Metal Gear Rising: Tactical Cooperative Action

DrBones

Promise Nothing Deliver Less
DESIGNING A CHARACTER


This isn't some simple "fill in a page describing your magical fairy ninja" deal, you're expected to do some real number-crunching. There are three major aspects to character creation beyond simple fluff: Attributes, Skills, and Powers.


Attributes


There are three attributes, each representing a broad range of skills. These are Loud Skills, Soft Skills, and Support Skills. Loud Skills are all about "going loud", covering all forms of combat and feats of incredible strength. Soft Skills are focused on subtlety, ranging from lockpicking to sneaking to spotting minute details. Support Skills are focused on the character's intelligence, allowing them to hack electronics, develop rich tactical plans, and enact diplomacy.


You have 3 Attribute points to apply to your character. Each Attribute point gives you a 1-point bonus to skill checks for any Skill in the Attribute's category.


Skills


There are 15 Skills to choose from. They are as follows:


Hard Skills

  • Heavy Weaponry (the ability to use launchers, miniguns, railguns, and any large weapons)
  • Light Weaponry (the ability to use pistols, rifles, and other man-portable firearms)
  • Close-Quarters Combat (the ability to fight in melee using any weapon)
  • Heavy Lifting (the ability to pull, push, pick up, and throw large objects)
  • Toughness (the ability to withstand damage without flinching or faltering. Every 3 points in Toughness gives the player another Wound they can suffer before becoming incapacitated)


Soft Skills

  • Mechanics (the ability to deconstruct mechanical devices, from locks to booby-traps)
  • Stealth (the ability to remain unseen, also helps when remaining in disguise)
  • Perception (the ability to notice small details, from important clues to hidden traps)
  • Speed (the ability to move quickly and safely)
  • Agility (the ability to perform acrobatics and to fit into small places)


Support Skills

  • Hacking (the understanding of electronics and mathematics, effective on robots and electronic door locks)
  • Diplomacy (the understanding of how people work and how best to convince them to work with you)
  • Medicine (the understanding of how the body works, also gives understanding of chemistry and cybernetics)
  • Tactics (the understanding of military strategy, allows characters to observe and assess battlefields before combat)
  • Connection (the understanding of networking and economics, makes buying upgrades and finding support in the field easier)


You are given 15 Skill points to create your character with. Any skills the player doesn't put points in are treated as at skill level 0. You can choose to bring your skill level into the negatives (giving you a penalty to all skill checks related to that skill) to give you more skill points. Please limit your skills to between -3 and 3.


Powers


This is rather abstract, representing a characters' most unique aspects. Powers allow a player to perform special abilities in the field. These abilities can be anything, and are up to the player to define. If you're worried that an ability you chose is unbalanced, please talk to me so we can fix it.


The player can choose to either have 2 Powers (equating to two special abilities they can perform) or 1 SuperPower (for example, hydraulic muscles given 1 pieces worth of lets you immediately succeed at any Speed, Heavy Lifting, Agility, or Toughness check. SuperPowered hydraulic muscles make this instant success last for five checks). If you want more than 2 Powers, your character will need to have flaws that make it difficult for them to function in certain circumstances. One flaw is equal to one point.


Weaponry


Your character will develop and grow stronger through upgrading their equipment. This is done through Wasp Points. Wasp Points are earned through completing mission objectives, and are awarded at the end of each mission. You can spend Wasp Points during your downtime at the company's headquarters. The list of statistics you can manipulate on your weapon are as follows:

  • 1 point of defense (Armor Only) (subtracts 1 point from enemy damage rolls) = 2 WP
  • 1 point of damage (Weapon Only) = 2 WP
  • 1 point of accuracy (boosts player's initial attack roll, but is subtracted when the final damage toll occurs) = 1 WP
  • 1 zone of range (Weapon Only) (allows player to hit targets from more tiles away) = 1 WP
  • Utility (Allows the player to replace one skill check with a different skill check, under special circumstances) = 1 WP
  • Area of Effect Upgrade (Explosive, Electric, and Chemical Weapons Only) = 2 WP per tile added to radius
  • Buy an additional weapon= 2 WP


Players are given 8 WP to build their first gun with. All guns start with +3 to the player's attack rolls. All Armor starts with +3 to defense rolls.


Player Sign-Up Form


Name:


Age:


Appearance:


Personality:


Background


Attributes


Loud Skills:


Soft Skills:


Support Skills:


Skills

  • Heavy Weaponry:
  • Light Weaponry:
  • Close-Quarters Combat:
  • Heavy Lifting:
  • Toughness:
  • Mechanics:
  • Stealth:
  • Perception:
  • Speed:
  • Agility:
  • Hacking:
  • Diplomacy:
  • Medicine:
  • Tactics:
  • Connection:


Powers (include a brief description of what this does, and what its effects are in gameplay. If you really want your character to have a Power but don't know what it'll be like in gameplay, just ask me.)


