Post by Lunacyde Prime on Dec 27, 2011 15:46:23 GMT -5
Scenario:
The Galactic Empire has fallen on hard times and in order to raise funds for military conquest they have taken to kidnapping citizens of various planets and selling them as slave labor to the highest bidder. Their forces have forcefully seized millions of innocent people from Earth and imprisoned them in reeducation camps to prepare them for a life of servitude. We are sending in a Special Operations Unit in order to free our people and return them home safely. This is where you come in. You are the director of Special Operations and it’s your job to assign five members to the team. Good luck, should you fail millions of innocents will be tortured and maimed, forced into a life of bondage and slavery.
Roles: Each member of your team should fill one of these roles.
The Professional : This member relies on his/her exceptional skill set. They have no super or metahuman powers and physically on average cannot be any greater than Batman (Bruce).
The Prodigy: This member uses his/her remarkable intelligence and a variety of gadgetry to their advantage. These characters may have no super or metahuman powers(except for super intelligence), no physical attributes greater than Captain America. The Prodigy is the only Role that gets to select ONE bonus piece of equipment from the Tech Category. NOTE: The Prodigy must be considered having at least a gifted intellect, or having shown remarkable intellectual abilities to be considered for the role.
The Infiltrator: This member is a master of stealth and misdirection. They may not have any super or metahuman powers greater than what would be considered street level. They may not have physical attributes greater than Spider-Man.
The Fighter: This member is a master of hand to hand combat and martial arts practices. They may not have any super or metahuman powers greater than street level. They may not have physical attributes greater than Spider-Man.
The Juggernaut: The Juggernaut is the unstoppable powerhouse of your team. They may have strength and durability no greater than Luke Cage. Other physical attributes cannot be greater than Spider-Man. They may not have any powers greater than street level.
Outfitting:
All your members begin with no gear, just standard military issue fatigues in whatever color and pattern you choose, and standard kevlar body armor. You will be allowed to outfit them from the Armory. They will be allowed a Primary weapon, Two Secondary weapons, a melee weapon (two if they come in pairs like Billy clubs) and both lethal and non-lethal gear (You get x10 of each Lethal and Non-lethal gear).
You may also include upgrades such as Suppressors, Extended Clips, Specific Sights, Full Metal Jacket, Bayonet, Flashlight, or Grenade Launcher Attachments. You may use two upgrades per weapon. Just mention these upgrades next to the respective weapon.
Primary Weapons:
Twin Katana
Assault Rifle (your choice)
Sub Machine Gun (your choice)
Machine Gun (your choice)
Sniper Rifle (your choice)
Captain America’s Shield
Green Arrow/ Hawkeye Bow and Arrows
Shotgun (your choice)
Shocker's Gauntlets
Dr. Octopus's Arms
Mr. Freeze's Freeze Gun
Secondary Weapons:
Pistol (Your choice)
Auto Pistol (your choice)
Crossbow w/ Explosive Tips
RPG Launcher (your choice)
Sawed Off Shotgun (your choice)
Melee Weapons:
Combat Knife
Billy Clubs
Nun-chuks
Sais
Kusarigama
Chain Whip
Lethal
- Frag Grenades
- Semtex Grenades
- Throwing Knives
- Shurikens
- C4
- Bouncing Bettys
-Claymores
Non-Lethal
-Flash-Bangs
-Smoke Grenades
-Sonic Disorienting Grenade
-Nova Gas Grenade
-Decoys (Turn invisible and simulate gunfire to draw enemies.)
Tech:
-Hack N' Jack - A device that allows you to hack into and hijack security systems(Ex. Cameras, Doors, Sentry Guns) from certain computer terminals that will be marked in the blueprints.
-Advanced Sensors - Handheld device that depicts on a high definition screen from an above view all defensive measures in real time. It can zoom in and out and pan into any area of the structure and give detailed information such as the direction opponents are facing, what type of weapons they are carrying, and how much ammo they have on them.
