MarinesThePsychoticReaper
Resistance Member
The year 2277.
After The Nuclear War civilization has stayed sheltered in Mega-cities. Where Corporations fight for power and everyone who is normal gets to live among others. Mutants and physically unfit are exiled out of the cities to stop the population from falling into chaos due to their insecurities, possible pandemic outbreaks and so on.
However, a new strain of an unknown Disease has tarnished the Streets of Dallas Megacity.
After collecting the Citizen Data. 7 Citizens were selected as possible members of an expedition for one of the Abandoned facilities that could possibly have data on a cure for the unknown disease. Government officials can't spare extra manpower to send their men themselves due to constant need of control over the situation.
You with 3 other people will have to venture into the dangerous Wasteland outside the Walls of Dallas Megacity. You will have to face Mutants, Infected, Bandits and Organized Mercenary groups. Some will shoot on sight, Some will be willing to talk and some will just ignore you. You must organize your choices with your Crew.
Current Expedition Status.
Expedition's Progress[0%]
Health Points:40Brief Backstory"Sniper used to be a SWAT marksman until something wrong happened. 6-7 months ago during a hostage situation, someone made the wrong call and Sniper has shot down an innocent civilian. Due to the pressure of the Press, Sniper has been fired from his/her work. Now He/she has a chance to get back into the ranks of Dallas Metro police force again. He/She just have to do this mission and come back alive."
Persuasion: Not Best
Strength: Not Best.
Perception: Very Good
Perks: Eagle Eye.
Weakness: Any Kinds of Damage.
Combat Preferences and AbilitiesSniper Is A Character that takes his time with their actions. Resulting in the boost to accuracy each passed turn that is taken for getting precise aim.
Sniper Starts of with 45% accuracy and gains 5-10% accuracy with each turn. The effect will be lost after getting a kill so Players who chose the sniper role will have to choose their priorities if they want to trade-off time for Accurate high damage shots.
Also Having a Sniper in the team grants the "Eagle Eye" perk which Helps the team notice a Group of people, mutants and whatever else sooner than they would without Him/her.
Of course having High damage also comes with disabilities. Without any cover or protection, Sniper on its own is an Easy Target so it's best for the team to keep him/her behind.
So in Summary:
+High Damage
+Visual Support
-But has to wait for few turns to gain accuracy
-And on its own is very weak
Health Points:55Brief Backstory"The Assaulter used to be a part of the Civil Crowd Control Squad (CCC-S). Gaining a ton of experience in Melee combat, Non-Lethal Combat and so on. He/she has taken part in Few shootouts while the D.M.P.D had a lack of personnel. He/ She is experienced with an R35/36 Rifle."
Persuasion: Mediocre
Strength: Good
Perception: Mediocre
Perks: Backup Medic
Weakness: Weak against Fire Damage.
Combat Preferences and AbilitiesThe Assaulter is a Close/ Medium range combat class. Providing Suppressing fire to all ally units.
This Class is probably most balanced out of the other ones. Because The Assaulter Gains a Medpack if the Team doesn't have a medic. Of course, the assaulter wouldn't do the same job as a normal medic would. Making Him/her take 2 turns to finish patching up one of the Ally Characters.
The Assaulter also Carries a grenade (Replaced with the Medpack if no medics are present) Which Have 3 Attack modes: Gas, Flash, and Explosion. After using a grenade the user has to wait for 2 turns (3 turns if the Explosive grenade was used) to be able to use another one.
So in Summary:
+Assaulter Is a Balanced Class
+Acts like a Support that is able to provide decent damage.
+/- Performs the role of a Secondary medic class if no one other decides to pick the medic Class
-Grenades take turn to regenerate
-Weak Against Fire damage.
Health Points: 30Brief Backstory"The Explosive Specialist used to be the most dangerous criminal across the City of Mega City Dallas. With more than 44 incidents involving Explosives but knowing the laws ways She/he was eventually captured and put in prison. Now after 4 years the Explosive Specialist got the option to help out with the expedition in exchange for possible freedom"
Persuasion: Not Best
Strength: Good.
Perception: Not Best.
Perks: Lock Demolitionist.
Weakness: Close quarters combat.
Combat Preferences and AbilitiesThe Explosive Specialist is the character that utilizes the M12 Gator Grenade launcher. Effective at all ranges all though dangerous at the close distance.
The Explosive Specialist can throw an Explosive drone which can drive up to the enemy and explode near them dealing the decent amount of damage. Giving the Explosive specialist some advantage when it comes to damage at cost of 4 turns to be able to use it again.
The Explosive specialist can switch between 3 grenade types. Explosive, Fire and Gas.
Fire Grenades providing fire damage over time at cost of lower damage. Gas grenades providing cover and Lower Accuracy while in an area of effect.
The Explosive Specialist can also Blow up the locks of Certain containers with their explosives. However, that comes with the possibility of damaging the loot.