Powers:


Flaws (only include if you have more than two Powers or one SuperPower):


Weapon Statistics


Weapon Name:


Weapon Type (Heavy, Light, Close-Combat):


Damage: ? points


Accuracy: ? points


Range: ? points


Utilities:


KEEP IN MIND THAT THE POWER LEVEL I AM AIMING FOR IS MORE MODERATE.


Most players will be as powerful as the more elite generic Desperado soldiers, roughly on par with Blade Wolf or Khamsin. You sure as hell won't get the chance to be Raiden right out of the starting gate. Though you'll be strong enough to go toe-to-toe with unaugmented humans and basic cyborgs, you'll need your squad's support and some ingenuity to tackle most UGs and advanced cyborgs.
 
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Name: Blue Baboon


Age: Fuck, he ain't telling you nothing. Little shit. (Actually like fifty, but he likes to think he looks thirty.)


Appearance: Blue Baboon bears a passing resemblance to Dr. House, MD, a fact that pretty much everybody comments on as soon as they learn that he's a surgeon. He wears a cowboy hat, a surgical mask, and Hello Kitty hospital scrubs under a patched, stained, and tattered canvas trench-coat. Were you to somehow get him undressed, you'd notice two things. First off, he's hiding an extra pair of stitched-on arms under his coat. Fuck, that's creepy. Second, he's got scars and stitches and shit all over his body. Like, even his gonads. Jesus.


Personality: The first words Blue Baboon speaks to most people that he meets are "Fuck" and "Off." Once you get him talking, however, your view of him will rapidly change. While you thought initially that he was just an asshole, you now realize that he isn't just an asshole at all. He's also completely creepy in his absolute disregard for the sanctity of human life. He does take some pride in his work, though. He uses a bottle of hand sanitizer and everything. (It's Red Velvet Cupcake scented, by the way.)


Background: Seeing shots of the Vietnam War on television as a child inspired the young Baboon to do shit that involved cutting people up. He brags that he graduated from a prestigious college with a medical degree, which he technically did. What he doesn't tell you, though, is that the degree was in medical illustration. Despite that, he was able to make a living for nearly a decade running an underground clinic in Manhattan. That ended when the cops started looking suspiciously at his practice after a series of, um, disturbing events during the summer of 1997. He swears to this day that he didn't make any of the five-limbed hobos they found dead in Queens that year, or at least most of them. He might have dabbled in it a bit.


Point is, some very important people realized he had some very impressive skills, so he makes his living as a high-budget doctor for hire these days, along with his twin brother (or so he claims) Purple Platypus.


Attributes


Loud Skills: 1


Soft Skills: 0


Support Skills: 2


Skills

  • Heavy Weaponry: 2
  • Light Weaponry: 1
  • Close-Quarters Combat: 3
  • Heavy Lifting: 3
  • Toughness: 3
  • Mechanics: 3
  • Stealth: -2
  • Perception: 0
  • Speed: 3
  • Agility: 3
  • Hacking: 0
  • Diplomacy: -2
  • Medicine: 3
  • Tactics: 3
  • Connection: 3


Powers


Powers: Blue Baboon is proficient with medical technology to the point of being beyond the cutting edge of science. He likes to classify what he does as magic, if only because it lets him pretend to be a wizard sometimes. He can transplant almost anything biological into anything else biological, provided that all the doohickeys and hoojamalingers line up kinda right. If he needs to, he can transplant in superfluous organs and limbs (like he did to himself in order to increase his surgical efficiency). This only comes into play outside of combat. However, it's very difficult to die with Blue Baboon on your side. No promises that what he does won't make you wish for death, though.


Due to his experiments on himself, BB is at peak human levels of strength, and is superhumanly tough. He can take what should be lethal damage in a fight, and just enable his backup organs. On more than one occasion he has been severely injured but managed to keep going, defeat his opponent, and then steal their organs out of their body so that he could survive.


Weapon Statistics


Weapon Name: Blue Baboons Do-Everything-And-A-Little-Bit-More Surgical Whaddayacallit


Weapon Type (Heavy, Light, Close-Combat): Close Combat


Damage: 2 (+1 to damage)


Accuracy: 1 (+1 to hit)


Range: 0 (melee as fuck)


Utilities: (5) Also serves as every surgical tool that BB can think of at the moment. If he comes up with another, he'll just duct-tape it to the monstrosity he already has going.