-Drone Fleet - an assortment of 6 different drones, some remote controlled, some pre-programmed. They carry an assortment of surveillance gear including high-def cameras and listening equipment, night vision, x-ray vision, and thermal scope. They all also double as small explosives with the same effectiveness as a standard pouch of C4.
- Wraith's Invisibility Suit - An Invisibility suit from G.I. Joe. For those unfamiliar with it's properties it grants near perfect invisibility from the human eye, but the edges blur when you move very fast. Also is resistant to small arms fire and comes with blades and guns mounted from the forearms.
- Ghost Protocol Pack - Grants you any gadgets from that movie if you've seen it. This includes but is not limited to the wall crawling gloves, laser cutters, Photo Contacts, Mask Maker, Illusion Screen, etc.
- Holographic Illusion Decoys - Small Disks that Create realistic holographic projections that will appear real to enemies. When paired with ordinary decoys can lead to a very convincing ruse. They are no bigger than a coin and have a maximum effective range of whatever room or hallway they are located in.
- Energy Siphon - iPhone sized device that can drain energy from selected rooms or hallways when plugged into certain access points.
- Teleportation Device - Wristwatch-like device that allows for near instantaneous teleportation of the wearer. (For reference just use Nightcrawler's tele). It only allows for one jump before it needs to be recharged again. Recharge takes 60 seconds. You must be able to see, have seen, or know the place you are jumping to.
Perks: These Perks Effect everyone on your team. You may choose one.
Unbreakable - Adamantium Ammo, melee weapons, and throwing weapons
Can you hear me now? – Telepathic Link and makes all members footsteps, heartbeat, and breathing completely silent
Friendly Neighborhood Spider-Man – Web shooters and wall crawling gloves and boots.
Hammer Space – Never have to reload + Unlimited Lethal and Non-Lethal gear)
Scavenger – You may pick up gear off of fallen comrades or enemies + Unlimited Lethal and Non-Lethal Gear)
Ghost – Undetectable by electronics sensors. This does not include the ones in Stormtrooper helmets.
Airport Security – X-Ray Goggles allow you to see through solid objects/material. + Comm Links
A Little Short for A Stormtrooper – Fully Functioning Stormtrooper Armor and Gear in addition to what you already have. + Enemy Stormtroopers and cameras will not detect you until you attack them. higher enemies will notice the difference.
The Force Be With You - Your Team gets lightsabers + can wield them with the same skill they would wield a normal sword.
A Soldiers Life - Custom Bulletproof Body Armor similar to Batman's in The Dark Knight.
Rules:
-Any character in fiction is allowed as long as you have sufficient proof of their abilities.
-No Teledropping or dismembering.
-No Reality, time or matter manip.
- No energy manip. Greater than Cyclops.
-No multiplyers or duplicators.
-No Telekinesis or Telepathy greater than Mr.X
- Intangibility/Misting/etc can only be used 20 seconds at a time, with a minute recharge time till they can become intangible again.
-No speedsters.
- No healing factors greater than Deadpool.
-No Midnighter, Karate Kid, Batman 1 Million
-No inventing gadgets up on the spot.
-No force users.
-No using characters used in the scenario. (Ex. Darth Maul, Boba Fett)
-You will be dropped in by cover of darkness. (About 2 hours after sunset.)
-Ammo is unlimited. However you must reload (unless you have Hammer Space Perk)
-Assume FMJ allows penetration of Stormtrooper Armor.
- Lethal gear is limited to x10 of whatever it is. (Unless you have Hammer Space Perk or Scavenger Perk)
-There is no time limit.
-Force Users opposing you may only use the force to amp their physical attributes.
-All Earth Armors will be amped up to provide the same protection from blasters they would against normal ballistic rounds.
- Character history and chemistry do come into effect. So for example don’t put Wolverine and Sabretooth on the same squad.
-Your team will have dossiers on all defenses they will encounter and a 48 hour period to study them as well as floorplans, etc.
-You must successfully save the innocents without losing more than ¼ of them and at least one team member must survive in order to win.
