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Post by simonw on May 31, 2012 0:38:15 GMT -6
MercForce is a game of modern covert action, that could be used to play anything from a GI Joe, Expendables, Mack Bolan to Leverage or something similar. Here are the four classes so far (although it could probably do with a 5th class, like Grifter or somesuch for a Leverage-type game)
THE GRUNT The Grunt is the backbone of the team during a firefight. Whilst every member of the team has had some firearms training the grunt is a professional soldier; trained in basic field craft and military tactics. They know how to recognize most military ground vehicles, and have an understanding of close combat techniques, weaponry and maintenance, including heavy weapons and grenades. Grunts are more combat aware and therefore, in a firefight are more likely to spot enemy movement, good potential cover or arcs of fire and so forth. STR is a Grunt’s primary attribute but CON and DEX are also important.
Table 3: Grunt Advancement
Level XP HD (d6) To Hit Bonus ST 1 0 1+1 +0 16 2 2000 2 +1 15 3 4000 3 +2 14 4 8000 4 +2 13 5 16000 5 +3 12 6 32000 6 +4 11 7 64000 7 +4 10 8 128000 8 +5 9 9 256000 9 +6 8 10 512000 10 +6 7
Grunt Class Abilities Weapon and Armour Restrictions: Grunts are trained in all warfare and, as such, have no weapon or armour restrictions.
Combat Awareness: Grunts add their level to their rolls for initiative.
Combat Machine: Against foes of one hit dice (HD) or fewer, Grunts get one attack per level each combat round.
Combat Monster: At 10th level, Grunts can attack twice in a round (either the same or a different foe) without penalty.
Saving Throw: Grunts receive a +2 bonus on saving throws vs. death.
Weapon Specialization: Grunts choose one weapon in which they have trained more than the others. With this weapon, they receive +1 to hit and to damage caused.
Experience Bonus for Strength: Strength is the Prime Attribute for Grunts, which means that a high Strength score grants them an additional 5% XP.
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Post by simonw on May 31, 2012 0:38:41 GMT -6
THE MEDIC The medic is the master “patch ‘em up” guy. He is an expert in battlefield medicine, first aid and emergency surgery and techniques; specializing in gunshot wounds and explosive burns. He can keep the team going with the most bloody looking injuries. WIS is of primary importance, with Intelligence a close second. DEX is handy for sewing up wounds and tricky battlefield surgery.
Level XP HD (d6) To Hit Bonus ST 1 0 1 +0 15 2 1500 2 +1 14 3 3000 3 +1 13 4 6000 3+1 +2 12 5 12000 4 +2 11 6 24000 5 +3 10 7 48000 6 +3 9 8 96000 6+1 +4 8 9 192000 7 +4 7 10 384000 8 +5 6
Medic Class Abilities Weapon and Armour Restrictions: Medics are battlefield trained but aren’t front line troops and don’t have the range of weapon training that a Grunt has. They can wear any armour and their weapon choice is limited to handguns, submachine guns and assault rifles.
Saving Throw: Medics receive a +2 bonus on saving throws vs. poisons/drugs.
Patch-up: Medics can treat injuries, repairing up to 2 hit points per level per day per injury a character has suffered. It takes 5 minutes work to apply appropriate medication and bind or patch the wound.
Resuscitation: A Medic can attempt to resuscitate a PC that has “died” (see damage and death), by heart massage or other appropriate methods. As long as the Medic gets to the PC within 3 rounds of the character receiving the deadly injury, the PC can make another saving throw vs. death, with a bonus equal to half the level of the Medic (round up). This can only be attempted once per patient.
Experience Bonus for Wisdom: WIS is the Prime Attribute for Medics, which means that a high WIS score grants them an extra 5% XP in addition to the regular XP bonus granted to all characters with high WIS.
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Post by simonw on May 31, 2012 0:39:01 GMT -6
THE INFILTRATOR The infiltrator is the team’s covert and reconnaissance specialist. His job is to scout ahead in enemy territory, obtain information on enemy movement and likely targets and pass these details back to his commanders. Stealthy movement, silent kills, mis-direction and creating diversions to clear the way for the team to move in are his main objectives. The infiltrator’s skill is in moving quietly and remaining unseen by use of any available cover and keeping to the shadows. The infiltrator is also sometimes called a ninja; he is expert at breaking and entering; locks and safes are no barrier and darkness and shadows are his cover. The infiltrator can steal anything that isn’t nailed down and when caught can escape from almost any bonds or cell. The infiltrator requires a good DEX and a high WIS is also quite handy.
