Omega124
Challenging Fate
"If aliens visit us, the outcome would be much as when Columbus landed in America, which didn't turn out well for the Native Americans. We only have to look at ourselves to see how intelligent life might develop into something we wouldn't want to meet." -Stephen Hawking
March 1st, 2015.
Somewhere in the Congo
Humanity is no longer alone. The last week, strange objects feel from the cosmos, crash landing in major population centers across Earth. What emerged from the drop pods were aliens, and it was not a peaceful first contact. The lucky humans either escaped from the ground zeroes of the Earth, or were mercifully killed by the strange green weapons the greyish aliens carried. The unlucky ones were encased in an unknown green net, captured for unknown reasons. Law and military forces responded across the world, but it was too little too late. The aliens took off with their human loot or engaged with the humans, with them invariably coming out as the victors.
The UN was prepared for this exact emergency. Stored away in dormancy and secrecy is the XCOM project; an international task force of the best soldiers and brightest minds with the sole objective of ensuring humanity's survival in case of an alien invasion. In the 1950s, during the first fears of an alien invasion, the Belgian government sold a tract of land to the UN deep within the Congo Rainforest. The UN secretly oversaw the development of an underground bunker.
You are the first, and last, line of defense humanity have against the alien menace. What happens to Earth rests entirely in your hands. Fail, and humanity will just be another footnote in the history of the universe. Nothing in life could possibly prepare you for this task, but can not falter anyways!
Vigilo Confido
I am watchful, I am necessary
Hello and welcome to the next
Standard AC mod rules apply. I also want to keep this game in at least a semi-serious tone. At least. Fun is indeed fun, but this is not designed to be a comedy AC, as much as XCOM can be hilarious. I would like it if you respect this, and attempt to create characters grounded in reality. I will kick players who I find are disruptive to the tone of my game, though not without attempting to resolve the problem without a kick.
With that out of the way, time for the character app of doom!
Name:
Gender:
Nationality:
Age:
Appearance:
Bio:
Rank:
Class:
Weapon:
Items:
Armour:
Perks:
XP:
PSI:
Now, for the explanations!
Spoiler :
Name: What should we call your character? Extremly straightforward
Gender: Testes or Ovaries? Also pretty simple
Nationality: What country does your character hail from? Feel free to deviate from the list of nations in the game (List here), but also note those nations tend to be the ones who support XCOM the most. Also, to make life simple, we'll assume that the borders of 2015 match the ones of 2013, with the game-created exception of an independent Scottish republic set up in 2014.
Age: How long has it been since your char was in his or her mom's body? Keep it realistic to a soldier's age.
Appearance: Exactly how "special" is your character? And yes, everyone is considered "special"
Bio: What did your character do before joining XCOM? As long as its reasonable, I'll accept almost everything. Do not test me, however.
Rank: Everyone starts out as a Rookie. In order, the ranks are Rookie, Squaddie, Corporal, Sergeant, Lieutenant, Captian, Major, and Colonel. The amount of XP required to get to rank to rank will be the same as in the game, Located here.
Class: Everyone once again starts as a Rookie. Once you reach Squaddie, you can choose between one of five classes: Assault, Heavy, Sniper, Support, and Flamer. This choice is permanent and can not be undone, so choose wisely
Weapon: Everyone starts with a basic Assault Rifle and pistol. When you rank up, all classes but the Assault and Support lose the ability to use ARs, and instead start using a class specific weapon detailed below. Weapons also come in 3 grades: Ballistic, Laser, and Plasma. At the start, everyone uses ballistics, and your familiarity of ballistic weapons will help increase your morale and accuracy, and is "quieter" than all other weapons, even if the weapon is still loud and also very weak. You may see see usage of these weapons all the way to the end, as they may fill niches the superior weapons can not match
Laser and Plasma weaponry will be introduced later. Lasers do not have to be reloaded and are stronger than ballistics, and are theoretically more accurate. However, soldiers will not be accustomed to these weapons, so expect an accuracy drop at first that will be mitigated over time. Plasmas need to be reloaded, but tend to be an improvement over lasers in every other aspect. However, do note they require even more training to properly use than laser weaponry.
