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DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
Chicago 2018

You are invited to a strange meeting. You got an invite and the offer of two thousand dollars to attend. It was to be held in Chicago on New Year's eve. It's a very warm evening night when you go to the meeting. No one realizes what is about to happen.

A meteorite strikes down town Chicago. It kills many and causes massive destruction. After recovering your senses you realize something very bad has happened. It's not long before you realize that you are in the middle of an outbreak of vicious undead intent on killing you. The only way you're going to survive this ordeal is by getting out of town.

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

This is a GURPS 4e game for characters of 100 points (40 disadvantage and 5 quirks). The time is now (TL 8) and there is nothing out of the ordinary except for the zombies.

Characters should be reasonable and have a justifiable reason to be at the mysterious meeting. The meeting itself is only an excuse to get the characters together and to force them into cooperating with each other for their own survival, but I think characters should have possess something special that explain why they got invited to the meeting.

Since this is a game about zombies trying to kill the characters, combat skills are recommended.

Character guidelines:

Attributes can be no higher than 13. Skills can be no higher than 15.

No exotic, supernatural or cinematic advantages or disadvantages (cinematic advantages are listed as mundane, but in their text they will say that they are for cinematic campaigns).

If a character has allies, contacts, contact groups, favors, or patrons, the frequency of them is quite rarely.

The advantages of extra attack, gadgeteer, legal enforcement powers, luck, rapid healing, rapier wit, resistant, trained by a master, and weapon master are not allowed. Hard to kill and hard to subdue are capped at 2 levels.

The game isn't meant to span a long period, so disadvantages that are long term or won't come up in game aren't allowed. They can be taken as quirks instead. No dependents. Anything to do with sleeping or eating is out. I could list all of the disadvantages that are out, but I'm going to allow players to figure out what disadvantages are best for their characters (and if they aren't right for the character or the game, I'll say so).

In this game, I'm going to make some changes to the pacifism disadvantage. I'm making adjustments based on the eventual appearance of zombies. As it stands there are reluctant killer, cannot harm innocents, cannot kill, self defense only, and total non violence. Here are the changes I'm making for this game (the point value stays the same):

Pacifism posted:


Reluctant killer: The first time a character with this version of pacifism attempts to kill a zombie, they have to follow the rules as if they were going to kill a living person. After they kill a zombie, they will have no restrictions about killing zombies, unless the zombie is someone they recognize at which point they suffer the -4 to hit and can't aim.

Cannot Harm Innocents: Until it's established that zombies are dead or zombies attack and harm them, they can't harm zombies.

Self-Defense Only: Until it's established that zombies are dead or they're attacking people, the rules of this disadvantage apply to zombies and humans. Afterwards characters can fight zombies without problem. Still characters with this type of pacifism should seek to avoid combat with zombies whenever possible and try to persuade others to do the same.

Total Non-Violence: Characters with this disadvantage see zombies as human still, so this disadvantage is the same for zombies as it is for humans.

New Disadvantage:
Law abiding: Characters must obey the law at all times, unless it's a state of emergency and the character's life is in danger. (This replaces the Honesty disadvantage). -15

Specific laws law that would have to be obeyed:

Concealed carry only by permit. Whether or not a character can have a concealed carry permit is up to the GM.

Legal weapons can be carried in a vehicle as long as the weapons are in a locked box with ammo in a separate box and are legal under Illinois and Chicago law. Chicago has a ban on "assault" weapons, along with automatic firearms, short-barreled shotguns, and suppressors. Also maximum capacity for magazines is 15 rounds.

Most non-firearm weapons are legal as long as they aren't carried around.

Pepper spray and mace are legal. Tasers are not.

Peaceable journey laws are in effect, so weapons can be kept in vehicles or homes as long as they're otherwise legal.

If a character doesn't take the law abiding disadvantage, then they are free to do what they want. However if there are any police around, characters could be arrested for breaking laws.


Starting wealth:
Instead of the usual $20 000 to start, I'm reducing that amount to account for cost of living expenses. The book states that a settled lifestyle would cost 80% of a character's starting wealth. That would mean characters would start with $4000. Instead I'm going to start characters with $5000 (assuming average wealth) and the rest of the money will have been spent on a place they live, an ordinary car, and other minor essentials. For characters with wealth advantages or disadvantages this works out to 25% of starting wealth available to spend on starting gear.

