Its been three years since the event known throughout the world as 'Doumdsday'. The recordings still circulate of flying figures swooping around Doumed Tower, dodging through the explosions ripping the building apart. It was the first appearance before the public of what we all refer to as 'supers', people with supernatural powers and abilities. It wasn't the last, such incidents have popped up more and more frequently over the years, and sightings of these individuals are spreading across the world. But for some reason, Doumedsville is still the epicenter of the changes, with supers appearing almost weekly to wreck havoc and disaster upon the city.
People keep trying to change it, but what can they really do? Can anyone really fight supers, people who can fly, or control fire, or read minds, and win? The DAW couldn't. They say the government tried a whole bunch of things before, and they never worked. Why should this new one be any different? What new training or equipment do they have that can bring down a super? What can they do?
Hello and welcome to the newest AC by Dem Taqat. You know, in case you couldn't guess that part. In this one, you'll be in a slightly altered version of the setting you know and love from the Under the Mask games, throwing a twist on the older characters and events. Oh yeah, and rather than a superhero, this time you'll be playing as one of the poor schmucks Tim kept burning to death: Law enforcement. For some reason or other, your character volunteered for a special government organisation known as FIRES, who's purpose is to bring the rampant super-crime-wave in Doumedsville, a (fictional) city in the eastern US, to an end.
Basic Rules:
[Generic anti-troll rules]
As the GM I reserve the right to do anything in the game, up to and including kicking players out for inappropriate snarking. Yes I do it all the time, but that doesn't make it a good thing.
This is an Action Chatroom Game. Most of you whole will join probably know what that is, but for those who don't I will explain now. You will create a character, using the Character creation stuff below. You will then come on the Chatroom at certain times and play as that character in missions, where you will be tossed into the darkest depths of the city with only the vaguest idea of which way is up. Don't worry though, you won't always be completely outmatched...
And as promised, now I shall explain Character Creation, a thing you do by filling out this handy form. If you are concerned about not understanding it, consider the explanations below before you come running to me please. I know the concept of gender can be hard for some of you to understand, but I will at least make a pretence of explaining it.
Well, by now we should have a character, so I suppose the essence of your sign-up is over at this point. Time to get to the game! Missions will usually run at 10PM my time, which for all you Americans out there is 5PM EST. For now, missions will take place on Saturdays, but this may be changed in response to scheduling problems with myself, other ACs, and maybe even the players. Hopefully I will see you all there.
The Chatroom is Here.
[Anything I missed will be added here when I remember it.]
DT
Back in the Fray
People keep trying to change it, but what can they really do? Can anyone really fight supers, people who can fly, or control fire, or read minds, and win? The DAW couldn't. They say the government tried a whole bunch of things before, and they never worked. Why should this new one be any different? What new training or equipment do they have that can bring down a super? What can they do?
Hello and welcome to the newest AC by Dem Taqat. You know, in case you couldn't guess that part. In this one, you'll be in a slightly altered version of the setting you know and love from the Under the Mask games, throwing a twist on the older characters and events. Oh yeah, and rather than a superhero, this time you'll be playing as one of the poor schmucks Tim kept burning to death: Law enforcement. For some reason or other, your character volunteered for a special government organisation known as FIRES, who's purpose is to bring the rampant super-crime-wave in Doumedsville, a (fictional) city in the eastern US, to an end.
Basic Rules:
[Generic anti-troll rules]
As the GM I reserve the right to do anything in the game, up to and including kicking players out for inappropriate snarking. Yes I do it all the time, but that doesn't make it a good thing.
This is an Action Chatroom Game. Most of you whole will join probably know what that is, but for those who don't I will explain now. You will create a character, using the Character creation stuff below. You will then come on the Chatroom at certain times and play as that character in missions, where you will be tossed into the darkest depths of the city with only the vaguest idea of which way is up. Don't worry though, you won't always be completely outmatched...