Item: Everyone starts with either a frag grenade or a medkit. Other items will be issued out at intervals throughout the game, so keep your eyes peeled
Armour: Everyone starts with Body Armour. As the game goes on, new armours will be developed. These new armours have varied benefits, and thus will be explained individually when the time comes
Perks: Upon a promotion, a character will choose one perk from a choice of two, with the exception of the Squaddie and Major ranks, where only one option exists. See the class page for details. Also, if you're a psionic, your psionic perks go here as well, after your class ones
XP: XP will be gained in a similar way as it is in the video game. Subtle differences may exist here and there (I'll probably throw out the 20 XP for everyone surviving, and instead award people who post logs with XP instead), but use this as a rough guide
PSI: This will be zero at the game start for everyone, and for most people will stay zero. This number will in time represent the amount of psionic experience points a character may have. PSI points are gained independently from regular experience points, and will increase only on the successful usage of psionic attacks, and by resisting psionic attacks. DO NOT ASK TO BE A PSIONIC. When the time comes, who will be one and who won't be one will be randomly determined.
Note the lack of an HP stat. As a warning, I still believe in the Chunky Salsa Rule, people!
Anyways, the classes
Spoiler Assault :
Uses: Shotgun OR Assault Rifle, Pistol
Squaddie: Run and Gun (May Sprint and fire at the same turn. 2 Turn cooldown)
Corporal: Tactical Sense (Defensive bonus proportionate to enemies in range) OR Aggression (Critical chance bonus proportionate to enemies in range)
Sergeant: Lightning Reflexes (First reaction attack on you auto misses) OR Close and Personal (Critical chance bonus proportionate to proximity with target)
Lieutenant: Flush (Shot does less damage, but instantly causes target to move out of cover, ) OR Rapid Fire (Shoot twice, but at an accuracy penalty)
Captain: Close Quarter Combat Specialist (Free reaction shot at any enemy that moves within a yard) OR Bring 'Em On (Increased crit damage proportionate to number of enemies in range)
Major: Extra Conditioning (Increased resilience to damage based on armour worn)
Colonel: Resilience (Immune to crits) OR Killer Instinct (Increased crit damage during Run and Gun)
Squaddie: Run and Gun (May Sprint and fire at the same turn. 2 Turn cooldown)
Corporal: Tactical Sense (Defensive bonus proportionate to enemies in range) OR Aggression (Critical chance bonus proportionate to enemies in range)
Sergeant: Lightning Reflexes (First reaction attack on you auto misses) OR Close and Personal (Critical chance bonus proportionate to proximity with target)
Lieutenant: Flush (Shot does less damage, but instantly causes target to move out of cover, ) OR Rapid Fire (Shoot twice, but at an accuracy penalty)
Captain: Close Quarter Combat Specialist (Free reaction shot at any enemy that moves within a yard) OR Bring 'Em On (Increased crit damage proportionate to number of enemies in range)
Major: Extra Conditioning (Increased resilience to damage based on armour worn)
Colonel: Resilience (Immune to crits) OR Killer Instinct (Increased crit damage during Run and Gun)
Spoiler Heavy :
Uses: LMG, Rocket Launcher
Squaddie: Fire Rocket (Have a rocket launcher instead of a pistol. Single use, and can not move before firing, but is extremely powerful)
Rookie: Bullet Swarm (Attack twice as long as you don't move an inch) OR Holo-Targeting (Until your next turn, everyone has an accuracy bonus against the unit you fired on)
