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479942

PostPosted: Mon Feb 19, 2007 12:09 pm



Select attributes. This is done by allocating 60 points. This will give high average scores, but X Troops are often far above the average being. The highest a score can be at the start is 20. A minimum of 10 must be in each.

Strength. Bonus is for extra damage.
Dexterity. Bonus is to strike and for defense.
Constitution. Bonus is to hits and resistance to magics and poisons.
Mental. Bonus is to Mental attacks and Defense.

Attribute bonuses:
13+1 14+2 15+3 16+4 17+5 18+6 19+7 20+8 21+9 22+10 23+11 24+12 25+14.

Power Selection: -Choose One-

Superhuman Strength-Add 1d10 to str. Allows damage bonus of +1 per number after 25.

Superhuman Reflexes-Add 1d10 to Dex. No Bonuses after 25 but for each point after 25, instead every point past 25 adds 1 extra attack.

Superhuman Speed-Runs 220 mph. When at high speeds gets a +4 Bonus to defense.
Instead of one attack, the character gets 3 attacks at +4 to hit and damage.
If taken at the first of a round or as soon as an attack comes up, a Speed Blitz can be entered as a special. Adding 1 more attack, all attacks doing +8 to damage. However by doing so the entire rest of the round will see the speedster at a -8 to defense.

Superhuman Stamina- Add 1d10 to Con. Hits are gained at +1 per point after 25 and for every point above 25 Hits are regained at 1 per point over. Ie. at 27, 2 hits ar regained every round.

Psionics/Mind Powers-
Telekinisis-Shield can be erected to add to defense=in power to mental bonus.
Small thrown objects Damage: 2+mental Bonus.
Medium:4 Plus mental Bonus.
Large: 8+ Mental Bonus.
(Can lift 100 lbs. per score in mental. Ie. 20 Mental.=1 ton/2,000 lbs.)
Flight: Can Fly up to 75 Mph.

Pyrokinesis-Create/Extinguish Flames, Immune to fire and heat. Can use several attacks.
Spread fire: 1/4 Mental in damage. Fire Jet: 1/2 Mental. Fireball: Mental Score in damage. (add Mental attribute bonus to all damages, a 20 Mental/Spread Fire Attack would do 13 pts.


Energy Blasts-Roll 2d10; the result is the damage of the blast. Add damage with Con bonus. (roll once/or roll 2 times and keep higher roll, this will always be the blasts damage.)


Flight- Can fly 150 Mph. Swoop attack gets +4 to hit and +2 to damage.

Regeneration- Regenerates Con Bonus + 10 hits per round. Nearly Unkillable. Only complete destruction of body causes death. Decapitation followed by burning will also kill the X Troop. Drawback: Must eat only raw meats.

These are so far the only known powers. Because of early test subjects, it's theorized that hybrid powers may form after a half year. Although this is just speculation based on a few anomalies. (More game info later)

A few things to add after all these selections.

Character name:
Height:
Weight:
Age:
Hair and Eye color:


Hits: Determined by Adding Con and Con Bonus together.

Defense: Agility Bonus+ Combat Bonus + any specials + 5.

Movement: Con+Str divided by 2 in feet. Str20+Con20=40/2= Movement: 20.

Include all Stats and Powers and next to them, the damages Please.

A Brief description. General outlook. (Good, Evil, Neutral, Believes in Chaos or Order or Balance) While this may not affect the team in general, it may determine how you will treat pow's etc. A Good person may let Aliens Surrender, an Evil one might murder anything in sight.

Any other bit you want to add, the invasion is five years in, most of earth is in enemy control. How did you get into the army? The Special project? Is your family alive?

Strength Chart:
1-15: 20 x Score. (1 is 20; 15 is 300 1bs.)
16: 400.
17: 600.
18: 1,000.
19: 1,500.
20: 1 ton.
21: 5 tons.
22: 10 tons.
23: 25 tons.
24: 50 tons.
25: 100 tons.
26: 250 tons.
27: 500 tons.
28: 1 kt.
29: 20 kt.
30: 100 kt.

After 25 truthfully Willpower limits strength to a degree. During Specefic lifting feats a roll can be made against a difficulty using the Mental Bonus. Allowing even Mega tons to be lifted.

Combat skill.
Combat skill will be handled by choosing a combat philosophy.

