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    Barbarian in the Playground
     
    Shirocco's Avatar

    Join Date
    Aug 2007
    Location
    Australia
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    Male

    Default Warglory, Liberators II

    Battle Rules

    These will be expanded if needed. Each player is assumed to have some knowledge of their own weapon.

    Combat turns represent about 3-4 seconds of combat. Most hand grenades detonate the turn after they are thrown, and shooting is done with one dice roll per shot. Melee actions take a full turn. Turns for all characters are resolved simultaneously; players state and roll for intended actions, I calculate and write up results when enough players have posted, dragging any slow players as NPCs.

    Firearms
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    Exact bullet counts are not taken, it's approximated by turns spent firing how long you can go before reloading. Spare ammo is not counted and runs out when plot demands.

    Most guns when fired at close range on a clear target work on a D3. A one misses, a two wounds, a three kills. This is because while most soldiers can hit targets consistently down a rifle range, accuracy drops by about a third in battle.

    Most targets are not standing still in the open, and more difficult targets have higher dice rolls. For example, a D6 roll where a 5 wounds and a 6 kills is not uncommon. We work with real dice sizes with the addition of D3 & D2. I call out the base die, such as D20 or D8, and you apply modifiers to it.

    For example, some guys at mid range firing back from good cover are a D20.

    Fast shooting: Using a rifle automatically knocks a D20 down to D12. Sharpshooters knock it down an extra dice, taking it to a D10, then knock it back even further with their long rifle (making it D8). You roll your full number of attacks when Fast shooting.

    Steady shooting: Doing this means whatever your gun you knock the dice back by another one. With automatics turn D20 into D12, riflemen turn their D12 to a D10, sharpshooters go all the way to D6. Everybody (rifles, MGs, the lot) fire 2 shots when firing Steady.

    Common modifiers & trick shots
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    Most shot die modifiers stack, such as Prone & Bipod. It’s wise to calculate your total modifier for Fast & Steady shooting before combat and adjust it for temporary stuff like wounds and propping as needed.

    Prone (lying down): -1shotdie, half turn to do
    Bipod: -1shotdie, half turn to deploy
    Propped gun (resting it on something): -1shotdie, half turn to do
    Rifle: -1shotdie
    Rifle, Full Length: -2shotdie
    Sharpshooter: -1shotdie
    Shooting Steady: -1shotdie
    Shooting full auto: +2shotdie
    Bjartr, Rada or Fjarri in daylight: +1shotdie, 200m range
    Djupr in daylight: +3shotdie, 100m range
    Wounded: varies
    Firing on the move: +1 at <25m, +3 up to 100m, no shot beyond

    Blind Fire is shooting what you can't see; around corners, over lips, through smoke and other concealment. Roll awareness D20, on a pass a shot die is given. You cannot add modifiers to improve your odds because aiming does no good when you can't see the target. Automatics and other reroll weapons spray areas with shot so they take the base die and rerolls, making it look easy (or at least possible). The rest take +2shotdie to attempt it. While an MG is ideal for this massed rifle fire from an entire section can often hit the target anyway.

    Snap Shots are single shots at fleeting targets, such as men running between cover or at the last second of an enemy’s charge. Roll a D20 reflex check, then roll the shot at its base die. If reflex is passed the shot counts, if failed the character fires anyway but is too slow and misses. Weapon Size is critical for snapshots, it can be reduced by one for the snap shot if you pre-aim the gun where you expect the target to appear at least 1 turn prior.


    Small arms
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    Small arms have 5 sizes. Sidearms (auto pass snap shots, drawn as free action), Light (+5 on snapshots), Common (Most rifles), Large (-5 on snapshots), and Heavy (Cannot take snap shots, can’t shoot around corners/overhead). Bigger weapons usually require setting up to fire. Many troops gain access to upgrades which reduce the effective size of a weapon; it’s important to note that weapons always take just as long to draw regardless of effective size changes.

    With the exception of pistols, Kill results are universally fatal.
    Heavy rounds: All hits kill
    Rifle rounds: -4melee, -2shotdie for Wound
    Shotgun rounds: All hits <10m kill, >10m as rifle round
    Pistol rounds: -3melee, -1shotdie for Wound, 1 in 4 of a double wound for Kill result

    *Dvergr take half penalty from wounds, rounding down.

    Automatics can shoot three bursts or saw across 4 targets in full auto (+2shotdie), both generate heat (see Cookoff) while Full auto consumes standard magazines in one turn. Automatics gain a reroll on any shot equal to D10 or less.

    Fast shooting of either type even in an enemy’s direction (even if you miss intentionally) counts as suppressive fire and forces the enemy to take a pinning test. A pinned enemy cannot move, shoot or take any action other than getting as low as they can to avoid being hit. Full auto is more convincing than bursts. Even if the enemy’s not pinned suppressive fire often reduces the effectiveness of return fire.

    Machine pistol: Range 25m Sidearm, 1 turn box magazine, 2 heat, +1shotdie, jam prone, pistol rounds

    SMG: Range 25m Light, 2turn box magazine, 5 heat
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    SMGs are overgrown pistols. They're lightweight automatics that use pistol cartridges, making them handy in close range fighting. Made cheap from pressed metal and as few moving parts as possible, they often suffer poor ergonomics and heat issues.


    Dvergr LMG: range 1000m Heavy, 2turn box magazine, 10 heat, bipod, heavy rounds

    Houten LMG: range 800m Large, 2turn box magazine, 10 heat, bipod, rifle rounds, rifle rounds

    MMG: Range 1000m Heavy, belt feed, 20 head, rifle or heavy rounds

    HMG: Range >1000m, belt feed, 20+ heat, water cooled, rifle or heavy rounds

    Semi-Automatics can fire up to 4 shots per turn. When at close range it is possible to quickly squeeze off the entire magazine (represented with 5 shot rolls) on 1-2 targets but you must roll at the shot's base die regardless of the weapon's accuracy. This will empty the magazine.

    Pistol: Range 25m Sidearm, 5-6 shot magazine, pistol rounds
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    Typically only officers carry pistols. Small and usually hip-holstered, able to be drawn between turns as a free action, they are a concealable self defence weapon. Most pistols are revolvers


    Semi-Auto Carbine: Range 500m Light, 2 turn box magazine, jam prone, rifle rounds

    Heavy Shotgun (auto): Range varies Common, 2 turn box magazine, heavy rounds
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    Dvergr assault troops commonly use a pump action of 6 or 8 gauge, though some carry the new (and bulky) semi auto in the even heavier 4 gauge calibre. Old hands prefer the pump.


    Houten Anti-Tank Rifle: Range >1000m Heavy, 2turn strip clips, bipod, heavy rounds

    Bolt action weapons rate of fire comes down to the skill of the operator. Unlike automatics the bolt is hand operated to draw rounds from a magazine. Fast shooting a bolt-action when trained yields 2 shots and (on a roll of D6 5+) you may get a third. Most reload with stripper clips, which takes one turn.

    Rada Carbine: Range 500m Light, 2 turn strip clips, bayonet, heavy rounds

    Nagaard Rifle: Range 800m Common, 6 turn strip clips x2, bayonet, heavy rounds

    Nagaard Old Pattern: Range 1200m Large, 6 turn strip clips x2, bayonet, heavy rounds
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    Common dvergr rifles are short versions of an older pattern full length rifle. Sharpshooters use hand picked examples of the old type for -1shotdie.


    “Alaca” Houten Rifle: Range 700m Common, 2 turn strip clips, bayonet, jam prone

    “Alaca Kort” Houten Carbine: Range 500m Common, 2 turn strip clips, bayonet, jam prone

    “Tokat” Nacarfi Free States rifle: Range 800m Common, 2 turn strip clips, bayonet

    Pump & lever action can fire three times a round. On a D6 roll of 4+ the operator is very smooth and achieves a fourth shot that turn. See trench gun in Small Arms. Being large calibre weapons, most shotguns can fire a range of ammo.
    Buckshot gains a reroll on any shot equal to D10 or less but has only 25m range.
    Solid shot has 100m range and ignores armour but gets no reroll.


    Trench gun: Range varies Light, D6 4+, 2 turn tube magazine, bayonet
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    Trench guns are civilian shotguns pressed into military service. Most have under barrel tubular magazines which are hand loaded, taking 2 turns. They are most widely carried by dvergr riflemen.


    Heavy Shotgun: Range varies Light, D6 4+, 2 turn tube magazine, bayonet, heavy rounds

    Lever Rifle: range 500m Light, D6 4+, 2 turn tube magazine

    Breech load is most often seen on cannon but some shotguns and even rifles use this system. The breech is opened, shots are fed singly into the back of the barrel, the breech closed. For a double barrel shotgun or especially large rifle that’s a one turn action. With a field gun or light cannon it’s usually 1-3 turns. A rare exception are falling block rifles, which can be reloaded in half a turn by skilled hands.

    Shotgun: Range varies Light, reload 2 shells per turn

    Trapdoor Rifle: Range 200m Common, 1 shot, 2-3 turn reload, black powder

    Falling Block Rifle: Range 500m Common, 1 shot, 1/2 or 1 turn reload, heavy rounds

    Elephant gun: Range 800m Common, reload 2 shells per turn, heavy rounds
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    Originally intended for penetrating the thick skull of a charging bull elephant, large calibre hunting rifles are a common enough find on many worlds for killing anything that refuses to die from other small arms. Their stopping power has few equals.


    Dvergr Anti-Tank Rifle: Range >1000m Heavy, 1 shot, 1 turn reload, cannon rounds, bipod


    Cookoff
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    Automatics build up considerable heat as they fire and some are more tolerant than others; these rules only apply to automatics. Steady shooting builds 1 heat every 3 turns of continuous Steady fire. Fast shooting builds 1 heat each turn and full auto builds 2. 5 consecutive turns without shooting reduce heat level by 1.

    SMG can withstand heat up to 5
    LMG can withstand heat up to 10
    MMG can withstand heat up to 20
    HMG can withstand heat up to 20+, often water cooled

    When a weapon has become hot you must roll a weapon failure check (D20) every turn, the DC is only 5 but it increases by 2 for every point of heat over the weapon’s limit. This leads to failures including jams, misfires and cookoff - where the gun is so hot it sets off bullets as fast as they feed without any help from the trigger. When a weapon fails this roll another D20 on this weapon failure table.

    1 Weapon damaged. Parts required.
    2-9 Jam, 5 turn repair action. See Gunner in Specialist Rules.
    10-19 Cook off, counts as full auto and cannot stop firing.
    20 Stops cooking off on it’s own, only costing you a burst.

    *Water cooling (though heavy) prevents a weapon getting past it’s max heat level so long as water remains in the reservoir – so no weapon failure rolls. This is steadily boiled off. Most reservoirs absorb about 50 in excess heat before needing a refill.



    Grenades
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    Anybody can throw a hand grenade, 1 per turn, and most detonate next turn. In rules terms you use the shot die GM provides as you would guns then apply any grenade modifiers you have instead of your gun modifiers. Clear targets (under D3) don’t even need a roll. Any other shot, like D4, you roll at +2shotdie for hand grenades which would take D4 to D8. With a D8, if it’s a hand grenade then a result of 6-7 is a shrapnel hit and an 8 is blast overpressure; these ranges increase by 1 with Medium blast weapons and increase by 2 with Heavy. If you miss roll for scatter, this always uses D6+5 for lateral and D10+5 for forward/back. Forward if target’s <25m or not far enough if >25m. This does vary with some grenade types but applies for standard fragmentation grenades.

    Most hand grenades are time fuse and detonate next turn. They allow a reflex save to avoid (safer) or throw back (very dangerous). “Cooking” is starting the fuse and holding it, throwing it in the first half of next turn – this allows no save, but as natural 1 fumbles it treats you to an overpressure blast no save. Short fuse grenades are like a cooked grenade but throw as normal, detonating same turn. Impact detonators, as on rifle grenades, allow no save.

    All targets in the shrapnel blast have the GM roll a D3 hit, just like being shot by a gun. Light blasts are treated like SMG hits, Medium blasts like rifle hits, Heavy blasts like AT rifle hits. Overpressure blasts are always treated one class higher and throw people around, stunning at the very least. If a grenade attack was a miss but the stray grenade gets targets in its blast area anyway the hits change to D4; it may have fallen in bad terrain or there’s something in the way.