Starting the game without a car allows characters to have access to 50% (starting 25 plus 25% more) of their starting wealth. Starting the game without a home means a character has access to 75% (starting 25 plus 50% more). Characters without either home or a car start with 100% of their wealth.

This game is going to be recruiting for at least a week (maybe more). I'll take up to eight people for the game. Questions or comments on the game can be posted in here or I can be contacted on IRC irc.synirc.net #bubonicgames .

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hectorgrey
Oct 14, 2011
Captain Jonas Webb; young Special Forces officer (not decided which branch yet, but probably Green Berets). Main details (like what he's doing here) to be decided, but the sheet is up for inspection.

pre:
Name: Captain Jonas Webb

Basic Attributes (80)

ST  11
DX  11
IQ  12
HT  11

Secondary Characteristics (5)

Damage  Swing   1d+1    Thrust  1d-1
Basic Lift      24lb
HP              11/11
FP              11/11
Will            13 (5)
Perception      12
Basic Speed     5.5
Basic Move      5

Languages (Spoken/Written) (2)

English     Native/Native
Arabic      Accented/None

Advantages (12)

Hard To Kill 1 (2)
High Pain Threshold (10)

Perks (1)

Penetrating Voice

Disadvantages (-30)

Code of Honour (Soldier) (-10)
Law Abiding (-15)
Overconfidence (-5)

Skills (30)

Boxing                  DX/A    DX-1    10    (1)
Camouflage              IQ/E    IQ+0    12    (1)
Climbing                DX/A    DX-1    10    (1)
Computer Operation      IQ/E    IQ+0    12    (1)
Detect Lies             Per/H   Per+0   12    (4)
Diplomacy               IQ/H    IQ+0    12    (4)
Driving (Automobile)    DX/A    DX-1    10    (1)
Guns (Rifle)            DX/E    DX+1    12    (2)
Guns (Any)              DX/E    Default 10    (0)
Housekeeping            IQ/E    IQ+0    12    (1)
Interrogation           IQ/A    IQ-1    11    (1)
Leadership              IQ/A    IQ+1    13    (4)
Knife                   DX/E    DX+0    11    (1)
Running                 HT/A    HT-1    10    (1)
Savoir-Faire (Military) IQ/A    IQ-1    11    (1)
Soldier                 IQ/A    IQ-1    11    (1)
Stealth                 DX/A    DX-1    10    (1)
Survival                Per/A   Per+0   12    (2)
Tactics                 IQ/H    IQ-1    11    (2)

Gear



Notes


DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis

hectorgrey posted:

Captain Jonas Webb; young Special Forces officer (not decided which branch yet, but probably Green Berets). Main details (like what he's doing here) to be decided, but the sheet is up for inspection.

pre:
Name: Captain Jonas Webb

Basic Attributes (80)

ST  11
DX  11
IQ  12
HT  11

Secondary Characteristics (5)

Damage  Swing   1d+1    Thrust  1d-1
Basic Lift      24lb
HP              11/11
FP              11/11
Will            13 (5)
Perception      12
Basic Speed     5.5
Basic Move      5

Languages (Spoken/Written) (2)

English     Native/Native
Arabic      Accented/None

Advantages (12)

Hard To Kill 1 (2)
High Pain Threshold (10)

Perks (1)

Penetrating Voice

Disadvantages (-30)

Code of Honour (Soldier) (-10)
Law Abiding (-15)
Overconfidence (-5)

Skills (30)

Boxing                  DX/A    DX-1    10    (1)
Camouflage              IQ/E    IQ+0    12    (1)
Climbing                DX/A    DX-1    10    (1)
Computer Operation      IQ/E    IQ+0    12    (1)
Detect Lies             Per/H   Per+0   12    (4)
Diplomacy               IQ/H    IQ+0    12    (4)
Driving (Automobile)    DX/A    DX-1    10    (1)
Guns (Rifle)            DX/E    DX+1    12    (2)
Guns (Any)              DX/E    Default 10    (0)
Housekeeping            IQ/E    IQ+0    12    (1)
Interrogation           IQ/A    IQ-1    11    (1)
Leadership              IQ/A    IQ+1    13    (4)
Knife                   DX/E    DX+0    11    (1)
Running                 HT/A    HT-1    10    (1)
Savoir-Faire (Military) IQ/A    IQ-1    11    (1)
Soldier                 IQ/A    IQ-1    11    (1)
Stealth                 DX/A    DX-1    10    (1)
Survival                Per/A   Per+0   12    (2)
Tactics                 IQ/H    IQ-1    11    (2)


The sheet is fine. I'm curious to know why he's in Chicago versus his base, but I figure you'll get to that.

