Dr.NES - The D.O.O.M. Project

Dreadnought

Deity
Joined
Mar 15, 2004
Messages
6,902
Location
New Jersey, USA
Dr.NES - The D.O.O.M. Project

Welcome to Dr.NES - The DOOM Project.

This NES is unlike other NESes. Most other NESes involve players leading nations and controlling aspects such as economy, military, etc.

This NES is different.

This NES involves you. You are single mercenary in a squad consisting of other players. Together, you must work as a team to overcome the intense and grotesque opposition formed against you to simply survive. Together you survive; alone you die.

This NES will be run differently. Rather than having orders PMed to me, the moderator, there will be a more public setting for discussion. You will discuss possible plans with your other players (squad mates) directly in the thread, and make decisions as a group about the task at hand. It will be a discussion based game with updates occurring every several days.

Orders will not have to be complicated. Many orders will be based on the discussion you each have in the thread. Through these discussions you can discuss your plan as the game goes further on. Orders can be directly posted in the thread, or not even submitted at all, granted you take part in the group discussion at hand.

I think it is an interesting idea that could be very fun. With that in mind, let’s begin.

- - - - - - - - - -

BACKGROUND

12 August 2013
Brazil - the Amazon Rainforest
1400 hours



The photographer stood idly along the side of the tourist riverboat, his eyes gazing amongst the murky waters below. He expected to be greeted by numerous exotic fauna upon his arrival in Amazonia, but these expectations had not been sufficiently met, at least at this time.

The boat’s captain, a middle aged Native, began speaking into the loudspeaker, his deep voice echoing across the open air over the river. “We are approaching a native Jinju tribe’s village along the coastline ahead. If you bring your attention to the right of the boat, you should see the settlement in a few moments.”

This announcement only mildly interested the photographer. He was here for the wildlife, not for some half-naked collection of unintelligent cavemen. Nevertheless, he turned his attention to the huts that had just entered view down the river.

He saw nothing of interest. It was a typical village; his generalizations about the home of these jungle-people had not been over exaggerated. Yet, as his eyes scanned the shoreline, he detected movement amongst the bushes and ferns. Aiming his camera, he zoomed in towards the same area.

A beautiful jaguar stood ominously along the waterfront, his dark eyes scanning the riverboat. Its coat was rich in color, and his stance was powerful and majestic. The photographer aimed his camera directly at the beast, and in rapid succession captured several pictures of the large feline.

The jaguar turned away and left the area quickly, hopping over a tree’s root before disappearing into the shadows. The photographer, content with the excellent pictures he had collected, prepared to turn off his camera.

That is when he first noticed it.

He had assumed that the jaguar would be feeding on some type of animal - they are carnivores, after all. But, with his camera at full-zoom, he first noticed the corpse, laying against a tree. Maybe it was a deer, or a monkey. But closer examination revealed the truth.

It was a child. Bloody and mutilated, he or she lay against the tree, limbs torn from the stump of torso left. The head was all the remained, the horrified eyes staring directly into the camera lens.

The photographer nearly dropped his camera. His muscles tingled with adrenaline, preparing to flee or fight. He was beset with shock at this discovery. Jaguars are hunters, but they do not normally attack humans, especially in such a messy manner.

A general commotion initiated amongst the tourists on the boat. The river craft had just pulled into dock with the village.

A woman screamed, which dragged the photographer out of his stupor. He turned his sights on the village entirely, and nearly vomited.

The huts themselves were in perfect condition, build to survive the rains and winds of a jungle atmosphere. However, strewn across the tribal area were the decomposing bodies of the villagers themselves, each bloodily slain. Some were merely bloody; others were completely torn apart. The sight’s disturbing atmosphere was compounded by the horrible stench of the dead. Some of the bodies had been eaten; others were left to rot, their grotesque positions paying tribute to their horrible, violent deaths.

The boat’s captain immediately grabs his radio. “Sir, I think we have a problem…”

* * *

The Brazilian government receives this news with less than admiration. A similar case was reported just hours later at a village only a few miles away. Whether this was a pack of rabid animals, or the work of a vicious drug lord, the officers only speculated. The fact that it was villagers murdered was not important; simply the fact that a threat to the Brazilian people existed and had to be identified.

But the government had to keep the information out of the news. In the utmost of secrecy Brazil organizes a research team to investigate this calamity. With a scarcity of funds, and but six scientists assembled, the group nevertheless begins their mission on 14 August.

They are never heard from again.

