Revenants OOC Chat

The 40-4th Coalition States Special Operations Group.
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Revenants OOC Chat

Postby CS High Command » Thu Mar 04, 2010 7:51 pm

Conduct your OOC chat here.

This thread is subject to pruning.
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"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Sorocco Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
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Re: Nightstalkers OOC Chat

Postby CS High Command » Thu Jan 17, 2013 5:50 pm

New year, Newly returned to the game after a much needed break (both for work and family), so I figured I'd condense some of the previous posts I'd been keeping in the OOC chatter box here into a single post.




To describe my GM style is very simple. I am the narrator, not the author. We, collectively, are the author, and every aspect of your character's past, present and future matters to the story. I enjoy combat as much as the next guy, but I am not going to draw out combats, especially if your planning and execution leads to an easy victory. That doesn't mean your combat posts don't mean anything - quite the contrary. But it does mean that I am not going to draw out combats until you eliminate every last MDC of an opponent. It does mean you will be dealing with enemies who surrender, and the moral quandaries thereof. I will enforce alignments to the degree that it matters. And you're much more likely to get an insanity than you are a full on alignment change. Alignment changes are not subtle things, and they are not something that just happens. I am, however, out to destroy your stuff and grind you into the dirt. Not kill you (though it can happen). just grind you up and make you wish you were dead. If you have to regularly replace your gear, I have done my job. You are a small squad. That will work against you as much as it works for you. You also have one advantage no one else does - the wealth of the CS at your back. Hoorah! That counts for something.




One thing I've discovered is that the CS actually has to have a world class set of psychological counselors who can help soldiers through everything from doubt about their purpose, dealing with the inhuman and unnatural, dealing with psychic powers, dealing with the dehumanizing aspects of cybernetic implants, etc. That doesn't mean you get a free ride on insanities, it just means that you can, eventually, get over them. As such regular trips to psychs with security clearance higher than any of your character's aspirations would be mandated.

Rather than play it out, I'd like to see you use it as a narrative tool. An after action report or a diary (written or verbal) also works, as does simply talking about it to someone. You don't have to go all the way back (though I will hand out rewards for folks who do), but adding your own perceptions of the last mission would be a really good way of remembering it and immortalizing what you thought was the coolest part. It can be a few sentences or a few pages. In the future I'd like to see it for my own adventures - both so I can see what you got out of it, and so I can see what you REALLY like. Think of it as in character feedback. :)

It's things like this that help keep continuity, and allow me to let you advance in experience just a bit faster without being Santa GM. After all, you'll earn every single XP I reward you with.




If you want a good idea of the feel I'm personally going for, then you should watch Generation Kill, and then remove the uniforms and give them undercover IDs. Part of the reality of military units is once you take out the command personnel, they have only existing orders to go on and discipline often breaks down. They are, after all, working towards one goal in a rather single-minded way. That's actually why I like the para-military or military type game as a GM. I can put a goal in front of you, and then be relatively assured that you'll work towards that goal, instead of whatever willy-nilly comes your way ("screw that, I like this idea better, let's go that way!"). For instance, in this case, absent the reason to go to Arizona, the group could turn and escort the approaching civilians to safety, protecting them from the Apaches whose territory they are traveling through. But that would really put a damper on the story as a whole, and ruin the momentum (I know it doesn't seem like it, but I am moving you guys towards your goal - there are just road-blocks along the way). But because you have overriding orders, the group will move forward, probably after settling the present situation (and no, meeting our two new players isn't the situation, as you'll see soon enough).

Killing other PCs should only be used in extreme cases. And while yes, Ford did blow up another PC, the overwhelming feeling I got from that was that he was far from the only one who had plans in that direction. A case of a problem player character taking care of itself. PAS had a similar problem character that managed to get himself banished to another dimension. Don't mess with a dragon, especially a dragon from Lazlo. :)

I don't mind a bit of interparty disunity, as long as it goes towards an overall enjoyable story for everyone. At some point there should be a point where at least mutual respect brings the vitriol down to a dull roar (or muttered comments), but that won't happen quickly or easily.
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"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Sorocco Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
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House Rules

Postby CS High Command » Thu Mar 27, 2014 10:08 am

I need everyone to make sure that if you don't have Military Etiquette on your sheet that it's put on there now please. If you have the skill, then you use that percentage. if you don't have the skill, fear not. All soldiers have the Military Etiquette skill at 30% (as per the skill description). If you're requesting things, you're rolling that skill. How badly you fail or how well you succeed determines what you get and when.

