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Post by Lunacyde Prime on Feb 2, 2013 18:33:02 GMT -5
ScenarioThe first round of the tournament takes place in the wild and vast wasteland of the Mojave Desert. The battleground is a 10 x 20 mile rectangle that is completely unpopulated. If you leave the boundaries of the battlefield you are disqualified. You will be competing against another team that would love nothing more than to rip out your trachea with their bare hands. Both teams will be drugged and air-dropped into the desert by night with nothing but the clothes on their back, a map of the battlefield, a card key, a single combat knife, and a single canteen of water. (Note: Clothes include combat boots, socks, standard tan BDU pants, a belt, a t-shirt/tank top in their team color and a head covering of their choice.) Both teams will awaken from their drugged stupor at approximately 7:00 AM. The weather for the duration of the competition is clear and dry with a high of 110˚ F. They will begin approximately equidistant from their respective bases, which will be classic wild-west styled towns. These towns will be at the back center of their respective sides of the field. Within the main Saloon of these towns is where the flags will be kept. In the very exact center of the battlefield there will be a junkyard that they will also begin equidistant from. Hidden somewhere in this junkyard is a safe color coded with the team’s colors (red or blue). This safe can only be opened by the card key given to the team. The safe is made from adamantium and is indestructible. You cannot open the other team’s safe as they have a different card key. Both team’s safes are found in the junkyard, but will be hidden among the junk. There will also be a black safe which can be opened by answering a sequence of five riddles prepared by the Riddler. This safe is first come first serve and can be accessed by anyone. Your character must demonstrate serious intelligence or expertise in riddles/logic/puzzles/etc to have a chance of opening this safe. Assume solving these riddles will take at least five minutes for even the most brilliant mind. In the (red/blue) safe there will be 2 Kevlar Vests, 5 pistols of your choice, 1 manual action shotgun of your choice, 1 Manual action Rifle of your choice, 1 Assault Rifle of your choice, 1 Bow of your choice w/ standard arrows, 3 Frag Grenades, 3 Flash-bangs, 3 Smoke Grenades, 2 Claymore Mines, 1 lb of Semtex/C4, 100 ft of nylon rope, 5 knives of your choice, 1 standard material melee weapon of your choice, 1 steel hatchet, 1 pair of brass knuckles, 1 pair of Binoculars, a compass, 2 books of matches, 3 additional canteens, 5 lbs of canned fruits and beans, 1 lb of beef jerky, and a Fifth of Johnie Walker Blue Label. ( All guns have only iron sights) In the black safe there will be 2 additional Kevlar vests, 1 additional assault rifle, 3 sticky grenades, 3 Gas masks, 1 pair Night Vision Goggles, 4 Extended clips, 2 speed loaders, 1 Holographic Sight, 1 ACOG scope, 2 additional lbs of Semtex/C4, 3 Bouncing Betty's, 5 wireless bluetooth communicators with a range of 2 miles, 1 adamantium melee weapon of your choice, and a canister of 1 use spray that can heal any bodily injury, except damage to the brain. You may use whatever strategy you wish, but the in the end, whoever captures the other team’s flag and returns it to their base while retaining their own flag will win.
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Post by Erik-El on Feb 3, 2013 2:45:01 GMT -5
Why didn't you just copy the code Dane used for his post?
lol
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Post by Esquire on Feb 4, 2013 2:19:34 GMT -5
Team Name: The Omega Tactician: Tony Robinson Call Sign: Sleuth Backstory: After training with various European militaries, he cut his teeth leading infiltration teams for the Spetznaz. Specialties: Excellent at anticipation and on-the-fly tactics. Template: Sherlock Holmes (2009) Field Leader: Damien Collie Call Sign: Lookout Backstory: Bred by the Korean Government to be the perfect killer, Collie broke through the brainwashing and escaped their control. Specialties: Devastating long-range marksman, brutally efficient h2h combatant, flexible and improvises in combat. Template: Jason Bourne Hand-to-Hand Specialist: Jet Yang Call Sign: Striker Backstory: After training under several martial arts masters, Jet lost in the final round of his first tournament. Without the prize money, he was unable to pay for his mother's medical care. In an attempt to atone for his failure, he dedicated himself to becoming the greatest hand-to-hand combatant to ever live. Specialties: Unarmed combat, ridiculous pain tolerance. Template: Mad Dog (The Raid) Stealth Killer: Brenton Ignacius Call Sign: Wraith Backstory: An MI6 Operative, he was cut off from all communication in a hostile country. Already an expert in covert operations, he was force to make himself into something more than a man in order to survive and make his way out. He became the Wraith, a specter of mythical horror, silently completing his objectives until the British Government finally was able to extract him. Specialties: Hand-to-hand, psychological warfare, stealth. Template: Batman (Nolanverse) Wildcard: Cassandra Vitski Call Sign: Vamp Backstory: The darling of Russian Intelligence, Cassandra became bored with her black ops assignments and sought more exciting