Aggressive: +7 to hit +1 to defense.
Balanced: +4 to hit +4 to defense.
Conservative: +7 to Defense +1 to hit.

Skills:
Choose 4 tasks your character can expertly perform. Ie. Demolitions, Acrobatics, Surgery, Computer hacking. (Since killing Aliens is the main point this will be garnish or for melodrama and story elements.) Divide 40 points among these.
(No weapon skills etc. Neccesary. Being ultimate soldiers all X Troops have graduated advanced combat courses, and can pilot most vehicles and ships.)

Skill Difficulties sad the number you have to get after rolling the die and adding your attribute bonus)

Menial-5.
Easy-10.
Difficult-15.
Hard-20.
Super Hard-30.
Nigh Impossible-40.



How to hit:Roll 1d20 add Agility bonus and combat hit bonus. Roll must exceed opponents Defense score.

Damage:For fists: 2+Strength bonus for normal strengths.
1/4 Str score rounded up+ str bonus for Superhuman strong characters.
Kicks, Elbows and Knees add+2. Leaping, Power attacks and Haymakers add +6.

Weapons.
Melee-
Small: 2+Str damage. Knives short swords.
Medium: 4+Str damage. Long Swords, Cutlasses, Spears.
Large: Huge Axes, Katanas (more for quality), Claymores. 2 handed weapons. 8+str.
Giant/Superhuman weapons: 12+Str. (only usable by Superhumans)


Ranged-
Small arms: 5.
Medium Guns: 10.
Large Guns: 15.
Mounted weapons, too big for normal people guns: 20.
Rockets, Giant lasers, Huge Explosives, Very special Guns: 35.
Career Killer special weapons: 50 (Usally Plot devices)


Death:
Death occurs when you are at negative the number of hits you have. 25 Hits means you die at -25 hits. Most characters Fall unconcious at - hits, Superhuman Stamina and Regenerating characters can stay up until - their con in hits. Regenerating characters only die after hits has reached -2 x their hits. 25 hits means a regenerating troop dies at -50 hits.

The Marvel SH rule shall apply here...yes a dying character not capable of regenerating still loses hits. However all a pal has to do to save them: Kneel down check his pulse, slap on a band aid and say, "He's gonna make it!"

Oh and...
After One Year. The X Trooper has his glands overload and his blood pressure rocket, and Bursts like a pimple. That means he dies.
PostPosted: Mon Feb 19, 2007 12:33 pm


I just wanted to post that to get the powers available out really; and a general idea of damages and abilities.

We can roleplay two other ways-

A. Freeform. Autos on thugs, possible hits on major players and villians.

B. Use attributes and power descriptions but the only dice will be 1d20 as in the general rules. The rule would be as follows:

During major combat with a villian or during a stressfull larger than life skill use a 1d20 roll will be made.
Thugs are hit on anything over 1 and in fact every point on the die after one represents one alien thug that can be decimated. You roll a 6 you knock out five aliens.

Minor scumbags are hit on anything over five.

Bosses/lieutenants are hit on anything over 10.

Major villians are hit on anything over 15.

1 is an automatic miss. 20 is double damage.

Damage is equal to whatever the roll was made by.
+str for brawling.

Melee and ranged attacks damage according to weapon size.
small:+2
Medium:+4
Large:+8

Hits= Stamina x5.

0 hits is unconcious. -hits is dead.

Hurm.

479942


Vilith Stend
Vice Captain

PostPosted: Mon Feb 19, 2007 7:21 pm


Only problem would be getting some people to go along here.
PostPosted: Mon Feb 19, 2007 8:24 pm


If we use the freeform, none of the numbers will matter and dice would'nt be bothered with accept maybe in some circumstance. Fights dragging out etc. and then it would just be a high roll wins deal...

