Lighthearter
President of the United States
THE YEAR: 1943
The situation: Germany is wavering, its empire hammered by slugging matches with the Russians in the east and the Allies in Africa. The invasion of Italy looms, but word has reached the Allied command of a new German plot to change the tide of the war.
Enter: The Special Operations Command, a unit established in Wales by British and French elements, with support from all other members of the Allied powers. Their training: The highest. Their nationalities: drawn from all the Allied powers. Their mission: Dismantle the Third Reich.
Their rules of engagement: None.
Their newest member: You.
LOCK AND LOAD, SOLDIER!
[Gratuitous action montage with explosions and sexy pinup art and such]
___
Welcome welcome blah blah blah. This is an action chatroom, I'm kinda not in the mood to write a bigass intro, so it's a roleplaying game played here.
Basically, for the backdrop, read the freaking intro. You're here to shoot Nazis and wreck the Reich, usual WW2 shooter stuff, nothing genre-breaking.
Okay, down to important stuff: to make your character, fill out the following list:
Basically, I think everything except class, skills and items is obvious so I'm not talking about them.
Class: Combat Specialist, Support Specialist or Officer.
-Combat Specialist: gains 2 extra skill points in Combat Skills
-Support Specialist: gains 2 extra skill points in Support Skills
-Officer: gains yadda yadda just in Command Skills, kay?
Skills:
Each skill costs 1 Skill Point. You have 1 Skill Point in each category by default, though you gain 2 extra skill points in your class skillset. Upgrading a skill to "Mastery" costs 1 additional Skill Point and can only be done in your class area.
Combat Skills: Skills that assist you when the Nazis open fire and you have to be an action movie star.
COMBAT SKILLS:
Unarmed Combat: - Proficiency in hand-to-hand combat without weapons.
Melee Weapons: - Proficiency with knives, swords, bayonets and other melee weapons.
Heavy Weapons: - Proficiency with heavy weapons like bazookas and HMGs.
Sniping: - Proficiency with sniper rifles and long-range shooting.
Firearms: - Proficiency with basic weapons, such as pistols, rifles and SMGs.
SUPPORT SKILLS:
Medical: - Ability to heal yourself or others.
Stealth: - Ability to hide items and people, including yourself.
Perception: - Ability to spot hidden traps and enemies.
Cryptography: - Ability to decipher Axis codes and encrypt messages to Command.
Mechanical: - Ability to repair broken and sabotaged equipment and vehicles.
COMMAND SKILLS:
Leadership: - Ability to provide assisting bonuses to allies.
Fire Support: - Ability to call in support powers to attack and debuff enemies.
Sabotage: - Ability to break stuff. Increases odds of successfully sabotaging equipment.
Familiarity: - Familiarity with Axis languages and countries. Bonuses to interpreting and sense of direction.
Personal: - Supplied by player. Mastery forbidden.
Pick yo shticks, then I'll assign you new equipment. Speaking of which.
Equipment:
You start with some worthless junk that really isn't all that useful. In addition, your skills grant you a few more items that you can use much more often. Ain't it great?
Default Items:
Knife(For stabbing)
Uniform(For modesty)
SOC Patch w/ National Insignia(For stereotyping)
Parachute(For falling)
Air Tank(For diving)
Sidearm(For shooting)
Right that's basically it I think. First mission maybe Saturday night, though Thursday is actually possible if you people sign up fast enough.
And now I'm gonna go wander off and resume my donut-and-chocolate-loving depressive spell. Catch you guys later.
-L
The situation: Germany is wavering, its empire hammered by slugging matches with the Russians in the east and the Allies in Africa. The invasion of Italy looms, but word has reached the Allied command of a new German plot to change the tide of the war.
Enter: The Special Operations Command, a unit established in Wales by British and French elements, with support from all other members of the Allied powers. Their training: The highest. Their nationalities: drawn from all the Allied powers. Their mission: Dismantle the Third Reich.
Their rules of engagement: None.
Their newest member: You.
LOCK AND LOAD, SOLDIER!
[Gratuitous action montage with explosions and sexy pinup art and such]
___
Welcome welcome blah blah blah. This is an action chatroom, I'm kinda not in the mood to write a bigass intro, so it's a roleplaying game played here.
Basically, for the backdrop, read the freaking intro. You're here to shoot Nazis and wreck the Reich, usual WW2 shooter stuff, nothing genre-breaking.
Okay, down to important stuff: to make your character, fill out the following list:
Name:
Gender:
Nationality:
Other Details:
Class:
Skills:
Items:
Bio:
Commanding Officer Signature: Lt. Col. Lord Crumpet
Basically, I think everything except class, skills and items is obvious so I'm not talking about them.
Class: Combat Specialist, Support Specialist or Officer.
-Combat Specialist: gains 2 extra skill points in Combat Skills
-Support Specialist: gains 2 extra skill points in Support Skills
-Officer: gains yadda yadda just in Command Skills, kay?
Skills:
Each skill costs 1 Skill Point. You have 1 Skill Point in each category by default, though you gain 2 extra skill points in your class skillset. Upgrading a skill to "Mastery" costs 1 additional Skill Point and can only be done in your class area.
Combat Skills: Skills that assist you when the Nazis open fire and you have to be an action movie star.
COMBAT SKILLS:
Unarmed Combat: - Proficiency in hand-to-hand combat without weapons.
Melee Weapons: - Proficiency with knives, swords, bayonets and other melee weapons.
Heavy Weapons: - Proficiency with heavy weapons like bazookas and HMGs.
Sniping: - Proficiency with sniper rifles and long-range shooting.
Firearms: - Proficiency with basic weapons, such as pistols, rifles and SMGs.
SUPPORT SKILLS:
Medical: - Ability to heal yourself or others.
Stealth: - Ability to hide items and people, including yourself.
Perception: - Ability to spot hidden traps and enemies.
Cryptography: - Ability to decipher Axis codes and encrypt messages to Command.
Mechanical: - Ability to repair broken and sabotaged equipment and vehicles.
COMMAND SKILLS:
Leadership: - Ability to provide assisting bonuses to allies.
Fire Support: - Ability to call in support powers to attack and debuff enemies.
Sabotage: - Ability to break stuff. Increases odds of successfully sabotaging equipment.
Familiarity: - Familiarity with Axis languages and countries. Bonuses to interpreting and sense of direction.
Personal: - Supplied by player. Mastery forbidden.
Pick yo shticks, then I'll assign you new equipment. Speaking of which.
Equipment:
You start with some worthless junk that really isn't all that useful. In addition, your skills grant you a few more items that you can use much more often. Ain't it great?
Default Items:
Knife(For stabbing)
Uniform(For modesty)
SOC Patch w/ National Insignia(For stereotyping)
Parachute(For falling)
Air Tank(For diving)
Sidearm(For shooting)
Right that's basically it I think. First mission maybe Saturday night, though Thursday is actually possible if you people sign up fast enough.
And now I'm gonna go wander off and resume my donut-and-chocolate-loving depressive spell. Catch you guys later.
-L