The game is still on for tomorrow. We probably wont start playing
until 7 pm, due to dinner and baths for the kids, but if you all wont
to come over earlier to work on characters, etc. that's cool.
Here's the plan for Friday, let's get together at 2:00 (1400). That
should give Pascoe plenty of time to play, kill, and earn character
points, and if we still want to play we can. Or we could watch a movie
or whatever afterwards.
I posted a message for the Sharpshooters on that site, so all
Sharpshooters please check it out.
Me and Chi can make it. We have the day off. But Pascoe has Mids.
Thus he'd have to play sometime before 6:30 but other than that I'm
sure he'd be highly interested. Also, since I am posting, For the
sharpshooter meeting sometime after noon would be best for both
Pascoe and I. Pascoe will have gotten off a Mid and I will be taking
over that night, so maybe closer to sundown the better? Anyway, just
putting it out. Thanks everyone. Talk to you later.
> I know that I said every other Friday that we would play, but some
of
> us have Friday off. So, I was wondering if everyone would like to
play
> this Friday, or who can play this Friday? Then the question will be
as
> to when is good for the majority? Let me know.
>
I know that I said every other Friday that we would play, but some of
us have Friday off. So, I was wondering if everyone would like to play
this Friday, or who can play this Friday? Then the question will be as
to when is good for the majority? Let me know.
I have been reviewing my schedule and all the various things I would
like to get acomplished in a day, week, month, etc. and have decided to
make our RPG nights every 1st and 3rd Friday of the month. I know that
not everyone will be able to make every Friday that we play, but I'm
not sure if I'll be able to GM any other times. We might be able to do
other nights, but for now, I will schedule those two nights for sure.
It looks like I wont have time to finish posting what your friend, who
was in a coma, had to say. I will try to post that for you by tomorrow
evening.
By the way, if anyone wants to add to the game journal from their
character's perspective, feel free to do so.
Saturday May 15, 2010 0600 hours
Cont¡¦
The fight off the island is a hard road traveled. The
little band of freedom fighters venture into the basement of the
office building that the mysterious Kim ran into. The first few
hallways and rooms were without incident, and the gang even found
one of two armories stocked with various law enforcement items, to
include much needed body armor.
However, just after they left the armory and as they
entered the hallway shots rang out and bullets whizzed by. Thinking
that the shooters were friendlies, the gang attempted to communicate
with them, but their only replies were more bullets. The zombie
soldiers tossed a smoke grenade into the hall and Demon Hell Ride
and the kids decided that it was safe to cross the hallway to the
other side, but midway Demon Hell Ride was shot through the smoke.
The zombies had used a multi-optics helmet¡¯s thermo imager
to zero in on Demon as he crossed. Not long after that the gang
realized that the zombies had preformed a flanking maneuver and came
at them from the side and front. Young Lee was cut down quickly and
fell to the floor unconscious, and Demon Hell Ride also nearly lost
his life in the fray.
Grease Monkey Mel took the battle to the zombies and killed
two at point blank range in her NORAD bug armor. She was assisted,
when from behind an extremely short older Japanese woman using her
martial arts training killed one of the zombies. Kazumi, a member of
the Fighting Tigers out of Kong-nung, had also been ambushed with
her group of freedom fighters, but managed to escape capture, but
was lurking in the darkness trying to assess a way to save her
friends.
Once the zombies were all killed in this skirmish, the gang
quickly disposed of the bodies, grabbed their wounded, and retreated
to the armory. There they held the fort until they could mend their
wounds psionically, and devise a plan of attack.
Sunday May 16, 2010 0600 Hours
Once healed they ventured back out into the basement and
conducted a room-to-room search for Mr. Kim. Along the way they
encountered army ants and other zombies. Upon discovering Mr. Kim,
they tried to make speak to him as to why he betrayed them, and he
only offered them the barrel of his K2 assault rifle. Mel blasted
him the head with an energy weapon knocking him out cold, but not
killing him.
In the security room where the gang found Mr. Kim, they
used the cameras to locate the brig, where other zombies and a Stink
Bug were creating more zombies from their captured foe. Now the
gangs pressed forward in hopes of saving Kazumi¡¯s friends, but were
more intent of destroying the Stink Bug.