I will unveil the details of the setting and defenses after you make your teams.
The Galactic Empire has fallen on hard times and in order to raise funds for military conquest they have taken to kidnapping citizens of various planets and selling them as slave labor to the highest bidder. Their forces have forcefully seized millions of innocent people from Earth and imprisoned them in reeducation camps to prepare them for a life of servitude. We are sending in a Special Operations Unit in order to free our people and return them home safely. This is where you come in. You are the director of Special Operations and it’s your job to assign five members to the team. Good luck, should you fail millions of innocents will be tortured and maimed, forced into a life of bondage and slavery.
Roles: Each member of your team should fill one of these roles.
The Professional : This member relies on his/her exceptional skill set. They have no super or metahuman powers and physically on average cannot be any greater than Batman (Bruce).
The Prodigy: This member uses his/her remarkable intelligence and a variety of gadgetry to their advantage. These characters may have no super or metahuman powers(except for super intelligence), no physical attributes greater than Captain America. The Prodigy is the only Role that gets to select ONE bonus piece of equipment from the Tech Category. NOTE: The Prodigy must be considered having at least a gifted intellect, or having shown remarkable intellectual abilities to be considered for the role.
The Infiltrator: This member is a master of stealth and misdirection. They may not have any super or metahuman powers greater than what would be considered street level. They may not have physical attributes greater than Spider-Man.
The Fighter: This member is a master of hand to hand combat and martial arts practices. They may not have any super or metahuman powers greater than street level. They may not have physical attributes greater than Spider-Man.
The Juggernaut: The Juggernaut is the unstoppable powerhouse of your team. They may have strength and durability no greater than Luke Cage. Other physical attributes cannot be greater than Spider-Man. They may not have any powers greater than street level.
Outfitting:
All your members begin with no gear, just standard military issue fatigues in whatever color and pattern you choose, and standard kevlar body armor. You will be allowed to outfit them from the Armory. They will be allowed a Primary weapon, Two Secondary weapons, a melee weapon (two if they come in pairs like Billy clubs) and both lethal and non-lethal gear (You get x10 of each Lethal and Non-lethal gear).
You may also include upgrades such as Suppressors, Extended Clips, Specific Sights, Full Metal Jacket, Bayonet, Flashlight, or Grenade Launcher Attachments. You may use two upgrades per weapon. Just mention these upgrades next to the respective weapon.
Primary Weapons:
Twin Katana
Assault Rifle (your choice)
Sub Machine Gun (your choice)
Machine Gun (your choice)
Sniper Rifle (your choice)
Captain America’s Shield
Green Arrow/ Hawkeye Bow and Arrows
Shotgun (your choice)
Shocker's Gauntlets
Dr. Octopus's Arms
Mr. Freeze's Freeze Gun
Secondary Weapons:
Pistol (Your choice)
Auto Pistol (your choice)
Crossbow w/ Explosive Tips
RPG Launcher (your choice)
Sawed Off Shotgun (your choice)
Melee Weapons:
Combat Knife
Billy Clubs
Nun-chuks
Sais
Kusarigama
Chain Whip
Lethal
- Frag Grenades
- Semtex Grenades
- Throwing Knives
- Shurikens
- C4
- Bouncing Bettys
-Claymores
Non-Lethal
-Flash-Bangs
-Smoke Grenades
-Sonic Disorienting Grenade
-Nova Gas Grenade
-Decoys (Turn invisible and simulate gunfire to draw enemies.)
Tech:
-Hack N' Jack - A device that allows you to hack into and hijack security systems(Ex. Cameras, Doors, Sentry Guns) from certain computer terminals that will be marked in the blueprints.
-Advanced Sensors - Handheld device that depicts on a high definition screen from an above view all defensive measures in real time. It can zoom in and out and pan into any area of the structure and give detailed information such as the direction opponents are facing, what type of weapons they are carrying, and how much ammo they have on them.