    Hand grenades (+2shotdie)
    Frag: Light blast, 50m range, 10m shrapnel, 2m overpressure
    Spiced Frag: Medium blast, 50m range, 15m shrapnel, 5m overpressure
    Thermos Bomb: Heavy blast, 20m range, 50m shrapnel, 15m overpressure, triple slot
    Demolition Charge: Heavy blast, 10m range, no shrapnel, 50m blast, 20m overpressure, detonate-by-wire
    Smoke/gas: No blast, 50m range, 4 turns to full cloud
    White Phosphor: Medium blast, 50m range, 15m area, ignore armour, 2 turns to full cloud

    Rifle grenades are similar, but are mounted on a fixture at the end of a rifle barrel and launched by a bullet or the force of a blank cartridge. Most take 1 turn to mount. Firing is a half turn action, leaving the other half for normal shooting or a head start readying the next rifle grenade.

    Rifle grenades (+1shotdie)
    Frag: Medium blast, 300m range, 50m shrapnel, 10m overpressure
    Shaped charge: AT blast, 100m range, similar power to light cannon AT round, tight blast cone projects from impact forward.
    Smoke/gas: No blast, 300m range, 4 turns to full cloud (double size)
    White Phosphor: Medium blast, 300m range, 30m area, ignore armour, 2 turns to full cloud (double size)
    Star flare: No blast, 200m range, deploys parachute and burns bright enough to create daylight visibility.


    Melee
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    Melee is worked with opposed D10 rolls and/or a violent imagination. Roll a D10 and your opponent does the same. An equal or win of 2 is a draw. A win of 6 or less wounds the opponent. A win of more than 7 renders them Out of Action. This goes both ways.

    It is possible to avoid melee altogether; in the last 5m of a charge you can roll an opposed D20 reflex check. This counts as a Snap Shot, D3. If you fail your opponent forces you to roll D10 to defend yourself at a -5 penalty. They can still gain a charge bonus against you (10 point difference in modifiers), so while this can at times be useful it is risky.

    Group fighting & Creative License
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    One opponent against a number of others. For example, a defender against 3 attackers. The attackers all roll D10, then take the highest result, add up the others and add half their result to the highest one. Defender must beat the combined result; at best the defender will drop one of them, chosen at random.

    When you employ really clever fighting moves or use the environment & kit in a creative fashion I may forgo any need to roll. When your back is against it, like when you’ve got a shotgun slug in the belly and broken ribs floating about and a pair crack troops who’d more than equal you any day are trying to finish you off, I encourage you to have a shot at this before they kill you. Maybe kick dirt in their eyes and shoot one, maybe rush forward and tackle one over a ledge then use him for your landing, or throw bodies down a staircase at them. Have a go! If you come up with something good I’ll let it fly.


    Modifiers
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    Improvised melee weapon gives +3

    Decent melee weapon gives +5.

    Any weapon which Need Room will be reduced to an improvised melee weapon if an opponent with something smaller wounds them, as they have pressed in too close for it to be used.

    Sword gives +7, takes a win of 8+ to kill. Needs room.

    Heavy melee weapon gives +5, reduces enemy armour bonus to +1 if they have any, and kills on a win of 4+. Needs room.

    Bayonet is a decent melee weapon. It counters the bonus for a charge action. Bayonets inflict +1 shot die against targets >100m away. Needs room

    Armour gives +4, or just +2 if against an unarmed opponent.

    Shield gives +6, or just +3 if opponent presses in or has a Heavy melee weapon.

    Charging gives +5. Counter charge or bayonet cancels.



    Armour
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    Most soldiers did not have armour in the 1930s. Thus most don't have it here either, with only dvergr still taking armour seriously. It's simply too expensive and too often unhelpful for most armies. Below are the types that apply to this game.

    Scavenged armour is put together out of odd bits of metal and assorted detritus. It offers extremely limited protection from gunfire (sometimes gets lucky) but in general only counts as armour in melee. Sometimes seen in trench warfare and thus now a rare sight, the better examples are counted as breastplates for rules purposes.

    Breastplates are still found in some places. It's an idea being trialled at present by some nations on assault troops, and remains common on human heavy machine gun crews. Breastplates deny SMGs & trench guns any rerolls and ignore hits from such weapons on a D6 roll of 4+. They ignore rifle shots on a 6, or a 5+ when beyond 200 meters. Shrapnel has less effect against breastplate troops.

    Dvergr battle armour is archaic. The core design is now centuries old featuring two piece breast & backplates with plated mail strung over the limbs and a heavy open-face helmet. This gives great resistance to shrapnel but also renders near immunity to pistols, SMGs and trench guns. Rifles penetrate the armour if within 200 meters on a D6 roll of 4+. Heavy rifles ignore the armour if within 200 meters, roll for it out to 500 meters. Through training and craft-skill, the armour does not rattle. Only wearable by Dvergr - if resized for other races they find it too heavy.


    Magic
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    In general, powers can be ended at will and can also be used as often as desired.

    Common Dvergr powers
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    There are three common powers dvergr develop around their first century of life. Whether it's determined by your ancestors, by parenting or by luck is a timeless debate with no clear answer but you only manifest one of them. Roll a D3 - a 1 gives Unseen, 2 gives Presence, 3 gives Fear. Djupr players should PM me for more options.

    Unseen: When you don't want to be noticed you blend in. Like one of the crowd or a rock by a stream eyes just glance over you without really taking notice. To use this ability you must zone yourself out, totally emptying your mind of thought. Complex actions disrupt the stillness of mind and stop the power, but simple things like moving or dropping a live grenade are possible.

    Can Hasten (-5 on roll) to achieve this with 1 turn, take 2 turns (no penalty), take 5 turns (+5 on roll) or spend a minute meditating out of combat to guarantee a 20. If the power runs strong they may not even hear you. Once achieved it lasts 5 turns, taking a DC10 check on the 5th to maintain the power for another 5 turns.

    1-5 the power fails, inner stillness eludes you.
    6-10 the power barely works. Those >100m away don’t see fast movement.
    11-15 the power is strong. Those >25m away don’t see, don’t notice quiet.
    16-19 the power is overwhelming. Those >2m away don’t see, don’t notice quiet.
    20 the power is unstoppable. Only see you at <1m in front of them, don’t notice quiet.

    Presence: You can affect how others perceive you. Like a scale you can affect how threatening you seem, appearing anywhere from terrifying to helplessly vulnerable with no physical difference in your appearance - it is as intangible as an aura, a power that lies to the brain. To use it you enter the mindset of something your target expects to find and play upon it, be that a foe of terror they cannot hope to defeat or a last survivor praying for your life.

    Must be within 25m to affect targets, which is done with a D20. Can Hasten as a free action, -5 on the roll, or take a full turn, or take two turns to get +5. Adopting a presence that matches expectations gives +5, normally gives no bonus, doesn’t match gives -5. Fearsome appearances tend toward deer-in-headlights reactions (no shooting, beat any you normally could in melee etc), helpless may make them hold fire out of pity or rush in for the easy kill, etc. Can be skewed in other directions, with similarly varied results.

    1-5 the power fails, you’re strangely obvious and all in LOS see you.
    6-10 the power barely works. Opponents get a DC10 save, power lasts 1 turn.
    11-15 the power is strong. Opponents get a DC15 save, power lasts 5 turns.
    16-19 the power is overwhelming. Opponents get DC19 save, power lasts 5 turns.
    20 the power is unstoppable. Range doubles and cannot be resisted, power lasts 10 turns.

    Fear: You can influence the 6th sense of other people. That prickling of the neck, the eyes watching that are felt but unseen, the last second's reflex when someone approaches from behind. A trick that works twice but no more, you make people turn and look. Those who’ve fallen prey twice won’t be fooled again, no matter who uses this power.

    You create the distracting figment of imagination on an object or bit of ground in LOS out to 100m. Can Hasten as a free action, -5 on the roll, or take a full turn, or take two turns to get +5. Works even better outside combat, granting +5 on the roll.

    1-5 the power fails, you’re strangely obvious and all in LOS see you.
    6-10 the power barely works. Those 25m from it get a DC10 save or look half turn.
    11-15 the power is strong. Those 50m from it get a DC15 save or look full turn.
    16-19 the power is overwhelming. Those 100m from it get DC19 save or look full turn. Half the affected waste ammo upon or flee the figment.
    20 the power is unstoppable. Those 100m from it cannot resist looking for 2 turns. All affected waste ammo or flee from the figment.



    Greater dvergr powers
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    Shapeless You move as a ghost. No sound, no sight, no smell, nothing. A vacuum. You act without thinking, like a waking dream. There is nothing an opponent can do to sense you; the only thing to threaten this state of empty presence is your own actions, leaving you completely undetectable even as bodies drop to the ground though blind fire may still kill you.

    Entering this state can be Hastened as a free action, -5 on the roll and failure draws eyes to you. You can instead take a full turn, or take two turns to get +5. Once entered the state lasts 10 turns before requiring a focus check. Some actions will also test your focus, requiring a check. While it makes you and what you carry at time of casting shapeless, things you pick up later or interact with are not; neither gunshots nor grenade blasts nor things you bang against will be quietened fully but it’s usually enough for footsteps.

    Casting
    1-5 the power fails. You blur and sound odd for 2 turns before you can try again.
    6-10 the power barely works. -10 on focus checks.
    11-15 the power is strong. -5 on focus checks.
    16-19 the power is overwhelming. No penalty on focus checks.
    20 the power is unstoppable. +5 on focus checks.

    Focus
    DC5 Maintain Shapeless, taken every 10 turns
    DC5 Kill noisily with melee or throw grenade
    DC10 Kill quietly with melee
    D15 Shoot a gun, only masks the sight and some of the report.

    Form You can radically affect what others see when they look at you. A terrifying shape of their own imagining. A friend and comrade whose face and shape you wear like your own skin. Even things unalive, like a rock or a bag or a small pile of rubbish. When they look at you it is these things you can make them see.

    To use this you must know the shape you’re taking quite well. If it’s simply a fearsome visage or other twist on your own appearance then there’s no problem, but if it’s the shape of someone or something else you’ll have to inspect the intended shape (awareness, +2 for each extra turn spent doing it). If the shape resembles you the D20 needs only a 5+, if not but still humanoid shape you need 15+, if it’s nothing like you it’s 25+. Failure means you cannot take the form, the power crumbles as you try and wastes two turns.

    Totally different shape means, Can Hasten for full turn, -5 on the roll, or take a 2 turns, or take 3 turns to get +5. Shape resembling you (terrifying or unimportant) makes Hasten a halfturn action, -5 on the roll, can take full turn, or take 2 turns for +5.

    1-5 the power fails. You distort weirdly for 2 turns before you can try again.
    6-10 the power barely works. Maintain the shape for 3 turns before it crumbles.
    11-15 the power is strong. Maintain the shape for 5 turns before it fades over a 6th turn.
    16-19 the power is overwhelming. Maintain the shape for 10 turns, fades over 11-12.
    20 the power is unstoppable. Shape lasts indefinitely, its appearance flawless.

    Dream You can drive an opponent into a blinding dream. They hallucinate heavily under your influence, it's totally under your control what they experience. Men can be scared into cardiac arrest, driven blind or made to jump through windows to escape raging fires, even see their own allies as foes and turn their gun upon them.

    Requires LOS to target. Can Hasten for half turn action -5 on the roll, or take full turn, or take 2 turns to get +5. Hallucinations last 2d6 turns and affect one person. Unlike other powers you can choose any effect equal to or below your dice roll.

    1-5 the power fails. You lose all actions this turn, can try again after 2 turns.
    6-10 the power barely works. Target has minor hallucination, -4shotdie, -5melee, -10 other rolls
    11-15 the power is strong. Target has strong hallucination. Counts as pinned.
    16-19 the power is overwhelming. Target has severe hallucination. Breaks and flees.
    20 the power is unstoppable. Target has a chronic hallucination. Can shoot friendlies, run for the hills, call artillery where you want, anything. Suffers insanity check when power ends. Double duration.


    Boons & Sorcery
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    The race of men learned long ago it has no magic at all, but that they can gain the magic of others through boons and sorcery. All races do this, and each has its own quirks. It is dangerous work, the prices often high and with its widespread condemnation in many cultures the risks are considerable. But with everything from the annihilation of one’s enemies to a second chance at life on offer, those who can gain such power may find it hard to resist…

    Boons require bargaining and that requires contact, which is achieved at world roots, lesser roots (non-travel, sacred sites) and direct communication. To ask of a creature its power requires you have sufficient offering or something it considers better to be granted the boon; fae often ask for things of beauty, such as rare animals or children, whereas trolls demand mighty weapons or live sacrifices. Fae are not certain, with 1 in 3 of accepting inadequate payment and 1 in 3 of granting an additional (random) power for overpayment. Trolls are greedy, with 1 in 3 of demanding double payment. Dvergr boons work only at night, and they are the only race to offer boons before payment – at double the price. Failure to pay dvergr as agreed incurs curses and bounties that linger even through generations until the debt is settled. Anyone can tell if you’ve an overdue boon or cheated a deal; you come across as untrustworthy, shifty, a double-crosser. Boon offerers are always wary of this.