The government officials had had enough. They decide to end this problem, once and for all. They contact an elite mercenary company and request their services to deal with this problem.

The company they contact is called the DOOM Project. [Dresden Organization of Operative Mercenaries]


You are one of these mercenaries. Together with your squad you will travel to Brazil to investigate this weird situation.

Your mission, should you chose to accept, is the following:

--Locate the missing research team.
--Determine the source of these attacks.
--Investigate the two villages attacked.
--Check three other villages in the area for damages.
--Eliminate the threat.
--Rendezvous with the helicopter or riverboat at the extraction point of your choosing.
 
RULES

(new additions are in red)

Well, there are only a few.

The Map

I will provide a map of the jungle, once the boat arrives and the satellite image is related to the boat. You will have it after update 0.


The Riverboat

The Riverboat is your center of operations. You first arrive in the jungle via this boat, and it remains in the general area throughout the mission. It also contains extra items such as first-aide packs, extra ammunition, and electronic equipment.

I, the mod, am the captain of the ship. I remain in the vessel and relay to you, the players, information about the mission, but I have no other real function.

The Riverboat is one of two ways you can be extracted out of the jungle.

NOTE: You need a High-Powered Radio gadget to contact the Riverboat once far away.

The CH-47 Chinook Helicopter

A CH-47 Chinook helicopter is based relatively close to the mission area (about 100 miles away) and can be used for extraction purposes.

The helicopter can be called in two ways: one, the Riverboat uses its radios to contact the helicopter, or an individual player uses a High-Powered Radio to contact the ship.

It will take 2 turns for the helicopter to arrive. IT MUST BE CALLED TO AN OPEN AREA, so that it can easily land. Villages are not open enough for the helicopter to land; but fields and mountaintops are.

NOTE: You need a High-Powered Radio gadget to contact the helicopter.


Extraction

When you chose to begin the extraction process, I will give you a more detailed map of the area you wish to be extracted from. This will allow you to better plan the defense as the vehicle arrives.


When you join, fill out a stat sheet. The blank stats look like this:

Player: [enter your name here]
Health: Overall 100%. Arms/Legs/Torso/Head uninjured.
Weapon (Ammo): [enter your weapon choice here. If you are creating your own weapon, post a classification and description of it as well].
Inventory (0/?): [enter your remaining inventory items here. If you are creating any items, post a classification and description of the item. NOTE: inventory size based on strength, for every 10 strength you gain 1 inventory space]
-----
[you have 80 points to add to this section. Add them to whatever stat you want]
Strength: 50
Agility: 40
Stamina: 40
Intelligence: 40
Willpower: 50
Expertise: 50
Luck: 50




If you look right up, you will see several characteristics of your character, such as strength and willpower. These work as a description of your character. Is your guy a strong, agile soldier, or a smart, expert sniper? You can customize your character by adding points to the stats above.

You have 80 extra points to place into any of those stats above. Use them in whatever way you want to. Here is a brief description of each stat:

Strength: how strong your character is; whether he is a heavy weightlifter or just an average soldier. For every 10 points in this category you gain 1 inventory space. Also, strength aids your power in combat and other related passive bonuses.

Agility: How athletic your character is. An agile soldier could, for example, dodge melee swings or easily climb or jump over obstacles.

Stamina: How much endurance your character has. A character with higher stamina will be able to fight longer and at a better capacity.

Intelligence: How smart your character is. This directly influences how much health is healed by your medical kits. Also, it provides passive bonuses, such as improved decision making and such.

Willpower: The morale of your character. Do you never give up, never surrender? Putting points into this category will improve your overall resolve and keep you thinking clearly in stressful times.

Expertise: How skilled you are with your weapon. Higher expertise increases the chance of accurate shots, faster reloading, etc.

Luck: how lucky your character is. Pretty self-explanatory
.

Inventory: You have 5 slots for your inventory. If you have more strength you can have more inventory space. For every 10 strength you gain an additional inventory slot. Gear, gadgets, etc. each take up slots in your inventory. They vary in size based on their weight:

-Snipers and Machineguns take up 3 slots.
-Assault Rifles, Submachine guns and shotguns take up 2 slots.
-Pistols take up 1 slot.
-Gadgets take up 1 slot.

Here are some examples of inventory. You can invent your own weapon or gadget not found on the list. Simply post your weapon with the correct name, classification, and a description. Please keep it realistic - don’t get a machinegun with super power and accuracy, for example.