Also, as a bit of a house rule, the Military Etiquette skill allows you to navigate menus on standard CS electronics. THink of it as being able to read the menus on an Xbox or PS3. you know basic words, but beyond that, you're hopeless. Part of the thing I completely reject from the books is that a modern force can function without SOME measure of literacy. That said, I think many soldiers are functionally illiterate. They can get through menus, especially with accompanying visual and audio cues, and they can read names and the like, at least the simpler ones, and they recognize ranks, common signs (Mess, Gym, etc), but would have trouble reading a Curious George book. Basically if you are illiterate and need to understand somethign within the purview of your job (the video manual for cleaning your gun, for instance), then you can roll Military Etiquette for that as well. Don't expect that from any other GM, but I personally can't stand the concept that soldiers can't read "front towards enemy" on a claymore. It's actually worse in the Navy than the Army, and far worse for spec ops groups like yours.




in general you can ALWAYS say "I'm at Coordinates x,y,z, mark (0-9,A-F) and be fine. Also include landmarks (("i'm xx minutes out of the ruins of (city), approaching from the northwest.")) If you care you can always look locations up on google maps, triple your time to get to a distance and then round up to the nearest 5 minute, and you've got a good idea of where you are.

In case it wasn't clear the two groups are about to run up on one another.

The CS has access to all old maps for the USA, including those going back to the 1700s - the start of their power was the Library of Chi-Town after all. They use the ruins of towns and cities as landmarks, unless a new settlement has popped up there, in which case they use the new name instead (or in parenthesis; aka Merctown (Paduca)).
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"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Sorocco Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
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Re: Nightstalkers OOC Chat

Postby CS High Command » Fri Jun 12, 2015 12:00 pm

You probably noted the After Action Reports thread. I (and our AGM) will be adding to it as we have time, based on the old adventure archives. Want some extra XP? I could really use some military style reports on what has happened. Post them as replies to the After Action Report Thread. I'm working on a form for it. Possible subjects are listed in each of the main threads there. I will add them in those threads later on. Be brief. It's an after action report, not a full debrief. This is the sort of thing that makes officers in debrief ask questions, asking you to clarify what has happened.

Every one you do is worth 50 XP. And you are welcome to dig back through the adventure archives and work on some of those too. We'll award the XP every quadrimester, based on which ones were added to the AAR thread by myself or our AGM. Whoever posts the most in a quadrimester (approved topics only, one per topic) will get a fat shiny EP from me.

In character, only Officers would have access to these, but I want to create a lasting sense of "what has come before" with this that every player can appreciate.
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"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Sorocco Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
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Re: Nightstalkers OOC Chat

Postby CS High Command » Sat Feb 11, 2017 10:37 pm

You can do the skill advances, combat bonus advances, and hit points, but hold off on choosing skills.

Rules to Obtain Advanced Training for Existing Characters (Page 80-81 of Heroes of Humanity)

1 . The character must be 3rd level or higher. Only characters who have already proven themselves are considered worthy of AT. Most armies do not waste the time and expense for AT on a green recruit (a first or second level character). The exceptions being first level characters who are commissioned officers (have gone through military school and officer's training, and start with a rank of Lieutenant) and special forces operatives (CS Military Specialist, Commando, Ranger, Black Talon/SAMAS, Death Knight/Demon Hunter, Fly Boy Ace, and Nautical Commando), all of whom can receive Advanced Trai ning (AT) at any level, starting at level one.

