastes. As previously stated nukes were dropped and people have since come out of stasis and started rebuilding, or fighting. The mechanics we'll be using are below, if you've got questions please ask or if you'd like to see something changed.

Death, unconsciousness, and injury
There are three stages to the health of a unit. Living, Unconsciousness, and then Death. Unconsciousness results when a unit’s health reaches zero or below and the unit is knocked out and unable to act. At this point the unit can be revived and death averted. Reviving a unit with a non-medic unit gives them only minimal health where as a medic reviving another unit will result in them coming back with half of their total health.
Once unconscious there is a limited amount of time to revive them. There are ten turns to revive the unit, though after a certain threshold of negative health that time is cut in half and if their health reaches over negative ten they will die instantly. An enemy unit may execute an unconscious unit if they reach them, but this often less than advantageous for the enemy and therefore a tactic not often deployed.
Injury is a result of unconsciousness however and will result in negative injuries for the unit in question. What specific negative injury is random as the result is rolled on d100. It could be anything from reduced movement speed to accuracy penalties.

Cover reduces the chance for incoming fire to hit you. Cover comes in quarter, half and full cover which grant varying degrees of protection. As it takes fire cover will deteriorate depending on its material and the weapon being used. Flanking will also nullify the effects of cover.
Quarter cover
This is generally an object that a person can duck or stand behind. Parts of the body are generally still in view of any enemies that may be looking for you such as parts of the arms, legs, or parts of the chest and stomach. This gives any incoming fire a minus one to hit the target.

Half cover
This is any object or structure that comes up to the waist and allows a person to duck behind that will nearly cover their entire body. Generally small parts of the body will be poking out such as hands, feet, and parts of the head or chest. This gives any incoming fire a minus two to hit the target.

Full cover
This is any object that the target can stand behind and be fully covered. Nothing can be seen or is sticking out. This gives any incoming fire a minus four to hit the target.

Movement speed is how far you’re units can move in a single movement action. Movement is either in Squares or feet with squares being about five feet. The normal movement action is thirty feet, or six squares. Units have two movement actions per turn totaling up to twelve squares, though certain conditions may increase or decrease this.
Movement actions are also used to change stance and weapon and to reload. A unit’s stance can be standing, crouching, or prone and each of these have their advantages. Standing gives no penalties to movement or accuracy. Crouching halves you movement speed and provides a plus one to hit the unit’s target. Prone reduces movement speed to a single square but provides a plus three to hit the target. Switching weapons and reloading requires a singular movement action.

Initiative
Initiative is rolled at the start of round. The person with the highest number goes first. If two people have the same number they re roll to determine who goes before the other.

Combat
Combat as with everything else is taken in turns. Who moves first is determined by initiative which has already been discussed so I won’t go over it again here. What a turn in combat consist of is movement actions, attack actions, and the results of such.
Attack actions are just that, attacks. They usually consist of a unit a firing his designated weapon at the specified enemy unit. A d20 is rolled to determine if the attack hits and then damage is rolled according to the weapon and armor and penalties are factored in.
There are also limited use items such as grenades or rocket launchers. Limited use items can be used a certain number of times during combat and have varying effects. A grenade will do area damage where as a med kit will heal the target.

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CS
Name:
Gender:
Background: (You can choose to either be a Waster or fresh out of Stasis, up to you.)
Clothes: (cosmetic mostly, excepting for bags and such which increase carrying capacity)
Armor: (increases the required roll to hit you)
Weapons: (there will be list below for you for starter weapons)
Inventory: (if it's not weapons, armor, or clothes then it goes here)
Skills: (You have twenty points to distribute into skills. Feel free to make up you're own skills, just be ready to clarify what they do if I ask please. Also, example: Mechanics would affect your capability to work with and on mechanical objects and items)


Starter Weapons
The Mouse
Description: Modeled after the old German Mauser from the second world war this weapon is favored by the soldiers of the 'New Reich'. This weapon was mass produced by them during their fledgling years this weapon is now common place in the wastes.
Clip: 8
Range: 80 Feet
Fire modes: Semi auto
Damage: 2d6

Single barrel
Description: A home made shotgun found commonly in the wastes due to how easy it is to make. The weapon is made from pretty well anything.
Clip: 1
Range: 80 feet
Fire Modes: semi auto
Damage: 5d6 with damage drop off at 60 feet to 2d6