Sergeant: Shredder Rocket (Decreases direct damage of rocket, but all units caught in the blast will take increased damage from other sources for four turns) OR Suppression (Suppresses a unit: Decrease the accuracy of the foe next turn and gives you a free reaction shot if they move)
Lieutenant: HEAT Ammo (Double damage on machines) OR Rapid Reaction (Free second reaction if first reaction shot hits; excludes free reaction shots)
Captain: Grenadier (Get two grenades if grenades are equipped) OR Danger Zone (Increase blast radius of rockets and allows Suppression to suppress nearby enemies)
Major: Will to Survive (Non crit-attacks do less damage to you)
Colonel: Rocketeer (Allow two rockets, normal or shredder, to be fired) OR Mayhem (Suppresion, grenades, and rockets deal more damage)
Squaddie: Fire Rocket (Have a rocket launcher instead of a pistol. Single use, and can not move before firing, but is extremely powerful)
Rookie: Bullet Swarm (Attack twice as long as you don't move an inch) OR Holo-Targeting (Until your next turn, everyone has an accuracy bonus against the unit you fired on)
Sergeant: Shredder Rocket (Decreases direct damage of rocket, but all units caught in the blast will take increased damage from other sources for four turns) OR Suppression (Suppresses a unit: Decrease the accuracy of the foe next turn and gives you a free reaction shot if they move)
Lieutenant: HEAT Ammo (Double damage on machines) OR Rapid Reaction (Free second reaction if first reaction shot hits; excludes free reaction shots)
Captain: Grenadier (Get two grenades if grenades are equipped) OR Danger Zone (Increase blast radius of rockets and allows Suppression to suppress nearby enemies)
Major: Will to Survive (Non crit-attacks do less damage to you)
Colonel: Rocketeer (Allow two rockets, normal or shredder, to be fired) OR Mayhem (Suppresion, grenades, and rockets deal more damage)
Spoiler Sniper :
Uses: Sniper Rifle, Pistol
Squaddie: Squadsight (You are considered to be in range of all enemies that another friendly unit has range on that you can see, but you may not fire your rifle after moving. Any enemy you are not in direct range with makes you suffer a accuracy malus if you fire upon them)
Corporal: Snapshot (Remove firing restriction for this turn, but suffer an accuracy bonus. 2 Turn Cooldown) OR Headshot (Increased chance and damage of a Critical hit, but does nothing special if attack fails to crit. 2 Turn Cooldown.)
Sergeant: Gunslinger (Pistols do more damage) OR Damn Good Ground (Accuracy and Defense bonuses to you if you fire on or are fired upon a unit at a significgantly lower elevation)
Lieutenant: Disabling Shot (Special shot which is less accurate and deals less damage but disable target's gun for one turn. 2 turn cooldown) OR Battle Scanner (Gives you two scanners which reveal enemy contacts for two turns)
Captain: Executioner (More accurate on severly wounded foes) OR Opportunist (Reaction shots are more accurate and can crit)
Major: Low Profile (Massive defense bonus if in cover)
Colonel: In the Zone (A kill gives you a free basic shot) OR Double Tap (Allow two attacks per turn, as long as no movement is made)
Squaddie: Squadsight (You are considered to be in range of all enemies that another friendly unit has range on that you can see, but you may not fire your rifle after moving. Any enemy you are not in direct range with makes you suffer a accuracy malus if you fire upon them)
Corporal: Snapshot (Remove firing restriction for this turn, but suffer an accuracy bonus. 2 Turn Cooldown) OR Headshot (Increased chance and damage of a Critical hit, but does nothing special if attack fails to crit. 2 Turn Cooldown.)