Upon locating the brig they also found that the enemy and
it¡¯s prey were locked behind a cell door. They could only see two of
the zombies and attempted to try knockout gas on the others hiding.
Shots were exchanged and so were grenades from both sides. Finally,
unsure if the zombies were affected by the gas or not, they stormed
the cell in pursuit of their elusive bug.
Demon Hell Ride was the first one in the room and the first
one out, as he was hit in the face by the Stink Bug¡¯s anti-human
spray as it hid adhering the ceiling. The sticky goo caused Demon
Hell Ride to instantly vomit and tear up. With the stench to
powerful for him to take, he ran stripping off his clothes like a
made man down the hallways until he found the showers.
Before the gang could locate and kill the Stink Bug, it had
transformed itself into electrical energy and leaped into a hard-
line into safety. Mel was enraged, but soon regained composure. Two
of the three prisoners were already impregnated with the grub, and
the gang had no other choice but to put them out of their misery.
The third, Pak In-su, was unconscious, but still human. Once he was
revived, he informed the gang as to what happened to his people and
that they were on their way to pick-up a shipment of weapons just
north of Sokch¡¯o in the former DMZ.
Pak had recognized Demon Hell Ride, and based on his
reputation, entrusted him with continuing on their mission for the
weapons shipment promising him a great reward if he chose to do so.
So, the little gang sent Kazumi to scout out the bridge controls,
while they made preparations to leave the island in a hurry. All
this after they tried interrogating Mr. Kim.
Mr. Kim was a hard egg to crack, and still gave the gang
little information as to why a non-zombie would help the bugs kill
freedom fighters. The best they could ascertain was that it had to
do with either his family or the people of the town.
Mel and Dr. D tried to prowl up to the bridge controls,
when all of a sudden they were attacked by two Killer Bees. The
battle grew fierce when two more joined the fray. The rest of the
gang gave cover fire from the top of the parking structure. Within a
minute the battle was over and the bridge spanned across the water
once more.
The band of freedom fighters crossed the bridge only to
find themselves once again under fire by an armored jeep and three
motorcycles. The zombies gave pursuit. Young Kim was forced to ditch
the family horse when she jumped off it into the Camaro window. With
the Camaro drawing the enemy fire, it was nearly shot out from under
the band of freedom fighters. With the quick thinking of Kazumi
dropping a smoke grenade and the crack shots of everyone else, the
threat was soon neutralized.
Once out of danger, Pak left the group at the side of the
road on foot back to Kong-nung to update his chain of command of the
unfolding events. The rest pressed forward to Sokch¡¯o, where they
took shelter at an inn just outside of town.
In Sokch¡¯o the group split up in order to cover more
ground. Mel and Dr. D headed to the hospital to locate the last
member of the Chosan Irregulars, while Kazumi and Demon Hell Ride
did some recon of the town for safe houses and black markets. Demon
and Kazumi were successful in locating the black market, but were
asked to come back just before closing time, just as Mel and Dr. D
found their patient, healed him, and snuck him out of the hospital.
As Demon and Kazumi were driving the truck loaded with gear
and weapons over to the shop for some business they were passed by a
zombie patrol jeep. The zombie driver looked at Demon and there was
a spark of recognition in his eyes. The jeep continued down the
road, but radioed for backup, (which Demon was smart enough to check
the radio for this zombie traffic) and after a couple more turns,
two armored jeeps mounted with .50 cals were following Demon and
Kazumi.
Kazumi tried her smoke grenade trick once more and had
Demon stop the truck by an abandoned two-story building. Here they
ran up to the second floor, and took up a firing position. Out of
the smoke four zombies appeared and started to inspect Demon¡¯s
truck. Once the smoke cleared the two jeeps were parked side-by-side
with the drivers manning the machineguns. Two of the four zombies by
the truck notice Demon and Kazumi¡¯s tracks and started for the
building.