MohawkSatan
Dec 20, 2008

by Cyrano4747
Okay, here's my dude as discussed in IRC Doc.

backstory poo poo posted:

Scott "Tens" Benson, Detroit gangbanger on a mission

A gangbanger originally from Detroit, in Chicago on a mission for revenge, after his younger sister Kyla was killed at a party gone wrong. Some digging with some friendly local Bloods said some fucker named Tommy Nolan was the last one seen with her, trying to pick her up. 24 hours later, she was found in a dumpster, dead from an overdose of roofies. So Tommy Nolan, whovever the gently caress he was, was gonna get a lesson. A 12 pound lesson, followed by loving gasoline.

Getting to Chicago was easy. Buy a disposable phone, a bunch of gas and drive. Scott did not, however, expect to get a call on the burner phone, being told to attend a meeting. Two grand for showing up was no loving joke though. Especially when two grand would go a long fuckin’ way to finding that Nolan fuckhead.

pre:
Details:
	SCOTT BENSON
	KNOWN ALIASES: 'TENS”
	GENDER: MALE
	HEIGHT: 6'1”
	WEIGHT: 181 POUNDS
	HAIR: BLACK
	EYES: BROWN
	RACE: BLACK
	DATE OF BIRTH: SEPTEMBER 17, 1990
	LOCATION OF RECORD: DETROIT, MICHIGAN
	KNOWN ASSOCIATIONS/ASSOCIATES:
		BLOODS GANG(MEMBER)
		KYLA BENSON(YOUNGER SISTER DIED 21 OCTOBER 2015)
	SUSPECTED OF ASSAULT, HOMICIDE, MULTIPLE DRUG OFFENSES

	Displays highly aggressive personality traits. Known member of Bloods gang. 
	Parents killed 21 August 2005 in drive-by shooting, thought to be targeted at James Benson(Father).

Attributes[70]
	ST	DX	IQ	HT
	12	12	10	11
Secondary Characteristics[9]
	dmg	1d-1/1d+2
	BL	29
	HP	12
	Wil	10
	Per	10
	FP	14 [9]
	BS	5.75/dodge 8
	BM	5
Advantages[27]
	Claim to Hospitality(Bloods Gang)[5]
	Danger Sense[15]
	Fit[5]
	Night Vision 2[2]
Perks[1]
	Weapon Bond(Glock) [1]
Disadvantages[-35]
	Bad Temper[-10]
	Easy to Read[-10]
	Vow(Avenge Kyla) [-10]
	Overconfidence [-5]
Quirks[-1]
	Dyslexia[-1] 

Skills[29]
Area Knowledge(Detroit) IQ/E [1]
Brawling DX/E [2]
Carousing HT/E [1]
Detect Lies Per/H [1]
Diplomacy IQ/H [1]
Driving(Automobile) DX/A [1]
Fast-Draw(Pistols) DX/E [2]
Fast-Talk IQ/A [1]
First Aid TL8 IQ/E [1]
Forced Entry DX/E [2]
Guns(Pistols) DX/E [2]
Guns(shotguns) DX/E [2]
Intimidation Will/A [1]
Melee Weapon(Axe/Mace) DX/A [1]
Merchant IQ/A [1]
Running HT/A [1]
Scrounging Per/E [1]
Smuggling IQ/A [2]
Stealth DX/A [1]
Streetwise IQ/A [2]
Throwing DX/A [1]
Urban Survival IQ/A [2]

Weapons:
	Glock 29, 10x25mm(Okayed by Doc on IRC), $600/$32
		3d-2 pi+, Acc 1, Range 160, wt1.6/0.375, RoF 3, shots 10(3), ST10, blk -1, rcl 4
		2 Magazines with 10 rounds of 10mm Auto each+ 30 loose rounds, $94, ~2lb
	Generic Sawn-Off, 20 gauge(based on Ithaca Auto and Burglar), $450
		1d pi, Acc 2, Range 40, Weight 5/0.2, RoF 2x7, Shots 2(3i), ST10t, Blk -3, Rcl 1/5
		25 rounds Buckshot, $10, ~1.75lb