    Any boon when given requires an initial D10 roll – on a 1-4 it leaves a permanent, identifiable mark on the body, the boon triggered by a thought. On 5-7 the mark fades in 1d3 months and the boon is triggered by a thought. On 8-10 a token is given, a small object significant to the boon giver which bears the power triggered by touch and the thought together. The thought becomes known when the power is given, forgotten when it is spent.

    Actually giving a boon is a rare talent. Only some older members of a race can do it, though a sufficiently powerful enquirer may overrule this.

    Boons typically last until used. Number of uses varies, usually 1.

    Sorcery is the extraction of powers from energy (life) sources, be it the living, the recently dead or a world root. This involves a medium, the source, the intended caster and typically quite some time. Rituals are employed to aid concentration, individuals often adapting the rituals of others or creating their own from scratch. The source must be physically in contact and if alive powerful medium and opposed will check is needed to take a power. The dead must be recent, the remains losing usefulness after 2D3 uses – this is at best a taboo in most cultures. World roots are incredibly powerful and will fatally overpower most casters, but can be used to empower other sources or one’s own magic. Does not work on boons.

    Mediums range from rare stones to inherited trinkets. They are intimate to the user, the more history and attachment they have with the medium the greater it’s power.

    Fetishes last 2d3 uses. Every day counts as 1 use.
    Stolen powers last D3 uses, +D3 per power source had. Every day counts as 1 use.

    All acts of sorcery involve at least one D20 Sorcery check. Failure usually costs nothing but time, though sometimes the materials are wasted in the attempt.


    Powers and casting thereof
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    Some use a lot more than their own powers, taking magic from everyone by ritual, body and boon. Rituals must be done before each mission to ready sorcerous abilities and this is something Djupr excel at, preparing them in half the time. Granted boons require no preparation, nor do one’s inborn powers.

    Any power can be countered using an opposed Magic: Fae/Troll/Dvergr check depending on the origin of the power; this is easier if you’re watching for it, hardest if you try to stop one in motion. If either side possesses the power natively they’re assumed to pass it, if both do it’s a flat opposed D10 with +2 for every additional power they possess.

    Casting a spell usually takes at least 1 turn. Ritual price is a spell cast from spiritually significant parts of a dead creature, the grim fetish must be carried. Takes a long preparation time and requires the body parts. Each use weakens the fetish, they last D3 castings and each day counts as a use.

    Boons can be used a number of times which varies according to sacrifice quality and the mood of the creature you’re bargaining with, but it’s usually just one use.

    Troll magic

    Destructive, violent and hateful – there is no magic more directly hazardous to caster and target alike, or more widely condemned. Use of such magic regresses the caster’s spirit, weakening their personal magic if they have any until it kills them. Trolls are greedy, every boon is made more costly than the last and they never tell if too much is paid. Trolls are not concerned if you’ve killed their kind before, even for magic – they will still grant boons.

    Troll fetishes & taken powers grant double uses, but lose 1 use every half day.

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    Murder = Troll eyes hung by vodyanoy intestine full of grass/fungus from a fairy ring or remains of boon.
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    Everything in a 45° cone extending out 20+D20 yards dies within 1d3 turns, takes one turn to cast. This includes men, animals, foliage… anything. The remains decompose in hours.


    Crush = Troll hand knitted to domovoy spine, sylph wing & troll blood soaked diamond, boon.
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    Requires own blood on object and <100m range, double area of effect if unbroken trail of own blood leads from fetish to user. Boon always comes as a token & follows same rule. Draws all things to the fetish or token, compacting them into a dense ball around it. When the spell ends the ball of crushed matter bursts apart (force varies), leaving the fetish but destroying token. The spell is very random in length, roll D20 each turn – on a 10 it continues, difficulty increases by 2 each time. Each turn effected objects are pulled into the next range section closer compared to the one they started in. When they reach the 10m range they are crushed that turn.

    At 100-200m Small objects (loose change, bullets, casings, twigs) are pulled in

    At 50-100m Medium objects (guns, branches, anything under 30kg) are pulled in

    At 30-50m Large objects (men, radios, furniture, anything under 100kg) are pulled in

    At 10-30m Heavy objects (dvergr, 100-300kg stuff) are pulled in

    At 10m Big objects (Vehicles, walls, weak buildings) are pulled in.


    Gnaw = Troll teeth in dried troll stomach or boon.
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    Everything in a cone of random width and extending out 30m is riven with a criss-cross of thin energies, goes wider to affect as many living things as possible. Cuts men apart and rends light materials. Very random, though all will be hit it varies as to how hard. Must penetrate via LOS to affect – for instance must destroy a wall to kill anything inside it, but will gnaw anything caster can see through a window.

    All targets in the cone suffer a D3 result. 1, wound – cuts, destroys weak wood. 2, kill – destroys up to medium wood. 3, rend – minces living targets, slices through up to 6mm of metal.


    Strike = Ground troll bone & live dvergr eye or boon.
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    Lays a mighty blow across a 5m wide swathe. Target must be in LOS, blow angle can be adjusted but must be able to see intended point of impact on target.

    <30m = Sends the splattered remains of men flying, blows in walls and smashes light vehicles. Damages tanks, renders crew unconscious.

    30-50m = Lethal impact to human bodies, sends them skidding along the ground. Knocks doors/soft walls in easily and can cause moving vehicles to crash.

    50-150m = edge of range. Knocks men down, stuns briefly. Dislodges things, like a really solid bump but not much more. Spell peters down to nothing quickly after 150m.


    Thunder = Troll blood & a live dvergr’s eyes or boon.
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    Fills character with bloodlust for D4+2 turns, must charge into melee. Can choose enemies over friendlies if in LOS and within 100m, moves at double speed, searches for living targets to best of character’s abilities. Automatically kills 3 opponents each turn, roll D10 for each – fails still apply wounds and even kill results but they don’t affect character until 5 Out of Action/kill results have been suffered (Instantly fatal on 5th) or the spell expires. Leg damage still hinders.

    If still <25m from a living target when spell ends, can continue… but needs a 15+ will check to end.




    Fae Magic

    Powers of creation, life and fertility. Fae magic is not consistant or particularly reliable but it’s actually healthy to use, allowing the spirit to grow and flower more quickly. Tends to renew life but clouds the mind over time, making the caster scattered and unable to focus. Eventually it becomes a drug they cannot live without, driving them mad. As with all the magics of other races Fae magic is best not overused.
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    Ardour = Satyr genitals and a woman’s beard or boon.
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    A wave of energy blasts through the caster, causing great strength, exceptional reflexes and double movement speed. Character becomes tireless but unable to concentrate as the mind skitters rapidly from one thought to the next, leaving them incoherent. Exhaustion kicks in when spell ends, incapacitating for 1d3 turns.

    Gives +10 reflexes, double movement speed, tireless, +6 melee. -10 all other skills from lack of concentration and scarcely able to communicate. Lasts D20 turns.


    Change = Foot of Afli or greater fae, rare moss and hair or hide of intended creature or boon
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    Your body changes. This isn’t just appearance, its real change – you become the creature of the hair/hide taken in body. Your mind changes too, costing your sense of self in no time as you lose the ability to think as you did and forget what it meant to be you, your sense of identity clouded by what you’ve changed into.

    Change form. Stat changes vary wildly. Penalties apply the more you act out of character to the adopted form, and bonuses apply for sticking to it. 5+ will save to change back to original form, -1 modifier for every 5 turns spent in it. Attempts that fail apply a further -1 on the check.


    Formless = Afli skin, sylph hair & dvergr ear or boon.
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    Become insubstantial. Skin glows like the sun, your weight vanishes and you are immaterial – able to drift through solid matter like it was but a cloud and fly about like a breath of air… which in turn means the wind can send you sailing off into the distance very easily.

    Difficult to maintain. Lasts 10 turns, after which you turn fully solid over 2 seconds and the light fades from your skin. If in something solid at the time you’re bumped into an open space… or part of you is, sometimes cutting your body apart.


    Quicken = Perchten brain and human heart, or boon
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    Speeds the body’s healing spectacularly. Causes wounds to close up, skin the grow over and the body to mend in accelerated natural healing – this brings people back from even the brink of death. Causes great hunger, excessive hair and nail growth and terrifying hallucinations, renders them pinned. Causes night terrors for months afterwards.

    Duration 5 turns.


    Ghost sight = Centaur’s eyes and a nymph’s hair, or boon
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    Removes all veils for as long as you can stand it. While in effect you see the spirit of people when you look upon them, seeing straight through walls and all other material barriers – making blindfire no longer blind, provided your weapon has the penetration for it. Limits your eyesight to 50 yards – all lifeless things are murky and vague, beyond 50 yards is black oblivion to your eyes. Should you stare at anyone for more than a turn you see their full nature and it can be as revealing as it is maddening to look upon the full picture of what makes up a person, spiralling through the endless alleys of memory and bent that make up their personality. Lastly, the spirits you see are not all those of the living… and unless you really look for a good few seconds, you can’t tell the difference.

    Blindfire no longer is; seeing straight through walls you get clear shot die provided the gun has the penetration. You can inspect spirits for a turn or more to really see who they are; do it for more than a turn and you start rolling will checks to be able to stop looking. That way madness lies. However you can’t tell the dead from the living at a glance, so must Inspect for at least 1 turn to work that much out.

    Duration 10 turns.





    All troops have a decent melee weapon. Small and light is recommended. Some troops in WW1 would swear by trench knives and brass knuckles.
    Last edited by Shirocco; 2009-01-22 at 10:58 PM.

  2. - Top - End - #2
    Barbarian in the Playground
     
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    Default Re: Warglory, Liberators II

    Character Creation
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    Character creation is simple. You take name, skills, job (includes kit), optional trait then race and magic. An example character can be provided, tweaked and used on request.

    Pick a name, then a nickname (typically something everyone else lumped him with when he did something stupid like Slip, Wax or Stinky).
    Coming up with a loose background is recommended. I don't need a novel, it's as much as you feel like writing. The game is more battlefield than social, so character personality needs to be the sort to show through there… which is where traits come in, keep reading.

    Skills
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    Warglory uses a simplified version of the D20 skill system. Many skills get bundled together and some are simply absent. Base characters have 40 skill points, no more than 10 in any one thing. The only way to get more ranks is via perks and most skills can’t get anything further, so choose wisely.


    Stealth = Hide, move silent, killing quietly

    Awareness = Listen, spot, search, gauging enemy position for blind fire

    Athletics = Jump, swim, running faster (when it matters)

    Climbing = climb, use rope

    Language = 5 ranks to be passable in a language, 10 for fluency.

    Ruse = Bluff, intimidate, conceal/sleight of hand.

    Discourse = Diplomacy, sense motive

    History = Example, take History: Dvergr and every 5 ranks of it gives +2 on other histories

    Heal = Assessing & treating wounds, assisting 1st aiders & medics

    Military = Take Military: Houten and every 5 ranks of it gives +2 on knowledge of other militaries tactics, structure and equipment. Can allow characters to predict where the enemy is, how many there are and what they’ll do next.

    Magic = Take Magic: Fae and know about Tir Na Nog and different Fae types, gives +2 on knowledge of other magic such as Trolls and World Roots. Magic: World Roots allows exchange of boons through them.

    Profession = Radioman, assault pioneer, mortar man, gunner, mechanic etc. Every 2 ranks removes 1 turn from the time on 15+ turn Hurry tasks for that job, like unjamming machine guns or fixing radios. 5 ranks removes 1 turn from 5 turn Hurries.

    Sorcery = Allows use of sorcery, see Boons & Sorcery

    Craft = explosives, gunsmith, blacksmith (melee + armour), bowyer, pharmacist. Can spend entire R&R periods to do one task, such as forge a better close combat weapon, modify a gun or spice up/shorten fuses on hand grenades.


    Specialist rules
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    Current job openings are listed in recruitment threads. Below are the jobs typical of a dvergr mech. Infantry platoon, including rules specific to each and in some cases kit options.

    Rifleman
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    Riflemen are the bayonet strength of a unit. They do the bulk of the fighting, going between long range rifle fire and close range shotgun & bayonet work as easily as breathing. Whether leading the charge, blind firing shotguns into smoke or stopping trucks from nearly a mile with one shot to the engine block, dvergr riflemen can tackle anything.