Bat
Description: Called a bat after the old world sports instrument.
Damage: 3d8

Mortimer Special
Description: Named after the first waster to produce them the Mortimer Special is a bolt action rifle.
Clip: 3
Range: 120 feet
Fire Mode: Bolt
Damage:  4d6

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Forrest

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Re: 2276: Wastes and Wasters
« Reply #1 on: June 08, 2016, 03:38:27 pm »
Reserved!
Area Record 1782:
Date: 08/29/██

Event: An elderly human feeding itself to a group of kakapo. Did not express pain, appeared ambivalent.

Wheel-Son

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Re: 2276: Wastes and Wasters
« Reply #2 on: June 08, 2016, 03:44:16 pm »
Name: Buckets
Gender: Male, maybe.
Background: Waster
Clothes: A brown long sleeved shirt, a pair of black cargo pants, workboots, a red shawl, a sling pack, a back holster, a shoulder holster, and a belt with various pouches and a bandoleer.
Armor: A large paint bucket with eye-holes cut into it, a padded vest worn under his shawl,  a pair knee-pads, a pair of elbow pads, and a pair of armored gloves.
Weapons: The Mouse, and the Single Barrel, made from a pipe and an old, broken, pistol grip.
Inventory: Not a whole lot actually, there's some scraps of paper, a few assorted bullet casings, what might be considered "Useful" would be a notepad, a half full package of pens, a complete deck of cards made from various cards, and a couple large coins in his pockets (quarter sized coins)
Skills: Shooting: 7 Dodging: 7 Gambling: 6 Talking: Ninja brain levels of talking skills
« Last Edit: June 13, 2016, 01:06:12 am by Wilson »
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RedVulnus

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Re: 2276: Wastes and Wasters
« Reply #3 on: June 08, 2016, 03:54:18 pm »
A poll is going to be put up real quick for an important question on how this will go. Figure I may as well see what everyone would prefer.
« Last Edit: June 08, 2016, 04:01:23 pm by RedVulnus »

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Re: 2276: Wastes and Wasters
« Reply #4 on: June 09, 2016, 01:01:57 am »
Name: Pratchett
Gender: Male
Background: Waster
Clothes: A short-sleeved shirt of sewn burlap, raggedy cargo pants, hiking boots, a long patchwork scarf, heavy goggles, a wide-brimmed leather hat, and a back holster. For general storage, he's got a lightweight runner pack, and a large-ish bindle he lugs around from place to place.
Armor: A thick jacket of boiled shank-leather, a lightweight vest of cobbled Kevlar, thick leather padding on his cargo pants, and heavy leather gauntlets reinforced with metal.
Weapons: One single barrel shotgun. It's rather well-made, and lovingly cared for. Pratchett's got a bit of ammo, made recently, and loaded with a haphazard mix of steel, copper, and lead.
Inventory: Drug paraphernalia; a few packaged balls of opium and a pipe, some cheap amphetamine salts in a stained bottle. A large-ish bottle of homebrewed beer, and a matching bottle of cheap fermented wine. A small scrap-steel stove and associated clay cookware, a few hunks of dried meat and fruit, a small spiral-bound book, seemingly a religious text, called The Cleansing Flame, and a jar of black gunpowder.
Skills: Unarmed Combat-5, Marksmanship-5, Explosives-5, Fabrication-5.
Area Record 1782:
Date: 08/29/██

Event: An elderly human feeding itself to a group of kakapo. Did not express pain, appeared ambivalent.

LionSiege

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Re: 2276: Wastes and Wasters
« Reply #5 on: June 09, 2016, 05:24:48 am »
Name: Abraham
Gender: Male
Background: Waster
Clothes: Black jeans, rubber boots, a little camo bag, military style shirt, and a camo hoodie.
Armor: A Kevlar vest.
Weapons: Mortimer Special, Bat
Inventory: Compass, a Swiss knife, a half a bottle of dirty water, tiny pieces of food.
Skills: Persuation-15,  Finding food and water-5
Hitler did 7/11

RedVulnus

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Re: 2276: Wastes and Wasters
« Reply #6 on: June 10, 2016, 12:51:43 pm »
This will be starting tomorrow with the intro to give those who haven't signed up but are interested time.