Demon decided to shot the tracker and the battle began. One
of the jeep¡¯s gunmen noticed the sniper shot and unleashed a short
burst hitting Kazumi putting her on death¡¯s doorstep. Out of the
fight Demon was left alone to fight off the rest. He pulled out a
LAW rocket and targeted the nearest jeep blasting it to bits, and
the blast radius was strong enough to kill the other jeep gunmen as
well.
The two trackers ran into the building and the other two by
the truck took cover. The sound of two Killer Bees also filled the
evening air. About this time the radioed Dr. D and the two kids came
into the scene and quickly dispensed the outside threat, while Demon
was left to face the other two. After and exchange of gunfire and
grenades this battle was over. Dr. D quickly laid his hands on
Kazumi, and through a miracle she was saved; but just barely.
I have uploaded a file to make it easier for all of you to type up and
post your characters onto the site. Download it to your computer and
fill in the blanks. Save it under your character's name and upload that
file to this site. You can find the blank character sheet at:
Files > Systems Failure Game > Making a Character
Then post yours in:
Files > Systems Failure Game > The Gang
That way we can always have a copy of someones character sheet handy in
case someone is not here to play or if you forget your character sheet
at home. Any time that you modify you character you'll have to update
your online sheet as well and repost it.
Thanks
I have added many new files to the files sections today, and I believe
most relate to skills. There are new skills lists and added skills.
Plus I created a chart listing which skills get added bonuses (- the
physical skills which we already had a list for, unless that is if it's
new physical skill). So, check them out when you have the time.
I also added the camaro stats to the files page.
If you look under the "Optional Attribute Bonus Chart" in the files
section you'll find new stats for the Per. Attribute. I have also
updated the stats for M.A. and P.B.
Friday May 14, 2010 1500 hours
After Devil Hell Ride and (Bragdon's character: I need to learn
everyone's character names) finished burring the dead and
questioning the two kids, Kim and Lee, they received communication
from a NORAD operative, only known as Grease Monkey Mel. She
informed Bragdon about their orders to investigate the ambush and
killing of a northern freedom fighter group near Sokch¡¯o called the
Chosan Irregulars. They met up with Mel just outside the city of
Kong-nung and started their drive north to Sokch¡¯o.
The drive was uneventful from Kong-nung to Jumunjin, but just
outside of Jumunjin the city lights were burning bright. Even off
the east coast floating UFOs on the water, squid boats, could be
seen on the horizon. The scene was too much like pre-meltdown
conditions that the group halted their caravan, and sent scouts
ahead to check things out.
Mel and Kim found a normal looking pre-meltdown city bustling
with life, but no signs of the bugs. The radioed to the rest of the
group to move forward on their position and decided to drive through
town quickly and continue on their way.
As they came to a city stop light and a man in his early twenties
walked up to Mel¡¯s Jeep and asked her if they were all freedom
fighters and here for the meeting. Suspicious, yet still curious if
there were other freedom fighters in town, Mel had the man named Kim
get into her jeep and off they went. He first had the group stop by
a hotel along the way and picked up another American freedom fighter
(Pascoe¡¯s character), and they proceeded to the island.
They crossed over the bridge that spanned over the East Sea and
onto the island and quickly stopped between two office buildings.
Kim said to Mel, ¡°Wait here and I¡¯ll let them know you¡¯re here,¡± and
bolted into the office building to his right. Just then the bridge
they had just crossed retracted and all hell broke loose. Six army
ants appeared, three on each adjacent rooftop and started blasting
the little band of heroes.
The firefight lasted approximately 45 seconds, but not before
most of the two roofs had been demolished, and yet again another bug
had tackled Demon Hell Ride. Luckily for him, it was gunned down
just as it tackled him off his the bed of his truck., but not before
it caused one of his hairs to turn gray.
After the battle the group made chase after Kim who ran into
the building just before the shootout. Bragdon and Kim Hee-Jin (who
rode her horse through a plate glass window into the building) were
already inside and started their pursuit as well. They found a
secret passageway down into an underground maze of hallways and
rooms. Kim Hee-Jin saved her companion¡¯s lives when she was the only
one to spot the trip wire leading to a claymore on the lower wall.
