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[3:16 OOC] Thoughts and chatter thread! Active Recruitment Currently Closed!

AlfredRAlfredR I take weekends off from the internetRegistered User regular
edited July 2011 in Critical Failures
Sarge popped a stick of radium gum into his mouth and chomped down, wet and loud, as he surveyed the city center that spread out before his squad. Littered across the four lane road were cars left in ribbons from something's path of destruction, and on all sides buildings were left in ruins -- collapsing inwards on themselves, broken doors and scattered glass -- from water damage and heavy munitions fire, by the looks of it. It was a graveyard to some miserable race of bugs that thankfully would never bother the Terran people, and if the damage was any indication then the squad would be done and off-planet again in no time. Across the way, in the middle of the decrepit remains of the circular plaza was the objective location. The mission was straightforward: plant a radio antenna, get in contact with the Marathon Column, and maintain the location until the drop ships landed. Easy. A 30 meter dash across the road, from the squad's cover in a burnt out building lobby into the plaza to set up the radio, with no bugs in sight. Easy...

"Franco, Maguire: Plaza, get us set up," Sarge ordered, shaping the words around the blueberry carcinogens in his mouth. Bringing his slug rifle down from his shoulder into his armored hands, he turned to the rest of the squad as the two troopers took off through the blasted out windows. "Everyone else, get some cover set up -- tables, chairs, check the offices. Once the equipment is running, we're holding here. We're not getting slaughtered in the open, playing babysitters for command."

Franco and Maguire didn't make it a meter into the street before they were dead. The bugs descended on them from fuck if anyone could tell -- they were fast, gliding over everything like oil, and they were on the troopers the instant one of their boots set foot on the asphalt.

Hands of knives scoring their suits. The men inside, shredded, screaming into the comms. Blood and combat drugs painting the gutters. The antenna, on the ground; guns firing stupidly into the air; barbed heads and bladed limbs turning and dead eyes locking onto the men inside the building.

Sarge snapped the MandelBrite's face down, "Contact, Troopers!"

Who wants easy.


TrooperEel.png
3:16 CARNAGE AMONGST THE STARS
"This high-octane Science-Fiction role-playing game for 2 or more players has your Space Troopers killing bugs all across the Cosmos. You’ll advance in rank, improve your weapons, slay civilization after civilization and find out who you are through an innovative “Flashback” mechanic.

Terra’s plan is to kill every living thing in the Universe to protect the home world. See where your tour of duty in the 3:16th Expeditionary Force takes you and your friends. Revel in the kill-happy machismo and enjoy a campaign of Carnage Amongst The Stars.

3:16 is a Science-Fiction role-playing game about Carnage Amongst The Stars"


Explain It
3:16 CAtS (which upon reflection is the silliest acronym ever) is Gregor Hutton's award winning role-playing game about the Troopers of the 3rd Army:16th Brigade who are risking life and limb for the safety and protection of the people of Terra. It's a game that takes plenty of inspiration from things such as Starship Troopers and Aliens, complete with the verve and enthusiasm expected for exterminating every damn bug out there -- jingoism and military kitsch included. That said, nothing exists to stop the game from modelling the likes of the Halo franchise either... although, probably ODST and Reach exclusively, but those're just my thoughts on the matter.

Players take on the roles of members of a squad in the 3:16, tasked with whatever missions the Brigadier passes down the command chain to your Captains and Lieutenants. You may be recovering missing equipment lost in an unsuccessful raid, leading the charge into the bugs hiding hole, or providing the flank for another squad's daring suicide run... Anything that is necessary to secure the safety of Terra from the wrathful monstrosities that may one day threaten her people! You'll be some of the Troopers on the ground -- and usually the ones equipped and trained to make a difference... although not always. See, cause you're just the cogs in the war machine, and your superiors have to make hard decisions (or sometimes just don't think too much of making your life harder) that leave your men in the lurch. Maybe you'll do better than them one day!

That's right! Because you advance in rank when you play this game. You go to war, you kill some buggers, clock the kills in your counter, report back for praise and medals -- and maybe if you can navigate the perils of red tape and political backstabbery that haunts the upper echelons, you can walk away with a pretty commendation and some shiny new equipment to cover the asses of your squad mates. New guns to help save 'em from bug fire, vehicles to get them in and out of the firing zone, new orders...well. They're less than ideal. Of course, this is all presuming they still want your help, I mean. After all, you're now one of those asshat-wearing officers the likes of which have been ruining their lives. Hopefully you've been bonding, Lieutenant. It's gonna be hell out there otherwise.

And when it's not hell planetside, it may or may not be any better shipside with the fleet. You've got downtime. You've got your squad mates, sure, and the rest of the platoon, yeah... the officers, they're there but they're usually a bit too distracted with far too much managerial work to get out much. And that means that you've got some real downtime to enjoy. No bugs to squash, no rendezvous to set up, just you, your desires and vendettas to work out while the eyes of the higher-ups are elsewhere. But don't get me started on those assholes in the Terran Navy, though. Cocky S.O.Bs.

All of this, though, is ultimately dancing around the real point -- that when all is said and done, the exciting adrenaline-filled life of fighting alongside your comrades and protecting your home planet tends to end up going poorly. No real end in sight, constant warfare, in-fighting of your comrades or your superiors, and it's all enough to make people start hating the system they work for.


Play Style?
So, by this point, hopefully I've snared a few people interested in a role-playing game. Ideally, you're intrigued at getting to play out some science-fiction military scenarios for the good of Terra and her people, or maybe you just want to wade in the kill-happy machismo this game has a reputation for. Either is fine and dandy for me, and I'm willing to enjoy a happy mix of styles because I acknowledge I'm trying something I've heard but haven't seen evidence of: I want to run a game of 3:16 that pays attention to the role-playing, to the characters, and to the backgrounds brought on through the use of the character's Flashbacks. For some reason a lot of GMs don't make use of the downtime given to the Troopers and it just turns into a glorified albeit repetitive board game? I don't get the point of that! So, yeah. If you're willing and interested to actually make and enjoy characters, than that's what I'm looking for.

Gregor Hutton commented somewhere that what 3:16 really does is sort of crystalize your views of war and war-time culture and project it on the playing space. What seems to inform a lot of people playing 3:16 as a wacky bicep-flexing gum-chewing ass-kicking smack-talking alien-stomping Gears of Wars rip-off is running into it like it's a wacky bicep-flexing gum-chewing ass-kicking smack-talking alien-stomping Gears of Wars rip-off. And in many ways sure, it is. In many other ways, it doesn't have to be. I'd like to scope out some of those other ways of playing it a little straighter. After reading a dozen Actual Plays where everyone is a genocidal psychopath crushing baby aliens under heel because he's a terrible human being, or just playing Starship Troopers: The Movie: The RPG... how's about a little more? I keep hearing this get called a beer and pretzels game, and I'd like to see someone actually make it into something cooler.

I'm not promising Band of Brothers or anything, but at least the more serious moments of Starship Troopers over the propaganda sequences.

That video is a present for reading this far down the page... That's the life, Trooper! Messing up ugly bug face for Peace and Planet!