And as promised, now I shall explain Character Creation, a thing you do by filling out this handy form. If you are concerned about not understanding it, consider the explanations below before you come running to me please. I know the concept of gender can be hard for some of you to understand, but I will at least make a pretence of explaining it.
Spoiler This Handy Form :
Name:
Gender:
Age:
Appearance:
Bio:
AP:
Stats:
PWR:
AGL:
REF:
DIS:
RSN:
AWA:
Skills:
Eqiupment:
Primary Weapon:
Secondary Weapon:
Specialised:
Specialised:
Miscellaneous:
Gender:
Age:
Appearance:
Bio:
AP:
Stats:
PWR:
AGL:
REF:
DIS:
RSN:
AWA:
Skills:
Eqiupment:
Primary Weapon:
Secondary Weapon:
Specialised:
Specialised:
Miscellaneous:
Spoiler The Explanations Below It :
Name: This is what people call your character.
Gender: This is whether your character is a girl or a boy. There might be some physical differences between the two choices, but you know as well as I do that gender is no object to shipping.
Age: This is how many earth years have passed since your character was born.
Appearance: This is what your character appears like to other characters.
Bio: The story of your Characters life, and how they ended up in their current position of imminentdeath glory and continued life.
AP: Ability points. You start with 15 of these, and can spend them to increase either your stats or your skills.
Stats: These are a measure of your characters basic physical and mental abilities. Each stat applies to a wide number of rolls, as a opposed to the more specific skills. You start with 3 points in each stat, and it costs 3AP to gain a new stat point. While you can sacrifice your starting stat points for 3AP, you must have a minimum of one point in each stat, and cannot have more than 10 in any given stat.
PWR: Physical Power. This stat boosts your damage in melee combat, as well as indicating your characters endurance and strength.
AGL: Agility. This stat has implications for your ability to dodge ranged attacks and land melee ones, as well as your characters speed and ability at stealth.
REF: Reflexes. This stat covers your dodging in melee, as well as your accuracy with simple firearms and your ability to react to surprise.
DIS: Mental Discipline. The oddity amongst the stats, this deals with your ability to resist various types of mental and physical assault, as well as your ability to deal with pain.
RSN: Reasoning. The traditional mental stat, this covers your use of more advanced equipment, including technology, medical equipment, and everybody's favourite: explosives.
AWA: Awareness. The stat for how alert you are, this covers your ability with precise firearms, spotting useful clues, and keeping whatever vehicle you are driving on the right course.
Skills: Skills explain how much training or experience your character has in various useful fields of knowledge. The first four points of a skill cost 1AP each, the second four points cost 2AP, the third four points cost 3AP and so on. However, unlike stats there are no restrictions on how high a skill can be boosted, nor are there any minimum requirements.The following is a list of skills currently available in the game:
Eqiupment: Obviously you aren't expected go on your task empty handed, you have 10 Equipment points (EP) with which to outfit your character. The various options for equipment will be listed below, but you can only place one item in each of the equipment slots. You will usually have the option of altering your loadout between missions, so long as I am made aware of it and in-game circumstances do not prevent it. Weapon Attachments are the only equipment that does not require an equipment slot, but each one may only be added to certain weapons.
Primary Weapon: Your weapon of choice; anything from the primary, weapon, or unrestricted lists, and selected attachments.
Secondary Weapon: A backup; anything from the weapon or unrestricted lists, and selected attachments.
Specialised: Additional equipment; anything from the specialised or unrestricted lists.
Specialised: Additional equipment; anything from the specialised or unrestricted lists.
Miscellaneous: Anything that doesn't cost EP is listed here. This can be filled up with small requests, but may also hold objects you acquire on missions. You each receive 2 sets of handcuffs here automatically, just in case you end up actually taking somebody alive.
Gender: This is whether your character is a girl or a boy. There might be some physical differences between the two choices, but you know as well as I do that gender is no object to shipping.
Age: This is how many earth years have passed since your character was born.
Appearance: This is what your character appears like to other characters.