ARMORY

Spoiler :
Sniper Rifles
(note: Snipers take up 3 slots)

M21 ‘Jackal’ Sniper Rifle
Classification: Light Sniper Rifle
Description: The sniper of choice for squad-based snipers. While accurate and powerful, it also is light and compact, allowing easy maneuvering across the battlefield. This weapon comes with a scope.

Remington 7000 Hunting Rifle
Classification: Heavy Sniper Rifle
Description: Do not be fooled by this weapon’s civilian origins. It is, perhaps, the most powerful sniper rifle globally, combining extreme strength and accuracy. The downside to this weapon is its recoil - it kicks like a biologically augmented mule. Nevertheless, while wielded safely distant from the front lines, it can be very lethal. This weapon comes with a scope.

Shotguns
(note: Shotguns take up 2 slots)

DEF-12 Shotgun
Classification: Sawed Off Shotgun
Description: utterly lethal in close quarters combat. While powerful, this weapon is slow to fire, and is not designed for ranged combat. However, in close range this weapon is unmatched.

I2S Shotgun
Classification: Automatic Shotgun
Description: an Italian made weapon, this shotgun features automatic firing, combining the power of a shotgun with fast fire rates. Though automatic, it sacrifices power for speed.

AA-12
Classification: Automatic Shotgun
Description: The AA-12 is a beast of a gun. One of the first shotguns to be specifically designed for military use, the AA-12 has a long history of service in the U.S. military. Reg carries the upgraded 2005 version. This version saw the replacement of the 5-round magazine with several of different sizes, notably, the 32-round drum favoured by Reg. The AA-12 fires multiple types if ammunition. Reg favours buckshot, slugs, and grenade rounds.

Assault Rifles
(note: Assault Rifles take up 2 slots)

FX-05 "Xiuhcoatl"
Classification: Versatile Assault Rifle
Description: Made in Mexico, the FX-05 is made to fit into several different roles. It is reasonably accurate in single fire mode for long ranges, and can fire automatic in close combat situations. A soldier looking for a hybrid weapon should be pleased with this rifle.

FC-16 Carbine
Classification: Carbine
Description: Those who want the accuracy of a sniper while not sacrificing mobility should look no further. This weapon combines the accuracy and range of a sniper with the handling and speed of an assault rifle. However, while being the jack of these trades, he is the master of neither. This weapon comes with a scope.

AR-15
Classification: Automatic Assault Rifle
Description: With an impressive rate of fire with powerful shots, this weapon is the favorite of soldiers who prefer automatic fire without wielding a bulky machine gun. This weapon is made to spray into close enemies - treat it as such.

Submachine Guns
(note: Submachine guns take up 2 slots)

K-7 ‘Avenger’
Classification: Heavy Submachine Gun
Description: With the feel of an assault rifle and the rate of fire of a submachine gun, this weapon combines heavy firepower with reasonable power and strength. However, it is made for the “spray-and-pray” approach rather than accurate shots.

CN-8 Submachine Gun
Classification: Hybrid Submachine Gun
Description: This weapon is a cross between a carbine and a submachine gun. It is outfitted with a scope for long range targets and has automatic fire for closer enemies, though it is not extremely powerful in either respect.

Machine Guns
(note: Machine Guns take up 3 slots)

M66 Machine Gun
Classification: Heavy Machine Gun
Description: Used on vehicles as mounted turrets, this monster is powerful and quick-firing. Its weight is testament to its power - it is big and heavy. Though it is inaccurate, its power, combined with rate of fire, is unmatched.

‘Reaper’ Light Machine Gun

Classification: Light Machine Gun
Description: Trading power for rate of fire, this weapon has unbelievable speed of firing. While inaccurate, it can overwhelm enemies with sheer weight of bullets.

Pistols
(note: pistols only take up 1 slot in your inventory)

UGL ‘Liberator’
Classification: Submachine Gun - Pistol
Description: a favorite amongst gangsters, this weapon combines excellent rate of fire with a small, compact design. Though weak, it is made to be sprayed into enemies rather than accurate sniping.

DY357 Magnum
Classification: Heavy Pistol
Description: With the stopping power of a tractor trailer, this weapon is unrivaled for power by any other pistol. Combining that with its reasonable accuracy, and ignoring its low rate of fire, this weapon is deadly in the right hands.

P9P
Classification: Light Pistol
Description: Made as a light sidearm, this weapon is very accurate and has decent range. Its rate of fire is also good, to compensate for its low damage output. Nevertheless, as a sidearm the P9P works well.

