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chitoryu12
Apr 24, 2014

The Divided States of America - Pulp 1955



When the atomic bomb dropped on Hiroshima in 1945, the next one wasn’t on Nagasaki. It was on Paris.

Germany successfully developed its own atomic program in secret, and the destruction of Hiroshima led to the rapid decision to destroy the Allied-occupied Paris. Unexpectedly, the Soviet Union had stolen atomic secrets from America years before and had also developed their own bomb, resulting in the death of Adolf Hitler and most of the German high command in the bombing of Berlin.

World War II did not end with the destruction of cities in three different countries by atomic flame. The Soviet Union continued rolling west as Stalin desired to accomplish what Hitler could not. The conflict continued with Nazis replaced by communists, and both sides rapidly developed more atomic bombs in a desperate attempt to decisively end the fight. Everything ended in 1947 when Moscow, San Diego, and Washington DC were all destroyed.

The United States fragmented without leadership, falling apart into 17 different independent nations. The Soviet Union remained together but recalled its troops to the homeland after the destruction of their capital and has remained quiet. Europe and Asia continue to pick up the pieces from the great destruction wrought on them, as South America and Africa fall prey to a seemingly endless cycle of vicious civil wars and coups.

It is now 1955. As chaos swirls through the globe, weapons from handguns to bombers have appeared on the open market. Piracy and guerrilla warfare are rampant, with bad guys and good guys on every side of the spectrum having access to serious military hardware. Mercenary armies and air forces are hired by governments to keep the peace and private corporations to take down thieves and break strikes.

You control one of these many mercenary groups. Your goal? To become the biggest, controlling the land, air, and sea in equal measure.

Game Format

If you've participated in Yooper's excellent Strike Command/CMANO roleplay or the recent Metal Gear Solid games, you're likely to be familiar with how at least part of this goes. The core of this game is creating the largest and most powerful American mercenary organization. With your base established in one of the 16 contiguous nations of the former United States (each of which has its own benefits and downsides to starting up your company there), you'll be given funds and a plot of land to construct your base, recruit soldiers, and purchase weapons and vehicles.

Every game cycle, a set of missions will be given. These are generic, non-roleplayed missions like VIP protection, anti-piracy efforts, guerrilla elimination, convoy destruction, etc. Using the means at your disposal, you will vote on what to send into battle. Every soldier, vehicle, and weapon has a level that will determine how much it contributes to the battle; you'll be given a rough estimate of expected enemy forces to tailor your attack. If you have a player character, they can be sent on these missions as well! The mission results will be rolled behind the scenes and you'll be given a breakdown of the major events, any casualties or destroyed equipment, and your payment.

And yes, I said player characters! For the other half of this game, we're going to be using the GURPS system. Don't worry, you don't need to participate in any serious roleplaying if you don't have time or aren't comfortable learning the system. All you have to do is build a simple player character at first, using this PDF of GURPS Lite. Player characters are built on 200 points if you plan on creating a full character. If you're not comfortable doing more than making a quick PC to throw into random missions, just take 60 character points and put them into your main stats (STR, DX, IQ, HT). That'll be the minimum for me to figure out your combat stats for sending you on missions. If you need help, feel free to ask!

For those who want to really get into it, though, there are special ops! These are missions that require the special touch of your action heroes, like commando raids, investigations, and daring thefts. Volunteers for this mission will be required to have a full GURPS character built on 200 points to participate. These missions will be roleplayed separately from the regular jobs that go on at the base and the characters on a special op will be unavailable for them. These will be traditional tabletop RPG sessions covering a single "quest" and may have higher payout or other special benefits.

That doesn't mean you can't engage in roleplaying unless you go on a special op! Just like with Yooper's game, I wholeheartedly encourage the guys back at base to create in-character journals or stories to add flavor to the game world. Get into wacky hijinks at the sauna, smuggle in alcohol, or have a deep discussion over your chicken pot pie in the mess hall. Just keep in mind that I'll be reading all of them, and if you're not careful your roleplay may find you bringing some unintended consequences down on the base...

Dice rolling room located here.

Wiki located here.

Realism Level

Not very high! This is a pretty pulpy game, heavily inspired by Crimson Skies, War Thunder, and Metal Gear Solid. We're not going to be doing complex physics calculations for planes or playing Arma in our minds. NPC missions are simplified so that anyone can easily understand how to make their battle plans without worrying about per-bullet logistics, and the special ops are going to involve adventure and intrigue around the globe.

The next posts are reserved for important information regarding the setting and purchase options for easy reference, and I'll be gradually adding them in as we get to each of those. We're going to take this step by step so you have a full understanding of just what to do when you get there.

God speed, gentlemen, and good luck.

chitoryu12 fucked around with this message at 15:21 on Jul 6, 2018

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chitoryu12
Apr 24, 2014



North America

The New Confederacy: Made up of the former states of Georgia, the Carolinas, Alabama, Tennessee, Mississippi, Arkansas, and the far north of Louisiana with the capital in Atlanta. The first states to divide off from the United States to form their own nation once again, the New Confederacy (sometimes called the “Neo-Confederates”) has not yet returned to legal slavery but remains strictly segregated. White men hold the ultimate power and the different states vary in the level of legal protections given to non-whites, from true “separate but equal” treatment to maintaining chain gangs of black prisoners on spurious charges. In keeping with the goals of the original Confederacy, the federal government has relatively minimal power except for maintaining a standing army, supplemented by state militias.

The Sunshine State: The state of Florida except for the Florida Keys, with the capital in Orlando. Florida was insufficiently southern to end up in the New Confederacy and instead became an independent state. While not part of the Neo-Confederates, they’re a large consumer of Sunshine’s agriculture.

The Conch Republic: The Florida Keys, with the capital in Key West. Due to their geographic separation from the rest of the Sunshine State, the Keys broke off fairly quickly into a micronation. The Conch Republic is a freewheeling paradise that accepts tourists from all over the world, especially from nearby Cuba. It only maintains a nominal navy and air force, as it relies on subsistence farming and tourism and has few economic benefits for any would-be invaders; regardless, fishermen often go out armed in case they run into Caribbean pirates.

New France: The southern part of Louisiana, with the capital in New Orleans. Also referred to as Nouvelle Français. While the northern part of the state joined the New Confederacy, the area surrounding New Orleans remained fiercely independent and seceded from the rest of the state in response. The new nation has a distinct French Creole culture and has legalized French as an official language of the government. The swamps surrounding New Orleans are still full of Cajuns, including those who migrated to New France to remain loyal to their heritage. The port of New Orleans is home to some of the biggest drug and weapon smuggling operations in North America.

Appalachia: Made up of the former states of West Virginia and Kentucky, with the capital in Lexington. Appalachia is a heavy mining state, especially coal mining, and has become one of the first heavy purchasers of helicopters in America to better utilize their mountainous terrain for military purposes. The dark mountain roads of Appalachia are rarely traveled by visitors, and rumors abound of both hidden treasures and violent inbred clans of moonshiners.

The Empire State: Made up of the former states of New Jersey, the southern half of New York, Connecticut, Pennsylvania, and Rhode Island, with the capital in New York City. The Empire State is a global economic powerhouse, home to the largest and most densely populated city in North America. Despite the fragmentation of the United States, international business and arts remained where they were and kept NYC a major city. This also makes them one of the richest nations in North America with one of the largest military forces.

The Mid-Atlantic Coalition: Made up of the former states of Virginia, Maryland, and Delaware, with the capital in Baltimore due to the destruction of Washington DC in World War II. The Mid-Atlantic Coalition is a nation on shaky ground, smaller than the Empire State and New Confederacy that border it and constantly at risk of being absorbed into one or the other (or being the site of a major war between the two). Baltimore is an especially valuable port, which makes it a high prize for one of the larger nations looking to take over. Washington DC was heavily nuked during the war and remains an unoccupied pile of rubble and dead plant life.

New England: Made up of the former states of Massachusetts, Maine, Vermont, and New Hampshire, with the capital in Portland. The nation of New England mostly keeps to itself, maintaining itself through maritime industries such as fishing and ports. Due to sharing a border with Canada, they engage in large scale trade with them and there have been some rumblings of a possible annexation of New England.

The Great Lakes Region: Made up of the former states of Michigan, Ohio, Wisconsin, the northern half of New York, Illinois, and Indiana, with the capital in Chicago. The Great Lakes Region is an industrial powerhouse, home to massive industry and large agribusinesses. Detroit lives in a permanent haze of smog from the sheer output of vehicles and machinery, especially aircraft and tanks.

Heartland: Made up of the former states of Kansas, Oklahoma, Missouri, Minnesota, Nebraska, Iowa, and the Dakotas, with the capital in Minneapolis. Heartland is the largest nation in the former United States by land area but has the lowest population density, being predominately farmland dotted with small towns and villages. Heartland maintains good relations with almost the entirety of North America, who engage in valuable trade with Heartland’s major agriculture industry.

The Republic of Texas: Shortly after the New Confederacy separated, Texas declared its independence and placed its capital in Austin. The Republic of Texas is the largest new nation to be formed from a single state and has a powerful military thanks to its oil fields (in addition to constructing oil platforms in the Gulf of Mexico). Texans are known for their independent spirit and conservative values.

The Republic of New Mexico: Made up of the former states of New Mexico and Arizona, with the capital in Phoenix. The Republic of New Mexico has recently seen emigration south of the border into Mexico and border conflicts with Texas. Due to the lower population, many Native American tribes from the southwest have moved into the Republic of New Mexico and created a predominately Native American nation.

The Rocky Mountain State: Made up of the former states of Utah, Colorado, Wyoming, Idaho, and Montana, with the capital in Denver. Primary businesses are mining, agriculture, and timber. The former state of Utah has seen secessionist talk from a growing Mormon contingent to create a theocracy.

Mojave: Made up of the former state of Nevada and the eastern half of California, with the capital in Las Vegas. Mojave is home to Hoover Dam, the largest hydroelectric dam in North America, which provides electricity for the region. Las Vegas is a major tourist attraction despite the breakup of the United States, and the Mojave military retains large amounts of pre-breakup ordnance and ownership of the Groom Lake black project testing facility.

West California: Made up of the western half of California, with the capital in Los Angeles. West California is a liberal and multicultural community with a large Latino population. The entertainment industry in Hollywood continues to thrive and the ports in San Francisco and Los Angeles are open to international trade, but San Diego is still a radioactive wasteland. West California is also home to a large agriculture business, including wine production. While it maintains a strong economy and military, West California is generally non-aggressive.

Pacifica: Made up of the former states of Oregon and Washington, with the capital in Seattle. Pacifica is reliant on the agricultural and timber industry, but maintains good relations and an open border policy with Canada. Pacifica has good relations with West California and the Rocky Mountain State, and the area is generally regarded as peaceful.

The Kingdom of Hawaii: After the breakup of the United States, Hawaii took advantage of its distance to declare independence and revert to its pre-colonial royal family. Hawaii is now an insular monarchy that fiercely protects its waters with leftover military equipment at Pearl Harbor.

Alaska: Upon the breakup of the United States, Alaska and its small population was annexed by Canada as a new province.

Canada: Canada has withstood the destruction of the United States with a stiff upper lip, but has engaged in some border skirmishes with trigger-happy Great Lakes soldiers. It's an open secret that Canada is considering annexing the nation of New England.

Central America

Mexico: Mexico is experiencing its first period of true political stability and economic growth, especially with the advantageous position it now has with the breakup of the United States. Mexico engages in trade with the Republic of New Mexico after many of the New Mexican residents emigrated there.

Caribbean: The Caribbean islands are a hotbed of piracy, barely kept in line by small local navies. They rarely get close enough to attack the Sunshine State or the Conch Republic, but they’re often active around the islands and Cuba.

Cuba: Cuba is led by military dictator Fulgencio Batista, who openly collaborates with American criminals and the wealthiest Cuban landowners to create an oligarchy. While the country is very wealthy compared to its neighbors, more than 2/3 of the population lives in poverty. Because of its closeness, Cuba engages in trade with the Conch Republic and Sunshine State and has a reputation as a hedonistic playground for the elite and unscrupulous.

South America

The nations of South America live in nearly permanent chaos, a constantly shifting group of alliances and betrayals as low-intensity guerrilla conflicts and coups cause political strife. South America is regarded as one of the most dangerous places in the world, with threats ranging from communist guerrillas to oppressive military dictatorships to tribal warfare.

Africa

Most European nations were forced to abandon their colonies after World War II, leaving Africa mostly independent after centuries of subjugation. Many of these new nations had their borders drawn during European colonization regardless of ethnic or tribal conflicts, leaving Africa constantly torn by corruption, warfare, and coups.

Europe

Spain: The stress of the extended war and government collapse resulted in Franco’s dictatorship being ousted in a coup in 1951. The country has spent the time since in yet another civil war, this time between Franconians and Republicans. Both sides are churning out weapons as fast as they can, along with purchasing weapons from foreign countries and even exporting locally produced guns to try and fund their side of the war.

Portugal: Portugal’s government was destroyed in a terrorist bombing believed to have been the result of one of the sides of the Second Spanish Civil War, creating a lawless country in which anarchy reigns and the war across the border often spills over.

The United Kingdom: The UK’s geographic isolation and strong national spirit have kept them together in this chaotic time. Private arms dealers based in Britain continue to supply all sides of the world conflict.

France: With the destruction of Paris, many expatriates fled for greener pastures (including ending up overseas in New France). The government reformed nearby in Nantes and is now fiercely isolationist and protective of its borders.

Germany: The almost total destruction of their nation and nuclear bombing of Berlin shocked the surviving citizens out of their flirtation with fascism. Almost a decade later, Germany is now a nation being rebuilt from the ground up, one that views the Third Reich with a mixture of shame and horror.