Bio: The story of your Characters life, and how they ended up in their current position of imminent
AP: Ability points. You start with 15 of these, and can spend them to increase either your stats or your skills.
Stats: These are a measure of your characters basic physical and mental abilities. Each stat applies to a wide number of rolls, as a opposed to the more specific skills. You start with 3 points in each stat, and it costs 3AP to gain a new stat point. While you can sacrifice your starting stat points for 3AP, you must have a minimum of one point in each stat, and cannot have more than 10 in any given stat.
PWR: Physical Power. This stat boosts your damage in melee combat, as well as indicating your characters endurance and strength.
AGL: Agility. This stat has implications for your ability to dodge ranged attacks and land melee ones, as well as your characters speed and ability at stealth.
REF: Reflexes. This stat covers your dodging in melee, as well as your accuracy with simple firearms and your ability to react to surprise.
DIS: Mental Discipline. The oddity amongst the stats, this deals with your ability to resist various types of mental and physical assault, as well as your ability to deal with pain.
RSN: Reasoning. The traditional mental stat, this covers your use of more advanced equipment, including technology, medical equipment, and everybody's favourite: explosives.
AWA: Awareness. The stat for how alert you are, this covers your ability with precise firearms, spotting useful clues, and keeping whatever vehicle you are driving on the right course.
Skills: Skills explain how much training or experience your character has in various useful fields of knowledge. The first four points of a skill cost 1AP each, the second four points cost 2AP, the third four points cost 3AP and so on. However, unlike stats there are no restrictions on how high a skill can be boosted, nor are there any minimum requirements.The following is a list of skills currently available in the game:
Spoiler Skills in the Game :
Unarmed Combat: Your ability to do damage without any weapons.
Melee Weaponry: Your ability to do damage with weapons designed for melee combat.
Simple Firearms: Your ability to hit targets using basic firearms.
Precision Firearms: Your ability to hit targets using more precise firearms.
Explosives: Your ability to use explosives without blowing up the wrong thing.
Melee Blocking: Your ability to avoid taking damage from those who engage you in melee.
Ranged Evasion: Your ability to avoid taking damage from far-away opponents.
Technology: Your ability to make technology of various sorts do what you wish.
Stealth: Your ability to avoid being noticed by those who you do not wish to see you.
Medicine: Your ability to fix the bodies of your more accident prone team mates, as well as anyone else who gets injured along the way.
Perception: Your ability to see, hear, and maybe even smell out trouble or other things of interest.
Vehicles: Your ability to pilot various vehicles in stressful scenarios without causing major disasters.
Melee Weaponry: Your ability to do damage with weapons designed for melee combat.
Simple Firearms: Your ability to hit targets using basic firearms.
Precision Firearms: Your ability to hit targets using more precise firearms.
Explosives: Your ability to use explosives without blowing up the wrong thing.
Melee Blocking: Your ability to avoid taking damage from those who engage you in melee.
Ranged Evasion: Your ability to avoid taking damage from far-away opponents.
Technology: Your ability to make technology of various sorts do what you wish.
Stealth: Your ability to avoid being noticed by those who you do not wish to see you.
Medicine: Your ability to fix the bodies of your more accident prone team mates, as well as anyone else who gets injured along the way.
Perception: Your ability to see, hear, and maybe even smell out trouble or other things of interest.
Vehicles: Your ability to pilot various vehicles in stressful scenarios without causing major disasters.
Eqiupment: Obviously you aren't expected go on your task empty handed, you have 10 Equipment points (EP) with which to outfit your character. The various options for equipment will be listed below, but you can only place one item in each of the equipment slots. You will usually have the option of altering your loadout between missions, so long as I am made aware of it and in-game circumstances do not prevent it. Weapon Attachments are the only equipment that does not require an equipment slot, but each one may only be added to certain weapons.
Primary Weapon: Your weapon of choice; anything from the primary, weapon, or unrestricted lists, and selected attachments.