The way this actually works is pretty simple. It's a tool that grants him a large bonus to Medicine checks (GM's choice), a small bonus to Close Combat checks (GM's choice) and has a variety of non-combat uses. I'll start with the attachments I've listed below (mostly useless). Once a day, though, BB will be able to reveal a previously unknown attachment. This will be a mundane device. It will not be a weapon, although it may be weaponized.


Known attachments:


-(MEDICAL KIT) Scalpel, forceps, etc. The boring bits that you use for "legitimate doctoring" or whatever. Also contains a syringe filled with something that BB is pretty sure might have been morphine once.



-(DANGEROUS THINGS) Chainsaw, hatchet, and drill with various-sized bits, including a screwdriver bit. For heavy duty doctoring.



-(ALCOHOL ABUSE) Bottle opener and corkscrew, for those long lonely nights



-(THE MARTHA STEWART TOOLKIT) Food processor, blender and egg-beater, relics from the time BB drunkenly raided a Bed, Bath & Beyond.



-(THINGS THAT SHOULDN'T BE USED IN A MEDICAL ENVIRONMENT BUT PROBABLY ARE) Stapler, hole puncher, and scissors.
 
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Name: Electronic Eel


Age: 26


Appearance:

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Personality:


Electronic Eel ain't in it for the power, he ain't in it for his health, he ain't in it for the glory of anything at all, and he sure ain't in it for the wealth; but he's in this 'till it's over and he just can't stop, cause if you wanna get things done you gotta do them yourself, and he likes his music like he likes his life: Everything louder than everything else.


Background:


They had a file on him, it was a mile long, and they said that they got all of the proof; that Eel was just another case of arrested development, just another wasted youth. They said he was in need of some radical discipline, and that he had face the truth. They said he was wild and reckless; he should be acting his age; he was an impressionable child in a tumultous world and that he was at a difficult stage.


But it seemed to Eel to the contrary of all the crap they were gonna put on a page: That a wasted youth is better by far than a wise and productive old age.


Attributes:


--Loud Skills: -1


----Light Weaponry: +3


----Close-Quarters Combat: +1


--Soft Skills: +1


----Mechanics: +2


----Stealth: -2


----Perception: +2


----Speed: +2


----Agility: +1


--Support Skills: +3


----Hacking: +3


----Tactics: +2


----Connection: +1


Equipment:


--Cipher III Semi-Autonomous Weapons Platform (Light Weaponry)


----Damage +1/+4, Range 2, Accurate 0, Utility 2 (Attacks may originate from up to 1 zone away) (Cost 8 WP)


--HF Machete (CQC)


----Damage 0/+3, Range 0, Accurate 0 (Cost 0 WP)


--Medium Metal Armor


----Defense 0/-3 (Cost 0 WP)


Powers:


Vision modified to allow Eel to "see" electromagnetic impulses, very useful if you're trying to figure out a building's wiring or find a sneaky cyborg


SuperPowers:


Nanomechanical augmentations to the nervous system allow Eel to communicate with electronic devices on an instinctive level


Flaws:


Penalty to all actions in areas with large amounts of electrical interference (Chaff, CAT scanners, Maglev rails, etc.)
 
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Name: Dongfang Bubai


Age: ???


Appearance:


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Personality:


Seemingly calm and beautifully graceful as well as just feminine. The man like many other dualistic images has secret side to him that is cold, cunning, and most of all cruel.


Background: Born somewhere in China his past is forgotten until a certain point. Where upon to the general community that still practiced martial arts he appeared like a raging storm from nowhere. It seems that he had acquired a style from an obscure and almost forgotten manual that had long been since considered a legend.


Attributes


Loud Skills:0


Soft Skills: 2


Support Skills: 1


Skills:


Heavy Weaponry:


Light Weaponry: 2


Close-Quarters Combat: 3


Heavy Lifting: 1


Toughness: 3


Mechanics: 2


Stealth: 2


Perception: 3


Speed: 2


Agility: 3


Hacking: 2


Diplomacy: 3


Medicine: 1


Tactics: 2


Connection: 1


?????:


This book is the fount of Fang's powers letting him preform as equals to his more mechanically augmented comrades. But it is said to have had come at a terrible price. When asked here merely chuckles softly and continues walking by.


Crunch: Gives toughness and or armor as well as giving speed, agility, and hand to hand skills a boost.


Also allows use of agility for hand to hand fightan


Flaws : Like a ken doll


Weapon Statistics


Weapon Name: Needles


Weapon Type :Light


Damage: 2


Accuracy: 2 points


Range: 2 points


Utilities: None


How's this?
 