Switzerland: As usual, the Swiss have remained neutral and are slowly developing from a peaceful farming nation into a peaceful industrial nation.

Belgium: Belgium has been rebuilt after its conquest by both Germany and the Soviets and is trying its hardest to get back to normal. Fabrique Nationale is still producing huge amounts of firearms for sale around the world, including trying to get everyone on board with its new 7.62mm battle rifles.

The Netherlands: The Netherlands have tried their best to take the chaos in stride. Amsterdam, in particular, has a reputation on par with New Orleans as an anarchist's paradise of smugglers, drugs, and prostitution.

Scandinavia: The Scandinavian nations like Norway, Finland, and Sweden have made little change. Finland fought back yet another Soviet invasion in 1946 and are constantly on guard in case it occurs again.

Italy: Italy joined the Allies in the fight against the invading Soviet Union and is a staunch ally of Britain and France. The violent elimination of fascism has created a strong desire for democratic institutions, but the Italian economy is struggling to cope with the stress of the war.

Czechoslovakia: Democracy thrives and politicians promote progressive social policies, allowing the nation to slowly recover from its German occupation.

Yugoslavia: The strain of the war sowed discontent among the ethnic groups of Yugoslavia. Serbs, Croats, Bosniaks, and others have turned the nation into a permanent war zone with no end in sight.

The Soviet Union: After their failed invasion of Europe and the nuclear bombing of Moscow, Soviet troops were ordered to return home. The borders are closed and the massive nation remains quiet and somewhat mysterious, with few people going in or out. It's unknown just what the bear is planning or if it even has the strength and stability to be planning anything, but everyone is pretty sure that it can't be good.

The Middle East

The Hashemite Kingdom of Iraq: Prime Minister Nuri as-Said holds a shaky grip on the country's government, and there's been talk of a potential coup in the wings from public discontent.

Iran: Prime Minister Mohammad Mosaddegh is enormously popular, nationalizing the oil industry and enacting progressive socialist reforms. Iran is believed to be on the dawn of a new golden age of prosperity.

Saudi Arabia: The government of Saudi Arabia is notoriously wasteful, with powerful royalty spending extravagantly and courting international politicians and celebrities with their displays of wealth. Saudi Arabia's oil industry is one of the largest in the world, helping fuel this fire.

Afghanistan: Afghanistan remained neutral during the war, but is struggling to modernize its rocky mountains and deserts with roads, airports, and electricity due to factionalism and political infighting.

Asia

India: Britain rapidly abandoned India after the war and the Pakistan Movement failed to gain steam, leaving India intact and independent. While India is quickly advancing to compete with Europe, discontent by the Muslim majority seeking independence remains simmering under the surface.

China: The Chinese Civil War continues to rage ceaselessly. Warlords come and go, courting every nation and private weapons manufacturer they can to aid them in their conquests. China is also a hotbed of mercenary activity.

Japan: The Japanese government has struggled to rebuild without aid from any nation, leaving the islands wracked with hunger and lack of infrastructure. In a desperate attempt to build capital, the government has approved the sale of Japanese-made military equipment worldwide.

Korea: Korea has begun the recovery process from Japanese occupation. Like its former occupiers, famine is a regular occurrence. The Joseon Dynasty is resurgent under King Yi Un, who returned from Japan and took his place on the throne.

Australia: Australia is little changed due to its distance from the rest of the world, including remaining a part of the Commonwealth, and is viewed as one of the few truly peaceful places on Earth..

chitoryu12 fucked around with this message at 18:55 on Aug 4, 2018

chitoryu12
Apr 24, 2014

Player Characters



Formerly a WASP and air racer, Cochrane is taking advantage of the interesting times to try her hand as a combat pilot.

quote:

Name: J. Cochrane
Player: thatbastardken

Primary Stats: 120pts
ST: 10 00
DX: 13 60
IQ: 12 40
HT: 12 20

Secondary Stats:
HP
Will
FP
Basic Speed
Basic Move

Image and Looks:
Appearance Average

Social Background:
TL 7 (Atomic)
Language (English Native Literate)
Wealth 0
Reputation 0
Status 0

Advantages: 33 pts
Acute Vision 1 2
Combat Reflexes 15
Danger Sense 15
Night Vision 1 1

Disadvantages: -20 pts
Code of Honor (Mercenary) -5
Impulsive -10
Sense of Duty (The Company) -5

Skills: 67pts
Area Knowledge IQ+0 1
Brawling D+3 8
Electronics Operation TL7 IQ-1 2
Leadership IQ-1 2
Missile Weapon (Gunner/Machine Gun) DX+3 8
Missile Weapon (Guns/Pistol) DX+3 8
Navigation (Air) IQ+3 12
Tactics IQ+3 12
Vehicle (Driving TL7) DC-1 2
Vehicle (Piloting TL7) DX+3 12

Equipment:



Name Klaas Meijer, Born in Groningen and studied in amsterdam at the Hogere Zeevaartschool Amsterdam for engineer. Here though fitting in with the rest of his fellow students, it's also where he learned to drink, they always teased him with his origin. hence the name Grunn, a dialectic name for his city of birth. After finishing the school sailed quite a few boats maintaining everything on a ship from engines to electronics. He managed to get entangled with a ship that was smuggling and kept that lifestyle and earning him enough for a comfortable life. One of his friends told him of the possibility of earning more money by doing something exciting.

quote:

Name: Grunn
Player: Stago Lego

Strength 10 HP 10
Dexterity 12 Will 14
Intelligence 14 Perception 14
Health 10 FP 10

Basic Speed 5
Dodge 8
Basic Move 5

Appearance: Average
Wealth: Average

Advantages:
Animal Empathy
Disadvantages:
Curious
Hard of Hearing
Honesty

Skills:
Armoury/TL 17
Carousing 12
Electronics Repair/TL 17
Explosives/TL 17
Forgery/TL 16
Mechanic 17
Missile Weapon (blowpipe) 14
Scrounging 14
Smuggling 18
Vehicle Skills (bicycling) 14



Jean Paris Eiffel

A Parisian. A member of the French Resistance. And formerly a brother to the best little sister in the world.

The Germans took everything from him, and he knows - somewhere - that Hitler is laughing, having gotten away scot free. One day he's gonna find that son of a bitch and show him the edge of Madame Guillotine.

In the mean time, he'll take down as many Germans as he can. Nobody will mind - they're all Nazis. And - if possible - he'll use a rapier, the Frenchest of all weapons.


quote:

Name: Jean Paris Eiffel
Player: Tunicate

Stats (total 130)

ST: 10 00
DX: 13 60
IQ: 13 60
HT: 11 10

Language: French (Native), English (Accented)


Advantages:
Night Vision (1)
Lucky (15)
Speaks Accented English: (2)

Skills (total of 71):
Outdoorsman(30) Camouflage, Naturalist, Navigation, Survival, and Tracking.

Skill Value Points
Camouflage IQ+3 1
Driving IQ-1 1
Explosives IQ-1 1
First Aid IQ 1
Naturalist IQ+1 1
Navigation IQ+2 1
Survival IQ+2 1
Tracking IQ+2 1
Shadowing IQ+3 8
Stealth DX-1 1
Observation IQ+3 8
Missile Weapon (Gunner/Rifle) DX+3 8
Melee Weapon (Fencing/Rapier) DX+2 8


Disadvantages (total of -17)

Intolerance (Germans) -5
Delusion (-5) and Obsession (-5): Believes Hitler somehow survived getting nuked, wants to hunt him down and kill him
Quirk: Outrageous French Accent (-1)
Quirk: Eats Snails (-1)
Quirk: Unironically Enjoys Mimes (-1)
Quirk: Wears a Beret (-1)



Wells was a former aviator in the Conch Republic Navy who is seeking her fortune elsewhere after being the scapegoat for an incompetent admiralty's blunder.

quote:

Name: Katie Wells
Player: TehKeen

Primary Stats: 130pts
ST: 10 0
DX: 13 60
IQ: 13 60
HT: 11 10

Secondary Stats:
HP - 11
Will - 13
Perception - 13
FP - 10
Basic Speed - 6
Basic Move - 6 y/s

Image and Looks: 4pt
Appearance - Attractive

Social Background:
TL 7 (Atomic)
Language (English Native Literate)
Wealth 0
Reputation 0
Status 0

Advantages: 34 pts
Acute Vision 2 / 4pt
Combat Reflexes 15pt
Luck 15pt


Disadvantages: -30 pts
Pacifist: Won't Harm Civilians -10pt
Curious -5pt
Overconfidence -5pt
Sense of Duty -5pt
Truthfullness -5pt

Skills: 61pts
Area Knowledge +1 / 2pt
Crewman +0 / 1pt
Electronics Operation (TL7) +0 / 2pt
Missile Weapon (Gunner/Machine Gun) +3 / 8pt
Missile Weapon (Guns/Rifle) +3 / 8pt
Navigation (Air) +2 / 8pt
Swimming +1 / 2pt
Tactics +2 / 12pt
Vehicle (Driving TL7) +0 / 2pt
Vehicle (Piloting TL7) +3 / 12pt



Jack Domai was an 18-year old farm boy when the United States entered World War 2. Thankfully, shooting, tracking, and wilderness survival are transferable credits. His crack eye and steady finger got him through the door of the advanced course at Camp Perry, but it was his outdoors skills that first caught the attention of the OSS as they put together a new program - the Pioneers. Pioneers would be long range scouts, operating behind enemy lines to scout and sabotage as necessary. Able to function in the city now as well as the backcountry, Domai would be dropped into Europe early in 1943, and spend the next 4 years in occupied territory. When the bombs dropped and the uneasy peace fell, Domai returned home, and attempted to return to what now passed for normalcy. It didn't last.

quote:

Name: Jack Domai
Player: sniper4625

Primary Stats: 120pts
ST: 12 20
DX: 13 60
IQ: 13 60
HT: 10 0

Secondary Stats:
HP - 12
Will - 12
Perception - 12
FP - 10
Basic Speed - 5
Basic Move - 5 y/s

Image and Looks: 0pt
Appearance - Average

Social Background:
TL 7 (Atomic)
Language (English Native Literate)
Language (German Native Literate)
Wealth 0
Reputation 0
Status 0

Advantages: 15 pts
Acute Hearing 1 / 2pt
Acute Vision 2 / 4pt
Ambidextrous 5pt
Night Vision 4 / 4pt

Disadvantages: -10pts
Sense of Duty (Merc Squad)
Overconfident -5

Skills: 69
Acrobatics -1 / 2pt
Acting -1 /1pt
Camouflage 0/ 1pt
Climbing -1/ 1pt
Disguise -1/1pt
Electronics Operation +1/2 pt
Escape -1/2pt
Explosives 0/2pt
First Aid +1/2pt
Forgery -2/1pt
Gambling -1/1pt
Hiking 0/2pt
Inf - Fast Talk 0/2
Inf - Intimidation 0/2
Inf - Streetwise 1/4
Interrogation 0/2
Jumping 0/1
Lockpicking 0/2
Melee Weapon (E) - Combat Knife 1/2
Missile Weapon - Guns (Rifle) 3/8
Naturalist -1/2
Observation + 2/8
Pickpocket -1/2
Scrounging + 1/2
Search +1/4
Shadowing +1/4
Stealth +1/4
Survival -1/1
Swimming 0/1



Rupert Sebastian Barntale-Sanquith Esq.

A young British noble who joined the war via MI6, Rupert aided the French Resistance firstly by infiltrating and destroying many Nazi facilities in Paris, and by seducing his way through the corps of German Officers Wives (And on occasion the Officers themselves).

Away from Paris on a mission when the Bomb dropped, it was impossible to find a handler that either wasn't ash or believed his identity. With expensive habits and tastes built over several years of Parisian high society living, the only way to fund his lifestyle was mercenary work.

quote:

Name: Rupert Sebastian Barntale-Sanquith Esq.
Player: OscarDiggs

Primary Stats (80 Pts)
Str: 10
Dex: 12
IQ : 12
Hth: 10

Secondary Stats
HP: 10
Will: 12
Per: 12
FP: 10
BS: 5.5
DG: 8
BM:5

Image and Looks (24Pts)
Attractive
Charisma Lvl 2
Voice Lvl 1

Languages (12Pts)
English: Fluent Speaking and Written
French: Fluent Speaking and Written
German: Fluent Speaking and Written

Advantages (30Pts)
Danger Sense
Combat Reflexes

Disadvantages (-30Pts)
Curious
Impulsive
Greed

Skills (84 Pts)
Acting +1 (4Pts)
Acrobatic +0 (4 Pts)
Climbing +0 (2 Pts)
Disguise +1 (4 Pts)
Explosives +0 (4 Pts)
Forgery +1 (4 Pts)
Holdout +0 (2 Pts)
Influence
Fast Talk +0 (2 Pts)
Intimidation +0 (2 Pts)
Streetwise +0 (2 Pts)
Sex Appeal +0 (2 Pts)

Karate +2 (12 Pts)
Jumping +1 (2 Pts)
Lock-Picking +1 (2 Pts)
Search +0 (2 Pts)
Shadowing +0 (2Pts)
Pickpocket +0 (4 Pts)
Stealth +2 (8 Pts)
Pistols +1 (2 Pts)

Kamran "Cameron" Rajavi

With the United States in bits, the imperial powers collapsing under war debt, and the Soviet Union in isolation, nations that, in another timeline, might have fallen under their sway, are now seeing an opportunity to do the swaying. While Mosaddegh's Iran has been doing quite well for itself on the home front, being actively invaded by two of the Big Three allied nations not fifteen years prior has left its government quietly looking for allies to further de-incentivize a repeat. Kamran may have preferred an assignment in much-closer-to-home Czechoslovakia, but even he has to admit that a thumb on the scales would have a much bigger effect in the newly divided America. And this mercenary company appears to have very large hands.

