The Eternity Code
Cleric_Epoch
Join Date: 2003-06-26 Member: 17714Members, Constellation
<div class="IPBDescription">Epoch's RPG</div> <span style='font-size:14pt;line-height:100%'><u><b>The Rules</b></u></span>
<b>Read and obey please.</b>
Game rules apply. E.g. Two skulk bites will kill you until you get armour upgrades, ect.
All marines base health is 100.
All marines base armour is 50.
All marines start with LMG 2 clips, Pistol 2 clips and a knife and a piece of chosen equipment.
All further equipment will be handed out by me. As I am comm.
NO SPECIAL ITEMS, unless discussed with me first over PM.
I will decide the out come of your actions. E.g. [You fire a half clip at the target in short controlled busts].
{Several bullets hit managing to kill the target}
I am the comm.
<b>Use the correct Action quotation, these are;</b>
<i>Talking ………..“The quick brown fox.”
Action …………*I wake up.*
Shooting ………[I fire a half clip at the target]
Heroic Actions.. {I dive through the glass window}</i>
<b>All Must be done in the right box. I will decide what happens.
Bold text is for off topic. If you want to say something non-related or out of character.</b>
<i>Skills will affect your performance in the field. Choose wisely. (PM me if you want a special skill, if it’s sensible I may add it for you).
2 Major Skills and 3 Secondary Skills person.</i>
<u><b>Major Skills</b></u>
<i>Major Skills are ones that your character has developed innately or has learnt.</i> You may only choose two.
Eagle Eyes – 15% chance of spotting concealed objects/enemies (I will say what you spot).
Luck Out– You seem to have un-natural luck. Whether for good or for bad.
Ox’s Strength – May carry a LMG and a HMG OR GREN.
Inner Focus – Bonus to performing heroic actions.
Kleptomaniac – May pick up random items and pickpocket from NPCs (I will say what you pick up).
Gut Instinct – The character has a preternatural sense of when things are about to go pear shaped.
Intractability – The character sometimes may stubbornly refuse to move even when it is their best interest to.
Limber – May evade blows. (I will say what you dodge)
Rambo – Accuracy bonus with HMG. (May not be combined with the Pack Hunter ability)
Rock Headed – Character will never be stunned or knocked back by melee attacks.
Smooth Operator – Improved chance of persuading people.
Nerves of Jelly – The character will always run into cover when shot at!
Hypercondriac – Whenever the character takes any injury they will spend their next actions (when not in danger) healing themselves.
Vital Spirit - 1% chance of ignoring fatal damage.
War Veteran – Increased Health.
<u><b>Secondary Skills</b></u>
<i>These are skills that have been taught to your character.</i> You may only choose 3.
Arial Ace – Improved JP control.
Battle Suit Training – Improved HA mobility.
Combat Engineer – May carry Ammo. (May not be mixed with Combat Medic ability)
Combat Medic – May carry Medpacks. (May not be mixed with Combat Engineer ability)
Close Quarters Combat Training – Increased knife damage.
Crack Shot – All pistol shots automatically hit.
Field Medic Training – May revive fallen team mates.
Technician – The Character is very familiar in dealing with technology. You may hack into computer terminals.
Marksman – Improved accuracy (May not be combined with Rambo).
Pack Hunter – When with others receives a bonus to attack damage and aim. (May not be combined with the Rambo ability)
Stealth Training – You may [sneak] to move unseen.
<u><b>Personal Equipment</b></u>
<i>Bits and pieces issued to you or that you have picked up.</i> You may choose only one.
AP Bullets – Armour Piecing rounds for the LMG and HMG(Enough to last the game).
Buckshot Shells – Your shotgun will have a knock back effect when it hits (Enough to last the game).
Blitz – An injected illegal combat drug to improve performance (I will tell you the effect).
Bionic Limb – You may choose Leg, Arm or Eye enhancment; For increased mobility, strength or vision.
HE Grenades – Modified grenades (Enough to last the game).