Anyway, with freeform it will be just like everything else done...they can play! scream

ninja

479942


Vilith Stend
Vice Captain

PostPosted: Tue Feb 20, 2007 6:43 pm


domokun You tell Jayme that.
PostPosted: Tue Feb 20, 2007 11:55 pm


Yeah I was really just bored, I have asked her before and she says she just dislikes structured roleplay. *mutter* ninja

479942


Jme83
Captain

Ghostly Elder

PostPosted: Wed Feb 21, 2007 10:52 am


Mike Awesome
Yeah I was really just bored, I have asked her before and she says she just dislikes structured roleplay. *mutter* ninja
xp
PostPosted: Wed Feb 21, 2007 3:05 pm


lilwashu2002
Mike Awesome
Yeah I was really just bored, I have asked her before and she says she just dislikes structured roleplay. *mutter* ninja
xp


surprised You actually remembered this thread existed! eek

Vilith Stend
Vice Captain


Jme83
Captain

Ghostly Elder

PostPosted: Wed Feb 21, 2007 5:20 pm


Vilith Stend
lilwashu2002
Mike Awesome
Yeah I was really just bored, I have asked her before and she says she just dislikes structured roleplay. *mutter* ninja
xp


surprised You actually remembered this thread existed! eek
talk2hand
PostPosted: Wed Feb 21, 2007 6:17 pm


lilwashu2002
Vilith Stend
lilwashu2002
Mike Awesome
Yeah I was really just bored, I have asked her before and she says she just dislikes structured roleplay. *mutter* ninja
xp


surprised You actually remembered this thread existed! eek
talk2hand


dramallama

Vilith Stend
Vice Captain


479942

PostPosted: Thu Mar 01, 2007 6:22 am


Ok.

Revision:

Str.
Dex.
Health.

These will be the only abilities. Each will be rated from 1-12.
1 being avg/weak. 12 being Legendary/Superhuman.
Divide 18 pts between the attributes then add for powers.

Lifting will be 100lbs x str for 1-5/double on strenuous 2 post effort.
200lbs x str for 6-10/etc. Str 11-5 tons. Str 12-10 tons/double etc.


Dex determines ability to hit and dodge/parry/block/evade.

To Hit:

Roll 1d6 and add dex. Any roll over your opponents dex wins. A roll of 1 allows your opponent 2 counter attacks instead of the one normal and a roll of 6 doubles your dex for intent of hitting and adds +2 to damage.
At any time in a post you can forgo attack after a hit by an enemy or enemies and use an all out defense. This Doubles your dex for defense.
ie. a 6 dex becomes 12.

Damage:
Brawling- Str/2. ie. Str 6 does 3 damage.
Melee- +2 damage.
Throwing Cars- +4 damage.
Guns- Dex/2. +2 for high Caliber weapons.

Other special cases may arise.

Hits=Health+Str.

Powers:
Super Str. Add 6 to str. Max 12.
Super Speed. Add 6 to Dex/ runs 100 mph per Dex.
(may do run by's which means only one attack per 2 posts, but adds +4 to number needed to hit.)
Super tough. Add 6 to Health max 12.
Energy Blasts. Does Dex/2 damage. Can be used in a power attack.
Flight: Can fly 200 miles per hour, +2 to Dex and Health.
Mental Powers-
Choose ability to control and manipulate fire, or Telekinisis. Damage is 1/2 Dex for flame blasts or throwing things/ power attack can be applied. All mental powered people gain telepathy from the treatment as well. Limited to line of sight, non combative, but may confuse opponents.

Power Attacks:
By building up an attack for 2 posts and giving enemies "free shots" damage can be doubled the attacking round.
PostPosted: Thu Mar 01, 2007 6:33 am


Ok. Those rules only apply to bosses or characters meant to be a challenge or if you decide to start whacking each other.

Normally Freeform rules apply.

Thugs- Can be auto hit and destroyed.
Lieutenants- Can be attacked with attempts and are most likely going to be hit and die.

Optionally even bosses and main characters can be attacked freeform, the only rule is you must attempt an attack not auto hit. Results will vary.

In general even with freeform it helps to assume using the stats an average range of damage. Generally attacks will do about 2 hits, but if you get hit by a car, well you know you should at the least have a headache.

Ok, so...that said. Post a character if you want to start something.

Name:
Brief description:
Attributes:
Power Selected:
Main Weapons used:


~finis~

479942


Vilith Stend
Vice Captain

PostPosted: Thu Mar 01, 2007 3:00 pm


gonk
PostPosted: Thu Mar 01, 2007 11:21 pm


Just been bored I'm really not devoted to this...heh. ninja

479942


Vilith Stend
Vice Captain

PostPosted: Fri Mar 02, 2007 9:40 am


You going to CHris's the weekend?
Reply
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