quote:

Primary Stats: (120pts)
ST 10
DX 12 (40pts)
IQ 13 (60pts)
HT 12 (20pts)

Secondary Stats:
HP - 10
Will - 13
Perception - 13
FP - 12
Basic Speed - 6
Basic Move - 6 y/s

Image and Looks: (13pts)
Appearance - Handsome (8pts)
Charisma 1 (5pts)

Social Background: (6pts)
TL 7 (Atomic)
Language (Farsi Native Literate, English Fluent Literate (6pts))
Wealth 0
Reputation 0
Status 0

Advantages: (15pts)
Danger Sense (15pts)

Disadvantages: (-23pts)
Code of Honor (Mercenary) (-5pts)
Overconfidence (-5pts)
Quirk: Persian cuisine advocate [and there isn't any in the US!] (-1pt)
Quirk: Refuses to "finish off" enemy non-threats (-1pt)
Quirk: Tea addict (-1pt)
Sense of Duty (Home Country of Iran) (-5pts)
Sense of Duty (Mercenary Company) (-5pts)

Skills (56 pts):
Armory 2 (2pts) (IQ/A) = 13
Explosives 2 (2pts) (IQ/A) = 13
First Aid 2 (2pts) (IQ/E) = 14
Influence (Diplomacy) 3 (4pts) (IQ/H) = 13
Influence (Streetwise) 3 (4pts) (IQ/H) = 13
Merchant 3 (4pts) (IQ/A) = 14
Missile Weapon (Gun/Submachine Gun) 4 (8pts) (DX/E) = 15
Missile Weapon (Gun/LAW) 3 (4pts) (DX/E) = 14
Navigation (Land) 3 (4pts) (IQ/A) = 14
Observation 4 (8pts) (IQ/A) = 15
Stealth 4 (8pts) (DX/A) = 14
Tactics 3 (4pts) (IQ/H) = 13
Vehicles (Driving) 2 (2pts) (DX/A) = 12

Peter “Glaedwine” Johnson

Sammy, codenamed "Glaedwine," was part of a commando unit for the US during the war. However, during a key operation, his unit encountered an unknown group that offered strong resistance. Glaedwine botched the setting of an explosive, and as a result, the unknown enemy annihilated his squad. Glaedwine was the only one to return, but was disgraced, and removed from duty. Hoping to get a decent payday, and maybe find that enemy group and avenge his comrades, Glaedwine sets out to be a mercenary.

quote:

Name: Peter “Glaedwine” Johnson
Player: damanation

Primary Stats: 110pts
ST: 13 30
DX: 13 60
IQ: 10 00
HT: 12 20

Secondary Stats:
HP
Will
FP
Basic Speed
Basic Move

Image and Looks:
Appearance Average

Social Background: -10 Pts
TL 7 (Atomic) 00
Language (English Native Literate)
Wealth: Struggling -10
Reputation 0
Status 0

Advantages: 83 pts
Combat Reflexes 15
Daredevil 15
Enhanced Dodge 15
Fearlessness 2 04
Flexibility 05
High Pain Threshold 10
Night Vision 4 4
Perfect Balance 15

Disadvantages: -35 pts
Code of Honor (Mercenary) -5
Obsession: Destruction of unknown organization -10
Overconfidence -5
Sense of Duty (The Company) -5
Unluckiness -10
Quirk: Insistent Basketball is the next big sport -1
Quirk: Uses Kirk-Fu( double dropkicks, single karate chop, hammerblow etc..) -1
Quirk: Likes Masks & Helmets -1
Quirk: Dislikes mushy textured food (I.E. beans) -1

Skills: 56 pts
Climbing DX+1 04
Escape DX-1 02
Explosives/TL IQ+1 04
Jumping DX+2 04
Karate DX+1 08
Melee Weapon – Two Handed Sword DX +2 08
Missile Weapon Gunner (Cannon) DX + 2 04
Missile Weapon Gunner (Machine Gun) DX+2 04
Missile Weapon Guns (LAW) DX+2 04
Missile Weapon Guns (Rifle) DX+3 08
Stealth DX+0 02
Throwing DX+0 02
Vehicle Skills (Car) DX+0 02



Kang Gil-Dong aka "King Kang"

Sometime petty crook, Sometime Korean independence fighter, sometime spy. Orphaned before he ever really knew his parents, he more than his share of spent hungry days and cold nights on the streets of Seoul. For most of his life, he made his way in the world on the grimy edges of society. When his hands were too big to pick pockets, they were big enough to clutch a Mauser. Broken windows, bloody noses, and black eyes punctuated Kang's early life. We he wasn't scrapping with street hoods, he was chucking hand grenades into police stations or running from the kenpeitai.

Along the way, he picked up some nasty scars and more than one price on his head. It seems the new Korean government doesn't have much use for street hoods like him, now that the Japanese are gone. He's been hopping from hideout to hideout, but the cops are hot on his tail. And if they don't get him, the jopok will...

So, after his last hideout in Seoul went up in flames, he stowed away on a cattleboat and got out of town. He's lived through enough cold winters and hungry nights for one lifetime and he has no desire to do that again. Decades of living on the streets and killing to earn a living have made him a hardened, jaded fighter with a keen sense of survival. He's looking for a fistful of dollars and isn't afraid to use a knuckleduster, a tommy gun, or plain old thievery to get it.

quote:

Name: Kang Gil-Dong
Player: Baccaruda

Basic Attributes
ST: 11 [-10 points]
DX: 15 [-100]
IQ: 12 [-40]
HT: 12 [-20]

Secondary Characteristics
HP: 11
WILL: 12
PER: 12
FP: 12

Height: 5' 5"
Age: 26

Languages
Native: Korean (Spoken [Free], Illiterate [+3])
Second: English (Accented [-2])

Appearance: Average
Charisma: 0
Wealth: Struggling [-10]

Advantages
Combat Reflexes [-15]
Enhanced Dodge [-15]
Hard to Kill +1 [-2]

Disadvantages
Gluttony [-5]
Greed [-15]
Intolerance (Communists, Japanese, Police) [-3]
Sense of Duty - small group [-5]

Skills
Brawling +1 [-2]
Climbing +0 [-2]
Explosives +0 [-2]
Holdout -1 [-1]
Lockpicking -1 [-1]
Melee Weapon - Easy - Knife +1 [2]
Missile Weapon - Guns - Pistol +1 [-2]
Missile Weapon - Guns - SMG +0 [-1]
Scrounging +0 [-1]
Search -1 [-1]
Smuggling - [-1]
Stealth +1 [-4]
Thrown Weapon - Hand Grenade +0 [-1]



Reginald Bartlett

Reginald Bartlett is a businessman, thank you very much. After suffering an automobile accident at a young age, Reginald was left legless and confined to a wheelchair. He thereupon focused himself on academics and study. After graduating and going into the field of business, he became rather successful. During the war he spent time as a cryptographer and intelligence analyst. With the destruction of DC and the splitting of the country, Reginald found himself at a crossroads, unable to decide who to remain loyal to. Reginald is one of those still calling for the reunification of the United States and feels that this mercenary group may be where to start. As such, he has invested a large amount of capital in the endeavor and has left his remaining business holdings in the care of competent underlings. He is the primary stockholder and current manager of the business side of the mercenary company.

quote:

Name: Reginald Bartlett
Player: Mycroft Holmes

Attributes [115]
ST 11 [10]
DX 12 [40]
IQ 15 [100]
HT 11 [10]

HP 11
Will 12 [-15]
Per 12 [-15]
FP 11

Basic Lift 24
Damage 1d-1/1d+1

Basic Speed 5.75
Basic Move 2 [-15]

Ground Move 2

Social Background
TL: 6 [0]
Cultural Familiarities:
Languages: English (Native/Native) [0].

Advantages [25]
Business Acumen (2) [20]
Intuitive Mathematician [5]

Disadvantages [-25]
Lame (Missing Legs) [-20]
Selfless (12 or less) [-5]

Skills [85]
Accounting IQ/H - IQ+2 17 [4]
includes: +2 from 'Business Acumen'
Administration IQ/A - IQ+2 17 [2]
includes: +2 from 'Business Acumen'
Cryptography/TL6 IQ/H - IQ+1 16 [8]
Current Affairs/TL6 (Politics) IQ/E - IQ+1 16 [2]
Detect Lies Per/H - Per+4 16 [20]
Diplomacy IQ/H - IQ+1 16 [8]
Driving DX/A - DX+1 13 [4]
Economics IQ/H - IQ+1 16 [2]
includes: +2 from 'Business Acumen'
Finance IQ/H - IQ+2 17 [4]
includes: +2 from 'Business Acumen'
Guns/TL6 (Pistol) DX/E - DX+4 16 [12]
Intelligence Analysis/TL6 IQ/H - IQ+1 16 [8]
Market Analysis IQ/H - IQ+1 16 [2]
includes: +2 from 'Business Acumen'
Merchant IQ/A - IQ+1 16 [1]
includes: +2 from 'Business Acumen'
Philosophy (Marxism) IQ/H - IQ+2 17 [12]

Stats [115] Ads [25] Disads [-25] Quirks [0] Skills [85] = Total [200]

Hand Weapons

Ranged Weapons
1 Colt Government, .45 ACP LC:3 Dam:2d pi+ Acc:2 Range:150 / 1600
RoF:3 Shots:7+1(3) ST:10 Bulk:-2 Rcl:3 $850 Wgt:2.8

Armor & Possessions
1 Holster, Fast-Draw Rig $500 Wgt:3 Location:

From far upstate New York, Malcolm Larsen was barely 17 when America broke apart. Naturally more inclined to academic than physical pursuits (though he did spent much of his youth outdoors in the Adirondacks), Larsen enrolled in an engineering program at the local university, paying his way through school by doing cropdusting and other odd jobs in an old biplane he purchased for a few hundred dollars. After he was banned from the engineering program (for attempting to synthesize an explosive chemical he read about in a library book), he turned to piloting full time.

quote:

Name: Malcolm Larsen
Player: LostCosmonaut

ATTS [90]:
ST 9 [-10];
DX 11 [20];
IQ 14 [80];
HT 10 [0].
HP 9 [ ];
Will 14 [ ];
Per 14 [ ];
FP 10 [ ].
TL: 0 above campaign tech level.
Languages: English (Spoken: Native, Written: Native)
Russian (Spoken: Broken, Written: Broken)
Spanish (Spoken: Accented , Written: Broken)
Reaction modifiers: Appearance [0] Status 0 [] Reputation 0 []

Advantages [42]:
Combat Reflexes [15]
Daredevil [15]
Fearlessness (1) [2]
Disadvantages [15]:
Code of Honour - informal peers [-5]
Curious* [-5]
Overconfidence*[-5]

Skills [83]:
Area Knowledge = [2]
Climbing = [1]
Engineer/TL = [12]
Explosives/TL = [4]
Hiking = [8]
Mathematics/TL = [4]
Mechanic/TL = [8]
Research/TL = [4]
Survival = [1]
Swimming = [1]
Tactics = [8]
Vehicle Skills - Easy: Driving = [2]
Vehicle Skills - Average: Piloting = [8]
Vehicle Skills - Hard: Piloting = [12]
Writing = [8]

Matilda Emerson

A former socialite heiress who lost everything in the war and it's aftermath, Matilda is a natural fighter pilot, skilled medic, and a decent sniper.

quote:

Name: Matilda Emerson
Player: Gnoman

Basic Attributes
ST: 8
DX: 14
IQ: 14
HT: 10

Secondary Characteristics
HP: 8
WILL: 14
PER: 14
FP: 10

Height: 5'
Age: 32

Languages
Native: English


Appearance: Beautiful
Wealth: Average

Advantages
3D Spatial Sense
Absolute Timing
Beautiful
Talent (Natural Pilot)
Independent Income 4

Disadvantages
Curious [+5]
Lecherousness [+15]

Skills
Aerobatics 14
Mechanic (Heavy Fighter) 14
Piloting (Heavy Fighter) 14
Navigation (Air) 14
Gunner (Aircraft Machine Gun) 15

Rifle 15

Dancing 14
Sex Appeal 10

First Aid 17
Physician 13
Surgery 10
Diagnosis 13

Connor "Dead-Ear" Brown



Connor used to run a crew down in the Whitechapel district of London. Small crew, tight like, kicked up to the boys in uptown. They was pretty content running diversions and what, convincin' the local merchanthood around that we was looking out for them, guardian like. He had a pretty thing going, until he managed to run afoul of ol' Mick Hannity, top man of the Manchester Bleeders. The situation got climacteric, and Connor decided the best thing for 'im might be a nice boat ride across the pond, see what the yanks are up to. Almost made it without gettin' skewered too; ended up making himself scarce while the crew ran about lookin' for the man what put paid to the corpse in the hall.

After landing on the balmy shores of some Christ forsaken shite-hole in the NC, Dead-Ear worked his way through an outfit or four to stretch his legs a bit. Saw almost as many go down bloody, too. Goon Squad picked him up as fresh face with a certain outlook they may 'ave been lacking, and he didn't bother to dissent, so long as there was a bit of money and fun to be had. So far he ain't seen any manifestation that ol' Mick is gunnin' for him all the way in these states.