Rules Stuff
Going to be using the rules as they appear in the 3:16 book. This means Ranks, Kills, Weapons, Non-fighting Ability, Fighting Ability, Vehicles, Flashbacks, etc will be as they appear in the books themselves. Extras will be taken from Gregor Hutton's own supplemental work for the book -- including more equipment and vehicles, and maybe (after the first circulation of Troopers) Navy Ranks.

There are a couple things I will be house ruling though, but I don't consider them to be anything huge; at the very least, I'll bring them up so people can share thoughts before I render my final GM decision about using them. Might house rule some new alien abilities or equipment just for kicks, but I have no intention of any of them being unbalanced... I'm considering the idea of giving planets their own special effects, but we'll see. Also, given many indie gamer similarities between 3:16 and games like Shotgun Diaries or Poison'd, I may steal liberally some subsystems from those guys like crazy.

The place from which house rules are most likely to spring would be here, where a whole host of artwork, rule ideas, and such has been collected and cataloged for his game. Off the top of my head, I'm looking at the Specialist rules.


What do I need?
Blah blah blah I talk too much blah blah.

I'd like a group of players who are interested in getting into this! I think it will be fun and cool! If you want to play, please be available to post at least 3 to 4 times a week just so we can keep things moving. The sad truth of the war in 3:16 is that there are a lot of faceless Troopers out there... if you can't post for some reason, just contact me and let me know, and you can probably fade into the background for a bit -- and it means that if someone needs to drop out, that anyone who wants in can slip in with relative ease, while the other guy becomes a mook killed in a foolhardy charge! Or something similar. Regardless, to play I just need you to shoot me a PM with:
  1. NAME: You're going to need a name, so figure it out. Let's hear what the rest of the troopers have taken to calling you (maybe behind your back? Sucks to be you, man). Real name, last name, nickname, christian name, whatever.
  2. REPUTATION: Give us a short, vivid phrase or word that really sums up your Trooper! Make it pop! It's how the rest of the squad probably thinks of you, y'know... and don't get me started about the higher-ups.
  3. ABILITIES: You've got two abilities, so split 10 points between them. Each must have at least 2 points invested -- so, I obviously don't have to tell you that neither can be over 10, right? What're the Abilities? FIGHTING ABILITY and NON-FIGHTING ABILITY. FA is literally everything done with the intent of harm -- if the end result will hurt someone, it's going to be FA unless something in the fiction says otherwise (typically operating vehicles). Any and everything else? NFA NFA NFA!
  4. KILLS: The number of creatures you've killed in your career -- I suppose technically bug (alien!) or otherwise. Creepy, that. You calculate your starting kills by roll 1d10 for each point of FA and summing them!

You don't need any familiarity with the ruleset at all to play in this game, honestly. It's a really straight-forward system. You roll a d10 under a score to do something Violent, or you roll a d10 under a score to do something Nonviolent -- and then you might roll some d6s or d10s to see if anyone gets killed. Occasionally you'll step up to the story-teller plate and share a scene from your Trooper's past with us, and how it influences the present. Maybe you'll heckle someone until they break, and that player will narrate what dredged-up weakness sends their Trooper fleeing the scene. You have Ranks, and the Ranks inform what is expected of you, and you might get a promotion if the field of conflict is pretty dangerous. You can get bonuses to your actions if you prepare for them -- typically meaning a lot of Non-Fighting Ability checks.

The game basically plays super close to the fiction being detailed by the players (GM included here). Make stuff up, back and forth, and whenever the fiction touches on something in the rules -- take care of it, then back to the fiction. It's very light, very easy to run with. The hardest part will be managing people's actions in combat on a forum when going in turn order can be a long and boring ordeal. But I have an idea about that I'll talk about later if there is interest... and I hope there is interest! This could be super fun stuff, ladies and gentlemen. Things like dice being rolled can be figured out once some actual players exist, I figure.

Thanks for reading! If you're interested, then Sign Up [strike]and shoot me the info requested just a little ways above! Once I have a full roster of Troopers for the squadron, that's when we figure out who is Sergeant, who is Corporal, and who the Troopers are -- all of which determines some abilities, equipment load-outs and standing orders. I'll probably be going first-come first-serve unless there's an influx of quality and I have to pick... but we'll see I guess![/strike](edit: see below)

I'll be detailing character creation and other goodies in a following post... mostly so that if no one is interested, this thread can politely fade away. And if people are interested, then I'm holding game stuff ransom until they post their interest!

EDIT 7/7/11: Consider recruitment currently locked in Conscription Mode as I am not taking more squad members at this time. You can always drop a Sign-Up into this thread if you want and you'll be considered "on-deck" -- but don't send me a character. You'll be contacted about playing if: 1) you're needed to bring our squad back up to a playable size, 2) I'm interested in a larger group size, 3) I run more than one squad [for some reason or another]. I'll keep track of sign-ups to the best of my ability, and try and respect the order in which they were left. This post is ridiculously presumptuous honestly, but it's mostly to pad my inherent fear of forum games dying before they get going, and give me an excuse to keep playing. I'll keep the status of the current players in this first post.

Everyone, say hello to Marathon Squad
Sergeant Greene (SBeast) >>>
REPUTATION: Explosives, Smoldering Anger
ABILITIES: FA - 3 / NFA - 7
KILLS: 18 Confirmed

Corporal Felix (chiasaur11) >>
REPUTATION: Immortal
ABILITIES: FA - 8 / NFA - 2
KILLS: 47 confirmed

Trooper Gurney (summeryclept) >
REPUTATION: She killed the Brood Lord
ABILITIES: FA - 6 / NFA - 4
KILLS: 37 Confirmed

Trooper Alfie 'Boots' O'Hearse (Grog) >
REPUTATION: Pretty Boy, Looks Out for Number 1
ABILITIES: FA - 4 / NFA - 6
KILLS: 22 Confirmed

Trooper Rolan 'Zombie' Sebastian Denek (Egos) >
REPUTATION: Oddball
ABILITIES: FA - 7 / NFA - 3
KILLS: 40 Confirmed

Trooper Forman (Arasaki) >
REPUTATION: Cancer Man
ABILITIES: FA 8 / NFA 2
KILLS:

AlfredR on
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Posts

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    summerycleptsummeryclept Registered User regular
    edited July 2011
    I'dlike to sign up for this! Shooting you a guy now.

    summeryclept on
  • Options
    GrogGrog My sword is only steel in a useful shape.Registered User regular
    edited July 2011
    Sounds fun, I would offer one of your earth 'Sign Ups'

    Grog on
  • Options
    ArasakiArasaki Registered User regular
    edited July 2011
    Never played this before but it sounds interesting.

    !Sign up

    I'll try and send the info when I get home from work.

    Arasaki on
  • Options
    SBeastSBeast Registered User regular
    edited July 2011
    Sign up!

    I've played before, though, so if there are enough newbies I can bow out to let them play.

    SBeast on
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    AlfredRAlfredR I take weekends off from the internet Registered User regular
    edited July 2011
    Arasaki wrote: »
    Never played this before but it sounds interesting.

    !Sign up

    I'll try and send the info when I get home from work.

    Sounds good to me! Game is still recruiting, so shoot me something soon as you're free and clear to do so. And thanks for the interest!
    SBeast wrote:
    I've played before, though, so if there are enough newbies I can bow out to let them play.