However, before the three could venture further into the abyss,
the entire building began to shake. Mel radioed from the outside and
said that she had company. When the three surfaced, they found Mel
in her Bug Thumper armor blasting away at two killer bees circling
in the air. Soon that treat was also neutralized, and the group
decided to take shelter further down the street in a parking garage.
On the third floor they found several vehicles in various
states of disrepair. In the back they did find one curious item, a
pristine 66¡¯ Camaro. Mel set to work breaking down the other cars
trying to fix up the damage done to both her jeep and Devil Hell
Ride¡¯s truck. They set up a watch and the others got some rest.
During the night Bragdon did spot a small patrol of ants marching
through the streets most likely looking for the group, but they were
not spotted.
Saturday May 15, 2010 0600 hours
Around the crack of dawn another, yet larger patrol, was seen
in the same block. Two killer bees, six army ants, and what looked
like an army ant leader were all around their hiding place. Demon
Hell Ride decided to prowl down to the ground level and check it out
with Lee, but while on the second floor ladder well, an energy blast
tore through the window throwing glass shards everywhere. Demon
quickly took cover behind the wall just as a killer bee smashed
through the window/wall and landed right next to him.
Lee froze and Demon fired off a burst into the bug just as it
bitch slapped him with a backhand. The bug followed up by grabbing
Demon and just as it threw him across the room into the adjacent
wall, Demon blasted it at point blank range killing it.
The rest of the gang showed up just as Demon was picking
himself up off the floor and wiping the blood away from his mouth.
Looking out the window they only now saw the army ant leader, and
made a break back upstairs to their vehicles.
Demon looked back out the third story window, while Bragdon
jumped up behind Mel¡¯s .50 cal. Mel, Lee, and Kim took defensive
positions as Pascoe went down the parking ramp for some recon. Just
as he turned the corner he found himself face to face with a killer
bee. He jumped backwards and unloaded an entire clip into the bee
killing it instantly. Then from the two rear stairwells six army
ants emerged. The gang quickly ended the bugs pathetic lives, but
not before Lee took three blasts to the chest.
Not waiting around for another strike the team moved out, but
not before they checked out the basement once more for Kim (friend
or foe)¡¦.
I first said that the day that the game started on was Sat. May 14th,
2010. I checked the calendar and found out that the 14th actually falls
upon Friday. No big deal, but I thought it was an interesting fact.
I was wondering if you all could type up your current character in a
word or acrobat document and post it in the files section? I'd like to
be able to take a look at your characters from time to time.
Top Ten Signs You Are a "Roll" Player
10. You calculate damage inflicted upon an opponent even though it has
only one hit point left.
9. Non-combat activities are restricted to Cleaning Arms & Armor,
Buying Arms & Armor, and spoilong for a fight.
8. You periodically roll your twenty-sided die, just to keep it warm.
7. Attack all orcs, trolls, and other "monster races" on G.P.
6. You recalculate all your bonuses every time you strike.
5. You would rather have a new weapon than a hot meal.
4. You are constantly informing other PC's how easily you could kill
them.
3. You have memorized the maximum possible damage you character could
do, but you can't remember the name of any NPC's.
2. You have no skills with a percentage.
1. Your character has 2 sets of clothing : Plate and Hard leather.
I have updated the CP table to include how much it will cost you to
learn a new physical skill. It will cost you 3000 to learn and 1000 to
raise.
I have also posted a pdf file for attribute bonuses and minuses. It
will tell you how much your character gets for his increased
attributes. These are all in the files folder under the character
generation section. When you pull up the file, it may be sideways, so
just click on the tap "view" and rotated the file clockwise to see it.
If you have any other questions let me know.
New Combat and Weapons Skills
W.P. Quick Draw
Drawing a knife, sword, pistol or revolver from a holster does not
take a melee action (auto-draw). Applies to weapons that the person
possesses with those particular W.P.s.
Quick Draw: +1 to initiative with a P.P. 16 and every additional two
(2) P.P. points above 16 (16, 18, 20, 22, 24, ect.); example, a
character with a P.P. of 24 has a +5 to initiative. However the
bonuses are only applicable when the appropriate type of weapon is
used.