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Name: Berserker Squirrel


Age: 33


Appearance: Tall and bulging with muscle, he conveys his emotions with his body as much as he does with his booming voice.


Personality: Generally easygoing, but if you press his buttons he goes berserk. Has very particular tastes in music.


Background: After his father saw "some shit in Costa Rica", he realized that the high-adrenaline CQC rampage wasn't something that he could do for the next 40 years of his life. Settling down with a woman he picked up at a bar, John Maxim was born the same year his father Peter left the PMC lifestyle.


Of course, his past eventually caught up with him. A crazed surgeon came along blasting Ashes to Ashes. The familiarity and inexplicable obscurity led him to find the song. Realizing that it was interesting to search for it, music became as much of a focus in his life as ripping and tearing is. Of course, this also lead to him becoming a bit of a hipster- anything in the Top 40 is enough to get his blood pressure skyrocketing.


Attributes



Loud Skills: 2


Soft Skills: 1


Support Skills: 0


Skills

  • Heavy Weaponry:
  • Light Weaponry:
  • Close-Quarters Combat: 3
  • Heavy Lifting: 3
  • Toughness: 3
  • Mechanics:
  • Stealth:
  • Perception:
  • Speed: 1
  • Agility: 2
  • Hacking:
  • Diplomacy:
  • Medicine:
  • Tactics:
  • Connection: 3


SuperPower:


Musical-Minded: His intense focus on music has been taken to its logical extreme- he has specially-coded nanomachines that change his performance based on his background music. It's a pretty bad idea to play pop, and an even worse idea to play David Bowie near him. [Passive, genre of music gives him bonuses to various stats. On the other hand, playing "pleb" music gives him +1 CQC, -2 Stealth and Perception, while Bowie gives him +2 CQC, -3 Stealth, Perception, and Accuracy.]


Weapon Statistics


Weapon Name: CNT Jackhammer: Strongarm


Weapon Type: Close Combat


Damage: 4


Accuracy: 3


Range: 0


Utilities: Despite seeming useless compared to all of the elaborate weaponry available in this day and age, Squirrel's heavily-augmented arms and legs let him punch, throw, and kick hard enough to penetrate the armor most cyborgs have installed.


Edit: Expanded backstory and fixed Power to SuperPower.
 
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Name: Red Hummingbird


Age: 31


Appearance: Standing at an average 5'10, Red doesn't seem particularily strong or threatening. He has a lanky build, light facial hair, and short, swept back brown hair. He tends to have a pleased look on his face when he's not on a mission. His armor is an exoskeleton that covers his body and face, with a facemask and torso that can retract when needed, showing his human semi-human anatomy. His limbs are all cybernetic, and merged with his exoskeleton.


Personality: Red is very smug and sarcastic, preferring to combat the horrors of war with light-hearted joking to take the punch out of things. He is easy to talk to, but tends to avoid talking about personal matters, deflecting conversation about most subjects with more joking. If pressed, Red tends to get irritated and will make it clear personal matters should be kept personal.


Background: Red worked with some military group prior to being picked up by Wasp's Sting, but every time the question is asked, he changes his answer. He tends to be very secretive about his prior history, and will switch subjects most of the time. In actuality, he worked on a government contract developing boost technology for soldiers. He was one of the first test subjects for the program, and after successful tests, had a falling out due to matters of how the technology would be used. He fled the program and facility, and found work with a few PMCs before joining Wasp's Sting. Red is a well-rounded soldier, believing that you should be able to fill any role needed, but his specialties lie in using his weaker subsonic boosters to sneak into places, gathering/stealing valuable information, and if caught, boosting right the fuck out of there.


Attributes


Loud Skills: 1


Soft Skills: 2


Support Skills: 0


Skills (Attributes not factored in)


Heavy Weaponry: -1


Light Weaponry: 1


Close-Quarters Combat: 3


Heavy Lifting: 0


Toughness: 2


Mechanics: 0


Stealth: 2


Perception: 2


Speed: 3


Agility: 2


Hacking: 2


Diplomacy: 1


Medicine: -2


Tactics: 0


Connection: 0


SuperPower: Exoskeleton- Hummingbird


Hummingbird is the name of Red's exoskeleton. It is covered in boosters on nearly every join, his heels, and larger ones on his back. The multiple boosters on it allow him to move extremely fast, and he channels it into his attacks for extreme speed. When needed, he can use the heavier, loud boosters on his back for short bursts of flight. His other boosters are subsonic, allowing him to use them in stealth.


