Ended D.R.U.B.E Securities Now Hiring

Dragonruby

Active Member
Member
In the far flung future of the 25th century, there is only war...

Okay, not quite, but people are people, and with the rise of megacorps, all of whom have spread themselves across the stars, and the fall most conventional governments have gone the way of the dinosaurs, and not the ones that Grant Entertainment keep around in their zoos. While there are a number of overarching laws that the majority of megacorps adhere to, largely due to the fact that Bastion Electronics, the original patenter of the FTL Drive and arguably the most powerful megacorp in the known universe, keeps most of them in line, there are still numerous issues that megacorps run into when dealing with one another, but none of you care about politics, that isn't what you're here for.

What matters, is the fact that megacorps often hire mercenaries to do a lot of the dirty work for them, and to keep their hands clean of the whole issue as well, of course. Most megacorps don't like the name 'mercenaries', instead preferring the term 'High-Impact Public Representative', and we here at Danger Ready Uniformed Battle Escalation Securities are looking to hire a few new 'Representatives'. While D.R.U.B.E Securities may be a bit of an up and coming company, I assure you, we have plenty of benefits that we can offer you. Like full dental! Anyways, just fill out the form below, and we'll get everything sorted out.
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Character Creation:
There are four stats rated from 1-12, with 6 being roughly human average. The four stats are as follows;
Strength: Measure of your heavy lifting capabilities. You add half your strength as damage to any melee attacks you make.
Agility: How fast you are. You're movement speed for a half action is half your Agility (round down). Also used to dodge explosions.
Endurance: How tough you are. HP is measured by (Endurace x 2) +6.
Intelligence: You think you're smart, kid? Useful for a variety of things, such as doctoring, engineering and so on.

Everyone is issued 28 points to be distributed among these four stats. Everyone must also pick a class. Each class will branch into two different sub-classes at later points as well.

Classes:
Rifleman:
You're a generic soldier! Well, you're pretty close to one anyways. You start with the Jack of All Trades Talent, which decreases your penalties for attempting a skill or using a weapon for which you do not have a Proficiency in by half.
Starting Proficiencies: Proficiency 0 Rifle, Proficiency 0 CQC, Three Free Proficiency 0's
Starting Gear: One Armor of Choice, One Assault Rifle, One Sidearm, One Frag Grenades

Medic:
You've got enough medical knowledge to pass for a paramedic, maybe! Start with the Medic Talent which ensures that all attempts you make to heal a wounded teammate are successful. Quality of your needlework may still vary though.
Starting Proficiencies: Proficiency 0 Rifle, Proficiency 0 CQC, Proficiency 0 Medic, One Free Proficiency 0
Starting Gear: One Armor of Choice, One Assault Rifle, One Sidearm, One Smoke Grenade

Marksman:
What the fuck did you just say about me you little bitch? You're the best sniper out there! Well, you like think you are anyways. You gain the Spotter Talent. Once per turn, as a free action, you may give a single round Aim bonus to any one ally.
Starting Proficiencies: Proficiency 0 Sniper, Proficiency 0 CQC, Proficiency 0 Stealth, One Free Proficiency 0
Starting Gear: One Armor of Choice, One Sniper Rifle, One Sidearm, One Smoke Grenade

Engineer:
Get back to work, oil monkey! You've got some talent with machines! Pick between one of two Talents. The Nuts and Bolts Talent allows the Engineer to set up a stationary turret as a half action. The Jam Communications Talent allows the Engineer to pick one enemy target, and, as a half action, test Intelligence to have them lose their next turn.
Starting Proficiencies: Proficiency 0 Rifle, Proficiency 0 CQC, Proficiency 0 Hardware or Proficiency 0 Software, One Free Proficiency 0
Starting Gear: One Armor of Choice, One Rifle, One Sidearm, One Frag Grenade, One Stun Grenade

Pointman:
We draw straws to see who takes point here, and you always draw the short straw... Pointmen tend to follow one of two philosophies; they either bundle themselves in heavy armor to soak any and all damage, or they just kill everything before they have a chance to kill them. Pick on of two Talents. The Itchy Trigger Finger Talent allows, once per turn, for the Pointman to get a free attack on anyone who enters within three tiles of the Pointman, this effect also triggers upon entering a room for the first time. The Hoplite Talent allows the Pointman to half any penalties from wielding a two-handed weapon in one hand.
Starting Proficiencies: Proficiency 0 Rifle, Proficiency 0 Shotgun, Proficiency 0 CQC, One Free Proficiency 0
Starting Gear (Pick One Set): One Armor of Choice, One Shotgun or Heavy Melee Weapon, One Sidearm, One Stun Grenade
Or
One Armor of Choice, One Riot Shield, One Light Melee Weapon or One Assault Rifle, One Sidearm, One Stun Grenade

