ed658b No.18046 [View All]
December 10, 20XX, an unidentified object made collision with the planet. Although damage is reported as minimal, the object has been speculated to be unstable, and several military and research groups have been moved into the area until further notice to study the anomaly. Borders to the area have been closed due to the appearance of the mysterious object, and as such, many riots have begun and the civilian sectors have fallen into chaos. Additionally, several labs believed to have relations to an underground research group, ORACLE, have been uncovered in the area, and mutated individuals have escaped, spreading what is being referred to as ‘decay’. Such individuals are to be avoided at all costs and are considered highly dangerous. Civilians in the area are instructed to stay indoors, and avoid contact with potential threats within the area.
[Please note your character's starting location/objectives are decided by your chosen class and fluff.]
—–
Ruleset: http://pastebin.com/rNGg812s
IRC:https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
[Please direct all questions to the IRC, I'm happy to answer them]
—–
PLEASE FILL OUT:
Name:
Role:
Level:
Health: 100
Wealth: 0
Decay: 0
Fluff:
DO NOT FILL OUT:
>Inventory:
>Skills:
Bonus/Eccentricities:
—–
ROLES/CLASSES:
[Soldier]
-Combat Uniform (+5 Combat Mod)
-Standard Pistol (+5 Combat Mod)
[Civilian]
-Regular Clothes (+5 Action Mod)
-+10 Wealth
[Officer]
-Standard Pistol (+5 Combat Mod)
-Police Uniform (+5 Action Mod)
[Scientist]
-Lab Coat (+5 Research Mod)
-Strength Serum (One Time +25 Combat Mod)
[Doctor]
-Doctor’s Coat (+5 Research Mod)
-Healthpack (Recover +25 Health)
[Engineer]
-Engineer’s Clothes (+5 Action Mod)
-Engineer’s Goggles (+5 Research Mod)
[Genetic Experiment]
-+10 Corruption
-Tattered Clothing (+5 Action Mod)
—–
YOU HAVE 2d100 TO START
12 postsand7 image repliesomitted. Click reply to view. ____________________________
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ed658b No.18062
>>18046
Name: Joseph White
Role: [Civilian]
Level:
Health: 100
Wealth: 0
Decay: 0
Fluff: Born to an upper middle class family in California, Joseph found his calling at a small summer camp in the Sierra Nevada mountains. Making use of his background in gymnastics, he was able to get photos from angles that seem impossible. Pursuing a degree in journalism, Joseph was traveling home when the borders were closed. Lodged in a small hotel room, he's decided to spend the time here finding a way to get a picture of the object.
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ed658b No.18066
>>18051
>Name: John Blake
>Role: Engineer
>Level: 1
>Health: 100
>Wealth: 0
>Decay: 0
>Fluff:
John Blake worked for the government on various projects, mainly mechanical, and some classified. He is a direct employee of the government, and gets all the perks and (mainly) problems with that employment. Of "Amero-Mutt" ancestry, John's hobbies outside of work primarily involve working with his bonsai plants, and working with flowers.
>Inventory:
-Engineer’s Clothes (+5 Action Mod)
-Engineer’s Goggles (+5 Research Mod)
-Pocket Bonsai
>Skills:
>Bonus/Eccentricities:
-Technical Know-How: You have a general understanding of how most things are. +5 Research Mod
-Bad Memories: In your time working for the government, you've seen some weird things that will scar you for life. It's even started to wear on you a little. Add +5 decay every third turn. This can be countered by cutting on your pocket bonsai.
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ed658b No.18070
>>18052
>Name: Sgt. Nick Sheffield
>Role: [Officer]
>Level: 1
>Health: 100
>Wealth: 0
>Decay: 0
>Fluff: Nick Sheffield, depending on who you talk to, is either the best guy you've ever met or a total monster. To his family, he is an upstanding citizen, gift to the community, and generally "nice member of the community" that voluntarily shovels snow and gives generous heaps of candy to children. He has several dogs, all of them corgies.
>To the media, leftists, and others, Nick Sheffield is probably the worst cop ever to exist. He's been involved in multiple aggravated assaults, several unexplained murders, and at least one prostitute who accused him of rape – conversely, he accused her of fraudulent advertising. On the job Nick treats his job as something of a wild safari of sexual adventure mixed with petty acts of sadism, masochism, racism, and general abuse. Generally, if he finds if he can get at least two of those into his schedule, he's had a good day.
>Inventory:
-Standard Pistol (+5 Combat Mod)
-Police Uniform (+5 Action Mod)
-1 Kilo of Cocaine
>Skills:
-Dirty Fighting x1.5
>Bonus/Eccentricities:
-Bad Cop: You gain a +10 mod on all deplorable acts, whether research on something bad or an action to do something worse.
-…Good Cop?: You gain a -5 mod on all rolls not involving your family, close friends, or the Bad Cop Bonus.
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ed658b No.18074
>>18046
Name: Joe mcmanus
Role: [Engineer]
-Engineer’s Clothes (+5 Action Mod)
-Engineer’s Goggles (+5 Research Mod)
Level:1
Health: 100
Wealth: 0
Decay: 0
Fluff: Joe has since a young age been well adapted to building and taking things apart. Much to his parents chagrin he spent much of his early days taking apart various objects to see how they work. Everything from clocks and TV remotes to the mini-fridge in the garage (he got the belt for that one). As he got older his interest in things mechanical only grew. Getting a full ride scholarship to MIT was the crowning achievement of his life. Sadly only days after he graduated the collision happened. As rumors of Grand discoveries from the object have floated around it has quickly become an obsession of his to study this alien thing for himself. It has begun to consume his every waking moment. Drifting apart from friends and family. He has determined he will study this thing and learn what it can teach him or he will die trying.
DO NOT FILL OUT:
>Inventory:
>Skills:
Bonus/Eccentricities:
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ed658b No.18078
>>18055
>Name: Michael Ramsey
>Role: Civilian
>Level: 1
>Health: 100
>Wealth: 10
>Decay: 0
Fluff: Mike is an interesting fellow. He is a dedicated and hard working man, smart and athletic. Many would call him perfect, but few know of his obsession. He is obsessed with stealing. For him there will never be an early retirement. He will plan and run heist after heist until he is caught, dead, or too old.
The obsession started when he was in highschool. On a dare from his friends he stole the answers to a test and got away with it, mainly since he didn't use them himself. That begin to make him more daring, wanting more fun from the heists. He was smart, careful, and made contacts. So far it has only been small, but now that he is out of college and has some fake employment to fool officials it is time for bigger heists.
>Inventory:
-Regular Clothes (+5 Action Mod)
-Crowbar (+5 Combat Mod)
>Skills:
>Bonus/Eccentricities:
-Sneak King: All stealth or theft based action rolls gain a +5 Mod.
-Wanted Face: Because an extended period of time may lead to people recognizing you as a thief, you must try to be short with them, especially with officials about. You have a penalty of -5 on all interaction rolls with other people.
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ed658b No.18079
>>18046
Name: Oscar Everett
Role: Civilian
Level: 1
Health: 100
Wealth: 0
Decay: 0
Fluff: 'Veteran' didn't really describe Oscar. Last time he was in the force, they were still being called Shellbacks. Vietnam, Shaba II, Lebanon, the man trekked his way through each one. He was talented, they found - real talented. Enough to make it as a Green Beret, and then go through top-level CIA training. In the short while he had for himself, Oscar had a kid with a woman back home in the states, never saw them again. Never really investigated what happened. For the last ten years, he's been retired due some doctor's bullshit about aging or whatever. Oscar knows it's shit. He's still as strong as ever. And at the least, he knows ways to kill most people would laugh at as impossible. And he's not having any of this shit.
>Inventory:
>Skills:
Bonus/Eccentricities:
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ed658b No.18102
>>18046
Name: XF-275
Role: Genetic Experiment
Level:
Health: 100
Wealth: 0
Decay: 0
Fluff: Free, free, no more needles, no more wires, free, free, stars, I can see stars! hands WHERE ARE MY HANDS!? WHAT HAVE YOU DONE WITH MY HANDS!? Just long tendrils now, no more hands. I'LL FEED YOU TO THE STARS!