(Actual Mechanics) When charging someone, get a +4 on the attack and do an extra 1 damage per 2 zones traveled before reaching the target.


Can use for enhanced mobility (Short-term flight, High jumps, soft landings, etc.)


Automatically Pass 3 Speed Checks due to insane speed.


Weapon/Armor 1


Weapon Name: Hummingbird


Weapon Type: Close Combat (It's my damned suit!)


Damage: 3+1 points


Defense: 3+1 points


Range: 0 points


Utilities: Also serves as my armor and my power.


Backup Weapon


Weapon Name: SAR20 Light Assault Rifle


Weapon Type: Light


Damage: 3 points


Accuracy: 0+1 Point


Range: 0+1 Point
 
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Ixacise said:
Name: Dongfang Bubai
Agility: 5


Perception: 4


How's this?
Pintsize said:
Name: Blue Baboon
  • Toughness: 6
  • Medicine: 10
  • Tactics: 4
  • Connection: 6
Goshoryuken said:
Name: Red Hummingbird


Close-Quarters Combat: 4


Stealth: 4


Speed: 4


Agility: 4
These are all excellent, they just need a little rebalancing. Because the new skill limit is -3 to +3, you will need to relocate points in those skills to ensure they all fit within that limit. After that, you will be accepted.
 
Name: "Rainbow Cougar" - Amelie Nadal


Age: 37, although her cyborg body looks 30.


Appearance: Rainbow Cougar is a pale woman of soft facial features. She usually wears a silver (although she can change it at will, as her hair uses OctoCamo technology) short hairstyle, although her human body used to have deep black hair. Other than that small detail, her new body was crafted to be pretty much a copy of her old one. Or so she says, because truth is those who knew her before becoming a cyborg claim she now has bigger breasts and wider hips.


During missions, she wears an OctoCamo trenchcoat, pants and boots. Although these don't usually blend as well with the environment as a traditional sneaking suit, it allows her to disguise as a civilian if she manually selects plain traditional colors (black is her favorite). She also wears an eye patch, although it is actually a cybernetic compound eye she wears over her regular eye to enable better detection of certain electrical devices.


Not many people know, but her skin actually has some primitive tone switch capabilities that imitate different concentrations of melamine. This could allow her to disguise as different people, although she has used it in the past for pure cosmetic reasons. Since she has to manually select from a limited range of colors and is, in fact, not an actual OctoCammo device, it remains unaffected during RAINBOW Mode.

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Personality: most people describe her as friendly and tranquil, but kinda tomboy-ish when hanging with friends. There are rumors circulating around the base that say she is specially kind towards young soldiers.


Background: Although she never expected to become a soldier, much less a cyborg, Amelie always showed a sixth sense for infiltration and sneaking. She was never caught while playing hide-and-seek, nor was she when she infiltrated her high school server room to "tweak" her grades. However, she never expected becoming a spy, let alone a cyborg. All she wanted was to live a peaceful life in her hometown in southern France and hang out with friends from time to time, but that changed the day two DGSE agents paid a visit to her. Apparently, they didn't took the fact that she infiltrated her local police station to destroy a speeding ticket before it got processed very well, but nonetheless they were surprised by her abilities as she was only caught because someone noticed one of the tickets disappeared. She was offered an alternative to prison sentence, and she accepted the deal.


A few years of training in CQC and infiltration techniques later, she started working for the DGSE as a spy in war zones. However, during one mission in the Middle East, an unfortunate incident involving an enemy railgun left her critically wounded, unable to move and absolutely terrified of big weapons.


Wasp Sting, knowing about her feats as a spy, offered Amelie an experimental cyborg body technology specifically designed for spies in exchange for a fifteen years contract. Since she knew her only alternative was to be left to rot in her bed, she reluctantly accepted.


Her new body proved to be pretty much perfect in every regard, except for a small bug: the Combat Mode feature made her hair and clothes glow like a rainbow, which ended up granting her the Rainbow Cougar codename. Although the bug has already been fixed in newer models of the cyborg body, Rainbow Cougar decided to keep her old one because she has grown fond of it.