    For the time being, SB, you'll probably be able to get in. I don't honestly suspect I'll be fretting over having too many people to accommodate. So, just shoot me a PM with your character, and you'll probably be okay. Besides, someone else who knows what's going on is always an asset :)

    AlfredR on
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    EgosEgos Registered User regular
    edited July 2011
    I'd be interested , though I don't know if you are at your limit.

    edit: I guess I'll put Sign Up, in case there is room.

    Egos on
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    AlfredRAlfredR I take weekends off from the internet Registered User regular
    edited July 2011
    Just letting any lurkers out there know that I'm still totally open for people submitting characters, as I currently have three in my inbox and five sign-ups... I'd be happy to take on one or two more. I think 6 is a solid number for a Sci-fi military bug hunt. SO, soon as I get 4 characters sorted out, we'll get this game going, but I'd love to have five, and I'll cap at 6 for now.

    I didn't say it before cause I didn't think of it, but when sending me your character you can go ahead and roll up your kills with Invisible Castle or Orokos, or whatever online roller lets you log the dice and show them to me.

    So, I suppose it's time for some info dump, right? I'll be showing off (to the best of my ability) the setting summary, how rolls work, character creation in whole, and some other stuff. Sound good? Good.


    The Setting, according to Gregor
    It’s a Science Fiction setting where everyone plays members of the elite 3:16th Expeditionary Force. This military force left Terra over 10,000 strong many years ago with an explicit mission.

    Their whole mission was to fight, and defeat, everything in the Universe that they could find. Alien civilizations, intelligences and life of any kind were to be wiped out to protect the future safety of the people home on Terra. Threats were to be neutralized at their source.

    Terra is a prosperous place. No one works any more and there is no disease, no hate and no crime or trouble. People are sterile and have to seek the permission of the Terran Council to have children. Successful applicants have medical modifications made that allow for procreation and the children themselves are sterilized at the onset of puberty. They leave childish things behind them and become a citizen of Terra.

    Life expectancy is now essentially a meaningless statistic. How long do you want to live for? You only leave this life when you want to, and who would want to?

    Paradise is reality.

    When the Council formed the Expeditionary Forces they found it easy to recruit. After all they offered a life of excitement and adventure. See the cosmos, travel and live life to the full. Don’t drop yourself in a suicide booth, serve your fellow Terrans by joining the Force. Child permits were raised as necessary to meet the demand, and everyone rejoiced in the plan.

    Later recruiting posters featured wholesome troopers drinking cocktails on a cosmic beach on the edge of known space – an ideal that many wanted to live. Terrans had a taste for this glamourous promise. So they sought adventure in the Force.

    For years they have recruited Terrans for the Expeditionary Forces and sent troopers out into space. The players all play characters that joined the elite 3:16th unit. The 16th Brigade of the 3rd Army.

    These characters will experience a series of events strung across the vastness of the cosmos. And perhaps one day they will return to Terra.

    That is 3:16.


    Character Creation
    1. NAME: You're going to need a name, so figure it out. Let's hear what the rest of the troopers have taken to calling you (maybe behind your back? Sucks to be you, man). Real name, last name, nickname, christian name, whatever.
    2. REPUTATION: Give us a short, vivid phrase or word that really sums up your Trooper! Make it pop! It's how the rest of the squad probably thinks of you, y'know... and don't get me started about the higher-ups.
    3. ABILITIES: You've got two abilities, so split 10 points between them. Each must have at least 2 points invested -- so, I obviously don't have to tell you that neither can be over 10, right? What're the Abilities?
      • FIGHTING ABILITY: FA is literally everything done with the intent of harm -- if the end result will hurt someone, it's going to be FA unless something in the fiction says otherwise (typically operating vehicles).
      • NON-FIGHTING ABILITY: Any and everything else? NFA NFA NFA!
    4. KILLS: The number of creatures you've killed in your career -- I suppose technically bug (alien!) or otherwise. Creepy, that. You calculate your starting kills by roll 1d10 for each point of FA and summing them!
    5. FLASHBACKS: These can be a little tricky to understand. Flashbacks come in two varieties, either Strengths that empower you to completely dominate the battlefield -- or Weaknesses that showcase the genuine human hidden beneath the MandelBrite armor, losing the fight on his own terms. Flashbacks exist in one of 3 states:
      • Available, meaning you may stop play to create a relevant flashback and fill it in.
      • Used, meaning you have already filled in a flashback once.
      • Unavailable, meaning you have not yet unlocked a given slot.
      You start play with One Strength and One Weakness Available.
    6. RANK: Hoo-ah, amirite? Highest NFA is Sergeant and that makes him a non-commissioned officer, elevated through the ranks to command a squad of Troopers -- complete with a special kit, orders, and abilities. If there are tied NFA, then there is a roll-off and loser is Corporal. Speaking of whom... if there is still no Corporal after determining Sergeant, then the highest FA is your Corporal! Not quite an officer, but getting there, with his own set of orders and kit. If there are tied FA, then there is a roll-off and loser is just a Trooper. Everyone else is a Trooper!
    7. KIT & TRAINING: Every Rank has a field kit, basically. This includes weapon load-out for your Rank too! This is based on Rank, obviously, so you can't know this until you know how you stack up to the rest of the [strike]group[/strike] squad.


    More Explanation of Flashbacks
    This is one of the key mechanics in the game. Mostly the game fiction is set in the “present,” but you can introduce “Flashback” scenes where you describe a moment from your character’s past and how it relates to your present situation. Flashbacks allow you to alter what is about to happen. So, when you see the dice rolled they allow you to jump in and change the fiction before the results of the dice have been resolved.

    Strength: win a conflict on your terms
    or Weakness: lose on your terms

    Obviously a Strength is a potent resource for your character. But note that it can be to your advantage to lose on your terms with a Weakness too. Especially when to lose on your opponent’s terms would mean death (taking a Kill), or worse. Don’t write anything next to any of the available Flashbacks right now. You only fill these in when you use one in the game. You will create these “in the moment“. Flashbacks also provide strong meat for the story and colour everyone’s views of your character.

    Finally, you can use them proactively when you aren’t in immediate danger if you so wish. But note that when you have defined a Flashback it cannot be re-used to help you again in the future and they are strictly limited in number and availability.

    STRENGTHS
    Strengths change whatever is happening in the fiction. It doesn’t matter what was about to happen in the story, that now changes.

    You quickly describe a flashback to an event in your character’s past. A short, sharp description is all that’s needed, not a monologue.

    Pick a short description of the Strength that your character is showing and write it in next to the available Strength slot on your character sheet. Now put a cross through the box since that slot is now used up. And we now cut back to the present again.

    Describe how that Strength is relevant right here, right now, and what it has done to change the present situation in your favour.

    GAME EFFECTS
    Using a Strength ends the encounter and removes all remaining Threat Tokens in the encounter. The PC using the Strength rolls for kills with their weapon at its best range as if they had a success.

    A Strength cannot be used in response to a Weakness. So, if someone decides to lose on their own terms then so be it.

    A Strength cannot be used in response to a Strength. If a PC uses a Strength to win then they have won. They cannot be trumped by another PC using a Strength of their own to steal the win. These Flashbacks are potent story tools, not chips being bid at auction.