Laser Targeter – Increases LMG accuracy.
Lucky Charm – An ornamental item you believes brings luck. E.g., a rabbit paw, 4 leafed cover or chipped marble (You may choose it).
Secondary Pistol – "<i>Give the man one gun, and he thinks he is superman. Give him two, and he thinks he is god.</i>" ~ Jon Woo's Hard Boiled
Sentimental Necklace – A piece of Jelwry given to you by a loved one.
Night Vision Goggles – May see in dark areas without a flashlight.
Pet Rat – A creature you have grown very attached too (You may name it).
Rebreather – Prevents damage from spores
Silencer – Suppresses mussel noise from you LMG and Pistol.
Your own ‘special brew’ – A flask of vile smelly liquid that maybe drunk from twice OR thrown once.
<b>PM me with you skills and equipment.</b>
<u><i>My character</i></u>
<i>Sgt. Epoch
Your squad leader and friend. Since joining the TSA, a week ago, Sgt. Epoch has looked out for you. Taking you for training sessions and helping with any problems you have encountered. He has earned his your trust and respect. And you have few doubts about his abilities in the command chair.
He speaks his mind and is strict but fair.
Name: Classified
Age: Classified
Height: Classified
Weight: Classified
DOB: Classified </i>
<i><u>Major Skills</u></i>
<i>Smooth Operator</i>
<i>Eagle Eyes</i>
<i><u>Secondary Skills</u></i>
<i>Commander Training</i>
<i>Gut Instinct </i>
<i>Technician</i>
<i><u>Equipment</u></i>
<i>I’ve got everything I need. <!--emo&::marine::--><img src='http://www.natural-selection.org/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> </i>
PM me with your characters details.
<b>Read and obey please.</b>
Game rules apply. E.g. Two skulk bites will kill you until you get armour upgrades, ect.
All marines base health is 100.
All marines base armour is 50.
All marines start with LMG 2 clips, Pistol 2 clips and a knife and a piece of chosen equipment.
All further equipment will be handed out by me. As I am comm.
NO SPECIAL ITEMS, unless discussed with me first over PM.
I will decide the out come of your actions. E.g. [You fire a half clip at the target in short controlled busts].
{Several bullets hit managing to kill the target}
I am the comm.
<b>Use the correct Action quotation, these are;</b>
<i>Talking ………..“The quick brown fox.”
Action …………*I wake up.*
Shooting ………[I fire a half clip at the target]
Heroic Actions.. {I dive through the glass window}</i>
<b>All Must be done in the right box. I will decide what happens.
Bold text is for off topic. If you want to say something non-related or out of character.</b>
<i>Skills will affect your performance in the field. Choose wisely. (PM me if you want a special skill, if it’s sensible I may add it for you).
2 Major Skills and 3 Secondary Skills person.</i>
<u><b>Major Skills</b></u>
<i>Major Skills are ones that your character has developed innately or has learnt.</i> You may only choose two.
Eagle Eyes – 15% chance of spotting concealed objects/enemies (I will say what you spot).
Luck Out– You seem to have un-natural luck. Whether for good or for bad.
Ox’s Strength – May carry a LMG and a HMG OR GREN.
Inner Focus – Bonus to performing heroic actions.
Kleptomaniac – May pick up random items and pickpocket from NPCs (I will say what you pick up).
Gut Instinct – The character has a preternatural sense of when things are about to go pear shaped.
Intractability – The character sometimes may stubbornly refuse to move even when it is their best interest to.
Limber – May evade blows. (I will say what you dodge)
Rambo – Accuracy bonus with HMG. (May not be combined with the Pack Hunter ability)
Rock Headed – Character will never be stunned or knocked back by melee attacks.
Smooth Operator – Improved chance of persuading people.
Nerves of Jelly – The character will always run into cover when shot at!
Hypercondriac – Whenever the character takes any injury they will spend their next actions (when not in danger) healing themselves.
