Utterly Mad
The Pit => Rec Room => Topic started by: RedVulnus on June 08, 2016, 03:03:04 pm
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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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Reserved!
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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
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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.
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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.
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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
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This will be starting tomorrow with the intro to give those who haven't signed up but are interested time.
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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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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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(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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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.
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Abraham goes prone, holding his Mortimer, ready to shoot any Vulture he sees.
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(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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"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.
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Abraham shoots at one of the gunmen climbing the wall.
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Buckets get to work getting the grappling hooks off the walls, he tries to take them off by hand, then realizes that's not the wisest idea, so he decides to shoot at the ropes.
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Pratchett
You fire your Boomstick at the berzerker and watch as the buckshot turns his stomach into a bloody mess. He looks down at the wound then back up at you and you barely hear him say "Fuck...that was a nice shot." before falling to the ground.
(to hit roll: 19. Damage Roll: 20)
Abraham
You take aim and fire at the nearest of the two gunmen. Your shot goes wide and you spot the gunman flip you off briefly before continuing his climb.
(To hit roll: 9)
Buckets
You pull out your Mouse and fire at the ropes that one of the men was climbing. Your shot grazes the rope but doesn't break it, though from the looks of it the gunman is quite concerned.
(To hit roll: 15. Damage: 8
Militiaman
He takes aim and fires at one of the gunman below. You all hear something in his gun snap and for a moment he just stares before snapping to and taking cover. "Gun's jammed...or broke. One of those!"
(to hit roll: 1)
Militia Leader
With an odd air of confidence the Militia Leader fires his Mouse at one of the gunman below and lands a shot to the gunman's arm. You all hear the distant shouting of the gunman as he grabs his arm.
(To hit: 14. Damage: 7)
Vulture Gunman
The gunman focuses on climbing the wall before the rope breaks. He makes it almost all the way up before having to steady himself on the now degrading rope.
Vulture Gunman 2
He rushes up the rope and manages to make it over the wall. unfortunately for him he's stuck out of cover.
Vulture Gunman 3
Taking aim with his uninjured arm he fires a shot at Pratchett but fails miserably, nearly nailing his ally on still on the wall.
(to hit: 6
Militiaman
He fires at the injured gunman and manages a hit to the stomach that causes the man to collapse to the ground.
(to hit: 12. Damage: 7)
Vulture Gunman 4
"Motherfucker I'll kill you and your fucking dog!" He screams at the top of his lungs as he fires up at you from below. You see the militiaman that had downed the other gunman stumble backwards with a hole through his eyesocket before falling backwards onto the ground.
(to hit: 20. Damage: 10.)
Turn order
Pratchett
Abraham
Buckets
Militia man
Militia Leader
Vulture Gunman 1 (on the same level as you)
Vulture Gunman 3
Vulture Gunman 4
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Buckets aims and fires at Gunman 1, after firing he attempts to fire at the rope again.
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Abraham pulls out his bat and slams it at Vulture Gunman 2.
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Sprinting over to the edge of the wall, Pratchett crouches down and attempts to detach Gunman 3's rope from wherever it's stuck. Failing this, he'll just try and shake the rope. Hopefully since the guy's already been shot in the arm, his climbing won't be the best.
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(it would appear I fucked up, the Gunman 1 on the turn order was supposed to be gunman 2, and Gunman 3 should have been 1 since Gunman 3 got shot dead.)
Pratchett
You move to the hook and grab it. You lift the hook off the wall and toss it back towards the Gunman. As he plummets to the ground you hear him scream before crashing head first into the ground.
(Strength check: 16)
Abraham
You pull out your bat and wind up the swing as you take a step towards the gunman. You see him start to to turn and lift his weapon when you bring the bat into the side of his head and cause him to stumble over the edge and fall to the ground below.
(To hit: 16. Damage: 11.)
Buckets
You line up a shot on the gunman but watch as he's taken out. You swivel your aim towards the gunman below and fire. The shot goes through the man's chest and you spot him reach his hand up to it and then look up at you. You make out the fact that he's mouthing something but you can't hear him from hear and instead watch him fall to the ground.
The last gunman was down and the Militia Leader smiles before turning to you. "Thanks for the help strangers. Me and the rest of the militia will sweep the lower levels to take care of any of 'em that are looting. Here's something for your trouble." He says before tossing a small bag to each of you. Peeking into your bags it looks like their filled with what the town uses as currency.