Gear
	Small Backpack, $20, 4lb
		holds 40 pounds
	Cigarette Lighter, $10
	Sleeping Bag, $25, 7 lbs
	Cell phone+ 1 month of service, $270, 0.25lb, 10 hours
	Disposable cell phone, $20, 0.25lb, 10 hours
	First Aid Kid, $50, 2lbs
	Binoculars TL8, $400 2lb
		gives 4x telescopic vision
	Sledgehammer, $10, 15lbs
		Acts as maul at -2 skill
	Beater Car, $2500
	2 Jerry Cans of gasoline, $120
	

MohawkSatan fucked around with this message at 03:34 on Oct 31, 2015

chin up everything sucks
Jan 29, 2012

Going to submit an extreme sports dude this weekend.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
MohawkSatan Everything is fine except that Slow Riser [-5] isn't allowed.

MohawkSatan
Dec 20, 2008

by Cyrano4747

DocBubonic posted:

MohawkSatan Everything is fine except that Slow Riser [-5] isn't allowed.

Apologies, I missed that. I'll swap it out with something.

foxxtrot
Jan 4, 2004

Ambassador of
Awesomeness
code:
Name: Michael Riggins, M.D.

Basic Attributes (60)

ST  9
DX  11
IQ  12
HT  11

Secondary Characteristics (14)

Damage  Swing   1d-1    Thrust  1d-2
Basic Lift      16lb
HP              10/10 (2)
FP              15/15 (12)
Will            12
Perception      12
Basic Speed     5.5
Basic Move      5

Languages (Spoken/Written)

English     Native/Native

Advantages (20)

Healer 2 (20)

Disadvantages (-30)

Code of Honour (Hippocratic Outh) (-5)
Law Abiding (-15)
Pacifism (Cannot Harm Innocents) (-10)

Quirks (-2)
Attentive (-1)
Humble (-1)

Skills (38)

Area Knowledge (Local)  IQ/E    IQ+1    13    (2)
Biology/TL8             IQ/VH   IQ-3     9    (1)
Current Affairs (Sci)   IQ/E    IQ+0    12    (1)
Diagnosis*              IQ/H    IQ+1    13    (2)
Electronics Op (Med)    IQ/A    IQ-1    11    (1)
First Aid*              IQ/E    IQ+3    15    (2)
Guns (Rifle)            DX/E    DX+1    12    (2)
Haz Mat (Biological)    IQ/A    IQ-1    11    (1)
Haz Mat (Chemical)      IQ/A    IQ-1    11    (1)
Herb Lore               IQ/VH   IQ-3     9    (1)
Naturalist              IQ/H    IQ-2    10    (1)
Pharmacy (Synthetic)*   IQ/H    IQ+0    12    (1)
Physician*              IQ/H    IQ+4    14    (4)
Physiology*             IQ/H    IQ+0    12    (1)
Running                 HT/A    HT+1    12    (4)
Savoir-Faire (Military) IQ/E    IQ+0    12    (1)
SCUBA                   IQ/A    IQ-1    11    (1)
Soldier                 IQ/A    IQ-1    12    (2)
Surgery*                IQ/VH   IQ+1    13    (4)
Tactics                 IQ/H    IQ-1    11    (1)
Teaching                IQ/A    IQ-0    12    (2)

Stuff: $ 3200
 Bolt-Action Rifle, 7.62mm ($ 350)
 Box of 50 7.62mm shells   ($ 300)
 Cell Phone                ($ 250)
 Crash Kit                 ($ 200)
 GPS Receiver              ($ 200)
 Radio, Hand               ($ 100)
 Scuba Gear                ($1500)
 Surgical Instruments      ($ 300)
Dr. Riggins has spent the last two years as a trauma physician in the ER of Mercy Hospital in Chicago's Southside neighborhood, having begun work there after serving 8 years in the US Army as a combat surgeon deployed in a FOB in Afghanistan. Since getting out of the Army, Riggins hunts and SCUBA dives for recreation. He is a divorcee, with two children, and his marriage fell apart during his long deployments. His wife and children also live in Chicago, though contact is limited, as he missed enough of his children's youth that the regular visits are always somewhat awkward.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
foxxtrot Everything looks good.

chin up everything sucks
Jan 29, 2012

pre:
Name: Dave Rheinman
Race: Human

Attributes [40]
ST 10
DX 12 [40]
IQ 10
HT 10

HP 10
Will 10
Per 10
FP 10

Basic Lift 20
Damage 1d-2/1d

Basic Speed 5.5
Basic Move 5

Ground Move 5
Water Move 1

Social Background
TL: 8 [0]
Cultural Familiarities: 
Languages: 