    Dvergr riflemen have 2 rifles to choose between. One is a Nagaard design (range 800m, Common, heavy rounds) using two stripper clips, affording a large capacity (6 turn) magazine which takes 2 turns to reload (1 if >half spent). The other is a shorter carbine of Rada make (500m, Light, heavy rounds) using a single stripper clip (2 turn) which takes 1 turn to reload.

    Human riflemen have 2 rifles to choose from. One is the Nagaard bolt action (Counts as Large for men with 1 shot less every turn), the other is a Nacarfi Free States rifle (Range 800m Common, 2 turn stripper clip) which is of lighter, mannish calibre.

    All dvergr riflemen take a dvergr bolt-action rifle, trench gun, 4 grenades, bayonet, dvergr battle armour and a decent melee weapon (trench knife, mallet, club, brass knuckles… small & light is best).

    All human riflemen take a Nagaard or Nacarfi bolt-action rifle, 4 grenades, bayonet, breastplate and decent melee weapon.


    Radioman
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    The platoon radioman is it's life blood. He's responsible for giving updates, receiving orders, calling in mortar and artillery targets, reaching the platoon's APC and requesting assistance of other company elements. As a secondary role he can attempt to listen in on enemy frequencies if he’s ordered to.

    To do any of this he must roll a D20 Prof: Radioman check. Contacting company or contacting the platoon APC is an easy one in open country; understanding them might not be as it picks up a lot of white noise. Contacting anything else or listening to enemies is much harder as you don't have the presets for them. No matter how easy the job, on a 1 the radio dies and must be repaired.

    Repairs
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    Standard repairs take 20 turns. Every turn you can roll a D20 hurry check to speed things up, the following will apply.

    1 you cack up, add a turn.
    2-5 you don't take a turn off
    6-10 you make progress. Subtract a turn.
    11-19 you save time. Subtract 2 turns.
    20 you make really good time, subtract 3 turns.


    The unit itself is a big valve & crystal "portable" radio that weighs a ton and works on AM frequency, powered by batteries that are charged by hand crank. All that's contained in the metal cased backpack he lugs around. When wireless fails he can roll out his wire instead, which although a pretty reliable connection (no roll) is prone to being cut and takes time to lay. Water's an absolute no-no for the wire. Artillery spotters often use wire; this can be used against them to track them down if you find one.

    Kit: Dvergr bolt-action rifle, bayonet, 2 grenades, battle armour, radio pack

    Human troop kit: Bolt action rifle (man calibre), bayonet, 2 grenades, breastplate, radio pack.


    First Aider
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    The first aider is a rifleman with medical training. When friendlies are wounded they’re tasked with dragging them clear of the fire, assessing them, then continuing to fight if the wounded can wait or signalling for a stretcher if they can’t. First aiders only do any healing when combat’s over – according to their field manual. Truth is sometimes comrades can’t wait, and that’s when the following come into effect.

    First aiders are required to have 10 ranks in Heal. Awareness is a good second, letting you check it's clear before trying to save someone.

    First Aiders have a Heal skill bonus of +5. They are equipped with battle armour, dvergr bolt-action rifle, bayonet, medical supplies and either 4 grenades or a trench gun.

    Before you can treat wounded you must assess them with a repeatable heal check (20+) before you can do any of the following.

    Characters found Out of Action (not dead) in battle can be revived or dragged clear/sent away. Once assessed anyone can take wounded away but only First Aiders may revive them in combat - heal check 20+, this is a repeatable 5 turn action. Most dvergr troops will survive the Out of Action state, you're speeding recovery and ensuring they aren't finished off where they fall. Once out of combat reviving Out of Action dvergr characters is a no roll 5 turn for First Aiders, or a 5 turn DC15 heal check for anyone else.

    First Aiders can reduce melee and shooting penalties from wounds on players and named NPCs by one with a Heal check 25+, this takes 5 turns and is repeatable until you succeed. Once you've succeeded you can't help any further until that character is wounded again.

    Bandaging is a menace. It takes a long time but ignored bleeding will cripple and eventually kill characters. Applying bandages take a 1st aider 20 turns, which is why it’s usually done out of combat. Other characters will take 30 turns to do this.

    Summary:

    Revive Out of Action = 5 turns, ¾ odds in combat, always works out of combat.
    Reduce wounds = 5 turns, ½ odds in combat
    Bandaging = 20 turns, always succeeds

    All long actions can be hurried every turn with a D20 hurry check just like the radioman.
    1 you cack up, add a turn.
    2-5 you don't take a turn off
    6-10 you make progress. Subtract a turn.
    11-19 you save time. Subtract 2 turns.
    20 you make really good time, subtract 3 turns.


    Sharpshooter
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    Sharpshooters are proven marksmen, fellows recognised as the best shots in their company. They operate at platoon level, being used to take hard targets and seeing good service in ambushes and counter sniping. .

    Your weapon is of the Old Pattern, being full length with exceptional range and iron sights that slide out much further than you can really see. Hand picked for accuracy and carefully adjusted to suite the firer, it may not be fast but it is very accurate. There is no bayonet lug.

    To make the grade you probably had a knack, lots of experience with guns, a damn good pair of eyes or all three. You are not to be confused with a Sniper. They operate outside company level, being assigned as specialists for one off jobs on occasion. You're there to take hard shots, not infiltrate and murder officers then get hunted down like a dog. Part of your duties is to kill snipers.

    Full ranks in Stealth & Awareness are required for sharpshooters.

    Kit includes: Dvergr Old Pattern rifle, sidearm, 4 grenades, dvergr battle armour and decent melee weapon.

    Sharpshooters have -1shotdie with any gun.

    Their rifle gives -2shotdie, as opposed to the -1 of the standard rifle.


    Grenadiers
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    Anyone can throw grenades, but a hand grenade is only good to 50 meters. Grenadiers use a mount on the end of their rifles to launch mighty shells up to 300 meters with remarkable accuracy. Carrying these as a secondary weapon, it’s their eye for distances and skill with bombs that sees them through.

    Craft: Explosives gives Grenadiers a poor social life but excellent bang for their buck.

    Kit: Dvergr bolt-action rifle with RG muzzle end, 6 grenades, 4 rifle grenades, bayonet, battle armour.

    -1shotdie on grenade throws and rifle grenade shots.
    +5 awareness on uncalculated indirect fire attempts

    Rifle grenades are consistent in trajectory. It is possible for a grenadier to calculate with good accuracy where they’ll go if you gauge wind, distances and height properly. This takes time and requires either LOS or a good map and means of calculating wind along flight path. Every turn spent calculating gives -5shotdie. If 4 turns are spent calculating the shot falls spot on automatically and so do following shots from there on the same point and others within 10m of it. Targets within half the distance of the first (and significant wind changes) require only 1 turn in corrections to get the same effect.


    Assault
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    The hairy-chested assault troop is typically found on point with a big shotgun and a battleaxe. They’re unequalled in a trench snarl and can unload a punishing hail of shot at close range. Only dvergr are really suited to this suicidally dangerous position and if a platoon’s lucky to have 2 of them it’s even luckier to have any after their first battle. They specialize in trench fighting and room clearance.

    Only the vicious and skilled become assault troops. Requires Killer's Eyes trait.

    Assault troops carry buckshot and solid shot. Changing between ammo types is the same as reloading, or 1 turn slower if using a manual tube feed. Buckshot has 25m range with rerolls, solid has 100m range and ignores armour. You’re assumed to use buckshot unless otherwise stated.

    Assault troops either take a semi-auto heavy shotgun or a pump action heavy shotgun. The semi auto has no bayonet lug but uses 1 turn reload box mags, eventually upgrading to drum mags and full auto. The pump action has 2 turn reloads and slower fire rate but is better at snap shots and has bayonet lug, upgrading to better accuracy and 100m range buckshot.

    Assault troops carry a heavy shotgun, heavy melee weapon, 6 grenades, bayonet and dvergr battle armour.


    Gunner
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    A gunner is the base of fire in an infantry section; a good section moves under his cover fire and they work hard to match it when he moves in turn. Their machine gun cuts swathes through tight groups of men, often working with another character who takes awareness checks to spot good targets for them during combat. Dvergr gunners carry most of their own ammo and do their own loading. Human infantry platoons are commonly built around 1 LMG; dvergr use more, carrying 2-3 to a platoon.

    Dvergr LMG hits are kills. They come with a bipod as standard and 2 turn box magazines. Reloads are one turn. LMG are Heavy, they must depend on others to lead the way. When overheated it takes a 5 turn Hurry action to change the barrel; this resets heat. Gunners carry 2 barrels including the one fitted.

    Dvergr machine gunners carry an LMG, 4 grenades, dvergr battle armour and decent melee weapon.

    Humans can’t operate as gunners in a dvergr platoon.
    Repairs
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    Machine guns are open bolt weapons. This makes it easy for dirt, mud and sand to get in a machine gun and jam it; the only recourse is to attempt to clean the ailing weapon. On top of that they can overheat and jam if fired heavily for too long. Full cleanout is 15 turns and can be hurried every turn by rolling a D20 hurry check.

    1 you cack up, add a turn. If MG has overheated lose a finger instead.
    2-5 you don't take a turn off
    6-10 you make progress. Subtract a turn.
    11-19 you save time. Subtract 2 turns.
    20 you make really good time, subtract 3 turns.

    This is not to be confused with a common jam from overheating or feed issue, like bad magazine or a mishandled belt. Those take 1d3 turns to clear and can’t be hurried further.




    Playable Races

    For race i suggest rolling a dvergr of the Nagaard people, as this is a Nagaard mercenary army and they’re the easiest to use. Other options are below, including dvergr of other tribes and even humans for the brave player. A when wounded a man will be out of the mission if hit again, but dvergr frequently fight on with multiple bullet wounds and remain dangerous despite them.

    Of Men
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    There are many human nations, as men are now the most wide spread race across the known worlds. They are too short lived to learn their own magic but are quick learners, so work through ritual and bargains to cast the spells of others. Perhaps because they do not fear them, all other races are prepared to speak with at least some men. The following are involved directly or indirectly in this war.

    Because men are viewed as weak among dvergr any who make the grade to join their mercenary armies (apart from being men of rare quality to begin with) are treated harshly and trained very hard. Truth is everyone gets that, but when men survive it they come out particularly hardened.

    Human characters gain +4 in melee and have breastplates. They run much faster than dvergr and their long arms give +2 on throwing weapons. Men cannot use standard dvergr kit, Heavy stat is removed and secondary weapons cannot be carried.


    Nacarfi: The battle is taking place in one of their colonies. Nacarfi are a people of a border state between the more temperate north and arid south in the core human world; they have a long history of mixing with all human nations and an eclectic culture results. They are deceptively wide spread, with colonies on many worlds - though not originally by their choice, as they were regularly taken as slaves in times past. Most of the colonies became independant years ago, but some of the home land still find themselves far abroad, where their love of dance, music and spices can make them easy friends. They are sometimes viewed as thieves, especially by their Houten neighbours.

    Strevoy: Men of a more northern climb, the Strevoy were for the longest time planesmen. Long called Svaad by the dvergr, they were united less than two centuries ago into a vast empire are in the throws of revolution all across their vast and diverse land. They can be fatalistic people but are hardy survivors, the northern end of their lands forever buried in snow. Strevoy are more wary of the fae than most men for they have great trouble with them in their home land. Most fear fairies, some bargain with them. They have an uneasy truce with the fae because of their ancient fear that without them the world roots - the ways between worlds - would close up, and the Strevoy homeland has several of the manworld's majoy roots in it's borders. With revolution rocking their empire, many have fled as refugees to the far colonies and into other nations. For the time being, mercenaries make good money with the Strevoy.

    Houten: A small mountain-locked homeland belies the great trade empire that are (or was) the Houten. They are politically a strange animal, having an elected leadership with three heads. Religiously open minded and militarily a bit dislocated, the Houten lost much in the Great War of ten years ago. They now hold a core of high value worlds and seek an ally with Strevoy to reclaim what they lost, and have ended up embroiled in it's civil war. There is talk of conflict within the Houten's own ranks, and it would hardly be their first revolution if it proves true. A faction arises there that calls for strong leadership behind one man, but it is largely unknown beyond the Houten's own borders. In peace they are a highly individual people, considering identity important and bickering over petty things, but are likeable and rich in personality.


    Of Dvergr
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    Dvergr dwell in the world of Harthglome; a barren globe of air and cyclone with walls and sky of rock. It is a harsh place of bitter cold, all weather turning on a point in the centre that glows brilliantly after the Great Storm's climax when the wind stops and blizzards settle, letting a brief thaw before dimming and starting the slow build to crescendo again.