EQUIPMENT
(all equipment takes up 1 slot)

Extra Ammo
Classification: Extra Ammunition
Description: 3 extra clips of ammunition for your weapons.

High-Powered Radio
Classification: Powerful Radio
Description: 1 High-Powered Radio, used to call in the Riverboat or Helicopter.

Medical Pack
Classification: First Aide
Description: 1 pack. Used to heal wounded squad mates, this pack can heal 50% health of a friendly soldier.

Survival Kit
Classification: Survival Pack
Description: Contains: Water-proof matches, Shoe polish, Tarp with grommets, Mosquito net, Poncho, Bivouac sack, Insect Repellent, Hand Sanitizer, Polarized Sunglasses, Sunscreen, Hydrogen peroxide, MREs, Fishing Line, Brazilian Currency, Iodine tablets, Coffee and Hard Candy, Mirror, Flashlight, Compass, Survival manual, Heavy-duty aluminium foil, Hatchet, Swiss-army knife. How that all fits in, I have no idea.


C4 Explosive
Classification: Heavy explosives
Description: 3 C4 Explosives, which are remotely detonated. This bombs have high explosive damage and are very effective tools.

Claymore Landmines
Classification: Landmines.
Description: 3 Claymore Landmines, which can be placed along the ground. They will detonate when an enemy walks too close.

Fragmentation Grenades
Classification: Heavy Grenades
Description: 3 Fragmentation Grenades, useful for eliminating large groups of enemies at once.

Flashbang Grenades
Classification: Special Grenades
Description: 3 Flashbangs, grenades that explode with bright light and high pitched sound to daze and confuse enemies.

Flaregun
Classification: Flaregun
Description: 1 Flaregun with 3 flares, useful for signaling allies or setting things on fire.
 
Map:
Spoiler Map :


NOTE: North is up, south is down, etc. The riverboat will arrive from the southeast.

Key
Light Green areas are landscape such as fields and paths. They are easy to maneuver through and can be traversed quickly. Imagine hiking down a path; that path is the light green colored areas.

Darker Green areas are lightly forested areas. They are also rather easy to traverse, though visibility is more limited, especially at night, and there are more plants and obstacles in your way.

Darkest Green areas are heavily forested, with many plants and flora overgrown. Crossing through these areas is not advised.

- - - - -

Your objectives:

--Investigate the attack sites, as well as the status of the other 3 villages in the area.
--Find the missing research team.
--Discover what is responsible for these attacks, and eliminate the threat.
--Call in the Riverboat or helicopter for evacuation.
IF the attacker is an animal,
--Secure a live specimen for research by the Project.
Optional:
--Secure the research team's information for The Mobiliery Company.

Mission:
Spoiler Mission :


Transmissions Received by the Brazilian Government, from the Research Team:
Spoiler :
Transmisions recieved, by date and time:
13 August, 2013: 2053 hours: routine, evening roll call recieved via radio; no difficulties stated.
14 August, 2013: 0630 hours: routine, morning roll call recieved via radio; no difficulties stated.
14 August, 2013: 2035 hours: routine, evening roll call recieved via radio; 'breakthrough' discovered; requested termination of the mission.
15 August, 2013: Morning: No signals recieved.
15 August, 2013: Evening: No signals recieved.
16 August, 2013: Morning: No signals recieved.
16 August, 2013: Evening: No signals recieved.


UPDATE LIST

 
The Squad
17 members + 1 riverboat captain

Player: Riverboat Captain Emmanuel Valentine / Dreadnought
Health: Arms/Legs/Torso/Head uninjured.
Weapon (Ammo): K-7 'Avenger' (5 clips), P9P (3 clips)
Inventory (3/6): none
-----
Strength: 60
Agility: 50
Stamina: 40
Intelligence: 70
Willpower: 60
Expertise: 60
Luck: 60




Name: Ruben O'Neill / Chandrasekhar SQUAD COMMANDER
Health: Arms/Legs/Torso/Head uninjured.
Weapon (Ammo): FC-16 Carbine (5 Clips), P9P (3 Clips)
Inventory (6/6): C4 Explosivesx2, Fragmentation Grenadesx3
-----
Strength: 60
Agility: 40
Stamina: 40
Intelligence: 60
Willpower: 70
Expertise: 80
Luck: 50


