User Name
Password

Go Back   Planetarion Forums > Non Planetarion Discussions > Roleplaying

Reply
Thread Tools Display Modes
Unread 5 Feb 2005, 22:09   #1
No Dachi
Registered User
 
Join Date: Sep 2001
Location: Word
Posts: 1,651
No Dachi is infamous around these parts
Marines - Out on the Fringe

The Frigate's engines roared into life, blazing like twin suns as the fusion drives were pushed to full power. It surged forwards and upwards, away from the ground, into the blue sky above. Two missiles, exhaust ports glaring brightly, spiralled after it, leaving faint vapour trails hanging in the air behind them. The Frigate gained speed, but still the missiles were faster, closing the distance. Suddenly, the Frigate was out of the frozen moon's atmosphere, into the void above in the shadow of the gas giant. The missiles closed the distance further, then, a brilliant flash of blue light, and Frigate and missiles both are gone.

A desert world, vast and barren, its surface patterned with white-baked flats, dark mountains and rolling red dunes, continued its lonely orbit around an unremarkable medium yellow star. Suddenly, a flash of blue light disturbs the picture of astronomical serenity. A warship, sleek and deadly with gun turrets clearly visible and torpedo launchers masked by gunports, gunmetal grey hull gleaming in the bright sunlight, appears above the desert planet, cruising majestically toward it with its engines still blazing. A second later, and the missiles hit. A burst of white light, then another, and a section of the Frigate's topside aft hull is missing, flames rolling like liquid from ruptured fuel lines into the void. The engines flicker, and then another huge explosion surges forth from the starboard exhaust port, gutting that side of the ship. The Frigate lurches and, powered now only on the port side, twists surreally over in the void. The remaining engine gutters, and then is extinguished, and the Frigate remains locked on its collision course with the desert world below...

Things are a little different here...
So, we've been through the same routine in Marines for quite some time now, and I felt it was time to buck the trend a little. This Marines is going to be distinctly less linear than its predescessors. There will also be some stat-based elements, but you can opt for these to be "invisible" if you so wish, and if so they will be going on in the background. The stats system will have no effect whatsoever on the posting style; you can attack or committ as many actions as you want during your post, and the battle will move accordingly. As with my take on The Sol War, your characters will have an "Initiative" trait that is increased temporarily by good posting. If your Initiative (bonuses included) is significently higher than your opponent's, you stand to cause significent bonus damage. Your class should depend at least in part on what kind of character you want to play. Adventurous smugglers or gunfighting marshals can all be replicated here with a little effort - so if you want to abandone your character from the previous thread, feel free.

Anyway, on to the details...

Marines Statistics
Your characters all possess the following basic attributes:

Health (the traditional HP, decides how much damage you can take before you die)
Dexterity (your character's degree of co-ordination, determines your character's base accuracy, and ability to do tricky things like defuse bombs)
Agility (how quick and nimble your character is, helps you dodge attacks and get your shot in first)
Strength (increases damage dealt with melee weapons, and also lets you carry more stuff)
Intelligence (high intelligence allows you to spot critical weak points on the larger enemies, and also increases the rate at which you earn Skills)
Psyche (effectively your character's strength of mind. High Psyche reduces your chances of succumbing to mind-affecting attacks such as "Crazy Purple Mind Monster Attack". High Psyche also enables your character to concentrate more, increasing your throws in general with enough points invested)
Initiative (allows your character impressive turns of chance in combat)

You have a few options here. You can either build your own character from scratch; you can continue with your character from the last thread (the Christmas Special), in which case you'll begin as a Marine class of a certain level; or you can select a Class from the list and then ask me to make some stats for you. Here's a character template:

Name:
Rank: (if applicable)
Age:

Class: ("Marine" or, if new character, see list)
Level: (see end of post)
XP: (see end of post)

Equipment: (what you had on you at the end of the last thread. Some of it might be not working from the crash. Feel free to try and salvage once we've started)

Health: (leave blank)
Dexterity: (leave blank)
Agility: (leave blank)
Strength: (leave blank)
Intelligence: (leave blank)
Psyche: (leave blank)
Initiative: (leave blank)
Note: You all have 33 points to spend on attributes, which is 30 to start plus 1 additional for each level.

History: (All-important since the thread is heavily plot-based. A short addition from the last thread on your character's response to the events at Novagorsk would be good. If you have chosen to create a new character, consult me before planning your history)

Classes
Marine - The United Nations Marine Corps is the most experienced combat arm of the United Nations Military. Essentially an elite second army, all Marine Corps units are additionally trained in ship-to-ship boarding and repulsion actions and in planetary assaults, raids and etcetera. Due to their experience, superior (in some senses) training and versatility, Marines are increasingly used by UN High Command as a kind of rapid response force, to contain or eliminate a threat. Only in very large scale ground battles are the Planetary Guard called in. The Marines themselves are often trained in several additional skills (such as medicine, engineering or technical operations), and can thus possess a large array of skills, but are primarily soldiers. All Marines recieve the Military Training class skill for free, along with the Starship Familiarisation skill and a +1 bonus to Psyche resulting from additional mental conditioning recieved in training.

Guardsman - While the Marine Corps takes care of many of an increasing number of combat operations these days, the United Nations Planetary Army remains the largest branch of the UNM. Primarilly tasked with providing garrissons for planets that do not play host to large Marine Corps or UN Space Naval Arm bases (the latter also defended by Marines), the Planetary Army rarely performs anything other than a deterrant defensive role any more, and its soldiers are often referred to as "Planetary Guardsmen". Whilst Guardsmen do not recieve the same standard of training that Marines do, and are generally far less experienced, they are nonetheless trained extensively in their own trade, and the standard of proffessionalism among them is high. Guardsmen often take on a secondary policing role on planets they garrisson, dealing with the particularly dangerous areas of organised crime that the local police fear to tackle, and Guardsmen as such possess the "Enforcer" class skill, as well as Military Training. When deployed to actual combat (only ever to sustained, large-scale ground engagements), Guardsmen often find themselves in less-mobile formations than Marine units, and as such are drilled hard in terms of physical fitness in training, granting them +1 Strength.

Officer - A broad class encompassing all kinds of officers from all branches of the military. Ranging from Flag Captains of the United Nations Space Navy to 2nd Lieutenants of the Planetary Guard, Officers are a versatile class whose skills can vary greatly. Officers of the United Nations service arms are, generally speaking, drawn from the lower middle class and from the proffessional middle class of the UN's interplanetary society, though this is less true in the Marine Corps, where around a fifth of junior officers originally joined as enlisted men. Officers are always well-trained regardless of which arm they join, and their own personal choices in the various War Academies possessed by each arm affect their skills and capabilities. Officers may choose ONE class skill out of the three following: Military Tactics Training, Military Intelligence Training or Military Logistical Training. Additionally, ALL Officers must cross-class one level and one level only with a military arm class (Guardsman or Marine) of their choice - this second class is fixed thereafter and Officers may not military cross-class again. All Officers recieve at least some training in military tactics, giving them +1 Initiative.

Mercenary - There are a great number of these people on the outer fringe, though the United Nations Military has never officially acknowledged their existence. The best mercenaries tend to belong to rather exclusive Companies, but ones falling in this class do not. The common or garden-variety Mercenary is often fairly experienced, being forced to fight as he is in order to purchase the necessities of life. There are stories on the fringe of mercenaries banding together and causing trouble for local authorities - even one rumour of a Company taking over one planet completely - but for the most part distrust and paranoia among the lower mercenaries keeps them from doing anything other than taking contracts. In the lawelessness of the fringe, disputes between the rich, and sometimes between planetary authorities, are often settled with the a Mercenary's contract. Mercenaries tend to have seen a good range of enemies, giving them a talent for spotting crucial weak points, translating as +1 to Intelligence. Additionally, Mercenaries start with the Light and Medium Weaponry Profficiencies, the Basic Melee Weapon Profficiency, the Light Armour skill and the Awareness skill.

Scientist - Scientists tend not to be fighters, though the same steady hand that holds a test tube can hold a pistol with adequate training. Rather, their power is represented almost entirely by their ability with computers, their ability to identify weaknesses in their enemies and their multitude of skills. A scientist can be an indispensable companion on the fringe, where the unknown is sometimes the usual state of affairs, though they are hard to come by for anything less than a considerable quantity of money. A good class for the less combat-inclined among you, perhaps. Out on the fringe, real scientists are in short supply, and roles that would have been filled by properly-qualified individuals (such as settlement doctor or researcher) often fall to to individuals only actually qualified as lab assistants or such. Scientists recieve a +2 bonus to Intelligence and a +1 to Dexterity, but incur a -1 penalty to Strength and a -1 penalty to Health - due mainly to a lack of physical training. Scientists have Level 2 Medicine, Level 2 Computer Use and Basic Science as starting class-skills, and have access to many more.

Pilot - Pilots are drawn to the fringe by the promise of something more than helping semi-automated ore haulers along circular routes in system mines, but once there will often find distinctly different fortunes to those imagined. Although skilled pilots are in short supply there, and so fetch high prices, it isn't always easy to find the right destination, and many prospective pilots end up stranded on backwater planets without enough money to buy passage to the next stop. Pilots sometimes know a thing or two about fighting on foot, though they obviously prefer to be inside the cockpit when shots are flying. Pilots tend to develope very quick reflexes, giving them a +1 bonus to Agility. Pilots begin with Level 5 Pilotting and Starship Familiarity as class-skills, and have access to a wide range of options later on. It should be noted that a pilot's power is weakened when the pilot doesn't have access to a ship - and ships are expensive things.

Law Enforcer - Law Enforcers are essentially civil police officers paid by the local authority controlling the colony in question. More often than not, on the fringe, they do not have the manpower or resources to actually keep crime in check. Law Enforcers are mainly there to keep the peace, though gunfights with outlaws are not unheard of, particularly on remote worlds. Law Enforcers are usually trained in the use of light weaponry and armour, and are generally quite well experienced, with a feel for what's going on behind the scenes of a fringe settlement. Law Enforcers have many specialised classes to branch into later on in their careers. Law Enforcers recieve a +1 bonus to Initiative from their experience dealing with any number of volatile situations. They begin with Awareness, Enforcer and Sharp as class-skills, and also begin with Light Weapons Profficiency, Melee Weapons Profficiency and the Light Armour skill. Law Enforcers do need to bear in mind that their identity can cause problems if outed in the wrong circles...

Outlaw - Planning a career on the wrong side of the law? This is where to start. Outlaws are the criminal prototype, the primordial antilegal goo from which Smugglers, Assassins, Pirates and Hackers evolve at later stages. Outlaws have access to a lot of skills, enabling them to specialise toward one of the above "goal classes", and can be quite a versatile and useful class themselves. Not all Outlaws are bad people; some were ruined by events outside of their control, some weren't treated right by the unforgiving interstellar society of the modern-day. However, invariably their present proffessions are such that they do not get on well with the law. Outlaws tend to be fairly good fighters, and recieve a +1 bonus to Strength from brawling or running or both. They begin with Light Weapons Profficiency, Awareness and a choice of Medium Weapons Profficiency OR Basic Computer Use OR Starship Familiarity.

Anything else? - Have an idea of what you'd want to be, but can't find it here? PM me the idea and I'll see about making a new class or something.

Characters
At the start of the thread, I've taken the liberty of re-posting the characters of people active toward the end of the last thread along with how they convert into the new XP/level system, along with a few "bonus points" based on your performance and actions last thread. You can make your own attribute set, or request a set from me, but either way you've got 33 points to distribute. After a few days I'll update this section and replace it with a record of your characters and their equipment/etcetera.

Bakan
Level 3 Marine
700 XP

Bonus class skills: "Heavy Marine Training" skill (from selection last thread)
Bonus attributes: +1 Strength (from a lot of running)
Bonus skills: "Cybernetic" skill (see list, from robotic arm)
Bonus equipment: Robotic Arm MkII (see weapons/equipment list in later posts)

Darkling
Level 3 Marine
700 XP

Bonus class skills: None
Bonus attributes: +1 Dexterity (from tinkering with machinery over the years)
Bonus skills: Level 2 Mechanical Engineer; Level 2 Combat Engineer
Bonus equipment: Salvage - an Engineer can find lots of useful things that way.

Dunin
Level 3 Marine
700 XP

Bonus class skills: None
Bonus attributes: +1 Dexterity (from a lot of shooting)
Bonus skills: "Awareness" skill (from being somewhat paranoid about male comrades since signing on); "Hardened" skill (from combat experience, and helped by inner mental demons)
Bonus equipment: None

PK
Level 1 Marine
Level 2 Officer
700 XP

Bonus class skills: None
Bonus attributes: +1 Psyche (from dealing with Mr Purple, though you can't remember doing that...)
Bonus skills: "Diplomat" skill (talking to Mr Purple instead of blasting him)
Bonus equipment: ???? ????

Fluffie
Level 3 Marine
700 XP

Bonus class skills: "Light Marine Training" skill (selection)
Bonus attributes: +1 Agility (copious unnecessary dives and rolls last thread)
Bonus skills: "Warrior" skill (for the tower defense sequence); Level 2 Piloting
Bonus equipment: Packet of cigarettes; Lighter; Mathers' Death Letter

Mao
Level 3 Marine
700 Xp

Bonus class skills: None
Bonus attributes: +1 Intelligence (Medic)
Bonus skills: Level 4 Medic
Bonus equipment: None

Inspectre:
Level 1 Marine
Level 2 Officer
700 XP

Bonus class skills: "Light Marine Training" skill (selection)
Bonus attributes: +1 Psyche (because it's difficult to unhinge somebody who's already crazy)
Bonus skills: "Leadership" skill for command
Bonus equipment: ???? ????

Crazy
Level 3 Marine
700 XP

Bonus Class Skills: None
Bonus attributes: +1 Psyche (because it's difficult to unhinge someone who's already crazy, and you're crazier than Inspectre)
Bonus skills: "Disturbed" skill for insanity; "Hardened" skill from combat
Bonus equipment: None

Hewitt
Level 3 Marine
700 XP

Bonus class skills: "Light Marine Training" skill (selection)
Bonus attributes: +1 Intelligence (manging to keep Catherine from killing herself)
Bonus skills: "Protector" skill (Catherine survived)
Bonus equipment: None

And I think that's everyone. Hit me if I left you out.

Skills
Skills can be divided in two basic ways: class-skills, special skills and common skills; and level skills and normal skills. Class-skills are skills that are available only to certain classes but are purchased normally (or, in some cases, are natural to that class from a certain level); special skills are skills that cannot be earned, only awarded by me, perhaps for a plot developement of your character's; common skills are available to all or most classes and are earned normally using skill points. As for the other division: level skills are skills that are "levelled up" to a maximum of 10; normal skills are purchased normally with skill points.

Skill points are earned by XP. Your character's skill points is his (or her) XP divided by a hundred, + your Intelligence points in excess of 10. The bonus skills shown have no point cost; think of them as gifts. Similarly, no cost for the skills that you gain by being Marines/Officers. Bearing all this in mind, you've all got quite some points to spend.

Class Skills

Marine
Armourer Training - 2 pts - According to UN Military regulations, Marine Battalions are relatively self-reliant, and thus almost all Battalions feature Armourers, Quartermasters and the like. A Marine with Armourer Training can identify, service and repair a great variety of weaponry. This skill has application both to combat (identifying enemy weaponry), to equipping yourself and your comrades (maintenance on your weaponry, etc) and even in making money, since a trained Armourer will sometimes see the worth in a weapon that a mere shopkeeper does not.

Master Armourer Training - 4 pts - Certain Armourers go above and beyond the normal calls of their roll, and attain the unnofficial status within the Marines of "Master Armourer". Such men are capable of performing extensive modifications to conventional weaponry and armour - and even some equipment and vehicles - with the right tools and supplies. Needless to say, this skill has even more applications than its predecessor. Requires Armourer Training.

Quartermaster Training - 3 pts - Quartermasters are responsible for acquisitioning supplies for their unit. Marine Quartermaster enjoy a healthy sense of competition for the best stock, which is readily promoted by High Command. Quartermasters are experts at negotiating and scrounging, which, needless to say, makes them useful people whether within an organised command structure or not. Quartermaster skill betters your character's negotiation skills with NPCs, particularly where buying and selling are concerned, with a +1 to Conversation and a +1 to Negotiation.

Storm Marine Training - 4 pts - Storm Marines are the crack troops of the Marine arm, sent in to secure gaps in the enemy defenses ready for the main bulk of the Battalion or Regiment to follow. Storm Marines, those that survive (which isn't a great proportion of the recruits) gain experience quickly and are often transferred out to other branches of the Marines to act as NCOs. Storm Marines are famous for occasionally employing unconventional weaponry, and this skill effectively gives Advanced Melee Weapon Profficiency, as well as +1 to Strength from the strict training regimen followed at Storm Marine boot camps.