pastures. Specialties: Seduction, incredible agility, acrobatic in h2h, dominant with dual pistols. Template: Black Widow (ScarJo) VS.Whiskey SquadronName: Matthew Leifson Call Sign: Bam Bam Background: Ex-Army Ranger, Squad Leader Template: Barney Ross (The Expendables) Role: Leader/ Gunfighter Name: Gerald Prince Call Sign: Sledge Background: Delta Force Operator, left the military after becoming disillusioned with the U.S. Federal Government. Soon became a member of L.A. SWAT, expelled for excessive force. Template: Frank Castle (Jane) Role: Defender Name: Gregg Leon Call Sign: Mr. Ice Background: Former Army Special Forces, Top CIA assassin. Left the Agency after they deemed him compromised and attempted to eliminate him, but not before he took out the men sent to kill him. Template: John Reese (Person of Interest) Role: Enforcer Name: William Attwood Call Sign: Bullet Bill Background: Son of renowned adventurer Nathanial Attwood. Former Australian SAS sniper/commando. Left the military becoming bored with it's rigid structure. Template: Bob Lee Swagger Role: Sharpshooter/Recon Name: Tony Irons Call Sign: Reaper Background: Former RCMP wilderness specialist. Famed naturalist and survival instructor. Retreated to a cabin in the British Columbia wilderness after becoming disheartened with the society he protected. Template: John J. Rambo Role: Survivalist/Infiltration
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Post by Lunacyde Prime on Feb 4, 2013 13:23:32 GMT -5
Why didn't you just copy the code Dane used for his post? lol You'd think id have thought of something so simple, wouldn't you lol
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Post by Lunacyde Prime on Feb 4, 2013 13:57:11 GMT -5
First things first:
I see you have a very formidable and balanced team. They possess skills in a wide range of useful areas, unfortunately the greatest flaw I see initially is that your team is comprised of mostly lone wolf characters used to doing things thier own way, and lead seemingly by a man that is very difficult to get along with and peculiar in his actions. I really can't see Sherlock Holmes as the leader of anyone, especially a group of fighters like this. I could go on further, but I don't feel the need to belabor the point, your team's chemistry and leadership is questionable at best. This can lead to real situational problems out in the field. No matter how great your individual warriors are, divided they will fall.
You may try to argue that my team has a similar problem. This may appear to be true at the surface, but my team has a few things that your doesn't.
#1. A respected/experienced/ and charismatic leader. Barney Ross is both commanding and likeable. He's the kind of guy that will do anything for the men he commands, and they will do the same in return. He's knee deep in the shit with them, and they know in every fiber of their being that following him is the right way to go. His ability to lead a group of egotistic bastards like the Expendables plays perfectly here. No matter how bad ass the group is, they defer to him for leadership.
#2. Military Training. Every member of my crew has been through military training, and military service. They all have worked on teams, and fought alongside other warriors. This gives them a common bond, and a way to interact that makes them work more efficiently together. They won't all be competing to make the commands or do their own thing. They all have a deeper understanding of one another and a respect for their service. They will be able to operate at 100% efficiency without questioning orders, and therefore they will allow each other to reach their full potential instead of everyone scrambling to do their own thing. 5 trained killers working as one will trump 5 trained killers doing their own thing.
#3. A common Modus Operandi. Everyone on my team works in a very similar manner. Their military training as mentioned earlier is part of this. They all operate on a common level.
Furthermore I believe my squad will easily reach the first safe before yours. Swagger, Rambo, and Castle are all in excellent shape, and have shown great speed over long distances. Ross and Reese will immediately head for the base to defend the flag since they won't be able to keep up, and they are very formidable H2H fighters.
I don't see anyone on your team that should be able to outrun Rambo and Sawgger. Bourne is probably equal with them if I am being honest. Batman, Black Widow, Mad Dog and Sherlock are all in excellent shape, but are more used to urban settings and shorter more speed burst type running, Over a number of miles they will fall somewhat behind. If my team is able to arm themselves before yours it could be game over early.
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Post by Esquire on Feb 4, 2013 18:37:05 GMT -5
Before I post my strategy, I'd like clarification on something. I had thought that the template was merely for abilities, and the backstory/roles were there to establish the personalities of the characters. So when I put Sherlock as my leader, it was with the assumption that he would be a Spetnatz veteran with Sherlock Holmes' skills. If that's not the case, then Bourne or Bruce would be a much better choice for leader, with Holmes' leadership talents relegated to the role of "wacky idea guy." I guess I'm asking what, if anything, do the backstories accomplish? Are they totally irrelevant to the battle itself?
