"Yo, Vic. You got a smoke?"
"Eh?" The man sat up with a start. Victor found himself in the back of the same Land Rover he'd been in a few hours ago, bouncing along unpaved roads and driving through miles of dreary plains. It was still West Africa, alright. He glanced down at his rifle before patting down the armored vest he wore for cigarettes. "How far to the next checkpoint?" He said groggily.
Wyatt, the driver shrugged. "I'd say four or five clicks, if the map isn't lying." The American's drawl stood out from the flat accents of the locals. He took a smoke from Victor's carton and fished out a lighter. "Thanks."
"Ja." Victor tried to shake himself awake. He was mission commander - this was real bad form. The merc broke out the maps, comparing it against the GPS. A particularly jarring bounce in the road shook the electronic from his hand, the GPS clattering into the floor. "Nice driving, mate." Victor bend down to scoop the navigator off the floor.
As he sat up, the windshield exploded.
~~~~~
"Christ, get his arse out of that wreck!" Victor got as much warning as a slap to the face before being heaved to his feet. He blinked away the spots in his vision and turned to see what the hell they had pulled him from. What used to be a jeep was now a twisted mess of scorched metal, sitting in a small crater. All he could remember was giving the driver a smoke. The merc glanced around nervously. Other vehicles had stopped, men dismounting and taking positions at the end of the road. "Where's Wyatt?" He called out.
The guy who had pulled him from the wreck shrugged. "IED got him, probably. No time to check."
A bullet snapped past Victor. Even through a concussion-induced fog, it registered somehow that a "snap" meant the bullet only missed narrowly. Victor half ran, half tumbled into the cover of the wrecked vehicle as the staccato of gunfire started to rise through the road. He took deep breaths, trying to recall the debrief in his head. He was reading off the notes from last night.
A low, sustained burst of gunfire probably meant a PKM, right. Hard cover. Right.
The crackles of AKs were a lower in sound than their R4s. A nearby burst caught Victor's attention, and he rested his rifle on the hood of the wreck. Their opponents were smart, dodging from cover to cover as they advanced. But he was better, even in a state like this. The merc squeezed the trigger ever so slowly, until the .223 barked and sent a slug sailing into the lungs of his target. The militiaman staggered, before two more rounds drove him to the dirt.
"Nice." His buddy called out. After a while, the killing just became a casual thing. You either got used to it or cracked.
Victor ducked as an RPG screamed over his head. You didn't get used to that no matter how many times it happened. He stood up and slammed rounds downrange as fast as his finger would move, saturating the air with aimed rifle fire. He wasn't the only one, either - the air had come alive with a thousand angry hornets as lead was liberally dumped in every direction. They were laying the pain on the contacts.
"BMP! FUCKING BMP!" The words turned the merc's blood to ice. The milita had gotten their hands on a Soviet APC, and with the seventy-six millimeter cannon on it, they were going to get chewed to mincemeat. But he didn't have the time to panic. He was their goddamned mission commander.
"Someone break out the RPGs! Pop smoke! NOW!" Victor screamed over the incredible din. He stepped around the vehicle as he fired, until the R4 got so hot he couldn't keep a grip on it.
The merc was trying to pry open the trunk when a cannon round landed at his feet.
It was as if every time he'd ever been shot, slapped, stabbed or wounded in some way had been balled up into a clump of misery, and injected into his legs. He didn't even have the energy to scream. As the pain subsided after what seemed like hours, Victor started to shiver. He was cold.
Victor groaned. He was bleeding to death.
Experimentally, he tried to move. Every twitch brought a fresh wave of agony to the wounded merc, but he managed to bring his arm to his face. The display on the gauntlet was cracked, but it still showed 'READY.' He smashed the button. If Victor had been able to feel his limbs, the sudden pulse of the chemicals into his bloodstream would have been quite painful. Everything that the body did automatically in a fight - the drugs and nanomachines amplified. Where endorphins and adrenaline were 'just not enough,' the downed merc started to find a surplus of strength, enough to push off of his ruined limbs and stagger to his unsteady feet.
When the body handed control back to the mind, it followed instinct. Victor ripped open the boot of the wreck. He threw the ruined door aside with superhuman ease, then casually retrieved an RPG and it's pack of rockets. When he turned back to the road, it was apparent the gunfire had died down. Only the BMP rumbled through the battlefield, it's machine guns occasionally belching at a survivor.