So far, anyway.

quote:

Player: SandwichAnarchist

Strength 10 HP 10
Dexterity 12 Will 13
Intelligence 13 Perception 13
Health 13 FP 13

Basic Speed 6.25 Dodge 9
Basic Move 6

Appearance: Unattractive
Wealth: Struggling

Language: English (native)

Advantages:
Acute Vision 1
Charisma 3
Danger Sense
Enhanced Parry (barehands)
Hard to Kill 3

Disadvantages:
Code of Honor (Moderate; "Don't never snitch, on nobody, never.")
Hard of Hearing (-5, only -2 on rolls. Connor has lost most of the hearing in his right ear from a savage beating he took years ago)
Intolerance (specific, minor; Hates dogs)
Sense of Duty (small group; "Them boys what are down in Whitechapel")
Patron (+10, London Criminal Elements)
Enemy (-10, The Manchester Bleeders; "I may have, at one point, done a thing or two, eh, untoward with ol' Mick's wife")

Skills:
Area Knowledge (London) 16
Brawling +4
Gambling 13
Holdout 15
Influence (fast-talk) 16
Influence (intimidation) 14
Influence (streetwise) 16
Leadership 14
Melee Weapon (swords) 13
Missile Weapon (pistol) 14
Missile Weapon (shotgun) 13
Observation 16
Pickpocket 11
Shadowing 15
Smuggling 16
Stealth 14
Vehicle Skills (driving) 13

chitoryu12 fucked around with this message at 16:17 on Feb 11, 2019

chitoryu12
Apr 24, 2014

Base Purchases

Barracks

Barracks are probably your most important buildings, as these are where your troops sleep at night. You cannot hire any soldiers beyond your maximum bed capacity. The Officers' Quarters that you start with already has sufficient beds for your unit unless more player characters come on board, so you'll only need to build barracks for upcoming troops.

Pup Tent (1 unit per 4 tents, $50, no monthly cost): A simple triangular tent made of two shelter halves. The only door is a flap, it’s barely big enough to sit up straight in, you have sleeping bags instead of real beds, and you’re totally exposed to the elements. The only advantage is that it’s cheap. Capacity of 2 soldiers. -2 Morale to units housed inside.



Nissen Hut (1 unit, $6000, $10 a month): A lightweight prefabricated structure of galvanized steel in a semicircular shape. The design originated in World War I and both surplus huts and newly manufactured ones are cheaply available as housing and offices. The curved wall limits usable space and there’s no insulation, making the buildings sweltering in the summer and freezing in the winter. Capacity of 6 soldiers. -1 Morale to units housed inside.



Dymaxion Deployment Unit (1 unit, $12,000, $15 a month): A prefabricated aluminum structure meant for both civilian and military housing. The circular structure allows for a large number of troops arranged in a relatively small space, while insulation provides more comfortable living environment. Capacity of 6 soldiers.



Dymaxion Deployment Unit for Officers (1 unit, $25,000, $30 a month): A Dymaxion Deployment Unit intended to serve as a civilian home or personal quarters for an officer. It comes from the factory simply furnished with a bed, reading chair, desk, two filing cabinets, a padlocked chest and cabinet set for storing personal items, and a bathroom with a toilet and shower hooked to an outdoor water tank. The owner can furnish it as they see fit, preferably at their own expense. Capacity of 1 soldier. +1 Morale to soldier housed inside.



Quonset Hut (2 units, $17,000, $20 a month): A lightweight prefabricated structure of galvanized steel in a semicircular shape, about twice the size of a Nissen Hut. Hundreds of thousands of these huts were manufactured during World War II for quickly constructing bases and are still available to be commissioned by private military companies. The interior is insulated and the exterior is rust-resistant, allowing for use as barracks, latrines, or office buildings. Capacity of 15 soldiers.



Jamesway Hut (2 units, $20,000, $25 a month): Jamesway Huts are specialized structures designed as portable shelters for long-term arctic settlements. They resemble other semicircular huts like the Quonset Hut and Nissen Hut, but with a skin of muslin and glass fiber insulated blankets stretched over wooden ribs with an insulated plywood/fiberglass floor. The buildings are heavily insulated and fireproof and the roof can withstand snowfall, but the thin fabric skin is vulnerable to tearing. Capacity of 15 soldiers. +1 Morale when used in cold weather. Vulnerable to weather.



Hopper Hut (2 units, $20,000, $10 a month): A squat brick structure based on the accommodations built on English hop farms for itinerant workers. While more expensive per bed when first built and lacking insulation to keep it comfortable, the structure has lower maintenance requirements than prefabricated metal structures and handles the weather better. Capacity of 10 soldiers. Weatherproof. -1 Morale to units housed inside.



Slab Hut (1 unit, $500, $5 a month): Slab huts are simple shacks made of wood planks and corrugated metal with a rough finish. They have no insulation and the windows are just holes in the wall with hinged coverings, but they’re extremely cheap to produce by chopping down trees. They include a small hearth for warmth, though there’s not enough room for more than a personal mess kit for cooking. Capacity of 10 soldiers. Vulnerable to weather. -1 Morale to units housed inside.



Tarpaper Barracks (2 units, $20,000, $15 a month): Tarpaper barracks are quickly assembled structures made of plywood with tarpaper covering the walls to provide insulation, situated on very short stilts to keep them off the ground in case of flooding. Similar buildings were constructed for domestic garrisons and Japanese-American internment camps during the war. They’re not very comfortable and smell distinctly of wood, but they provide slightly more space than prefabricated structures. Capacity of 20 soldiers.



Two-Story Barracks (Small) (6 units, $170,000, $75 a month): A two-story wood and concrete structure that provides bunk bed lodging in four open barracks and a small lavatory with sewage or septic hookup and running water. These structures are built to a wartime standard (rectangular, gabled roof, overhang over the first floor, and exterior stairs). It provides more comfort than a prefabricated structure, though the large open rooms totally eliminate privacy. Capacity of 120 soldiers. Weatherproof.



Two-Story Barracks (Large) (12 units, $210,000, $100 a month): A two-story wood and concrete structure that provides bunk bed lodging in three open barracks, a mess hall, and a large lavatory with sewage or septic hookup and running water. It shares the basic design of the smaller two-story barracks building but is expanded to hold more soldiers and include feeding capability. Capacity of 200 soldiers. Feeding capacity of 200 soldiers. Weatherproof.



Vehicle Structures

Note that these are not mandatory to keep vehicles in! You can have vehicles parked outside (or boats left anchored or tied to a tree or something) if you don't have specific structures to house them in. You also don't require these buildings to perform maintenance. However, leaving vehicles outside makes them vulnerable to inclement weather, theft and sabotage, or any other events that may occur to a tank parked outside the barracks.

Garage (Small) (2 units, $150,000, $300 a month): A small semicircular brick building with a garage door, suitable for holding one or two smaller vehicles like Jeeps and the tools and materials needed to maintain them. Capacity of 2 vehicles. +1 to Maintenance checks.



Garage (Large) (4 units, $300,000, $500 a month): A large, prefabricated structure of galvanized steel in a semicircular shape with a large garage door. This garage is big enough to hold up to two tanks or similar armored vehicles and all of the tools and materials needed to maintain them. Capacity of 4 vehicles. +2 to Maintenance checks.



Vehicle Warehouse (20 units, $300,000, $450 a month): A simple warehouse with a garage door for holding vehicles. The building is climate-controlled to keep the vehicles from deteriorating, but it has no maintenance facilities or storage space. Aircraft can be kept in here in an emergency, with their wings detached or folded. Capacity of 20 vehicles.



Hangar (20 units, $400,000, $600 a month): A large building for holding aircraft and conducting maintenance on them. Along with storing aircraft, it includes maintenance facilities for maintaining, refitting, refueling, and reloading the aircraft inside. Capacity of 3 small aircraft or 1 bomber/transport. +2 to Maintenance checks.



Dirt Runway (30 units, $100,000, $40 a month): A simple dirt strip 1000 yards long, smoothed out as best as possible to create an improvised runway. Only lighter aircraft capable of handling such rugged runways should be used, and aircraft that require long takeoff or landing rolls (especially heavy ones like bombers) are at risk of crashing when using the runway.



Runway (30 units, $4,500,000, $700 a month): A proper 1500-yard runway made of smooth concrete with paved taxiways leading back to the parking spaces. Any aircraft can handle these runways, no matter their size.



Boathouse (6 units, $75,000, $800 a month): A typical boathouse for storing a single vessel out of the elements, with tools and materials for basic repair. Can only be built on the water. +1 to Maintenance checks. Capacity of 1 boat.



Dock (20 units, $7,2000,000, $8000 a month): A large concrete dock facility with workshops and berths for holding large vessels, including limited space for capital ships if you ever get your hands on one. Can only be built on the water. +2 to Maintenance checks. Capacity of 30 boats.



Admin Structures

The most important admin structure here is the mess hall. You need to have a feeding capacity at least equal to how many soldiers you've recruited. Soldiers without a mess hall still get to eat, but suffer -1 Morale from being forced to eat canned food cooked over a fire in their mess tins.

Field Kitchen (2 units, $15,000, $150 a month): A surplus US Army field kitchen with a tent and some folding tables and chairs to create an improvised kitchen and mess hall. Feeding capacity of 20 people.



Mess Hall (Small) (3 units, $60,000, $150 a month): A long, rectangular wooden structure on short stilts to prevent flooding. Includes a small kitchen and long tables with benches for soldiers to eat at. Feeding capacity of 100 soldiers.



Mess Hall (Large) (6 units, $120,000, $400 a month): A large cinderblock mess hall with a huge kitchen, plenty of seating, and a lavatory. The conditions are still the same, but having a proper toilet with plumbing helps. Feeding capacity of 200 soldiers. Weatherproof.



Infirmary (4 units, $100,000, $400 a month): A rebuilt Quonset Hut with a trained staff of doctors and surgeons. Along with helping wounded mercs returning from battle, they provide regular medical care for the usual illnesses, bumps, bruises, and hangovers that plague soldiers during their down time. +1 to medical-related checks when healing. +1 Morale.



Office (4 units, $70,000, $3000 a month): A small wooden office building that comes with its own clerical staff of bookkeepers, secretaries, and assistants. They perform all the hard work to let you stick to what you do best, including finding you better deals. Decreases purchase costs by 25% after construction.



Command Center (6 units, $400,000, $8000 a month): A two-story brick office building with extensive radio and telegraph equipment, paid staff, a map room, and a large backlit battle board for placing an operation map and markers to determine plans of attack and resources on the field. The command center maintains contact with mercenary units in the field and coordinates information flow to and from the main base, ensuring that everyone has the necessary information to succeed. +4 on all rolls to determine success of mercenary operations.



Machine Shop (3 units, $80,000, $300 a month: A tarpaper-insulted plywood building set up with all the equipment necessary for machining parts, along with basic repair facilities. Allows for custom creations. +1 to Armory, Engineer, and Machinist checks.



Ammo Workshop (2 units, $50,000, $500 a month: A large aluminum structure filled with machine tools, industrial loading presses, safe storage for brass, primers, powder, and bullets, and plenty of surplus ammo cans. Allows handloaded ammunition. Decrease deployment cost of firearms by 10%.



Training Structures

Training is a vital part of becoming a better soldier. Without modifiers, it takes 200 hours of practice to put 1 point into a skill. Proper training facilities can speed up training, while you can always train by yourself without a facility at the cost of a slower pace.

Outdoor Firing Range (5 units, $3000, $100 a month): A simple outdoor range with a dirt berm at 100 yards, a stock of paper targets, and a wooden overhang with cleared dirt shooting positions. Gives soldiers a place to train that isn’t just balancing empty ration cans on a fence post. +1 to Guns skill for all hired mercs. Player character training time for Guns skill reduced by 25%.



Indoor Firing Range (5 units, $20,000, $300 a month): An indoor concrete range with individual booths, a ventilation system, adjustable light levels, and target hangers on a mechanical track. Much more comfortable than the outdoor range, though also much louder. +2 to Guns skill for all hired mercs. Player character training time for Guns skill reduced by 50%.



Kill House (6 units, $80,000, $400 a month): A large concrete warehouse with a supply of plywood walls and stairs that can be assembled into various configurations, along with paper enemy and hostage targets. The kill house can be set up in almost any possible configuration, from testing specific skills to rehearsing strikes on a target with a known layout. +2 to Guns skill for all hired mercs. Player character training time for Guns skill reduced by 75%.



Morale Structures
Officer’s Club (3 units, $200,000, $500 a month): A concrete and stucco building used as a private mess and relaxation area for the mercenary organization’s officers. None of them enlisted men are allowed in, creating a sense of separation between the officers and the mercenaries they lead. The building is decorated with tile floors, a bar (with alcohol if allowed on base), more comfortable tables and chairs for less of a “mess hall experience”, and a radio playing local music and news. Feeding capacity of 30 player characters. +1 Morale to player characters only.



Chapel (3 units, $70,000, $200 a month): A simple wooden chapel, large enough to provide services to every soldier who may need it. While it resembles a typical Christian church, any denomination’s priests are welcome to perform services inside. +1 Morale.



Movie Theatre (2 units, $90,000, $500 a month): A long wooden building with folding chairs, a screen, a projector, and a closet full of film reels. Gives soldiers a change to relax by watching recent movie releases out of West California, newsreels, and cartoons. +1 Morale.



Sauna (1 unit, $120,000, $300 a month): A traditional Scandinavian sauna building where soldiers can strip down and sweat out their worries. +1 Morale.



Logistics

These are all monthly costs per person. Rations are the only one of these that are mandatory, since you obviously wouldn't have an army if you didn't feed them. There may be further opportunities for morale-boosting resources later down the line.

Poor Rations ($50 per person per month): Canned and dried food cooked up and served on a metal plate or in a soldier’s mess tin. Cheap and filling, but the taste ranges from boring to disgusting depending on the skill of chef and brand of food. -1 Morale.



Average Rations ($100 per person per month): Simple, belly-filling foods made from a mixture of canned, frozen, and fresh goods. The menu reflects typical Midwest American foods like pot pie, hash, baked chicken, and stews. No Morale change.



Gourmet Rations ($300 per person per month): Rations made from high-quality ingredients to restaurant standards, incorporating different world cuisines and accommodating for dietary restrictions. +1 Morale.