DO NOT FILL OUT:
>Inventory:
>Skills:
Bonus/Eccentricities:
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ed658b No.18368
>>18056
>PLEASE FILL OUT:
>Name: Corporal Vyshaun "Deadbolt" Comstock
>Role: Soldier
>Level: 1
>Health: 100
>Wealth: 0
>Decay: 0
>Fluff:
An inner-city kid who joined the military at the behest of his grandfather, some five-odd years ago. Comstock's knack for keeping cool under pressure and his skill with a submachine gun are contributing factors to his reassignment to patrolling and monitoring the object, in concert with the rest of his platoon. Comstock, however, signed up to get a job, stay out of the ghetto, and get some Korean tail– not stare at an alien object. He's not keen on staying any longer than he has to.
>Inventory:
-Combat Uniform (+5 Combat Mod)
-Standard Pistol (+5 Combat Mod)
-Submachine Gun (+8 Combat Mod)
>Skills:
-Military Grade Weapons Training x1.3
>Bonus/Eccentricities:
-Military Man: Action rolls relating to doing your job gain a +5 mod.
-Get Me Out of Here: Every 3 turns, roll an additional die to see how Vyshaun feels about being stuck in this mess.
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ed658b No.18373
>Name: Artyom
>Role: Soldier
>Level: 1
>Health: 100
>Wealth: 0
>Decay: 0
>Fluff:
From Russia with hot fiery love. Artyom is a bear of a man, with instincts to match; he'll swallow you in his hairy russian embrace, hold you tender against the snow of the Urals baby, and drown you in a nice warm golden shower of party-approved vodka. In all serious, Artyom is a soldier, an a lover, sometimes both at the same time, beware his charm, for it has sown the fields of many a maiden, just as his exo-suit has filled the tombs of many a grave. He has ample time and experience fighting, as he was a mercenary since the day he turned 18; seven years later, he still fights, now for the rush of adrenaline as much as the cash. A recent contract brought him and several compatriots to "The Zone" as it is called, that being the land around the object. As Artyom heard the far off scream of something entirely inhuman, he felt not fear, but excitement. His suits speakers amplifying his voice as it shook the leaves on the trees around him "Да, настоящая борьба !"
>Inventory:
-Combat Uniform (+5 Combat Mod)
-Combat Mech Suit Alpha (+15 Combat Mod)
-3 Combat Suit Batteries
>Skills:
-Combat Suit Expertise 1.5x
>Bonus/Eccentricities:
-Suit User: Because your suit is so integrated into your combat style, you require it for combat. Outside of the suit, you cannot use other weapons, however if you spend enough time researching, you can upgrade your suit and integrate other weapons into it.
-Prototype: Your suit is a prototype, and as such, does not have a sustainable power source. Every 3 turns, you must dispose of one of your combat suit batteries. If your combat suit batteries reach 0, your suit will not work until a new battery is retrieved.
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ed658b No.18377
>>18059
>>18373
Forgot to link to post
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ed658b No.18383
Name: Pavlov Pachmelnik Zakuskov
Role: Engineer
Level:
Health: 100
Wealth: 0
Decay: 0
Fluff: Working for the World Government, Pavlov was contracted as a specialized weapons designer having previously earned a reputation working for a large weapons manufacturing firm. His job is to assest the combat effectiveness of troops and equipment on the battlefield in the continuing operation and develop superior weapons, armaments, and technologies that will assist in purging plague, infestation, and contaminated creatures and persons. He develops new technologies from weapons systems, automated turrets and drones, or advanced bio-hazard gear where it is needed.
Although not a scientist himself, he was a graduate of a presitgious Technical University with a minor degree in biology, allowing him to assess the effectiveness of his weapons against the anatomy and physiology of monsters, allowing him to figure out new ways to kill them.
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ed658b No.18407
>>18060
>Name: Private Wiktor Wiktorjewitsch "White Death" Glasnost
>Role: Soldier
>Level: 1
>Health: 110
>Wealth: 0
>Decay: 0
>Fluff:
Probably as durable as he is stoic Private Glasnost received his ironic nickname for getting lost during a wargame in Siberia. Nobody noticed his disappearance until he showed up two weeks later at the camp, looking like an icicle murmuring something about having "enough of this stupid wargame".
While not particularly intelligent and seemingly void of leadership qualities or any emotions beyond disapproval and basic empathy Wiktor is actually a surprisingly capable soldier, able to operate under hazardous conditions, whether they may be physical or psychological.
To the sore disappointment of his comrades the one thing keeping Private Glasnost from being a stereotypical Russian soldier is his refusal to smoke or drink, as he claims this is bad for his health and that he would rather get shot than die from lung cancer.
With an unfavorable tendency to enjoy honest, simple conversation and keeping things out in the open it is unlikely that Wiktor will ever even make it into the ranks of a secretive organization, shadowy special unit or even as far as the rank of Corporal. A trait that doesn't particularly benefit him, but makes him all the more dependable in the eyes of his comrades.
>Inventory:
-Combat Uniform (+5 Combat Mod)
-Standard Pistol (+5 Combat Mod)
>Skills:
-Capable Soldier x1.1
>Bonus/Eccentricities:
-Health Nut: Permanent +10 maximum health mod. That's it.
-Bad With Directions: Action rolls to go to a location, visited or new suffer a -10 penalty, and you may end up in unexpected places.
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ed658b No.18478
>>18061
>Name: Taylor
>Role:[Genetic Experiment]
>Level: 1
>Health: 100
>Wealth: 0
>Decay: 10
>Fluff:
Taylor ran away from home to escape a bullying campaign that had made her life unbearable, just a couple months before her 16th birthday. She was prime pickings for those looking for people who wouldn't be missed and ORACLE was the one who took her. Subject to inhuman experiments Taylor nevertheless survived and took to her mutations well, and was labelled as one of the successes.
Sporting numerous changes akin to that if an insect she now looks like a cross between a human, hornet and a spider. One thing she has managed to hide from her captors that is that she can control the nearby insects completely, even sharing their senses though she isn't quite as good at that.
Now that she has escaped she knows she can't go home and is at a loss of what to do
>Inventory:
-Tattered Clothing (+5 Action Mod)
>Skills:
>Bonus/Eccentricities:
-Genetic Experiment: Due to your abduction by ORACLE, it is made clear you have some affinity with the decay. You may reach 150 decay before losing yourself to it rather than the standard 100.
-Mutated: Because you are a mutated Genetic Experiment, people have been warned against you. Take a penalty of -20 to all interaction based Action Rolls.
-Insectoid: You have a thick shell-like coating that was created when you were experimented on. Because it is so difficult to break through, your enemies take a -10 penalty to all combat rolls.
-Decay Mutation 1: Permanent +5 Action Mod
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ed658b No.18479
>>18062
>Name: Joseph White
>Role: [Civilian]
>Level: 1
>Health: 100
>Wealth: 10
>Decay: 0
>Fluff:
Born to an upper middle class family in California, Joseph found his calling at a small summer camp in the Sierra Nevada mountains. Making use of his background in gymnastics, he was able to get photos from angles that seem impossible. Pursuing a degree in journalism, Joseph was traveling home when the borders were closed. Lodged in a small hotel room, he's decided to spend the time here finding a way to get a picture of the object.
>Inventory:
-Regular Clothes (+5 Action Mod)
-Camera
>Skills:
>Bonus/Eccentricities:
-Flexible: From your time as a gymnast, you've found yourself to be quite flexible and acrobatic. You have an easy time getting around. You gain a +10 Action Mod to all action rolls involving these skills.
-The Object Whispers: Since you've been here, you've sworn you could hear /something/ speaking to you at times, calling for you to come closer to the object. Every other turn, you must spend an action to hear the words of the object or suffer certain… consequences.