    WEAKNESSES
    Weaknesses, like Strengths, radically change the events in the fiction of the game. However, the effects are more personal to the PC exhibiting the Weakness and they are often used to lessen an outcome that will be deadly to the PC.

    You declare a Weakness like you would a Strength. Again, you quickly provide a flashback to an event in your character’s history. This brief snapshot should display some quality about your character that is a weakness. Put a cross through the box since the slot is now used up and we cut back to the present.

    Tell us why that Weakness causes you to lose, and how it does so.

    GAME EFFECTS
    Using a Weakness removes 1 Threat Token and removes only that PC from the encounter. The encounter continues for everyone else as long as 1 Threat Token remains.

    A Weakness can be used in response to a Strength. The Weakness lets the PC take the blow on their own terms.

    A Weakness is a loss. The group should be wary of players trying to narrate a loss as some sort of victory. To be clear, the weakness has shown some character defect that has led to them being defeated. The defeat may be on their terms but it is still a loss. Not even a draw, a loss. The group as a whole has the final say on this.


    THINGS FLASHBACKS DO FOR YOU
    They’re about you and build your character. They help the group progress through missions. They drive the group towards the end game. They can lead to promotion or demotion for PCs.

    THINGS FLASHBACKS CAN’T DO FOR YOU
    They can’t change another character, only your own. They also can’t make you win or lose anything except the conflict at hand.


    Flashbacks can focus on any event in your character’s history.
    Some examples might be the following...

    Why you joined. Your first kill.
    The last thing you did on Terra. A previous mission.
    Your first moments of adulthood. Your childhood.
    An event between missions. A time you were promoted.
    Training for the Expeditionary Force.
    The first time you felt betrayed by Terra.
    Meeting someone you hate, or care about.
    An incident where you were busted back down to Trooper.


    FA, NFA & Conflict
    Players roll FA when their Trooper is committing violence. They roll NFA when their Trooper is doing anything else at all. Both can come up when the game gets into combat. NFA to pilot certain vehicles, FA to fire weapons, NFA to change range or weapons, FA to bash skulls in... Both are very useful. NFA is even extra useful because between encounters -- in those super cool fluff, role-playing moments of scene-setting and development, players can use NFA to prepare for future encounters and get bonuses to their FA. Successes in 3:16 are always simple... roll a d10 at or below your Ability, and you succeed. In terms of resolution timing, it goes High Success > Low Success > High Failure > Low Failure. And those who Fail still include flavor to enhance the scene!

    Conflict takes place at Ranges of Close, Near, or Far -- and different weapons work best at different ranges. Probably best to figure out what works best for your weapon.

    The GM uses a pool of things called Threat Tokens to measure the progress of the current mission/planet (his call, really). Your objective is always waiting for you at the very end of those tokens, and the mission ends when the Threat Tokens are gone. The GM assigns tokens in combat sequences based on what's going on in the fiction to represent hordes of bugs, and the troopers engage the bugs to get kills. So long as your weapon scores more than 0 Kills, you remove a Threat Token from play.

    This means that the number of aliens is intentionally left vague in combat! We'll find out how boxed in on all sides you are as you throw the dice and figure out how many go down under slug fire!

    While we're on the subject of Kills, better explain those. Kill isn't just how many bugs you've scrubbed since you enlisted, or how many you've wasted since planetfall. Kill is also the term used in 3:16 to refer to damage your character takes. As the term evokes, a Kill is an amount of heavy damage that without care could ensure you leave the battlefield in a box... if you leave at all.
    • Your character is considered FINE, normally.
    • 1 Kill means your trooper is A MESS. There are no game penalties for being injured but your character is surely bloodied and beaten. Perhaps limping with dislocations and other trauma. A mess.
    • 2 Kills means your trooper is CRIPPLED. Now you are crawling along or fighting through the limits of the pain barrier to stay upright. Again, crippled.
    • 3 Kills means your trooper is DEAD. Dead dead dead. Dead.
    There are ways to avoid this stuff though! There is Armor, Combat Drugs, Healing... I'll explain the latter at the bottom of this section, and the former in the Kit & Equipment section.

    The simplest way to explain Conflict without it getting bogged down and misrepresenting what is a really light-weight rules system is probably something like this...
    1. Everyone rolls to determine Dominance and see who has the upper-hand, and maybe even gets an ambush in! Roll a d10 at or under your NFA to succeed, if you are looking out for ambushes or the opportunity to ambush. Arrange these from Highest Success > Lowest Success.
      • Aliens have the highest Success? Aliens set all troopers at a range of their choice.
      • A Trooper has the highest Success? That trooper sets all troopers at a range of their choice.
      • ALL Troopers succeed, Aliens fail? Troopers Ambush the bugs! Highest Roller sets Range of their choice. Roll d10s to determine order-of-action, then roll for Kills at range! Remove Threat Tokens for each Trooper.
      • Aliens succeed, ALL troopers fail? Bugs ambush the troopers! Every trooper takes 1 Kill and Bugs set the Range.
      • Everyone fails? Range is set to Far.
    2. Everyone, aliens included, declares their intention and narrates the color/fluff surrounding their attempts.
    3. Everyone rolls their dice! Successes go from High to Low in terms of timing, and then Failures resolve from High to Low! If anyone acting before you negates your efforts -- sorry! Sucks to be you! War is hell, man!
      • Success for troopers FA means: Trooper removes a Threat Token and deals Kills. If you Succeed before your opponent, you actually get a free Range Change at the end of the round as you make a fighting retreat, or close in! Describe this cool stuff.
      • Success for troopers NFA means: Change ranges, change weapons, achieve a small number of narrative feats concurrently (deliver coordinates while dragging a dying trooper out of the line of fire, etc). If you succeed on any NFA check, you can change weapons while you're at it too! Describe this cool stuff.
      • Success for bugs Alien Ability (AA) means: Dealing a Kill to each PC who did not beat the bugs' roll, or Failed. If the bugs Succeed before any Troopers, they get a free Range Change at the end of the round against those Troopers only! Describe this cool stuff.
      • ANYONE can use their Success to End the Round Early, cancelling all dice, kills, and fiction that would result from anyone Succeeding on a dice roll less than yours. Why would you use this? Because it means you can cancel the bugs' turn and save the squad from Kills! Describe this cool stuff.
      • Failure for anyone means: Add some colorful cosmetic information to a scene! Explain why you didn't succeed, give us some comm chatter, talk about the plumes of smoke wafting -- look, you get to be a tiny author of set pieces and stuff that doesn't affect the rest of the scene. Enjoy it! Describe cool stuff!
      • It is possible to retreat from Combat through the use of a Weakness or by moving to Far Range and then successfully moving again Beyond Far Range! This is a useful tactic to remember.
    4. Anyone can at any time in a Conflict call on a Weakness or Strength as long as they have it Available. First come, first serve on this, guys! It interrupts all current action and can technically even trump die rolls.
    5. A Conflict goes on until: Everyone Is Dead, or A Player Character Uses A Strength, or Everyone Is Alive Beyond Far Range (a retreat), or No Kills Are Caused For Three Rounds (a standoff), or An Event Ends The Combat Sequence, or The Number Of Threat Tokens Is Reduced To Zero.