2. The character must possess the necessary attribute requirements for the AT, or come close to them. If the character meets the attribute requirements, he can upgrade by selecting one of the AT options available under an Advanced Training program. provided he satisfies the other possible conditions.
    Cheating Attribute Requirements: If a character has attributes that are only one or two points off (e.g. needs a P.E. of 12 but has a 10), he can still take the Advanced Training and learn the new skill set. Determination and heart can make up for a lot. However, there are some modifiers for failing to meet all the attribute requirements, even when only one attribute falls short.
    Penalties for falling short of one or more attribute requirements: Soldiers who fall just shy of any attribute requiremems - whether it be only one attribute or several - see ALL bonuses from that Advanced Training (AT) reduced by ha/f (round up). This includes skill bonuses, S.D.C. bonus, attribute bonuses, Perception bonuses, combat bonuses (to strike, parry, save vs Horror Factor), etc.; round up except for bonuses of one. Remember, the attribute requirement can only be short by as much as two points per each attribute required. If the deficit is greater, the character cannot select that category of AT. Sorry.
3. Trading the future for now. The character must have at least FOUR O.C.C. Related Skills available to trade from future level increases. These four Related O.C.C. Related Skills are forfeited in favor of ONE Advanced Training skill set now! As many as TWO AT packages can be selected, each costing four future O.C.C. Related Skills (sec #5 for details).
Another way! Characters who do not have four O.C.C. Related Skills available in the future may choose to sacrifice FIVE currently existing skills (any skills; including current Secondary Skills) for one new, AT MOS skill set.
The old skills sacrificed (probably ones the character seldom uses) are, in effect, forgotten. In a pinch, however, these "rusty" old skills can be attempted at the Base Skill proficiency listed for it, WITHOUT benefit of any bonuses the character may have acquired before his AT replaced them; not bonuses for level advancement/experience, not O.C.C. bonuses, nothing, except a bonus for a high I.Q. attribute can be applied to old skills.
    GM Note: We will not be using the sacrifice method, instead you may purchase 2 OCC related and 3 secondary skills via EP, or use them in combination with future sacrifices to reach those numbers)
4. A new skill set and/or abilities. When Advanced Training (AT) is completed, the character possesses one (or two) new, specialized AT set of skills and any bonuses and special AT abilities that may come with it. New AT skills start at Level One proficiency plus any applicable bonuses, regardless of the character's previous experience.
They improve with experience as normal, starting with the next level achieved. This may mean the new skills advance more slowly, but most start with a higher bonus. Duplicate skills from Advanced Training: If Advanced Training provides one or more skills the character already knows, or which are included in another AT, the Advanced Training gives the character a deeper understanding and expanded range of information, and earns him the additional skill bonus provided by the AT. Note: When a character has to trade away skilis to get Advanced Training. he cannot trade away any skill he knows is going to be duplicated. It must be kept and he gets the skill bonus from AT as an extra bonus. This bonus is in addition to all other applicable bonuses, which can be considerable.
Special training. special missions: The AT skills may be very different than those possessed by other characters with the same O.C.C. As a result, characters with AT are more likely to be assigned to special operations and missions.
5. Two AT now, or one now and one later? An established character may only receive two AT choices, maximum, in his lifetime. Generally, an established character takes only one Advanced Training Program now, and saves one for the future. However. if the player so desires, and the G.M. allows it, he can choose two AT options at the same ti rne, each adding to the length of training. This also means an additional FIVE current skills- 10 total - must be sacrificed now, in order to take two AT now. Additional Advanced Training in the future is no longer an option.
6. Rank (when applicable). Advanced Training often, but not always. raises the rank of non-commissioned soldiers to the next level. A Private becomes a Corporal. a Corporal becomes a Sergeant. a Sergeant becomes a Staff Sergeant, a Staff Sergeant becomes a Sergeant 1st Class. then Master Sergeant, and so on, stopping at Warrant Officer. Any higher rank for non-coms in the Coalition Army are field commissions and seldom go beyond Sergeant Major.
It is a different story for commissioned officers, who come out of Officers' School with the rank of 2nd Lieutenant (the lowest commissioned rank) or 1st Lieutenant whether they have had specialized Advanced Training or not.

