Author Topic: Vulnus' Workshop  (Read 1121 times)

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Forrest

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Re: Vulnus' Workshop
« Reply #15 on: November 15, 2016, 01:47:19 pm »
Lookin' good so far, man.
Area Record 1782:
Date: 08/29/██

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

RedVulnus

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Re: Vulnus' Workshop
« Reply #16 on: November 22, 2016, 09:55:35 pm »
The Gladiator
Specializing in melee weapons, thrown weapons, and capable with pistols the Gladiator charges in head on to render foes into pieces and crush skulls. The need for heavy armor, training, and physical conditioning means that many gladiators lack skills outside of their combat expertise. All gladiators have access to spike grenades that they can attach to walls, vehicles, or enemies(whom they can proceed to throw or kick away) which can be set to proximity detonation, remote detonation, or used as a regular grenade on a timer.
The Gladiator Specializations
Berzerker
The Berzerker is the embodiment of strength and carries large two handed weapons. Wearing armor that even the Sentinel would call excessive the Berzerker charges into the fray with little care for personal safety, after all the surgeon can just patch him back up. If you need to kill a specific target, the Berzerker won’t just kill him but render him into tiny bits.
The Guardian
Unlike his Berzerker brother the Guardian wears even heavier armor and carries a shield that the engineers describe as a ‘piece of tank armor with a handle attached’. He is a moving piece of cover that his allies can duck behind quickly during a fire fight and can still dish punishment.



The Medic
The Medic provides medical care to his compatriots in the field. He’s also trained in combat so as to help in any fire fights the team may get in. He also provides support with line of sight breaking smoke grenades and later on gets access to healing stations that allies can move close to receive small health recovery every turn.
The Medic Specializations
Field Medic
The Field Medic provides powerful healing during combat but lacks the capability to heal more long term injuries which may affect combat capalities of his allies. However he still retains the capability to revive fallen allies.
The Surgeon
Providing less powerful in combat healing the Surgeon instead provides exceptional out of combat healing and can remove long term injuries which affect his allies combat capabilities and can revive fallen allies.



The Hunter
The Hunter is the long range specialist. The Hunters come from a variety of back grounds but most of them are either military or PMC but some come from actual hunting backgrounds of the illegal variety.
The Hunter Specializations
The Ranger
More mid ranged then his other counterpart the Ranger uses DMRs to bring consistent fire on his targets and help his compatriots. The Ranger is also the recon of the group carrying special observation drones, cameras, and target identification equipment to pick out high priority targets and additional bounties.
The Sniper
Providing long range fire support the sniper is almost always well away from the actual danger and provides significant overwatch capabilities. The sniper also carries anti material rifles to help take out armored targets and provides additional support with a long range ordinance carrying drone.





Indirect fire
Sometimes it is possible to fire on an enemy that is not in your sight or through a wall. If an ally can see an enemy that you can't, but is within your weapon range and nothing can stop your shots then it is possible to fire on them with a slight accuracy penalty.


CS for the RP(may as well)

Name:
Gender:
Class:
Specialization:
Weapons:
Equipment:(if you have questions just ask)
Background:(is really more for the RP element)
Clothes:
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RedVulnus

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Re: Vulnus' Workshop
« Reply #17 on: January 22, 2017, 01:02:39 pm »
Analyzing....Identity Confirmed, welcome aboard.
You have been assigned to [redacted] to lead special operations squads as we attempt to deal with the threat to the United Galaxy Association. You will be tasked with various objectives that you must accomplish in order to further the mission. Now playing training video to aid in preparations for the task ahead...

"So you're the new the squad commanders. Listen up, you'll be leading squads to accomplish assigned objectives. You'll get to pick out what specializations your squad members have but we cannot provide enough personnel for you to pick and choose who you get, so you'll be assigned someone in that specialization. Aida display the specializations please."

Medic
Purpose: Keep the squad alive and moving.
Armaments: SMGs, pistols, semi-auto rifles
Additional Protection: Personal Shield
Skills
Heal: Used to restore a soldiers hit points.
Revive: Used to pick a downed soldier up.
Cryo Ammo: Slows and potentially freezes targets but diminishes damage to personal shields.

Engineer
Purpose: Keep vehicles running and bypass mechanical and electric obstacles
Armaments: Semi-auto rifles, pistols, shotguns
Additional Protection: Armor
Skills
Repair: Used to restore weapons, armor, and mechanical allies.
Turret: The Engineer deploys a turret that targets any enemies in the area or acts as a remote sentry that will alert the engineer to incoming enemies.
Incendiary Ammo: Burns and potentially ignites targets and does additional damage to armor and standard health

Assault
Purpose: Commit to close quarters combat and attract the attention of enemy troops to allow comrades to acquire better positions.
Armaments: Shotguns, pistols, Assault Rifles
Additional Protection: Armor and Personal Shields
Skills
Taunt: The Assault soldier enrages his enemy to attract fire from his allies.
Overcharge: The Assault Soldier overcharges his shields and weapons to all him to charge into combat. After 3 turns his shields will be disabled for two turns and his weapons will return to normal parameters.
Incendiary Ammo: Burns and potentially ignites targets and does additional damage to armor and standard health

Support
Purpose: Provide suppression and heavy weapons capabilities for the squad and allow his allies to restock ammo after combat situations
Armaments: Machine Guns, Rocket Launchers, Grenade Launchers, pistols
Additional Protection: Armor and Personal Shields
Skills
Suppression: The Support Soldier fires heavy volumes of fire in  a specific direction and suppresses any enemies in that direction(requires Machine Guns)
Targeting Algorithm: Using the built in technology of his helmet or visor the Support Soldier fires a high damage shot or burst at a specific target
Electric Ammo: electrifies the target doing additional damage to shields and robots.
________________________________________________________________________________________________________

So I'm working on thing. you lead a squad of up to four other members, and there are 2 more classes that I'll write up later. In combat you directly control every member of your squad and outside of it your squad will be NPCs which you can interact with and outside of operations will do their own thing.