    It's important to mention Emotional Warfare. Some aliens employ this in the form of sik abilities -- psionics employed by completely alien minds -- although rumor has it there are even some siker troopers, but that's probably just nonsense... Other aliens are just terrifying and hard to deal with, and sometimes your drill sergeant or commanding officer will employ it to get their way. Regardless, means that you can use it too, though!
    Typically such attacks are made using AA or NFA. Rather than putting a cross in the Health box you should put an “E” there instead. Effectively you are mentally “A Mess” and then “Crippled." When you reach “Dead” your character is an emotional and mental wreck and is no longer playable. The nearest Trooper will put a bullet in your head to end the misery. Armour is ineffective against these kinds of attack. Tests have found that such attacks by Troopers on aliens are wholly ineffective.

    Note that. E-Kill from Troopers at bugs is wholly ineffective. But you can use it against other Troopers to get your way. Be it to give them an order, talk them down, or otherwise incapacitate or stop them. It's a pretty good, mediocre threat to get your way if you have to in a social situation.

    Between every combat sequence, unless there is a particular reason otherwise (and believe me, those reasons do exist), troopers who are not dead recover 1 Kill Wound (from Crippled to A Mess, A Mess to Fine) and recover from all Mental/Emotional Damage.


    KITS, EQUIPMENT, & ARMOR
    Time to look at some equipment and kits. Let's start with some everyday trooper shit, courtesy of Mr. Hutton.
    • CANCER STICKS
      These slim white sticks come in packs of 20 and smoulder quietly to themselves while giving you cancer. Highly addictive, they have a pleasant habit-forming method of use: rip open the packet, strike along the box and then place in the mouth. Inhale, Savour, Exhale, Repeat. They even come in Maple Syrup and Blueberry flavour.
    • COMBAT DRUGS
      A cocktail of endorphins and mood-altering pills that turn normally docile Terrans into frothing kill-machines. They either grant great sexual potency or ruin your libido. Once a planet these let you reroll a d10 on an FA test. But, on a roll of 10, you take a kill yourself.
    • ENTRENCHING TOOLS
      Easily assembled shovel for digging in all conditions and soils. Doubles as an effective and bloody hand-to-hand weapon.
    • FIELD MANUAL
      This is a Trooper’s best guide to keeping himself alive and sane while blowing shit up all across the Cosmos. Surprisingly useful.
    • FLARES
      Simple to use flares that illuminate battlefields and can be used for sending distress signals to commanders in the field.
    • HOLO-SHOW
      These little boxes are a Trooper’s best friend when far from home. Press the friendly orange button on the Holo-Show’s lid and you can flick through countless images and movies of your friends and family back home on Terra, all in life-like three-dimensions.
    • HYDRATION TABLETS
      These helpful tabs give you clean water out of just about anything. Pop them straight into your mouth with some carbs to get a somewhat bland watery slush. Foul tasting but life-saving.
    • MITT AND BALL
      A leathery glove and a polymer ball can bring endless hours of fun and exercise for Troopers between encounters. Officers look upon such activities as team-building and useful. It certainly keeps a Trooper’s mind off thinking about the bigger picture.
    • PERSONAL MEDIPACK
      The box of tricks you use to patch yourself up between fights.
    • RADIUM GUM
      A soft chewable gum that is habit forming and cancer-giving.
    • TRM [TROOPER READY MEALS]
      Trooper Ready Meals are shit. Not literally, no, but they taste dreadful. They do keep you powered up for killing and that’s all the Sarge cares about. A popular target for Trooper scorn.

    Cool, looking good. Now why does this stuff matter? Because cool NFA successes with stuff out of your Field Kit can grant +1 to your Abilities, improving your chances of success in certain situations. How handy is that? Starting to figure out uses for the field manual, huh?

    What about the MandelBrite suits though?
    ARMOUR
    Troopers wear “MandelBrite Armour”. It is tough and dependable, and protects the wearer from harsh environments. MandelBrite will insulate against the ice-cold vacuum of space, and from the intense heat of a volcano. A Trooper learns to love his suit, and it will save his life many times over his career.

    When you are to take a “Kill” in an encounter you can tick the Armour box instead, and your armour takes
    the blow instead of you.

    Your Armour can only do this once per planet, so choose carefully when to use your armour. Remove the tick when you leave the planet.

    ----

    MANDELBRITE SUITS
    In play you should be describing your MandelBrite suits as having fanciful and sometimes useful fittings. I’ve seen players describe motion sensors, health monitors for the squad, temperature and humidity gauges as well as a squad urine monitor.

    The suits have visors that can flip up easily when required, either for a better look at something or to pop a quick cancer stick in the mouth.

    Lots of gadgets you can use with NFA to net bonuses, probably -- and of course the always important ability to let your Armor take the Kill instead of your Character.

    Loosely related, the black-and-white illustrations of the MandelBrite armor from the book (as featured in the OP) are really cool and all, but I cannot help but picture the suit as Halo armor... but at least other 3:16 players sympathize with this mental tic.


    WEAPONRY & VEHICLES
    Every Rank starts with a certain load-out selection of weapons -- and higher Ranks even grant vehicles! Characters get a small amount of choice here, basically getting to choose between one of two weapons to serve as their primary weapon, and then being given a secondary selection that is either grenades (troopers) or a sidearm (Officers only). Each weapon possesses a listing of Ranges (Close, Near, Far) and a set of dice corresponding to how many kills can be scored with it at that range.

    Between missions, players get the chance to develop their characters a little bit! The book is kind of vague as to whether this is the trooper modifying their weapon or if he's just been training with it, so that's up in the air -- but the point is, after every mission a trooper may select a single range on a weapon they possess and increase its effectiveness by one step. The progression is as follows:

    0 -> 1 - > 1d6 -> 1d10 -> 2d6 -> 2d10 -> 3d10 -> 1d100

    In a trooper's lifetime, he may only ever modify each weapon's individual ranges twice. Thus, an unmodified, off-the-rack Energy Rifle used by a green as grass trooper would be considered 1/d10/1, and would only ever be considered -- at best -- d10/2d10/d10. Consult the progression above until you understand.

    Note: There is a difference between "0" and "--" rating in a weapon's entry. 0 means that the weapon is ineffectual at Killing at that range. Nothing will die from your attack without weapon upgrades/serious training to improve your aim -- however, you can fire at that range technically, meaning you can use it to advance or retreat while firing (move at the end of your turn after successfully attacking). A "0" rating can also be improved between missions! "--" Ratings represent fundamentally impossible attacks, basically, and cannot be upgraded or improved, and these weapons do not qualify for "moving while firing."

    So. WEAPONS!

    HAND-TO-HAND 1/--/--
    HtH.jpg

    ENERGY RIFLE 1/d10/1
    EnergyRifle2.jpg

    SLUG RIFLE 1/d6/d6
    SlugRifle.jpg

    ENERGY CANNON 0/2d10/0
    E-Cannon.jpg

    HEAVY MACHINE GUN 1/2d6/0
    HeavyMG.jpg

    SIDEARM d6/d6/-- [rank of sergeant and above]
    Sidearm2.jpg

    GRENADE d10/1/--
    Grenades.jpg

    And I'm done listing weapons until the first mission is over because these are the basics for start of play; besides, that seems like pretty okay incentive for players! You know you want to see the Flame-Guns, Shotguns, and TPK Bombs!