Advantages [40]
Appearance (Attractive) [4]
Fearlessness (2) [4]
Fit [5]
Flexibility [5]
Hard to Kill (1) [2]
High Pain Threshold [10]
Wealth (Comfortable) [10]

Perks [3]
Style Familiarity (Pentjak Silat - Tapak Sutji Pentjak Silat) [1]
Sure-Footed (Uneven) [1]
Technique Adaptation (Low Fighting) [1]

Disadvantages [-25]
Addiction (Adrenaline Rush) (Cheap) [-5]
Impulsiveness (12 or less) [-10]
Overconfidence (12 or less) [-5]
Stubbornness [-5]

Quirks [-1]
Proud [-1]

Packages [0]
Pentjak Silat - Tapak Sutji Pentjak Silat (Martial Arts) [0]

Skills [43]
Acrobatics DX/H - DX+0 12 [4]
Arm Lock (Judo) Tech/A -  12 [0]
Bicycling DX/E - DX+0 12 [1]
Breakfall (Judo) Tech/A -  12 [0]
Carousing HT/E - HT+0 10 [1]
Climbing DX/A - DX+3 15 [2]
	includes: +3 from 'Flexibility'
Counterattack (Judo) Tech/H -  7 [0]
Current Affairs/TL8 (Headline News) IQ/E - IQ+0 10 [1]
Current Affairs/TL8 (People) IQ/E - IQ+0 10 [1]
Current Affairs/TL8 (Popular Culture) IQ/E - IQ+0 10 [1]
Current Affairs/TL8 (Sports) IQ/E - IQ+0 10 [1]
Current Affairs/TL8 (Travel) IQ/E - IQ+0 10 [1]
Driving/TL8 (Motorcycle) DX/A - DX-1 11 [1]
Dropping DX/A - DX-1 11 [1]
Evade (Judo) Tech/A -  12 [0]
Hiking HT/A - HT-1 9 [1]
Judo DX/H - DX+0 12 [4]
Jumping DX/E - DX+0 12 [1]
Karate DX/H - DX+0 12 [4]
Kicking (Karate) Tech/H -  10 [0]
Knife DX/E - DX+0 12 [1]
Low Fighting (Judo) Tech/H -  10 [0]
Parachuting/TL8 DX/E - DX+2 14 [4]
Rope Up (Climbing) Tech/A -  13 [0]
Running HT/A - HT-1 9 [1]
Shortsword DX/A - DX+1 13 [4]
Skiing HT/H - HT-2 8 [1]
Swimming HT/E - HT+2 12 [4]
Trip (Judo) Tech/H -  8 [0]
Wingsuit Flying (Parachuting) Tech/H -  12 [3]

Stats [40] Ads [40] Disads [-25] Quirks [-1] Skills [43] = Total [100]

Hand Weapons
Baton - 20
Machete - 50

Ranged Weapons
None

Armor
Motorcycle Helmet - 250
           -Visor
Good Fireproof Suit - 1000

Possessions


Status 1 Lifestyle - 1,200/mo
           -High-rise apartment
           -Motorcycle
Status 1 Complete Wardrobe - 1,200
           -Work clothes
           -Workout clothes
           -Winter clothes (Snowboarding gear)
Wingsuit - 4000
Apple Watch - 800
           -GPS
           -Digital Storage Device
           -Calculator
           -Computer
iPhone 6 - 500
           -GPS
           -Digital Storage Device
           -Calculator
           -Computer
           -Radio
           -Digital Media Player
           -Camera
Multi-Tool - 50
Camelback Water Bottle (Water Pack) - 25
High Quality (Good) Climbing Kit - 2000
Mini-Rappel Kit - 150
Good Off-road Bike - 1000
Flashlight - 20
Tent (Dome) - 150
Alcohol Pocket Stove - 20
Cigarette Lighter - 5
Camp Shower - 20
Expresso Maker - 20



Still need gear, bio and a reason for showing up.

chin up everything sucks fucked around with this message at 00:30 on Nov 12, 2015

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
Waiting a few more days before starting the game up. Right now, I'm planning on taking everyone who apps for the game.

hectorgrey
Oct 14, 2011
Sorry for keeping you waiting. Jonas could quite easily be on leave, and have grown up in Chicago. A visit to family and old friends gives him a perfect reason to be there. Why he was asked? He's a special forces soldier, who would probably be useful. He's a Captain, so he'll have seen action - most likely in the middle east. It's entirely possible that he and his squad (who are conveniently nowhere near Chicago) did some work with the CIA in gathering the intelligence needed to fight the Taliban in Afghanistan. Why he went? Curiosity - he got a message from someone he doesn't know asking him to be somewhere; he wants to know who it is and what they want.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
Thanks Hectorgrey.

