Shepard
The Not-So-Rottenfuhrer
Welcome to Silet Storm, a turn based, D&D style RP where you make your own WW2 era soldier following the great campaigns of the Second World War.
I will be you GM/DM for this RP and will do my best to make this a fun turn-based game. On this thread, I will provide you with the environment and allow you to determine what moves to make.
To streamline the process, I will be posting my Skype username so that questions and banter can easily be carried out.
How attributes work:
<CS>
Name:
Description:
Class:
-Soldier
-Sniper
-Scout
-Grenadier
-Engineer
-Medic
Specialization/Training:
-Rifleman
-Marksman
-CQB (SMG, shotgun and pistols)
-Automatic Rifleman
Nationality: (pick one)
-USA
-Great Britain
-France
-Soviet Union
-Australian (British with Slouch Hat)
Attributes: (distribute 5 points among them)
-Strength
-Dexterity
-Intelligence
*5 Attr. Points*
Secondary Attributes: (order of precedence)
-Action points
-Vitality points
-Movement (evasion/agility/etc)
Skills: (pick 3 to start with a bonus)
-Shooting/Aim
-Melee
-Throwing
-Snipe
-Burst
-Hide/Stealth
-Spot
-Engineering
-Medicine
-Interrupt
I will be you GM/DM for this RP and will do my best to make this a fun turn-based game. On this thread, I will provide you with the environment and allow you to determine what moves to make.
To streamline the process, I will be posting my Skype username so that questions and banter can easily be carried out.
How attributes work:
The higher the attribute, the more there is available to the player.
Strength plays into melee and physical development/leveling up. It can be used to add a bonus to melee rolls - especially when parrying - at the expense of a fatigue effect on the player.
Dexterity plays into aim and other performance actions. It can be used to add a bonus to Aim rolls at the expense of a fatigue effect on the player.
Intelligence plays into leveling up by lowering the number of EXP needed to level up as well as increasing the types of engineering equipment and medicine available. A minimum of 5 intelligence is required to use PKs
Strength plays into melee and physical development/leveling up. It can be used to add a bonus to melee rolls - especially when parrying - at the expense of a fatigue effect on the player.
Dexterity plays into aim and other performance actions. It can be used to add a bonus to Aim rolls at the expense of a fatigue effect on the player.
Intelligence plays into leveling up by lowering the number of EXP needed to level up as well as increasing the types of engineering equipment and medicine available. A minimum of 5 intelligence is required to use PKs
<CS>
Name:
Description:
Class:
-Soldier
-Sniper
-Scout
-Grenadier
-Engineer
-Medic
Specialization/Training:
-Rifleman
-Marksman
-CQB (SMG, shotgun and pistols)
-Automatic Rifleman
Nationality: (pick one)
-USA
-Great Britain
-France
-Soviet Union
-Australian (British with Slouch Hat)
Attributes: (distribute 5 points among them)
-Strength
-Dexterity
-Intelligence
*5 Attr. Points*
Secondary Attributes: (order of precedence)
-Action points
-Vitality points
-Movement (evasion/agility/etc)
Skills: (pick 3 to start with a bonus)
-Shooting/Aim
-Melee
-Throwing
-Snipe
-Burst
-Hide/Stealth
-Spot
-Engineering
-Medicine
-Interrupt
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