Demolitionist: You've got a need... A need to see the world burn, and you'll do it through liberal use of high-explosives! Pick from one of two Talents. The Danger Close Talent allows you to reduce damage caused to allies by your explosives to be reduced by one range increment. The On Target Talent reduces the number of tiles your explosive scatters by when you fail a to-hit check.
Starting Proficiencies: Proficiency 0 Rifle, Proficiency 0 Rocket, Proficiency 0 Explosives, One Free Proficiency 0
Starting Gear: One Armor of Choice, One Rifle, One Rocket Launcher, Two Frag Grenades, Two Smoke Grenades

Heavy Weapons Guy:
The enemy may be able to outrun you with that giant gun of yours, but can they outrun a bullet? Gain the Talent Bullet Storm, which allows you to attack with a single weapon twice in a turn.
Starting Proficiencies: Proficiency 0 Heavy Weapon, Proficiency 0 CQC, Two Free Proficiency 0
Starting Gear: One Armor of Choice, One Machine Gun, One Sidearm, One Frag Grenade, One Stun Grenade
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Equipment:
Proficiency Rifle

Assault Rifle: 3d6 Damage, 7 Magazine, Half Reload
Proficiency Shotgun
Shotgun: 2d6 Damage, 5 Magazine, Full Reload, Special: Cannot fire beyond 9 tiles and does double damage within 3 tiles
Proficiency Sniper
Sniper Rifle: 4d6 Damage, 4 Magazine, Half Reload, Special: Take a -2 penalty to-hit when firing without aiming. If aimed, lose both the penalty and gain the aim bonus.
Proficiency Rocket
Rocket Launcher: 6d6/4d6/2d6 Damage, 1 Magazine, Full Reload, Special: Every 3 tiles away from the center of the explosion an enemy is, they take the next tier of damage.
Proficiency Heavy Weapon
Machine Gun: 4d6 Damage, 10 Magazine, Full Reload, Special: If fired without bracing as a half action, incur a -4 penalty, may be used to suppress as a half action which does not require a test, using up twice as much ammo but forcing enemies in a 3x3 tile area to lose one half action on their next turn and a penalty to any attacks they make
Proficiency CQC
Light Melee Weapon: 3d6 Damage, Special: Only requires one hand
Heavy Melee Weapon: 4d6 Damage
Riot Shield: 2d6 Damage, Special: All enemies take a -2 penalty to hit you if you don't attack with this weapon (does not compound with cover), lower your movement speed by 1 tile per half-action, only uses one hand
Other
Sidearm: 2d6 Damage, Special: You are always considered to have at least Proficiency 0 with a Sidearm, even if you lack any Proficiency in this weapon. The Sidearm is considered both a ranged and melee weapon, depending on what range you use it, and has unlimited ammo when used at range, only uses one hand
Frag Grenade: 5d6/3d6 Damage, Special: Every 3 tiles away from the center of the explosion an enemy is, they take the next tier of damage. Can be thrown a distance equal to half your strength +3
Stun Grenade: Special: Any enemy within 6 tiles loses a half action on their next turn. Can be thrown a distance equal to half your strength +3
Smoke Grenade: Special: Vision is obscured within 6 tiles of the grenade. Can be thrown a distance equal to half your strength +3
Armor
Light Armor: 3 Protection
Medium Armor: 5 Protection, lower your movement speed by 1 tile per half-action
Heavy Armor: 7 Protection, lower your movement speed by 2 tiles per half-action
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Rules:
All checks will be made by me in private, but I figure you guys might still like to know what numbers go into what. All checks will be made with a roll of 2d6, with an 8+ being considered a success, and modifiers being added upon your rolls based on enemy and friendly actions, and the terrain. Cover varies from Light to Heavy, with Light Cover giving enemies a -2 penalty to hit you when attacking from that particular angle, and Heavy providing a -4 penalty. As long as Cover hides your body in someway, it will count, but should an enemies attack miss only because of a cover penalty, the attack will be applied to the cover, and if it is not enough to absorb all damage, the rest will be applied to you.

Anytime an explosive is thrown or shot your way, I will make an Agility Check. Should you succeed, you will move out of the damage range of the explosive. While your character will do their best to stay close to cover, it is likely that you will be unable to.