Attributes

  • Loud Skills: 1
  • Soft Skills: 2
  • Support Skills: 0


Skills

  • Heavy Weaponry: -3
  • Light Weaponry: 1
  • Close-Quarters Combat: 3
  • Heavy Lifting: 1
  • Toughness: 2
  • Mechanics: 3
  • Stealth: 3
  • Perception: 3
  • Speed: 1
  • Agility: 1
  • Hacking: 1
  • Diplomacy: 0
  • Medicine: 0
  • Tactics: 1
  • Connection: -2


Powers

  • RAINBOW Mode: Rainbow Cougar enables her RAINBOW Mode, which powers up her body and tunes it to get ready for combat. Sadly, the nanomachines used to make the necessary changes to her cybermuscles conflict with her OctoCamo Control System, which makes both her hair and suit to glow and quickly change colors, hence the name RAINBOW Mode. Can last up to two hours uninterrupted, but once deactivated, it takes four hours until it can be used again.
    Effects: Speed +2, Agility +2, Toughness +1 and Heavy Lifting +1 (total: +6). Stealth -6, although all Stealth rolls where Rainbow Cougar or her glow (glows as much as a loaded Christmas Tree full of lights) could be seen are automatically failed.
    Tier: SuperPower
    Activation period: 1 turn.
    Duration: up to 2 hours, but can be interrupted before.
    Cooldown: 4 hours after deactivation.


Weapon Statistics

  • Weapon Name: Hi-Freq Monomolecular Katana "F1000T-GN".
    Weapon Type: Close-Combat.
    Damage: 6 (3+3) points.


  • Body Armor: 1 point.

 

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Good job explaining every facet of your power. It'll really lighten the load on us when the time comes to use it.


You're accepted!
 
Name: Blue Grasshopper - Benjamin Cooper


Age: 30


Appearance: Ben is a man standing at 5'11", a complexion that is just a shade darker than pale, and has long black hair that he keeps bunched up in a very tight braid. He typically dresses to cover himself, and very few people have ever seen him without his combination of black turtleneck/gloves/black cargo pants.


Personality: Benjamin is soft-spoken but speaks nothing but logic. He's a very analytical person who tries to know the ins and outs of an op before charging headlong into it. Despite that, he also has a bit of a stutter when he speaks. He is against the concept of war, but can't help but find himself staying in a life filled with death and destruction. He answers to both his codename and his real name, and prefers that people working close to him call him "Cooper".


Background: Cooper used to operate in a special-ops unit where he operated as a master of distraction. Using his study into human psychology and sociology, he was able to devise unavoidable ways to move the focus of battle towards nonsensical He was given the codename Blue Grasshopper as a result, Grasshopper referring to the way he focused on sound-based distractions, and Blue meaning that his best time to operate is at night. One of his best works was being able to lure a slew of 6 guard units using a slowed-down (therefore curious) sample of a grasshopper chirping. On an unfortunate mission, Cooper was captured as a prisoner of war and was held hostage for a large sum, whom his superiors only carried through with half of. As a result, his captors sent him home, minus his legs. He was outfitted with an experimental set of bionic legs, and he has outfitted them for combat use.


Attributes:


Loud Skills: 1


Soft Skills: 1


Support: 1


Heavy Weaponry: -2


Light Weaponry: 2


CQC: 2


Heavy Lifting: 0


Toughness: 1


Mechanics: 1


Stealth: 3


Perception: 1


Speed: 1


Agility: 2


Hacking: 0


Diplomacy: 1


Medicine: 0


Tactics: 3


Connections: 2


Super Power: Bionic Legs


Powers: Grasshopper's bionic legs have been experimented with and retooled so many times at his request that they function beyond the normal capacity of their intended use. Cooper is able to leap extremely high bounds and land virtually unharmed. He can also run at inhuman speeds or use his legs to kick people really damn hard.


Flaw: Just as a regular human would need to train particular muscles to perform a certain task (short distance runners and marathon runners use different muscle groups, for instance), Grasshopper cannot use all of his abilities at once. If he wishes to go from jumping to running, he needs to take the time to change the functionality of his legs by altering their programming, which can take up to 15 seconds and leaves him immobile as his legs reboot.


Mechanical Functionality:


-Grasshopper has four modes of using his legs at the moment; Speed Mode, Jump Mode, Attack Mode, and Neutral Mode each one allowing him to use his legs for different combat scenarios:


--Speed Mode immediately grants Grasshopper a +3 bonus to his Speed stat, but his Accuracy for his weapons drops if he is mobile


--Jump Mode grants Grasshopper a +1 bonus to agility, a +1 bonus to perception, and an additional +4 to CQC if he lands on an enemy (if a guy landed on you from 400 feet in the air, you'd probably be a ground smoothie). However, this is not without its drawbacks. Stealth, Speed, and Agility all drop to -1.


--Attack Mode immediately grants a +1 bonus to Loud Skills and a +3 to all stats related to that block at the cost of all of his other stats and skills dropping to zero (unless his stat is already in the negative).


-Neutral Mode for noncombat situations which basically allows Grasshopper to operate using the stat block posted.