W.P. Sharpshooter:
Counts as two skill selections
The character must have first spent one skill selection on a desired
W.P. skill before the Sharpshooting skill can be selected. Once the
W.P. type has been selected, the sharpshooting skill can be added to
it at a cost of two "other" skill selections. The sharpshooting
skill bonuses are then added to those of the normal weapon
proficiency for that specific type of weapon.
The sharpshooting skill can be combined with the W.P. Archery &
Targeting skill (applicable only to the sling, crossbow, and bow and
arrow) and all the modern weapon proficiencies, except W.P. Heavy
and W.P. Heavy Energy Weapons. Not applicable to W.P. Blunt, W.P.
Chain, W.P. Knife, W.P. Sword, or other ancient hand-held type
weapons.
W.P. Sharpshooting Bonuses: All bonuses are in addition to
conventional W.P. bonuses of +3 aimed, +1 burst.
The Sharp Aimed Shot (applicable to both the single shot and the
aimed burst shot): +1 to strike with a P.P. 20 and every additional
five (5) P.P. points above 20, but the bonuses are only applicable
when the appropriate type of weapon is used. Aimed shots only. No
bonuses for shooting wild.
The Sharpshooter's Called Shot: The sharpshooter's aimed shot
bonuses are NOT applicable when using this special "Sharpshooter's
called shot." Instead, the sharpshooter uses the following superior
bonuses: +1 to strike with a P.P. 18 and every additional three (3)
P.P. points above 18, but the bonuses are only applicable when the
appropriate type of weapon is used and this special called shot
counts as two melee attacks/actions. Aimed shots only.
The Bonus Attack: +1 additional shooting melee attack when using
that specific weapon for the entire melee round.
The Trick Shot: Most Men at Arms can pick one of the following
tricks (or roll 1D6 for random determination), but the Exterminator,
Peacekeeper and Survivalist O.C.C.s get ALL six!
1. Can fire a traditional two-handed weapon, like a rifle, one
handed.
2. Can shoot over his shoulder by holding up a mirror and
aiming at the reflection.
3. Accurately shoot while riding a horse or moving vehicle
(normally a wild shot), but strike bonuses are half and a called
shot is impossible (-8 to strike and strike bonuses do not apply).
4. Shoot accurately while standing on head or hanging upside
down; all bonuses applicable.
5. Roll or somersault and come up shooting (normally a wild
shot), no bonuses nor penalties to strike; straight roll of the
dice.
6. Ricochet shot, can bounce bullets, arrows, sling bullets
and other fired projectiles (depending on the specific W.P.) off of
one surface and angle the shot in such a way that the projectile
ricochets/bounces off and hits a different/second target (inflicts
only one point of damage to the first surface and full damage to the
second). This can also be doen with laser weopons but the
ricocheting surface must be mirrored or highly polished.
Answers always lead to other questions and here are some more:
Q: Would they care about leaving the horse behind?
A: Yes they would. It's the only other family that they have left.
Plus they would feel more comfortable riding the horse.
Q: Do they want to join us?
A: They have no where else to go now, and now no home to live in. So
they would rather take their chances on the road. "They want to go
and learn the ways of the force, and become Jedi like their father
before them."
Q: How long do they want to stay with us...to the next town or do
they care?
A: Until they fill like leaving, or until you are killed. Which ever
comes first.
Q: If we come across zombies and have to fight them are they ok
killing them? (harm own people) or would they rather just be support?
A: Zombies are zombies. Those poor souls would be better off dead,
since they are already walking dead. Unless there is a cure or a way
to save them, but no one knows if that is even a possibility. Maybe
one day. They will support. They don't consider themselves frontline
troops.
Q: What kind of other traditional weapons does she know?
A: She says that she knows how to use bladed weapons and sticks.
Q: Do either of them know how to drive?
A: No. Gas is hard to come by, and didn't offer them many
opportunities to learn.
Campbell had brought up some questions that he wanted to ask about
the last scenario we ran. So I had him write them down and I said I
would post my answers here. Here you go:
Q: Do they (the two Korean kids you rescured from the bugs and the
fire) have any weapons training?