Alcohol Allowance ($200 per person per month): A stock of beer, wine, and hard liquor is kept and drinking is allowed on base (within reason). It’ll help the soldiers wind down and have a good time, but it might also cause disciplinary issues. +1 Morale. Random disciplinary problems.

chitoryu12 fucked around with this message at 18:54 on Aug 12, 2018

chitoryu12
Apr 24, 2014

Total Funds: $3,442,176
Monthly Expenses: $126,975

Base Configuration

Base Size: 66/100
Beds full: 86/212
Soldiers fed: 86/86

Officer's Quarters ($100 a month): Capacity of 12 soldiers
Two-Story Barracks (Large) (12 units, $100 a month): Capacity of 200 soldiers. Feeding capacity of 200 soldiers
Infirmary (2 units, $20 a month): +1 to medical-related checks. +1 Morale
Field Kitchen (2 units, $150 a month): Feeding capacity of 20 soldiers
Office (4 units, $3000 a month): Decreases purchase costs by 25%
Chapel (3 units, $200 a month): +1 Morale
Kill house (6 units, $400 a month): +2 to Guns skill for all hired mercs. Player character training time for Guns skill reduced by 75%
Dirt Runway (30 units, $40 a month)
Movie Theater (2 units, $500 a month): +1 Morale
Machine Shop (3 units, $300 a month): Allows for custom creations. +1 to Armory, Engineer, and Machinist checks.
Ammo Workshop (2 units, $500 a month): Allows handloaded ammunition. Decrease deployment cost of firearms by 10%.

Gourmet Rations ($300 per person per month): +1 Morale

Soldiers

Expatriate French Soldier 1
Combat Level: 3
Driving Level: 1
Pilot Level: 0
Social Level: 1
Hiring Cost: $1500
Monthly Cost: $1200
French Translator

Expatriate French Soldier 2
Combat Level: 3
Driving Level: 1
Pilot Level: 0
Social Level: 1
Hiring Cost: $1500
Monthly Cost: $1200
French Translator

Tank Driver 1
Combat Level: 2
Driving Level: 3
Pilot Level: 0
Social Level: 1
Hiring Cost: $800
Monthly Cost: $2500
Armor Training

Tank Driver 2
Combat Level: 2
Driving Level: 3
Pilot Level: 0
Social Level: 1
Hiring Cost: $800
Monthly Cost: $2500
Armor Training

Tank Driver 3
Combat Level: 2
Driving Level: 3
Pilot Level: 0
Social Level: 1
Hiring Cost: $800
Monthly Cost: $2500
Armor Training

Tank Driver 4
Combat Level: 2
Driving Level: 3
Pilot Level: 0
Social Level: 1
Hiring Cost: $800
Monthly Cost: $2500
Armor Training

Tank Driver 5
Combat Level: 2
Driving Level: 3
Pilot Level: 0
Social Level: 1
Hiring Cost: $800
Monthly Cost: $2500
Armor Training

Tank Driver 6
Combat Level: 2
Driving Level: 3
Pilot Level: 0
Social Level: 1
Hiring Cost: $800
Monthly Cost: $2500
Armor Training

Tank Driver 7
Combat Level: 2
Driving Level: 3
Pilot Level: 0
Social Level: 1
Hiring Cost: $800
Monthly Cost: $2500
Armor Training

Tank Driver 8
Combat Level: 2
Driving Level: 3
Pilot Level: 0
Social Level: 1
Hiring Cost: $800
Monthly Cost: $2500
Armor Training

Tank Driver 9
Combat Level: 2
Driving Level: 3
Pilot Level: 0
Social Level: 1
Hiring Cost: $800
Monthly Cost: $2500
Armor Training

Tank Driver 10
Combat Level: 2
Driving Level: 3
Pilot Level: 0
Social Level: 1
Hiring Cost: $800
Monthly Cost: $2500
Armor Training

Demo Man 1
Combat Level: 2
Driving Level: 1
Pilot Level: 0
Social Level: 1
Hiring Cost: $1800
Monthly Cost: $2700
Demo Training

Demo Man 2
Combat Level: 2
Driving Level: 1
Pilot Level: 0
Social Level: 1
Hiring Cost: $1800
Monthly Cost: $2700
Demo Training

Demo Man 3
Combat Level: 2
Driving Level: 1
Pilot Level: 0
Social Level: 1
Hiring Cost: $1800
Monthly Cost: $2700
Demo Training

Demo Man 4
Combat Level: 2
Driving Level: 1
Pilot Level: 0
Social Level: 1
Hiring Cost: $1800
Monthly Cost: $2700
Demo Training

Demo Man 5
Combat Level: 2
Driving Level: 1
Pilot Level: 0
Social Level: 1
Hiring Cost: $1800
Monthly Cost: $2700
Demo Training

Boat Driver 1
Combat Level: 1
Driving Level: 2
Pilot Level: 0
Social Level: 2
Hiring Cost: $1000
Monthly Cost: $1000
Naval Training

Boat Driver 3
Combat Level: 1
Driving Level: 2
Pilot Level: 0
Social Level: 2
Hiring Cost: $1000
Monthly Cost: $1000
Naval Training

Boat Driver 4
Combat Level: 1
Driving Level: 2
Pilot Level: 0
Social Level: 2
Hiring Cost: $1000
Monthly Cost: $1000
Naval Training

Boat Driver 5
Combat Level: 1
Driving Level: 2
Pilot Level: 0
Social Level: 2
Hiring Cost: $1000
Monthly Cost: $1000
Naval Training

Boat Driver 6
Combat Level: 1
Driving Level: 2
Pilot Level: 0
Social Level: 2
Hiring Cost: $1000
Monthly Cost: $1000
Naval Training

Boat Driver 7
Combat Level: 1
Driving Level: 2
Pilot Level: 0
Social Level: 2
Hiring Cost: $1000
Monthly Cost: $1000
Naval Training

Boat Driver 8
Combat Level: 1
Driving Level: 2
Pilot Level: 0
Social Level: 2
Hiring Cost: $1000
Monthly Cost: $1000
Naval Training

Boat Driver 9
Combat Level: 1
Driving Level: 2
Pilot Level: 0
Social Level: 2
Hiring Cost: $1000
Monthly Cost: $1000
Naval Training

Boat Driver 10
Combat Level: 1
Driving Level: 2
Pilot Level: 0
Social Level: 2
Hiring Cost: $1000
Monthly Cost: $1000
Naval Training

Armory

x10 Smith & Wesson Hand Ejector (.44 Special) +1
x1 Smith & Wesson Military & Police (.38 Special) +1
x10 M3A1 Grease Gun (.45 ACP) +2
x2 United Defense M42 (9x19mm) +2
x1 Winchester M1897 (12 Gauge) +2
x10 M1 Carbine (.30 Carbine) +3
x5 M1A1 Carbine (.30 Carbine) +3
x5 M1 Garand (.30-06) +3
x5 MAS-36 (7.5x54mm MAS) +3
x1 Savage Model 99A (.303 Savage) +4
x2 T52E3 (.30-06) +4
x2 Browning M2HB (.50 BMG) +4
x1 M2 Flamethrower +4
x4 M79 (40mm) +5
x2 M18 Recoilless Rifle (57mm) +5

Vehicles

x4 1941 Pontiac Deluxe Six Sedan (Staff Car) +1
x1 1938 Plymouth PS +1
x2 M3 Half-Track +6
x2 M8 Greyhound Light Armored Car +10
x1 M18 Hellcat +15

Aircraft
x1 Sikorsky YR-5A +5
x1 Bell 47 +4
x2 P-51D Mustang +20

chitoryu12 fucked around with this message at 17:03 on Oct 4, 2018

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
a pilot?



Formerly a WASP and air racer, Cochrane is taking advantage of the interesting times to try her hand as a combat pilot.

quote:

Name: J. Cochrane

Primary Stats: 120pts
ST: 10 00
DX: 13 60
IQ: 12 40
HT: 12 20

Secondary Stats:
HP
Will
FP
Basic Speed
Basic Move

Image and Looks:
Appearance Average

Social Background:
TL 7 (Atomic)
Language (English Native Literate)
Wealth 0
Reputation 0
Status 0

Advantages: 33 pts
Acute Vision 1 2
Combat Reflexes 15
Danger Sense 15
Night Vision 1 1

Disadvantages: -20 pts
Code of Honor (Mercenary) -5
Impulsive -10
Sense of Duty (The Company) -5

Skills: 69pts
Area Knowledge IQ+0 1
Artillery (Bombs) IQ+0 2
Brawling D+3 8
Electronics Operation TL7 IQ-1 2
Leadership IQ-1 2
Missile Weapon (Gunner/Machine Gun) DX+3 8
Missile Weapon (Guns/Pistol) DX+3 8
Navigation (Air) IQ+3 12
Tactics IQ+3 12
Vehicle (Driving TL7) DC-1 2
Piloting TL7 (Light Plane) DX+3 12

Equipment: (all conditional on approval)
1x Browning Hi-Power $400
Shoulder Holster $50
Improved Visibility Sights $75
first aid kit $10
Pilot survival vest $250
flashlight $20
Parachute + Reserve $1000
Fragmentation Vest $200
brass knuckles $10
Steel-toed Boots $100
Late Leather Helmet $70
Anti-G suite $5000
Fireproof Suit $200

thatbastardken fucked around with this message at 07:47 on Nov 7, 2018

chitoryu12
Apr 24, 2014


Pilot's are definitely something that will be needed! Missions and special ops will cover land, sea, and air combat.

Stago Lego
Sep 3, 2011
I would like to be a technician/REMFy kinda guy, though if necessary I will fight.

I made this character with a programm, if tis too good let me know.
Grunn
Bio:
Name Klaas Grunn Meijer, Born in Groningen and studied in amsterdam at the Hogere Zeevaartschool Amsterdam for engineer. Here though fiiting in with the rest of his fellow students, it's also where he learned to drink, they always teased him with his origin. hence the name Grunn, a dialectic name for his city of birth. After finishing the school sailed quite a few boats maintaining everything on a ship from engines to electronics. He managed to get entangled with a ship that was smuggling and kept that lifestyle and earning him enough for a comfortable life. One of his friends told him of the possibility of earning more money by doing something exciting.

Strength 10 HP 10
Dexterity 10 Will 12
Intelligence 12 Perception 12
Health 10 FP 10
Basic Speed 5 Dodge 8
Basic Move 5

Appearance: Average
Wealth: Average

Advantages:
Animal Empathy
Disadvantages:
Curious
Hard of Hearing
Honesty
Skills:
Armoury/TL 13
Carousing 12
Electronics Repair/TL 12
Explosives/TL 13
Forgery/TL 12
Mechanic 13
Missile Weapon (blowpipe) 10
Scrounging 14
Smuggling 13
Vehicle Skills (bicycling) 12

Equipment:

Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk
Blowpipe 1d-3 pi- 1 x4 1/0.05 1 1(2) $30 2 -6

Stago Lego fucked around with this message at 19:09 on Jun 28, 2018

Tunicate
May 15, 2012

Just skimmed the rules, looks like you can be a frenchman who hates germans and that gives you extra character points?

Okay, that's my character. The frenchest guy who ever lived, out to kill Hitler.


Jean Paris Eiffel

A Parisian. A member of the French Resistance. And formerly a brother to the best little sister in the world.

The Germans took everything from him, and he knows - somewhere - that Hitler is laughing, having gotten away scot free. One day he's gonna find that son of a bitch and show him the edge of Madame Guillotine.

In the mean time, he'll take down as many Germans as he can. Nobody will mind - they're all Nazis. And - if possible - he'll use a rapier, the Frenchest of all weapons.


Stats (total 130)

ST: 10 00
DX: 13 60
IQ: 13 60
HT: 11 10

Advantage:
Lucky (15)

Skills (total of 72):
Outdoorsman(40) Camouflage, Naturalist, Navigation, Survival, and Tracking.

Shadowing IQ+3 8
Observation IQ+3 8
Missile Weapon (Gunner/Rifle) DX+3 8
Melee Weapon (Fencing/Rapier) DX+2 8


Disadvantages (total of -17)

Intolerance (Germans) -5
Delusion (-5) and Obsession (-5): Believes Hitler somehow survived getting nuked, wants to hunt him down and kill him
Quirk: Outrageous French Accent (-1)
Quirk: Eats Snails (-1)

chitoryu12
Apr 24, 2014

Tunicate posted:

Just skimmed the rules, looks like you can be a frenchman who hates germans and that gives you extra character points?

Okay, that's my character. The frenchest guy who ever lived, out to kill Hitler.

Yep! Advantages cost points, but you can take Disadvantages to gain points back in return for either suffering penalties or being forced to roleplay otherwise inadvisable decisions.

When we vote for a base location (which I think I'll wait on until we have at least 5 or 6 players), take a look at New France as an in-character vote. There's a lot of expatriate French living there and a general French Creole culture, so he'd fit in. It's also got some complications of its own!

Stago Lego posted:

I would like to be a technician/REMFy kinda guy, though if necessary I will fight.

I made this character with a programm, if tis too good let me know.

Everything looks to be fine on a skim. 200 points is around where pulp heroes start on their way to becoming as badass as Indiana Jones.

Also if you'd both like, you can find a character portrait or I can get one for you.

Stago Lego
Sep 3, 2011
Sorry here is a picture:

TehKeen
May 24, 2006

Maybe she's born with it.
Maybe it's
cosmoline.


Cool idea, chitoryu. Looking forward to seeing what kind of equipment / vehicle options are available. Here's another pilot who can also pull weight on the ground/at sea.