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Post by Lunacyde Prime on Feb 4, 2013 21:59:49 GMT -5
Well, it's difficult. Personality traits such as happiness, sarcasm, personality quirks etc can be given to the characters as you wish. However concrete skill related things such as leadership, ability to work with others, and
The backstories I guess were just for creative fun to give your characters a personal touch, more or less anything that actually determines that battle though needs to fall back to your template or else we are arguing over stuff that can't really be proven or quantified as there are no feats to base it on and we can make up whatever we want. I more or less did the background to just for kicks without it actually affecting the battle, I am genuinely sorry if this created problems for you. As I want to make things fair feel free to make any changes you need.
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Post by Lunacyde Prime on Feb 6, 2013 19:57:46 GMT -5
Bump...hopefully.
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Post by Erik-El on Feb 7, 2013 21:04:06 GMT -5
While you are waiting for his strategy, you could start on yours.
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Post by Esquire on Feb 7, 2013 23:09:16 GMT -5
Sorry, been busy. As far as team changes, I'll switch Bourne into the role of field leader, with Sherlock taking the lead with regards to planning before missions. So Bourne will mostly be in charge, here. I'll try to get a basic strategy post up in the next couple of hours.
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Post by Esquire on Feb 12, 2013 23:33:41 GMT -5
Sorry this has taken so long. Anyway. My team has a lot of strengths, but it also has a fair amount of weaknesses. Most notable are the lesser amounts of teamwork and conditioning my team has displayed. However, most of my team has experience working with others, so they won't be totally illiterate. Sherlock spends almost all of his time working with Watson, and occasionally with others, such as the Gypsies in Game of Shadows. Batman spent quite a while working with Ra's and the League of Shadows, and he helped to coordinate the final battle in TDKR. He works with Alfred and Lucius, and fought alongside Catwoman as well. Bourne had someone with him for a majority of all three films, and Widow has a long history of working with Hawkeye, as well as displaying solid teamwork in the Battle for Manhattan. Mad Dog is the only one who hasn't really displayed teamwork. In addition, my team is very smart. They'll all recognize the value of working together for a common goal, since it's the best chance of survival. As far as conditioning is concerned, I would agree that Bourne is the best, and he's probably around the same level as your peak guys. Batman has exhibited absolutely excellent physical condition, and he goes on patrol for hours every night while staying functional, so his stamina must be pretty good. (For the record, I'm assuming Dark Knight levels of health.) Black Widow and Mad Dog are both in fantastic shape, physically, but they haven't demonstrated the kind of long-term endurance this battle requires. Considering my team's strengths, their greatest asset is probably their collective hand-to-hand ability. They'll probably arrive at the junkyard a little bit after your team, which puts me at a mild disadvantage. The junkyard would seem to be something like 3 miles x 2 miles, so there's a lot of ground for your team to cover before finding the safe. Sherlock should be a great asset to my team in a search, with his incredible powers of observation, deduction, and prediction. But with your team already there, my team's best bet is to attack them before they can find weapons. Sherlock should have little trouble finding them, certainly less trouble than it would be to find the safes. If we do engage in h2h, my team consists of a variety of skilled combatants. Bruce's stealth skills may well allow him to get the drop on one of your characters with a flanking maneuver, and he's got the skills to put anyone down quickly. Not only does he consistently drop his enemies in 2 or 3 strikes, he's shown knowledge of pressure points. He used either a chokehold or a pressure point to KO Harvey Dent in less than a second when Joker attacked his penthouse in TDK. The same exact move in an attack from behind should incapacitate any of your team. Jason Bourne's hand fighting skills are well-documented, and he's widely considered one of the best hand-to-hand combatants in movie history. All of the characters start with knives, but Bourne will also benefit from the wide variety of improvised weapons available in a junkyard. Sherlock's predictive abilities should allow him to end someone quickly, as he does here:
Although your team is naturally more adept than his opponent there, it demonstrates his ability to instantly gauge an opponent's weaknesses and use his skill and knowledge of the body's weakpoints to end a fight quickly. With my team initiating the attack, he should have ample opportunity to do so. Black Widow employs an extremely agile fighting style unlike any your characters have encountered. Her speed and exotic takedowns are dizzying to watch, and should make her a difficult opponent for anyone to face. Finally, Mad Dog is my trump card in a h2h fight. His speed in combat is exceptional, and his skill is phenomenal. He was able to fight effectively against Rama, who had already shown the skill to take down dozens of armed opponents with only his bare hands, feet, and elbows, and against Andi, Rama's brother and the only one to succeed in capturing Rama, at the same time. He took both of them down until he was stabbed by a weapon that he had no way of knowing existed, and even after taking a stab to the throat, he's able to keep fighting effectively. His speed, skill, and pain tolerance are ridiculous.
Although your team is certainly solid in h2h, my skill, coupled with the initiative and the element of surprise, should be enough to overcome them.
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