Victor wasn't angry. He was beyond angry. The man drew a rocket from the pouch and patiently threaded the end into the launcher. He calmly wiped the blood from his hands and cocked the RPG, hefting it onto his shoulder. As if he hadn't been shot several times and shredded by an explosive shell, Victor aimed the launcher and fired.
His eyes could track the trail of exhaust as the grenade sailed in slow-motion towards the vehicle. He could see it rip into the armor, stopping the BMP in it's tracks. Then the gout of flame as the second rocket detonated the ammunition supply, before the explosion ripped the armor to pieces. Only then, did he finally smile.
The display on his arm beeped and blinked 'EMPTY' in red letters. Just like that, his time ran out. Victor collapsed in a heap.
The Four Questions1) What is your roleplay about?
Military RPs have always been difficult to get people interested in, so I wanted to try my hand at one without being extreme and excluding average writers.
2) Why is your idea so much better than the rest?
It's a hard military setting that breaks up the boring monotony with some powers, plus, there's a bunch of information at hand for those unfamiliar with the topic.
3) What do you want from potential roleplayers?
Just decent, well thought out writing. Individual missions will have due dates. I'd strive for one post a week, but that's just ideal. It's all flexible.
4) Who are you?
RPG newbie, ran a few RP stories, wrote for several years. Not the uber GM or writer, but competent at most things I'd like to think.
Concept
Medi-Tech Group, Incorporated by 2013 was one of the most successful corporations in North America. They had extensive experience in the field of commercial, everyday goods such as their highly effective "Traumagel" line, to military projects intended to decreases losses in combat. They had received a US military contract for the "Biological Enhancement Initiative," a black-budget program intended to enhance combat performance on an individual level. Compared to extremely costly and morally debated "supersoldier" projects, the idea of "canned magic" that any normal human could apply for an edge in combat was immensely appealing.
By 2014 the product had been more or less finalized. The "Bio-Boost" was a family of modules, gauntlet sized to backpack sized, which contained cocktails of endorphins and nanomachines. Upon application, these materials would set the user's body into overdrive, maximizing muscle strength, eyesight, taking advantage of the tachypsychia effect to give the edge in gunfights. Some would boost the metabolism, enhancing the rate at which wounds healed, or even slow the metabolism to reduce need for food on long-range patrols.
But when budget-cutting measures resulted in a number of fatalities among test subjects, the military dropped the project, leaving Medi-Tech with a multi-billion dollar waste of time. They tried to apply the product to crippled athletes, but the short-term nature of the product didn't find much appeal. It was only when a partner company of Medi-Tech, Raven Defense Industries, suggested the use of Bio-Boosts in the private military field. Small, highly profitable and easily controlled, it was an ideal setup.
There were going to be risks. Industrial espionage was almost guaranteed. There'd be PTSD, public outcry. But in the name of the almighty dollar, it could very well be worth the trip... at this point, all the assets were just leftovers, waiting to be used.
Not that you, a lone contractor, know any of this. You were sought through commercial fields, maybe ex-military contacts. The pay is good, and there's constantly a conflict that you could make thousands of dollars a day off of. You don't know much about these "Bio-Boosts" but you do know that it's an edge in combat you won't get anywhere else.
Gameplay
"Leftovers" is a realistic RP set in a slightly futuristic modern world. The same countries, the same governments and militaries. It incorporates espionage, combat, and the effects of fighting and "boosting" on characters keeps a very human face to all of it.
There are some game-like elements in the background, but writers are expected to do a little bit of research if necessary and stick to what's realistic. Bullet wounds hurt. Body armor doesn't stop everything. People can and will die. Bio-boosts and intelligent planning help you avoid death, but it's just an occupational hazard. Cheat whenever you can. Shoot the enemy while he is down. Throw grenades instead of clearing the room yourself. The only fair fight is the one your lose.
There will be regular missions where a situation is set by the GM and the writers are open to handle it any way they can fit into the setting. A post will have a due date. I won't be crazy about missing them by a day or two, but try not to let down your fellow writers too much. Contracting does pay handsomely. Writers will have free reign to write about relationships between contractors and life at home between missions, fleshing out their characters and the effects of contracting on their personal lives.
An important aspect of the RP is that every mission will add money to the company's bank account. After every mission, writers will be asked to vote on the next major purchase via OOC. This could be small things, like guns that jam less, or big things like better medical kits or enhanced vehicles.