Player: Vicente "El Jaguar" Vázquez / Darth
Health: Arms/Legs/Torso/Head uninjured.
Weapon (Ammo): FX-05 "Xiuhcoatl" w/ fiber optic sight, and grenade launcher. (6 clips, 6 grenades)
Inventory (7/7): Glock 18 (silenced) (4 clips), Extra Ammo, C4x2, Rifle Grenades (Frag), White Phosphorus Grenades.
-----
Strength: 70
Agility: 70
Stamina: 40
Intelligence: 60
Willpower: 50
Expertise: 60
Luck: 50


Player: Reginald Fitzgibbon / Fulton
Health: Arms/Legs/Torso/Head uninjured.
Weapon (Ammo): AA-12 (32 rounds/drum, 2 drums of slug, 3 drums of buckshot, 2 drums of Frag-12), P9P (3 clips)
Inventory (6/6): AA-12 (2 slots), P9P (1 Slot), 2xExtra Ammo (2 slots), Survival Kit (1 slot)

AA-12 (Atchisson Assault Shotgun)
Spoiler :

Classification: Automatic Shotgun
Description: The AA-12 is a beast of a gun. One of the first shotguns to be specifically designed for military use, the AA-12 has a long history of service in the U.S. military. Reg carries the upgraded 2005 version. This version saw the replacement of the 5-round magazine with several of different sizes, notably, the 32-round drum favoured by Reg. The AA-12 fires multiple types if ammunition. Reg favours buckshot, slugs, and grenade rounds. Wanna see? http://www.youtube.com/watch?v=p4ebtj1jR7c

-----
Strength: 60
Agility: 50
Stamina: 60
Intelligence: 60
Willpower: 50
Expertise: 80
Luck: 50


Player: Marcus Nitle / Ninja_Dude
Health: Arms/Legs/Head slightly injured; Torso Injured.
Weapon (Ammo): M21 ‘Jackal’ Sniper Rifle (4 clips), P9P (3 clips)
Inventory (5/5): Flare Gun
-----
Strength: 50
Agility: 80
Stamina: 60
Intelligence: 50
Willpower: 50
Expertise: 60
Luck: 50


Player: Thomas "Sarge" Logan / germanicus
Health: Right Arm/Legs/Torso/Head uninjured; Left Arm injured but stable.
Weapon (Ammo): M66 Machine Gun (9 clips)
Inventory (8/8): M4A1 (6 clips) (Similar to the M4 but instead utilizing the (Safety/Semi Auto/Fully Auto) instead of the M4's (Safety/3 burst/Semi Auto)). But both uses the same carbine: The M4 and variants fire 5.56x45mm NATO ammunition and are gas-operated, air-cooled, magazine-fed, selective fire firearms with a 4-position telescoping stock. Original M4 models had a flat-ended telescoping stock, but newer models are now equipped with a redesigned telescoping stock that is slightly larger with curvature at the end;
3 Extra ammo packs (1 for the M4A1; 2 for the M66).
-----
Strength: 80
Agility: 40
Stamina: 60
Intelligence: 50
Willpower: 60
Expertise: 60
Luck: 50


Player: Nestor O'Sullivan / Lord_Iggy
Health: Arms/Legs/Torso/Head uninjured.
Weapon (Ammo): Remington 700 (5 clips)
Inventory (6/6): Survival Kit, Flashbang Grenades, Medical Pack
-----
Strength: 60
Agility: 50
Stamina: 50
Intelligence:60
Willpower: 50
Expertise: 70
Luck: 60


Player: Sebastião Quim Tiago Riberio Neves Antunes / Darkening
Health: Arms/Legs/Torso/Head uninjured.
Weapon (Ammo): IMBEL M973 Pistol (3 clips), M4 Carbine (4 clips)
Inventory (0/?):
- - - - -
Strength: 50
Agility: 60
Stamina: 50
Intelligence: 60
Willpower: 50
Expertise: 50
Luck: 50


Terni Hashno/Charles Li
Health: Arms/Legs/Torso/Head uninjured.
Weapon (Ammo): XM8 (6 clips) - A Versatile Automatic Rifle with a module system that allows it to be converted from a Personal Defense Weapon up to a heavy sniper rifle or a light machine gun. I wil bring some modules. Very advanced and currently being tested for the US. Army.
Inventory (6/7): A Flare gun, Medic Packs.
-----
Strength: 70
Agility: 45
Stamina: 45
Intelligence: 60
Willpower: 50
Expertise: 55
Luck: 65