Weapon Stats





Weapon: Bionic Legs (Attack Mode)



Weapon Type: Close Quarters


Damage: 3+1


Accuracy: 1


Range: 1 (it's a leg, i'd think it'd be the guys immediately within his reach)


Back-up Weapon: M1911A1 Pistol


Weapon Type: Light Weaponry


Damage: 3+1


Accuracy: 1+1


Range: 1+1


Bueno?
 
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But of course! Since I've been getting so many new players, I think I'll split the party midway through the mission.
 
Fixed Blue Baboon. Should I list everything that's attached to his Do-Everything-And-A-Little-Bit-More Surgical Whaddayacallit right now? I hypothetically could, but I'd prefer to make it up as I go along.
 
Oh, my apologies! Unless I find something disagreeable with your characters, you can consider them accepted.


 


Pintsize said:
Fixed Blue Baboon. Should I list everything that's attached to his Do-Everything-And-A-Little-Bit-More Surgical Whaddayacallit right now? I hypothetically could, but I'd prefer to make it up as I go along.
I'd prefer if you told us what it does right now, so your teammates can plan around it. If you really want to keep it a secret, I'm fine just so long as you make sure you only have as many things it can do as you've put points into it.
 
All of you but Ixacise are fine, and accepted. When Ixacise redistributes his points, he'll be accepted too.
 
So I see, Metal Gear. Mind if I toss my hat into the ring?


Name:
Storm Princess -Blair Longstaff


Age: 18


Appearance: Stands at 5’7, has bright blue eyes, pale skin, lengthy blonde hair which goes down her back, and some meat on her bones. She almost always has a pair of pink goggles on her forehead, or actually in place. And more notably her left hand is non-existent, she replaced her left arm for a mini-gun.


Personality: A spoiled narcissistic brat, with delusions of superiority. She is incredibly vain about her appearance and tastes. She tries to keep a ‘pristine noble air’ around others, mostly to wave her superiority over them.


Background: Storm Princess was ‘Daddy’s Little Princess’ long ago, like thirteen years ago. Being the kid of the Police Chief also helped in inspiring certain things. Morality and decency were not what was inspired in her, but rather you can be a brat to others, if you have the right set of tools. So Storm Princess became a delinquent, to get some amusement and possibly for some teenage rebellion. Turns out, the shit was fun, and there were even more places to do even cooler things.


Attributes


Loud Skills: 3


Soft Skills: 0


Support Skills: 0


Skills


Heavy Weaponry: 3


Light Weaponry: 0


Close-Quarters Combat: 1


Heavy Lifting: 3


Toughness: 3


Mechanics: 0


Stealth: -3


Perception: -2


Speed: 2


Agility: 3


Hacking: 2


Diplomacy: 3


Medicine: 0


Tactics: 0


Connection: 0


Power:


Rampaging Storm: Unlocking her inner pettiness, and more importantly overclocking her mini-gun arm, she will devastate any foe in her way.


Crunch: +4 Heavy Weapons, -4 Perception


Stays for a single check.


Weapon Statistics


Weapon Name: Storm Bringer (Mini-gun Arm)


Weapon Type (Heavy, Light, Close-Combat): Heavy


Damage: 6


Accuracy: 0


Range: 2


Utilities: None
 
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Looks good. You're in!


However, I have one question: how long does this power last? +4 to every Heavy Weapons attack is quite a boost to your damage.
 
Alright, that should be fine.


 
This amount of characters should be enough. I think we're ready to begin!
 
Name: Purple Platypus


Age: 50ish, but he's working on that, one cybernetic part at a time.


Appearance: Like a cyborg Dr House who drinks too much is how his ex wife described him before running off with the mail-man. Platypus tries to dress smart, but he's usually too hung over in the morning to get it right, so the stubble, crooked tie, half tucked shirt and stained lab coat kind of ruin it. For field work he wears cammo cargo pants and jacket. several segmented mechanical arms are attatched to his back.


Personality: A Sociopath and proud, Platypus will be polite and friendly to people as long he finds them interesting or his job requires it, otherwise the best they can hope for is utter indifference. Aside from work, the other great love in his life is booze.


Background: Some kids like superheroes, others like mutants and monsters, some “children” even like ponies, but little Platypus liked giant freaking robots. While his (alleged) brother was being wrongfully accused of carving up hobos, Platypus was at a junk-yard building killbots that eviscerated hobos in a quicker and therefore more humane fashion. Sadly, there are only so many times you can sell your high quality free range meat before those nosy health inspectors start wondering who this “Dr U.N. Owen & Sons” that started supplying all the local restaurants get their produce from. But hey, every cloud has a silver lining, and PMCs can be surprisingly lenient in what you can get away with in the name of science.