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ed658b No.18480
>>18074
>Name: Joe mcmanus
>Role: [Engineer]
>Level:1
>Health: 100
>Wealth: 0
>Decay: 0
>Fluff:
Joe has since a young age been well adapted to building and taking things apart. Much to his parents chagrin he spent much of his early days taking apart various objects to see how they work. Everything from clocks and TV remotes to the mini-fridge in the garage (he got the belt for that one). As he got older his interest in things mechanical only grew. Getting a full ride scholarship to MIT was the crowning achievement of his life. Sadly only days after he graduated the collision happened. As rumors of Grand discoveries from the object have floated around it has quickly become an obsession of his to study this alien thing for himself. It has begun to consume his every waking moment. Drifting apart from friends and family. He has determined he will study this thing and learn what it can teach him or he will die trying.
>Inventory:
-Engineer’s Clothes (+5 Action Mod)
-Engineer’s Goggles (+5 Research Mod)
>Skills:
>Bonus/Eccentricities:
-MIT Boy: You gain a permanent +10 research mod thanks to your schooling.
-Artifact Obsession: You have the deepset belief that the mysterious object will provide you with the information you desire. Every three turns, unless you have found some information relating to the alien object, you gain 5 points of decay.
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ed658b No.18481
>>18079
>Name: Oscar Everett
>Role: Civilian
>Level: 1
>Health: 100
>Wealth: 10
>Decay: 0
>Fluff:
'Veteran' didn't really describe Oscar. Last time he was in the force, they were still being called Shellbacks. Vietnam, Shaba II, Lebanon, the man trekked his way through each one. He was talented, they found - real talented. Enough to make it as a Green Beret, and then go through top-level CIA training. In the short while he had for himself, Oscar had a kid with a woman back home in the states, never saw them again. Never really investigated what happened. For the last ten years, he's been retired due some doctor's bullshit about aging or whatever. Oscar knows it's shit. He's still as strong as ever. And at the least, he knows ways to kill most people would laugh at as impossible. And he's not having any of this shit.
>Inventory:
-Regular Clothes (+5 Action Mod)
Standard Pistol (+5 Combat Mod)
>Skills:
-CIA Training x1.3
>Bonus/Eccentricities:
-Masterful Fighting: Due to your combat oriented background, you gain a permanent +10 Combat Mod.
-Bullshit Aging: Whenever you enter fight, you take 5 damage to your health, regardless of whether you win or lose.
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ed658b No.18482
>>18102
>Name: XF-275
>Role: Genetic Experiment
>Level: 1
>Health: 100
>Wealth: 0
>Decay: 10
>Fluff: Free, free, no more needles, no more wires, free, free, stars, I can see stars! hands WHERE ARE MY HANDS!? WHAT HAVE YOU DONE WITH MY HANDS!? Just long tendrils now, no more hands. I'LL FEED YOU TO THE STARS!
>Inventory:
-Tattered Clothing (+5 Action Mod)
>Skills:
>Bonus/Eccentricities:
-Genetic Experiment: Due to your abduction by ORACLE, it is made clear you have some affinity with the decay. You may reach 150 decay before losing yourself to it rather than the standard 100.
-Mutated: Because you are a mutated Genetic Experiment, people have been warned against you. Take a penalty of -20 to all interaction based Action Rolls.
-Starchild: Your visions of the stars have gifted you a strange sort of knowledge. Gain +10 bonus to all research rolls.
-Decay Mutation 1: Permanent +5 Combat Mod
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ed658b No.18483
>>18383
>Name: Pavlov Pachmelnik Zakuskov
>Role: Engineer
>Level: 1
>Health: 100
>Wealth: 0
>Decay: 0
>Fluff:
Working for the World Government, Pavlov was contracted as a specialized weapons designer having previously earned a reputation working for a large weapons manufacturing firm. His job is to assest the combat effectiveness of troops and equipment on the battlefield in the continuing operation and develop superior weapons, armaments, and technologies that will assist in purging plague, infestation, and contaminated creatures and persons. He develops new technologies from weapons systems, automated turrets and drones, or advanced bio-hazard gear where it is needed.
>Inventory:
-Engineer’s Clothes (+5 Action Mod)
-Engineer’s Goggles (+5 Research Mod)
-Auto-Turret (+10 Combat Mod ONCE)
>Skills:
>Bonus/Eccentricities:
-Militantly Creative: Thanks to your skills as an engineer, you can create your own weapons (specifically turrets) from scrap and other weapons. These turrets can be deployed in combat once, and may stack bonuses. You may carry up to three at a time.
-Weapons Nut: Because you specialize in weapons-only development, you may only create new weapons, not new armors or other inventions.
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ed658b No.18487
>>18047
You begin in Lab 5, researching a small chip that seemed to break off the object during impact.
>>18050
You begin at the northside police station, along with Scruffy, your dog. You just arrived for work.
>>18051
You've been placed in Military Camp 4, assisting in setup of the base. It isn't completely finished. You've been tasked with setting up three generators around the site.
>>18052
You begin at the southside police station. You passed out here drunk last night and don't even remember where you got the cocaine. You remember you had sent your wife an email saying you had to work all last night.
>>18055
You're at your apartment complex, Shady Acres.
>>18056
You're in military camp 3. They're setting up and you've been put on riot control duty. It seems quiet right now, but you're ordered to wait and watch until something does.
>>18059
You're in military camp 2. Lots of powerful individuals are around. You're handed a packet full of briefing information. Apparently several objects were seen moving from the object before impact. It is a detainment mission but you are authorized to kill hostiles. Apparently it's a potential extra-terrestrial. Additionally, there are some papers on the recently identified group ORACLE. Apparently they're a high end government program. Their escaped experiments are on your authorized kill list.
>>18060
You're in military camp 3. You've been tasked with organizing files. Most of it is in packets, and you aren't supposed to look at them.
>>18061
You've escaped to a small park. You're having headaches. It's been a while since you'd last seen the sun, and it's really hard to see now.
>>18062
You're at your hotel. You can see the massive object towering in the distance.
>>18074
You're in Lab 8. Your base is on the edge of the crater and you've been given some equipment to set up. You've been given some instructions with it. You're not entirely sure what the device is for.
>>18079
You're at your house which you've barricaded lightly.
>>18102
You're in a now abandoned ORACLE lab. You notice several experiment pods are broken. All of the expensive equipment has been moved out of the facility. Your memories are hazy.
>>18383
You're in military base 3. You've been asked to set up some turrets around the perimeter.
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ed658b No.18488
You may now post. You have 2d100 to start.
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ed658b No.18490
| Rolled 5, 9 = 14 (2d100) |
>>18487
>Name: Pavlov Pachmelnik Zakuskov
>Role: Engineer
>Level: 1
>Health: 100
>Wealth: 0
>Decay: 0
>Fluff:
Working for the World Government, Pavlov was contracted as a specialized weapons designer having previously earned a reputation working for a large weapons manufacturing firm. His job is to assest the combat effectiveness of troops and equipment on the battlefield in the continuing operation and develop superior weapons, armaments, and technologies that will assist in purging plague, infestation, and contaminated creatures and persons. He develops new technologies from weapons systems, automated turrets and drones, or advanced bio-hazard gear where it is needed.
>Inventory:
-Engineer’s Clothes (+5 Action Mod)
-Engineer’s Goggles (+5 Research Mod)
-Auto-Turret (+10 Combat Mod ONCE)
>Skills:
>Bonus/Eccentricities:
-Militantly Creative: Thanks to your skills as an engineer, you can create your own weapons (specifically turrets) from scrap and other weapons. These turrets can be deployed in combat once, and may stack bonuses. You may carry up to three at a time.
-Weapons Nut: Because you specialize in weapons-only development, you may only create new weapons, not new armors or other inventions.
1. Set up some turrets eh? Easy slice. Let's see what supplies and equipment I have to work with first. I should be able to put some stuff to good use here.