Background Information
The game will take place in the US during down-time and training, but combat and most of the character interaction will take place in parts of Africa - mostly Liberia, Congo, and Sudan. This future setting assumes that conflicts have spiked in the area - more detailed information will be posted as the story advances.
A wealth of knowledge will be placed in the OOC forums. The current armory, mission records and performance, available targets. Even the company's ratings from previous clients. You don't need to be a gun expert or a military fanatic to find out how things work; the information is right at your fingertips. If anything is questionable or confusing, don't be afraid to ask a question in OOC.
Character Creation
Writers should PM their profiles to the GM, who will approve them, make any necessary changes, and send links for issued equipment - initially, at least, body armor and equipment is issued, though your character's personality and skills heavily influence what they are. I won't be picky about the amount of magazines or bandaids. You can also pick a "specialization," which basically issues you extra training and gear. They're not classes - you can do other jobs, but rather they supplement your abilities in a given field.
[Specializations]
Medic - Trained to handle a variety of wounds, and equipped with the best medical supplies on hand.
Demolitions - Equipped with plastic explosives, bomb defusal equipment and better armor.
Combat Engineer - Fitted with a mechanic's kit for vehicular repair, and issued antitank weapons.
Support Weapon - The heavy guy. Carries a machine gun, sometimes a mortar or rocket. Packs extra ammo for squadmates.
Squad Leader - While not a powerful soldier by themselves, a squad leader gets delicate equipment to keep a unit running. Radios, smoke grenades, flares, a grenade launcher. On the flip side, they have less room for ammo.
The initial selection of "Bio-Boosts" are limited in comparison to the actual assortment that the company retains. More get unlocked as the story advances. All Bio-Boosts are controlled through a guantlet on the person's left or right arm and come in the shape of small glass vials. Spent boosts are refilled between missions, as transporting them is highly dangerous.
[Bio-Boosts]
Combat Lifesaver - An emergency boost not to be administrated in all but the most dire situations. It can be set to manually or automatically activate. When used, it dumps a massive cocktail that boosts reaction speed, suppresses pain, panic and stress-induced shaking, enhances strength and running speed, as well as releasing blood clotting agents. Though it depends on the person, this generally lasts for about fifteen minutes. The blood-clotters and pain suppressants continue for roughly a day. Long-term consequences can vary from irritability to heart disease.
Metabolic Shock - Useful in extremely hazardous environments, this boost actually slows the metabolism down to allow survival in low-atmosphere situations, such as swimming while submerged, or being caught in a burning area. Though it impairs strength, it has been shown not to overly affect combat capability. A long-lasting module, it can last thirty minutes on one fill.
Tachycardial Boost - Taking the natural stress-alarm reaction of the human body to new heights, this module can be used in short spurts up to about thirty seconds. The nanomachines send the brain into overdrive, giving the perception that time is slower - about half as slow as normal, it seems. In reality, the user is moving extremely quickly, processing data at an incredible speed. Long term consequences are generally described as a sense of nausea and sometimes nervous tics.
Eagle Eye - A specialized boost designed to assist in reconnaissance and patrol. Eagle eye manipulates the pupillary reaction and fine tunes it for combat, allowing extreme clarity under stress, and enhanced natural night vision. A long-term boost, useable for up to half an hour. Long term consequences are generally described as splitting headaches with overuse.
These are just examples. More will be in the actual RP post.
[Equipment]
These cards are solely for reference, for those unfamiliar with a given piece of gear. They are issued when a character is made, and more will be given out as better gear is bought and the story changes.
Rifle - AKM
Rifle - AR-15
Handgun - Glock 17
Grenade - M67
Grenade - F1
- Code: Select all
[img]Picture URL Here[/img]
[center][b]Character Name[/b][/center]
[b]Description:[/b] Weight, height, blood type, essential stats. What does the character look like. What visisble mannerisms do they have?
[b]Personality & History:[/b] Where did the character come from, and what made them the way they are?
[b]Physical Condition:[/b] Are they an athlete? Less than perfect shape? Any scars or handicaps?
[b]Strengths & Weaknesses:[/b] As a person, and as a soldier, what makes this person strong or weak?
[b]Training:[/b] Medic / Demolitions / Combat Engineer / Support Weapon / Squad Leader. See the Overview for more information.
[b]Bio-Boost:[/b] Your selected boosts (2). See Overview for more information.
[b]Equipment:[/b] Personal trinkets such as knives, watches, as well as guns and armor issued by the GM.