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Buckets rolls his eyes and heads to the marketplace, he looks around for a weapons dealer.
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"Yeah, yeah. Heard it before." Pratchett mumbles, taking the bag. Hell, he might as well follow the weirdo with the bucket shoved on his head, he probably knows where to buy stuff.
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The two of you wander into the market place and see the weapons smith putting his sign back up. He looks at you and waves before stepping behind the counter of his stall and says "What are you boys lookin for?"
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Buckets takes out his notepad and a pen and writes in surprisingly neat writing, "Do you have any guns here?" He shows the note to the weaponsmith
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"What he said. Guns. Booze. Some tin cans and string, specifically, if you got any." Pratchett mumbles, absentmindedly tapping his bag of coins against the stall.
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The weapon smith nodded and said "I can get you weapons, pretty much whatever you like." He looked over his shoulder at one of the craters left by a stray mortar shell "Well I used to. Stock is kinda limited right now."
(You each have 100 Bits(the local currency))
Weapon Vendor Inventory
Little Betsy
Description: A sawn off three barrel shotgun named after... no one really knows.
Damage: 6d6(single shot) 4d8x3(firing all barrels) damage drops off to 2d8 after 40ft
Firing modes: Single shot, All Barrels.
Cost: 50 Bits
Cleaver
Description: An automatic rifle that often leaves the person on the receiving end missing a body part.
Damage:2d8x3
Firing Modes: Burst
Cost: 75 Bits
Boombox
Description: A wooden stock with a 25mm tube attached designed to sling explosives towards distant targets.
Damage: 6d8 in 30 foot radius
Firing Modes: Single shot
Cost: 100 Bits
The Hammer
Description: A large hunk of rectangular metal attached to a long piece of wood.
Damage: 5d8
Cost: 25 Bits
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Buckets writes on his notepad, "The boombox and some explosives for it, for my singlebarrel and whatever extra bits you need."
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"I'll take the Cleaver, and the Hammer. That should do it for me." Pratchett mutters, sizing up the rifle and two-handed weapon from here. They looked deadly enough, for the time being.
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The Gunsmith took the single barrel shotgun and sixty bits then handed Buckets the Boombox and a box of ammunition for it. "Careful with that, there's no arming distance on the grenades so if you shoot it at something too close you'll end up blowing yourself up too."
The Gunsmith then took Pratchett's bits and handed him his choice in weapons "These'll get the job done. I like the Hammer, provides that personal touch."
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"Thanks be. You know anyplace 'round here a dune drifter can make himself useful for anything in return?" Pratchett asks the shopkeep, slinging the Cleaver over his shoulder and holding the Hammer in his off-hand.
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The Gunsmith nodded and pointed off towards an old man sitting on a rocking chair in front of the Militia's Barracks. "That's Old Man Morrison. People let him know about the jobs that need doin' and he lets the youngsters know what they need to do. He also hands out some of the jobs to out-of-towners in trade for Bits, though sometimes he throws in some other things to sweeten the pot."
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Pratchett nods in kind as the Gunsmith finishes speaking, turning 'round to look over at this Old Man Morrison. He, indeed, looked like the person to ask. Strolling on over to him, his new weapons on display, Pratchett coughs a bit to get his attention. "You Old Man Morrison? I've been told to come to you for work."
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Buckets silently follows Pratchett from a distance, he enters the Militia's Barracks and raises a hand as a greeting to Pratchett.
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Old Man Morrison looked up at Pratchett and Buckets. "I've got work alright. I need some boys to go out and check The Farm since they haven't said anything over radio since the Vultures attacked. Since everyone else is busy dealing with things here I'll give you two the job, one-hundred-and-fifty bits each for the job." He says, pulling out a box of cigarettes and taking one for himself before offering one to each of you.
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"You got yourself a done deal, old timer." Pratchett states, reaching out and taking the cigarette, then hopefully waiting for it to be lit. "Point me in the direction, and me and my friend here'll head on over."
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Buckets puts up a hand to symbolize that he's fine.
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Old Man Morrison shrugged when Buckets raised his hand and put the pack back in his pocket before producing a make shift lighter. He lit Pratchett's cigarette and then his own. "Alright. It'll take you a couple of days to get there. If anyone asks when you get there I sent ya' to check, but if you spot any Vultures put 'em down. I'll give you five bits each for every nose you bring me from the Vultures. It's a standing bounty in this town so keep that in mind."