Sergeant: Gunslinger (Pistols do more damage) OR Damn Good Ground (Accuracy and Defense bonuses to you if you fire on or are fired upon a unit at a significgantly lower elevation)
Lieutenant: Disabling Shot (Special shot which is less accurate and deals less damage but disable target's gun for one turn. 2 turn cooldown) OR Battle Scanner (Gives you two scanners which reveal enemy contacts for two turns)
Captain: Executioner (More accurate on severly wounded foes) OR Opportunist (Reaction shots are more accurate and can crit)
Major: Low Profile (Massive defense bonus if in cover)
Colonel: In the Zone (A kill gives you a free basic shot) OR Double Tap (Allow two attacks per turn, as long as no movement is made)
Spoiler Support :
Uses: Assault Rifle, Pistol
Squaddie: Smoke Grenade (Gives Support a Smoke Grenade, independent of any other item you may have taken. Any unit in or behind the smoke are harder to hit)
Corporal: Sprinter (Move farther without sprinting) OR Covering Fire (Overwatch triggers on an enemy attack)
Sergeant: Field Medic (Gives three medkits if they are selected as an item) OR Smoke and Mirrors (Take 2, rather than 1, smoke grenades)
Lieutenant: Revive (Critically wounded soldiers that are stabilized by you can rejoin the fight) OR Rifle Suppression: (Allows you to suppress, see Heavy for details)
Captain: Dense Smoke (Increased evasion bonus of smokes) or Combat Drugs (Units inside Smoke clouds are healed slightly)
Major: Deep Pockets (Take two items)
Colonel: Savior (Increased medkit healing) OR Sentinel (Overwatch gives two reaction shots)
Squaddie: Smoke Grenade (Gives Support a Smoke Grenade, independent of any other item you may have taken. Any unit in or behind the smoke are harder to hit)
Corporal: Sprinter (Move farther without sprinting) OR Covering Fire (Overwatch triggers on an enemy attack)
Sergeant: Field Medic (Gives three medkits if they are selected as an item) OR Smoke and Mirrors (Take 2, rather than 1, smoke grenades)
Lieutenant: Revive (Critically wounded soldiers that are stabilized by you can rejoin the fight) OR Rifle Suppression: (Allows you to suppress, see Heavy for details)
Captain: Dense Smoke (Increased evasion bonus of smokes) or Combat Drugs (Units inside Smoke clouds are healed slightly)
Major: Deep Pockets (Take two items)
Colonel: Savior (Increased medkit healing) OR Sentinel (Overwatch gives two reaction shots)
Spoiler Flamer :
Uses: Flamethrower, Pistol
Squaddie: Incendiary Grenades (Gives one free Incendiary Grenade, independent of other items taken. It does less damage than a frag, but causes all units inside and the terrain in the blast radius catch on fire)
Corporal: Compression Blast (Chance to deflect enemy grenades back at tosser) or Napalm Solution (Increases range and causes objects to light easier)
Sergeant: Dragon's Teeth (Incendiary has increased radius and does full grenade damage) OR Fire Bombs (2 Extra Incendiary Grenades, for a total of 3)
Lieutenant: Burning Presence (Decrease will and accuracy of all aliens in range) OR Thick Insulation (Become immune to fire)
Captain: Sea of Flames (Burn an area near you to serve a very light cover and deny movement) OR Chain Reaction (Fire has greater chance of spreading)
Major: Enriched Fuel Tanks (All sources of fire do increased damage)
Colonel: Devil's Heart (Flamethrower attacks cause target to panic, and may cause nearby enemies to panic) OR Burning Grace (Increase will of nearby soldiers)
Squaddie: Incendiary Grenades (Gives one free Incendiary Grenade, independent of other items taken. It does less damage than a frag, but causes all units inside and the terrain in the blast radius catch on fire)
Corporal: Compression Blast (Chance to deflect enemy grenades back at tosser) or Napalm Solution (Increases range and causes objects to light easier)
Sergeant: Dragon's Teeth (Incendiary has increased radius and does full grenade damage) OR Fire Bombs (2 Extra Incendiary Grenades, for a total of 3)
Lieutenant: Burning Presence (Decrease will and accuracy of all aliens in range) OR Thick Insulation (Become immune to fire)
Captain: Sea of Flames (Burn an area near you to serve a very light cover and deny movement) OR Chain Reaction (Fire has greater chance of spreading)
Major: Enriched Fuel Tanks (All sources of fire do increased damage)
Colonel: Devil's Heart (Flamethrower attacks cause target to panic, and may cause nearby enemies to panic) OR Burning Grace (Increase will of nearby soldiers)