Vital Spirit - 1% chance of ignoring fatal damage.
War Veteran – Increased Health.
<u><b>Secondary Skills</b></u>
<i>These are skills that have been taught to your character.</i> You may only choose 3.
Arial Ace – Improved JP control.
Battle Suit Training – Improved HA mobility.
Combat Engineer – May carry Ammo. (May not be mixed with Combat Medic ability)
Combat Medic – May carry Medpacks. (May not be mixed with Combat Engineer ability)
Close Quarters Combat Training – Increased knife damage.
Crack Shot – All pistol shots automatically hit.
Field Medic Training – May revive fallen team mates.
Technician – The Character is very familiar in dealing with technology. You may hack into computer terminals.
Marksman – Improved accuracy (May not be combined with Rambo).
Pack Hunter – When with others receives a bonus to attack damage and aim. (May not be combined with the Rambo ability)
Stealth Training – You may [sneak] to move unseen.
<u><b>Personal Equipment</b></u>
<i>Bits and pieces issued to you or that you have picked up.</i> You may choose only one.
AP Bullets – Armour Piecing rounds for the LMG and HMG(Enough to last the game).
Buckshot Shells – Your shotgun will have a knock back effect when it hits (Enough to last the game).
Blitz – An injected illegal combat drug to improve performance (I will tell you the effect).
Bionic Limb – You may choose Leg, Arm or Eye enhancment; For increased mobility, strength or vision.
HE Grenades – Modified grenades (Enough to last the game).
Laser Targeter – Increases LMG accuracy.
Lucky Charm – An ornamental item you believes brings luck. E.g., a rabbit paw, 4 leafed cover or chipped marble (You may choose it).
Secondary Pistol – "<i>Give the man one gun, and he thinks he is superman. Give him two, and he thinks he is god.</i>" ~ Jon Woo's Hard Boiled
Sentimental Necklace – A piece of Jelwry given to you by a loved one.
Night Vision Goggles – May see in dark areas without a flashlight.
Pet Rat – A creature you have grown very attached too (You may name it).
Rebreather – Prevents damage from spores
Silencer – Suppresses mussel noise from you LMG and Pistol.
Your own ‘special brew’ – A flask of vile smelly liquid that maybe drunk from twice OR thrown once.
<b>PM me with you skills and equipment.</b>
<u><i>My character</i></u>
<i>Sgt. Epoch
Your squad leader and friend. Since joining the TSA, a week ago, Sgt. Epoch has looked out for you. Taking you for training sessions and helping with any problems you have encountered. He has earned his your trust and respect. And you have few doubts about his abilities in the command chair.
He speaks his mind and is strict but fair.
Name: Classified
Age: Classified
Height: Classified
Weight: Classified
DOB: Classified </i>
<i><u>Major Skills</u></i>
<i>Smooth Operator</i>
<i>Eagle Eyes</i>
<i><u>Secondary Skills</u></i>
<i>Commander Training</i>
<i>Gut Instinct </i>
<i>Technician</i>
<i><u>Equipment</u></i>
<i>I’ve got everything I need. <!--emo&::marine::--><img src='http://www.natural-selection.org/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> </i>
PM me with your characters details.
Comments
<span style='color:gray'>"Ok guys listern up! Scanners are reading bateruim crawling over this place. I can't land or we'll be contaminated. Your gonna have to rappel out and set up IPs. Use the hand rails on the way out. And keep it safe!" - Said the pilot.</span>
<i>The drop ship hovered a couple of meters over the landing bay and opened the rear doors and side hacht's.
Several marines rappeled out to the landing bay below.
Infront the main cargo doors were open and lead into the cargo bay. To the left a glass tunnel lead into reception area.