Player: Magus / Vert
Health: Arms/Legs/Torso/Head uninjured.
Weapon: H&K USP (4 clips) (.45 ACP hollow-point ammunition) (Elite variant) and H&K G36A2 (3 clips) (NATO 5.56/sedative darts for taking specimens) with LLM01 laser light module and Zeiss RSA reflex red dot sight (modified to have a gas cylinder as well so it can be used to fire darts. Fitting the gas cylinder and changing the mode of fire takes about five minutes in non-combat conditions)
Inventory (6/6): High powered radio, GPS, and a portable lab kit for investigating what we find in the field.
-----
Strength: 60
Agility: 60
Stamina: 40
Intelligence: 80
Willpower: 70
Expertise: 40
Luck: 50


Player: Dr. Nicolás "Niki" García / Milarqui
Health: Arms/Legs/Torso/Head uninjured.
Weapon (Ammo): F-16 Carbine (3 clips), UGL Liberator (3 clips)
Inventory (6/6): 2xMedical Packs, High-Powered Radio
-----
Strength: 50+10=60
Agility: 40
Stamina: 40
Intelligence: 70
Willpower: 60
Expertise: 60
Luck: 70


Player: Andrew Smithson / Carmen
Health: Arms/Legs/Torso/Head uninjured.
Weapon (Ammo): DEF-12 Shotgun (54 shells) & DY357 Magnum (3 clips)
Inventory (7/8): 1 C4 Explosive Packs (5 C4 total), 1 Claymore Landmine Pack (3 Claymores total), 2 Fragmentation Grenade Packs (6 Grenades total),
-----
Strength: 80
Agility: 40
Stamina: 40
Intelligence: 60
Willpower: 60
Expertise: 70
Luck: 50


Player: Nigel Chamberlin / conehead
Health: Arms/Legs/Torso/Head uninjured.
Weapon (Ammo): 2 DY357 Magnums (6 clips each), FC-16 Carbine (4 clips)
Inventory (8/8): Extra Ammo, 2 Frag Grenade Packs (6 total), High-Powered Radio
-----
Strength: 80
Agility: 40
Stamina: 60
Intelligence: 40
Willpower: 50
Expertise: 80
Luck: 50



Player: Louis de Bourbon/Neverwonagame3
Health: Killed in Action.
Weapon (Ammo): DY357 Magnum (3 clips) (at Village C)
Inventory (13/13): 10 medical packs (at Village C)
-----
Strength: 130
Agility: 40
Stamina: 40
Intelligence: 40
Willpower: 50
Expertise: 50
Luck: 50


Player: Rachel Goldfarb / Hunter
Health: Arms/Legs/Torso/Head uninjured.
Weapon (Ammo): T.A.R. 21 standard issue Israeli assault rifle with the M203 grenade launcher attachment http://en.wikipedia.org/wiki/IMI_Tavor_TAR-21
(2 clips rifle ammo, 3 rounds grenade launcher)
Inventory (6/6): High-powered Radio, Survival Kit, Laptop with Satellite uplink
-----
Strength: 60
Agility: 70
Stamina: 50
Intelligence: 70
Willpower: 60
Expertise: 50
Luck: 50


Player: Donald MacRaddy / Warhead
Health: Arms/Legs/Torso/Head moderately injured.
Weapon (Ammo): AA-12, FC-16 Carbine (2 clips Carbine, 4 clips AA-12)
Inventory (5/5): Fragmentation Grenades
Strength: 50
Agility: 80
Stamina: 40
Intelligence: 40
Willpower: 50
Expertise: 50
Luck: 100


Player: Miguell / The_Loser
Health: Arms/Legs/Torso/Head have minor injuries; Exhibiting signs of sickness.
Weapon (Ammo): Mossberg 500 (8 round slugs, 4 clips)
Inventory (6/6): Rope (10m of good old rope), a magnesium stick, one extra round of slugs and a machete.
-----
Strength: 60
Agility: 60
Stamina: 40
Intelligence: 40
Willpower: 60
Expertise: 60
Luck: 80


Player: Eduardo "Eddie" Silva/bestshot9
Health: Overall 100%. Arms/Legs/Torso/Head uninjured.
Weapon (Ammo): AK-47 (4 clips)
Inventory (5/5): 1 Machete, 1 Roman Catholic Bible (Nova Vulgata version, of course!), 1 Flashlight with extra batteries.
-----
Strength: 50
Agility: 60
Stamina: 60
Intelligence: 40
Willpower: 60
Expertise: 50
Luck: 80



You may now join:


Player: [enter your name here]
Health: Overall 100%. Arms/Legs/Torso/Head uninjured.
Weapon (Ammo): [enter your weapon choice here. If you are creating your own weapon, post a classification and description of it as well].
Inventory (0/?): [enter your remaining inventory items here. If you are creating any items, post a classification and description of the item. NOTE: inventory size based on strength, for every 10 strength you gain 1 inventory space]
-----
[you have 80 points to add to this section. Add them to whatever stat you want]
Strength: 50
Agility: 40
Stamina: 40
Intelligence: 40
Willpower: 50
Expertise: 50
Luck: 50


Also note that this is a work in progress. If you have advice for better rules, ideas, etc. please say so!
 