Wells was a former aviator in the Conch Republic Navy who is seeking her fortune elsewhere after being the scapegoat for an incompetent admiralty's blunder.

code:
Name: Katie Wells

Primary Stats: 130pts
ST: 10  0
DX: 13 60
IQ: 13 60
HT: 11 10

Secondary Stats:
HP - 11
Will - 13
Perception - 13
FP - 10
Basic Speed - 6
Basic Move - 6 y/s

Image and Looks: 4pt
Appearance - Attractive

Social Background:
TL 7 (Atomic)
Language (English Native Literate)
Wealth 0
Reputation 0
Status 0

Advantages: 34 pts
Acute Vision 2 / 4pt
Combat Reflexes 15pt
Luck 15pt


Disadvantages: -30 pts
Pacifist: Won't Harm Civilians -10pt
Curious -5pt
Overconfidence -5pt
Sense of Duty -5pt
Truthfullness -5pt

Skills: 61pts
Area Knowledge +1 / 2pt
Crewman +0 / 1pt
Electronics Operation (TL7) +0 / 2pt
Missile Weapon (Gunner/Machine Gun) +3 / 8pt
Missile Weapon (Guns/Rifle) +3 / 8pt
Navigation (Air) +2 / 8pt
Swimming +1 / 2pt
Tactics +2 / 12pt
Vehicle (Driving TL7) +0 / 2pt
Vehicle (Piloting TL7) +3 / 12pt


edit: dropped danger sense and code of honor
I had way more trouble figuring out how the skill point costs worked than I should have (never used GURPS before) so hopefully everything is correct. :sweatdrop:

TehKeen fucked around with this message at 02:45 on Jun 23, 2018

Bacarruda
Mar 30, 2011

Mutiny!?! More like "reinterpreted orders"


Kang Gil-Dong aka "King Kang"

Sometime petty crook, Sometime Korean independence fighter, sometime spy. Orphaned before he ever really knew his parents, he more than his share of spent hungry days and cold nights on the streets of Seoul. For most of his life, he made his way in the world on the grimy edges of society. When his hands were too big to pick pockets, they were big enough to clutch a Mauser. Broken windows, bloody noses, and black eyes punctuated Kang's early life. We he wasn't scrapping with street hoods, he was chucking hand grenades into police stations or running from the kenpeitai.

Along the way, he picked up some nasty scars and more than one price on his head. It seems the new Korean government doesn't have much use for street hoods like him, now that the Japanese are gone. He's been hopping from hideout to hideout, but the cops are hot on his tail. And if they don't get him, the jopok will...

So, after his last hideout in Seoul went up in flames, he stowed away on a cattleboat and got out of town. He's lived through enough cold winters and hungry nights for one lifetime and he has no desire to do that again. Decades of living on the streets and killing to earn a living have made him a hardened, jaded fighter with a keen sense of survival. He's looking for a fistful of dollars and isn't afraid to use a knuckleduster, a tommy gun, or plain old thievery to get it.

quote:

Basic Attributes
ST: 11 [-10 points]
DX: 15 [-100]
IQ: 12 [-40]
HT: 12 [-20]

Secondary Characteristics
HP: 11
WILL: 12
PER: 12
FP: 12

Height: 5' 5"
Age: 26

Languages
Native: Korean (Spoken [Free], Illiterate [+3])
Second: English (Accented [-2])

Appearance: Average
Charisma: 0
Wealth: Struggling [+10]

Advantages
Combat Reflexes [-15]
Enhanced Dodge [-15]
Hard to Kill +1 [-2]

Disadvantages
Gluttony [+5]
Greed [+15]
Intolerance (Communists, Japanese, Police) [+3]
Sense of Duty - small group [+5]

Skills
Brawling +1 [-2]
Climbing +0 [-2]
Explosives +0 [-2]
Holdout -1 [-1]
Lockpicking-1 [-1]
Melee Weapon - Easy - Knife +1 [2]
Missile Weapon - Guns - Pistol +1 [-2]
Missile Weapon - Guns - SMG +0 [-1]
Scrounging +0 [-1]
Search -1 [-1]
Smuggling - [-1]
Stealth +1 [-4]
Thrown Weapon - Hand Grenade +0 [-1]
Driving -1 [-1 point]
Lockpicking +0 [-1 point @adjusted rate]
Thrown Weapon - Hand Grenade +2 [-3 @adjusted rate]
Flexibility (+3 on Climbing rolls, +3 on Escape rolls for handcuffs, ignore up to -3
in penalties for working in close quarters
) [-5]

Kang’s Packing List
Equipment
Weapons (carried)
1x cut-down M2 carbine with jungle-taped mags, one-point sling, night sights, threaded barrel and a baffle suppressor or a Cutts Compensator - 5.6 lbs. (gun), 2.2 lb (two mags in gun), 2.2 lbs (two spare mags), 0.8 lbs. [One-point sling: +1 to Fast Draw; Night sight: negates -1 darkness penalty when shooting at night; folding stock: +1 Bulk when folded, taped mags: saves one Ready maneuver when reloading]
1x Shaved Webley Mk. II (.45 ACP) and 6x half-moon clips - 2.5 lbs (gun), 0.9 lbs. (ammo) [*does 2d pi+ damage]
*lent to Reginald for the upcoming special operation - 1x Browning Hi-Power (9x19mm) and 2x 13-round magazines - in a belt holster with lightened trigger, night sights threaded barrel, and baffle suppressor (removed) 2.4 lbs. (gun), 1 lb. (total ammo), 0.25 lbs (belt holster) [Trigger/Fine workmanship: +1 Accuracy; Night sight: negates -1 darkness penalty when shooting at night; Belt holster: +0 to Fast Draw]
1x Baby Browning (.25 ACP) - in an ankle [pocket] holster - 0.6 lbs (gun), 0.2 lbs. (ammo), 0.5 lbs. (pocket holster; -2 to Fast Draw)
1x Mk. 2 Frag grenade - in coat pocket - 1.3 lb
1x Mark I trench knife - in ankle sheath
1x Garrote wire - in trouser pocket
1x US Small Arms Company Pocket Knife Pistol (.22 LR) - in trouser pocket

Total weight: ?

Equipment (on person)
1x cigarette lighter
1x pack of cigarettes
billfold

Armor and Clothing
1x silk vest body armor with plate (4/2* DR = DR 4 against piercing and DR 2 against crushing; plate adds additional 5 DR to front)
1x set civilian clothes (shirt, belt, trousers, socks, underwear)
1x light jacket with Thompson ammo pouches and pistol pocket holster sewn into the lining
1x overcoat with Thompson ammo pouches and pistol pocket holster sewn into the lining

Total weight: ?

Equipment (in satchel)
1x satchel (holds the following)
2x 30 round M2 PDW mags (taped together) - 2.2 lbs (total ammo)
2x 13-round Hi-Power magazines - 1.0 lbs. (total ammo).
2x Mk. 2 Frag grenades - 2.6 lbs. total
1x M7A3 Tear Gas grenade
1x field dressing
1x first aid kit
1x (bloody) crowbar - 5 lbs.
1x pocket binoculars
2x boxes of stormproof matches
1x TL-122 flashlight
1x roll of tape

Total weight: ?

Weapons and Equipment (in trunk)
1x M2 Carbine with M1A1-style folding stock, a one-point sling, night sights, and a threaded barrel with a Cutts compensator and a baffle silencer, with 10x jungle-taped 30-round mags - 6.3 lbs. (gun), 11 lbs. (total ammo)
1x M1918 BAR converted to a Colt Monitor and 6x spare 20-round mags - 12.6 lbs. (gun), 9.6 lbs. (total ammo)
1x sledgehammer
1x grappling hook
1x 20 feet of light climbing rope
1x TL-122 flashlight
2x Walkie-Talkies
1x M1952 Flak Jacket with steel plate
1x M1 Steel helmet
1x set of tanker goggles

Weapons and Equipment (in storage)
Long Arms
1x Thompson M1928A1 (.45 ACP) and 3x 20-round magazines - with a folding stock, one-point sling, vertical foregrip, and baffle suppressor and fitted for Kang - 10.8. (lightened gun), 3.9 lbs. (total ammo) [One-point sling: +1 to Fast Draw; Night sight: negates -1 darkness penalty when shooting at night; folding stock: +1 Bulk when folded; foregrip +2 bonus to Retain Weapon rolls and no ST penalty when stock folded]
1x Burgess Folding Shotgun with 20x beanbag rounds, 20x buckshot rounds and a leather holster -- 6.6 lbs. (guns), 0.6 lbs. (ammo in gun)
1x Greener Light Harpoon Gun Mk. II (.38 Special), with a grappling hook
3x 18-round Thompson magazines with Thompson Riot Ammo*

Pistols
[from Equipment pool] 1x Smith & Wesson Military & Police Fitz Special (.38 Special) and 3x speedloaders - 2 lb. 0.2 lbs ammo in gun.

Explosives
6x Panzerfaust 30
5x M37 Demolition Kits/satchel charge - 9 lbs.
8x Gammon Bombs with 900 grams of Comp C filler and some ball bearings 1.3 lbs (per grenade)
10x Mk. III Concussion Grenades
15x Mk. 2 Frag grenades
13x M7A3 Tear Gas grenades
5x M18 Smoke grenades
5x Self-Igniting Molotovs with a padded metal carrying case) - 1.3 lb each
5x Mk. I Illuminating grenade
10x Hawkins mines

Misc
2x hot water bottles
1x medium-sized hammer - 3 lbs.

*Riot Ammo stats:
Dmg 1d-3(0.5) pi-
Acc 3
Range 12/230
RoF 13x120
Shots 18+1(3)
Rcl 1

Bacarruda fucked around with this message at 12:15 on Nov 17, 2018

chitoryu12
Apr 24, 2014

TehKeen posted:

Cool idea, chitoryu. Looking forward to seeing what kind of equipment / vehicle options are available. Here's another pilot who can also pull weight on the ground/at sea.



Wells was a former aviator in the Conch Republic Navy who is seeking her fortune elsewhere after being the scapegoat for an incompetent admiralty's blunder.

code:
Name: Katie Wells

Primary Stats: 130pts
ST: 10  0
DX: 13 60
IQ: 13 60
HT: 11 10

Secondary Stats:
HP - 11
Will - 13
Perception - 13
FP - 10
Basic Speed - 6
Basic Move - 6 y/s

Image and Looks: 4pt
Appearance - Attractive

Social Background:
TL 7 (Atomic)
Language (English Native Literate)
Wealth 0
Reputation 0
Status 0

Advantages: 49 pts
Acute Vision 2 / 4pt
Combat Reflexes 15pt
Danger Sense 15pt
Luck 15pt


Disadvantages: -40 pts
Civilians -10pt
Code of Honor -10pt
Curious -5pt
Overconfidence -5pt
Sense of Duty -5pt
Truthfullness -5pt

Skills: 61pts
Area Knowledge +1 / 2pt
Crewman +0 / 1pt
Electronics Operation (TL7) +0 / 2pt
Missile Weapon (Gunner/Machine Gun) +3 / 8pt
Missile Weapon (Guns/Rifle) +3 / 8pt
Navigation (Air) +2 / 8pt
Swimming +1 / 2pt
Tactics +2 / 12pt
Vehicle (Driving TL7) +0 / 2pt
Vehicle (Piloting TL7) +3 / 12pt

I had way more trouble figuring out how the skill point costs worked than I should have (never used GURPS before) so hopefully everything is correct. :sweatdrop:

I counted and it looks like you're at 204 points total after Disadvantages, so you're 4 points over what you should have. If you throw on a few quirks or another 5-point Disadvantage, I'll say that's good enough. Normally you have a Disadvantage limit, but this is a pretty casual and pulp-oriented game so I'm not going to stress over people having more than -30 points in Disadvantages or something.

If you want an idea for what equipment will be available, you're going to start out with more limited options. But take a look at every experimental gun, tank, and aircraft from WW2 and slightly after (minus jets, which are more rare in this setting). That should give you an idea of what direction history has taken here.

With that, I think we have enough players that some voting can be done! I'll make a post detailing our potential starting locations and their relative pros and cons. All of them have their own local flavor, so take a close look at the benefits and downsides to each location and decide where you want to be.

Just to give you an idea of the relative scale when you read some of these, the base starting money for your merc organization is $1 million and the base starting area available for buildings is 100 units.

chitoryu12
Apr 24, 2014

Choosing Your Base, or "Wow I Hate This Weather"

Flush with cash, your start-up is ready to choose a location for its headquarters! The Kingdom of Hawaii is off-limits and Canada's got far too much regulation and taxes, while Mexico and anything further south has issues with stability and language barriers. So you're choosing one of the nations in the former contiguous United States.

There's a few things to take into account when you run your base. The first is the monthly cost. Every soldier and building has a monthly cost, representing wages and upkeep (you'll pick your ration cost separately). If the end of the month is coming up and it's looking like you'll be in the red, you may want to skip paying your troops for a little while. This will cause a Morale penalty. All soldiers have a base Morale of 0, which confers no bonuses or penalties. A positive Morale rating grants an equal bonus to rolls, while a negative Morale rating grants an equal penalty. You can raise Morale by improving living conditions, providing amenities like a movie theater or better food, and generally keeping them happy. Morale is lowered by poor living conditions, loss of men or equipment on jobs, or failure to pay their salary. If Morale gets too low, you might see a mutiny, suicide, or sabotage....

Each of these new nations has pros and cons. They range from property costs and labor availability to weather and unique opportunities. You may not know the details until you make your choice, but you should have a fair idea of just what you're getting into. Take a careful look at each nation, discuss among yourselves, and cast your votes.

Also, we need a name and a logo. Toss out ideas and see what you come up with!

The New Confederacy: Begin with $4000 in additional funds due to cheaper land, all monthly costs reduced to 3/4 due to lower regulations. Suffer a -2 Reaction penalty when dealing with minorities or left-wing individuals and x2 Morale penalties at base.