-Engineer’s Goggles (+5 Research Mod)
2. Then build up the turrets.
-Engineer’s Clothes (+5 Action Mod)
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ed658b No.18492
| Rolled 21, 69 = 90 (2d100) |
Name: Sgt. Nick Sheffield
Role: [Officer]
Level: 1
Health: 100
Wealth: 0
Decay: 0
Fluff: Nick Sheffield, depending on who you talk to, is either the best guy you've ever met or a total monster. To his family, he is an upstanding citizen, gift to the community, and generally "nice member of the community" that voluntarily shovels snow and gives generous heaps of candy to children. He has several dogs, all of them corgies.
To the media, leftists, and others, Nick Sheffield is probably the worst cop ever to exist. He's been involved in multiple aggravated assaults, several unexplained murders, and at least one prostitute who accused him of rape – conversely, he accused her of fraudulent advertising. On the job Nick treats his job as something of a wild safari of sexual adventure mixed with petty acts of sadism, masochism, racism, and general abuse. Generally, if he finds if he can get at least two of those into his schedule, he's had a good day.
Inventory:
-Standard Pistol (+5 Combat Mod)
-Police Uniform (+5 Action Mod)
-1 Kilo of Cocaine
Skills:
-Dirty Fighting x1.5
Bonus/Eccentricities:
-Bad Cop: You gain a +10 mod on all deplorable acts, whether research on something bad or an action to do something worse.
-…Good Cop?: You gain a -5 mod on all rolls not involving your family, close friends, or the Bad Cop Bonus.
—
Actions [Bribe Jimmy; Solicit Young Girls]
—
1. "Jimmy. Jimmy, hey, how's the .. Yeah. Hey, how's the wife. Listen. Uh huh. I need to borrow some of that forfeiture gear. Yeah I know that's illegal, I can pay you back. Nah, Jimmy, come on..you're a good friend of mine….and you'll never guess what I've got…here…" [Ask Jimmy to give up some guns from forfeiture, bribe with coke][+10 bad cop]
2. Nick prowls around the local high school in uniform with his hair slicked. He's asking girls if they want to "ride around in his police cruiser and have some fun." "Girls, girls, get back here or I'll have to search you. Your little asses are probable cause where I'm sitting. Hey. I said STOP. STOP. Yeah..good…so..you ever see this before?…" [Solicit young girls, use coke][+10 Bad Cop]
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ed658b No.18493
| Rolled 85, 16 = 101 (2d100) |
1. I need clothes that will be able to hide my form from prying eyes. With everyone warned to stay inside it shouldn't be hard to break into a place with clothing, maybe a backpack. I'll need something pretty baggy and with a hood.
2. Practice my stealth. Stick to the shadows, avoid lights and cameras and do my best to lighten my footsteps. I gotta stay hidden.
http://pastebin.com/hGxNnVSy
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ed658b No.18494
>>18046
Name: The Man
Role: Hobo (Civilian)
Level: 1
Health: 100
Wealth: 0
Decay: 0
Fluff: He's called "The Man". Or at least, that's what he tells himself. Nobody really knows what his name is. Before the whole catastrophic incident, he would always just sit in front of the local grocery store, beg for some money, and shout profanities at pigeons. Some say he's a bit damaged in the head.
But now, The Man sees this horrible incident as an opportunity! He'll become the local survivors merchant and become rich! So rich!
But right now, he's dirt poor and he doesn't even get the 10 Wealth that he's supposed to start out with.
DO NOT FILL OUT:
>Inventory:
>Skills:
Bonus/Eccentricities:
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ed658b No.18495
| Rolled 92, 3 = 95 (2d100) |
>>18487
1. Study the fuck out of that chip.
2. Scrounge around the lab for anything useful towards my present research.
Name: Dr. Leliana Jokun
Role: Scientist
>Level: 1
>Health: 100
>Wealth: 0
>Decay: 0
Fluff:
Dr. Jokun got her degree in microbiology from Chulalongkorn University, Kingdom of Thailand, after being expelled just before receiving her Ph.D from Oxford over “ethical concerns” on how she had obtained her thesis data. While she maintained the “human test subject projections section” table was indeed a projection, the ethical board of review took a better-safe-than-sorry tac. Besides, the accelerated clotting worked in animal trials, can’t you people see the potential benefits??
Regardless, Dr. Jokun is one of the best microbiologists in the world, so she’s never had a hard time getting a job in the private sector. When not at work, she enjoys yoga, naginatajutsu, reading Hentai manga (of which she has a considerable collection, and board games. She’s a sagittarius and her favourite drink is a vodkatini when she’s trying to get drunk–other than that, her fridge is always stocked with Mick’s Hard Glacier Berry, a supply she must frequently replenish.)
>Inventory:
-Lab Coat (+5 Research Mod)
-Strength Serum (One Time +25 Combat Mod)
-Naginata (+5 Combat Mod)
>Skills:
-1.1x Naginatajutsu
>Bonus/Eccentricities:
-Microbiology Expert: All rolls relating to microbiology gain a +10 mod.
-Those Are Your Interests?: You have trouble differentiating real life from anime/manga. Action rolls relating to interaction suffer a -5 mod.
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ed658b No.18496
| Rolled 9, 76 = 85 (2d100) |
>>18487
>PLEASE FILL OUT:
>Name: Corporal Vyshaun "Deadbolt" Comstock
>Role: Soldier
>Level: 1
>Health: 100
>Wealth: 0
>Decay: 0
>Fluff:
An inner-city kid who joined the military at the behest of his grandfather, some five-odd years ago. Comstock's knack for keeping cool under pressure and his skill with a submachine gun are contributing factors to his reassignment to patrolling and monitoring the object, in concert with the rest of his platoon. Comstock, however, signed up to get a job, stay out of the ghetto, and get some Korean tail– not stare at an alien object. He's not keen on staying any longer than he has to.
>Inventory:
-Combat Uniform (+5 Combat Mod)
-Standard Pistol (+5 Combat Mod)
-Submachine Gun (+8 Combat Mod)
>Skills:
-Military Grade Weapons Training x1.3
>Bonus/Eccentricities:
-Military Man: Action rolls relating to doing your job gain a +5 mod.
-Get Me Out of Here: Every 3 turns, roll an additional die to see how Vyshaun feels about being stuck in this mess.
1. Riot control. That's some shit the cops should be doing. But, hey, it beats monster-hunting.
Keep a careful eye on the streets and alleys as they set up in camp. +5 Military Man Bonus.
2. Get the boys into a defensive formation. Eyes on, fingers by your safeties, ears perked. +5 Military Man Bonus.
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ed658b No.18497
| Rolled 7, 91 = 98 (2d100) |
>>18487
>Name: Michael Ramsey
>Role: Civilian
>Level: 1
>Health: 100
>Wealth: 10
>Decay: 0
Fluff: Mike is an interesting fellow. He is a dedicated and hard working man, smart and athletic. Many would call him perfect, but few know of his obsession. He is obsessed with stealing. For him there will never be an early retirement. He will plan and run heist after heist until he is caught, dead, or too old.
The obsession started when he was in highschool. On a dare from his friends he stole the answers to a test and got away with it, mainly since he didn't use them himself. That begin to make him more daring, wanting more fun from the heists. He was smart, careful, and made contacts. So far it has only been small, but now that he is out of college and has some fake employment to fool officials it is time for bigger heists.
>Inventory:
-Regular Clothes (+5 Action Mod)
-Crowbar (+5 Combat Mod)
>Skills:
>Bonus/Eccentricities:
-Sneak King: All stealth or theft based action rolls gain a +5 Mod.
-Wanted Face: Because an extended period of time may lead to people recognizing you as a thief, you must try to be short with them, especially with officials about. You have a penalty of -5 on all interaction rolls with other people.
1. Check up on the news for what to have as the next hit.
2. Start trying to find an in to the local underground. Finding myself a good fence will be good.
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ed658b No.18499
| Rolled 67, 4 = 71 (2d100) |
>>18487
>You've been placed in Military Camp 4, assisting in setup of the base. It isn't completely finished. You've been tasked with setting up three generators around the site.