Starship Familiarity - Free - All Marines will have spent a lot of time on starships, and this gives them a sense of familiarity with the lumbering metal hulks that so many people in the galaxy lack. Starship Familiarity allows the holder to know how to operate a number of basic equipment features on starships, as well as to find important areas like the Bridge or Engineering Bay on almost any design they encounter.

Military Training - Free - Military Training in the United Nations' age is the product of centuries of observation and improvement, and gives its graduates Profficiency in Medium and Light Weapons, Medium and Light Armour, and Basic Equipment.

Marine Marksman Training - 3 pts - Snipers aren't of great use to the Marines, since most of their battles tend to take place at close range, and usually in corridors or similarly cramped conditions. However, in certain circumstances, such as planetside skirmishes, snipers are invaluable, and as such a reasonable number of standard line troopers are often trained in the use of long-range weaponry without actually using them on a regular basis. Gives Sniper Profficiency.

Light Marine Training - 4 pts - Light Marines are the scouting and recconaissence arm of any Marine unit, and frequently form the first wave of assault for Battalions - which do not have Storm Marine contingents. Light Marines are generally highly experienced and their training is very tough, giving them +1 to Agility. Further, their use of advanced communications and scanning equipment gives them Intermediate Equipment Profficiency.

Heavy Marine Training - 4 pts - Heavy Marines are the hard-hitters of the Marine Corps, enclosed in heavy armour and armed with very heavy weaponry. Heavy Marine Training effectively gives Heavy Weaponry and Heavy Armour Profficiency.

Officer
Military Tactics Training - 5 pts - An Officer trained extensively in the use of combat tactics at Squad and Platoon level, as well as individual. Military Tactics Training effectively gives a +1 bonus to Dexterity and a +1 bonus to Agility to all combat classes in your party.

Military Intelligence Training - 5 pts - An Officer trained extensively in gathering and interpretting military intelligence. Officers trained in this field tend to pick up people skills as well, and can frequently bring information out of conversations that their counterpart doesn't necessarilly want them to know. Gives the Officer a +2 bonus to the Intelligence attribute, as well as general military/political knowledge and a +1 bonus to Conversation.

Military Logistical Training - 5 pts - An Officer trained extensively in logistics, the art of supply. The ability of an Officer to keep his unit supplied with the necessary equipment and munitions in tight situations is indispensable to any Marine unit. A trained Officer can keep his men in much better shape, and this skill gives a +1 bonus to Health and a +1 bonus to Strength for all members of the Officer's party.

Drillmaster - 4 pts - An Officer who places great faith in drilling his men to great heights of proffessionalism. This gives a +2 Morale bonus to NPC combat classes, and a +1 Agility Bonus to all characters, in the Officer's party.

Aura of Command - 4 pts - Some Officers possess the so-called Aura of Command, a certain presence that compells people to obey the man's orders to the full of their ability. The Aura of Command allows the Officer holding it to take on a larger than normal party in certain situations.

Swashbuckler - 5 pts - An increasing trend, mainly in younger combat Officers within the Marines, is to wear a sword at all times and practise with it extensively - and sometimes they even attempt to use the swords in combat. Although this style and its accompanying behavioral influences mostly earns them the disdain of older, wiser Officers and NCOs, it enthralls the younger troops and often impresses civilians. Gives Advanced Melee Weapons Profficiency, +1 to Agility and +1 to NPC Morale under the Officer's command.

Common Skills
Light Weapons Profficiency - 2 pts - Allows the use of Light Weapons.

Medium Weapons Profficiency - 3 pts - Allows the use of Medium Weapons.

Heavy Weapons Profficiency - 4 pts - Allows the use of Heavy Weapons.

Sniper Weapons Profficiency - 4 pts - Allows the use of long-ranged Sniper Weapons

Firearms Skill - This skill represents your character's skill with firearms in general, and greatly helps your accuracy in combat. 2 points per level.

Basic Melee Weapons Profficiency - 2 pts - Allows the use of Basic Melee Weapons

Advanced Melee Weapons Profficiency - 3 pts - Allows the use of more "challenging" melee weapons such as swords.

Medic - This skill is your character's level of medical training. One level of the Medic skill allows you to heal 2 units of HP with one unit of medical supplies. 3 points per level. Also require tools, which can act to boost the rating.

Piloting - This skill represents your character's abilities as an aircraft pilot. This skill translates in part across to flying starships, but not fully - a Pilot is at best a stand in as a starship's helmsman. Any Piloting level allows the character to fly an aircraft, shuttle, minor freighter or space strike craft (such as a fighter or corvette). A Piloting level of around 4 or 5 allows the character to fly the aircraft fairly safely. Higher than that up to then allows progressively better flying. Good stuff. 4 points per level.

Driving - This skill represents your character's abilities as a vehicle driver, and applies to all ground vehicles. A useful skill indeed in the right circumstances - walking everywhere would be a real pain in the arse. Any level of Driving allows your character to drive, and then at 3 or 4 there's not much chance of crashing, and then at higher levels your character can do flashy stuff. 2 points per level.

Combat Engineer - MARINE or MERCENARY or GUARDSMAN only. This skill demonstrates training as a combat engineer. Combat engineers are capable of defusing bombs, setting bombs (as well as mines and basic traps), and can perform rudimentary repairs to armour and vehicles. Also require tools, which can act to boost the rating. 3 points per level.

Mechanical Engineer - This true common skill is available to all classes and applies to maintenance of machinery, in vehicles, drones, weaponry, ships, etcetera. A higher level allows smaller faults to be fixed more quickly, and major faults to be fixed in the first place. Also requires tools, which can act to boost the rating. 4 points per level.

Demolitions Expert - This skill is available to all classes, but not necessarilly useful to all of them. A high Demolitions Expert skill rating allows bombs to be defused and set safely. Can be a life-saver in the right circumstances. Its limited scope means that it's only 1 point per skill level.

Martial Artist - Another level skill, this one adds as many points of the character's Dexterity as the character has Martial Artist levels to the character's Strength, boosting damage from melee weapons (and from punches and kicks and whatever). 3 points per level.

Sharp - This level skill is a common feature of Law Enforcers and Outlaws - it represents the character's ability to see what's going on behind the scenes of a given settlement or location. As well as frequently uncovering hidden clues, characters, shops or whatever at certain locations, it can also give you some advanced warning if, say, a particular smuggling gang has set up shop in town. 3 points per level.

Conversation - A level skill representing your character's ability at the subtle art of conversation. No, you do not need any levels here in order to talk, but if you put a few points in you may begin to find more clues in conversations with NPCs.You'll also find it easier to be able to convince NPCs with persuasion, or fool them with lies and bluffs and the like. 2 points per level.

Negotiation - A level skill representing your character's abilities as a negotiator of deals. This is mainly useful in use haggling down the price of various goods with fringe shopkeepers, though you may also find other situations where it will come in handy. 3 points per level.

Computer Use - With computers being a major part of life in this day and age, a certain affinity for them is useful in many situations. High levels allow computers to be hacked and subverted to your own cause with the right tools, though hacking is never easy. More commonly this skill will allow you to repair damaged computer parts (with tools), and to find information that others might have had difficulty locating. 3 pts per level.

Dual Wielding - Level skill costing 4 pts per level and enabling the bearer to "dual wield" with light and medium weapons, as well as with basic and advanced melee weapons. This effectively deals double damage and (allegedly) makes you "look cooler" - or words to that effect. Included by popular demand (from Fluffie).

Crack Shot - 4 points - Some gunmen are capable of incredibly skillful shooting in the right circumstances. This (experimental) skill allows the bearer to, once per round where required, fire off a shot that does normal damage and carries an added +2 to Initiative which increases its chance of hitting somewhere special.

Cybernetic (I) - 5 points - This skill allows you to fit a Cybernetic replacement for one part of your body. With Cybernetic II and III (currently unavailable), you'll eventually be able to fit three. Cybernetic gives no advantage in itself, but the replacement body part (once purchased - they tend to be expensive) will usually have a few.

Special Skills (I'll fill more of these in as we go)
Hardened - A certain look in the eye of certain soldiers and ex-soldiers tells you they've seen a little too much fighting at some point. Characters who are Hardened recieve +1 Psyche in combat from having already seen a lot of the worst that warfare has to offer, and a +1 bonus to Intelligence from previous combat experience.

Awareness - Some characters are just naturally aware of what's going on around them. The ability to know the presence of oncoming enemies gives these characters +1 to Agility and +1 to Initiative.

Protector - Some characters are naturally inclined to protect the helpless and the weak. As well as earning the personal admiration of many, this skill gives certain other advantages by benefit of experience. Protectors recieve +1 to Dexterity and +1 to Strength from fighting the good fight.

Disturbed - A few soldiers see something that makes them really angry, or that really disturbs them, and then never quite recover fully. Disturbed soldiers and ex-soldiers usually take on a few odd behavioral traits, most often becoming introvert and recluse. Disturbed doesn't do anything in itself, but it can throw up odd things in combat for the character carrying it. Odd, dark things...

Warrior - Some men are born warriors, whilst others earn a kind of status from winning particularly difficult battles. Characters with the Warrior skill will always have done something impressive in battle, and always have a story to tell about it, if they so choose. Their skill at arms expresses itself in +1 Dexterity and +1 Strength.

Leadership - Some men are naturaly leaders who inspire those around them to great feats. Some of them come from the military, some from a hard background, but all of them will have shown the ability to keep their cool under stress and to instill confidence in those beneath them. +1 to Intelligence and +1 to Psyche.

Diplomat - Some people just seem to have a natural ability to calm down others that are beginning to lose it, to bring people round to their point of view and generally to get by with words rather than with bullets. Such people tend to find that their skill has a lot of applications to everyday situations. +1 to Psyche, +2 levels to Conversation, +1 level to Negotiation.

Other Classes Will Be Detailed As They Are Selected
But if you're interested in seeing a rough idea of what a class you're considering switching to has to offer, post saying so. I'll be continually adding in new skills and such as we go along. If you see any obvious ones that I've apparently forgotten, point them out.

It's a Map!
It (and others in the near future unless I find better hosting) are stored on Tripod. I apologise in advance for the banners and shit and will switch to better free hosting as soon as I find it (probably never).

Maps

They should appear as thumbnails on the left of the screen. There's only one at the moment because, only one planet. The picture gets shrunk when displayed but there's a link to see the full image.

All that remains...
Is to post a template with stats and skills, or without if you want advice/me to do them for you. Any questions or such post in the thread.

There are equipment lists to do, which will come in a later post. I'll DM you into the thread once you post attributes and whatever.
__________________
`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville

Last edited by No Dachi; 5 Feb 2005 at 22:33.
No Dachi is offline   Reply With Quote
Unread 5 Feb 2005, 22:24   #2
Crazyboy
'Insanity Prevails'
 
Crazyboy's Avatar
 
Join Date: May 2001
Location: Asylum (Caught again)
Posts: 683
Crazyboy is a splendid one to beholdCrazyboy is a splendid one to beholdCrazyboy is a splendid one to beholdCrazyboy is a splendid one to beholdCrazyboy is a splendid one to beholdCrazyboy is a splendid one to beholdCrazyboy is a splendid one to behold
Re: Marines - Out on the Fringe

Name: Richard "Crazyboy" Sharpe
Rank: Corporal
Age: 34

Class: Marine
Level: 3
XP: 700

Equipment: Assault Rifle with attached grenade launcher, silencer and scope. 2 Pulse Pistols with laser sights. 3 HE Grenades. 3 Incenidiary Grenades. Reinforced Armour. Boosted Comm. Gas Mask.

Health: 5
Dexterity: 5
Agility: 4
Strength: 4
Intelligence: 5
Psyche: 5 (+2 Bonus) (7)
Initiative: 5



Bonus Class Skills: None
Bonus Attributes: +1 Psyche (because it's difficult to unhinge someone who's already crazy, and you're crazier than Inspectre)
Bonus Skills: "Distrubed" skill for insanity, "Hardened" skill from combat,
Bonus Equipment: None

Skills:

Armourer Training: - 2 pts
Master Armourer Training - 4 pts
Starship Familiarity - Free
Military Training - Free

History: Joined the Planetary Gaurdsmen at the age of 19, before transfering to the Marine Corp at the age of 22. Saw his first battle, and shed his first blood in a boarding action against pirates. From that moment on, something started to change within him. His career within the Marines went smoothly and he become a corporal at the age of 24. Over the years, he has seen many of his friends cut down in combat, but that never hit him as hard as seeing almost 60 odd civillians, including a childhood friend, shot up in an uprising on [someplanetwheretherewasanuprising].
__________________
--==THE INSANE ONE==--

Quote:
Zen Master Ellis says:
I admit defeat...

Ghetto Master Ellis says:
Heil Crazy!

Last edited by Crazyboy; 11 Feb 2005 at 21:43.
Crazyboy is offline   Reply With Quote
Unread 5 Feb 2005, 22:43   #3
Fluffie
, Mr. Fluffie
 
Fluffie's Avatar
 
Join Date: Aug 2001
Posts: 2,273
Fluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to behold
Re: Marines - Out on the Fringe

Just to say I'm in.

Oh.

I'm in alright.

I.

Am.

In.



stuff
__________________
i want to cover her body with apple pie and eat it off her
Fluffie is offline   Reply With Quote
Unread 5 Feb 2005, 23:04   #4
Darkling
Planetarion Forum Moderator
 
Darkling's Avatar
 
Join Date: Sep 2001
Posts: 827
Darkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to behold
Re: Marines - Out on the Fringe

ooc - just posting this to get a reference for my charcter with the new additios, plus re-done the history so it flows a bit better than the previous wording.

Name - Lewis Rees Morgan
Rank - Corporal
Age - 26
Role - Engineer

Level 3 Marine
700 XP

Skills: -
Bonus class skills: None
Bonus attributes: +1 Dexterity
Bonus skills: Level 2 Mechanical Engineer; Level 2 Combat Engineer
Bonus equipment: Salvage.


Stats –
Health: 4
Dexterity: 6 (+1) = 7
Agility: 5
Strength: 3
Intelligence: 6
Psyche: 4
Initiative: 5

Equipment: - (Attempted Salvage)
Pulse Rifle – Attached Silencer, Scope and Underside Grenade Launcher
Pistol – Attached Silencer
Reinforced Armour – with Communications Booster Installed
Engineering Kit
Extra Ammo – for pistol and rifle
Gas Mask
Combat Knife

History -
Throughout his childhood lewis possessed little that could distinguish him from the average person. Despite a keen interest in reading and an attempt at writing his own novel, he soon lost creativity and ideas. Forced to look into finding a career for the sake of his own financial support withy his parents threatening to throw him out of the house or start charging him. After applying for anything being offered, a recruitment add for the UN Marines Corp it left little doubt in his mind what he had to do.

After a few years of training as an engineer, picking it up easily enough to make graduating a likely possibility, one night before his final evaluation after going out with some of his friends he met his future wife to be. Though being posted at various positions through the galaxy caused a few problems their relationship has held together so far, his hopes of one day being able to settle down in more permanent posting closer to home.

His most recent posting being placed on backwater research base, though it went horrible wrong and after an attempted coup all hell broke lose. Barely managing to escape alive with a few other marines and a civilian, after hijacking a ship in orbit only to be shot down onto another world he would rather not be. Feeling tired from the strain of everything pushing his sanity and compassion a little further way with each step, not knowing if he get back home in one alive or in a coffin, if he gets of this world at all.

Last edited by Darkling; 6 Feb 2005 at 21:48.
Darkling is offline   Reply With Quote
Unread 6 Feb 2005, 00:34   #5
mrmao
oh...sexy...
 
Join Date: Jul 2004
Location: P-ville, still not Pieville...but close.
Posts: 515
mrmao is a jewel in the roughmrmao is a jewel in the roughmrmao is a jewel in the roughmrmao is a jewel in the rough
Re: Marines - Out on the Fringe

Name: Alexander "Doc" Yuechenko
Rank: Lance Corporal
Age: 24
Class: Marine/ Medic
Level: 3
Exp: 700


Equipm ent: (may change need to see the list) Pulse Rifle
Standard Armor
Medic Kit
Gas Mask

Dexterity: 6
Agility: 6
Strength: 5
Intelligence: 5(+1)
Psyche: 7
Initiative: 4


History/Info: A Young man from Eastern Europe. His Father was a farmer and didn’t have a lot of money; Alex always wanted to be a doctor. However the aptitude test made him a blue collar worker. How ever with some research Alex found a way around it.

The U.N. had a program that allowed troops to go to college for next nothing, and there home governments couldn't say a thing. So he joined up. Unfortunately the war broke out and all college education on bases was stalled.

He is a hospital corpsman, which means a lot of thing to marines. The bond was formed in World War 2 by American marines and there corpsmen. The corpsmen were known for using there own bodies as shield against enemy fire for there patience. There battlefield first aid saved many lives in conflicts. Giving men the mobility and time to reach an aide station. When to U.N. toke over such an institution was adopted for U.N. marines, and with the institution survived the nickname of the corpsmen simply "Doc". ((Sorry all forgot to steal this earlier))

He is physically fit but not powerful like the heavy infantry guys. He has black hair and accompanying black eyes. He stands about 5' 10".