A: During your questioning of the two, the both say that their
father had taught them the basic about handling a firearm. The girl
also indicates that she knows how to use older traditional weapons
as well. You could also say that just by looking at them, they look
to be in extremely good shape. They act and move as if they have had
some sort of training. Being that both of your characters are
trained martial artists you can sense much physical disipline.
Q: Any relatives?
A: Those that didn't die immediately after the bug invasion or the
drought of 05, were in Seoul. Seoul is now bug central and it is
unsure if they are even still alive, or worse, a bug zombie.
Q: Do they remember anybody who bought the weapons from their dad?
A: They remember strangers coming to the farm now and then, but they
were never close friends of the family who stayed for BBQs or
anything. Most were Koreans, but there were even a few (¹éÀεé) white
guys in the groups. She thinks that one group were from (°¸ª½Ã) the
city of Kong-nug. Mostly they came at night after dinner, and met
father at the back door. They always came quietly and left that way
to.
Q: Does the family have a truck or vehicle of some sort?
A: Looking around the farm you find a small truck (4 wheel drive)
hidden behind some cover: A.R. 6 S.D.C. 350 Speed: 120mph
Range: 400 miles. It only has half a tank of gas. It has a standard
tool kit, jack, and one spare tire. There is also a map of the
nearby city of Kong-nug in the glove box.
You also find:
One work horse
Size: 66 inches tall at the shoulders
Weight: 1600 lbs
Hit Points: 34
S.D.C.: 44
Attacks per melee: 2
Damage: kicks: front doing 2D6+2, rear doing 3D6+2 damage; bite 1D4
Bonuses: +1 on initiative, +2 to strike, +2 to dodge, +4 to save vs
poison and disease.
Natural Ablilities: Great strenth and endurance, cna pull up to four
tons, and a pair yoked in tandem can pull up to fifteen tons. The
horse can also swim 60%, leap up to four feet high and six feet
long.
Speed: 22 (15 mph), but maximum speed is 44 (30 mph)
Age: 5 years old, average life span of 12 years.
Q: Their names (the two Korean kids)?
A: The girls name is Kim Hee-Jin (±è ÈñÁø) and she is 16 years old.
She is also very beautiful. The boys name is Lee Hyon-suk (ÀÌ Çö¼®)
and he is 14. Unlike his sister he is an all right looking kid.
However, he is pretty pretty tough looking for his age. He's only
5'9" but he looks pretty solid.
Q: Do they have any even remotely useful skills?
A: Hard to tell at this point. One thing is for sure, they both seem
to know how to cook, and since neither of you do, that comes in real
handy. They are still pretty young to have any technical training.
Q: What are the nearby villages - do they know anyone there?
A: Kong-nug (°¸ª½Ã) is ten miles west of your present location. They
don't know anyone there, since it is largely bug controled.
Q: Do you know any English?
A: No. There have not been any English institutes in Korea since the
start of the war.
Q: Did your dad keep weapons/armor/gear in any place other than the
shed? Where did he get the weapons?
A: "Not that we know of. We think that he got them from someplace up
north. We hear there are less bugs up north."
Q: Anything else useful looking in the shed?
A: You find:
Small backpack
one canteen
3 lighters
pocket knife
100ft of rope
four man tent
four sleeping bags
one sleeping bag
ten candles
two pairs of working gloves
a poncho
one pair of coveralls
five gallons of gas
two gallons of bottled water
rice, grains, other preserved foods (kimchee, etc.) to last you 2
weeks
one machete
Q: Can I search the house for anything useful?
A: No. It burned to the ground.
Q: Can I bury the dead family?
A: Yes. You find a rusty shovel and bury the dead.
Since Campbell is having trouble with the files, and I know that he
really wants to upgrade his character, so here's the CP table in
post form.
CHARACTER POINTS
This section is a departure from the Palladium rules.