It seems like we got all the people interested in the game. I'll start the game up in a couple days.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
Game is up.

hectorgrey
Oct 14, 2011
Just realised I never actually sorted out gear. My character has a car, so that gives him $5k to play with. He carries a Sig Sauer P226 (magazine size of 15; only carries the magazine the weapon is loaded with unless he has reason to expect trouble) - preferably with a concealed carry permit, but if he doesn't have one, then he carries without. At his family home (where he's staying for the week), there is a Springfield M1 Garand which is primarily used for hunting (it was his grandfather's - he doesn't own it, but I'm taking out of his starting money since if they go that way, I'd like it to be available) as well as a decent supply of ammunition, as well as spare magazines and ammunition for his pistol, some combat rations and a first aid kit that he put aside for a rainy day (when you actually have chance to heat them up, they're not that bad), a survival knife and his car.

Sig Sauer - 2d+2 pi damage; Accuracy 2; 160/1800 range; ROF 3; 15+1 ammunition (9*19mm Parabellum); Recoil 2; $840
Shoulder Holster - $50
Improved Visibility Sights - $75
5 spare magazines - $135
1000 rounds of 9*19mm Parabellum - $300
Springfield M1 Garand - 7d+1 damage; Accuracy 5; 1,100/4,500 range; ROF 3; 8 ammunition (.30-06; 3 turns to reload); Recoil 3; $510
1000 rounds of .30-06 - $800
5 boxes of 12 MREs (combat rations) - $300
First Aid Kit - $50
Gun Cleaning Kit - $20
Survival Knife - $20

That amounts to $3100; the remainder is money set aside for a rainy day that will almost certainly never see actual use. Since pretty much all of his military equipment would be back at the base (it belongs to the government, not to him, after all), he doesn't have any body armour or the like.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis

hectorgrey posted:

Just realised I never actually sorted out gear. My character has a car, so that gives him $5k to play with. He carries a Sig Sauer P226 (magazine size of 15; only carries the magazine the weapon is loaded with unless he has reason to expect trouble) - preferably with a concealed carry permit, but if he doesn't have one, then he carries without. At his family home (where he's staying for the week), there is a Springfield M1 Garand which is primarily used for hunting (it was his grandfather's - he doesn't own it, but I'm taking out of his starting money since if they go that way, I'd like it to be available) as well as a decent supply of ammunition, as well as spare magazines and ammunition for his pistol, some combat rations and a first aid kit that he put aside for a rainy day (when you actually have chance to heat them up, they're not that bad), a survival knife and his car.

Sig Sauer - 2d+2 pi damage; Accuracy 2; 160/1800 range; ROF 3; 15+1 ammunition (9*19mm Parabellum); Recoil 2; $840
Shoulder Holster - $50
Improved Visibility Sights - $75
5 spare magazines - $135
1000 rounds of 9*19mm Parabellum - $300
Springfield M1 Garand - 7d+1 damage; Accuracy 5; 1,100/4,500 range; ROF 3; 8 ammunition (.30-06; 3 turns to reload); Recoil 3; $510
1000 rounds of .30-06 - $800
5 boxes of 12 MREs (combat rations) - $300
First Aid Kit - $50
Gun Cleaning Kit - $20
Survival Knife - $20

That amounts to $3100; the remainder is money set aside for a rainy day that will almost certainly never see actual use. Since pretty much all of his military equipment would be back at the base (it belongs to the government, not to him, after all), he doesn't have any body armour or the like.

Your guy can have a concealed carry permit. Everything else is fine.

hectorgrey
Oct 14, 2011
Oh, and the link to this thread in the main thread's OP is missing a colon ;).

chin up everything sucks
Jan 29, 2012

Bump to prevent archiving.

chin up everything sucks
Jan 29, 2012

Bumping this.

And sorry for lack of posting in the game thread, I keep forgetting.

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DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
bumping the thread to keep it from disappearing.

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