Table 4: Infiltrator Advancement
Level XP HD (d6) To Hit Bonus ST 1 0 1 +0 15 2 1500 2 +0 14 3 3000 3 +1 13 4 6000 3+1 +1 12 5 12000 4 +2 11 6 24000 5 +2 10 7 48000 6 +3 9 8 96000 6+1 +3 8 9 192000 7 +4 7 10 384000 8 +4 6
Infiltrator Class Abilities Weapon and Armour Restrictions: Infiltrators don’t weigh themselves down too heavily; they are trained to use light armour. They can use handguns, sniper rifles and submachine guns (usually silenced), crossbows and melee weapons.
Climb: Infiltrators can scale walls quickly and efficiently. If they have appropriate equipment, they may receive a +1 to a +4 bonus.
Intrusion: Infiltrators can crack safes, open locks (electronic & mechanical) and enter buildings and compounds without tripping any security measures that might protect entrances and exits.
Set/Disarm Traps: Infiltrators can detect and remove booby traps & tripwires as well as setting them in appropriate places.
Sneak attack: If an infiltrator gets the drop on a foe in melee or within 30’ with a ranged weapon, he causes an extra die of damage if he hits.
Stealth: Infiltrators can move silently and unseen, avoiding detection by using darkness, camouflage clothing and any cover that is available to them.
Saving Throw: Sneaks receive a +2 bonus on saving throws vs. traps and falls
Experience Bonus for Dexterity: DEX is the Prime Attribute for infiltrators, which means that a high DEX score grants them an additional 5% XP.
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Post by simonw on May 31, 2012 0:39:24 GMT -6
THE TECH The tech is a computer, surveillance, communications and electronics expert. From his lap top he can keep the rest of the team in communication with one another, coordinate their actions, access and pass on vital information and hack into enemy systems to access data, breach security and create diversions. Techs require a high INT (which is their prime attribute).
Table 5: Tech Advancement
Level XP HD (d6) To Hit Bonus ST 1 0 1 +0 16 2 1500 1+1 +1 15 3 3000 2 +1 14 4 6000 2+1 +2 13 5 12000 3 +2 12 6 24000 3+1 +3 11 7 48000 4 +3 10 8 96000 4+1 +4 9 9 192000 5 +4 8 10 384000 5+1 +5 7
Tech Class Abilities Weapon and Armour Restrictions: Techs don’t weigh themselves down too heavily; they are trained to use light armour. They can use handguns and submachine guns.
Saving Throw: Techs receive a +2 bonus on saving throws vs. fire and electric shock.
Activate/Deactivate Security (INT): With a successful roll (representing bypassing security measures or finding the right location and keeping the communication open) the Tech can activate or deactivate security cameras, security locks, alarms and so on.
Acquire & Alter Information (INT): Techs can access information quickly and easily; whether this is via search engines or specific information from secure databases. Most general information doesn’t require any sort of roll; however, hard to access information that requires the Tech to hack into a secure system will require a roll. Whilst in a secure system, the Tech can also amend details stored, so he could for example add (or subtract or delete) money to a bank account or add one of his team member’s to a company employee roster etc.
Coordinate Team (INT): Once per day per level and as long as the team have earpieces and are in contact and the Tech is not doing anything else, the Tech can help the team act together to coordinate their actions. This gives them all +1 initiative as well as to attacks and damage as long as they can hear the Tech (or he stops coordinating them) and for 5 rounds after.
Detect Device (WIS): As long as he has his box of tricks, the Tech can sweep an area of 60’ to detect electronic devices (bugs, bombs, cameras, mines etc) that are active in the area.
Tinker & Repair (INT): The Tech can tinker with electronic gadgets and equipment and, with sufficient parts can repair broken items, build new ones or change the function of an item to perform a similar though different function. So he could turn a mobile phone into an effective bug, for example.
XP Bonus for Intelligence: INT is the Prime Attribute for Techs; which means that a high INT score grants them an additional 5% on XP earned.
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Post by Finarvyn on May 31, 2012 4:03:15 GMT -6
Cool stuff, simon. I'll have to see if my group has interest in a modern Merc style game.
Will this be developed into a full-out product, or is it just a brainstorming thread?
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Post by simonw on May 31, 2012 8:28:32 GMT -6
Will this be developed into a full-out product, or is it just a brainstorming thread? I'm not sure how it will progress really. I'm thinking really of doing a few different compatible things/genres/settings along the lines of my Smith & Wesson product and see where they go. Some may end up just being undeveloped and others may go on to become fully-fledged products. I'm just keeping my hand in as I went off writing anything for a while!
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Post by Achán hiNidráne on May 31, 2012 20:02:05 GMT -6
You forgot to include "Body Massage" as a class ability.