    Vehicles typically have their own unique rules!

    THE DROP SHIP [rank of major and above]
    The Drop Ship is a space-to-surface landing craft, bristling with weapons and capable of carrying many Troopers into battle. You can use it as much as you like in missions until it is destroyed.

    One PC is designated as the Commander. That PC rolls on NFA for the Drop Ship in the Combat Sequence, and it causes d10 Kills at any range. The Drop Ship is Crippled if it takes a kill and destroyed if it takes another kill. It can be repaired between encounters. It also provides an extra Armour tick for anyone inside. Obviously, when inside the Drop Ship all PCs are at the same range. Anyone can choose to leave the Drop Ship on their turn, and they are placed at the range that the Drop Ship is at when they exit.
    Think of it like the Republic Gunship from Star Wars, probably.

    DROP PODS [rank of lieutenant and above]
    Gives the PCs an automatic Ambush for a planet’s first encounter. Drop Pods are destroyed if you lose this first encounter or use an E-Vac or Orbital Bombardment in the encounter.

    THE APC [rank of captain and above]
    The APC is a ground-based Armoured Personnel Carrier festooned with gun ports, smoke launchers and a turret-mounted chaingun. It can automatically change range each turn if desired.

    One PC is designated as the driver. That PC rolls on NFA for the APC in the Combat Sequence, and it causes d6 Kills at any range.

    If the APC takes a kill then it is Crippled (but can be repaired between encounters). When Crippled the driver and Troopers inside usually disembark. If abandoned like this the APC is not targeted any further by the aliens and can be rescued at the end of the encounter as long as the PCs win the fight.

    If it continues to be used and takes a further kill then it is destroyed and anyone still inside takes a kill. A destroyed APC is no longer available for future missions.

    Characters in the APC are immune to kills as long as the APC is undamaged.

    Obviously, everyone inside the APC is at the same range. Anyone can choose to leave the APC on their turn, and they are placed at the range that the APC is at when they exit the vehicle.

    I might include other vehicles later, but for now these are the ones that matter to the troopers. The jag-offs in the Terran Navy have some goodies of their own, though...


    ONCE PER PLANET
    Just a quick listing of the things usable once per planet.

    ARMOR
    Mark it off instead of taking a Kill.

    COMBAT DRUGS
    Mark it off to reroll an FA check; on a 10 take a Kill.

    ORBITAL BOMBARDMENT [OFFICERS ONLY; KILLS: D1000]
    This is where the planet is shelled from space by the support vehicles of the Brigade. It is a desperate and bloody measure.

    Every enemy on the planet is killed and ALL the PCs take a Kill for their troubles. The Orbital Bombardment ignores any Armour, so this will automatically turn any PC into, at best, a Mess and possibly render some of them dead if they were already Crippled.

    This damage can be avoided with the use of a Strength or Weakness, if the PC has one available and is willing to use it.

    To call in an Orbital Bombardment the PC must be an Officer (Rank 3 and above). It is called in with a success on NFA on the Officer’s turn. Failure means the call fails, but it is still available next turn.

    After the mission more senior officers will grill the character on why they called in the Orbital Bombardment. A test of NFA must be successful to avoid demotion of 1 rank. It is not possible for the Officer who called in the strike to be promoted for this mission. Note that the Officer is awarded d1000 kills to their total, though.

    If the same player calls in an Orbital Bombardment on another planet in the future it automatically kills their PC. Hubris is a bitch. A player cannot ever use Orbital Bombardment more than twice.

    E-VAC [HIGHEST RANK ALIVE ONLY; ENDS COMBAT]
    This is where the Troopers are all evacuated from combat before it ends. Drop ships and pods swoop down to spirit the PCs away while mopping up any remaining alien resistance at the site.

    An extreme measure and only able to be called in by a PC who is of the highest rank in the group (NPCs do not count as part of the group). So this strictly means that the highest ranking (joint highest, even) PC is the only one able to call on this support item.

    To succeed the PC must be successful on a roll of NFA as part of the combat sequence. Only one PC can call on it at a time.

    If successful then all the Threat Tokens from this encounter are discarded by the GM. If it is the final encounter then the planet is considered to be completed as there is no Threat remaining.

    All PCs take a Kill, which Armour can prevent if they have it available. Strengths and Weaknesses can also be used if desired.

    Should the PC fail on the NFA roll then the E-Vac is still available on future turns. Of course, that PC may die this turn and it will be up to a new Highest Rank Alive PC to call in the E-Vac next turn.

    Life is shit sometimes, for sure, and this is often the only way out.

    FORCE WEAKNESS [LOWEST RANK ALIVE ONLY; USES WEAKNESS]
    This is where a player forces a PC other than their own to use a Weakness up, even if they do not want to do so. It can only be attempted once per planet, and the first eligible PC to declare its use has used the attempted “Forced Weakness” for this planet.

    The PC using this effect rolls on their NFA. If they are successful then on their turn in the combat sequence the target PC must use a Weakness and fail. The Weakness chosen and its effects are entirely up to the target to decide.

    If the target has no Weaknesses “Available” then they are immune to Forced Weakness, since they have none waiting to be exposed.

    If the PC fails then the target is not compelled to show any weakness and is not forced to spend a precious Flashback.

    This forcing of a Weakness can only be used by the lowest rank in the group. So this strictly means that the lowest ranking (joint lowest, even) PC is the only one able to call on this item.

    While Troopers do speculate about their fellow grunts, typically it is the Officers that the Troopers think are weak and will get everyone in a mess. Lower ranking Officers often see weakness in their more senior colleagues too.


    RANKS
    Aw yeah, here's the good stuff. Let's see what the set-up for the three starting ranks is...
    TROOPER [rank 0] >
    The lowest rank in 3:16 and they can use Force Weakness

    Responsibility
    Order 1: Kill as many lifeforms as you can.

    Other Gear
    MandelBrite Armour, knife, hydration tablets, TRMs, medipack, backpack, combat drugs, flares, and an unread field manual.

    Weapons
    Hand to Hand, Grenades. Select EITHER: Slug Rifle -OR- Energy Rifle

    CORPORAL [rank 1] >>
    A step up from Trooper and the Sergeant’s right-hand man.

    Responsibility
    Order 2: Maximize the kill ratio (bugs killed per Trooper).

    Other Gear
    MandelBrite Armour, knife, hydration tablets, TRMs, medipack, backpack, combat drugs, flares, mitt/ball, and a tatty field manual.

    Weapons
    Hand to Hand, Grenades. Select EITHER: E-Cannon -OR- Heavy MG

    SERGEANT [rank 2] >>>
    A Non-Commissioned Officer in charge of a squad of Troopers.

    Responsibility
    Order 3: Follow directives issued by the Officers.
    Order 4: Protect your squad of Troopers. (Can use E-Vac)

    Other Gear
    MandelBrite Armour, knife, hydration tablets, TRMs, medipack, backpack, combat drugs, flares, radio, and a well-used field manual.