>Name: John Blake
>Role: Engineer
>Level: 1
>Health: 100
>Wealth: 0
>Decay: 0
>Fluff:
John Blake worked for the government on various projects, mainly mechanical, and some classified. He is a direct employee of the government, and gets all the perks and (mainly) problems with that employment. Of "Amero-Mutt" ancestry, John's hobbies outside of work primarily involve working with his bonsai plants, and working with flowers.
>Inventory:
-Engineer’s Clothes (+5 Action Mod)
-Engineer’s Goggles (+5 Research Mod)
-Pocket Bonsai
>Skills:
>Bonus/Eccentricities:
-Technical Know-How: You have a general understanding of how most things are. +5 Research Mod
-Bad Memories: In your time working for the government, you've seen some weird things that will scar you for life. It's even started to wear on you a little. Add +5 decay every third turn. This can be countered by cutting on your pocket bonsai.
Memory Counter: 1/3
Actions:
1: Doublecheck Generator Setup and Manual [+10 Research Mod]
2: Generators Setup [+5 Action Mod]
Sigh. Another day, another lousy day, and of course a bloody emergency. It's always a bloody emergency. 'Military Camp 4', that implies there's 3 others. No matter. Focus on the job ahead.
Bloody generators, and of course the military thinks that "Generator" means "Generator", no matter the make and model. Not familiar with these particular ones, better at least go through the manuals before setting them up. No point in blowing myself up, is there.
Wonder if the lilies are okay. This looks like a long haul job, I should have asked the neighbors to water them.
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ed658b No.18500
| Rolled 73, 60 = 133 (2d100) |
>>18487
>Name: XF-275
>Role: Genetic Experiment
>Level: 1
>Health: 100
>Wealth: 0
>Decay: 10
>Fluff: Free, free, no more needles, no more wires, free, free, stars, I can see stars! hands WHERE ARE MY HANDS!? WHAT HAVE YOU DONE WITH MY HANDS!? Just long tendrils now, no more hands. I'LL FEED YOU TO THE STARS!
>Inventory:
-Tattered Clothing (+5 Action Mod)
>Skills:
>Bonus/Eccentricities:
-Genetic Experiment: Due to your abduction by ORACLE, it is made clear you have some affinity with the decay. You may reach 150 decay before losing yourself to it rather than the standard 100.
-Mutated: Because you are a mutated Genetic Experiment, people have been warned against you. Take a penalty of -20 to all interaction based Action Rolls.
-Starchild: Your visions of the stars have gifted you a strange sort of knowledge. Gain +10 bonus to all research rolls.
-Decay Mutation 1: Permanent +5 Combat Mod
1. Explore this place, what do the stars tell me of these pods, the stuff here, where am I? Why am I?
2. Enough, the time to leave is upon us, We must escape, escape to the stars! leave now now!
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ed658b No.18507
| Rolled 99, 57 = 156 (2d100) |
>>18487
>Name: Joseph White
>Role: [Civilian]
>Level: 1
>Health: 100
>Wealth: 10
>Decay: 0
>Fluff:
Born to an upper middle class family in California, Joseph found his calling at a small summer camp in the Sierra Nevada mountains. Making use of his background in gymnastics, he was able to get photos from angles that seem impossible. Pursuing a degree in journalism, Joseph was traveling home when the borders were closed. Lodged in a small hotel room, he's decided to spend the time here finding a way to get a picture of the object.
>Inventory:
-Regular Clothes (+5 Action Mod)
-Camera
>Skills:
>Bonus/Eccentricities:
-Flexible: From your time as a gymnast, you've found yourself to be quite flexible and acrobatic. You have an easy time getting around. You gain a +10 Action Mod to all action rolls involving these skills.
-The Object Whispers: Since you've been here, you've sworn you could hear /something/ speaking to you at times, calling for you to come closer to the object. Every five turns, you must spend an action to hear the words of the object or suffer certain… consequences.
>Actions
1) Something clicks inside Joseph's head as he looks at the object in the distance. Whispers unloaded from the back of his skull, in a voice unlike any he's heard before.
2) Grabbing his camera, Joseph follows his directions and starts driving towards the massive object.
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ed658b No.18508
| Rolled 62, 44 = 106 (2d100) |
>>18487
Name: Artyom
Role: Soldier
Level: 1
Health: 100
Wealth: 0
Decay: 0
Fluff: From Russia with hot fiery love. Artyom is a bear of a man, with instincts to match; he'll swallow you in his hairy russian embrace, hold you tender against the snow of the Urals baby, and drown you in a nice warm golden shower of party-approved vodka. In all serious, Artyom is a soldier, an a lover, sometimes both at the same time, beware his charm, for it has sown the fields of many a maiden, just as his exo-suit has filled the tombs of many a grave. He has ample time and experience fighting, as he was a mercenary since the day he turned 18; seven years later, he still fights, now for the rush of adrenaline as much as the cash. A recent contract brought him and several compatriots to "The Zone" as it is called, that being the land around the object. As Artyom heard the far off scream of something entirely inhuman, he felt not fear, but excitement. His suits speakers amplifying his voice as it shook the leaves on the trees around him "Да, настоящая борьба !"
>Inventory:
-Combat Uniform (+5 Combat Mod)
-Combat Mech Suit Alpha (+15 Combat Mod)
-3 Combat Suit Batteries
>Skills:
-Combat Suit Expertise 1.5x
>Bonus/Eccentricities:
-Suit User: Because your suit is so integrated into your combat style, you require it for combat. Outside of the suit, you cannot use other weapons, however if you spend enough time researching, you can upgrade your suit and integrate other weapons into it.
-Prototype: Your suit is a prototype, and as such, does not have a sustainable power source. Every 3 turns, you must dispose of one of your combat suit batteries. If your combat suit batteries reach 0, your suit will not work until a new battery is retrieved.
1/2. Да, good enough; gather the men and move out into the zone, its time to introduce these things to Earth!
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ed658b No.18513
| Rolled 23, 98 = 121 (2d100) |
>>18487
Name: James MacAurey
Role: Officer
Level: 1
Health: 100
Wealth: 0
Decay: 0
Fluff: James was never really the type of man who got along well with other people. Most of his coworkers just found him unnerving at best and downright creepy at worst. His stares simply lingered for too long and his way with words left something lacking. Say what you will about the man but James at least had a passion that he found early in his life. One for the pursuit of justice and another for the animals that enabled this pursuit. He threw himself headfirst into his work whenever the opportunity presented itself and his love for animals soon extended to the dogs in the precinct.
It quickly became evident that James just had a way with the K-9 units and they flourished under his care. Injuries to both the dogs and their handlers went down once he joined the unit. Even arrests were up though the majority of them revolved around drug-related crimes. It was simply bad luck that caused this object to strike his home and put any chance of a promotion or raise to rest. Now his goal is to make sure that the dogs are okay in this chaos and to keep his city safe from criminals. A pretty lofty task but one that James feels he is up to.
When he isn't on duty, James is known for being a pretty avid drinker at home and paid subscriber to several anime channels. He hides his weekly tabletop games from his coworkers out of a fear that they would ridicule him. Asides from really nerdy shit, James is a outspoke member of PETA and frequently visits the local zoo.
pic-related is cool police dogs. WOOF WOOF.
Inventory:
-Standard Pistol (+5 Combat Mod)
-Police Uniform (+5 Action Mod)
-Scruffy The Police Dog (Your Loyal Companion)(+5 Combat Mod)
Skills:
-1.2 K-9 Combat Training
Bonus/Eccentricities:
-Animal Lover: All rolls relating to animal interaction gain a +5 mod. [NOTE: Genetic Experiments do not count as animals, even if they look like them.]
-I CAN UNDERSTAND THEIR PAIN: Any time a dog whistle or high pitch noise is used, you suffer a -10 Combat Mod
1) Oh shit son, do you know what day it is? Monday! That is a fun day! Go check on the dogs down at the kennel and make sure that is all is right with them.
2) Go grab today's assignment from the chief. Pet Scruffy aggressively as I recieve it.