Like all role-playing games, as players participate in scenarios and
campaigns, they are awarded experience points. Instead of gaining
levels, where all skills and abilities are raised at once, character
points are used like money to purchase upgrades. Each skill,
ability, and attribute has a cost attached to it. This allows for
greater customizability, which leads to greater diversity among the
Systems Failure characters. The cost of raising skills, I.S.P., hit
points, combat skills, etc., are as follows:
C.P. Cost Character Development
5000 Raise an Attribute 1 point.
300 Gain 1 Hit Point
500 Gain 1D4 S.D.C.
1500 Raise Hand to Hand combat skill 1 level.
500 Raise a percentage skill 1 level.
1000 Raise a non-percentage skill, combat skill or W.P. 1 level.
3000 *Learn a new non-percentage skill.
4000 *Learn a new percentage skill.
3500 *Learn a new combat skill or W.P.
600 Raise P.P.E. 1D6 points.
600 Raise I.S.P. 1D6 points.
1500 Raise Psionics skill 1 level .
2000 Specialize in any particular skill (see specialization
section).
*Note: The aforementioned price of the new acquired skill is only if
the character is trained by someone else or through professional
training. Any character can learn any a new skill or ability through
self-study, but must spend 1500 more character points to be
successful. The only exception is if the character has a high I.Q.
of 18, 19, or 20. These characters are waived the self-study
penalty.
Some game play can also take place here through the club site. Any
game questions or character actions that don't really need dice
rolling or if it doesn't involve combat can also be done here. So,
feel free to ask whatever game questions you may have. I know Campbell
has many based on last Satuday's game. I also told him to post them
here.
15 May 10 0900 hours
NORAD Command
Your report and photos have been received.
More reports of sightings of this this mystery bug are coming in.
The last sighting placed it 10 miles east of Sokch'o (¼ÓÃʽÃ, áÖõ®ã¼).
A Free ROK band of freedom fighters have been found dead outside an
old Buddist temple. There was one survivor, but his is in critical
condition, and most of what he has said has made no sense. His story
sounds more like a ghost story than a bug attack.
Head up to Sokch'o and investigate this attack and report back. If
possible locate this "ghost" and get as much intelligence as
possible. Try not to engage it until we know what it is and what it
can do.
Be careful.
End of line...
It has been uploaded into the files section. So now you can see what
it's going to cost to raise your skills. The only rule I have about
how much a skill can be raised is that no single skill can be raised
more than three levels before the next playing session. Meaning that
any 1st level skills you have right now cannot be more than level four
by the next time we play.
Also, when learning a new skill, you'll need to run it by me first. If
one of the other players has the skill you want to learn, then it will
be easier to learn, than a skill that no one has. Skills can be self-
taught, but they will cost extra. If you want to learn how to drive a
tank, but there is no one to teach you how, and there is no tank to
practice on, then it will be real hard to learn how to pilot one.
Characters with a higher I.Q. (18 or higher) can teach themselves many
new skills without paying the extra price.
14 May 2010
1500 hours
Cloudy Afternoon
Just outside of Kong-nung, South Korea
(Bragdon) and (Campbell) were heading south down a country road.
Campbell was driving his compact car with Bragdon in the passenger
seat. Both were armed and wearing body armor as they drove. There
were rice paddies on both sides of the road. Up in the distance they
noticed black smoke rising from small farmhouse. Campbell pulled his
car off to the side of the road to investigate.
Near the farmhouse next to a large tree an army ant was standing
watch. As the two freedom fighters turned off their vehicle, the bug
took notice of them. At first the bug didn't take them for a threat,
being that they were a good 1500 feet away and had stopped moving in
its direction. It wasn't until after Campbell decided to pull out
his sniper rifle from the truck of his car and peeled off a shot at
the ant. This sent the seven foot ant charging down the road towards
them.
The two heros were out of range of the bug's natural body cannon at
first, which gave Campbell time for a couple more shots before the
party really started. Even with the free shots, Campbell couldn't
bring the beast down before its own weapon came into range. Despite
the ants best efforts of killing his foe, Campbell's car took the
brunt of the damage.
Bragdon was forced to snap pictures of the fray, since all his
powers and weapons were out of range of the creature. Not until
nearly 600 feet of doom, was he able to join the battle; however,
just in the nick of time. His added firepower put the beast's damage
over the top and sent it to an early grave.