List of Advanced Training Programs
    Black Talon (SAMAS & Fliers) - 12 weeks
      Elite Pilot
      Top Gun Ace
    Close Quarters Combat - 12 weeks
    Demon Hunter - 32 weeks/16 week crash course
    Field Counter-Intelligence - 42 weeks/16 week crash course
    Field Intelligence - 42 weeks/16 week crash course
    Marksmanship - 12 weeks
    Martial Expert - 20 weeks
    Nonhuman Studies (D-Bee Hunter) - 32 weeks/16 week crash course
    Officer - 42 weeks/16 week crash course
    Ordnance - 16 weeks
    Rescue - 12 weeks
    Salvage Expert - 8 weeks
    Spycraft - 36 weeks/16 week crash course
    Stalking - 16 weeks
    Stealth - 16 weeks
    Steel Armor (Robot & Power Armor) - 12 weeks
    Survival - 12 weeks
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"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Sorocco Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
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Re: Nightstalkers OOC Chat

Postby CS High Command » Mon Feb 13, 2017 11:27 pm

Also keep in mind there will be a post mission cleanout of all assigned and group gear. All that will be left on your sheets will be any gear you own yourself. Same for the catchall and such. The only exception will be the Nighthawk - largely because no one will have a clue what to do with it.

So make sure anything on your sheets that you own is clearly marked. If in doubt, we will ask first.
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"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Sorocco Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
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Re: Nightstalkers OOC Chat

Postby Merchant of Death » Wed May 31, 2017 5:48 am

Last time to get your posts in. I close the window at midnight pacific time.

I've tallied up to early may and we have 2 people definitely leveling, possibly a third (looks at (Karl)
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Re: Nightstalkers OOC Chat

Postby Merchant of Death » Thu Jun 01, 2017 6:26 pm

I have tallied the XP. XP has been awarded to the character sheets. For those of you who want to know: Karl, Egan, and James have all leveled this quad. I recommend that you guys level up your characters quickly. When you do so, please reply here so I know it has been done.

I have cleaned up the OOC chatter thread (as you can see). I have also moved Pvt Johnson back into inactive status. There is a GM rating thread... time for you guys to do your bit now!
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Re: Nightstalkers OOC Chat

Postby James Howlett » Fri Jun 02, 2017 8:56 am

Leveled Up

+3 HP and 1 secondary skill
James Howlett
"Out of all the people you meet I may be the only one who understands what you are thinking, Take one good look at my face. This is the price that I paid to bring foot to the collective asses of our enemies. There are many more who have sacrificed much more to do far less. ~2nd Lt James Howlett EP
HP 30/30 SDC 51/51
M.D.C. by Location: Hands (2): 50 each, Forearms (2): 50 each, Upper Arms (2): 70 each, “Concealed” Forearm Weapon: 40, Legs (2): 90 each., Modular Secondary Arms (2): 60 each.
Constant effects: Amplified Hearing, Sound filtration system, Targeting Sight, Motion Detector, Gyro-Compass, Clock/Calendar
Current Conditions: None.
Armor & Weapons/Ammo
LI-B2 Light Infantry Armor
M.D.C. by Location: Helmet: 15/15, Left Arm: 20/20, Right Arm: 20/20, Left Leg: 35/35, Right Leg: 35/35, Main Body: 150/150
WI-LP3 Pepperbox Laser • Payload: 4/4 • Extra Ammo: 4 4-round "Speed Loaders".
Bandito BigBore BB-2 "Holdout" Derringer • Payload: 2/2 • Extra Ammo: 8 rounds.
Bandito BigBore "Big Boss" Magnum Revolver • Payload: 4/4 • Extra Ammo: 8 rounds.
C-20 Laser Pistol • Payload: 30/30 • Extra Ammo: 2 Long E-Clips (Pistol).
Remington 870 Police Magnum • Payload: 4/4
Plasma Grenades • Payload: 2/2
Smoke Grenades • Payload: 2/2
CS Stun/Flash Grenades • Payload: 2/2
Vibro-Knife
NG Grenade Vibro-Knife • Payload: 2/2
Medals
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Re: Nightstalkers OOC Chat

Postby Karl » Fri Jun 02, 2017 10:55 pm

Leveled up except the two secondary skills I still have to select at some point.
Karl Madox reporting for duty!
H.P.: 26
S.D.C.: 29
ISP: 66
PPE: 11

Constant Effects: See Cybernetics

Soundtrack:
Bonnie Tyler - Holding out for a Hero
Madius (Sound the Alarm) - All I need
MDFMK - Missing Time
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Re: Nightstalkers OOC Chat

Postby Egan Grey » Tue Jun 27, 2017 4:09 pm

Level up mostly complete, waiting on confirmation about one skill and the normal level up will be done.