Bonus class skills: None
Bonus attributes: +1 Intelligence (Medic)
Bonus skills: Level 4 Medic
Bonus equipment: None
__________________
Professional new guy.

Last edited by mrmao; 6 Feb 2005 at 23:32.
mrmao is offline   Reply With Quote
Unread 6 Feb 2005, 00:53   #6
slick
Last Of The Soul Reaver
 
slick's Avatar
 
Join Date: Oct 2000
Location: London (middlesex) Wicked Place!
Posts: 333
slick is on a distinguished road
Re: Marines - Out on the Fringe

ok, i hope you got my history (well part of)

Name: Andy 'Gizmo' Power
Age: 26
Rank: N/A
Equipment: Double barrelled Pulse Shotgun, Automatic Pulse rifle, Power Armour, Biomechanical eye and arms, Knife, and a large container of rum.
Class: Outlaw
Looks: 5ft 8inch, light brown hair short and standing up. He has a scar on his left cheek(Face, before you ask) from a fight with the mafia boss... Small goatee, which he has dyed blonde.
Rather chubby, but with muscles to boot

BTW, no dachi, can you do my skills etc, i'm terrible at things like that.. havent used it sice baldurs gate, so lost memory of it.....
__________________
Fear the Bunny

You're just jealous coz the voices are talking to me!

Rimmer: Step Up To Red Alet!
Kryten: Are You Sure Sir, It Does Mean Changing The Bulb!

Death to the deamoness Allegra Gellar!

Last edited by slick; 6 Feb 2005 at 21:24.
slick is offline   Reply With Quote
Unread 6 Feb 2005, 04:18   #7
Dunin Hemm
Bärsärkarvarg
 
Dunin Hemm's Avatar
 
Join Date: Sep 2002
Location: Svitjohd
Posts: 138
Dunin Hemm is on a distinguished road
Re: Marines - Out on the Fringe

Name: Cali Roxborough (taken name)
Rank: Corporal
Age: 24

Class: Marine
Level: 3
XP: 700

Equipment: Assault Shotgun (Underslung Grenade Launcher), Pulse Pistol, Reinforced Light Armour, Sword Bayonett, Combat Knife, Coms Booster, Medic Kit (-surgical tools and blood bags), 5 HE Grenades, Gas Mask.

Desc: Cropped black hair, sinewy build, stringy muscles and milky skin. Small scar on right upper lip and a similar one across the nose ridge. Champaign eyes.

Health: 5
Dexterity: 6
Agility: 6
Strength: 7
Intelligence: 5
Psyche: 5 (6 when in combat)
Initiative: 5

History: Cali grew up in a poor backwater area out on the Fringe where her childhood was marked by sexual abuse and later trafficking. At 14 she became a child soldier and at 18 she was imprisoned while visiting civilised systems. Her childhood has led to her developing several mental disorders such as mood swings (from smug and confident to silent or even aggressive), a somewhat uneasiness (that she has no problem controlling) about men and a sexual interest in young boys.
She was drafted shortly after she was released from prison where she had kept her mental condition secret, at the age of 21 and has served in many below zero temperature climates. Originally a dropship pilot, her brash lack of caring about the safety of the people she flew worried her superiors. They decided to take the logic approach: They gave her a shotgun and put her among the Storm Marines. She fit in pretty nicely.
Her current name is not her birth name.

Roxborough survived Novagorsk with few problems. She seems untroubled by what happened there.

(Note: Roxborough is not a victim. She is a cold and confident killer who never panics and never looses sight on her goal. Also, while her history states that she is a pilot, I've decided not to give her the piloting skill yet; there are more important skills to invest in. I may or may not give her ranks in pilot later.)

Skills:
Storm Marine Training
Military Training

Light and Medium Weapons Proficiency
Light and Medium Armour Proficiency
Martial Artist 1
Advanced Melee Weapon Proficiency
Starship Familiarity

Hardened
Awareness


Author's Notes:

Merits:
Kali Sikaran: Since her 14th year, Cali has trained extensively in this martial art developed in the Philippines. One can safely say that she is fairly adept at it.
Cold adept: She is used to temperatures below the point of freezing and is usually comfortable where others would call it quits.
Polyglot: Fluent in Romanian and Russian, speaks English with an accent and is a novice to Chinese.

Flaws:
Mental disorders: BPD (Borderline Personality Disorder) and PTSD (Post-Traumatic Stress Disorder). Neither is strong and she has proved surprisingly adept at ignoring them when in danger of them being exposed to other people.
Sunlight aversion: Like the Irish, Cali doesn't tan in the sun, but instead her skin turns an angry red, dries up and comes off in flakes. She usually carries around a tube of sunscreen, factor 50.
Poor heat endurance: Cali fares poorly while in high temperature environments.

Last edited by Dunin Hemm; 7 Feb 2005 at 06:05.
Dunin Hemm is offline   Reply With Quote
Unread 6 Feb 2005, 18:06   #8
Bakan
To Old to Die......
 
Bakan's Avatar
 
Join Date: May 2000
Location: Within the flame
Posts: 1,018
Bakan is a jewel in the roughBakan is a jewel in the roughBakan is a jewel in the rough
Re: Marines - Out on the Fringe

I'm in. Will post character tonight after the fiance leaves
Bakan is offline   Reply With Quote
Unread 6 Feb 2005, 19:17   #9
Inspectre
Dance Puppets Dance
 
Join Date: Dec 2001
Posts: 670
Inspectre is an unknown quantity at this point
Re: Marines - Out on the Fringe

Name: Jake Tremain
Rank: 2nd Lieutenant
Age: 31

Level 1 Marine
Level 2 Officer
700 XP

Equipment:
- Pulse Rifle, Silence, Scope, Laser Sight
- Assault Shotgun
- 6 Frag Grenades
- 3 Incindiary Grenades
- 1 Pulse Pistol

Unadjusted

Health: 5
Dexterity: 5
Agility: 3
Strength: 4
Intelligence: 5
Psyche: 6
Initiative: 5
Note: You all have 33 points to spend on attributes, which is 30 to start plus 1 additional for each level.

Skills

Light Marine Training
Leadership
Marine Trainning
Officer Trainning
Military Trainning
Starship Familiarity
Military Tactics Training
Storm Marine Training (4 pts)
Armourer Training (2 pts)
Demolitions Level 1 (1 pt)

Adjusted

Health: 5
Dexterity: 6 (+1 Bonus)
Agility: 5 (+2 Bonus)
Strength: 5 (+1 Bonus)
Intelligence: 6 (+1 Bonus)
Psyche: 9 (+3 Bonus)
Initiative: 6 (+1 Bonus)

History: Jake joinned the Marines at the not-so tender age of eighteen. Unbeknowist to them at the time, one of the compelling reasons Jake joinned the Marines was because not only the local authorities were looking for him, but because a rival gang was as well. Although he was flagged as having significant problems with authority, Jake managed to avoid any serious conflicts until he passed basic trainning with flying colors. During advanced trainning, however, Jake earned his first trip to the brig by breaking the nose of an instructor that dared to insult his skill with a pulse rifle (he used the butt of a nearby pulse rifle to do it, too). Such an act would likely have gotten Jake either booted out of the Marines, or at least in quite a bit of hot water. Instead, however, he was shuttled off to a unit of Storm Marines just after he finished trainning. No doubt Command thought that such a position would be a good outlet for a man with Jake's destructive talents, or that he'd simply die like the 80% of Storm Marines who eventually did. Jake failed to die, and due to the rather large gaps openning in the ranks of Storm Marines, he was soon on the fast track to promotion. He was still somewhat of a pest to Command, and a disruptive influence in general, so eventually, he was promoted to 2nd Lieutenant and transfered over to a Light Marine unit on Novagorsk, where Command could forget about him for the rest of his days. Unfortunately, they were wrong about that, too.

So, a buncha Rangers decided to be naughty boys and pay a little Christmas visit to Jake on Novagorsk, eh? Well, they got their *sses handed to them just like all the other stupid ****s that ****ed with me in the past. Not that I didn't appreciate the excitement thrown into another boring day on that boring frozen piece of sh*t, usually I have to threaten to head-butt that jack*ass, 1st Lieutenant De Loran, to get any amusement out of my day. In any case, I hope every last one of those Rangers that are *still* somehow alive either get eaten, or freeze their little Christmas Tree balls off before a rescue ship arrives. As for all this talk of aliens running around in the base during the Ranger attack, yeah, I saw those big, red dog motherf***ers . . . killed one of my men too. But then I gave them a big lump of coal in the form of a spray of pulse rifle fire, and you know what? Those things bled, they screamed, and then they died just like everything else. For all I care, those little b*stards can have that frozen piece of sh*t. H*ll, they can have the whole ****ing system for all that I care. "Angel" my *ss. Oh, and I also heard that there were still some Bio Marines down there too, who apparently were either too stupid to get on their transport ship, or decided to stick around for a few days for some eggnog. In any case, it turned out to be a bad idea for them, and I hope they and the Rangers get all nice and cozy together . . . it gets cold on Planet Frozen Piece of Sh*t, especially at night, and with no power *snicker*. As for whoever was a big enough dumb*ss to shoot two missiles at *my* ship as it was getting the **** out of here, they better hope the mother****ing aliens eat them, because if I ever find out who exactly was responsible for those missiles, losing important parts of their anatomy will be the least of their worries. And now, we're heading straight down on a crash landing onto a sandy piece of sh*t. Off of the icecube and onto the frying pan, eh? Sounds like fun.
__________________
Quote:
Originally Posted by No Dachi
You can be silent as well.
Quote:
Originally Posted by Phang
like you in your threads after about a week



ZING!
I love you Phang.

Last edited by Inspectre; 6 Feb 2005 at 21:22.
Inspectre is offline   Reply With Quote
Unread 6 Feb 2005, 19:57   #10
No Dachi
Registered User
 
Join Date: Sep 2001
Location: Word
Posts: 1,651
No Dachi is infamous around these parts
Re: Marines - Out on the Fringe

That that where I labelled all the attributes "leave blank", I meant untill you'd read the class info and all. You can fill in your attribute sets once you've decided how you want to do it, or PM me for help.
__________________
`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
No Dachi is offline   Reply With Quote
Unread 6 Feb 2005, 20:10   #11
Darkling
Planetarion Forum Moderator
 
Darkling's Avatar
 
Join Date: Sep 2001
Posts: 827
Darkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to behold
Re: Marines - Out on the Fringe

Well a slight query what are the modifiers as concerned to the specific atributes as far as your conserned. E.g. Does low agilty make easier to hit or just alter your speed or does a lot that rely upon your dexterity?, does Initiative allow for quicker reeactions to enemy fire or certain situations like making spot checks, or possible some form of adaption? etc.
Darkling is offline   Reply With Quote
Unread 6 Feb 2005, 21:01   #12
No Dachi
Registered User
 
Join Date: Sep 2001
Location: Word
Posts: 1,651
No Dachi is infamous around these parts
Re: Marines - Out on the Fringe

I'll do a more detailed summary for each now if you like...

Health: Effectively how much damage your character can take before he gives up and dies.
Dexterity: A very useful attribute that is used for aiming weapons, that can be used for combat with certain weapons/skills and that is also checked for detailed tasks like defusing bombs.
Agility: Increases your chance of hitting the enemy first (which with guns is certainly a good thing), increases your character's chance of successfully dodging or avoiding enemy attacks, also used in driving and piloting to check against occasionally.
Strength: Your character can comfortably carry his Strength rating * 10 kgs in terms of equipment, though you can increase this by getting bags or combat webbing or the like. Strength is also added to the Attack rating of your melee weapon in melee combat, and enables you to block successfully etc.
Intelligence: Gives you a greater chance of spotting critical weak points in your enemies, and allows you more skill points. Some items of equipment require a certain level of Intelligence to use, and it's also checked against while hacking.
Psyche: Your character's strength of mind, a sufficient level of Psyche allows your character to a better chance of resisting mind-affecting attacks. Also enables better concentration, allowing a bonus of +1 to an attribute of your choice for each level in it over 10.
Initiative: If you outclass the enemy by Initiative by a significent amount, you have a chance of doing (usually quite spectacular) bonus damage. Initiative can be temporarily boosted by good posts.

While we're here, I've decided that "in excess of 10" is too high a threshold for skill point bonuses resulting from Intelligence, and as such it's now "in excess of 6".
__________________
`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
No Dachi is offline   Reply With Quote
Unread 6 Feb 2005, 21:05   #13
No Dachi
Registered User
 
Join Date: Sep 2001
Location: Word
Posts: 1,651
No Dachi is infamous around these parts
Re: Marines - Out on the Fringe

I'll start off everyone who's posted so far, and you can edit the attributes into your original posts before we get to the combat (which is a post or two off, yet).
__________________
`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
No Dachi is offline   Reply With Quote
Unread 6 Feb 2005, 21:54   #14
Fluffie
, Mr. Fluffie
 
Fluffie's Avatar
 
Join Date: Aug 2001
Posts: 2,273
Fluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to behold
Re: Marines - Out on the Fringe

Name: Alfred Joseph “Fluffie” Warren
Rank: Corporal
Age: 26

Class: Marine
Level: 3
XP: 700
("300 left to spend")

Health: 5
Dexterity: 5 (+1)
Agility: 4 (+2)
Strength: 4 (+1)
Intelligence: 5
Psyche: 5 (+1)
Initiative: 5

Skills:
Military & Light Marine Training
Starship Familiarisation
Pilotting (level 2)
Warrior
Dual Wielding (level 1)

Equipment: Reinforced Light Armour, Comms Booster, Pulse Rifle (+ Scope, Silencer, Laser), SMG (+ Silencer, Laser), x2 Pulse Pistol (+ Laser), x3 HE, x3 Flash ‘nades, Gas Mask
Bonus equipment: Packet of cigarettes; Lighter; Mathers' Death Letter, Picture of Wife & Kid

History: To be done. Motives for going on: promise to a dead guy and looooooovveeee.
__________________
i want to cover her body with apple pie and eat it off her
Fluffie is offline   Reply With Quote
Unread 6 Feb 2005, 22:28   #15
No Dachi
Registered User
 
Join Date: Sep 2001
Location: Word
Posts: 1,651
No Dachi is infamous around these parts
Re: Marines - Out on the Fringe

Chapter 1: The Eagle has landed...
"Come in Echo Company, repeat, Echo Company report radio contact, over."

"This is Echo Company, recieving."

"Report status."

"Have sustained heavy casualties, complete loss of command and organisational infrastructure. CO and 2IC both dead. One Officer remaining. Over 70% missing or unnaccounted for. Continual contact with unidentified enemy in several sectors. Remains of one squad cut off with no contact, assumed dead."

"Frigate?"

"Gone, crew got blindsided while we were on the surface."

"...Confirm. Any sign of survivors?"

"No survivors encountered, lots of blood and remains. Not much of the Research Facility floors left in tact."

"Confirm. Can you get to the surface?"

"Surface access currently good, but structural integrity is unreliable. Could get worse at any moment."

"Looks like the Armoury went up. Okay, get topside and prepare for immediate evacuation. Executive orders are, pursue rogue unit and eliminate. Echo Company is attached to Nebula untill further notice. That is all. Over and out."

"Recieved, moving topside now. Over and out."


Crazy
Sunlight lances through your mind, bringing with it blinding pain. Reflex brings your forearm up over your face, shielding your eyes from the sky. Blue sky, you notice, and thick besides. You aren't on Novagorsk any more. You are lying on your side, and your left arm is beneath you, and hurting besides. You feel disorientated and vaguely nautious, but then those are both common symptoms of Hyperspace transit. You look down at the ground. Sand. Hot, orange-red sand. Definitely not Novagorsk. You pull yourself to your feet and dust some of the sand off of your clothing, prompting more aches. It is baking in the sunlight. Looking around, you see dunes lying pretty low against the ground in all directions - nonetheless obscuring your view of anything beyond your immediate surroundings - and then off in the distance you can just about make out the shape of what look like some pretty high mountains. The smell of burning reaches your nostrils abruptly and, turning, you see still-burning debris lying partially embedded in the sand, surrounded by cargo crates that are in a similar state. That impact on the Mithradates came back to you suddenly - you'd been braced in the cargo hold, as Lieutenant King had ordered via the coms, and then you'd felt the ship going crazy in mid-air, and then you'd felt the unmistakable drag of the ship heading down through the atmosphere. There, everything went a bit hazy. Turning right, you see a huge tower of smoke rearing into the air from some distance away - that must be where the bulk of the ship went down. You must have been thrown clear of the hold somehow...you see your rifle lying on the ground a few metres away, with all of its appendages attached, and you've still got your grenades and other equipment on your combat webbing. Your helmet, luckily, seemed to have been kept on by its strap. Better decide what to do next...