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ed658b No.18525
| Rolled 50, 8 = 58 (2d100) |
>>18074
>Name: Joe mcmanus
>Role: [Engineer]
>Level:1
>Health: 100
>Wealth: 0
>Decay: 0
>Fluff:
Joe has since a young age been well adapted to building and taking things apart. Much to his parents chagrin he spent much of his early days taking apart various objects to see how they work. Everything from clocks and TV remotes to the mini-fridge in the garage (he got the belt for that one). As he got older his interest in things mechanical only grew. Getting a full ride scholarship to MIT was the crowning achievement of his life. Sadly only days after he graduated the collision happened. As rumors of Grand discoveries from the object have floated around it has quickly become an obsession of his to study this alien thing for himself. It has begun to consume his every waking moment. Drifting apart from friends and family. He has determined he will study this thing and learn what it can teach him or he will die trying.
>Inventory:
-Engineer’s Clothes (+5 Action Mod)
-Engineer’s Goggles (+5 Research Mod)
>Skills:
>Bonus/Eccentricities:
-MIT Boy: You gain a permanent +10 research mod thanks to your schooling.
-Artifact Obsession: You have the deepset belief that the mysterious object will provide you with the information you desire. Every three turns, unless you have found some information relating to the alien object, you gain 5 points of decay
>>18487
1.Start setting up the equipment. +5
2. When the equipment is set up stare at the device observe it in all its glory. It's waiting for you and only you. Feel the glorious love. Practically emanating from it. Soon you will touch it. Soon. Soon. Soon.
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ed658b No.18534
| Rolled 10, 61 = 71 (2d100) |
>>18487
>Name: Oscar Everett
>Role: Civilian
>Level: 1
>Health: 100
>Wealth: 10
>Decay: 0
>Fluff:
'Veteran' didn't really describe Oscar. Last time he was in the force, they were still being called Shellbacks. Vietnam, Shaba II, Lebanon, the man trekked his way through each one. He was talented, they found - real talented. Enough to make it as a Green Beret, and then go through top-level CIA training. In the short while he had for himself, Oscar had a kid with a woman back home in the states, never saw them again. Never really investigated what happened. For the last ten years, he's been retired due some doctor's bullshit about aging or whatever. Oscar knows it's shit. He's still as strong as ever. And at the least, he knows ways to kill most people would laugh at as impossible. And he's not having any of this shit.
>Inventory:
-Regular Clothes (+5 Action Mod)
Standard Pistol (+5 Combat Mod)
>Skills:
-CIA Training x1.3
>Bonus/Eccentricities:
-Masterful Fighting: Due to your combat oriented background, you gain a permanent +10 Combat Mod.
-Bullshit Aging: Whenever you enter fight, you take 5 damage to your health, regardless of whether you win or lose.
1/2: Now is no time for hiding. I've set up a good enough operational base at my house, and I can use that if I need to, but I need to be out on the streets about now, looking for the cause of emergency and panic. Hell if I'm gonna sit here and wait to rot!
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ed658b No.18632
| Rolled 63, 15 = 78 (2d100) |
>>18487
>Name: Private Wiktor Wiktorjewitsch "White Death" Glasnost
>Role: Soldier
>Level: 1
>Health: 110
>Wealth: 0
>Decay: 0
>Fluff:
Probably as durable as he is stoic Private Glasnost received his ironic nickname for getting lost during a wargame in Siberia. Nobody noticed his disappearance until he showed up two weeks later at the camp, looking like an icicle murmuring something about having "enough of this stupid wargame".
While not particularly intelligent and seemingly void of leadership qualities or any emotions beyond disapproval and basic empathy Wiktor is actually a surprisingly capable soldier, able to operate under hazardous conditions, whether they may be physical or psychological.
To the sore disappointment of his comrades the one thing keeping Private Glasnost from being a stereotypical Russian soldier is his refusal to smoke or drink, as he claims this is bad for his health and that he would rather get shot than die from lung cancer.
With an unfavorable tendency to enjoy honest, simple conversation and keeping things out in the open it is unlikely that Wiktor will ever even make it into the ranks of a secretive organization, shadowy special unit or even as far as the rank of Corporal. A trait that doesn't particularly benefit him, but makes him all the more dependable in the eyes of his comrades.
>Inventory:
-Combat Uniform (+5 Combat Mod)
-Standard Pistol (+5 Combat Mod)
>Skills:
-Capable Soldier x1.1
>Bonus/Eccentricities:
-Health Nut: Permanent +10 maximum health mod. That's it.
-Bad With Directions: Action rolls to go to a location, visited or new suffer a -10 penalty, and you may end up in unexpected places.
1-2. They really have no idea about there personell. Private Wiktor would randomly look at any files that were marked with cool stuff and would not even try to hide that he was reading some of them. That said he would of course continue to organize them, certianly knowledge of the content would help him do so.
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ed658b No.18931
>>18490
[Pavlov]
1. You don't find any of the materials necessary to build a turret. You go whining to the boss and he simply gives you some standard military parts.
2. You try putting the parts together but the turret just collapses. You're pretty sure its both you and the parts' fault.
>>18492
[Sgt. Sheffield]
1. "I've heard you asking for it one too many times, Nick. The answer is still no." Jimmy hangs up the phone before you get a chance to respond. You have a feeling he doesn't want to talk to you for a while.
2. You prowl around the highschool for a bit. You manage to 'instruct' a girl or two about the dangers of cocaine after giving a proper 'inspection'. You then teach them how to use such a drug properly while you make sure your inspection was thorough. You sell the remainder of to the girls afterwards, turning a fair profit. You feel like you're being watched. (Gain +20 Wealth) (Remove 1 Kilo of Cocaine)
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ed658b No.19520
| Rolled 100 (1d100) |
>>18931
rolling for reasons
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ed658b No.19523
>>18493
1. You find a [Cloak (+5 Action Mod)]
2. You kind of sneak around, but end up getting seen by some people. Panic starts. Troops may be here soon.
>>18495
1. You study the chip of unknown material. It's unlike anything you've seen before. It seems somewhat unstable and is rapidly changing between being hard as stone then soft as butter. It also seems somewhat alive. It's amazing, but you'll need more.
2.You look around for some tools to probe it with, actually managing to find some. You then destroy the sample trying to use them… congrats.
>>18496
1. Several rioters show up. Several are unarmed. Most of the other guards fire at them. You cut yourself pretty bad when you trip while trying to position next to some wire. (Take 5 damage)
2. You take formation as the rioters come down the streets, they demand to pass through your camp. Some of them are unarmed but they are deemed hostile. They quickly break into violence and you shoot them down with ease.
>>18497
1. Nothing seems like a good place to hit. Everything is locked down after the impact.
2. You manage to find yourself an in. It's a man named Jimmy who runs a sort of underground. He says he can get you out of most trouble and gives you a card with his number on it. Too bad most phones aren't working.
>>18499
1. The generator manual is easy enough to read. You know how to set up the generators.
2. The generators however, do not want to work. One actually blows up while you start to set it up. Luckily most of it doesn't hit you. Most. (Take 5 damage)
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ed658b No.19526
>>18500
1. You're an experiment by… Oracle. You remember lots of flashing lights and the computer man. He was always the worst. He'd look at you, judging you. Wouldn't it be nice to find and kill him?
2. You find your way from the lab. It is… bright. You are lost.
>>18507
1. Oh, wonderful, it can hear me. No, no, no, don't be afraid. I'm your friend! I'm… Pact, yes, that sounds like a good name. Right now, you're going to do me a little favor. You want to get that perfect photo, don't you? Well I know a way to get you in nice and close to the anomaly. There's a lot of defenses, and if you slip up, it'll cost your LIFE. There are some military camps about surrounding the site. That's the real challenge. But for now, it looks like you're on the outskirts of town. Why don't you try making it through there first.
2. You drive through town. You actually make it a good ways before you run out of gas. You seem to be in one of the shopping districts. You should maybe get directions.
>>18508
1, 2. You rush the zone with a few other officers. There's nothing really here. You see some 'rocks' that seem to have broken off of the main impact point, but you've been ordered not to touch them. You always could of course. You notice the base of the anomaly has another camp set up around it. Seems to be studying it. You notice a van or two with ORACLE written on it.