Then I will add in all the EP stuff when it gets approved.

+3 ISP, +1 Hit Point - One OCC skill (Pending), 2 secondary (cook to Professional / General repair & Maintenance)

Level up Complete!
SSG Egan Grey (1-8-2018)
Stats
Hp - 52/52
SDC - 66/66
ISP - 72/82
Constant Effects: Multi-Optic Eye, Sixth Sense (-2 ISP / use; +6 init, +2 parry, +3 dodge - can't be surprised)
Current Penalties:

DS-1U Reinforced Duty Uniform
Mobility: Superior; no movement penalties of any kind.
M.D.C. by Location:
    • Arms (left): 5/5
    • Arms (right): 5/5
    • Legs (left): 8/8
    • Legs (right): 8/8
    • Main Body: 15/15
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Re: Revenants OOC Chat

Postby Mane » Tue Mar 06, 2018 4:10 pm

LEVEL UP NOTES

+HP: 1d6 = 5

+ISP: 2d6 = 12

Skills: Level 9 OCC & Related skills going towards payment of Advanced Training: Close Quarters Battle using option to acquire with 2 OCC skills & 3 Related skills. Remaining balance paid for with EP-acquired skills for this very purpose.

Additional Skill: Boxing (bought with EPs)
SDC Bonus: 3d6 = 9

New CQC Abilities & Skills:
  • Commando HtH Retraining
  • +5 to Friend or Foe Perception Rolls (+25% by new board rules)
  • Bonus Skills:
    • Climbing/Rappelling (+I0%)
    • Detect Ambush (+15% bonus to existing skill)
    • W.P. Ancient: Spear
    • W.P. Modern: Energy Rifle
  • SDC: 2d6 = 3
  • +2 Initiative (on offense only)
Mane, driver of the big ugly bus.

Song in his heart: Aquarius/Let the Sunshine In

Stats and Gear
Quick Stats:
ISP: 14/64
HP: 118/118
SDC: 100/110
Armor: CA-6EX
MDC by Location:
  • Main Body: 200/200
  • Head/Helmet: 100/100
  • Legs: (R) 120/120, (L) 120/120
  • Arms: (R) 100/100, (L) 100/100
Weapons:
Wilk's 237 "Backup":
  • Damage: 3D6 MD single / 6D6 MD double blast; Range: 500'
  • Payload: 16/16 double blasts per long e-clip
Q1-02 "Stopper" Ion Pistol:
  • Damage:4D6+4 MD; Range: 200'
  • Payload: 24/24 blasts per long e-clip
Bandit 5050 "Papa Bear" Enhanced BigBore Medium Rail Gun:
  • Damage: 2D4 M.D./single, 4D4 M.D./burst of three, 5D6 M.D./burst of six, plus Knockdown Effect; Range: 2,000'
  • Payload: 240/240 Big Bore shotgun shells
Munition Reserve:
  • Long E-Clips: 6/6
  • Big Bore shotgun shells: not carried on person
Conditions:
  • None at this time
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Re: Revenants OOC Chat

Postby CS High Command » Mon Apr 23, 2018 8:34 pm

Regarding Patron Items: All items will either be captured gear or reskinned into Experimental CS Gear.

The NEMA items will simply be gear the 110th found in Arizona. GAW Gear can be captured or given through official channels. The psynetic device is from PRP and Psi-Bat. Armor will be Pre-rifts gear recently unearthed, or given a cosmetic upgrade into experimental CS Gear. Don't choose Magic gear. Just don't, please.
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"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Sorocco Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
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