Fluffie
Sunlight. You roll away from it, to one side, so that it is no longer filling your vision and blinding you. You're aching all over, and your minor wound from earlier - from the tower defense - feels like it's opened up again. You suddenly realise that you're looking at sand, and sit bolt upright. Then you remember staring, transfixed in your seat at the ground as it reared up toward you through the window on the Frigate's cramped bridge, frantically pulling on the pitch controlls as you attempted to pull the ship's nose up in anticipation of impact. Immediately after that you have trouble remembering anything. You look around. Sand dunes - reddish orange sand dunes - reach up low into the air all around, and then behind you is the impressively large wreck of the Frigate. It's in a pretty bad way, twisted and broken with the nose and much of the bow apparently embedded in the sand, and a huge tear through which you can see the floor of the bridge where the structure of the ship broke completely. The rest of it - the main body and the stern - seem to be lying slanted against one of the dunes, but more-or-less flat. Hopefully some of them survived that. Two large furrows of sand flank the ship on port and starboard, and thick black smoke wells up from holes in the hull, rearing up into the sky to form a huge pillar stretching high into the air. That was going to attract attention. You must have been thrown out through the hole in the bridge by the impact...luckily, you'd apparently had a soft landing. It takes you a few moments to spot your Mp10 and stolen pulse rifle - the latter with its various accessories - but in a few moments you've retrieved them both from their positions in the sand. You'd have to check the pulse rifle for the stuff or else it would jam like nobody's business. A medical supply crate of some description, lying open and partially embedded in the sand with scalpels and the like spilling out onto the ground, provides you with a seat while you try to ease the ache out of some of your bones. Nothing broken, luckily. Anxiety creeps into the edge of your mind. Where on earth were you? Not on earth, presumably, though come to think of it you couldn't remember actually entering the co-ordinates for a Hyperspace Jump...and, for that matter, you didn't know how at all. Probably amnesia. You suddenly feel the shape of a packet of cigarettes in the pocket of your uniform trousers - at least you still had your precious cancer sticks. Suddenly, you catch something up in the air above the near-horizon formed by the dunes. A dust column - something was coming toward the wreck, probably vehicles of some kind. And, at about the same moment, you realise that the Frigate's fusion engines were still active when she hit the ground - if they were still active now, they could go off at any second.

Darkling
The acrid stench of burning fuel brings you sharply to your senses - it is dark, and smoke is thick in the air all around - you're having difficulty breathing. You can feel the shape of your gas mask in its pouch attached to your combat webbing and, taking it out, quickly strap it onto your face, and, after a few panicked breaths, the smoke-ridden air is out of the mask, replaced by cool, purified air. You switch on infra red imaging briefly - and it quickly becomes apparent you've got problems. You can make out two huge objects registering white on the visor - the Frigate's fusion engines. The missile impact on the Frigate suddenly comes streaming back to you. You'd been braced as best you could in the engine room when the ship had started falling apart - which is bad news for the engine room. Fuses had started blowing out all over the place, in some cases taking out banks of computer consoles with them. You'd seen one Standard Marine who you'd met only seconds earlier go down with shrapnel in his chest, very much dead, and then, what was presumably the final impact with the ground had turned all the lights out. You can see yellow on the infra red as well - hydrogen fires, burning from the fuel lines. You can just about make out the shape of a computer console in front of you through the false-colour of the infra red - the master control to cut off the fuel to this section ought to be there somewhere. Then you'd have to see about bringing both of the fusion reactors offline, else you and any other survivors would be dead pretty quickly...

Mao
Everything suddenly streams back to you; climbing down that impossibly long ladder into the depths of the installation on Novagorsk, the frantic escape through the corridors of that hidden section of the facility, riding the cargo elevator up to the hangar, capturing the Frigate and then being aboard when it went down, after it came out of Hyperspace again. That had been a long Hyperspace transit as they go, you realised, and just at that second the smell of burning fuel reached you. You had been in the medical bay, trying to keep two Marines wounded taking the ship alive. It didn't take long to see that no further efforts were required - the cieling of the cramped room slanted down from above into the deck below, and at this point you see that everything appears to be slanted at a 35 degree angle - you must have come down hard. The collapsed roof section fills the area of deck where the beds containing the two wounded men were, and so they both must have been crushed when it came down. You can see the corridor beyond the open door to the medical bay by flickering orange light - the fuel lines must have caught fire - and you can also see thick black smoke streaming past the doorway. Probably time to get out of here. You still seem to have all of your equipment...

Slick
You don't actually get to choose your equipment, unfortunately. The others got most of what they have from raiding armouries in the last thread. As a civilian, you've got no such lisence. So that you know, this a backwater planet, and you won't currently be working for any major gangs. You do know some information additional to what the others do, and I'll PM it to you presently.

You walked down the bustling market street of the planet's only port town, scanning the goods displayed in shop windows as a freighter of some description roared overhead to land at the dock. This was a pretty isolated outpost of the Fringe, as they go. Only settled recently, not a whole lot of infrastructure up - perfect for a criminal to operate in. Only problem is, your equipment had been confiscated on the last passenger ship you were on, and you yourself had only narrowly managed to evade the police that had boarded to arrest you. A quick transfer to another, smaller passenger ship to come here, and you had managed to vanish into the back alley streets. You didn't have much chance of being found here, luckily, but you needed to find a shop selling computer parts before you could put your skills as a hacker to use. And, within a few seconds, you have spotted one. A few old-looking laptop computers displayed in the front window of the shop. Couldn't really expect premium goods in a settlement like this one, though...

Dunin
You come to suddenly, lying in darkness on some kind of cold, hard surface - and it takes you only a few moments to remember that this will be the deck of the ship. You'd been in one of the docking bays toward the stern of the vessel, assessing one of the dropships to see if it was going to be workable. You hadn't flown anything in years, but you still knew how all the parts were meant to look. Then, the missile impact, and everything had kind of come apart. You dimly remembered an explosion from the cieling - probably one of the fuel lines going off - and then you'd been lying on the deck. Everything was still now, and you're lying at an angle, so the ship had probably crashed. And that meant that you had to get out somehow. Flicking on thermal imaging, you look around. The roof appears to have collapsed, but it being held up by the bulk of the dropship, which is now very much unsalvageable. You can make out light - sunlight - through the gap in the docking bay doors, which are in the wall up the slant of the floor dead ahead of you. You'll be able to reach that gap standing on the nose of the dropship, and you should be able to wedge a grenade into it - that ought to bring them open enough for you to force them the rest of the way.

Bakan
You wake up, and immediately realise something's wrong. Heat blasts you from off to the right, and the cybernetic wiring in your heavy armour is unresponsive. Turning, you can see that part of the roof of the corridor you were in has collapsed, and is currently held up only by the chest section of the heavy armour. Luckily, your robotic arm is free, and you use it to hammer on the emergency release button of the suit, which is positioned on its collar near where your helmet meets the rest of it. You feel the various clamps and pressure holds on the limbs of the suit open, and the shoulders open outwards, allowing you room to wriggle out awkwardly from it. You wouldn't be able to hold any heavy weapons without it...well, with the arm maybe, but no time for that. The burning heat from your right is coming from some kind of gas fire, and as you watch flames begin to race across the cieling of the corridor. You need to get out of this wreck somehow. You're now dressed in standard issue non-battle uniform, and have your pistol holstered at your waste. You reach inside the face plate of your armoured suit and pull the visor - a standard modelled slapped on the inside of the heavy armour - from it, before putting on infra red and allowing yourself to see slightly better through false colour. You can remember seeing several airlocks as you came down this corridor earlier - they're now straight ahead of you. The corridor is slanting to the right, but it shouldn't be too difficult to get up there, even with all the smoke.

Inspectre
You are running through the corridors of an old ship of some description - Spartan decor, bare gunmetal steel deck and walls, a military ship of some kind, but the corridors are too wide to be a combat ship. You chance a look behind you, and see the figure, seemingly wrought of white light, bearing down on you fast. You turn right, then left, running through a narrow loading room of some kind filled with stacked cargo creates, and then you are at a four way meeting of corridors. You cannot see far enough down any of them to see where they go - all are dark. Laughter from behind, the terrible laughter of a thousand voices rolled into one booming, simultaneous carcophany. Choosing at random, you run down the corridor to the left, then turn around a corner to the right, and then come to a dead end. Turning, you decide to give the apparition hell, only to find it standing a single pace in front of you, and facing you directly. Energy seethes and crackles from the surface of its tall figure.

Light. Sunlight. Yellow sunlight, streaming through a huge tear rent in the metal...wall? Hull. The Frigate had crashed, you remembered feeling the impact of the missile while still in space and then, more hazily, remembered the tremendous impact of the ship hitting the planet. Looking through the tear in the side of the ship, you see a rocky spike rearing out of a sand dune. Apparently the rock was responsible for what would now be you escape route - and just as well, because you could smell smoke, and with the fusion engines likely still active, you needed to get away from the wreck as quickly as possible. The deck was slanting down toward the tear in the hull at an angle of about 35 degrees, so you let go off the piping that you had been bracing against before the crash and allowed yourself to slide across the surface of the deck before touching down on the soft sand that flooded into the room near the rip in the hull. Sand. Desert planet, most likely. You can feel the heat already, now standing in the sunlight as you do. That rocky ridge goes up quite high, you could probably get a good look around from on top of it. You still have all your weapons and equipment, it would seem.
__________________
`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
No Dachi is offline   Reply With Quote
Unread 6 Feb 2005, 22:51   #16
Bakan
To Old to Die......
 
Bakan's Avatar
 
Join Date: May 2000
Location: Within the flame
Posts: 1,018
Bakan is a jewel in the roughBakan is a jewel in the roughBakan is a jewel in the rough
Re: Marines - Out on the Fringe

*Blinking himself awake, Bakan groans through the heat and pain. Shaking his head, he remembers dimly the last time he felt this crappy, when he lost his arm. Fortunaly unlike that time, there is no roaring pain from the lack of a limb, just overall soreness. Feeling the heat, he looks around, and sees what appears to be the ceiling on his chest. Thanking the makers of the heavy armor, Bakan manages to hit the emergency release and pulls himself out of the trapped suit. Grabbing the visor and putting it on, Bakan watches the flames. Remembering the airlocks, Bakan starts sprinting for them, hoping that his memory is correct.*

*A few seconds later, Bakan smiles as he sees the airlock. Hitting the emergency latch, the airlock springs open, revealing the vast expanse of the desert outside. Amusingly enough, despite the sunlight and warmth, it is cooler out there than inside the ship. That makes the choice easy for Bakan, get the hell off the ship. Fortunally, the slant was towards the surface, and the distance was not to far. Jumping out, Bakan rolls into a ball before landing, and rolls along the sandy dune. Picking himself back up, he looks at the wreckage of the ship, and sighs. Adjusting his visor, he switches it over to communications, setting it to the channel their unit was using previously.*

"This is Corporal Incom Morgan, can anyone read me here?"
Bakan is offline   Reply With Quote
Unread 6 Feb 2005, 23:16   #17
Fluffie
, Mr. Fluffie
 
Fluffie's Avatar
 
Join Date: Aug 2001
Posts: 2,273
Fluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to behold
Re: Marines - Out on the Fringe

A dust column - something was coming toward the wreck, probably vehicles of some kind. Seated on the now useless medpack, he pulls a cig from the packet and puts it in between his lips. Looking at the dust column come closer and closer, he feels a thought beginning to dawn in his head. It’s there, still in the background and it somehow feels important... But that’s it.

Inhaling some good old nicotine and tar, he tucks the packet and his lighter away again. It felt as if it had been too long, far too long since he last had a smoke. Smoking again felt good. So good. Feeling his sore body and slightly freaked out mind relaxing a bit, he looked at the column of dust again.

Rangers...

The relaxed feeling disappeared without a trace. He thought he had heard someone else talk over the radio a few seconds before, but he hadn’t really heard. Pressing the general “send” button, he spoke with as clear a voice as he could.

“Fluffie here. We’ve got eh... incoming.”

Something in his head said it couldn’t be possibly Rangers, since he crashed their ride... But the bullets that had been flying around earlier were still kind of reasonably freshly embedded in his memory. He didn’t feel like fighting at all right now. He wanted to rest, his body and more precisely that wound taken care of.

Even in his still a bit dazed state he was capable of understanding that deserts and wounds didn’t mix well.

And so, in anticipation of further events, Fluffie started checking his two pistols, his SMG and his rifle. He wanted them working, just in case. He finished his cig though and he had a look around him, trying to see if there was anyone else near him. Maybe a medic, to look at that wound.
__________________
i want to cover her body with apple pie and eat it off her
Fluffie is offline   Reply With Quote
Unread 6 Feb 2005, 23:18   #18
Bakan
To Old to Die......
 
Bakan's Avatar
 
Join Date: May 2000
Location: Within the flame
Posts: 1,018
Bakan is a jewel in the roughBakan is a jewel in the roughBakan is a jewel in the rough
Re: Marines - Out on the Fringe

Name: Incom "Bakan" Morgan
Rank: Corporal
Age: 25

Class: Marine
Level: 3
XP: 700

Equipment: Standard Marine Pistol, Standard Marine Visor

Health:
Dexterity:
Agility:
Strength:
Intelligence:
Psyche:
Initiative:

Bonus class skills: "Heavy Marine Training" skill (from selection last thread)
Bonus attributes: +1 Strength (from a lot of running)
Bonus skills: "Cybernetic" skill (see list, from robotic arm)
Bonus equipment: Robotic Arm MkII (see weapons/equipment list in later posts)

Skills:

Armourer Training - 2 Points
Master Armourer Training - 4 Points
Starship Familiarity - Free
Military Training - Free
Heavy Marine Training - Free
Cybernetic - Level 1 - Free

1 Skill Point Left Over

History: A citizen from a random colony world, Incom was drafted as part of a random lottery. Previously he had been in schooling for repair technician work. However, during the aptitude test, it was revealed that Incom had a natural afinity towards identifying weapons and making modifications to them. Plus due to his build and statue, he was slated to become a heavy Marine.

In active duty for many years, during a starship engagement, Incom left arm was destroyed. Medics were easily able to replace it, and Bakan was shuttled towards light duty on Novagorsk to adapt to his arm. While on light duty, he learned about the mechanics of his arm, along with earning the certifications to become a Master Armourer. Since things went to hell in a handbacket at Novagorsk, Incom has followed the orders that have kept him alive, and his remaining body parts intact.
Bakan is offline   Reply With Quote
Unread 6 Feb 2005, 23:47   #19
mrmao
oh...sexy...
 
Join Date: Jul 2004
Location: P-ville, still not Pieville...but close.
Posts: 515
mrmao is a jewel in the roughmrmao is a jewel in the roughmrmao is a jewel in the roughmrmao is a jewel in the rough
Re: Marines - Out on the Fringe

Alexander started to cough as more smoke drifted into the room; it was definitely time to leave. He had most of his gear but the med lab wasn’t going to be here much longer and he had no idea when he could get any more supplies.

As he put his helmet on he radioed to anyone who could here him, “Med lab is out of action. No one should come here.” As he radioed this he went over to the emergency Medicine locker and grabbed another advanced med kit.

He turned back to the door and swung one med kit on his back and the other across his chest. He grabbed his pulse rifle and turned off the safety, who knows how they crashed and someone could already be waiting for them outside. He checked the corridor quickly before sliding his gas mask on and going into the corridor.
__________________
Professional new guy.
mrmao is offline   Reply With Quote
Unread 7 Feb 2005, 00:41   #20
Darkling
Planetarion Forum Moderator
 
Darkling's Avatar
 
Join Date: Sep 2001
Posts: 827
Darkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to behold
Re: Marines - Out on the Fringe

Whatever gods did exist if they existed right now they hated Lewis, this had not been his week. The fact he was still aive to wish it was not made thigsn both better and worst, forgetting such thoughts got now if he did not get over to computer console they were going be last thigns on his mind. Fumbling his way up in some shape thankfull his gasmask had survived through all this,as the smoke was crawling its way through the air like a ravinous beast.

Glancing down at the computer panel, noting that it was the standard issue setup making this an easier task. Working his hands away at the control tryng to bring reactors offline in a controlled manner, looking over to the body of the dead marine. Wondering why he managed to outlive most of the research bases staff, he was nothing specail, finding little solice but his own selfish desire to get back home and forget about all of this.
Darkling is offline   Reply With Quote
Unread 7 Feb 2005, 00:44   #21
slick
Last Of The Soul Reaver
 
slick's Avatar
 
Join Date: Oct 2000
Location: London (middlesex) Wicked Place!
Posts: 333
slick is on a distinguished road
Re: Marines - Out on the Fringe

Gizmo walks into the shop and an old style bell dings as the door opens. He looks around at the laptops and sees the newest one they have. He looks at the stats on the small paper board next to it. A man walks up behind him and says "Yes, She's a beaut... one of the old styles that kept its name above the water. Are you thinking of buying it sir?" Gizmo looks at the man, smelling of cheap aftershave and a small beard, not trimmed.