RedVulnus

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Re: 2276: Wastes and Wasters
« Reply #7 on: June 11, 2016, 09:40:19 pm »
The town you were staying in was a three leveled fortress of a town defended by the town militia. The inn the three of you were staying in was on the top tier which was only accessible by a crane operated elevator. The other two 'tiers' were just different levels of the hill that had been leveled for building on. The three of you had heard some talk of the Vultures during your stay, mostly that they had tried and failed on a few occasions to attack the place.
The three of you had woken up and  were going about your morning routines when you heard the town's siren go off. You hear something crash into one of the buildings near the inn you were staying at and screaming. The three of you leave the building and are greeted by the sight of the town militia leader shouting "We got Vultures attacking! Get to the walls and take them out."

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Re: 2276: Wastes and Wasters
« Reply #8 on: June 13, 2016, 01:12:42 am »
Buckets was trying to deal for a game of poker, a tad dissipointed he gets up and pulls out his mouse, he pulls back the slide makes sure it's loaded and heads toward to walls, an aura of blatant disinterest emanates from him.
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RedVulnus

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Re: 2276: Wastes and Wasters
« Reply #9 on: June 13, 2016, 12:55:21 pm »
(if you guys want me to write a new intro just let me know, had a real shit day when I wrote that and just couldn't find the creativity for much else but didn't want to push back starting this... that might have been a mistake.)

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Re: 2276: Wastes and Wasters
« Reply #10 on: June 13, 2016, 03:04:23 pm »
Pratchett sleepily sits up in his bedroll, coughing into his arm and glaring at the militia member who woke him."Oi, can't you lot deal with a few brigands? I swear..." He grumbles, grabbing his shotgun from beside him, loading up a shell, and slipping on his shank-leather jacket. The world really doesn't run out of idiots who just want to die, does it? With this thought in his mind, he takes up a position on the walls.
Area Record 1782:
Date: 08/29/██

Event: An elderly human feeding itself to a group of kakapo. Did not express pain, appeared ambivalent.

LionSiege

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Re: 2276: Wastes and Wasters
« Reply #11 on: June 14, 2016, 03:22:28 pm »
Abraham goes prone, holding his Mortimer, ready to shoot any Vulture he sees.
Hitler did 7/11

RedVulnus

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Re: 2276: Wastes and Wasters
« Reply #12 on: June 15, 2016, 02:45:59 pm »
(going to assume Abraham went to the wall as well)
You all start towards the wall with the militia leader close behind. The militia leader looked at Pratchett and said "Yeah, well this is the first time they brought fucking mortars to shoot at us. Looks like half my boys are just blood and guts at the bottom of some craters now."
The three of you see and hear a couple more explosions before reaching the wall. You hear one of the militia men shout "Where did these idiots get grappling hooks?"
As you take cover you see one of them hop over the wall and drive the head of a hand axe through the one of the militiamen's skulls and shout "I'M GONNA KILL ALL OF YOU FUCKERS!"
You can also see two gunman in half cover, one behind a pile of wooden crates and the other behind a small stack of concrete mix bags below you, two gunman climbing the wall, and the Berzerker standing over the body of a now deceased militiaman. The three of you react quickly and are able to take aim at your targets.

Turn order
Pratchett
Abraham
Buckets
Vulture Berzerker (the Vulture that climbed up)
Militia man
Militia Leader
Vulture Gunman
Vulture gunman
Vulture Gunman
Militia Man
Vulture Gunman

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Re: 2276: Wastes and Wasters
« Reply #13 on: June 15, 2016, 08:36:56 pm »
"OI! FUCKFACE!" Pratchett shouts, bringing his boomstick to bear at the berzerker. Taking semi-careful aim at the Vulture's center of mass, he pulls the trigger, sending buckshot to hopefully kill the bandit.
Area Record 1782:
Date: 08/29/██

Event: An elderly human feeding itself to a group of kakapo. Did not express pain, appeared ambivalent.

LionSiege

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Re: 2276: Wastes and Wasters
« Reply #14 on: June 16, 2016, 04:22:50 am »
Abraham shoots at one of the gunmen climbing the wall.
Hitler did 7/11

 

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