    Dvergr, like most life in Harthglome, dwell for the most part below ground. They farm and hunt and survive often with no direct contact with their world's attempt at a sun. They are a grim people, aggressive and stubborn. It's no surprise to anyone who has seen Harthglome that dvergr range so far from it through the world roots. As a people, they are known for three things: Craft, war, and will to live. Dvergr are tougher than 10 men, strong as four, and born to the magic of illusion. Most dvergr start developing a skill for it by their first century, and by old age can be exceedingly powerful in this art. Sunlight utterly ruins illusion magic and wracks dvergr with pain, slowly turning their skin to dust and eventually they become stone. They are as near to blind daylight as men are at night, but have flawless (and near colourless) night sight.

    All dvergr troops get +2 melee from intensive training, prior experience or great personal drive, this stacks with the following. All dvergr take half penalty from wounds.

    Nagaard melee +6 at night, no magic. No penalty in day.

    Others melee +6 at night, illusion magic. Melee +1 in day, -1 shot die, -2 skills, shoot up to Mid range.

    Djupr melee +6 at night, illusion magic. Melee -4 in day, -5 skills, +3 shot die, shoot up to Short range. Djupr have may take ranks in Sorcery.


    Nagaard: Nagaarn is the dvergr war-god, a merciless deity who accepts no compromise. The Nagaard are his people. In ancient times they were exiled to the surface and suffered terribly with each passing of the year, when the world was bathed in light. This changed them. They gained day sight, lost their fear of the light and became the hardiest survivors of the dvergr. The light exposure has stunted their magic, Nagaard have a weak grip on illusion by old age if they're lucky. Even today their society is nomadic, with few holdfasts populated year round. Their place on the surface and inevitable poverty made them mercenaries, able to deny passage of other tribes across the surface. Their eventual sun tolerance made spreading across other worlds easy, made them ideal as fighters to beat or hold opponents in the day so their fellows of other tribes could end it in the night.

    If there's one thing Nagaard know, it is how to fight! They have been involved in every war brought upon the dvergr and most of the ones they started. This is a Nagaard mercenary army, and though they use archaic weapons and outdated machines they fight with a ferocity that can give pause to trolls... and love it every step of the way.

    Bjartr: Dvergr of the hammer-crafts. Dvergr have a reputation as the finest craftsmen across all the worlds; amoung them, Bjartr are the great. They call the central mountains home, have strong trade and military ties with all the others, have colonies off world that never fell in the Rise of Men and are the leading political force of Harthglome. Their money buys the power of the others, the craft puts the tools in their hands, and their wisdom provides the leaders they need. They are philosopher warriors at heart and have been ruled for more than a two thousand years by the one titled Sindri in his golden hall.

    Bjartr craft is highly prised. The finest weapons and armour come from their factories and their workshops. The best of all are made in Song Hall, an ancient place of smith-monks where things of legend are made to the song of hammer blows. You will find few of them in this mercenary army, but while most of them are clever and generous enough to make friends a few seem to forever be the butt of jokes amoung Nagaard.

    Bjartr characters gain one Common dvergr power. They may choose Unseen or roll a D3 to see which one.

    Djupr: Bjartr philosophy is for the most part common sense; the Djupr, or "Deep" people have a different view on things. They dwell furthest from the surface of any Dvergr tribe, far down in the deep rock where a world root forms in their oldest city. They have less sun tolerance than most dvergr but are extremely sensitive to magic; a Djupr can expect to develop the Canny, their illusion skill, by their first half-century. Religiously they are occult; secretive and hidden, they study the magics of other races. Djupr are said to bargain with trolls, forbidden by the Bjartr since ancient times, but they deny such things and discredit accusers. They make their money through trade in the rare gems and ores that turn up in their deep mines, along with other wonders that defy explanation.

    Djupr are hired as specialists in this mercenary army. There are very few of them. They must forever walk about completely covered up for fear of the sun, and on this world they curse the brightness of moons at night. Not even a cellar or inside a building are they free of this effect.

    Djupr characters start with 5 ranks in Sorcery, they may use skill points to take more. Djupr gain all three Common dvergr powers and may choose one Greater.

    Rada: Known as the set, Rada were once many tribes but now are a nation. They work with other dvergr in many colonies off world, but the spiritual heart of their people remains in Harthglome. Their homelands are the western end of the great sphere, where ore is still rich despite millennia of mining. The Rada are slow to anger for dvergr, and highly organised. They are accused by others of making procedures for everything but nobody calls them unreligious; they are the people of Starfa, god of trades and cunning. The Rada have a natural distrust of men, especially Nacarfi, and they hate fae more than most because they understand them not at all.

    Rada characters gain one Common dvergr power. They may choose Presence or roll a D3 to see which one.

    Fjarri: Dwelling far from the other dvergr of Harthglome and in colonies elsewhere, the Fjarri are as much benefactors as they are victims of geography. A lot of Harthglome's water runs through their tunnel-maze in the Thaw and it affords them an abundance of life rich underground lakes and the Hverth-Blatr sea. They have more food than most and it allows the Fjarri to be many. There are three tribes within their people who still bicker to this day, but are ruled by a fragile council of elders. The Fjarri are not technically a soverign state but they are hard to control, so pay a light tithe and apart from occasional assertion of Bjartr authority they largely keep to themselves. Fjarri place great importance on etiquette and good manners, as it's the only way to keep blood feuds breaking out at a moment's notice. As unruly and unstable as the Fjarri territories are, Fjarri themselves appear polite and well mannered; however they love a good fight and a good meal even more.

    Fjarri characters gain one Common dvergr power. They may choose Fear or roll a D3 to see which one.



    Lastly, traits. These are intended to reflect character personality in game rules by applying bonuses and penalties in equal measure. I suggest only one, you can take more if you're game or none if you aren’t.

    Spoiler
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    Killer’s eyes (+2 for melee attempts. Must always attempt to melee if enemy is within 5 meters. A convincing war face gives +5 intimidate; can roll intimidate to cause a deer-in-headlights reaction to your charge, allowing auto-success first turn in melee.)

    Purposeful (Always does Steady shooting, but shot die is reduced by 2 rather than 1)

    Victim of Bureaucracy (He’s from the artillery. Sure enough he doesn’t hear too well (-5 awareness, trouble hearing orders) but knows his way around mortars, field guns, and other heavy weapons (+10 on checks related to their use).

    Alcoholic (Even for dvergr you drink heavily, slipping spirits in your water canteen and bottles in your bergen. All skills and saves suffer a -2 penalty except stealth. Near constant disciplinary action from one officer or another means you find things in the APC in half the time (you packed it), your weapon is excessively maintained (+5 on misfire rolls). You’ve also become very shifty (+2 on stealth checks) and rather good at getting things you weren’t meant to have (+4 on scrounging).

    Snake Charmer (You’ve acquired a good set of reflexes the hard way, giving +4 on reflex checks. Lingering effects from injuries (reputedly snake bites) have made you half blind, limiting your eyesight to 300m range.)

    Sorcerer (Shunned by your own people, you practice the black arts of sorcery. Grants access to ranks in Sorcery. Must not use powers in sight of friendlies besides own unit, risk being found out between missions.)

    Thick Skull (You’re a tough one to knock out – others often say your head’s solid bone! You aren’t subject to stun effects such as from explosions and ignore the first -2 in melee penalties from wounds. However you’ve never been the quickest on the uptake, getting just 20 skill points and a max of 5 points in any one skill.)

    Joined the Circus (As a kid you ran off and joined the circus. Your resulting skills with Climb, Jump and Balance are well honed giving 15 skill in each, but you didn’t learn much else so have only 10 points to use in other skills. You cannot take Knowledge or extra languages. Excellent co-ordination gives -1shotdie with hand grenades.)

    Educated (Long years of exclusive schooling afford you an extra 10 skill points, but classroom scuffles and instructions in pugilism don’t compare with the hard edge of back alley brawls and tough manual labour to ready you for proper violence. -2 melee.)

    Penniless (Never a wealthy individual, you had to steal, scrape together and lie to get in this regiment. Must be rifleman; trench gun replaced with double barrel shotgun, rifle is an Old Pattern Rifle with worn barrel (-5 reflex on snapshots, only gives -1shotdie instead of -2). Your skill at scraping a living from nothing gives +5 Stealth & Awareness along with rerolls on scrounging.

    Superstitious (follows superstitions by carrying charms and other odd behaviour, giving +2 on all saving throws & a pre-game +5 roll with the tattooist. Is also obsessive/compulsive, making him a time waster – most actions take %50 longer. Will check suspends for one turn or action.)








    Pockets of smoke and mustard gas linger in the trenches atop the plateu. Gunfire and the thunder of artillery are within a mile or so at present, but in the crumbling stone buildings it is safe enough. As dvergr regulars and everything from tanks and mobile arty to scout bikes and light cars rumbles up the hillside road cleared mere hours ago, head past the smoldering trenches and spread into the city, a hardy group of veterans move about the makeshift camp enjoying the pleasures afforded those pulled recently from the front lines.



    The sun is getting low. It's late afternoon and a rain squal is brewing. There's troops playing cards, dice, wrestling, a tatooist has set up shop, harlots have been brought forward to ply their trade and the usual unsavory types can be found selling smokes, weapons, modifications, banned or expensive munitions under the table and drinks to those who shouldn't be drinking - along with other smuggled goods. It's a quite a camp, all of it either sandbagged or set up in the captured Houten trenches.



    You've been let loose with your paychecks! Gods forbid. Now's a chance to meet & greet. Bullets are pulled and wounds sewn by company surgeons for the first couple hours, but with that done you've got time to spend on three of the following. You can take them multiple times instead if you prefer.

    Tatooist - Ever part of a Nagaard army, tatooists are the writers of Marks and more decorative tatoos. With a bit of cash and some time you can have a small tatoo drawn, these boys are rough tempered but good at what they do.

    *Characters from the opening stages of the Battle of Somek have been acknowledged for both leading the assault under heavy fire and disabling two enemy tanks on foot, capturing one of them. These characters are granted a Mark. It's a small rune tatoooed wherever you like, but these are hard to get.

    Gambling - Dice, cards, betting on the wrestlers; you name it! Roll 3d6, i'll make an opposed roll. Those who were around to loot last game move up or down the loot table accordingly, newcomers may get a roll on the loot table with a modifier if they win.

    Wrestling - Always a popular sport amoung dvergr and doubly so amoung Nagaard. Vets from the recent battle are a bit sore for this but can take part anyway if someone similarly battered and crazy enough joins in. Roll a D10. No modifiers, you're matched against someone just as tough and ugly as you.

    Harlots - Ladies of conveniantly loose morals, roll a D20. You might catch something, but that does little to dissuade their clientelle.

    Smugglers - a short list of smuggled goods from dealers trying to undercut the authorised suppliers; some of this stuff is banned by treaty from military use. Roll a D20 to see what you find available... or if you're caught, whereupon the goods are confiscated and your R&R is cut short.

    Socialize - There's always beer! D20 social check, never know what'll happen - except being in the most toasted platoon of a frontline company you get a +2 modifier, with another +2 for each mission you've been in this campaign.
    Last edited by Shirocco; 2009-01-22 at 11:00 PM.

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    Default Re: Warglory, Liberators II

    Stinky

    ((Sorry just spent 18hours on a plane))

    Stinky goes about limpingly looting and scrounging for stuff. scrounge (1d20+5)[23]

    He will (if time permits) visit the quartermaster and get a hook installed and his armor patched up.

    He will then proceed to the medics to make sure he is patched up all the way before going out.

    -let R&R Begin-

    First stop is the tattooist. He starts with the Rune high in the center of his forehead, after he shaves himself bald again. After that he gets a smoking grenade done on the back of his head. Once he is freshly inked he moves down into the smugglers area.


    Spoiler
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    Looking for satchel charges and silk undergarmets (easier buller removal!) (1d20)[18] as evening comes, would use of his magic give him a boost with the smugglers? If so he'll use it.
    Last edited by Greyen; 2008-11-06 at 04:39 AM.
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    Bugbear in the Playground
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    Default Re: Warglory, Liberators II

    Spoiler
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    Quote Originally Posted by pingcode20 View Post
    (1d20)[20]

    EDIT: Sweet.

    Doc Turtlemurdered has a +9 Scrounge mod, if that changes anything
    Looting check from last thread. Obviously the roll is written in, but you can click the arrow to be taken to the post.

    EDIT: Heh. Looks like the Doc decided to just have a plain old good neutral time.

    "I have no strong feelings with regards to my enjoyment at this time."