"Sure i'd love to buy it, i'd love to take it out for a test run first, if that ok with you?" Gizmo grins, as if a child in a candy store
__________________
Fear the Bunny

You're just jealous coz the voices are talking to me!

Rimmer: Step Up To Red Alet!
Kryten: Are You Sure Sir, It Does Mean Changing The Bulb!

Death to the deamoness Allegra Gellar!
slick is offline   Reply With Quote
Unread 7 Feb 2005, 06:35   #22
Dunin Hemm
Bärsärkarvarg
 
Dunin Hemm's Avatar
 
Join Date: Sep 2002
Location: Svitjohd
Posts: 138
Dunin Hemm is on a distinguished road
Re: Marines - Out on the Fringe

Roxborough's eyes slowly open, her gaze unfocused. As she comes to, still lying on the floor, eyes looking acroess the room from their somewhat obstructed position on its floor.

A Hole in the Roof.....

Unsteadily, she gets up on her legs, tries to balance, and then wobbles backwards onto the wall, loosing control. A silent grimace. She braces herself and pushes off from the wall, climbing the sloping floor towards the ruined craft. The speakers on her gas mask crackle with breaths as she struggles to the top of the vehicle; normally she could have made it up in two leaps, now she isn't in quite such a condition.

And there she sits, on her kness, holding a grenade in her hand. She inspects the damage. She looks out through where the light is coming in. That sun doesn't look like th one they've left behind. It doesn't seem as distant. She briefly removes a glove and holds her hand in the shaft of light for a while, before withdrawing it and dressing it again. Yeah, it was hot alright. No more frosty goodness for Cali.

And with that she jams the grenade into place and removes the sprint. And then she sprints herself, leaping over the edge of the dropship, seeking cover. It's in these situations that gas masks prove their worth: They absorb much of the soundblast, like earmuffs, if you will.

Last edited by Dunin Hemm; 7 Feb 2005 at 12:10.
Dunin Hemm is offline   Reply With Quote
Unread 7 Feb 2005, 09:22   #23
Inspectre
Dance Puppets Dance
 
Join Date: Dec 2001
Posts: 670
Inspectre is an unknown quantity at this point
Re: Marines - Out on the Fringe

Although he wasn't quite sure why he was particularly scared of this figure made out of light, running away from it seemed to be a good idea. Hoping to lose it in what appeared to be a maze of corridors, Jake only ended up getting himself backed into a dead end. Whirling around and preparing to bring his pulse rifle up to bear on the figure should it be stupid enough to turn the corner, Jake was a bit taken aback to see it suddenly standing in front of him. With no time to snap off a shot, the reflexive part of Jake's brain took over, twisting the rifle around so that it was held across his chest, and then using his left hand to swing the butt of the rifle around, hard at the being's nose.

A second later, Jake's hand slammed into a metal bulkhead, snapping him awake from whatever sort of stupor he had been in after the crash. Looking around wildly, Jake didn't see any figures made out of brilliant light nearby, so that was no doubt a figment of his imagination, created by his mind to block out the traumatic stress of crashing a ****ing spaceship into the ground. Looking around, Jake saw that he was hanging a short distance above the "floor", still tied to the piping that he had used to brace himself for the crash. Across from him, the metal bulkhead was torn open like Christmas wrapping paper, letting hot yellow sunlight flood into the room. Looking through the rent, Jake could see several sand dunes, as well as a sharp rock spire that undoubtedly tore the hole in the frigate's side, and nearly tore him open as well. "Better luck next time, ****er." Jake said to the rock, as he went to work on the strands of spare electrical cable that he had used to tied himself to the pipes. A few short moments later, Jake was freed, and after he had gathered his equipment that he had tied in with him, he allowed himself to drop down to the angled deck, slidding down to the bottom, which was only a few feet from the rent in the ship's side. His lungs beginning to sting from the acrid smoke that was filling the air, Jake quickly decided it was time to leave the frigate for good, and quickly made his way through the hole, careful not to slice himself open on the doubtlessly razor-sharp edges of torn steel. Finally out into the sunlight for real, Jake walked a dozen more paces away from the ship, then cheered. "AHAAHAH!!! Better luck next time, universe!! You gotta get up pretty early in the morning to **** Jake Tremain for good!! WHOOO!!!" Breaking into a wide grin, Jake looked up towards the sun (careful not to stare directly at it :-p ), and gave it the double birdy. "**** you too!!! And that's for when I'm too tired and dehydrated to do it later!!"

His momentary celebration of survival now over, Jake turned his attention once more back to the matter of survival. First off, he needed to check on his surroundings, to see just how far he, and by extension, the rest of the ship's crew, was in the sh*tter for desert travel. Hopefully, there would be an oasis nearby, or at least a good-sized rock crag to hide in until nightfall. That large pile of rocks over there looked like a good vantige point, and so Jake made his way there, clammering up to the top as quickly as he could without risking a fall and breaking some important (like his neck).
__________________
Quote:
Originally Posted by No Dachi
You can be silent as well.
Quote:
Originally Posted by Phang
like you in your threads after about a week



ZING!
I love you Phang.
Inspectre is offline   Reply With Quote
Unread 8 Feb 2005, 05:45   #24
Mad cat
The Dust Bunny That Bites
 
Mad cat's Avatar
 
Join Date: Jul 2003
Location: Basement
Posts: 754
Mad cat is a splendid one to beholdMad cat is a splendid one to beholdMad cat is a splendid one to beholdMad cat is a splendid one to beholdMad cat is a splendid one to beholdMad cat is a splendid one to beholdMad cat is a splendid one to behold
Re: Marines - Out on the Fringe

im going to join this, but i first have to stop being so lazy and think something up
__________________
"When fear and ignorance unite, their reaction is always to enslave or destroy what they don't understand" -Magneto
Mad cat is offline   Reply With Quote
Unread 8 Feb 2005, 18:29   #25
Hewitt
The Aussie Dragon
 
Hewitt's Avatar
 
Join Date: Sep 2001
Location: Brisvegas
Posts: 1,248
Hewitt is a splendid one to beholdHewitt is a splendid one to beholdHewitt is a splendid one to beholdHewitt is a splendid one to beholdHewitt is a splendid one to beholdHewitt is a splendid one to beholdHewitt is a splendid one to behold
Re: Marines - Out on the Fringe

ooc: *Runs in, late as per usual *

Hewitt
Level 3 Marine
700 XP

Bonus class skills: "Light Marine Training" skill (selection)
Bonus attributes: +1 Intelligence (manging to keep Catherine from killing herself)
Bonus skills: "Protector" skill (Catherine survived)
Bonus equipment: None

Skills
Light Marine Training
Protector
Starship Familiarity - Free
Military Training - Free
Marine Marksman Training - 3 pts
Lvl 1 Conversation - 2 pts
Lvl 3 Demolitions Expert - 3 pts

Equipment:
Pulse Rifle
- Attachments: Silencer, Scope, Sword Bayonet
Light Armour
Coms Booster
Recon Assault Shotgun

Health: 5
Dexterity: 6 (+1 Bonus)
Agility: 6 (+1 Bonus)
Strength: 4 (+1 Bonus)
Intelligence: 7 (+1 Bonus)
Psyche: 5
Initiative: 4


History: Later... need to think about this a bit.

Other:
NPC - Catherine
__________________
Nationstates nations
New Dracora
Teian Point


"One hour of thinking is better than 70 years of divine service."
- Muhammad

Viva la TITO!
Hewitt is offline   Reply With Quote
Unread 8 Feb 2005, 18:30   #26
No Dachi
Registered User
 
Join Date: Sep 2001
Location: Word
Posts: 1,651
No Dachi is infamous around these parts
Re: Marines - Out on the Fringe

All
DMing tomorrow or Thursday. I'm off skiing on friday to near the end of the week after, so no DMing there . I'm sure you'll all manage to live on somehow.
__________________
`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
No Dachi is offline   Reply With Quote
Unread 8 Feb 2005, 20:52   #27
Planetkiller II
Current HrH Manijjmint
 
Planetkiller II's Avatar
 
Join Date: Dec 2000
Location: Alsar System
Posts: 722
Planetkiller II has a spectacular aura aboutPlanetkiller II has a spectacular aura about
Re: Marines - Out on the Fringe

Name: Peter 'PK' King
Rank: 2nd Lieutenant
Age: 26

Level 1 Marine
Level 2 Officer
700 XP

Equipment:
- Pulse Rifle, Silence, Scope
- 1 ECM Chaff Grenade
- 1 Pulse Pistol


Health: 5
Dexterity: 5
Agility: 5
Strength: 4
Intelligence: 5
Psyche: 7 (+3)
Initiative: 5 (+1)


Skills

700 XP

Bonus attributes: +1 Psyche (from dealing with Mr Purple, though you can't remember doing that...)

Marine Training
Officer Training

Military Training
Starship Familiarity
Diplomat
Conversation Level 3
Negotiation Level 2

Military Intelligence Training
Crack Shot
Quartermaster Training

History: Joined the military early in life, and up to the Novagorsk incident, led a relatively average life. Became a Quartermaster, and at the same time continued to hone his aim on the firing ranges, a practice that often left him alone wfor hours on end. When out of weapons-based situations though, PK has always been a peacemaker, settling disputes in the units he occupies, and trying to find ways to accomplish goals with the least ammount of bloodshed.
__________________
I am me.
Owner of Colonies: Alsar System , Universal Operations and Inumerable Others
Hofficial HrH Spanish Hinkwisitor and Hofficial HrH Webby Manijjer of the HrH Webby

Horseman of the Psy-Apocalypse - Famine, Psychic Weapons Divison Commander and Tutor of Telenullics at the Academy of Psychics
Planetkiller II is offline   Reply With Quote
Unread 9 Feb 2005, 20:22   #28
No Dachi
Registered User
 
Join Date: Sep 2001
Location: Word
Posts: 1,651
No Dachi is infamous around these parts
Re: Marines - Out on the Fringe

The Wreck

Bakan
Landing roughly in the sand, you get to your feet and immediately realise that it's a lot hotter under this alien sun than you initially thought. Waves of heat seem to beat down onto you from above. Anxiety creeps into the back of your mind; you have a small hip flask containing water on your belt, but apart from that all you have is the visor (with the standard coms unit in-tact, luckily) and your pulse pistol. Low dunes lie all around you, masking the landscape, but you can see the dark shape of some mountains rearing up in the distance, as well as what looks like a dust cloud rising up somewhere over to the southwest. Incoming - vehicular incoming, by the size of the dust column. You send out a quick hail on the personal coms, and recieve no immediate reply, leaving you standing alone in the sand. Then, after a few moments...

“Fluffie here. We’ve got eh... incoming.” One voice reports, apparently having seen the same thing you did a few moments earlier. Fluffie meant Corporal Fluffie - you'd never met him, but you dimly remembered some Light Marine named Scarez telling you he was flying the ship back when you were still hovering blind over the surface of Novagorsk.

Fluffie
Pulling out a smoke, you light it up and take in a deep breath of tar-wrought death. Cancer tightens its icy grip on your lungs some more (-1 HP). Maybe it's time to give up the cigarettes for good? Sure, it was satisfying to be able to light up after all this time, but your wife was always nagging you about giving up the habit on those few occasions where you had been given leave back on Earth in the past. She said it wasn't good for your baby daughter, which it undoubtedly wasn't. The sun was hot, heat welling down on you from above, and you realise that the only rations you have on you are a Nutri-Bar in one of your combat webbing pouches and your metal water flask secured by its strap to your waist. You played over the events on Novagorsk in your mind again, finding them difficult to believe, as though they were some kind of dream that you'd only just woken up from. The Rangers infiltrating the tower...the tower defense...Mathers...taking the frigate. Mathers. That name stuck in your mind. You had to get that letter to his girl somehow. Having not really heard the message from Bakan properly, you nonetheless reply, reporting the dust cloud as you do so. Beyond that, you do nothing. You finish your cigarette, tossing the butt off into the sand, and then look around, trying to spot anything of interest. Abruptly, you hear a whining noise from above, and look up to see one of the airlock doors opening. A body tumbles out limply, hitting the sand, and is followed by a rather attractive, and rather young, female dressed in the white clothes of a lab assistant. She looks a little distraught. Apparently not noticing you, she grabs the body by its arm and attempts to haul it through the sand, apparently with no particular aim in mind. It takes you a few moments to register that the other body is dressed in the garb of another Light Marine. The female lab assistant stops, having made little progress, and looks around, before seeing you for the first time.

"Corporal! What should we do? The ship's falling apart, and Hewitt's unconscious - but he seems fine - and you're wounded!" She exlaims, and, at about that moment, the other Marine, who you dimly recognise as Corporal Hewitt, begins to come to. Satisfied that one hapless soldier seems to be out of trouble for now, the lab assistant walks over through the sand, examines your wound briefly and then reaches into the crate of medical supplies, before producing a length of bandage, which she cuts with one of the exposed scalples before tying around your waist where the wound is. Your flesh registers a few dull complaints, but within moments she has tied the wound off. "That should do; I'm not doctor but it looked clean, and not very deep besides. Just a bit bloody. Should heal over fine." Corporal Hewitt has by now pulled himself to your feet, leaving the three of you watching that dust column. Seems to be closer still, now...

Mao
You rattle off a quick warning not to go to the medbay via your personal communicator - though it would probably do little good. Your coms unit's signal wasn't boosted and would probably get really torn up by the corridors - in ship to ship actions the signals were boosted by the huge coms arrays on the friendly ship you boarded from. Procedure for planetside ship crashes of this kind did, at any rate, indicate abandoning the ship as quickly as possible and getting as far away from it as possible - in case the fusion engines blew. Smoke is beginning to fill the medical room now, making it difficult to breathe. Luckily, your gas mask had survived the descent. You secure it to your face via the straps that run round the back of your head before making sure the safety on your pulse rifle was off - you'd had plenty of surprises already, recently - and rushing out into the corridor. Thick, black smoke was everywhere. The air you werre breathing was clean, fresh-tasting and pleasantly cool, but the smoke still made it difficult to see. The flickering orange light illuminating the lines of smoke is visible to your right, and so that way's probably blocked by fire. You're standing in the perimeter corridor - and advantage of being on a ship without much room for interior corridors - and you can just about remember coming toward the medical bay from the length of corridor now behind you. You remember seeing airlocks spaced regularly along the inside of the first double hull - reach one of those, and you'd be able to get out by the emergency release button.

Darkling
The smoke makes it difficult to see and you're not, strictly speaking, trained to work starship engineering consoles. But they looked a lot like any other kind of reactor control console, and you'd seen them a few times (mostly from the inside). Regardless, you find the override controls fairly quickly. Two bright red push switches, with a red button next to each. The entire area of the console was indented, and covered by a sheet of glass flushed with the rest of the computer's surface. Quicky shattering the glass cover, you pushed both of the leavers to the up position, and then slammed each of the buttons in turn. Warning klaxons begin to blare loudly in the air around you, coming from up toward the roof, and on one of the console's screens you dimly make out the words "MK III FUSION ENGINE A...OFFLINE; MK III FUSION ENGINER B...OFFLINE". You'd done it, and you didn't appear to be dead. Time to get out of the ship before you were. A burning desire for home suddenly gripped you out of the blue; you hadn't asked for any of this when you'd signed on. Still, life was like that, sometimes. Abruptly, you return from your inward musings to the smoke-filled Engine Room. There is one door out of the room, which is directly behind you. Beyond that is a corridor running the width of the ship, and at either end of that is the perimeter corridor. There should be an airlock opposite each of the cross-corridor's openings to the perimeter corridor. If you can get to one of those airlocks, you remember from training, all you'll need to do is hammer one of the release buttons and then get to the ground without breaking both your legs.

Dunin
Thankfully, your gas mask survived the crash, otherwise you'd be in a lot more difficulty than you presently were. Pushing yourself up to the roof of the dropship between its flank and the wall, you reach up to the opening in the hangar door, pull the pin from one of your high explosive grenades and wedge it securely into the gap, before dropping ungracefully to the floor of the docking bay and taking shelter beneath the dropship's bulk. Seconds later, a resounding bang! - clearly audible even through your gas mask - and a few pieces of shrapnel bounce off the dropship above your head. Pulling yourself back onto the roof, you see a hole torn in the bay door just large enough for you to squeeze through. The doors were armoured - as was the entire ship - but evidently not from the inside. Up above, the new sun sends waves of heat down to you, and you can almost feel your skin burning underneath the ultraviolet radiation also originating from it. Better get that sunblock on as soon as you had the chance...