>>18513
1. The dogs seem to be having… problems. They all just stare in the direction of the anomaly. It's scary how it looms over everything.
2. Seems like it's your lucky day. You're given a bonus since you have to work while that /thing/ is in the middle of town. The chief just wants you doing patrols today. [Gain 10 Currency]
>>18525
1. You start to get things set up. It's about halfway done. It's not like any schematic you've ever seen though. (5/10)
2. You stare at the anomaly. It seems to shift a little. It sends shivers down your spine. You feel further than ever from it. The machine shifts a little. Seems you forgot to put in a key support. [Make that (5/10) a (3/10)]
>>18534
1, 2. The thing, if you can call it even that, is massive. You don't even know what the hell it is. It's certainly easy to identify though.
>>18632
1, 2. You start to look through the files. A lot of them are marked with all sorts of weird pictures and such. That ORACLE group from tv keeps coming up. Looks like they've been recording information on the object for a while. A few of the files even talk about tactical murders to prevent public information of it. Eventually, a higher up walks in and catches you reading before moving you to riot duty as another soldier is sent to replace your position.
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ed658b No.19529
| Rolled 95, 66 = 161 (2d100) |
1. Time to run. If I encounter a lone trooper while getting out of the search area bullrush him and take his weapon. Otherwise continue to run away.
2. Practice my stealth. Stick to the shadows, avoid lights and cameras and do my best to lighten my footsteps. I gotta stay hidden.
http://pastebin.com/hGxNnVSy
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ed658b No.19531
| Rolled 77, 73 = 150 (2d100) |
>>19526
>Name: Corporal Vyshaun "Deadbolt" Comstock
>Role: Soldier
>Level: 1
>Health: 95
>Wealth: 0
>Decay: 0
>Fluff: An inner-city kid who joined the military at the behest of his grandfather, some five-odd years ago. Comstock's knack for keeping cool under pressure and his skill with a submachine gun are contributing factors to his reassignment to patrolling and monitoring the object, in concert with the rest of his platoon. Comstock, however, signed up to get a job, stay out of the ghetto, and get some Korean tail– not stare at an alien object. He's not keen on staying any longer than he has to.
>Inventory:
-Combat Uniform (+5 Combat Mod)
-Standard Pistol (+5 Combat Mod)
-Submachine Gun (+8 Combat Mod)
>Skills:
-Military Grade Weapons Training x1.3
>Bonus/Eccentricities:
-Military Man: Action rolls relating to doing your job gain a +5 mod.
-Get Me Out of Here: Every 3 turns, roll an additional die to see how Vyshaun feels about being stuck in this mess.
1. That was fucked. That was completely fucked. Why would they DO that? Why would they attack armed and ready soldiers? How many were armed?
To the best of his ability, Vyshaun tries piecing together information about the rioter attack. Look over dead bodies, try and get some info out of any survivors or bystanders, check in with his men.
2. Fucked as that was, there's still a job to do, here.
Continue to guard the area and keep a close eye out. +5 Mod.
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ed658b No.19535
| Rolled 28, 8 = 36 (2d100) |
Name: Sgt. Nick Sheffield
Role: [Officer]
Level: 1
Health: 100
Wealth: 20
Decay: 0
Fluff: Nick Sheffield, depending on who you talk to, is either the best guy you've ever met or a total monster. To his family, he is an upstanding citizen, gift to the community, and generally "nice member of the community" that voluntarily shovels snow and gives generous heaps of candy to children. He has several dogs, all of them corgies.
To the media, leftists, and others, Nick Sheffield is probably the worst cop ever to exist. He's been involved in multiple aggravated assaults, several unexplained murders, and at least one prostitute who accused him of rape – conversely, he accused her of fraudulent advertising. On the job Nick treats his job as something of a wild safari of sexual adventure mixed with petty acts of sadism, masochism, racism, and general abuse. Generally, if he finds if he can get at least two of those into his schedule, he's had a good day.
Inventory:
-Standard Pistol (+5 Combat Mod)
-Police Uniform (+5 Action Mod)
Skills:
-Dirty Fighting x1.5
Bonus/Eccentricities:
-Bad Cop: You gain a +10 mod on all deplorable acts, whether research on something bad or an action to do something worse.
-…Good Cop?: You gain a -5 mod on all rolls not involving your family, close friends, or the Bad Cop Bonus.
–
Actions [Shakedown, raid dealer]
–
1. Nick needs money, so he just sits on a commonly trafficked alley during certain times at night. He takes bribes insofar as anything he can locate – sexual favors, drugs, guns… [Shakedown random club morons] [+10 - Bad Cop]
2. After that, Nick executes an illegal search at the house of a local drug dealer. Naturally the drug dealer doesn't know his rights, so he gets arrested. Nick impounds all of his stuff and pockets the rest. [Raid drug dealer for asset forfeiture items] [+10 - Bad Cop]
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ed658b No.19540
| Rolled 20, 63 = 83 (2d100) |
>>19526
Name: Artyom
Role: Soldier
Level: 1
Health: 100
Wealth: 0
Decay: 0
Fluff: From Russia with hot fiery love. Artyom is a bear of a man, with instincts to match; he'll swallow you in his hairy russian embrace, hold you tender against the snow of the Urals baby, and drown you in a nice warm golden shower of party-approved vodka. In all serious, Artyom is a soldier, an a lover, sometimes both at the same time, beware his charm, for it has sown the fields of many a maiden, just as his exo-suit has filled the tombs of many a grave. He has ample time and experience fighting, as he was a mercenary since the day he turned 18; seven years later, he still fights, now for the rush of adrenaline as much as the cash. A recent contract brought him and several compatriots to "The Zone" as it is called, that being the land around the object. As Artyom heard the far off scream of something entirely inhuman, he felt not fear, but excitement. His suits speakers amplifying his voice as it shook the leaves on the trees around him "Да, настоящая борьба !"
>Inventory:
-Combat Uniform (+5 Combat Mod)
-Combat Mech Suit Alpha (+15 Combat Mod)
-3 Combat Suit Batteries
>Skills:
-Combat Suit Expertise 1.5x
>Bonus/Eccentricities:
-Suit User: Because your suit is so integrated into your combat style, you require it for combat. Outside of the suit, you cannot use other weapons, however if you spend enough time researching, you can upgrade your suit and integrate other weapons into it.
-Prototype: Your suit is a prototype, and as such, does not have a sustainable power source. Every 3 turns, you must dispose of one of your combat suit batteries. If your combat suit batteries reach 0, your suit will not work until a new battery is retrieved.
1/2. Well that's shit. If nothing's here to shoot, might as well see what these ORACLE blokes are up too
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ed658b No.19541
| Rolled 91, 79 = 170 (2d100) |
>>19526
>Name: Joseph White
>Role: [Civilian]
>Level: 1
>Health: 100
>Wealth: 10
>Decay: 0
>Fluff:
Born to an upper middle class family in California, Joseph found his calling at a small summer camp in the Sierra Nevada mountains. Making use of his background in gymnastics, he was able to get photos from angles that seem impossible. Pursuing a degree in journalism, Joseph was traveling home when the borders were closed. Lodged in a small hotel room, he's decided to spend the time here finding a way to get a picture of the object.
>Inventory:
-Regular Clothes (+5 Action Mod)
-Camera
>Skills:
>Bonus/Eccentricities:
-Flexible: From your time as a gymnast, you've found yourself to be quite flexible and acrobatic. You have an easy time getting around. You gain a +10 Action Mod to all action rolls involving these skills.
-The Object Whispers: Since you've been here, you've sworn you could hear /something/ speaking to you at times, calling for you to come closer to the object. Every five turns, you must spend an action to hear the words of the object or suffer certain… consequences.
>Actions
1) Taking heed of Pact's message about the danger of the tyrannical military presence in the town, Joseph heads into the nearest hunting store/camping store/military surplus to look at their selection of weapons. Who knows when they might come in handy.
2) Check out a map, see what is the best way to get to the obelisk.