    Doc Turtlemurdered

    Ordinarily, the good Doc wouldn't have had much of an issue with visiting the Smugglers - He'd learned in boot camp that the smugglers were usually a good source for

    But he'd just made Platoon Stretcher Bearer, and getting caught dealing with a smuggler would probably jeopardise that - and he wasn't about to bet his nice new stretcher on some extra death-dealing widgetry.

    For a similar reason he decided against gambling; he'd managed to get himself a veritable haul of loot when picks came around (His hard work during the advance certainly paid off there), and he really only stood to lose at this point.

    Well, a Mark wasn't anything to pass up, so like the slightly unbalanced Grenadier, he stopped by the Tattooists (once he'd taken the time with Other Doc to get all the bullets removed and properly fixed up) to get his Mark. The forehead didn't really appeal to him, so he had his tattooed onto his right shoulder.

    "It'll be something to show the kids, that's for sure." he said to himself. He fully intended to leave the company in one piece, and be among those Nagaard who actually managed to survive war and settle down.

    The rest of the time he spent celebrating with the other troops. He just got promoted, and damned if he wasn't going to enjoy it.

    Social - (1d20+2)[12]
    Social - (1d20+2)[12]
    Last edited by pingcode20; 2008-11-06 at 05:19 AM.

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    Default Re: Warglory, Liberators II

    Poetry

    Spoiler
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    I rolled a whopping fat 1 for my looting roll :(, just fyi.




    Another battle survived, another set of scars, and another day to prepare for the next fight. Those were Poetry's thoughts as he headed over to the tatooist, getting the mark the denoted him as a survivor of the Battle of Somek. The mark adorned his right forearm, and he felt no small amount of pride that he was among the survivors of the battle, as well as having played a pivotal role in the victory.

    Passing by his felloe soldiers as they played at wrestling, Poetry almost paused to join in, until the pain of hsi minor injuries and the dull ache of his cracked pate reminded him that he had been badly hurt not that long ago. With a sad smile he optwed to pass by. Maybe next time he would have a chance to give it a go.

    Luck had not been with him during the scrounge, so instead of wrestling he decided to risk his pay and effort on cards. Heading over to where he fellows were drinking and carousing, he found a group of like-minded dverger and a pack of cards, and tried his skills at coming out ahead in the game. At the same time he enjoyed the company of the troops, sharing drinks and toasting the fallen, making the sort of flowery speeches and declarations that had earned him his nickname.

    Gambling: (3d6)[1][6][4](11)
    Socialize: (1d20+2)[15](17)

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    Default Re: Warglory, Liberators II

    Once released by the doctors, Slip's first move is to voluntarily subjecy himself to needles again, this time to get the hard-won Mark placed on the back of his right hand. His injuries had dampened his enthusiasm for wrestling; besides, everybody wanted to hear the story. He would stand by the use of Manfear to evacuate the occupants without hurting the tank. After that... well, if you could not come up with a few good uses for a captured tank, you needed to find another line of work, aye?

    Information, of course, always goes both ways. Slip manages to acquire a really hot tip...

    ((Looting (1d20=14)
    Socilizing/Smugglers (1d20+8=17, 1d20=20)))
    I am not crazy! I prefer "reality impaired".

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    Default Re: Warglory, Liberators II

    ((Woo! This has been a ton of fun...

    I got a 14 on my Loot check. Woohoo!

    Lets see... Here's my plan of what I want to do.

    First of all, I want to get a Mark tattoed over my heart. If its on a limb or something, I might lose it. But if its over my heart, I get to wear it with pride, and enjoy the fact that if I ever lose it, I'll be going with it.

    I'm also going to try and Socialize. Let me see... +2 for being in this company, and another +2 for having been on one mission. However, I want to tell my stories about how I shot a dude through 2 floors of a building, and how I jumped the barricade, blew a dude's head off, and rode his shoulders to the ground like a skateboard or something. What sort of modifier will that get me?

    If I do really good on my Socialize check, would that get me a discount and/or modifier with the Harlots?

    If not, I'll go see what the Smuggler has for sale...))
    Anemoia: Nostalgia for a time you've never known.

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    Default Re: Warglory, Liberators II

    ((Scrounge certainly does apply on loot rolls, but past 20 it no longer helps much. Greyen, you already rolled in the old thread - a 9, i'm useing that roll. And Lycan, glad you're enjoying it.))

    Doc finds himself a Lucky Charm. Auto critical success one dice roll per battle, be it a shot, save or skill check - it's like a natural 20 on demand!

    Rooting through an officer's quarters Stinky finds a mirror, good for emergency beard trimming and peeking around corners.

    Poet limps about and finds... nothin’. Obviously, you’re just not trying.

    Slip rifles about and his search proves successful... hand-rolled cigars, these look expensive.

    Frenis is similarly fortunate. Must have been something of a smoking club up here, he also finds hand-rolled cigars.


    ...just waiting on Tyrson and the recruits, upgrades post will come in shortly.

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    Default Re: Warglory, Liberators II

    Smugglers
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    Smugglers options are as follows. You may choose an option equal to or less than your dice roll.

    0-5 – Caught! You find something good but you’re spotted making the deal; goods confiscated, all other R&R choices cancelled.

    6-7 – Cigars & gas lighter. Great taste, lighter never fails.

    8 – Quality stout. A fine ale, too good for common troops; this crate was “acquired” from the battalion commander’s tent.

    9-10 – Heavy Sawnoff Shotgun, 6 gauge. Treats wound results as kills, only buckshot available in this gauge.

    11-12 – Short Fuse Grenades (SF Gren). Detonate same turn they’re thrown, allowing no reflex save… including if you fumble.

    13-14 – Deadly poisons. Requires edged weapon. Any melee hit – wound or kill – renders target OOA by end of next turn. Even if opponent wounds you they are still knicked and rendered OOA by end of next turn. Only works first turn in melee, then must be reapplied (one turn action).

    15-16 – Dogin ‘458 Revolver. Long barrelled, magnum rounds, good finish. 100m range, Heavy shots, 6 round cylinder, +5 snapshots sidearm (not autopass) 2 turn reload. D6 5+ to reload in one turn. Counts as a rifle against armour, max 3 shots per turn.

    17-18 – Sub Machine Gun. A somewhat bulky Rada model of SMG, loaded with banned hollow point ammo. First two rounds are thoughtfully loaded with ball point so as to pass inspection, no effect on performance – wound results are kills, useless against armour.

    19-20 – Fjarri Machine pistol, comes with illegal hollow point rounds. Wound results are kills but fails against armour.


    Stinky gets his hook put on as requested. This doesn't get as many odd looks as you'd think, there's been a few similar requests lately. The visit to the smugglers goes well...

    Doc has a good time. He gets a bit drunk but he's an expert at hiding it and rather than being caught he enjoys himself. Hearing news off some recon troops on R&R it turns out there are indeed a few night fighter units operating in the city; djupr no less, with everything from crossbows to lightweight LMGs. Turns out your assault was the first one to break through, too.

    Poet started gambling with his paycheck and ended without it. Ouch. His socializing efforts are hampered, knocking him down a lot. Still, there's plenty of folks happy to shout a him a drink based on last mission's efforts so he has a great time.

    Slip doesn't try real hard at socializing. He doesn't have to. Just by shouting someone a drink and telling others his stories he earns the favor of the company mortars - when next he calls for their support it will arrive in half the time. Smuggling goes even better! Despite being an officer now he finds the smugglers, and perhaps useing that as leverage he gets access to everything they've got on offer. Worth noting - as an officer he's been issued a sidearm already, a standard revolver.



    If Frenis does really well on the socialize check he might not need the harlots... i'll give him an extra +2 for the ridiculous things he pulled off, though it's no guarantee anyone will believe him.
    Last edited by Shirocco; 2008-11-06 at 06:24 PM.

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    Default Re: Warglory, Liberators II

    ((Well then, Frenis will get the tattoo as I said, Socialize a bit, and then go see what the Smuggler has in store for him. ))


    Socialize: (1d20+6)[13]

    Smuggler: (1d20)[4]


    Edit: Frenis never was that lucky outside of combat...

    Edit 2: Anything I can do to fix the Smuggler roll? Perhaps a Reflex save to duck behind something before the head honcho's catch me?

    Oh! Can I do a Stealth roll with a DC of 20 to see if I can sneak away or something? Pleeeeeease?
    Last edited by Lycan 01; 2008-11-06 at 07:51 PM.
    Anemoia: Nostalgia for a time you've never known.

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    Default Re: Warglory, Liberators II

    Stinky

    Stinky takes his stuff and ink going back to the temp quarters available. He checks his ink over with the mirror and grins to himself. He reloads and spends some of his time cleaning and checking his gear. Never the most social of Bjartr anyway.

    -Awaiting next mish-
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

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    Default Re: Warglory, Liberators II

    Tyrson gets his Mark etched on a slightly unorthadox spot: his eyelid. The effect of having his rune show when he closes one eye to sight his rifle is just the sort of thing Tyrson finds amusing.


    Tyrson also finds whores amusing. Or at least fun. Harlots - (1d20)[10]


    Also, Tyrson loves beer. Socialize - (1d20+2)[15]
    -Currently Playing-
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    Roan Arathane, Level 4 Human Resourceful Warlord and
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    Project Leader: Deity's Order (Currently Stalled)
    Contributer: Avatar d20 (Currently Struggling Back from Dead)
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    Default Re: Warglory, Liberators II

    Twitch wanders towards the more social parts of the camp, still a bit awed at being in a proper fighting outfit instead of a ragtag militia. Entering one of the many dens of gambling iniquity he's stunned for a moment by the loot and trophies that the boisterious crowd bandy's about. Asked if he's planning to gawk or get the hell outta the doorway, Twitch quickly takes an empty seat at a nearby cardgame, "hey, fellas, name's Twitch" he states by introduction as he lays out some of his meager cash. He'd always been on of the better players back home, now to see how that would stack up here...

    Gamble (d20)[9]

    Richer or poorer for his troubles, Twitch went to do some honest drinking, not wanting to risk anything but his money today.

    Socialize twice (d20)[9](d20)[20]

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    Default Re: Warglory, Liberators II

    Poetry


    Luck was not with Poetry, either at the card tables or in social endeavors. "Ah well, a fool and his money are soon parted" he says with some small resignation, and spends the rest of the night drinking and trying to forget the troublesome emptiness of his wallet. "After all, I still have my health."
    Last edited by Britter; 2008-11-06 at 10:01 PM.

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    Default Re: Warglory, Liberators II

    Tyrson finds some bully beef tins. They contain well-preserved processed meat. Tastes slightly salty; there's no way to tell what animal that used to be. The harlots are a lot less mysterious and he has a good time with one of them for a while, he's fairly confident he hasn't caught anything. When he hits the beer things get better - he gives someone warning at the right moment and saves their hide, one of the gunners in the platoon APC now owes him a favor.

    Twitch comes out a whole lot poorer for his efforts - that's some just downright unfortunate luck! It costs him his paycheck, seriously hampering his social efforts. Unable to buy a beer he ends up asking the wrong person to shout him one... it gets him in a fight. He cops a beating but gives as good as he gets before others from his platoon get him out. Then all of a sudden things look up - perhaps it's sympathy, or maybe his buckus charm. He meets a charming young dvergr officer's daughter and gets lucky.

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    Default Re: Warglory, Liberators II

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    Name: Twitch
    Race: Bjartr
    Background: A colonist in a wartorn region, Twitch traveled a bit in his youth to flee conflict, enjoying some times of peace but always expecting more strife to come. As an adult he decided to flee no longer and became part of the militia.
    Traits: none
    Skills: Stealth 10, Awareness 10, Craft (gunsmith) 8, Repair 5, Heal 4, Climb 3
    Role: Rifleman
    Melee weapon: trench knife

    grenades, 2 smoke, 1 frag, 1 incendiary
    gear: hand tooled bolt
    perk: close shot


    Officers daughter...
    Last edited by mainiac; 2008-11-07 at 09:55 PM.

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    Default Re: Warglory, Liberators II

    The gains of surviving are not solely recreational... players may choose from the following upgrades.

    Universal changes
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    All characters now have a maximum of 4 hand grenades. This includes frag, special, smoke cans - anything. They're all grenades.

    Grenadiers (stinky) are the exception, taking 6 hand grenades and 6 rifle grenades.

    All players will need to keep count of their own grenade supply! When you throw a grenade, saying you're at 2/4 or 1/4 remaining is all i'll need. Otherwise i'm liable to just turn around and say you're out of them. Resupply is, as always, possible at the APC.