Inspectre
After having a mild episode - your slightly unhinged nature beginning to manifest itself now that you didn't have conflict and anger to concentrate on - you look around. Sand and dunes. No aliens, though, which could only be a good thing. Spotting a rocky ridge protruding from one of the dunes, you head up it, making as good a speed as was possible without endangering yourself. You have reached the top in short order - you're almost above the Frigate's topside, up here, and you can feel the faintest stirring of a breeze on your skin. You look around. Some mountains, with what look like lower mountains clustered around their base, lie over to the northwest. The orange-red dunes stretch out in all the other directions, and you can see a few columns of smoke rising faintly against the sky, presumably where debris from the ship came down. And, over to the southwest, a rather large column of dust rising into the air - as an experienced soldier, you recognise this easily enough as the work of a vehicle column. Feeling around your combat webbing absent-mindedly, you find the pouch with your field binoculars in them. Hadn't really paid them much heed on Novagorsk; not much need for the things in corridors and hallways - but they'd sure some in handy now. It's apparent that some of the other Marines survived the crash, since you can hear them on the coms traffic. You recognise Corporal Fluffie - one of the Light Marines from your Squad - and Corporal Bakan, the Heavy Marine who'd helped you defend the Armoury back on Novagorsk. From the radio noise, Fluffie has spotted the dust column as well.

Hewitt
You come to, and find yourself lying on your back, looking up at a clear blue sky, and far from being life-threateningly cold as the surface of Novagorsk would have been, the air feels hot and rather dry. Turning your head slightly, you notice that one of the suns is missing. Ah, of course, not in Novagorsk's system any more. You can hear voices, and recognise one of them as female. Catherine's. You pull yourself wearily to your feet, and turn around, the bulk of the Frigate, which had seemed so majestic as you watch it approach through one of the portholes on the dropship, was now broken and useless, and from the clouds of smoke rising up from holes in its hull, at least partly on fire. Focusing on the source of the voices, you see Catherine just finishing applying a bandage to another Marine from the Light Squad back on Novagorsk - and you quickly recognise him as Corporal Fluffie. Catherine tosses a scalple - apparently from the open medical crate that has spilled its contents across the sand - aside, and spots you.

"Ah, Hewitt, you're awake! I managed to get you out of the wreck, you didn't seem to be hurt and I couldn't get you far through the sand so I left you there." She seems quite businesslike about it. You're sure she would have tried, at least, to move you into shade if you hadn't regained consciousness earlier. You see Fluffie turning round to look at something and, following his line of sight, spot a large dust column rearing into the air. Vehicles. Incoming vehicles, and not far off at that.

PK
You wake up from a rather odd dream. There was nothing actually there, just blackness, yet you were awake. And the darkness seemed to be...moving, somehow. There was something overpoweringly sinister about the whole vision that you couldn't quite place your finger on. You pull yourself to your feet, and immediately begin coughing. Smoke, funnily enough, was filling the Bridge, where you remembered standing what seemed like a few moments before. You could remember the missile impact sending the deck bucking beneath your feet, then you'd been pitched forward into the sensor console, then the lights had, proverbially, gone out. Your head felt a bit sore, but presumably your trusty steel helmet had taken most of the punishment. Looking round the bridge, you see a hole where part of the roof has collapsed inwards - forming a ramp that you could probably escape through. On the other side of the hole in the roof is blue sky, with a single sun. You dimly remembered registering a desert planet - breathable atmosphere, but low humidity - on the sensors before the missile impact. Lieutenant DeLoran, you see, is quite obviously dead, his brains spilled over the deck where his head smashed into the corner of one of the consoles. He had removed his helmet upon taking the Captain's Chair. Of Corporal Fluffie, who had been flying the Frigate, there was no sign. It was really quite difficult to breathe, and none of the systems seemed to be functioning - total power cut. It was time to get off the ship.

Port Stanley

Slick
I still need that more detailed run-down from you (I think. Maybe I just missed the reply somehow)

You hear a long, telling pause as the shopkeeper tries to figure out exactly what it was you meant.

"No," He replies, slowly, "no that would not be okay, sir. You can buy it or you can perhaps find something else in my store of interest." With that, you hear him turn, and then receding footsteps on the tiled floor. He has apparently returned to the small counter where he was when you entered.

Other People
mad cat - let me know when you've thought of something, then.
__________________
`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
No Dachi is offline   Reply With Quote
Unread 9 Feb 2005, 21:04   #29
Darkling
Planetarion Forum Moderator
 
Darkling's Avatar
 
Join Date: Sep 2001
Posts: 827
Darkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to behold
Re: Marines - Out on the Fringe

Whatever twisted form of luck he had it as playing its usual unpredictable mannerism, the smoke was a stark reminder to Lewis that this was not the place to be right now. Heading for the door directly behind him in a fast jog, heading in any direction down the corridor, glancing around now and then for debrie in the way from the crash.

Trying to find his bearings as he hoped that the airlock was around here somewhere, having spent little time on board a starship other than its quarters or mess hall during transport. Trying to recall some of the emergency procedures of a starship, finding one of the outer corridor stopping sharply.
"Should be an exit around here somewhere"
The feeling of sheer panic clouding his judgement and actions, his body feeling sticky with weat underneath his armour from all the running. Hearing the pounding of his heart despratly looking around for any kind of clue.
Darkling is offline   Reply With Quote
Unread 10 Feb 2005, 01:32   #30
Dunin Hemm
Bärsärkarvarg
 
Dunin Hemm's Avatar
 
Join Date: Sep 2002
Location: Svitjohd
Posts: 138
Dunin Hemm is on a distinguished road
Re: Marines - Out on the Fringe

Roxborough wastes little time and moves over to the hole in the doors. Not big, but not too small for her to get through. She guides her shotgun through first, placing it on the hull outside, before she wiggles through the cramped opening. Her grenade belt gets caught once, but with some careful manouvering, she releases it from the frayed edges of the doors.

It's hot. The sun bakes on her and she can imagine what effects it would have on her sensitive skin, would she not be wearing clothing. As it is, she is, and concidering the fact that even denim has sun factor 2000, she is fairly confident that uniform, armour and gas mask will stop the radiation from burning her. Unfortunately, full clothing doesn't seem to be an option with this heat. She realises that she will probably have to discard some clothes later on, taking on the risk of sun light falling directly on her skin.
And that's where the sun block comes in. Pity she has so little left.

But these are all future concerns. Right now there are more pressing matters at hand:

No one Around: She looks down on the landscape surrounding her. It might have been beautiful, had she been inclined towards wastelands and had it not been empty. She seems to be the only soul around and in that case, people are still trapped inside. This probably calls for a rescue by the ex-con. She can't get in via the hangar so she'll have to fidn some other way. She climbs down to the ground, looking for a way in.
The Natives are Upset: What? Roxborough might spot a column of rising dust on the horison: This may or may not be a good thing. She seeks cover behind some debris, some distance from the fallen ship.

Oh: The Men Survived: So she's not the sole survivor. Mixed feelings. She sees one or more people down on the ground and signals to them. Climbing down, she trots over to them, waiting for them to make first contact.
We've got Company..... Lots of Company: From her vantage point up on the hull, Roxborough may spot a column of dust in the distance. She makes her way over to the other survivors and informs them of their situation.

Last edited by Dunin Hemm; 10 Feb 2005 at 11:32.
Dunin Hemm is offline   Reply With Quote
Unread 10 Feb 2005, 01:50   #31
Spritely Zombie
Gokan Re... Um... undead?
 
Join Date: Mar 2004
Location: Read Up On The Basics Of The Uncertainty Principle
Posts: 234
Spritely Zombie will become famous soon enoughSpritely Zombie will become famous soon enough
Re: Marines - Out on the Fringe

Name: Matsuro Hishou
Rank: Civilian
Age: 23

Class: Pilot
Level: 1
XP: 0

Health: 3
Dexterity: 5
Agility: 6 (+1 = 7)
Strength: 3
Intelligence: 5
Psyche: 4
Initiative: 5

Skills:
Pilotting - Level 6 - Free
Starship Familiarity

History:
Matsuro Hishou was born on a planet whose only remarkable features were fractionally lower than earth gravity and that 96% of its surface is covered by a freshwater ocean. Almost everyone born there learns to swim in the temperate waters long before they can walk.

This upbringing has resulted in a population possessing exceptional spatial awareness, if at the cost of a slight degradation in skeletal and muscular strength due to the lower gravity.

Matsuro's passion for machinery started at a young age, his parents were deep sea oceanographers and with little to do to entertain himself while his parents studied the planets unique current systems in their submersible, he took, as small children are wont to do, to dismantling things and seeing how they worked, what surprised his parents were that such items usually resurfaced the next day, the only signs of damage being superficial scratches on the casing.

When he was ten, his parents started taking him on dives with them, but the wonders of oceanography didn't seem to interest him anywhere near as much as the high-tech submersible in which they made their dives. At age 13 after constant badgering his parents allowed him to try his hand at pilotting, teaching him the basics near the surface and gradualy getting deeper and more complex. By the age of 14, he could pilot the submarine as well as his parents.

Seeing their sons interests lay in fields other than ocean research, Matsuro's parents paid for him to recieve flying lessons. Nothing particularly fancy, just sub-orbital craft (Ocean research obviously not paying well enough to pay for lessons in space flight). During these lessons he made friends with the ground staff and further demonstrated his knack for mechanics, seeming to absorb information about mechanics like the unique species of sponge, his parents had recently discovered, absorbed water.

At age 18 he decided to leave his parents and go and join the United Nations Space Navy as a pilot. Although a little hesitant about his leaving for a career in the military, he assured them that he had no intention of becoming a career man. Planning to leave as soon as his tour was over and move onto civilian pilotting. And so he left, promising to keep in touch.

As planned he enrolled in flight academy, quickly proving to be exceptionally talented, if a little weak at high-G planetary flying. Two months prior to graduation from basic, Matsuro recieved news of his parents death, apparently their submersible had suffered a mechanical failure, both the engines and life-support cutting out and leaving his parents to asphyxiate in each others arms. Matsuro quietly dropped out.

He drifted aimlessly for several months, paying for passage onboard ships with his limited technical knowledge, which continued to grow as he learnt from the experience permanent crews. About a year after his parents death, Matsuro fell in with the kind of people his parents warned him about. Small time mercenaries crooks trying to make it big with some light smuggling, he seemed a pretty handy guy to have around, being an able pilot and a fair mechanic to boot. He was hired to do a single job, a short in-system run in a small one man tug. It went perfectly and he was hired to do another. Quickly he found himself sinking into the mire of criminal life.

Two years passed, then he was caught. Luckily, he had known one of his arresting officers from the academy who was able to broker a deal for him. He testified against the other criminals, and he went free. After much hesitation and council he agreed. The trial went smoothly and all the other outlaws were arrested and jailed. Matsuro was placed into a witness protection program.

Two months after the trial, Matsuro disappeared completely. He returned to a life of paying for rides with his technical skills, gradually drifting towards the galactic fringe, where his skills became more and more valuable...

Last edited by Spritely Zombie; 11 Feb 2005 at 20:43.
Spritely Zombie is offline   Reply With Quote
Unread 10 Feb 2005, 14:02   #32
slick
Last Of The Soul Reaver
 
slick's Avatar
 
Join Date: Oct 2000
Location: London (middlesex) Wicked Place!
Posts: 333
slick is on a distinguished road
Re: Marines - Out on the Fringe

Slick loses his smile and his right eyebrow burrows into his eye as his get rather pissed off at his harmless request. He walks up to the man, not wanting to create a scene and pays for it with the money he managed to smuggle in after all his stuff was confiscated. he walks out the store carrying his laptop in hand. He looks at the clerk now checking the money in his hand.

As he walks down the street, he takes his laptop and starts to hack the system to see what he has to do, and what the news is

OOC: i gave it to you,btw, u said that you would post me info and my stats...
__________________
Fear the Bunny

You're just jealous coz the voices are talking to me!

Rimmer: Step Up To Red Alet!
Kryten: Are You Sure Sir, It Does Mean Changing The Bulb!

Death to the deamoness Allegra Gellar!
slick is offline   Reply With Quote
Unread 10 Feb 2005, 15:04   #33
No Dachi
Registered User
 
Join Date: Sep 2001
Location: Word
Posts: 1,651
No Dachi is infamous around these parts
Re: Marines - Out on the Fringe

Slick
(5th February 2004, 23:22) [slick]

Slick grew up in an orphanage and as of yet, had not found anyone he had got along with as well as a friend from there, so decided to go into crime. He soon became one of the leaders in hacking due to his computer lessons in the orphanage. He shortly thereaftert joined the mafia and became top of his class, more will come to me later... just wanted to give you a taster


(6th February 2004, 12:36) [Dachi]

So you want to be a computer-based Outlaw? That's a start, certainly. What kind of combat weapons would you want to use? If you're going for the kind of hacker character then pistols and knives and other such concealables would probably be best, but I'll need to know because Dexterity and Strength are relevant for pistols and melee weapons respectively.


Your last PM to me, along with the reply I sent to it. You implied in the last line that you would be returning with more detail to the history later, which I have been waiting for expectantly as it will give me a better idea of how to lay out your stats. Additionally, I asked for your preference in weaponry, which you have not, to my knowledge, returned.

Also, we do actually work with money in this thread, and your character did not start off with enough funds to buy a new computer )you start with $200 UN Standard - the laptop is $500. You'll have to either get the money somehow or steal it. Up to you.

Gokan
Seems good. Nice, detailed history as well, for which I grant you a bonus level of Pilotting.
__________________
`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
No Dachi is offline   Reply With Quote
Unread 10 Feb 2005, 17:35   #34
slick
Last Of The Soul Reaver
 
slick's Avatar
 
Join Date: Oct 2000
Location: London (middlesex) Wicked Place!
Posts: 333
slick is on a distinguished road
Re: Marines - Out on the Fringe

erm... skills for my character

Heavy Weapon Ability 4
Piloting 4
Driving 2
Sharp 3
Computer use 3

Special Skills
Awareness

As i said before, i dnt kno about stats... so can you do that?
__________________
Fear the Bunny

You're just jealous coz the voices are talking to me!

Rimmer: Step Up To Red Alet!
Kryten: Are You Sure Sir, It Does Mean Changing The Bulb!

Death to the deamoness Allegra Gellar!
slick is offline   Reply With Quote
Unread 10 Feb 2005, 17:41   #35
slick
Last Of The Soul Reaver
 
slick's Avatar
 
Join Date: Oct 2000
Location: London (middlesex) Wicked Place!
Posts: 333
slick is on a distinguished road
Re: Marines - Out on the Fringe

Ok, update on my post...

Slick grabs the laptop from its holder, and runs from the shop, climbing a wall to escape the angry shopkeeper.

The rest of my post stays the same
__________________
Fear the Bunny

You're just jealous coz the voices are talking to me!

Rimmer: Step Up To Red Alet!
Kryten: Are You Sure Sir, It Does Mean Changing The Bulb!

Death to the deamoness Allegra Gellar!
slick is offline   Reply With Quote
Unread 11 Feb 2005, 05:18   #36
mrmao
oh...sexy...
 
Join Date: Jul 2004
Location: P-ville, still not Pieville...but close.
Posts: 515
mrmao is a jewel in the roughmrmao is a jewel in the roughmrmao is a jewel in the roughmrmao is a jewel in the rough
Re: Marines - Out on the Fringe

Alexander thanked the cramp frigate for being itself. He turned around and headed down the corridor looking for an emergency air lock.

After 15 meters he found one, it was clearly labeled. He pulled the emergency release. There was a slight hiss of air just before the micro charges went off and blew the door away from the hull.

As Alexander leaned out the airlock he was amazed at how bright the sun was, it had been a long time since he last saw it. He looked down and saw a gentle slope off hull to the ground and desert after that. Alexander jogged quickly down.
__________________
Professional new guy.
mrmao is offline   Reply With Quote
Unread 11 Feb 2005, 17:52   #37
Hewitt
The Aussie Dragon
 
Hewitt's Avatar
 
Join Date: Sep 2001
Location: Brisvegas
Posts: 1,248
Hewitt is a splendid one to beholdHewitt is a splendid one to beholdHewitt is a splendid one to beholdHewitt is a splendid one to beholdHewitt is a splendid one to beholdHewitt is a splendid one to beholdHewitt is a splendid one to behold
Re: Marines - Out on the Fringe

*A number of should'ves, would'ves and could'ves cross Hewitt's mind had he'd been in Catherine's position as Catherine explains what she had been doing. Instead of telling her these things however, Hewitt simply smiles lightly.*

"Thanks, I appreciate it."

*Hewitt looks out towards the seemingly endless desolation of the desert before him.*

"You know, at this rate I beginning to wonder if we are ever going to set foot on a reasonably habitable planet again..."