Sgt. Epoch moved into the cargo bay.</i>
<span style='color:blue'>"Ok people listern in! This marine start! We hold here and set up a base."</span>
<i>Sgt Epoch walked into the cargo bay and climbed the lift on the right. At the top of the ladder was a metal walkway that went in an L shape around half the room. Infront of him was a Command Console which he quickly logged into. Then dropped 1 IP, an armoury, TF and three turrets all on the upper level.</i>
<span style='color:blue'>"Build stucture at way point. Steam Ramp. 60 meters away."</span>
<i>Pops up on all your HUDs. You move to the WP and start to build.</i>
"Stupid junk, why can't it build itself?"</b></span>
*Taps a few buttons on the command console and brings ups Jemmeh's record*
"James "Jimmeh" Washbrook, Combat Medic, Field Medic Training and a laser sight."
"You missed out on a piece of training. Or it isn't listed on the computer. What was your third secondary skill?"
*Selects Jemmeh*
"Your Squad One!"
*Wait for him to get the Infanrty Portal up then sends him to build the turret factory*</span>
*seconds later, my boots hit the floor. Hurriedly, I unclip myself from the line, get out of the way if anyone else is coming down and bring up the LMG. I do a quick visual check of the perimeter before checking that I have all my equipment*</span>
Inventory:
TSA standard light armour
1 LMG with 5 magazines ammunition
2 Pistols with 4 magazines ammunition
1 knife
<span style='color:green'>*I check for the waypoint and move towards it*</span>
*Pulls up his record*
"Name; Spin Viper, 1. Crack Shot, 2. Technician, 3. Marksman training with some AP Bullets"
"Spin your squad one. Proceed to waypoint and build a turret please. I hope your hacking skills come in handy."
*Sees Bill make his way down*
"Bill Doors 1. Marksman, 2. Battle Suit Training, 3. Packhunter and a Secondary Pistol"
"I could use a soldier like you. Your Squad two. Go with Josh and secure res please."
*Sets a way point in reception, 25 meters.*
"Name; Josh “Wraith” Conway 1. Crack Shot, 2. Marksman, 3. Stealth Training and a Silencer"
"Wraith your squad two. Go res hunting with Bill and becareful out there. Move quietly to your way point."</span>
"This really is crap you know, why can't it already be built?!"</b></span>
"Its to do with nanotech controls. Didn't you listen in Basic?"
*I click off the send button*</span>
*Finishes building the Armoury and starts building the TF*</b></span>
*Moves to each of the Turrets in turn and builds them*
"Alright then Commander, the **** is up, what now?"</b></span>
*Places and observeratory next to the TF and a res tower out on the landing bay.*
"Jemmeh build the Resource Tower please."
"Spin Viper build that OBs STAT. I am picking up something skulking at the edges of my sensor range."</span>
<b> The commander selects and places all structures, but before they are activated, they must be "built" by Frontiersmen. Marines will see a nano-ghost of the structure. By standing next to it and activating their "use" function, they can complete its construction. The build indicator will show the structure's progress on the marine's HUD. The indicator for unbuilt structures is outlined in yellow, complete structures are outlined in green. When a structure is complete, it will visibly deploy.
This is an unfortunate limitation of the command network – as non-military systems pressed into combat use, many of the pre-existing safeguards regarding civilian nanotech use remain in place. Traditionally, onsite construction crews would have to be present when a new structure is created – activating the construction nanos, and monitoring the progress of the build closely, looking for any nano-leakage, instability, or defect. The best Frontiersmen software can do to get around this is to convince the network that marines are authorized maintenance personnel, serving the same function. A useful by-product of this work-around is that the Frontiersmen welder becomes an authorized maintenance tool.</b>
When they arrive at the recepetion room they find the resource node has been capped by the Kharaa. An obesse alien resource tower sits like a bloated toad on it, drawing up nano-sludge and digesting the raw nutients.
The area seems to be clear but Wraith's <b>gut instinct</b> tells him otherwise.</i>
<span style='color:blue'>"Wraith cut that <i>thing</i> from the res node with your knife. We need all the resouces we can get."
"Bill cover him."
"I'll set up a phase gate to your area as soon as I have it researched."