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Post by simonw on Jun 5, 2012 11:45:07 GMT -6
You forgot to include "Body Massage" as a class ability. I'm not sure I get the reference...
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Post by simonw on Jun 23, 2012 3:58:33 GMT -6
This has evolved into a different game. It is now called Ancient Mysteries & Lost Relics. It is about a secret program in which teams consisting of highly trained field agents use covert ops and scientific research to tackle scientific, solve ancient mysteries and track down legendary treasures.
It is inspired by the following:
Books Andy McDermott – Nina Wilde & Eddie Chase Series Clive Cussler - Dirk Pitt Series, Numa Files, Oregon Files, Fargo Adventures David Gibbins – Jack Howard Series James Rollins – Sigma Force Series James Twining – Tom Kirk Series Matthew Reilly – Jack West Series, Scarecrow Series Robert Ludlum – Covert One Series
Movies & TV National Treasure Sahara National Treasure: Book of Secrets Legend Quest Warehouse 13
A game of Ancient Mysteries & Lost Relics is brimming with exploration, conspiracies, adventure and discovery. It should take the characters across the world and back again; to ruins of lost civilizations, sites of mysterious power, underwater caverns, Aztec temples, Egyptian tombs, Atlantean palaces and Tibetan monasteries.
THE ADVENTURER-SCIENTIST The adventurer-scientist is a brilliant individual; part scholar, part explorer and part archaeologist. Add to this mix training in deep-sea diving, wilderness survival and combat techniques and you get some idea of the abilities of this class.
Table 4: Adventurer-Scientist Advancement
Level XP HD (d6) To Hit Bonus Defence Bonus ST 1 0 1+1 +0 +0 15 2 2500 2 +1 +1 14 3 5000 3 +2 +1 13 4 10000 4 +2 +2 12 5 20000 5 +3 +2 11 6 40000 6 +4 +3 10 7 80000 7 +4 +3 9 8 160000 8 +5 +4 8 9 320000 9 +6 +4 7 10 640000 10 +6 +5 6
Adventurer-Scientist Class Abilities Weapons: Adventurer-scientists can use any standard weapons and standard types of armour.
Saving Throw: Adventurer-scientists receive a +2 bonus on saving throws vs. death.
Combat Training: Adventurer-scientists add their level to their initiative checks.
Scientific Specialty: All adventurer-scientists are academically qualified. Therefore they have knowledge and understanding of the most fields of science. However, for an adventurer-scientist, he also needs to be a particular expert is a field that has some use in tracking down hidden treasures and solving ancient mysteries. Therefore, each PC has a specific expertise in one field of study, for which he receives a +2 to his checks. Choose from (but not limited to) the following: Anthropology, Archaeology, Astronomy, Astrology, Biology, Botany, Chemistry, Criminology, Linguistics, History, Law, Geology, Geography, Physics, Mathematics, Cryptology, Medicine, Zoology.
Area of Expertise: All adventurer-scientists are explorers and so they are able to perform basic survival techniques, underwater diving, rock-climbing, camouflage and so on. However, each has also received extra training in one discipline from the following, which gives a +2 to their check (or as noted). At each even level, they may choose one extra skill (or, if preferred, one extra Scientific Specialty).
Assess Opponent (INT): This allows the PC to weigh up the opposition at the start of a gunfight and make a saving throw to see if they can determine the strengths and weaknesses of the opposition (i.e. their level or HD).
Climb: The PC can scale cliff faces or walls quickly and efficiently. If they have appropriate equipment, they may receive an additional +1 to a +4 bonus.
Leadership (INT): Once per day per level and as long as the team have earpieces and are in contact and the PC is not doing anything else, the PC can help the team act together to coordinate their actions. This gives them all +1 initiative as well as to attacks and damage for as long as they can hear the PC (or he stops coordinating them) and for 5 rounds after.
Locks & Traps: The PC can open locked doors and moveable walls/hidden entrances and discover and remove booby traps & tripwires as well as setting them in appropriate places.
Sneak attack: If the PC gets the drop on a foe in melee or within 30’ with a ranged weapon, he causes an extra die of damage if he hits. Stealth (DEX): The PC is skilled at using the terrain, cover, shadows and so on to move without being noticed by his prey or his enemies. Track (WIS): The PC can spot and follow a trail across almost any ground. They also automatically know which direction is north and can recognize the prints and number of critters that made the tracks.
Weapon Specialist: This gives a +1 bonus to hit and damage using one type of firearm, chosen at outset (see the equipment section).
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Post by simonw on Jun 23, 2012 8:44:35 GMT -6
I'll start a new thread as MercForce is no more...
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