The Sunshine State: More opportunities for non-risk airshows and other jobs. Permanent +1 Morale due to the warm weather and ration costs are halved due to local agriculture. All soldiers have 1.5x monthly cost due to taxes encouraging farm labor.

The Conch Republic: Begin with 2 Elco PT Boats. Permanent +1 Morale due to the warm weather and calm atmosphere. Base is limited in size due to the islands. Occasional hurricanes may damage the base.

New France: Begin with French translator staff member. Easier access to exotic materials and foreign weapons. +1 Morale due to proximity to New Orleans for leave. Suffer a -2 Reaction penalty when dealing with natives if a non-native. Chance of supplies “disappearing” en route to the base if unwilling to deal with smugglers.

Appalachia: Begin with fleet of 5 Sikorsky R-4B helicopters. Construction costs for base additions are 2x cost due to mountainous terrain. All purchases from outside Appalachia are 1.5x cost due to supply line difficulties. Ration costs are doubled.

The Empire State: Begin with $10,000 in additional funds due to wealthy sponsorship. Easier access to exotic materials and foreign weapons. Construction costs for base additions are 1.5x cost due to land value. Greater political interference in jobs.

The Mid-Atlantic Coalition: Begin with $7000 in additional funds due to cheaper land. Additional $500 a month per person in medical costs to accommodate living near irradiated land.

New England: Begin with 5 free troops armed with Winchester Model G30R rifles. Monthly costs are 3x higher during the heavy winters.

The Great Lakes Region: Equipment purchased from Great Lakes manufacturers is half cost. Custom weapons and vehicle modifications are finished in half the time. Suffer permanent -1 Morale penalty due to pollution.

Heartland: Begin with 5 free P-26 Peashooter fighters.

The Republic of Texas: Begin with $10,000 in additional funds due to oil subsidies. Veteran soldiers are half cost. Equipment purchased from Great Lakes manufacturers is double cost. Suffer a -2 Reaction penalty when dealing with Republic of New Mexico residents and all Texas natives if a non-native. Monthly costs are 2x higher due to high cost of living.

The Republic of New Mexico: Begin with 5 free M4A1 Sherman tanks and 1 free base upgrade. Suffer a -2 Reaction penalty when dealing with natives if non-Native American. Fewer local soldiers available due to the low population.

The Rocky Mountain State: Begin with 5 free M3 Scout Cars. Local soldiers have double morale as long as the base is kept to their desires; local soldiers frown on alcohol/drugs, coffee, and women present on base and the base as a whole suffers 2x Morale penalties if caught. Constant harassment by Mormons.

Mojave: Equipment purchased from Mojave manufacturers is half cost (or in some cases, available at all). Base upgrades are half cost. More opportunities for non-risk airshows and other jobs for tourists in Las Vegas. Rations are double cost. Permanent -1 Morale due to hot weather.

West California: Equipment purchased from West California manufacturers is half cost. Local soldiers are half cost but lower skill. More opportunities for non-risk airshows and other jobs in the film industry. Must pay $5000 from starting funds to pay for additional land cost. Greater exposure to the world stage (both positive and negative depending on the day).

Pacifica: Begin with 5 M6 Gun Motor Carriages. Permanent +1 Morale boost due to climate and beautiful surroundings. Fewer soldiers available for recruitment. Base upgrades are 1.5x cost due to agriculture and lumber priority.

Damanation
Apr 16, 2018

Congratulations!



I vote for The Sunshine State.

Easy access to low to non risk jobs seems hard to pass up

As for a character, I'm having a hard time deciding between a techie guy to help build stuff, and a front line soldier type

TehKeen
May 24, 2006

Maybe she's born with it.
Maybe it's
cosmoline.


chitoryu12 posted:

I counted and it looks like you're at 204 points total after Disadvantages, so you're 4 points over what you should have. If you throw on a few quirks or another 5-point Disadvantage, I'll say that's good enough. Normally you have a Disadvantage limit, but this is a pretty casual and pulp-oriented game so I'm not going to stress over people having more than -30 points in Disadvantages or something.

I tweaked the adv/disadv a bit by dropping danger sense and code of honor, so I think I fixed both of those problems - ended up at 199/200. I shouldn't have been trying to learn a new system at 3am, ha.

I vote for either Florida location in the hope of sweet Black Lagoon style action. :getin:

edit: Fortress Dry Tortuga, anyone?

TehKeen fucked around with this message at 04:55 on Jun 23, 2018

sniper4625
Sep 26, 2009

Loyal to the hEnd
Looks cool, have a bunch to read clearly.

sniper4625
Sep 26, 2009

Loyal to the hEnd


quote:

Name: Jack Domai

Jack Domai was an 18-year old farm boy when the United States entered World War 2. Thankfully, shooting, tracking, and wilderness survival are transferable credits. His crack eye and steady finger got him through the door of the advanced course at Camp Perry, but it was his outdoors skills that first caught the attention of the OSS as they put together a new program - the Pioneers. Pioneers would be long range scouts, operating behind enemy lines to scout and sabotage as necessary. Able to function in the city now as well as the backcountry, Domai would be dropped into Europe early in 1943, and spend the next 4 years in occupied territory. When the bombs dropped and the uneasy peace fell, Domai returned home, and attempted to return to what now passed for normalcy. It didn't last.

Primary Stats: 120pts
ST: 12 20
DX: 13 60
IQ: 13 60
HT: 10 0

Secondary Stats:
HP - 12
Will - 12
Perception - 12
FP - 10
Basic Speed - 5
Basic Move - 5 y/s

Image and Looks: 0pt
Appearance - Average

Social Background:
TL 7 (Atomic)
Language (English Native Literate)
Language (German Native Literate)
Wealth 0
Reputation 0
Status 0

Advantages: 15 pts
Acute Hearing 1 / 2pt
Acute Vision 2 / 4pt
Ambidextrous 5pt
Night Vision 4 / 4pt

Disadvantages: -10pts
Sense of Duty (Merc Squad)
Overconfident -5

Skills: 69
Acrobatics -1 / 2pt
Acting -1 /1pt
Camouflage 0/ 1pt
Climbing -1/ 1pt
Disguise -1/1pt
Electronics Operation +1/2 pt
Escape -1/2pt
Explosives 0/2pt
First Aid +1/2pt
Forgery -2/1pt
Gambling -1/1pt
Hiking 0/2pt
Inf - Fast Talk 0/2
Inf - Intimidation 0/2
Inf - Streetwise 1/4
Interrogation 0/2
Jumping 0/1
Lockpicking 0/2
Melee Weapon (E) - Combat Knife 1/2
Missile Weapon - Guns (Rifle) 3/8
Naturalist -1/2
Observation + 2/8
Pickpocket -1/2
Scrounging + 1/2
Search +1/4
Shadowing +1/4
Stealth +1/4
Survival -1/1
Swimming 0/1

I think I did this right? Background is going to be a former OSS-trained proto-LRRP type operative, a scout/infiltrator type. I may tweak it some tomorrow, it got late.

Edit: aaah, now I have the urge to roll a Kaz Miller Base COO type character. A really neat setting + game system.

sniper4625 fucked around with this message at 20:19 on Jun 25, 2018

Acebuckeye13
Nov 2, 2010


If you or someone you know has a gambling problem, crisis counseling and referral services can be accessed by calling
1-800-GAMBLER


Ultra Carp
Ah man, this looks neat. I'll probably be too busy to make a character, but let me tell you all why we should make our base in Detroit.



The home of North America's auto industry, Detroit is without question the manufacturing heart of the former United States. When the Axis threatened the world a decade ago, it was Detroit that provided the planes, tanks, and guns to defeat Hitler, Japan, and the Soviet Union. Sites that were nothing but patches of dirt and trees in 1940 had become the famous Detroit Tank Arsenal and Willow Run Bomber Plant by 1943, building vast numbers of war-winning vehicles that armed America and its allies. And to this day, they haven't stopped-the Tank Arsenal continues to be a major source of armor production and development for the Great Lakes and its allies, and while Willow Run doesn't make bombers anymore, the factory and the airport are still a major regional production and transportation hub.



This great decade of the 1950s is an incredible time for Detroit. The hometown Detroit Lions are one of the best teams in the NFL, the neighborhood of Black Bottom is one of the most thriving African-American communities in the country, and the auto industry is thriving. If you want culture, the Detroit Institute of Arts is one of the best art museums in the country, the music scene is fresh and innovative (And some say on the precipice of issuing breakout hits that will take the country by storm), and the Henry Ford Museum in nearby Dearborn hosts an incredible number of artifacts from across the continent. The only downside, of course, is the weather-Michigan's never been known for having kind winters, and industrialization hasn't done much for the climate. But bad winters and a lack of fish in the River Rouge are a small price to pay for setting up shop in the heartland of arms production and development in the former United States-and that is what we're here for, isn't it?



Detroit has the transportation. It has the industry. It's got plenty of young men and hardened vets from the War for hire. poo poo, Detroit has everything a budding young mercenary company could want-and, I've got a good lead on a spare hanger for lease over by Willow Run. And thus, I ask all of you-for what more could we possibly wish that the Motor City doesn't provide?



Nothing, that's what.

Acebuckeye13 fucked around with this message at 06:15 on Jun 23, 2018

Stago Lego
Sep 3, 2011
I'm thinking about New France. We can use the smugglers to get some exotic stuff, and being near Nawlins never hurts, lots of potential for different jobs. All in all it's an interessting place for a bunch of merc's.

Tunicate
May 15, 2012

chitoryu12 posted:

Yep! Advantages cost points, but you can take Disadvantages to gain points back in return for either suffering penalties or being forced to roleplay otherwise inadvisable decisions.

When we vote for a base location (which I think I'll wait on until we have at least 5 or 6 players), take a look at New France as an in-character vote. There's a lot of expatriate French living there and a general French Creole culture, so he'd fit in. It's also got some complications of its own!



How's this?



You mentioned a translator thing - is gurps a system that tracks what languages you know?

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!
Reading all those country descriptions I happened upon the worst possible idea. I'll vote after this character passes muster.


Kamran "Cameron" Rajavi

With the United States in bits, the imperial powers collapsing under war debt, and the Soviet Union in isolation, nations that, in another timeline, might have fallen under their sway, are now seeing an opportunity to do the swaying. While Mosaddegh's Iran has been doing quite well for itself on the home front, being actively invaded by two of the Big Three allied nations not fifteen years prior has left its government quietly looking for allies to further de-incentivize a repeat. Kamran may have preferred an assignment in much-closer-to-home Czechoslovakia, but even he has to admit that a thumb on the scales would have a much bigger effect in the newly divided America. And this mercenary company appears to have very large hands.

Can you say "classic 'Tier 2 special forces' style trainer looking to help this company grow, prosper, and quietly help Iranian ideals"? The skill set is intended to be equally valid behind a desk (Merchant, Influence) as in the field (Guns, Explosives, First Aid).

quote:

Primary Stats: (120pts)
ST 10
DX 12 (40pts)
IQ 13 (60pts)
HT 12 (20pts)

Secondary Stats:
HP - 10
Will - 13
Perception - 13
FP - 12
Basic Speed - 6
Basic Move - 6 y/s

Image and Looks: (13pts)
Appearance - Handsome (8pts)
Charisma 1 (5pts)

Social Background: (6pts)
TL 7 (Atomic)
Language (Farsi Native Literate, English Fluent Literate (6pts))
Wealth 0
Reputation 0
Status 0

Advantages: (15pts)
Danger Sense (15pts)

Disadvantages: (-25pts)
Code of Honor (Mercenary) (-5pts)
Overconfidence (-5pts)
Quirk: Observant Muslim
Quirk: Persian cuisine advocate [and there isn't any in the US!] (-1pt)
Quirk: Refuses to "finish off" enemy non-threats (-1pt)
Quirk: Resembles the Shah of Iran
Quirk: Tea addict (-1pt)
Sense of Duty (Home Country of Iran) (-5pts)
Sense of Duty (Mercenary Company) (-5pts)

Skills (57 pts):
Armory 2 (2pts) (IQ/A) = 13
Explosives 2 (2pts) (IQ/A) = 13
First Aid 2 (2pts) (IQ/E) = 14
Influence (Diplomacy) 3 (4pts) (IQ/H) = 13
Influence (Streetwise) 3 (4pts) (IQ/H) = 13
Karate 2 (2pts) (DX/H) = 11
Leadership 2 (2pts) (IQ/A) = 13
Merchant 2 (2pts) (IQ/A) = 13
Melee Weapon (Knife) 1 (1pt) (DX/E) = 1
Missile Weapon (Gun/Pistol) 1 (1pt) (DX/E) = 12
Missile Weapon (Gun/Rifle) 1 (1pt) (DX/E) = 12
Missile Weapon (Gun/Submachine Gun) 4 (8pts) (DX/E) = 15
Missile Weapon (Gun/LAW) 2 (2pts) (DX/E) = 13
Navigation (Land) 3 (4pts) (IQ/A) = 14
Observation 3 (4pts) (IQ/A) = 14
Search 1 (2pt) (Per/A) = 13
Shadowing 1 (1pt) (IQ/A) = 12
Stealth 4 (8pts) (DX/A) = 14
Survival 2 (2pts) (IQ/A) = 13
Tactics 3 (4pts) (IQ/H) = 13
Throwing 2 (2pts) (DX/A) =12
Vehicles (Driving) 2 (2pts) (DX/A) = 12

6 CP to spend

Equipment:

GUNS
Thompson M1923 (.45 ACP): $1400 / 2 = $700
Add a 2x (+1 ACC) scope ($150), compensator ($100), drum magazines ($??)
M18 Recoilless Rifle (57mm) $12,000 / 2 = $6000
M3A1 Grease Gun (.45 ACP): $700 / 2 = $350
Fitz Special (.45ACP, $600)
H15 (.380 ACP, 1900/2 = $950) with Suppressor and SMG holster (450/2 = $225)

OTHER STUFF
First Aid Kit (TL7) $50
TL7 Military Grade Binoculars $800
1 set of High-fashion attire $600
1 set of basic camo attire $600
Trench Knife (from High Tech) $45
1 Dunrite Bulletproof Vest $750
2 M37 Demo kits ("8 pounds of TNT with two priming assemblies and a detonator. I'd abstract that as $80 worth of TNT, one $30 kit of time pencils, and one $50 clacker", $160 for a full ready-to-use kit) $320
Undercover Pistol Holster ($125)
Gun Case that looks like a Instrument Case (~$250?)