    All characters now have access to smoke cans. Taking a smoke can replaces a hand grenade. More conventional than phosphor, a standard smoke can starts releasing gas the turn after it's thrown and takes 2 turns to produce a 10m cloud, 4 turns to reach full size with a 25m cloud. It eventually disperses, but the time it lasts is dependant on terrain and wind.

    Special grenades remain the same. Still one per character. Options remain Mustard gas, manfear, incendiary, and phosphor for NCOs and leftenant.

    Assault characters have a free upgrade. From here on, assault characters start with a semi-auto heavy shotgun that feeds from box magazines. One turn reload, 2 turn magazine. This upgrade applies for free to Poet.



    Equipment
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    Slip

    Sickle mags (Half again the size of your factory mags, these afford 8-9 bursts for the LMG. With the mechanically enforced burst consistency of Slip’s LMG this winds out to 10.)

    Quick change barrels & fire selector (Quick change barrels and a selector to allow full auto or burst fire, takes a free action between turns. Barrel change takes one turn, resets heat. Full auto for high ROF weapons affords up to 6 shot rolls (+3shotdie) spread between 1-2 targets but just 4 when aimed at more. Empties magazine in one turn.)

    Bolt closing handle (Modifies feed system to be capable of closed bolt firing, a handle switches between closed and open bolt fire. Closed bolt gives -1shotdie but doubles heat buildup. Open bolt loses the accuracy but expels heat better. Switching between is a half turn action.)

    Assault
    *free upgrade to semi-auto mag feed

    Rifling (Cut down rifled barrel from an autocannon to replace the smoothbore barrel of the heavy shotgun, comes with bullets and canister. Range with bullets 300m, hit like slug rounds. Canister rounds function like spiced up buckshot shells, striking so hard they roll to pierce armour like a rifle round. Canister shells reduce barrel life.)

    Drum Magazines (Big, circular drum magazines – rare and hard to get for shotguns. They’re so heavy you take -5 on Snap Shot attempts and can only carry three magazines – one loaded, 2 spare. Mags last 10 turns of Fast shooting, 20 of Steady.)

    Mighty Weapon (With a kinsman’s death you inherit a mighty weapon of steel & silver, a thing of the old days. +9 melee (replaces +5) ignores armour and is effective against fae, trolls and spirits. You also inherit an enemy; your kin’s slayer. Counts as a heavy melee weapon.)

    Riflemen

    Hand Tooled Bolt (Made by a private gunsmith, this bolt carrier allows very smooth very fast bolt operation for the skilled rifleman. Fast shooting extra shot roll DC -1 (5+ to 4+, or 3+ to 2+). If you have Steady Hands it allows an extra shot roll when Steady shooting (D6 5+), and if you can do it you get one on Mad Minute actions (D6 5+) to score up to 4 shots in one turn.)

    Spring Bayonet (A spring-loaded bayonet of the finest metal rests in a sheath under the rifle barrel. Deploys bayonet as a free action, sheathing afterwards takes one turn. The blade itself is exceptional, cutting through bone like it were cardboard. Counts as a +8 (standard is +5) Decent Melee Weapon.)

    Bolt-on Trench Gun (A short trench gun is bolted under the barrel of your rifle. Changing between these weapons becomes a free action between turns; frees up your back. Options include a semi-auto bolted on trenchgun (1 turn tube magazine, 1 turn reload) or a heavy melee weapon slung over your back. Through an offset lug you can still fix bayonet.)

    Grenadiers

    Chemical shells (Through your combat record and bribing Curly with a week’s ale rations you gain special rifle grenades; you still carry 6 RG, as many of these as you like can be mustard gas, one may be Manfear or Incendiary. You can still take standard frag, smoke & shaped shells for these spots.)

    AT Bombs (Your hand grenades are replaced with larger, spicier bombs. Blast area 50m, throwing range becomes 20m – use from cover advised. Can be thrown or left on the ground as a vehicle mine triggered by pressure. You carry up to two of these at a time.)

    Reinforced Armour (This armour’s not clever, it’s thick. Improves armour save to 3+ but bulk and weight apply -1 melee and -5 reflex. Comes with shrapnel visor and gauntlets; you’re even less effected by grenade blasts than before and can use the gauntlets as Decent Melee Weapons, much like brass knuckles.)

    Sharpshooters

    Scope (-2 shot die at or beyond medium range (100-200m). Shot die against targets <25 meters increased by one, as the scope obstructs your view of close targets; also obstructs access to the magazine. No longer able to use stripper clips – bullets must be loaded singly, causing 3 turn reload.)

    Bipod (Must go prone to deploy, takes 1 turn. Once deployed all shots past Close range (25m) have -1 shot die.)

    Anti-tank rifle (30mm, technically a light cannon. Single shot breech load - Fast shooting delivers one shot per turn, Steady shooting delivers one shot every other turn. Effective against light tanks at <500m. May damage heavy tanks at <200m. Hits against men always kill, improves shot die by one increment vs trolls and other large creatures. Snap shots impossible. Comes with armour piercing & canister shells.)

    First Aiders

    Blood thickener (A powerful version of a centuries old dvergr drug, Blood Thickener causes wounds to clot up and stop bleeding very quickly on their own. Bandages become redundant, Blood Thickener can be applied in one turn. Those treated become drowsy, causing -2 awareness.)

    Nerve killer (A more modern drug that deadens nerves. Wound penalties replaced with -2 melee & affects trigger control (+1 shot die). Limp penalty replaced with roll a D6 3+ to avoid tripping when moving. Takes one turn to administer. Further wounds do not alter these penalties, Bleeding still kills eventually as do more wounds.)

    Knockout drugs (One dose of this keeps men unconscious for hours, even days. Must be injected – opponent must be restrained so you can find a major vein or artery. Takes one turn to apply, kicks in next turn, comes with the antidote. Takes 2D6 turns to work on dvergr, second dose halves. Overdose can be fatal.)



    Perks
    Spoiler
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    Slip

    Savagery (+2 melee, on a win of 5+ you savage an enemy making a bloody example for the others. Applies -1 melee to all enemies in Close range, this stacks up to -5. Gives you +2 melee for one turn. Half the time it consumes ammo, expires when combat ends or you fall.)

    Wolf Eyes (You gain +5 awareness and can take 10 on awareness when blind firing – be it around corners, through doors, wooden walls or concealment.)

    Brutally scarred (You’ve survived wounds that killed others, the horrid scars prove you’re very hard to kill! You ignore up to -4 in wound penalties while in melee and gain +5 on intimidate checks. When rendered Out of Action, roll a D6 each turn for the next 3 turns – on a 6 you can get up.)


    Assault

    Nonchalance (Your weapon has become so familiar to you that reloading takes no thought at all; you can do it without looking. Reloads take half as long, reducing tube mag reloads to one turn and box mag reloads to half a turn. You can also field strip the weapon in half the time, greatly speeding repairs.)

    Snap throw (when an enemy attempts to shoot you before you can melee or responding to a charge and your melee weapon is drawn, apply +5 on the reflex check. On success you throw the melee weapon midstride, counts as a D2 shot. Becomes instant kill when done with heavy melee weapon, fixed bayonets cannot be thrown. This may also be used against fleeing enemies, 25m range. At any other time a throw uses the base shooting die, range 25m.)

    War Spirit (A mighty war spirit fills you in melee. +4 melee, when you beat opponents by 5 or more you kill them with one stroke and may roll melee check against another opponent within 2 meters of you. This perk only applies to the first kill each turn, must use Heavy melee weapon.)

    Riflemen

    Steady hands (Improves extra shot rolls with rifles to a 3+, and with trench guns to a 2+. Can perform a Mad Minute – 3 shots no extra shot roll, +1 shot die, otherwise counts as Fast shooting.)

    Close Shot (At Close range you turn D3 shots into D2 (can’t miss) every time, even if it’s only a D3 because of modifiers. When attempting to shoot an opponent before they can melee you, you get +2 reflex on the attempt and take no penalty if you are melee’d anyway, such as by a 2nd opponent.)

    Dog of War (An uncaring and tough mercenary, you get +2 in melee. You ignore the first -2 melee penalty & +1 shot die in wound penalties. When rendered Out of Action roll a D6 – on a 6 you get up next turn.)

    Grenadier

    Two bangs (Through economy of movement your rate of fire is increased. When firing rifle grenades for 2 turns in a row or more you fire off two every 2nd turn.

    Throwing arm (You gain a reroll when throwing hand grenades and +5 on reflex saves vs grenades.)

    Survival instincts (When your unit takes losses you have a knack for being among the living. +5 on all saves, +5 awareness. You’re rather good at playing dead, getting a reroll on stealth to attempt it.)

    Sharpshooter

    Slow Shot (Your patience, smooth squeeze and steady grip show the makings of a sniper. You can now Slow Shot to reduce shot die by one when Steady shooting, reduces number of shots to one. D3 shots become D2 when taking a Slow Shot.)

    Iron Shoulder (Between strong collar bone, thick shoulder and a reload motion like a well-oiled machine you can Steady shoot a dvergr anti-tank rifle and still reload it the same turn. Fast shooting becomes impossible with AT rifle.)

    Bloodhound (You gain +5 on Awareness and can Track, taking rerolls when seeking out a sniper or locating the source of enemy fire. Also gives +5 on Stealth checks. Killing an enemy quietly requires only one stealth check, not 2.)


    First Aiders

    Seen It Before (Assessments become a free action that you can do once per turn in addition to other actions; you can still do one turn assessments, effectively allowing 2 in one turn when needed. You can take 10 on assessments, even when under fire.)

    Stop Complaining (First Aid on the walking wounded now halves their wound penalties when successful and may be used repeatedly. Every 2 failures in a row make things worse.)

    You’ve Got Another Leg (You can sometimes restore Critically injured to fighting level, they retain significant wound penalties. Heal check, 30+, takes 2D10 +10 turns, may only attempt once per patient. Others can add +2 to the roll by helping, or add their heal modifier if they have one. 2 helpers max.)
    Last edited by Shirocco; 2008-11-07 at 07:25 AM.

  18. - Top - End - #18
    Bugbear in the Playground
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    Default Re: Warglory, Liberators II

    Doc Turtlemurdered
    The Doc wore the lucky charm on a bit of string around his neck - no telling when he would need it.

    Then, he just relaxed. Well, until Twitch got himself punched in the face.

    That was always a pain. He put down his half-empty flagon slowly and headed down to the scene. Give everyone a moment to feel as though they've gotten a couple of punches in, so he doesn't just look like some uptight twit.

    "Hoy! Come on, break it up, guys." he shouted, as the rest of the platoon moved in to break up the fight. He always wore his armband, so it wasn't much of a problem.

    He knelt down and checked the two participants.

    "Okay, good, no harm done." he said, as the combatants stood, and the initiator departed.

    He held out a hand to Twitch and helped him up.

    "Found yourself an enemy fast, didn't you? You're one of the new guys, right? Doc Turtlemurdered - I'm the stretcher bearer."

    Spoiler
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    Ooh, shinies!

    Choices... I'm going to take...

    2 Standard Grenades, 1 Smoke, Phosphor: Can't be too safe, and the smoke may give him that needed edge when caught out of cover. Besides, if you can get phosphor, you damn well take phosphor.
    Blood Thickener: Because the amount of bandages needed last mission was great indeed.
    Stop Complaining: This one was a toughie. I assume I can still make 'Standard' penalty reduction checks? Either way, this one seems like it'll come in handy.
    Last edited by pingcode20; 2008-11-07 at 03:27 AM.

  19. - Top - End - #19
    Dwarf in the Playground
     
    Zombie

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    Default Re: Warglory, Liberators II

    "Whoa, there." Twitch moves a little unsteadily towards a chair, shaking his head to try and get the ringing to stop. "Thanks for the help, doc. Nice to meetcha, my gang calls me Twitch, cause o' my uncanny knack for avoidin' trouble, believe it or not!" Twitch laughs uproariously at his own joke, pounding the table for good measure.
    "Hey there," he calls out towards a fetching lass nearby who was among the gawkers. "The face t'aint much to look at, but I don't suppose ya care to have a seat and brighten my miserable day wit the pleasure a your company?"
    Twitch leans back in his chair and whispers to Doc. "Hey, friend, don't suppose you'd lend me enough for a pair o' drinks? I think I can feel my luck finally startin' to change here."

  20. - Top - End - #20
    Barbarian in the Playground
     
    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    ((Bad news loverboy, i won't be RPing that little dice roll out any further. Best pick your upgrades and say what 'nades you'll be carrying, keep RPing with the others.))