Each turn will be divided into Friendly Actions and Enemy Actions. Every character will get two half actions on their turn, which can be combined into a Full Action. The actions list that follows will simply be an example, and you should feel free to suggest your own to me. As a note, you may not attack with a weapon twice in the same turn, though you may attempt to dual wield two weapons at once, and if you have two weapons, you are able to attack with both using two half actions.

Half-Actions:
Aim: Apply a +1 bonus to hit on your next attack, stackable up to a bonus of +6, if your next action is not an aim or an attack, the bonus is lost.
Attack: You try and hit something, self explanatory
Reload: Reload your gun
Move: Move up to half your Agility (Round Down)

Full Actions:
Reload: Reload your bigger gun
Move: Move up to your full Agility Stat

As Characters go through missions, they will obviously improve. These will come in the form of Stat points handed out to increase your characters attributes, or more commonly, semi-randomly assigned Talents that will be assigned to a character. If you have an idea for a Talent that you would like for your character, feel free to pitch them at me, and I'll think about tweaking it if I feel that it's unbalanced, or hand it out the next time your character gains a new talent. Proficiencies will also be awarded. Keep in mind Proficiencies are rather free form, and you can really make your Free Proficiencies whatever you want. If you attempt to try something you do not have a Proficiency in, you suffer a -2 penalty to the action. Proficiencies above 0 add bonuses onto your rolls, and these will be awarded as you 'level up' so to say.

Combat will be done by me posting an image of a grid map every 'turn', and everyone issuing orders for their character. Afterwards, I'll run through everyone's actions, then do enemy actions, and post a new grid map and so forth.

If anyone has any further questions, feel free to ask.
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Character Sheet
Name:
Class:

Stats:
Strength:
Agility:
Endurance:
Intelligence:

Talents:

Proficiencies:
 
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Jeroth

Mach Ambassador
Moderator
Name: “Biggs”
Class: Pointman

Stats:
Strength
: 9
Agility: 6
Endurance: 10
Intelligence: 3

Talents: Hoplite - allows the Pointman to half any penalties from wielding a two-handed weapon in one hand.

Proficiencies: Proficiency 0 Rifle, Proficiency 0 Shotgun, Proficiency 0 CQC, Proficiency 0 Explosives

Starting Gear (Pick One Set):
Heavy Armor - 7 Protection, lowers movement speed by 2 tiles per half-action
Heavy Melee Weapon
One Sidearm
One Stun Grenade

Oh man. Biggs is ready.
 

Dragonruby

Active Member
Member
I'll think about adding one in the future, Tolvan, for now as the new guys you only get basic equipment
 

coolpool2

Savage AF
The Original Gangster
Also how does stealth work? I'm having a hard time deciding on my free proficiency.
 

Shizno

Well-Known Member
Member
Name: Liquid Cheeseburgah
Class: Medic


Stats:
Strength: 3
Agility: 9
Endurance: 7
Intelligence: 9

Talents: Medic

Proficiencies: Proficiency 0 Rifle, Proficiency 0 CQC, Proficiency 0 Medic, Shotgun Proficiency 0

Equipment:
Light Armor - 3 Protection
Assault Rifle - 3d6 Damage, 7 Magazine, Half Reload
One Sidearm
One Smoke Grenade
 

coolpool2

Savage AF
The Original Gangster
Name: Liro
Class: Marksman
Stats:
Strength: 6
Agility: 10
Endurance: 5
Intelligence:7
Talent: Spotter
Proficiencies: Proficiency 0 Sniper, Proficiency 0 CQC, Proficiency 0 Stealth, Proficiency 0 Sidearm
Starting Gear: Light armour, one sniper rifle, one sidearm, one smoke grenade
 

Tolvan

Campaign Killer
Member
Name: Joshua Valiar
Class: Engineer
Stats:
Strength: 6
Agility: 7
Endurance: 5
Intelligence: 10
Talent: Jam Communications
Proficiencies: Proficiency 0 Rifle, Proficiency 0 CQC, Proficiency 0 Software, Proficiency 0 Physics
Starting Gear: Light Armor, One Rifle, One Sidearm, One Frag Grenade, One Stun Grenade
 
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Dragonruby

Active Member
Member
Tolvan, I don't think you understand the point of Proficiency CQC... It's just supposed to encompass melee in its entirety... Also, no sword for you
 

Dragonruby

Active Member
Member
You could, Tolvan, though I'm not sure if it'd ever really come into play in-game.

And yes, you will get options to get new equipment later on in the game. Honestly, you can describe your equipment however you want to. For example a Sidearm could be a pistol that you shoot and just beat people with, or it could be a knife that you stab and throw when you use it at range. Hell, you could just say it's both a knife and a pistol. Same with all the other equipment, just as long as it makes sense.
 
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