Both of them had taken minor damage, and Bragdon used his powers of
healing to mend his partner's wounds. While thus investigating the
body of their kill, they caught out of the corner of their eye,
another bug. This one crawling ontop of the farmhouse. Through the
smoke raising off the burning roof, they could see their next prey
glaring them down.
From this point they started to make a dash for the tree in front of
them several feet away from the house hoping to use it for cover. As
they made their approach, the evil looking ant tried to blast them
with his cannon. Several crators were created before their feet. It
was in these same crators that they jumped in as foxholes for cover.
They duo fired from their cover at the ant, but the ant didn't stay
on the roof long. Leaping through the smoke and flames, it landing
in the very tree that the two were running for. Then after dropping
the ground it started its way towards the two.
The bug dodged out of the way of some of their shots, as other shots
bounced harmlessly off its natural body armor. And just as the large
ant was only fifty feet away from the foxholes, Bragdon chucked a
high-explosive grenade towards the approaching foe. With a well
placed toss (natural 20) he blow the bug back to the hell in which
it came.
Then from the building they heard a woman's sream. They both ran up
towards the farmhouse, and Campbell peeked into one of the windows.
He saw only a large shadow pass by. He moved to a nearby window and
did the same, however, this time he saw a bug clawing at the floor.
From the first window looked in by Campbell, Bragdon took a look and
saw two ants destroying the place. As Campell went south of the
farmhouse to find a backdoor, he stumbled upon two dead adult bodies
in the backyard. As he entered into the backdoor, which appeared to
have been torn off by a large ant, Bragdon threw a grenade into the
north west corner room. With the following explosion, part of the
roof collapsed as four ants broke out through the north wall and
fled into the rice paddies.
As Campbell entered the building he found himself in the home's
kitchen. With no bugs in sight, and with a shotgun in his hands, he
open the adjorning room's sliding door. To his great surprise, he
was standing face to face with a seven foot ant. He blasted the bug
at point blank range and leaped backwards behind the kitchen table.
But not before the bug slashed his chest ripping a good size hole
into him.
As Bragdon entered from the other door, the monster threw the table
standing between him and Campbell at Bragdon knocking him down.
Campbell fired another shot at the beast, but then the creature had
pounced on him using two of its arms to pin him down to the floor.
Bragdon used his powers to teleport a pounds worth of the ants neck
off its body, but it still didn't keep it from biting Campbell. With
Campbell's shotgun knocked out of his handa, and the pure strength
of the ant, his only hope for survival was Bragdon. Bragdon's second
teleportation of flesh did the trick in killing the bug.
By this point the building was coming down fast as the fire
continued to spread. They both went into the room where the bug had
been slashing at the floor to see what it had been after. Campbell
found what looked like a trap door on the floor, and shouted out to
those who might have been inside (but since he didn't clarify if it
was in Korean, I took it as English), with no reply. He attempted to
pick the lock of the hidden door, and upon doing successfully, so
had a shot whiz past his head. Shouting back out (this time in
Korean) they managed to retrieve two frightened child from their
hiding place, and got them out to safety.
Upon further investigation of the surrounding farm, they were also
able to find the farmer's stockpile of firearms and ammo, which he
had been selling to the local freedom fighters. How the bugs found
out about his secret dealings is still unkonwn.
End of report.
Here are a list of the kinds of characters one can play in the
Systems Failure world:
Egghead - scientist type
Exterminator - Freedom Fighter/Bug Killer trained
Freebooter - Trader/supplier/smuggler
Grease Monkey - Mechanic
Peacekeeper - Town Marshal or a Badland Vigilante
Sawbones - Medic
Splatterpunk - Criminal lowlife of sorts
Survivalist - Militia
NORAD Psychic - Jedi types (sorry no lightsaber)
NORAD Splicer - Government experiment
Wacko - They may ride the small yellow bus, but they kick some ass.
All characters will also roll to see what their career was prior to
the bug invasion. However, the above character classes are what
defines the character's new line of work.
I'm flexable with any other ideas for a character, so bring up any
questions you may have.