Player: Marcus Nitle
Health: Overall 100%. Arms/Legs/Torso/Head uninjured.
Weapon (Ammo): M21 ‘Jackal’ Sniper Rifle, P9P
Inventory (1/1): Flare Gun
Strength: 50
Agility: 80
Stamina: 60
Intelligence: 50
Willpower: 50
Expertise: 60
Luck: 50

This good Dread?
 
Player: Dr. Nicolás "Niki" García
Health: Overall 100%. Arms/Legs/Torso/Head uninjured.
Weapon (Ammo): F-16 Carbine, UGL Liberator
Inventory (6/6): 2xMedical Pack, High-Powered Radio
Strength: 50+10=60
Agility: 40+0=40
Stamina: 40+0=40
Intelligence: 40+30=70
Willpower: 50+10=60
Expertise: 50+10=60
Luck: 50+20=70
 
Player: Andrew Smithson
Health: Overall 100%. Arms/Legs/Torso/Head uninjured.
Weapon (Ammo): DEF-12 Shotgun & DY357 Magnum (Takes up 3 slots)
Inventory (8/8): 2 C4 Explosive Packs (6 C4 total), 1 Claymore Landmine Pack (3 Claymores total), 2 Fragmentation Grenade Packs (6 Grenades total),
-----
Strength: 80
Agility: 40
Stamina: 40
Intelligence: 60
Willpower: 60
Expertise: 70
Luck: 50
 
Player: Nigel Chamberlin
Health: Overall 100%. Arms/Legs/Torso/Head uninjured.
Weapon (Ammo): 2 DY357 Magnums, FC-16 Carbine
Inventory (8/8): Extra Ammo, 2 Frag Grenade Packs (6 total), C4 pack
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Strength: 80
Agility: 40
Stamina: 60
Intelligence: 40
Willpower: 50
Expertise: 80
Luck: 50
 
Player: Vicente "El Jaguar" Vázquez
Health: Overall 100%. Arms/Legs/Torso/Head uninjured.
Weapon (Ammo): FX-05 "Xiuhcoatl" w/ fiber optic sight, and grenade launcher.
Inventory (0/?): Glock 18 (silenced), Extra Ammo, Night Vision Goggles, C4, Rifle Grenades (Frag), White Phosphorus Grenades.
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Strength: 70
Agility: 70
Stamina: 40
Intelligence: 60
Willpower: 50
Expertise: 60
Luck: 50

All the weapons exist, and can be found on Wikipedia (although the Glock 18 takes a bit more looking).

Story will come soon.
 
OOC: Well, I would like to say that I plan on being more of a scout/recon type of guy. I would likely be opperating alone during most situations, reporting back with any info I gather.
 
And now, for my player's background:

Andrew Smithson was born in 1982 in New York City as the son of a businessman and a nurse. His father, Freddy Smithson, died from a heart attack in 1985 when he was 3. Andrew always had a certain affinity with fire, and had almost burned his Upper East Side apartment down while playing with the kitchen stove. He had finished elementary and high school education with high marks in science (Particularly chemistry), social studies, and health, but had abysmal English marks. He nonetheless attended a community college from 1999-2000, but was expelled after he set up explosives in the bathroom and destroyed the entire plumbing system.

Following this, he spent the years of 2001-2003 as a political dissident, criticizing the United States' huge security problems, and eventually destroyed a police security booth trying to show how easy it would be for terrorists to strike, leading to his arrest for 4 years. When he got out in 2007, he decided to join the Army, and proved an able close-quarters combat person, who served in Afghanistan from 2008-2010. He was honorably discharged after saving his unit and 200 civilians from insurgents, by blowing up an apartment complex, and sacrificing several Afghani police officers in the process. In 2011, he was unemployed, returning to New York doing various odd jobs. In 2012, he saw an offering at the DOOM Project and formally enrolled. He is now a demolitions and explosives expert, anything that needs destroying he can do.
 