So in summary:
+Damage dealer
+Heavy Support character.
+Can open Certain Containers with Explosives
-The Loot can end up damaged
-Can cause damage to itself if explosives are used too close.
Health Points:30Brief Backstory"The Hacker used to work for the Dallas Megacity Metro Police. Catching Criminals but The Hacker wanted something more in life. So when the opportunity to save the city came. The hacker Voluntarily wanted to become a part of this expedition."
Persuasion: Good
Strength: Medicore.
Perception: Good
Perks: Override.
Weakness: Any Kinds of Damage.
Combat Preferences and AbilitiesThe Hacker is More of Out of combat utility character. Being able to still do damage with a pistol in Close to medium range combat. The Hacker can hack into Cases, a good deal of Safes and ton of containers.
The Hacker can also overcharge the enemy device causing an explosion a good deal of damage or can result in disabling the enemy completely. (The explosion/disabling comes with a 1 turn delay)
So In Summary:
+Hacker is a utility character Outside Combat
+Is able to Overcharge the electronic devices of the enemy disabling them or causing an explosion resulting in great damage blow
-Is not great for combat besides CQC combat.
Health Points:60Brief Backstory"The Medic used to be a paramedic before he applied as a Combat medic supporting the Megacity Dallas operations. Granting The Medic a lot of Combat, medical and Tactical experience. Also, the Medic over the years became proficient with P95. When the time called for an expedition that could save lives, The medic knew where he/she should go."
Persuasion: Good
Strength: Good.
Perception: Medicore.
Perks: Medical Traning.
Weakness: Fire or Stun damage.
Combat Preferences and AbilitiesThe Medic is an effective combat Character. Being effective in Close/Medium quarters combat.
Medic also can is able to heal any of the Ally characters in 1 turn and heal them properly out of combat Due to large Medical experience The Medic possesses.
So in Summary:
+The Medic is an Effective Combat Character
+Can Heal in One turn and Completly heal you up outside of combat.
-Doesn't have any more combat abilities than that.
Health Points:65Brief Backstory"Psy troopers are Mutants with Psy abilities that are let into the Megacities under the rule of being supervised by their Supervisors. They Assist Detectives, Metro police, and government officials.
Persuasion: Very Good
Strength: Very Good.
Perception: Good.
Perks: Psy Reader.
Weakness: Stun damage, vulnerable against Mutants/ Psy ability users
Psy troopers besides Psy abilities mostly have enhanced strength and agility making them perfect for Close Quarters combat. A Psy Trooper was assigned for this project as a test of his/her abilities"
Combat Preferences and AbilitiesThe Psy Trooper is a Dominant Character in CQC combat. Along with large health supply, the Psy Tropper can be used as a Tank.
Psy Troopers can also a lot more easily persuade other people. Giving them a lot more opportunities to avoid the fights, Arrange trades or Gather information.
Psy Trooper also using her/his abilities can stun an Enemy unit for 1 turn through Psy storm. Psy trooper has to be close to the target to use it though.
So in summary:
+The Psy Trooper is a great CQC character.
+Can use their Abilities allowing easier persuasion
+Can Cause a Psy Storm stunning the enemy.
-Has to be close to Use the Psy Storm ability.
Health Points:45Brief Backstory"The Tactician Used to be a Leader of Armed Response Squad (ARS in short) Dealing with Hostage situations, Acts of Terrorism, Armed assaults and so on. But over the years The Tactician Retired before the Outbreak of the unknown disease. He/ She has been called into one more time Aid the Megacity Dallas and help the expedition."
Pesuasion:Good
Strength: Good.
Perception: Good
Perks: Experienced Leader.
Weakness: Fire damage.
Combat Preferences and AbilitiesThe Tactician uses a Compact SMG (M55 Hitmaker) as his/her primary weapon. Making the Tactician great for Close and Medium quarters combat. Tactical also using the SMG can pin an Enemy unit down forcing him to stay in the position in one turn. (The Pinning attack cannot be repeated more than once per 2 turns.)
The tactician has also the Ability to inspire the Near Units. For Example, The Sniper's Accuracy gets a Sudden Buff or The Assaulter's Grenades cooldown resets. The Inspire ability can be only used once per 2 turns.
Also, The Tactician despises all kinds of Crime and due to Explosive Specialist Criminal Background, The tactician will not join the team if the Explosive Specialist is present in the team.
So in Summary:
+The Tactician is a Very Balanced class. Being able to dish out damage in Close and medium quarters combat.
+Tactician Can pin the Enemy for One Turn forcing him to stay in his position for one turn.
+The Tactician can use the Inspire skill to assist his/her Allies
-The Pinning attack, as well as Inspire skill, can be used once per 2 turns
-Will not join the team if an Explosive Specialist is present.
More BelowCharacter Sheet:Coming Soon
OOC Thread:Coming Soon
IC Thread:Coming Soon
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