Davin Valkri fucked around with this message at 21:15 on Oct 7, 2018

chitoryu12
Apr 24, 2014

Tunicate posted:

You mentioned a translator thing - is gurps a system that tracks what languages you know?

Yeah, GURPS tracks languages. It's actually granular enough that it can track separate spoken and written comprehension (to account for illiteracy) at different levels from Broken to Fluent.

For the purposes of this game, staff members or PCs who speak different languages will be useful for dealing with individuals who don't speak fluent English. Along with letting you have a translator on special ops, it might open up new avenues elsewhere (like a French translator letting you contact a vendor who only speaks French and would otherwise be unavailable).


Davin Valkri posted:

Reading all those country descriptions I happened upon the worst possible idea. I'll vote after this character passes muster.

Kamran "Cameron" Rajavi

With the United States in bits, the imperial powers collapsing under war debt, and the Soviet Union in isolation, nations that, in another timeline, might have fallen under their sway, are now seeing an opportunity to do the swaying. While Mosaddegh's Iran has been doing quite well for itself on the home front, being actively invaded by two of the Big Three allied nations not fifteen years prior has left its government quietly looking for allies to further de-incentivize a repeat. Kamran may have preferred an assignment in much-closer-to-home Czechoslovakia, but even he has to admit that a thumb on the scales would have a much bigger effect in the newly divided America. And this mercenary company appears to have very large hands.

Can you say "classic 'Tier 2 special forces' style trainer looking to help this company grow, prosper, and quietly help Iranian ideals"? The skill set is intended to be equally valid behind a desk (Merchant, Influence) as in the field (Guns, Explosives, First Aid).

Looks like you've landed at 208 points total, so you need to add some more disadvantages or pare down your skills.

chitoryu12
Apr 24, 2014

Looks like Bacarruda and Davin are the only two that I need new stats from. Everyone else's characters are approved.

We're currently at 2 for Sunshine, 1 for New France, and 1 for Great Lakes.

sniper4625
Sep 26, 2009

Loyal to the hEnd
Great Lakes sounds good to me.

OscarDiggs
Jun 1, 2011

Those sure are words on pages which are given in a sequential order!
Is there a limit to how many can join? I'm a bit busy at the moment and wouldn't want to steal someone else's place, but if anyone can rock in a character I'll do so a little bit later.

chitoryu12
Apr 24, 2014

OscarDiggs posted:

Is there a limit to how many can join? I'm a bit busy at the moment and wouldn't want to steal someone else's place, but if anyone can rock in a character I'll do so a little bit later.

No limit! Special ops will be volunteer missions with a cap to keep the sessions from becoming unmanageable, but there's no limit on how many people can join the organization to make administrative decisions and plans of battle.

Don't forget to also submit name and logo ideas for your company!

OscarDiggs
Jun 1, 2011

Those sure are words on pages which are given in a sequential order!
For an MGS pastiche there is a distinct lack of Spies for "Tactical Espionage Action". Never played with GURPS so this may be horribly unbalanced. I can always rework things.

For location I vote Sunshine State. I foresee a lot of proxie wars between them and the Neo-Confederates

Rupert Sebastian Barntale-Sanquith Esq.


In the middle of a sabotage

A young British noble who joined the war via MI6, Rupert aided the French Resistance firstly by infiltrating and destroying many Nazi facilities in Paris, and by seducing his way through the corps of German Officers Wives (And on occasion the Officers themselves).

Away from Paris on a mission when the Bomb dropped, it was impossible to find a handler that either wasn't ash or believed his identity. With expensive habits and tastes built over several years of Parisian high society living, the only way to fund his lifestyle was mercenary work.

Primary Stats (80 Pts)
Str: 10
Dex: 12
IQ : 12
Hth: 10

Secondary Stats
HP: 10
Will: 12
Per: 12
FP: 10
BS: 5.5
DG: 8
BS:5

Image and Looks (24Pts)
Attractive
Charisma Lvl 2
Voice Lvl 1

Languages (12Pts)
English: Fluent Speaking and Written
French: Fluent Speaking and Written
German: Fluent Speaking and Written

Advantages (30Pts)
Danger Sense
Combat Reflexes

Disadvantages (-30Pts)
Curious
Impulsive
Greed

Skills (84 Pts)
Acting +1 (4Pts)
Acrobatic +0 (4 Pts)
Climbing +0 (2 Pts)
Disguise +1 (4 Pts)
Explosives +0 (4 Pts)
Forgery +1 (4 Pts)
Holdout +0 (2 Pts)
Influence
Fast Talk +0 (2 Pts)
Intimidation +0 (2 Pts)
Streetwise +0 (2 Pts)
Sex Appeal +0 (2 Pts)

Karate +2 (12 Pts)
Jumping +1 (2 Pts)
Lock-Picking +1 (2 Pts)
Search +0 (2 Pts)
Shadowing +0 (2Pts)
Pickpocket +0 (4 Pts)
Stealth +2 (8 Pts)
Pistols +1 (2 Pts)

chitoryu12
Apr 24, 2014

OscarDiggs posted:

For an MGS pastiche there is a distinct lack of Spies for "Tactical Espionage Action". Never played with GURPS so this may be horribly unbalanced. I can always rework things.

Exactly 200, so good work! There's no real "unbalanced" in GURPS unless you take so many Disadvantages that your character ends up useless outside of a specialty area (like being a genius quadriplegic). The way skills work is that if you don't have a skill, you have defaults provided in the book that you can roll at. These are typically your attributes or related skills, usually at a penalty (so if you have no points in Interrogation you may roll at Psychology -4 to interrogate someone). The only skills that have no defaults are stuff like neurosurgery or karate, where you simply can't perform those tasks without specialized knowledge and training.

And yes, it's actually good that you made a spy because some special ops will involve investigation and even social skills! Not all of them are combat-heavy raids. You might have tasks like infiltrating Hollywood parties or stealing important documents.

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!

chitoryu12 posted:

Looks like you've landed at 208 points total, so you need to add some more disadvantages or pare down your skills.

Pared down a couple of skills and added a couple of disadvantages to represent the home country and a minor take on Pacifist.

As for the vote, I say we go to the Conch Republic for the +1 Morale and idealism. For our name and logo, I'm just going to put a couple on the table that I don't expect to pass muster.

Name: Knife/Gun Inc. (because of the obvious MGS joke)
Logo: The aforementioned knife and gun crossed with each other, with the motto Arma in averso belli (Weapons used against war--or should that be "usus in armis bellum"?) underneath (motto stolen and adapted for Hostile Waters)

chitoryu12
Apr 24, 2014

Our current vote tally:

Sunshine State: 3
New France: 1
Great Lakes: 2
Conch Republic: 1

So far Florida is leading. I'll leave it until tomorrow to make the call.

chitoryu12
Apr 24, 2014

Also if you guys want to make even more stuff to personalize your unit like uniforms, be my guest. I have a pretty big photo database of historical stuff, including clothing, if you need a reference.

In all honesty, my photo database for RPGs is kinda scary with how big it is.

Tunicate
May 15, 2012

I'll go for Sunshine State

Miami has a lot of French-speakers, good early game opportunities and room to expand.

OscarDiggs
Jun 1, 2011

Those sure are words on pages which are given in a sequential order!
Because Rupert likes to take the piss.

Name: The Royal Bandoliers
Logo: A full Royal Crest with Lions and Unicorns and gold filligree, with a set of bandoliers on the shield instead of the harps and lions.

Two things on the side. First, can we mix our backgrounds together, and would it matter?; we have two members of the french resistance; one actual and one nominal. Stands to reason they would know of each other. Is that sort of blending allowed or would it bog things down to much (I can see that, especially if we get a lot fo characters).

Second, will we get a Discord or something at some point or is everything going to happen in thread?

chitoryu12
Apr 24, 2014

OscarDiggs posted:

Because Rupert likes to take the piss.

Name: The Royal Bandoliers
Logo: A full Royal Crest with Lions and Unicorns and gold filligree, with a set of bandoliers on the shield instead of the harps and lions.

Two things on the side. First, can we mix our backgrounds together, and would it matter?; we have two members of the french resistance; one actual and one nominal. Stands to reason they would know of each other. Is that sort of blending allowed or would it bog things down to much (I can see that, especially if we get a lot fo characters).

Second, will we get a Discord or something at some point or is everything going to happen in thread?

If you guys want your characters to have familiarity, go for it! It doesn't have to necessarily be built into the background, but you can also do stuff like in the Strike Command thread where people do base roleplaying and in-character journals to add flavor.

All of the stuff outside of special ops will be kept in this thread. We can have a Discord if you want to discuss the game further in that way, but anything like voting for equipment or crafting plans of action is kept here. Special ops will either get their own thread or a Discord/Maptools server to keep the sessions in.

LostCosmonaut
Feb 15, 2014

Character Bio:

From far upstate New York, Malcolm Larsen was barely 17 when America broke apart. Naturally more inclined to academic than physical pursuits (though he did spent much of his youth outdoors in the Adirondacks), Larsen enrolled in an engineering program at the local university, paying his way through school by doing cropdusting and other odd jobs in an old biplane he purchased for a few hundred dollars. After he was banned from the engineering program (for attempting to synthesize an explosive chemical he read about in a library book), he turned to piloting full time.

code:
Character Name: Malcolm Larsen 
ATTS [90]:
ST 9 [-10]; 
DX 11 [20]; 
IQ 14 [80]; 
HT 10 [0]. 
HP 9 [ ];
Will 14 [ ]; 
Per 14 [ ]; 
FP 10 [ ]. 
TL: 0 above campaign tech level.
 Languages: English (Spoken: Native, Written: Native) 
Russian (Spoken: Broken, Written: Broken) 
Spanish (Spoken: Accented , Written: Broken) 
Reaction modifiers: Appearance [0] Status 0 [] Reputation 0 [] 

Advantages [42]:
 Combat Reflexes [15] 
Daredevil [15] 
Fearlessness (1) [2] 
Disadvantages [15]: 
Code of Honour - informal peers [-5] 
Curious* [-5] 
Overconfidence*[-5]

 Skills [83]:
Area Knowledge = [2] 
Climbing = [1]
 Engineer/TL = [12] 
Explosives/TL = [4] 
Hiking = [8] 
Mathematics/TL = [4] 
Mechanic/TL = [8] 
Research/TL = [4] 
Survival = [1] 
Swimming = [1] 
Tactics = [8] 
Vehicle Skills - Easy: Driving = [2] 
Vehicle Skills - Average: Piloting = [8]
 Vehicle Skills - Hard: Piloting = [12] 
Writing = [8]
Voting for Great Lakes as our location.

LostCosmonaut fucked around with this message at 18:09 on Jun 24, 2018

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
Great Lakes is my preferred location

Damanation
Apr 16, 2018

Congratulations!



I haven't really played GURPS before, but it seems interesting!

Characer Bio:
Sammy, codenamed "Glaedwine," was part of a commando unit for the US during the war. However, during a key operation, his unit encountered an unknown group that offered strong resistance. Glaedwine botched the setting of an explosive, and as a result, the unknown enemy annihilated his squad. Glaedwine was the only one to return, but was disgraced, and removed from duty. Hoping to get a decent payday, and maybe find that enemy group and avenge his comrades, Glaedwine sets out to be a mercenary.

(Since we have a lot of people with a good spread of technical skills, I tried making a more combat focused guy. Also, I have a soft spot for combat, especially melee.)
code:
Name: Peter “Glaedwine” Johnson
Player: damanation

Primary Stats: 110pts
ST: 13 30
DX: 13 60
IQ: 10 00
HT: 12 20

Secondary Stats:
HP
Will
FP
Basic Speed
Basic Move

Image and Looks:
Appearance Average

Social Background: -10 Pts
TL 7 (Atomic) 00
Language (English Native Literate)
Wealth: Struggling -10
Reputation 0
Status 0

Advantages: 83 pts
Combat Reflexes 15
Daredevil 15
Enhanced Dodge 15
Fearlessness 2 04
Flexibility 05
High Pain Threshold 10
Night Vision 4 4
Perfect Balance 15

Disadvantages: -35 pts
Code of Honor (Mercenary) -5
Obsession: Destruction of unknown organization -10
Overconfidence -5
Sense of Duty (The Company) -5
Unluckiness -10

Skills: 52pts
Climbing DX+1 04
Explosives/TL IQ+1 04
Jumping DX+2 04
Karate DX+1 08
Melee Weapon – Two Handed Sword DX +2 08
Missile Weapon Gunner (Cannon) DX + 2 04
Missile Weapon Gunner (Machine Gun) DX+2 04
Missile Weapon Guns (LAW) DX+2 04
Missile Weapon Guns (Rifle) DX+3 08
Stealth DX+0 02
Vehicle Skills (Car) DX+0 02

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Bacarruda
Mar 30, 2011

Mutiny!?! More like "reinterpreted orders"
I like the Great Lakes.

How much for Tommy Gun?



As for a name, may I suggest "The Goon Squad," with this as our mascot?

Bacarruda fucked around with this message at 14:42 on Jun 24, 2018

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