Darth and Carmen raise an interesting point.

Stories are always accepted, and will contribute positively to the story as a whole. They don't have to be long, but even a little general information about your guy would make the updates and gameplay more interesting.
 
Vicente Lopez Carlos Vázquez was born in Guadalajara, Mexico on August 14th, 1988. In 2005, he joined the Mexican Army (underage, at 17) where he excelled in combat. He was soon picked to join the Grupo Aeromóvil de Fuerzas Especiales (GAFE), which he joined in 2009. While in the GAFE, he trained as one of Mexico's best, and was taught by instructors from some of the world's best special forces units. While active in the unit, he combated insurgents funded by the Mexican drug cartels. It was at this time that he earned his nickname, The Jaguar, for his single handed elimination of several sentries at a drug lord's compound, allowing his unit access into the area without detection. During this same mission, he executed the drug lord's two little girls after a heated firefight that claimed the life of two of his friends in the unit. For this, he was kicked out of the GAFE in 2011, but not before he could smuggle out a couple military grade weapons, which he uses personally. After being given the boot, he turned to freelance mercenary work, until he was introduced to DOOM by a friend. He joined DOOM in 2012, and has focused in guerrilla combat and special operations style combat, as he did in the GAFE.

Besides guerrilla combat, he is fairly intelligent. He is fluent in Spanish, Portuguese, English, and Thai (after a contract in Thailand) and also competent when it comes to orienteering. He is quite religious, and is a Roman Catholic. It is said that the only thing he has on him as much as his commando knife, is the cross around his neck. It is rumored that he fought in the Grupo Aeromóvil de Fuerzas Especiales del Alto Mando.
 
Terni Hashno/Charles Li
Health: Overall 100%. Arms/Legs/Torso/Head uninjured.
Weapon (Ammo): XM8- A Versitile Automatic Rifle with a module system that allows it to be converted from a Personal Defense Weapon up to a heavy sniper rifle or a light machine gun. I wil bring some modules. Very advanced and currently being tested for the US. Army.
Inventory (0/7): Extra Clips. A Flare gun, Medic Packs.
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[you have 80 points to add to this section. Add them to whatever stat you want]
Strength: 50 +20 =70
Agility: 40 + 5=45
Stamina: 40 +5 = 45
Intelligence: 40 +20=60
Willpower: 50
Expertise: 50 +5=55
Luck: 50 +15=65

Combat Medic here, ready for holding actions and specializing in holding off small skirmishers while dressing wounds.

Milarqui, I am a combat medic with more weapons. I amnot sure if the XM8 will count as 2 or 3 though. After that I will edit this.
 
Player: Magus
Health: Overall 100%. Arms/Legs/Torso/Head uninjured.
Weapon: (.45 ACP hollow-point ammunition) H&K USP (Elite variant) and (NATO 5.56/sedative darts for taking specimens) H&K G36A2 with LLM01 laser light module and Zeiss RSA reflex red dot sight (modified to have a gas cylinder as well so it can be used to fire darts. Fitting the gas cylinder and changing the mode of fire takes about five minutes in non-combat conditions)
Inventory (6/6): High powered radio, GPS (if this comes standard a med kit instead) and a portable lab kit for investigating what we find in the field.
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Strength: 60 (50+10)
Agility: 60 (40+20)
Stamina: 40
Intelligence: 80 (40+40)
Willpower: 70 (50+20)
Expertise: 40 (50-10. I assume we can take away points as well as add them)
Luck: 50

Backstory: Not much is known about Magus's past. His alias is the Latin word Magus meaning wise man. It is a fitting alias for Magus knows how to survive in most environments, medicine, several martial arts, science; the list goes on to the point some people think there is nothing he doesn't know. He is not as expert with a gun as the other soldiers in the squad but he makes up for it with valuable knowledge and commentary on current situations and missions: he is the squad's walking encyclopaedia.

This ok Dreadnought? The USP can be found on wiki unlike the FC-16 carbine:p. All ammo types can be found on wiki and are correct for the guns. If required I will summarise the wiki article on the USP.

EDIT: I decided to use two H&K weapons and so have changed my AR-15 for a H&K G36 rifle. The rifle and its additions can be found on wiki.
 
Wow, Charles and Vert, those are some cool weapons. I especially like your setup Vert. I'll add them shortly.

@Vert: Many of the weapons here are fictional.
 
I wanted to check the ammo it uses and its specs in more detail that's all. At last two years in the CCF is paying off.
 
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