*Waits for the observetory to be built before researching the phase gate tech.*</span>
"hey boys. get us killed yet?"
*builds whatevers left to build*</span>
*pulls out his combat knife, and begins slashing at the resource tower's base. The knife flashes in and out with a soft, barely audible hiss*</span>
<span style='color:blue'>*A phase gate is dropped at base*
"Dea get that up and go through please."
*Another phase gate is dropped at Hera reception.*
"Bill build that ASAP."
*Pings <i>Holoroom</i> with a scanner sweep*
"More resouce towers and a couple of offence chambers, no sign of Kharaa lifeforms, yet."
"Jemmeh, Spin Viper through the gate door and down the lift towards <i>Ventilation</i> maybe we can secure that area."</span>
"Spinviper? Come help me build this then we can go do our jobs"</span></b>
<span style='color:blue'>"Squad One! We've got hostiles. Proceed to Marine Start Res!"
*Dea's and SpinViper's HUD flash up with a waypoint 10 meters away*</span>
<i>As you walk out onto the landing platform you see Jemmeh stuggling with a skulk and another two ready to attack him.
When they notice you they break into a run, there isn't much cover and theres only one way out, through you. One goes for Dea the other for Spin.</i>
<span style='color:gray'>Targets:
Skulk 1 - Attacking Jemmeh
Skulk 2 - Running towards Dea
Skulk 3 - Running towards Spin Viper</span>
<span style='color:red'><b>{attempts to throw the skulk of me}</b></span>
<b>Jemmeh: Health 48/Armour 39</b></span>
<i>The other skulks are quickly closing the distance.</i>
<span style='color:gray'>Targets:
Skulk 1 - 70/20 - Attacking Jemmeh
Skulk 2 - 75/20 - Running towards Dea
Skulk 3 - 75/20 - Running towards Spin Viper </span>
*Brings out his Light Machine Gun*
"eat this ****!"
[I fire my clip at the Skulk]</b></span>
<span style='color:gray'>Targets:
Skulk 1 - DEAD after 11 shots with 4 armor left
Skulk 2 - Closing in on Dea
Skulk 3 - Closing in on SpinViper</span>
*Aims his gun at the skulk charging towards Spinviper*
"Say goodbye ****!"
[Pulls the trigger and unloads the rest of his clip at the skulk]</b></span>
I have noticed some of you people have made Uber-Soldiers out of your characters. ie, Bill, Crack Shot and Secondary Pistol thats 400 damage everytime you shoot and they all hit!!!
To solve this I will be making a revised abilties list.
It will consist of toned down abilties to start with that will level up as you gain experiance. These will be;
<u><b>Major Abilities</b></u>
<i>Major Abilities are ones that your character has developed innately or has learnt.</i> You may only choose two. More can be learnt or exsiting ones improved as the story continues...
<u><b>Secondary Skills</b></u>
<i>These are skills that have been taught to your character.</i> You may only choose 3. More can be learnt or exsiting ones improved as the story continues...
<u><b>Personal Equipment</b></u>
<i>Bits and pieces issued to you or that you have picked up.</i> You may choose only one. More may be picked up or brought along the way.
<b>AND</b>
<u><b>Pre Set Classes</b></u>
These will be abilities, skills and items that will be preset by me.
Eg;
Soldier,
<b>Major Abilities</b>
Ox’s Strength – May carry a LMG and a HMG OR GREN.
War Veteran – Increased Health.
<b>Secondary Skills</b>
Battle Suit Training – Improved HA mobility.
Marksman – Improved accuracy
Pack Hunter – When with others receives a bonus to aim and attack damage.
<b>Equipment</b>
AP Bullets
You may keep your old abilies or take entierly new ones. I will post the revised 0.1 Skills list within the next 2 days. Hopefully these will balance the game a bit more rather then an uber-soldier sniping out Kharaa down a long corridor and knifing the hives to death. Also don't be afraid to experiment as other skills and items may be picked up as we play.
Epoch,