  21. - Top - End - #21
    Bugbear in the Playground
     
    Greyen's Avatar

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    Default Re: Warglory, Liberators II

    Stinky Reposted and updated and fixed
    Spoiler
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    Name:Bjorn Erikkson "Stinky"
    Class: Grenadier
    Spoiler
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    Anyone can throw grenades, but a hand grenade is only good to 50 meters. Grenadiers use a mount on the end of their rifles to launch baby mortar rounds up to 100 meters with remarkable accuracy.

    Kit: Battle armour, rifle with RG muzzle end, grenades, rifle grenades, special grenade, bayonet.

    +5 on grenade throws and rifle grenade shots.

    Rifle grenades are issued in three kinds. First are Fragmentation, which have a blast radius of some 15 yards of shrapnel and 2.5 yards of sheer blast overpressure. Armour only helps against shrapnel. Second are Shaped Charge, which are effective against light tanks and large creatures but only affect what they hit directly. Last are smoke shells, which have a time delay and then take 2d2 turns to create a worthwhile smoke cloud.

    Skills:
    Stealth 4
    Awareness 5 (mostly sniffing fer gas)
    Knowledge: Geography 5
    Survival: 5
    Craft: Chemistry 5
    Craft: Explosives 5
    Scrounge 6
    Intimidate 5
    Trait: Victim of the beauracracy,& Perk Survival instincts
    Spoiler
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    Survival instincts - (When your unit takes losses you have a knack for being among the living. +5 on all saves, +5 awareness. You’re rather good at playing dead, getting a reroll on stealth to attempt it.)
    Victim of the Bureacracy -Victim of Bureaucracy (He’s from the artillery. Sure enough he doesn’t hear too well (-5 awareness, trouble hearing orders) but knows his way around mortars, field guns, and other heavy weapons (+10 on checks related to their use) and has a better than average grasp of angles (+2 on grenade throwing)

    Race: Bjartr
    Spoiler
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    During the day your magic fails utterly, your shooting suffers by two increments (one if wearing eye protection), awareness is at -4 or -2 respectively, all other skills take a -2 and saving throws are -2. It's assumed you're wearing a full uniform, leaving no exposed skin. Should your skin become exposed it's bad news for you but takes hours to become fatal.

    During the night all of those penaulties vanish and your spirit comes to life. You are one with the darkness, getting +3 on stealth and +2 on awareness. Your occult power wakens and may be used at will.

    Power: Presence
    Spoiler
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    Presence: You can affect how others perceive you. Like a scale you can affect how threatening you seem, appearing anywhere from terrifying to helplessly vulnerable with no physical difference in your appearance - it is as intangible as an aura, a power that lies to the brain. To use it you enter the mindset of something your target expects to find and play upon it, be that a foe of terror they cannot hope to defeat or a last survivor praying for your life. Those who see you have a D20 check to ignor this effect or fall victim to it and it only works at short range (<100 meters). A terrifying perception can break enemies in close combat very fast, while a vulnerable one can bait them into traps or holding longer in battle than they should.

    When active you are a hard one not to notice, a -4 penaulty applies on stealth. The more far removed you make your Presence to what the target expects the more likely they are to see through it - to terrify a squad of draftees faltering in a melee is easy compared with frightening those same men after they've gunned down several of your squadmates and are standing strong behind cover.

    Equipment:
    -Standard Rifle w/ RG adapter
    -Reinforced Armour
    Spoiler
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    (This armour’s not clever, it’s thick. Improves armour save to 3+ but bulk and weight apply -1 melee and -5 reflex. Comes with shrapnel visor and gauntlets; you’re even less effected by grenade blasts than before and can use the gauntlets as Decent Melee Weapons, much like brass knuckles.)

    -Grenades
    Spoiler
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    SF Hand - 3 frag, 1 manfear, 1 incendiary, 1 smoke can
    Rifle -4 frag, 2 shaped

    -Hand Mirror
    -Bayonnette

    Collected Mods-
    +7 on grenade throws
    +5 rifle grenade shots
    +5 fort & will saves
    +10 field gun/heavy weapon use
    3+ armor saves
    -1 melee

    Day mods (w/goggles)
    shot mods -1 dice type
    -2 all skills and saves

    Nght mods
    +2 awareness
    +3 stealth
    +magic
    Last edited by Greyen; 2008-11-07 at 07:12 PM. Reason: per PM and below posts
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  22. - Top - End - #22
    Dwarf in the Playground
     
    Zombie

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    Default Re: Warglory, Liberators II

    Quote Originally Posted by Shirocco View Post
    ((Bad news loverboy, i won't be RPing that little dice roll out any further. Best pick your upgrades and say what 'nades you'll be carrying, keep RPing with the others.))
    Gotcha, edited the post to include the 'nades. Is it one equipment and one perk or one equipment or one perk?

  23. - Top - End - #23
    Titan in the Playground
     
    MindFlayer

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    Default Re: Warglory, Liberators II

    Ooooooohh..... I can't decide between the Scope and the AT Rifle. What would you guys suggest? The scope is cool and all, but... c'mon! Its a frickin' AT Rifle! XD

    Also, I think I might take the Bloodhound perk...


    Shirocco, what would you suggest?
    Anemoia: Nostalgia for a time you've never known.

  24. - Top - End - #24
    Barbarian in the Playground
     
    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    You get one kit, one perk. Greyen will want to add a perk to his revised character sheet... speaking of which, posting your updated character sheets is a brilliant idea. Please do so when you're settled on perk and kit upgrade.

    Lycan, if you're going the heavy gun way i suggest iron shoulder + AT rifle. You will lose flexibility. If you're more of a man hunter then bipod/bloodhound or scope/slowshot make a lot of sense... just consider that most combat has been at ranges where a scope would be unhelpful so far. Bipod at least doesn't hinder you up close. Tyrson will perhaps get the most out of IS/AT or scope/SS because he already shoots Steady all the time (purposeful), for diversity's sake it may be worth Frenis being a different type of sharpshooter. That's all up to you.


    *Forgot to say earlier, D3 moves straight to D2 now if you have the modifiers. That part of the old system was confusing and pointless for new players, this just makes it easier.

  25. - Top - End - #25
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    SolithKnightGuy

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    Default Re: Warglory, Liberators II

    Spoiler
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    Jorgmund “Snake” Bergensson
    Nagaard Rifleman

    Craft: Gunsmith (10)
    Stealth (10)
    Awareness (10)
    Jump (5)
    Language: Houten (5)

    Traits:
    Killer’s Eyes

    Perks:
    Steady Hands

    Equipment:
    Hand Tooled Bolt

    Kit: Dvergr Heavy Bolt Action Rifle
    Trench Gun
    Trench Knife
    Grenades (4/4)
    Bayonet

    Snake has been around the Army a long time; everything he does is with a cool, calculated patience of a pit viper. His eyes burn with an intensity that only comes from experience; and should an enemy draw too close, he moves to strike like a serpent, dispatching his opponent and moving on before anyone should suspect. To look into his steely green eyes, is to know the cold hunger of one who has seen much, fought in many battles, and killed too many times.


    Snake waves his hand in a absentminded salute as the transport he hitched a ride on dropped him off in the midst of the camp. Holding transfer orders in his left hand with his gear and his rifle slung over his back, he mumbles around a almost gone cigar in his mouth.

    "Ya think they'd learn to write these in a ledgible way.." He squints at the paper one more time, before looking around with the paper held high.

    "Anyone 'er expecting a new transfer?" "Or can read these chuffin' dispatches?"
    Last edited by Savant; 2008-11-07 at 05:15 PM.

  26. - Top - End - #26
    Ettin in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

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    Name: Negvar
    Nickname: Slip
    Trait: Killer's Eyes
    Perks: Nonchalance, Assault Gunner, Savagery
    Upgrades: ROF kit + Fire Selector, Bayonet, Quick-Change barrel

    Skills:
    Awareness 9
    Climb 6
    Heal 3
    Jump 5
    Knowledge (Geography) 3
    Knowledge (Military) 5
    Stealth 9

    Kit:
    LMG
    Sidearm
    Brass Knuckles
    Trench Knife
    Battle Armor
    Grenadier's Boot Knife

    Grenades: 1x Phosphor, 3x SF Frag
    Last edited by RandomLunatic; 2008-11-07 at 05:27 PM.
    I am not crazy! I prefer "reality impaired".

  27. - Top - End - #27
    Barbarian in the Playground
     
    PirateCaptain

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    Default Re: Warglory, Liberators II

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    Name: Krurum Redgrill (Kru-rum Red-grill)
    Nickname: Speak-Easy
    Race: Human - Nacarfi (+4 Melee, breatplate, +2 Throwing)
    Trait: Purposeful (Always steady shot, but shot die reduced 2, not 1)
    Position: Radioman (+1 Language)
    Skills:
    Diplomacy: 8 points
    Intimidate: 7 Points
    Athletics: 5 points
    History: 4 points
    Insight: 4 points
    Awareness: 2 points
    +2 Languages - 10 Points
    Languages: Fluent in Houten, Nacarfi and High Fae (and the 'normal' language that everybody else speaks)
    Background: His home was under attack and his family fled the warzone. Krurum was a very talented speaker and could sway the tone of conversation one way or the other. After enlisting to join the forces against the ones that attacked his home, he trained as a radio man and picked up a few languages from being educated.
    Gear: Bolt-action rifle (with bayonet lug), Bayonet (doubles as a long knife), 2 frag grenades, a breastplate and a portable radio.


    (I have no idea what radiomen get, since they weren't detailed, so you'll have to point out what's available for me. And yes, I'm playing a human (le gasp!))

    Speak-Easy

    The fresh recruit decided he had better prove he wasn't a complete softy and marched up to the wrestling area and signed up for a match, laughs and quiet insults thrown at him as he did. Wrestling: (d10)[7]

    After the wrestling, Speak-Easy decided it was probably a good idea to get to know some people fighting the same war as him. (No modifiers for him I guess, since he's new)
    Social:
    (d20)[3]
    (d20)[4]
    Last edited by Blockhead; 2008-11-09 at 01:12 PM.
    I drew this line myself

  28. - Top - End - #28
    Barbarian in the Playground
     
    String's Avatar

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    Default Re: Warglory, Liberators II

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    Name: Tyrson
    Race: Dvergr
    Trait: Purposeful (Always steady shot, but shot die reduced 2, not 1)
    Position: Sharpshooter
    Skills:
    Awareness- 10
    Stealth-10
    Gear: Dvergr bolt-action rifle (with SCOPE). Knife, 4 frag grenades, side-arm
    Perks: Slow Shot
    Last edited by String; 2008-11-07 at 09:26 PM.
    -Currently Playing-
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    Roan Arathane, Level 4 Human Resourceful Warlord and
    Devis, Level 4 Half-elf Bard in Dame Morbid's Tournament
    Margan Flintfist, Level 1 Dwarven Fighter in Therinn Adventures


    -Old Homebrew Projects-
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    Project Leader: Deity's Order (Currently Stalled)
    Contributer: Avatar d20 (Currently Struggling Back from Dead)
    Contributer: Lords of Creation

  29. - Top - End - #29
    Barbarian in the Playground
     
    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    Speak-Easy does not start well. Humans always get a rough time in dvergr military circles, being viewed as weaklings and cowards. He's pretty game to join in the wrestling but a suitable opponent is found... and she beats the living daylights out of him. He's quick on his feet but ultimately gets outclassed by a young dvergr lass. It's embarrassing but that's life, she seems to take a liking to him at least... which only leads downhill when he hits the drink, getting him in two fights before the lass disappears. Blast! So, minus a few teeth and already bruised & battered he is finally rescued by Curly, taken to the docs to be put in order.

    ((Just waiting on Poet. I'm drawing up battle plan and sorting things out with some of you anyway, RP amoungst yourselves a bit if you like.))
    Last edited by Shirocco; 2008-11-07 at 10:28 PM.

  30. - Top - End - #30
    Bugbear in the Playground
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    Default Re: Warglory, Liberators II

    Doc Turtlemurdered
    "Haha, alright, but you'll owe." replied the Doc, lending him the money. "Word of advice - don't gamble away your paycheck next time."

    Giving him a final slap on the back, the Doc returned to the rest of the Crew.

    Spoiler
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    Couldn't find the old sheet, so I'm going to post a new one here.

    Name: Athel "Doc" Turtlemurdered
    Rank: Platoon Stretcher Bearer (First Aider)
    Trait: Alcoholic
    Skills:
    Heal - 10 Points
    Scrounge - 7 Points
    Stealth - 10 Points
    Tumble - 3 Points
    Know(Magic) - 10 Points
    Bonus Kit: Phosphor Grenade Access, Blood Thickener
    Perks: Stop Complaining

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