    Weapons
    Hand to Hand, Sidearm. Select EITHER: Slug Rifle -OR- Heavy MG


    And I figure I'll talk about Replacement and Character Advancement more once the squad actually has a mission under its belt, or somebody bites it. Pretty fair, yeah? So, BAM! That info dump. This isn't a test. I'm not expecting you to read and memorize all this... that'd be stupid. This is a reference document for anyone and everyone. Read leisurely and fantasize about how cool a lot of this stuff is.

    I have 3 finished characters in my inbox, waiting for their squad to be filled out, maggots. Enlist today! You'll have fun, honest.

    AlfredR on
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    FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    edited July 2011
    Interesting.

    'Course, I'm doing so much right now that I'd be a son of a bitch if I were to actually sign up.

    So I'll just sit here and watch.

    Farangu on
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    AlfredRAlfredR I take weekends off from the internet Registered User regular
    edited July 2011
    Farangu wrote: »
    Interesting.

    'Course, I'm doing so much right now that I'd be a son of a bitch if I were to actually sign up.

    So I'll just sit here and watch.

    I can totally name an NPC Farangu and let the good times roll.

    AlfredR on
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    AlfredRAlfredR I take weekends off from the internet Registered User regular
    edited July 2011
    I am now the proud recipient of four characters, which means we can get started later today! Be excited, folks. Good stuff.

    I still currently have five sign-ups, with four submitted characters. I'll get in contact with Arasaki and see if he's still interested, and in the meantime if anybody else wants to shoot me characters -- DO IT! More the merrier! Seriously. The game gives me Threat Tokens based on how many people are playing, so the more people, the more interesting I can make encounters. I'm willing to take, at max, 2 more players if they can commit 3 to 4 posts a week, an invested interest in play, and characters today.

    Our current recruits are as follows. (The Terran Council has taken it upon itself to maintain files on each trooper, in their own record-keeping standard. Any concerns with how your file portrays you should be brought to the attention of the nearest commissioned officer.)

    summeryclept
    NAME: Gurney
    REPUTATION: She killed the Brood Lord
    ABILITIES: FA - 6 / NFA - 4
    KILLS: 37 Confirmed

    Grog
    NAME: Alfie 'Boots' O'Hearse
    REPUTATION: Pretty Boy, Looks Out for Number 1
    ABILITIES: FA - 4 / NFA - 6
    KILLS: 22 Confirmed

    Egos
    NAME: Rolan 'Zombie' Sebastian Denek
    REPUTATION: Oddball
    ABILITIES: FA - 7 / NFA - 3
    KILLS: 40 Confirmed

    SBeast
    NAME: Greene
    REPUTATION: Explosives, Smoldering Anger
    ABILITIES: FA - 3 / NFA - 7
    KILLS: 18 Confirmed

    But seriously, I trimmed down a couple reputations into shorter phrases or pairs of ideas in-keeping with the snapshot these sheets are supposed to provide. I'm not snipping out any backstory or characterization you had -- just making these things fit snuggly inside quote bars.

    I'll contact Arasaki, and regardless have an IC thread posted by day's end. I've already made the planet and the mission, so we're well underway here. Congrats to the above four players! I look forward to throwing alien monstrosities at you soon!

    AlfredR on
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    chiasaur11chiasaur11 Never doubt a raccoon. Do you think it's trademarked?Registered User regular
    edited July 2011
    Aw, heck.

    Sign up, if you still got an opening

    Name: Felix
    Reputation: Immortal
    Abilities: FA -8 NFA- 2
    Kills: 47 confirmed

    chiasaur11 on
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    summerycleptsummeryclept Registered User regular
    edited July 2011
    Daaaaaamn, I was hoping to make Corporal.

    Oh well - when the current Corporal inevitably dies to alien laser squids, I'll throw in my candidacy.

    "Gurney for Corp. 2810 - She killed the Brood Lord!"

    summeryclept on
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    AlfredRAlfredR I take weekends off from the internet Registered User regular
    edited July 2011
    Daaaaaamn, I was hoping to make Corporal.

    Oh well - when the current Corporal inevitably dies to alien laser squids, I'll throw in my candidacy.

    "Gurney for Corp. 2810 - She killed the Brood Lord!"

    With a reputation like "Immortal", do we really expect our Corporal to die?
    Space Alien Laser Squids to the face, all day errday

    Aw, heck.

    Sign up, if you still got an opening

    Name: Felix
    Reputation: Immortal
    Abilities: FA -8 NFA- 2
    Kills: 47 confirmed

    Welcome aboard chia! As of now everyone, the squad is decided! We have six slots currently filled!



    summery, Grog, and Egos and Arasaki will all be running Troopers (Trp. Gurney, Boots, Zombie, and Forman).
    TROOPER [rank 0] >
    The lowest rank in 3:16 and they can use Force Weakness

    Responsibility
    Order 1: Kill as many lifeforms as you can.

    Other Gear
    MandelBrite Armour, knife, hydration tablets, TRMs, medipack, backpack, combat drugs, flares, and an unread field manual.

    Weapons
    Hand to Hand, Grenades. Select EITHER: Slug Rifle -OR- Energy Rifle
    Each of you need to select whether your weapons include a Slug Rifle or an Energy Rifle, and tell me which of your three weapons you're assumed to use by default.


    chia will be running the Corporal (Cpl. Felix)
    CORPORAL [rank 1] >>
    A step up from Trooper and the Sergeant’s right-hand man.

    Responsibility
    Order 2: Maximize the kill ratio (bugs killed per Trooper).

    Other Gear
    MandelBrite Armour, knife, hydration tablets, TRMs, medipack, backpack, combat drugs, flares, mitt/ball, and a tatty field manual.

    Weapons
    Hand to Hand, Grenades. Select EITHER: E-Cannon -OR- Heavy MG
    You need to select whether your weapons include an E-Cannon or a Heavy MG, and tell me which of your three weapons you're assumed to use by default.


    SBeast will be running the Sergeant (Sgt. Greene)
    SERGEANT [rank 2] >>>
    A Non-Commissioned Officer in charge of a squad of Troopers.

    Responsibility
    Order 3: Follow directives issued by the Officers.
    Order 4: Protect your squad of Troopers. (Can use E-Vac)

    Other Gear
    MandelBrite Armour, knife, hydration tablets, TRMs, medipack, backpack, combat drugs, flares, radio, and a well-used field manual.

    Weapons
    Hand to Hand, Sidearm. Select EITHER: Slug Rifle -OR- Heavy MG
    You need to select whether your weapons include a Slug Rifle or a Heavy MG, and tell me which of your three weapons you're assumed to use by default.

    Also, since you're Sergeant -- tell me how squads are identified in your platoon! Colors, Numbers, Animals, Philosophers, etc. Typically I default to Colors, but feel free to tell me otherwise if I'm wrong!


    3:16 defaults in play style to a "Yes, and..." mindset. While I as Gamemaster have definitive say over the nature of aliens and NPCs, I'm supposed to roll with fluff, details, and ideas presented by the players. And I don't have a problem with this idea overall. I'll try and roll with the things y'all add to the setting and scenes through narration, so long as it doesn't impugn on NPCs or aliens.