Secondary Weapon: A backup; anything from the weapon or unrestricted lists, and selected attachments.
Specialised: Additional equipment; anything from the specialised or unrestricted lists.
Specialised: Additional equipment; anything from the specialised or unrestricted lists.
Miscellaneous: Anything that doesn't cost EP is listed here. This can be filled up with small requests, but may also hold objects you acquire on missions. You each receive 2 sets of handcuffs here automatically, just in case you end up actually taking somebody alive.
Spoiler Equipment Lists :
Spoiler The Primary List :
Melee Weapon of Choice: 2EP (You can pick exactly which melee weapon you use, within reason.)
Shotgun: 3EP (Simple Firearm)
Light Machine Gun: 3EP (Simple Firearm)
Assault Rifle: 3EP (Precision Firearm)
Sniper Rifle: 4EP (Precision Firearm)
Shotgun: 3EP (Simple Firearm)
Light Machine Gun: 3EP (Simple Firearm)
Assault Rifle: 3EP (Precision Firearm)
Sniper Rifle: 4EP (Precision Firearm)
Spoiler The Weapon List :
Knife: 1EP
3x Fragmentation Grenade: 2EP
Pistol: 2EP(Simple Firearm)
Submachine Gun: 3EP (Adaptable Firearm)
2x Tear Gas Grenade: 4EP (Includes Gas Mask)
3x Fragmentation Grenade: 2EP
Pistol: 2EP(Simple Firearm)
Submachine Gun: 3EP (Adaptable Firearm)
2x Tear Gas Grenade: 4EP (Includes Gas Mask)
Spoiler The Specialised List :
Length of Rope: 1EP
Grapple Gun: 1EP
Gas Mask: 1EP
2x Caltrops: 1EP
First Aid Kit: 2EP
Thermal/NV Headset: 2EP
Deployable Sensor: 2EP (Contains NV and Thermal modes as well as normal camera)
Camera Drone: 3EP (Remote-Controlled mini-helicopter with mounted camera)
Hacking Device: 3EP
Psi-Disrupter: 5EP (Helps protect you from mental intrusion)
Jetpack: 6EP
Powered Armour: 7EP (Includes Gas Mask)
Grapple Gun: 1EP
Gas Mask: 1EP
2x Caltrops: 1EP
First Aid Kit: 2EP
Thermal/NV Headset: 2EP
Deployable Sensor: 2EP (Contains NV and Thermal modes as well as normal camera)
Camera Drone: 3EP (Remote-Controlled mini-helicopter with mounted camera)
Hacking Device: 3EP
Psi-Disrupter: 5EP (Helps protect you from mental intrusion)
Jetpack: 6EP
Powered Armour: 7EP (Includes Gas Mask)
Spoiler The Unrestricted List :
2x Pepper Spray: 1EP
3x Smoke Grenade: 2EP
3x Flashbang Grenade: 2EP
3x Remote Charges: 3EP
Taser: 3EP
3x Smoke Grenade: 2EP
3x Flashbang Grenade: 2EP
3x Remote Charges: 3EP
Taser: 3EP
Spoiler The Attachment List :
Silencer: 1EP (Cannot be used with Light Machine Gun or Shotgun)
Thermal Scope: 1EP (Precision-Capable Firearms only)
Tranquilizer Darts: 2EP (Sniper Rifle or Pistol only)
Thermal Scope: 1EP (Precision-Capable Firearms only)
Tranquilizer Darts: 2EP (Sniper Rifle or Pistol only)
Well, by now we should have a character, so I suppose the essence of your sign-up is over at this point. Time to get to the game! Missions will usually run at 10PM my time, which for all you Americans out there is 5PM EST. For now, missions will take place on Saturdays, but this may be changed in response to scheduling problems with myself, other ACs, and maybe even the players. Hopefully I will see you all there.
The Chatroom is Here.
[Anything I missed will be added here when I remember it.]
DT
Back in the Fray