So some under the hood mechanics that you'll need to keep in mind

Loyalty
Each squad member has a loyalty score which is not available for you. Depending on your actions you can affect their loyalty, which can either make them more effective and unlock new skills and capabilities for the soldier or it can make them question your orders. The former is a good thing, the latter not so much. If a soldier's loyalty score gets low enough they may voice their concerns in public or private which can affect the loyalty score of the other squad members or they may just leave the squad entirely which is also bad, but that's discussed in the leveling section.
Some soldiers may require some help with a matter outside of the mission to unlock certain abilities or traits but this is dependent on the soldier. Not doing these missions won't damage their loyalty but they will be unable to advance their loyalty further.

Leveling
You and your squad members level up together but if one of your soldiers dies or leaves their replacement will be level one. The replacement will slowly build up to the point of the other squad members but it will take some time and in the meantime they're weaker than everyone else on the squad.
Leveling increases the capabilities of the squad and makes abilities more powerful as well as increasing health, armor, and shields depending on the protection type the soldier has.


_________________________
And more details to come once I finish writing things up. As a note though I'm probably going to limit the number of players so...I don't know if you really want to participate when it's done shoot me a pm and we can talk about it, but I'm not promising any reserved slots.

RedVulnus

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Re: Vulnus' Workshop
« Reply #18 on: March 12, 2017, 12:11:18 am »
Hey folks, since I have this little thread for this type of thing I've got a question for anyone interested in joining an RP run on Roll 20. I'm gonna list a few settings below  and let me know what you find interesting from the list.
onto the settings

1: WW1 tech level world where players are involved in a major war
2: Fantasy setting with WW1 era tech (so you have things like elves, orks, and the like as well as magic alongside WW1 Era technology)
3: Fantasy setting in which magic is a hard to perform task that is exceedingly dangerous for the caster but the magic is very powerful
4: Medieval setting with fantasy elements excluding magic.



These are the settings I'm interested in working on but if no one is interested I can work on other settings, I'm just seeing if there's interest in these first.

Wayward Pilgrim

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Re: Vulnus' Workshop
« Reply #19 on: April 04, 2017, 11:27:49 am »
number 2 is pretty neato
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RedVulnus

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Re: Vulnus' Workshop
« Reply #20 on: April 04, 2017, 02:04:22 pm »
Okay another question so hopefully this works.

Do you want to be adventurers? Soldiers? Basically what do you want to be in this world as a group. As a note if you're adventurers it'd be preferable if we could figure a way out for your characters to know each other before hand.


And as note I may not be able to set time aside since a lot of things keep popping up that I have to help take care of on the weekends and I'm fairly busy on weekdays. So this may have to be a forum RP. If I can't find the spare time to actually both organize a session and run it weekly I'll still put together maps and the like in Roll20 or similar and post them as images here, as well as all the other things needed for the RP to run. If it not being on Roll20 or in the standard session format is a deal breaker then I apologize but life has gotten pretty busy for me at the moment.

Wayward Pilgrim

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Re: Vulnus' Workshop
« Reply #21 on: April 06, 2017, 11:51:51 pm »
Sorry for holding off on answering, I was hoping somebody else would reply, but did you have any specific ideas for adventurers or soldiers? Both seem good to me.

I was thinking a form RP too, so it's all good.
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RedVulnus

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Re: Vulnus' Workshop
« Reply #22 on: April 07, 2017, 01:05:19 am »
I have ideas for both.

For adventurers depending on how you want to play it you could be hired by someone or could have heard about something that got your interest.

For soldiers you'd have a task you would need to accomplish, retrieving an important artifact or killing a person(s) or helping in a war.

As for specific ideas I have

For Adventurers

You've recently heard of a once grand city long lost to the world recently uncovered. However those who have found their way to this city have returned speaking of the living dead and monstrosities that they were lucky to survive meeting. If you feel brave enough perhaps you can make a name for yourselves delving into the city.
---

You had heard stories of strange goings on near the borders of the Monarchy. People disappearing and towns burning down. According to the few poor farmers that were allowed into the inner districts a masked man is the cause of this. They called him the Herald of Death, a former plague doctor evidently. Perhaps taking on this mad man will provide you with a standing among the nobles that you could leverage in the future.


For soldiers

You've been assigned with investigating the fortresses along the Kore Line(named after city through which the line for the Front was drawn). With the war won some form of communication of the surrender of those within the fortresses should have been received but nothing has been heard. As one of the elite squads of the army you have been sent to investigate the fortresses to determine what's going on. The intelligence from the few among the enemy who ever transferred out of the fortresses warns that the men inside may not be entirely stable with numerous mentions of men going missing while assigned to the doctors offices.
And whilst these are called Fortresses be aware these may as well be fortified towns and cities.
((as a note there will be NPCs with you since it wouldn't make much sense to send 4-6 people to search what's not only the size of a town or city but also is a heavily fortified military position to boot))

----------------

Those are the ideas I have for the two options, granted not in as much detail as will be present in the RP itself.

 

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