*It is then, as Hewitt is taking in the view that he spots the dust plume on the horizon and recognises it for what it truely means. Roxborough confirms it for him when she comes down from the hull.*

"Somebody expecting company anytime soon?"
__________________
Nationstates nations
New Dracora
Teian Point


"One hour of thinking is better than 70 years of divine service."
- Muhammad

Viva la TITO!
Hewitt is offline   Reply With Quote
Unread 11 Feb 2005, 21:41   #38
Crazyboy
'Insanity Prevails'
 
Crazyboy's Avatar
 
Join Date: May 2001
Location: Asylum (Caught again)
Posts: 683
Crazyboy is a splendid one to beholdCrazyboy is a splendid one to beholdCrazyboy is a splendid one to beholdCrazyboy is a splendid one to beholdCrazyboy is a splendid one to beholdCrazyboy is a splendid one to beholdCrazyboy is a splendid one to behold
Re: Marines - Out on the Fringe

Health: 5
Dexterity: 5
Agility: 4
Strength: 4
Intelligence: 5
Psyche: 5 (+2 Bonus)
Initiative: 5

Corporal Richard "Crazyboy" Sharpe slowly sat up. He wasn't feeling all that great. In fact, he hadn't really been feeling all that great all day. Not since some doctor at the research lab on a frozen hell hole had started moaning at him about problems that weren't his fault. From there, the entire day had gone down hill, and had now reached an all time low. Here he was, stuck in the middle of no where on a desert hell hole. From one extreme to another.

Dusting himself off, Richard looked around. The frigate was very dead. Quickly realising that he was on an unknown planet, and that he was rather alone at the moment, Richard checked his gear. Grenades, x6, pulse pistole, x2, gas mask, helmet, body armour... something was missing. He quickly scanned the ground and found it. His trusty pulse rifle. Richard picked it up and dusted it off. He quickly dropped the clip out, cocked it, clicked the trigger and cycled it a few times checking that it wasn't jamming, then slid the clip back in, pulled the hammer back, cocking the gun and clicked the safetly on. There. He didn't feel so naked now. He had all his equipment and was ready to take on the world again. Now, all he had to do was find out if anyone else had survived the crash and find a way to civilisation, if there was any on the planet. Looking around, he decided to head around the wreck of the frigate, seeing if he could find any other survivors to link up with. On the way he would check out the smashed up cargo crates to see if there were anything salvageable in them, like food and water. Yes, food and water would be very nice on this hell hole of a planet, and Richard was rather hungry from his earlier exploits and being tossed around in a crashed frigate.
__________________
--==THE INSANE ONE==--

Quote:
Zen Master Ellis says:
I admit defeat...

Ghetto Master Ellis says:
Heil Crazy!
Crazyboy is offline   Reply With Quote
Unread 11 Feb 2005, 21:49   #39
Bakan
To Old to Die......
 
Bakan's Avatar
 
Join Date: May 2000
Location: Within the flame
Posts: 1,018
Bakan is a jewel in the roughBakan is a jewel in the roughBakan is a jewel in the rough
Re: Marines - Out on the Fringe

Quote:
Originally Posted by No Dachi
The Wreck

Bakan
Landing roughly in the sand, you get to your feet and immediately realise that it's a lot hotter under this alien sun than you initially thought. Waves of heat seem to beat down onto you from above. Anxiety creeps into the back of your mind; you have a small hip flask containing water on your belt, but apart from that all you have is the visor (with the standard coms unit in-tact, luckily) and your pulse pistol. Low dunes lie all around you, masking the landscape, but you can see the dark shape of some mountains rearing up in the distance, as well as what looks like a dust cloud rising up somewhere over to the southwest. Incoming - vehicular incoming, by the size of the dust column. You send out a quick hail on the personal coms, and recieve no immediate reply, leaving you standing alone in the sand. Then, after a few moments...

“Fluffie here. We’ve got eh... incoming.” One voice reports, apparently having seen the same thing you did a few moments earlier. Fluffie meant Corporal Fluffie - you'd never met him, but you dimly remembered some Light Marine named Scarez telling you he was flying the ship back when you were still hovering blind over the surface of Novagorsk.
*Hearing the voice of Corporal Fluffie, Bakan grunted. At the very least there was another survivor, which was a very good thing. What was not so good was the damn alien sun beating down on him, and most likely knowing their luck, the incoming vehicles. Putting on the visor, it does some good in helping to make it easier to see in the glare. Quickly pulling out his pulse pistol, Bakan checks it over to make sure that it will fire, checking the chamber and clips, then heads up towards on top of a nearby dune to get a better look around, keeping a eye out for anything resembling a better weapon or armor or supplies in general that might have been thrown from the ship, while activating his comm unit.*

"Corporal Fluffie, this is Bakan. What is your location, over."
Bakan is offline   Reply With Quote
Unread 11 Feb 2005, 22:11   #40
Planetkiller II
Current HrH Manijjmint
 
Planetkiller II's Avatar
 
Join Date: Dec 2000
Location: Alsar System
Posts: 722
Planetkiller II has a spectacular aura aboutPlanetkiller II has a spectacular aura about
Re: Marines - Out on the Fringe

*PK tapped the dent in his helmet gingerly, thanking his lucky stars he hadn't gone the way of Lieutenant DeLoran. Then he thought about what had happened. A hyperspace jump, virtually blind, the missile impact, then the... landing... ish. Which gave rise to another bad thought; what if the fusion reactors hadn't reacted well to being scraped across the desert? Quickly, he hopped up to the sensor console, simultaniously picking up his pulse rifle, which had landed on the floor, and coughing somewhat at the increasing ammounts of smoke. Upon finding the the console was as dead as the ex-Lieutenant, PK made for the ramp and open ground, coughing in an attempt to purge the thick smog from his lungs. He scrambled up the ramp, hopefully to somewhere more safe. He hit his radio, hoping too that that would still work*

"Lieutenant King to all surviving marines of the 45th. DeLoran's dead. The frigate's ruined. Report in. Who's left alive?"
__________________
I am me.
Owner of Colonies: Alsar System , Universal Operations and Inumerable Others
Hofficial HrH Spanish Hinkwisitor and Hofficial HrH Webby Manijjer of the HrH Webby

Horseman of the Psy-Apocalypse - Famine, Psychic Weapons Divison Commander and Tutor of Telenullics at the Academy of Psychics
Planetkiller II is offline   Reply With Quote
Unread 12 Feb 2005, 06:18   #41
Mad cat
The Dust Bunny That Bites
 
Mad cat's Avatar
 
Join Date: Jul 2003
Location: Basement
Posts: 754
Mad cat is a splendid one to beholdMad cat is a splendid one to beholdMad cat is a splendid one to beholdMad cat is a splendid one to beholdMad cat is a splendid one to beholdMad cat is a splendid one to beholdMad cat is a splendid one to behold
Re: Marines - Out on the Fringe

name: John Kreigor
rank: n/a
Age: 29
class: outlaw
xp: 0
level:1
Health: 5
Dexterity: 6
Agility: 4
Strength: 4 +1 5
Intelligence: 5
Psyche: 4
Initiative: 3

history: In the years before his abortive life long jail term John Kreigor was the respected owner of a gunshop. His childhood was to any and all who cared to research it, unremarkable. John went through a watered down version of school with marginal effort, his grades however, shone. From an early age it had been clear that John was of well above average intelligence. This was proven time and again, however on the mining planet he grew up on, intelligence was neither needed or particularly wanted. His late teens were spent as a miner, and it was there, in the dark permiated caves, on the long, painfully ardorous shifts, that he descided to make his own life. For four years he used any spare time he could scrape together for the purpose of studying. Over that time his research brought him into contact with all kinds of merchants, legal or otherwise. Some of these "merchants" took noice of John's intelligence and in time he came to know some of the ones who returned periodically fairly well. At the end of his four year wait, when he felt his efforts, and contacts to be sufficient, John left the mines, packed his meager posetions. Using his contacts and friendships along with some of his saved money John found passage with a gun runner. His stop: a barren desert world where, despite his contacts and some two months searching, he found himself effectiely marooned. With his funds steadily deminishing and his hopes well delayed, John, using the ailas: Alphonse, purchased a small shop in Port Stanley and a small supply of guns from the gun runner who brought him. Early on in his carreer John found that he would need some way of transporting his wares to other places on the planet's surface, and so, took flying lessons. As with most things in his life, John excelled, though his knowlage was limited to transport craft. Later on he would hire people to do that particular service for him and his skills were mothballed. From there business grew untill he was one of prime suplyers of weaponry in that little corner of the galaxy. As a result his knowlage of the use, workings, and even construction of all kinds of weapon systems has become very effective. However, due to the nature of his business, and of his clients, not only the lucrativity of his business grew, along with it went an increasing measure of danger from the authorities. In a series of events with the single connection of weaponry which had been incorectly traced back to him, John was accused of knowingly supplying a terrorist group and an armed rebellion with weapons. He was arrested and duped in the city prison with a long wait ahead of him as the court slowly worked itself into actual motion. However the trial was compairable, in length and fairness, to those held in france shortly after the revolution, and was presided over by an angry, biased, drunkard of a judge. John was, within an hour, found guilty as charged and sentanced to his life in prison. After the trial John was uncerimoneously taken to the city jail and locked in the highest security wing the place was capable of. This turned out to be not terribly secure at all. After years of neglect by a city who had other things on its mind, the building was in disrepair, the guards disgruntledand and sullen, and many of the other inmates in a situation as bad as John's. Over the course of the next couple months John, with whatever small amount of outside help there was and a couple of the more influential inmates, developed a mass escape plan. It went off without a hitch. When the few guards awoke from their drunken sleep sometime the next afternoon at the shift change the prison was deserted. A general alarm was raised and many of the less wise or intelligent criminals were returned to the prison, others were to be found weeks even months later, in all nearly eighty percent of the prison's population was restored. John was not included in that figure. On the night of the escape he broke into his shop, armed himself with several pistols, a couple small SMGs, and an assault rifle. He also made a raid on a couple other stores, where he equipped himself for a potentially long stay in the desert. Eventually he came to Lone Rock, where he now currently resides. It is now almost a year and a half since his escape. His face is now scarred in several places giving it a slightly mocking look that dissapears only when he smiles. It is also clean shaven, in place of the neat and well tended beard that he had maintained for several years. But the most distiguishing change is the dark tan that he has developed from his long periods in the desert, these things combined have helped to hide him from unwanted attention.
__________________
"When fear and ignorance unite, their reaction is always to enslave or destroy what they don't understand" -Magneto

Last edited by Mad cat; 24 Feb 2005 at 06:13.
Mad cat is offline   Reply With Quote
Unread 12 Feb 2005, 10:08   #42
Inspectre
Dance Puppets Dance
 
Join Date: Dec 2001
Posts: 670
Inspectre is an unknown quantity at this point
Re: Marines - Out on the Fringe

Busy attempting to get a read on the approaching column of vehicles, Jake pays little heed to the occassional burst of comm chatter, indicating that he, predictably, was not the only survivor of the crash. Raising the pair of binoculars to his eyes, Jake sweeps the approaching line of desert vehicles, hoping to pick out some sort of identifying insignia painted on the vehciles, or lack thereof, indicating scavengers or pirates. The number of vehicles would undoubtedly be important too, especially if these potentially unwanted guests were hostile. Busy with his scouting work, Jake almost doesn't hear the transmission from Lieutenant King, indicating that 1st Lieutenant DeLoran was dead.

When that fact did register, however, Jake immediately lowered the binoculars from his eyes with a curse. "Sonofab*tch . . . well, the f***** had it coming to him. Guess that puts me in command of this whole sh*theap now . . . just great. No running off into the desert alone for this Marine, no sir . . . got to have the whole lot of other dust churners following after me, letting the whole ****ing desert know where I am!" Still grumbling, Jake pulling back from his position, and switched his comm channel to one that he hoped would reach everyone near and still within the drop ship, and would be scrambled enough to prevent it from being picked up easily.

"This is 2nd Lieutenant Jake Tremain. Alright ladies, welcome to the First Circle of H*ll!! Now, there's going to be plenty more circles for us to visit later, you can count on that, but right now we've got a welcoming party headed this way, and I'm willing to bet that they want to convince us to stay here. With 1st Lieutenant DeLoran dead, I am now in command, and the first order of business is to get ready to welcome the welcoming party. Until those b*stards prove otherwise, I'm goign to assume that they are hostile, and that means you're goign to assume they're hostile, is that clear? Now, everyone that still has two legs and two arms and a fully functional head, I want you to form up on the rock spire that is just west (or whatever direction the rock spire Jake is on in relation to the frigate. :-p ) of our busted down piece of sh*t ship. Anyone who doesn't have those things, or is still trapped within the frigate, well, we'll come back for you once we've dealt with this sh*thead welcoming party. I want everyone to be using secure channels from now on, and to keep strict radio silence unless absolutely necessary. I expect every Marine still functional and breathing to be at the rendezous point within the next ten minutes, or I'll see to it that you *do* have a problem with breathing and functioning! Are we clear!!? LONG LIVE THE 45TH, HOORAH!! Jake Tremain, out."

His first set of orders issued as the new commanding officer of the 45th complete, Jake hustled his way back down to the base of the rock spire, once again moving only as fast as he safely could, as it would be beyond stupid to fall and break his neck now. Hunkering down behind a small boulder, partially for shade and partially for cover, Jake waits to see just how many Marines would actually show up within the set time limit.
__________________
Quote:
Originally Posted by No Dachi
You can be silent as well.
Quote:
Originally Posted by Phang
like you in your threads after about a week



ZING!
I love you Phang.
Inspectre is offline   Reply With Quote
Unread 12 Feb 2005, 14:28   #43
Hewitt
The Aussie Dragon
 
Hewitt's Avatar
 
Join Date: Sep 2001
Location: Brisvegas
Posts: 1,248
Hewitt is a splendid one to beholdHewitt is a splendid one to beholdHewitt is a splendid one to beholdHewitt is a splendid one to beholdHewitt is a splendid one to beholdHewitt is a splendid one to beholdHewitt is a splendid one to behold
Re: Marines - Out on the Fringe

*Hewitt listens to the deranged rantings and ravings of his new CO. *

"Well, I guess that answers that question... well come on then Catherine you heard the man. Let's move it."

*Gesturing to Catherine to follow, Hewitt unslings his pulse rifle and begins heading for the rock spire.*
__________________
Nationstates nations
New Dracora
Teian Point


"One hour of thinking is better than 70 years of divine service."
- Muhammad

Viva la TITO!
Hewitt is offline   Reply With Quote
Unread 14 Feb 2005, 00:39   #44
Kal'rek
Registered User
 
Join Date: Feb 2005
Posts: 91
Kal'rek is a jewel in the roughKal'rek is a jewel in the roughKal'rek is a jewel in the roughKal'rek is a jewel in the rough
Re: Marines - Out on the Fringe

-Name: Kalrek
-Age: 34
-Rank: Civillian

-Class: Pilot
-Level: 1
-XP: 0
-Skills: Starship familiarity, Piloting lvl 5

Health: 4
Dexterity: 7
Agility: 6(with the +1)
Strength: 3
Intelligence: 4
Psyche: 3
Initiative: 5

-History: Flying and Kal'reks affinity for it had been discovered quite by accident. He had been only fourteen when he had a ‘Crash’ course in flying. He had been with his father on a routine flight back from a trade for components to be used in the family business. They had been just entering the atmosphere of their home world when Kal’reks suffered a major and fatal heart attack. This left Kal’rek in a very worrying situation as all he knew about flying was what he had learned from watching his father pilot the ship. After lots of wrestling with the controls Kal’rek, quite by luck, managed to complete an all but graceful landing in the family landing field. Since then although shaken up by the incident he felt that he had a gift for flying. He managed to enroll in a piloting school and was thus pushed from the family as Kal’reks father had always said that he had wanted him to help with the family toilet manufacturing business. With the fathers death Kal’reks mother needed Kal’rek more than ever, however he aspired to more than that.
Kalrek managed to graduate the piloting school at the age of twenty-one however this was not due to his skill as a pilot. To put it simply, Kal’rek couldn’t really fly. He seamed to have an extreme amount of luck when it came to the more tricky maneuvers though they were completed with the grace of a flying cow. Through out his time as a student he had managed to cause a stupid amount of damage with his ship, either from fudged landings near misses and potential disasters. Some of these situations where he came out with only scrapes and bumps others would have been less fortunate. Because of this the instructors decided to give him the quite appropriate and highly imaginative nickname of “Mr.Expensive.” one of the main deciding factors in the instructors decision on passing Kal’rek was because when a training exercise went horribly wrong Kal’rek had managed to save four cadets from certain death. There was also the fact that Kalrek was draining a lot from the schools funds.
Having graduated Kal’rek decided that he should purchase his own ship with the money left to him by his late father. He left his mother and the toilet manufacturing business behind as he went off to the fringe in hope of finding work. The first planet he went to was a desert world where he was forced to stay as he had an unfortunate ‘landing’ incident from which he had barely escaped from with his life. Now he is in a rather annoying situation.
__________________
'What about Quartz? - Rob the knob

Last edited by Kal'rek; 14 Feb 2005 at 02:44. Reason: improvment
Kal'rek is offline   Reply With Quote
Unread 19 Feb 2005, 00:39   #45
Fluffie
, Mr. Fluffie
 
Fluffie's Avatar
 
Join Date: Aug 2001
Posts: 2,273
Fluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to behold
Re: Marines - Out on the Fringe

So... A new boss.