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ed658b No.19572
| Rolled 25, 14 = 39 (2d100) |
>>19526
>Name: XF-275
>Role: Genetic Experiment
>Level: 1
>Health: 100
>Wealth: 0
>Decay: 10
>Fluff: Free, free, no more needles, no more wires, free, free, stars, I can see stars! hands WHERE ARE MY HANDS!? WHAT HAVE YOU DONE WITH MY HANDS!? Just long tendrils now, no more hands. I'LL FEED YOU TO THE STARS!
>Inventory:
-Tattered Clothing (+5 Action Mod)
>Skills:
>Bonus/Eccentricities:
-Genetic Experiment: Due to your abduction by ORACLE, it is made clear you have some affinity with the decay. You may reach 150 decay before losing yourself to it rather than the standard 100.
-Mutated: Because you are a mutated Genetic Experiment, people have been warned against you. Take a penalty of -20 to all interaction based Action Rolls.
-Starchild: Your visions of the stars have gifted you a strange sort of knowledge. Gain +10 bonus to all research rolls.
-Decay Mutation 1: Permanent +5 Combat Mod
1. Search the area, find some indication of where I am.
2. Try to go about finding the computer man
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ed658b No.19768
| Rolled 3, 90 = 93 (2d100) |
>>19526
>Name: Oscar Everett
>Role: Civilian
>Level: 1
>Health: 100
>Wealth: 10
>Decay: 0
>Fluff:
'Veteran' didn't really describe Oscar. Last time he was in the force, they were still being called Shellbacks. Vietnam, Shaba II, Lebanon, the man trekked his way through each one. He was talented, they found - real talented. Enough to make it as a Green Beret, and then go through top-level CIA training. In the short while he had for himself, Oscar had a kid with a woman back home in the states, never saw them again. Never really investigated what happened. For the last ten years, he's been retired due some doctor's bullshit about aging or whatever. Oscar knows it's shit. He's still as strong as ever. And at the least, he knows ways to kill most people would laugh at as impossible. And he's not having any of this shit.
>Inventory:
-Regular Clothes (+5 Action Mod)
Standard Pistol (+5 Combat Mod)
>Skills:
-CIA Training x1.3
>Bonus/Eccentricities:
-Masterful Fighting: Due to your combat oriented background, you gain a permanent +10 Combat Mod.
-Bullshit Aging: Whenever you enter fight, you take 5 damage to your health, regardless of whether you win or lose.
1/2: Examine the 'thing'.
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ed658b No.19781
| Rolled 58, 55 = 113 (2d100) |
>>19523
>Name: Michael Ramsey
>Role: Civilian
>Level: 1
>Health: 100
>Wealth: 10
>Decay: 0
Fluff: Mike is an interesting fellow. He is a dedicated and hard working man, smart and athletic. Many would call him perfect, but few know of his obsession. He is obsessed with stealing. For him there will never be an early retirement. He will plan and run heist after heist until he is caught, dead, or too old.
The obsession started when he was in highschool. On a dare from his friends he stole the answers to a test and got away with it, mainly since he didn't use them himself. That begin to make him more daring, wanting more fun from the heists. He was smart, careful, and made contacts. So far it has only been small, but now that he is out of college and has some fake employment to fool officials it is time for bigger heists.
>Inventory:
-Regular Clothes (+5 Action Mod)
-Crowbar (+5 Combat Mod)
>Skills:
>Bonus/Eccentricities:
-Sneak King: All stealth or theft based action rolls gain a +5 Mod.
-Wanted Face: Because an extended period of time may lead to people recognizing you as a thief, you must try to be short with them, especially with officials about. You have a penalty of -5 on all interaction rolls with other people.
1&2. Well shit, better just steal some survival stuff, bottled water and non-perishable food. +5
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ed658b No.19785
| Rolled 55, 34 = 89 (2d100) |
>>19526
>Name: Private Wiktor Wiktorjewitsch "White Death" Glasnost
>Role: Soldier
>Level: 1
>Health: 110
>Wealth: 0
>Decay: 0
>Fluff:
Probably as durable as he is stoic Private Glasnost received his ironic nickname for getting lost during a wargame in Siberia. Nobody noticed his disappearance until he showed up two weeks later at the camp, looking like an icicle murmuring something about having "enough of this stupid wargame".
While not particularly intelligent and seemingly void of leadership qualities or any emotions beyond disapproval and basic empathy Wiktor is actually a surprisingly capable soldier, able to operate under hazardous conditions, whether they may be physical or psychological.
To the sore disappointment of his comrades the one thing keeping Private Glasnost from being a stereotypical Russian soldier is his refusal to smoke or drink, as he claims this is bad for his health and that he would rather get shot than die from lung cancer.
With an unfavorable tendency to enjoy honest, simple conversation and keeping things out in the open it is unlikely that Wiktor will ever even make it into the ranks of a secretive organization, shadowy special unit or even as far as the rank of Corporal. A trait that doesn't particularly benefit him, but makes him all the more dependable in the eyes of his comrades.
>Inventory:
-Combat Uniform (+5 Combat Mod)
-Standard Pistol (+5 Combat Mod)
>Skills:
-Capable Soldier x1.1
>Bonus/Eccentricities:
-Health Nut: Permanent +10 maximum health mod. That's it.
-Bad With Directions: Action rolls to go to a location, visited or new suffer a -10 penalty, and you may end up in unexpected places.
1-2. 10% better than the usual soldier as Private Glasnost was he would work hard in order to accomplish the tasks given to him as successfully as possible.
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ed658b No.19786
| Rolled 51, 20 = 71 (2d100) |
>>18931
>Name: Pavlov Pachmelnik Zakuskov
>Role: Engineer
>Level: 1
>Health: 100
>Wealth: 0
>Decay: 0
>Fluff:
Working for the World Government, Pavlov was contracted as a specialized weapons designer having previously earned a reputation working for a large weapons manufacturing firm. His job is to assest the combat effectiveness of troops and equipment on the battlefield in the continuing operation and develop superior weapons, armaments, and technologies that will assist in purging plague, infestation, and contaminated creatures and persons. He develops new technologies from weapons systems, automated turrets and drones, or advanced bio-hazard gear where it is needed.
>Inventory:
-Engineer’s Clothes (+5 Action Mod)
-Engineer’s Goggles (+5 Research Mod)
-Auto-Turret (+10 Combat Mod ONCE)
>Skills:
>Bonus/Eccentricities:
-Militantly Creative: Thanks to your skills as an engineer, you can create your own weapons (specifically turrets) from scrap and other weapons. These turrets can be deployed in combat once, and may stack bonuses. You may carry up to three at a time.
-Weapons Nut: Because you specialize in weapons-only development, you may only create new weapons, not new armors or other inventions.
>>19523
1-2. Get my McGuyver on and try to come up with something clever using the parts I have, by god if I can't make a turret I will make a cool new gun.
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ed658b No.19787
| Rolled 63, 1 = 64 (2d100) |
>>19523
>You've been placed in Military Camp 4, assisting in setup of the base. It isn't completely finished. You've been tasked with setting up three generators around the site.
>Name: John Blake
>Role: Engineer
>Level: 1
>Health: 95
>Wealth: 0
>Decay: 0
>Fluff:
John Blake worked for the government on various projects, mainly mechanical, and some classified. He is a direct employee of the government, and gets all the perks and (mainly) problems with that employment. Of "Amero-Mutt" ancestry, John's hobbies outside of work primarily involve working with his bonsai plants, and working with flowers.
>Inventory:
-Engineer’s Clothes (+5 Action Mod)
-Engineer’s Goggles (+5 Research Mod)
-Pocket Bonsai
>Skills:
>Bonus/Eccentricities:
-Technical Know-How: You have a general understanding of how most things are. +5 Research Mod
-Bad Memories: In your time working for the government, you've seen some weird things that will scar you for life. It's even started to wear on you a little. Add +5 decay every third turn. This can be countered by cutting on your pocket bonsai.
Memory Counter: 2/3
Action1: Get the remaining Generators set up
Action2: Report that we need a new generator.
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