-Drone Fleet - an assortment of 6 different drones, some remote controlled, some pre-programmed. They carry an assortment of surveillance gear including high-def cameras and listening equipment, night vision, x-ray vision, and thermal scope. They all also double as small explosives with the same effectiveness as a standard pouch of C4.
- Wraith's Invisibility Suit - An Invisibility suit from G.I. Joe. For those unfamiliar with it's properties it grants near perfect invisibility from the human eye, but the edges blur when you move very fast. Also is resistant to small arms fire and comes with blades and guns mounted from the forearms.
- Ghost Protocol Pack - Grants you any gadgets from that movie if you've seen it. This includes but is not limited to the wall crawling gloves, laser cutters, Photo Contacts, Mask Maker, Illusion Screen, etc.
- Holographic Illusion Decoys - Small Disks that Create realistic holographic projections that will appear real to enemies. When paired with ordinary decoys can lead to a very convincing ruse. They are no bigger than a coin and have a maximum effective range of whatever room or hallway they are located in.
- Energy Siphon - iPhone sized device that can drain energy from selected rooms or hallways when plugged into certain access points.
- Teleportation Device - Wristwatch-like device that allows for near instantaneous teleportation of the wearer. (For reference just use Nightcrawler's tele). It only allows for one jump before it needs to be recharged again. Recharge takes 60 seconds. You must be able to see, have seen, or know the place you are jumping to.
Perks: These Perks Effect everyone on your team. You may choose one.
Unbreakable - Adamantium Ammo, melee weapons, and throwing weapons
Can you hear me now? – Telepathic Link and makes all members footsteps, heartbeat, and breathing completely silent
Friendly Neighborhood Spider-Man – Web shooters and wall crawling gloves and boots.
Hammer Space – Never have to reload + Unlimited Lethal and Non-Lethal gear)
Scavenger – You may pick up gear off of fallen comrades or enemies + Unlimited Lethal and Non-Lethal Gear)
Ghost – Undetectable by electronics sensors. This does not include the ones in Stormtrooper helmets.
Airport Security – X-Ray Goggles allow you to see through solid objects/material. + Comm Links
A Little Short for A Stormtrooper – Fully Functioning Stormtrooper Armor and Gear in addition to what you already have. + Enemy Stormtroopers and cameras will not detect you until you attack them. higher enemies will notice the difference.
The Force Be With You - Your Team gets lightsabers + can wield them with the same skill they would wield a normal sword.
A Soldiers Life - Custom Bulletproof Body Armor similar to Batman's in The Dark Knight.
Rules:
-Any character in fiction is allowed as long as you have sufficient proof of their abilities.
-No Teledropping or dismembering.
-No Reality, time or matter manip.
- No energy manip. Greater than Cyclops.
-No multiplyers or duplicators.
-No Telekinesis or Telepathy greater than Mr.X
- Intangibility/Misting/etc can only be used 20 seconds at a time, with a minute recharge time till they can become intangible again.
-No speedsters.
- No healing factors greater than Deadpool.
-No Midnighter, Karate Kid, Batman 1 Million
-No inventing gadgets up on the spot.
-No force users.
-No using characters used in the scenario. (Ex. Darth Maul, Boba Fett)
-You will be dropped in by cover of darkness. (About 2 hours after sunset.)
-Ammo is unlimited. However you must reload (unless you have Hammer Space Perk)
-Assume FMJ allows penetration of Stormtrooper Armor.
- Lethal gear is limited to x10 of whatever it is. (Unless you have Hammer Space Perk or Scavenger Perk)
-There is no time limit.
-Force Users opposing you may only use the force to amp their physical attributes.
-All Earth Armors will be amped up to provide the same protection from blasters they would against normal ballistic rounds.
- Character history and chemistry do come into effect. So for example don’t put Wolverine and Sabretooth on the same squad.
-Your team will have dossiers on all defenses they will encounter and a 48 hour period to study them as well as floorplans, etc.
-You must successfully save the innocents without losing more than ¼ of them and at least one team member must survive in order to win.
I will unveil the details of the setting and defenses after you make your teams.