Fluffie looked at the freshly applied bandages and then at the misses that put'em on. He gave her a smile and a nod, followed by a "Thank you Miss.". He was polite and gentle, he couldn't really blame her for almost dying a few times and then crashing on a planet. He turned a bit on whatever it was he was sitting on again, looking at the other Light Marine, Hewitt. Again, he nodded, but the other really didn't seem to notice Fluffie. Probably dazed by the crash too.

*kggk* *radio sound* *Inspectre* *kggk*

Right...

He slung his SMG around his shoulder, he had checked it before - still working. His two pistols were safely in their holsters, ready to be drawn out at a moment's notice - also still working. Finally, he started getting up...

A new boss...

...taking his Rifle with him. It too, was still in perfect shape; he had made sure of that earlier. Somewhere, he was hoping Tremain would be wrong and that the incomings wouldn't be hostile, but friendly and carrying large amounts of water.

And new orders, straight away...

This Tremain had always seemed like a nutcase to him. Maybe not a dangerous (to him) one, but a nutcase most assuredly. After all, Jake had been a Storm Marine. But he also was a Light Marine, which meant that he must've been able to do something right, at least once in his life. Raising his shoulders unknowingly as he thought about this, Fluffie followed Hewitt and his girl, making his way to where the gang was supposed to gather...
__________________
i want to cover her body with apple pie and eat it off her
Fluffie is offline   Reply With Quote
Unread 19 Feb 2005, 02:38   #46
Bakan
To Old to Die......
 
Bakan's Avatar
 
Join Date: May 2000
Location: Within the flame
Posts: 1,018
Bakan is a jewel in the roughBakan is a jewel in the roughBakan is a jewel in the rough
Re: Marines - Out on the Fringe

[ooc] Starts walking around a sign saying "We Want No Dachi Back!" [/ooc]
Bakan is offline   Reply With Quote
Unread 19 Feb 2005, 12:07   #47
Fluffie
, Mr. Fluffie
 
Fluffie's Avatar
 
Join Date: Aug 2001
Posts: 2,273
Fluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to beholdFluffie is a splendid one to behold
Re: Marines - Out on the Fringe

the damn was f00 skying.. but i'd be expecting him back by round about now actually
__________________
i want to cover her body with apple pie and eat it off her
Fluffie is offline   Reply With Quote
Unread 20 Feb 2005, 19:42   #48
No Dachi
Registered User
 
Join Date: Sep 2001
Location: Word
Posts: 1,651
No Dachi is infamous around these parts
Re: Marines - Out on the Fringe

Slick
Did you read the skills section? Specifically the bit about how many skill points you get. It's your character's XP divided by a hundred, + Intelligence over ten, so at Level 1 with 0 XP you'll have no skill points unless your Intelligence is high, see?

I've decided that instead of doing people's stats for them, they can read the rules on the stats and then attempt their own set, and I'll give them guidance afterwards, so you can go ahead and do that. I'll DM you when it's sorted out.

Mad Cat
I'll start you off once you've come up with a history since it's kind of important for your character's plot and all.

Port Stanley

Kal'rek
This history is certainly better. Remember, a good history is unique and tells people about your character; it allows you to develope the character in an interesting way and it allows me to tailor your character's own personal plotline better to your interests in the thread. Notes about your character's personality or more information about what he did more recently would both be interesting things to think about. We'll say that it's been a few months since you crashed your ship on the planet.

You find yourself sitting in the same shabby bar in Port Stanley that you have been semi-resident of for the past three months, downing another lukewarm cheap beer. Port Stanley is the only settlement of any significence on the entire planet, being the only one with a starport. You've been looking for jobs pilotting small vessels like freighters - the only kind of ship you're qualified to fly - for almost all the time you've been here, but have found none. And, lacking the money to buy transport off world, you're effectively stuck here. The only light in the bar - which is small, about ten metres long by four wide, with the bar itself running along one of the long walls - comes through the half-closed steel blinds across the dirty windows. The proprietor is polishing a glass with a stained apron from behind the bar. You sit at a small square table against the opposite wall. The only other things in the bar, apart from the flies, are two shady-looking characters who you think might be smugglers - they sit close to eachother and speak in low voices, occasionally taking sips from their glasses. Suddenly, the steel door of the bar bursts open, and an excitable-looking young man rushes in.

"You guys hear the news?" He asks in general, turning to glance at each of you in turn, "some warship came down in the desert way down south - they say it might be pirates! They're saying it went right across the sky blazing fire before it crashed! Apparently the fusion engines might go up, the sheriff's men are going down to take a look!" You can tell from his expression and from the life in his voice that this is the most interesting thing to happen on this colony that the boy's ever seen. No sooner has he spoken the last word than he is out of the bar, doubtless to inform any other people who will listen of the event. You, of course, are not terribly interested. A crashed starship doesn't exactly help you to get off the planet. The door to the bar opens again, but this time less quickly, and in walk two men who are, curiously, dressed in plain grey suits. They have the look of businessmen, though you've no idea why such men would come to this planet. They spot the bartender and immediately approach him. One of them speaks.

"We are looking for a pilot. Do you have any idea where we might find one?" He says simply, and the bartender hearing no order for drink merely shakes his head in a disinterested manner before going back to cleaning the glass. The two men turn wordlessly and begin to move toward the door.

The Wreck

Darkling
Deciding that it's time to get off the ship, you rush out of the Engine Room and into the corridor, before staggering blindly off to the right, arms held out in front of you protectively. You see the walls of the corridor on either side of you fall away abruptly, replaced on the right by a feiry orange glare and on the left by more smoke, and simultaneously reach what must be the inner hull of the frigate in front of you. Feeling around the door desparately, your hand encounters the emergency release button, which you press down on. The door slides open in front of you, and bright sunlight fills your vision, momentarily blinding you. Recovering from the daze, you see orange-red sand stretching away in front of you, meeting blue sky at the near horizon over the tops of some high dunes. It's not a long drop to the sand below - you're on one of the lower decks - and you should be fine if you jump. You can hear coms traffic over your gas mask's radio (check the other guys' posts for the details), and from the traffic it appears that Lieutenant Tremaine and Lieutenant King are both alive - which is good, since it means the survivors won't be leaderless - and that there's incoming of some description from some direction. However, these are things to worry about once outside of the ship, if you're any judge.

Dunin
After a bit of manouevreing through the hole in the Frigate's hull, you are outside of the ship and standing on the sand, looking around. After considering the possibility of severe sun burn and deciding it probably wasn't the most pressing issue at hand, you spot a few other survivors as well as a rather large column of dust - incoming vehicles. Trotting over to the survivors, you see a Light Marine Corporal who you dimly recognise as called "Fluffie"; Corporal Hewitt, another Light Marine, and the female lab assistant survivor who you remember having seen earlier in the dropship on the way to the Frigate.

Dunin/Fluffie/Hewitt
You three and Catherine stand just in front of the ship's bow, off to the right side of it. All three of you can hear coms traffic, Lieutenant King and Lieutenant Tremaine have both survived, with Lieutenant Tremaine apparently already on the outside and giving orders. You can make out the ridge he's talking about getting to, though it's halfway down the Frigate's length. Hewitt is the first to react, telling Catherine to move. She stares back at him blankly.

"What man? Move where?" She asks, clearly confused, and the three of you realise that she won't have heard any of the coms traffic, being as she is without a personal communicator. The first low rumblings of engines reach your ears and is quickly overcome by a clearly audible roar of a heavy duty motor. Turning, the three of you see a vehicle - some kind of truck, you can't see exactly from the front, but open-topped - approaching down the flank of the starship. It reaches a sizeable tear in the side of the ship and stops, and then you see men begin to jump out from on top of it. Your soldier-eyes quickly recognise the shape of weaponry, though the men are in a motley collection of shabby-looking clothing roughly matching the colour of the ground rather than in uniforms. A number of them sport wide-brimmed hats. Two move through the tear in the Frigate's hull while the others wait with the truck. Suddenly, one of them spots you. Immediately, several of them dash to the back of the truck, emerging moments later with shackles and chains. One of them produces a loudspeaker.

"Stay where you are and you won't be harmed!" He orders, voice loud and clear through the near-silent desert. You have the funny feeling that he isn't being exactly sincere.

Mao
You jog smartly down the gentle slope of the Frigate's armour hull, reaching the orange-red sand within a few moments. You look around, and see dunes and, in the distance, some mountains, barely visible. The sky is clear and blue, the sun strong and rather hot. You are suddenly aware of a large tear through in the side of the ship about five metres to your right, and of two men dressed in brown clothes and wide-brimmed hats coming out onto the sand from it.

"No survivors in there." One of them remarks, and you notice that he is carrying what appears to be some kind of sub machine gun by the pistol grip, as well as what looks like a metal chain with shackles on the end.

"Yeah, still, this is a military ship," Replies the other man, also with a chain, and with a heavy calibre pistol of some kind holstered at his waste, "must be some survivors on it. Traders pay a damn good price for military men, too." The full meaning of the mens' words slowly dawns on you; they're slavers. So the rumours of slavery on the Fringe were true after all. It's a good thing you took your equipment with you when you left the Frigate, apparently...

Crazy
You decide that your best chance of survival lies with getting to the main part of the wreck and looking for other survivors to link up with. You can scavenge for supplies while you're there as well - drink was the most important thing to find, in this heat, and the barren wasteland around you didn't look like too promising a source of water. You've already performed the necessary checks on your pulse rifle, and have found it to be working absolutely fine, which is always a comforting thing to be aware of. You climb up one side of a low-lying dune and, on reaching the top, come face to face with a peculiar-looking car - it's small, with only room for one driver and one passenger inside, and has caterpillar treads rather than wheels, apparently built for the desert. Two men in brown-hued clothes and wide brimmed hats look at you from within the vehicle, eyes wide with surprise. Your eyes catches the glint of unpainted metal on the back of the vehicle, and you see a length of chain complete with what looks like shackles. Both of them are armed with pistols. You put two and two together; slavers. You'd heard rumours of slavery out in the fringe worlds but, along with most people, had assumed them to be false. Apparently, however, the rumours were very much reality.

Bakan
Having produced your pulse pistol and checked it for possible malfunctions, you are satisfied that it won't jam any time soon and set off toward a nearby sand dune with the intention of looking around you get your bearings. That dust cloud is real close now - you can dimly make out the sound of engines droning from the other side of the ship. Sound like pretty heavy vehicles. As you climb the dune, you send off a radio message to the Corporal Fluffie who spoke earlier, but recieve no reply. You do, however, hear Lieutenant King and Lieutenant Tremaine beginning to take command, the latter ordering you to a rocky ridge - which you cannot see - in order to defend from incoming - by which he presumably meant the source of the dust cloud. Well, they hadn't shown themselves as hostile yet. Abruptly, you hear a shout from behind you, and feel something streak past your head within centimetres of hitting you. Looking down, you see a dart sticking out of the sand in front of you - presumably filled with tranquiliser or similar. Turning, you see a man dressed in rough brown clothing and a wide brimmed hat reloading what looks like a rifle of some kind - presumably a dart gun.

PK
Scrambling up the collapsed section of the bridge's cieling, you find yourself standing on the gunmetal armoured hull of the Frigate, blinking in the bright sunlight streaming down from the heavens. The smell of acrid smoke reaches your nostrils from behind, and you hear the crackling of flames punctuated by the occasional muffled explosion from within the Frigate behind you. Looking around, you see red-orange sand dunes stretching away in all directions, and some kind of mountains over in the distance. You send out a radio message requesting survivors to report in, but quickly find that a substantial amount of coms traffic is already underway, with Lieutenant Tremaine - your equal in rank, but as an ex-Storm Marine perhaps a bit more combat-experienced - already organising a...defense? You are suddenly aware of the sound of heavy vehicle engines reaching your ears and, walking over to the edge of the Frigate's topside before looking down at the right side of the hull, you see what looks like an open-topped half track of some description halt, as eight men armed with a variety of weapons jump out of the back. You spot a mass of metal in the back of the half track and, squinting, make it out as chains and shackles. Could these new arrivals be slavers? You'd heard of slave trading out on the Fringe from some of the more travelled gentlemen in the Officers Mess before being shipped out to Novagorsk, but most people tended to dismiss the claims as mere rumour. Perhaps not.

Inspectre
Having finally reached the top of the ridge in order to survey your surroundings, you decide that whatever vehicles are incoming are unlikely to be friendly, and so send out a series of orders to rally whatever survivors of the 45th there are to the ridge that you now stand on. You hear Lieutenant King report in as well, and realise that you aren't the only officer to have survived. No unit command for you yet then, oh well. You drop back down to the sand again and take cover behind a protrusion from the ridge just in time to spot Private Scarez dashing madly across the flat between you and the ship towards you. He appears to have come from the same rip in the hull that you did. You can see a nasty-looking burn on the left side of his face. He reaches you and drops into the shadow of the ridge, breathing heavily.

"Sir," He gasps between breaths, "Private Scarez ... reporting for ... duty." He pulls himself up half straight and swings an arm half-heartedly toward his helmet - not that you were too bothered about regulations at the moment anyway. You've just spotted two men, both of whom seem to be sporting rifles, walking around the bow of the Frigate. They're about a hundred metres off.

Formington

Gokan
You step off the bus and into Formington. Well, it wasn't really a bus, more of a half track with benches in the back. It had cost quite a bit, but then you were desparate. Thus far you'd been travelling through the Fringe using your limitted skills to purchase passage, which was well enough as long as your skills were in demand. However, on reaching Port Stanley on this desert world - an isolated backwater planet with a handful of colonists on its surface - you'd found too many pilots and not enough ships or aircraft. So, you'd taken a chance and shipped out here to Formington, which you'd been told was a "mid-sized town", in the hope that someone here would have enough need of your skills to at least offer you some food. Looking around you now, however, you see that this probably isn't going to be the case. The "mid-sized town" consists of two streets only, intersecting eachother in the middle to form a kind of cross shape. They mostly seem to be houses, but you can also see a shop of some description and a bar - easily identified by the neon beer bottle sign next to the sliding steel door. The other passengers of the bus - there had only been two aside from you - begin to move away in different directions, presumably to their homes, as it rattles away back toward Port Stanley. The bar might be a good place to find people in need of your abilities...
__________________
`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
No Dachi is offline   Reply With Quote
Unread 20 Feb 2005, 19:59   #49
Bakan
To Old to Die......
 
Bakan's Avatar
 
Join Date: May 2000
Location: Within the flame
Posts: 1,018
Bakan is a jewel in the roughBakan is a jewel in the roughBakan is a jewel in the rough
Re: Marines - Out on the Fringe

*Hearing the orders as he climed the dune, Bakan grumbled slightly about the heat. Then, he felt..... something, and turned his head, only to feel wind by it. Looking, he sees what appears to be a dart sticking out of the dune, with a vial filled with tranquiliser or something. By instint, Bakan hits his comm unit as he turns.*

"WE GOT GOT HOSTILES!!"

*Finishing his turn, he sees a man, standing holding some type of rifle, wearing rough brown clothing with a wide brim hat, who is working on reloading a rifle. Rushing towards the man with much faster speed than one would expect from a person of Bakan's build. By this point Bakan has raised his right hand, holding his pulse pistol, and fires. A spray of blood from the man's shoulder is nice to see, as the man screams in pain and clutches the wound, as Bakan moves into melee range, and swings out with his left arm. The sound of breaking bones is satisfying as well as the man falls limp to the ground, his head tilted at an unnatural angle, and the lack of chest movements suggesting death. Grabbing the rifle, Bakan checks it over quickly to check if it has ammo and will work, as he looks around for more hostiles, while triggering his comm unit.*

"This is Bakan, I just took out someone armed with a tranq rifle, they are shooting first, not bothering with warnings. These people are hostile, repeat, they are hostile."

Last edited by Bakan; 20 Feb 2005 at 22:27.
Bakan is offline   Reply With Quote
Unread 20 Feb 2005, 20:16   #50
Darkling
Planetarion Forum Moderator
 
Darkling's Avatar
 
Join Date: Sep 2001
Posts: 827
Darkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to beholdDarkling is a splendid one to behold
Re: Marines - Out on the Fringe

Lewis scrambled outside not really caring if the fall hurt or not, it beat being roasted alive throwing his pack down first. Making the leap outside without a moments tought falling through the air for a few second, making an ungraceful landing in the sand splutterig a few grumbles along with it. Lying down flat against the sand the sun glaring down from the sky with an alomst malious intent, Lewis pulling himself up barly enough to notice that there was company waiting for them.

Cursing silently as he stand up straight, pciking up his pack before checking his pulse rifle was in a fit state.
"Is it to much to ask for an hour to relax and calm down"
Muttering bitterly right now, his last few days had been far from good and showed no sign of improving soon, wandering over to the nearest cover dragging his pack behind him.
Darkling is offline   Reply With Quote
Reply


Thread Tools
Display Modes

Forum Jump


All times are GMT +1. The time now is 10:35.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©2002 - 2018