    AlfredR on
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    summerycleptsummeryclept Registered User regular
    edited July 2011
    Going with the slug rifle, which I will use by default!

    summeryclept on
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    AlfredRAlfredR I take weekends off from the internet Registered User regular
    edited July 2011
    I use my sluuug riiifle at niight...
    so I can so I can
    watch and snipe the buggers heads at niiiight

    AlfredR on
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    chiasaur11chiasaur11 Never doubt a raccoon. Do you think it's trademarked?Registered User regular
    edited July 2011
    E cannon, take that as default.

    chiasaur11 on
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    AlfredRAlfredR I take weekends off from the internet Registered User regular
    edited July 2011
    Oh, Chia, you tell me what the squads in your platoon are known as too. Colors, Numbers, Animals, Philosophers, etc. just like I asked for from SBeast. Either he'll disagree and I'll go with what he says because he's your superior, or he won't respond before I kick the game off with some fiction and you'll be responsible for the squad's nickname. Either way, it'll be awesome.

    AlfredR on
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    EgosEgos Registered User regular
    edited July 2011
    I vote that squads be named after or inspired by Albums by the Cure. We shall be known as the Bloodflowers alternatively the Pornographers.

    Egos on
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    chiasaur11chiasaur11 Never doubt a raccoon. Do you think it's trademarked?Registered User regular
    edited July 2011
    Why not go with famous battles?

    Midway, Thermopylae, Marathon, San Carlos, that kind of thing.

    Somehow matches with the whole terrifyingly dogmatic future war bit.

    chiasaur11 on
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    AlfredRAlfredR I take weekends off from the internet Registered User regular
    edited July 2011
    chiasaur11 wrote: »
    Why not go with famous battles?

    Midway, Thermopylae, Marathon, San Carlos, that kind of thing.

    Somehow matches with the whole terrifyingly dogmatic future war bit.

    Sounds solid to me! What famous battle shall your particular squad be?

    AlfredR on
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    chiasaur11chiasaur11 Never doubt a raccoon. Do you think it's trademarked?Registered User regular
    edited July 2011
    Marathon.

    Geek injokes and such.

    chiasaur11 on
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    AlfredRAlfredR I take weekends off from the internet Registered User regular
    edited July 2011
    Welcome to Marathon Squad, troopers. 8-)

    Possibly named for how many laps your Lieutenant makes you take around the ship for those attitudes of yours.

    AlfredR on
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    AlfredRAlfredR I take weekends off from the internet Registered User regular
    edited July 2011
    Setting up the IC thread now.

    First post will always contain information immediately important to the game: Character Sheets, NPCs, Mission Briefing + Character Statuses + One Use Abilities Remaining, Recent Developments Summarized.

    Second post will serve as basically a directory of cool stuff within the thread itself.

    Third post will be me kicking off the game with an intro and then calling on y'all to join in.

    You will probably see the IC thread in various states of disarray as I start putting it together, crash, and finish putting it together later. I'll go ahead and post in here when you can consider it "live" for lack of a better term.

    Bear with me as I sort through this thing. Thanks!

    AlfredR on
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    SBeastSBeast Registered User regular
    edited July 2011
    I actually really like the famous battles thing.

    As for weaponry, I'll take the slug rifle. By default, I'll have my sidearm drawn.

    SBeast on
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    AlfredRAlfredR I take weekends off from the internet Registered User regular
    edited July 2011
    Fair enough, SBeast! Do you have a preference for a battle other than Marathon?

    Also, I've taken note of your weapon choice! Thank you :)

    AlfredR on
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    AlfredRAlfredR I take weekends off from the internet Registered User regular
    edited July 2011
    Consider the IC thread now officially active. Thank you guys for your patience! :)

    AlfredR on
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    descdesc Goretexing to death Registered User regular
    edited July 2011
    I fucking love you guys for running this. It's on my to-do list, so I hope it goes smoothly in PBP for you.

    Go -- go and end all life.

    desc on
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    GrogGrog My sword is only steel in a useful shape.Registered User regular
    edited July 2011
    ugh, sorry yesterday was super busy, I'll get in on the IC thread at some point today

    Grog on
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    AlfredRAlfredR I take weekends off from the internet Registered User regular
    edited July 2011
    Grog wrote: »
    ugh, sorry yesterday was super busy, I'll get in on the IC thread at some point today

    S'allright! Life tends to be busy when least desirable. When you get the chance, let me know whether you're picking Slug Rifle or Energy Rifle, and what your default weapon will be

    Hope you enjoy playing!

    AlfredR on
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    AlfredRAlfredR I take weekends off from the internet Registered User regular
    edited July 2011
    desc wrote: »
    I fucking love you guys for running this. It's on my to-do list, so I hope it goes smoothly in PBP for you.

    Go -- go and end all life.

    Glad to have a fan in you, desc. Consider an NPC with your name in the pipe :winky:

    AlfredR on
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    GrogGrog My sword is only steel in a useful shape.Registered User regular
    edited July 2011
    Forgot to put in the IC, I'll use the energy rifle as default

    Grog on
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    AlfredRAlfredR I take weekends off from the internet Registered User regular
    edited July 2011
    Consider it noted!

    AlfredR on
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    descdesc Goretexing to death Registered User regular
    edited July 2011
    AlfredR wrote: »
    desc wrote: »
    I fucking love you guys for running this. It's on my to-do list, so I hope it goes smoothly in PBP for you.

    Go -- go and end all life.

    Glad to have a fan in you, desc. Consider an NPC with your name in the pipe :winky:

    Thanks, I ... will undoubtedly meet a horrible, horrible demise as an NPC.

    Good luck, guys!

    desc on
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    EgosEgos Registered User regular
    edited July 2011
    Well I have very lovely luck. Now to determine how I failed inspection..

    Egos on
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    AlfredRAlfredR I take weekends off from the internet Registered User regular
    edited July 2011
    Arasaki will be backing off for a week or so until he can sort out a case of man-does-work-really-suck-itis, which I hear is a really lame disease consisting of being a responsible adult. Going to hold his slot for him for a week or so in the event that he can kick it in the ass and get back to playing silly dice games on the internet.

    AlfredR on
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    AlfredRAlfredR I take weekends off from the internet Registered User regular
    edited July 2011
    In unrelated news: Felix has the best kit I've decided.

    "Where's your field kit, trooper?!"
    "In the field, sir!"

    AlfredR on
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    RingoRingo He/Him a distinct lack of substanceRegistered User regular
    edited July 2011
    Man, now I wanna be an NPC

    Ringo on
    Sterica wrote: »
    I know my last visit to my grandpa on his deathbed was to find out how the whole Nazi werewolf thing turned out.
    Edcrab's Exigency RPG
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    GrogGrog My sword is only steel in a useful shape.Registered User regular
    edited July 2011
    Man, fuller is a dick. Love him

    Grog on
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    AlfredRAlfredR I take weekends off from the internet Registered User regular
    edited July 2011
    Man, I'm probably insulting every actual military person with everything I write.

    My military parents feel someone butchering concepts and they don't know why.

    And Ringo, I can always make a Ringo in-game :mrgreen:

    AlfredR on
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    summerycleptsummeryclept Registered User regular
    edited July 2011
    The image of Zombie actually using his field manual as a latrine is really funny.

    doo-de-doo just pissin on m'book

    summeryclept on
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