Attributes



Loud Skills: 0


Soft Skills: 1


Support Skills: 2


Skills


Heavy Weaponry: 0


Light Weaponry: 0


Close-Quarters Combat: 3


Heavy Lifting: 1


Toughness: 1


Mechanics: 3


Stealth: 0


Perception: 1


Speed: 0


Agility: 3


Hacking: 0


Diplomacy: 0


Medicine: 3


Tactics: 0


Connection: 0


Powers:


Multitasking – Having a half dozen mechatentacles at his disposal allows Platypus to complete several tasks at the same time, but he can't keep his concentration split for too long before it wears him out.


Weapon Statistics


Weapon Name: Mechatentacles


Weapon Type: Close-Combat


Damage: 3


Accuracy: 3


Range: 1
 
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Name: Takeshi Dixon


Age: 21


Appearance: A 6'6 Caucasian male with a slightly pointed chin, faint acne scars are present on his cheeks. His hair is short enough to not need to be kept, but long enough not to be a buzz cut. Aside from his dull green eyes and detached earlobes, his features are otherwise unremarkable. He has fairly plain battle dress; a standard combat vest, gloves, a helmet and protective goggles along with a comfortable face covering.

M1911_US_Army_Assault.jpg
Personality: An average man with a very straightforward way of thinking sometimes mistaken for sheer stupidity, Takeshi tries to remain calm as best as a man of his background can when being a normal person in an otherwise abnormal situation. Along with a tendency to skim important readings and be a bit slow when it comes to math, he understands the importance of teamwork and is more than happy to take a back seat if it means someone else will be taking charge.


Background: One of the several Caucasians with a Southeast Asian sounding name, Takeshi enjoyed a good childhood; baseball, coloring books, TV, and a lemonade stand were all highlights of his early childhood. Upon entering the 7th grade, an enterprising Home Economics teacher got him interested in the small business market. He began reading up on all the latest business books ranging from "The Liars Dilemma: The Rise of Global Alignment" to "The Salesman and the Stupidity: Discovery of the Bleeding Edge Brand", he abandoned college after high school in turn taking up a paid internship with a wealthy businessman in his hometown of Pensacola. However, this would not last more than a year. After some allegations of money laundering, Takeshi found himself jobless without a college degree. Desperate for a job where he could put his skills to use, he found himself signing up for employment at "some beekeeping company" looking for "Conflict Resolution Associates". He declined "employee enhancement", as he felt confident enough in his abilities. Needless to say, his "world was turned upside down" as he found himself put through training and dropped into the middle of a Private Military Company. Believing that someone of his background and stature would just be put on guard duty, and that the cyborgs constructed out of ex-cereal killers, special ops soldiers with more than two arms, and any real conflict would be far away doing all the fighting; he put himself at ease. This is why it was such a surprise to him to find out that he was slated to serve along side ex-cereal killer cyborgs, special-ops soldiers, and others of the like.


Attributes



Loud Skills: 6


Soft Skills: 4


Support Skills: 7


Skills


Heavy Weaponry: 0


Light Weaponry: 2


Close-Quarters Combat: 1


Heavy Lifting: 0


Toughness: 3


Mechanics: 2


Stealth: 0


Perception:0


Speed: 1


Agility: 1


Hacking: -2


Diplomacy: 3


Medicine: 0


Tactics: 1


Connection: 3


Powers:
Everyman: Knowing how to make smalltalk with co-workers (A Nincompoop's guide to: Water cooler Chat) and a little bit of guesstimation, Takeshi can get a single +1 bonus to a diplomacy/speech check against low level enemies (E.g Answering a guard's pager, keeping someone busy on the phone, persuading a cop that he was just on his way home when he heard that gunfire, etc.). However this can only be used once within a general area, as calling Gina from accounting a bitch more than once will help to remind people that there is no Gina from accounting.


Faults: Only Human: Maybe it wasn't the smartest idea turning down the supposed next step in human evolution. Takeshi is flesh and blood, that means no +3 armor straight off the bat. A weakness to poison, chemicals, and other biological agents; the need to breathe, eat, drink, and sleep; and the factors of fatigue are just some of the few reasons why being human isn't all cracked up to be. But hey, look on the bright side- you still can enjoy a hot meal.


Weapon Statistics:


Weapon Name: MAK-200 Assault Rifle


Weapon Type: Light


Damage: 1 +2 points


Accuracy: 1 point


Range: 1 point


Weapon Name: Combat Knife


Weapon Type: Melee/Close Combat


Damage: 0 +1 points


Accuracy: 0+1 points


Range: 0 points
 
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