Sunday, October 02, 2011

New Players Forum

This is the link to the new players forum..

SLA Industries Forum

Register and then get started.

Wednesday, May 11, 2011

Claymore. Part II

LOCATION:  Lower Down town. Sector 127. Sub-Level 44 delta
May 11th 901 SD
The waiting was always the worst part.
Lying there for hours doing muscle exercises to keep them from cramping, and doing it without giving away your location.
Who’d be a Sniper eh?
Well the wait was almost over because the target would be here soon, unaware of the fate that would befall them.
He tried not to ‘daydream’ on the job because that meant a loss of concentration and that in turn could result in his death, which was an occurrence he’d like to avoid.
Except this time he allowed himself to, having been hidden here for two days plus he’d had time to place all his Claymore mines, so that meant a noisy warning if someone or something came sniffing around.
And so he began to let his mind wander a little.
He couldn’t figure why he’d thought of her at first, but this Extermination Warrant had some similarity to that one.

He had been an active Operative over ten years when that Extermination Warrant got handed to him, though it certainly wasn’t the first one he had carried out.
What made it ‘special’ was that the target happened to be a Rogue Necanthrope and they were a very deadly proposition to deal with.
He was surprised at how much data access they gave him concerning the target; it should have rung some warning bells however his hatred of Necanthrope’s was well known, so they must have decided he was the right mug for the job.
The file said she had gone rogue two weeks before and for reasons unknown, and that she was last seen heading into lower down town.
That had been enough for him and he set off in pursuit of his quarry.

The Necanthrope should have ended his life four days later, when she got the drop on him in an alley way. Instead, she had grabbed him by the head and kissed him. It’s wasn’t a playful kiss either, it had been long and passionate and had left him completely stunned.
Then she smiled at him and disappeared.

A week later he had cornered her and set himself up for the shot knowing that he would only get the one chance. If he missed he would probably be dead.
The moment eventually arrived when she came round a corner three hundred metres in front of his position.
 He remembered it well, aiming at her face, waiting for the optimum moment to fire and then gently squeezing the trigger.
It was only after her head exploded in a mess of bone and brains that he remembered her looking straight at him and smiling. Like she knew he was there all along.

That memory had plagued him for weeks after, causing him to wonder why she let him kill her and it was during one of these moments that he realised who she was.

She had been the Ebon woman who had stayed at his bedside all those years ago.


He had cried for hours after.

Sunday, May 01, 2011

CLaymore


He was dreaming again….

He remembered it because he had not experienced this dream in such a long time.

His father had been a drunk and a womaniser so his redeeming features were few and far between.

However one good thing he had done was teach Jeremiah how to shoot his CAF R7 Wild Boar hunting rifle. Every other day for two years they would go into the darker reaches of lower downtown and shoot rats and some of the larger creatures that lurked in the darkness.

Sometime around Jeremiah’s 13th birthday, his father never came home.
Jeremiah knew it was different this time, this wasn’t his father out getting drunk or whoring, this was permanent.
His mother and sister seemed almost relieved that he was gone, and in truth Jeremiah felt the same way too, however he was now the money earner and that meant him finding work.


He saw his younger version working, though he can’t remember how he got the job. Every night after his shift, he’d go home, see his mother and then go out shooting.
He remembered doing this every day and by the time he was fifteen, he could shoot a man sized target in the head from 250 metres with every shot.

Jeremiah was fifteen when Skin Trade took his mother and sister, he was returning from a night of shooting when he saw the lookouts at the corner of his street.
He knew the area better than they ever would and by passed the lookouts easily, as he approached his home he could hear the screams of his sister and at once knew the reason why.
He slipped in through the back of the building and shot the first interloper through the back of the head before the ganger even knew any one was there.
After that it went very badly from there on.

His dream seems to jump erratically through his memories putting events in a totally random order; however everything that happened that night comes back to him.
The Skin Trade gangers had pounced on him like animals beating with lumps of wood; he remembers being at the point of unconsciousness when he heard the first shot and then the silhouettes of SLA Operatives.
They had saved his life but not prevented his mother and sister being taken.
They took his battered body to a medical facility and one of them even stayed with him. That operative was a female Ebon, he couldn’t remember her name but she had been the most beautiful woman he’d ever seen.
His dream whirled and clouded over then came back into focus as he walked into a SLA Industries recruiting office
Then he woke up

Sunday, December 03, 2006

Natural Aptitude Skills

This is an idea that whose base concept comes from Fanpro's Mechwarrior RPG.
Natural Aptitude would be applied to a maximum of 2 skills, but not including 5 or 6 of the major Skill selections. (Detect, Rifle etc)
Basic Concept:
With Natural Aptitiude, the player would roll 3xD10 for the chosen skill instead of the normal 2xD10 and then pick the 2 highest dice. Thus increasing the chance of passing a skill roll in their chosen ability.
This would be the advantage of having the Natural Aptitude.
Costs:
To buy Natural Aptitude would involve spending a number of XP at 2 times the STAT level(DIA, STR etc) that governs the chosen skill.
Increasing the level of that skill would then also cost 2 times the normal cost.
Eg: Skill Level 7 to 8 normally costs 8xp, with Natural Aptitude it would cost 16 xp.

This hasn't been play tested yet and I would like some serious and objective comments on this.
I personally think it would add a different dimension to character creation and advancement, allowing players to get a specialisation of sorts.
Please give me your comments.
Flame On!
A Quick Clarification: The idea stems from the idea of using 3 dice instead of 2 for Natural Aptitude skills in MW RPG

Friday, March 10, 2006

Your Darkest Nightmare???

Your Darkest Nightmare???
Many years ago, somewhere before 1996 in fact, someone came up with this little gem.
I have no idea who the original author of this “award winning” work is, and to be honest I don’t care either… They should be shot for it!
I’ve suffered in silent shame for all this time and I’ve had enough.
The rest of you can endure this terrible evil with me.
This whole errrrr article is pretty much original, I’ve corrected some of the more obvious spelling mistakes, but that’s about it.
Don’t ask me why they’re called what they are, I have no idea .. Honest

BPN Idea, collect Smurfs from Cannibal Sector 4, (in order to turn them into gold and sell to gourmets (Ed-?), but don’t let the players know the true value of Smurfs).
Remember this is Mort, so the Smurfs are going to be a little bit twisted.
Here’s 35 to wet your imagination. (More like 100! –Ed)

1 Papa Smurf                              
2 Terrorist Smurf                         
3 Paedophile Smurf                         
4 Hungry Smurf                         
5 Cannibal Smurf                         
6 Ex-War Criminal Smurf
7 Serial Killer Smurf
8 Pimp Smurf
9 Cult Leader Smurf
10 Smurfette
11 Stormer Smurf
12 Jesus Smurf
13 Handy Smurf
14 Sickly Smurf
15 Skinhead Smurf
16 The Unismurfer
17 Devil Smurf
18 Fraidy Smurf
19 Thresher Smurf
20 Idiot Smurf
21 Grandpa Smurf
22 Manchine Smurf
23 Druggie Smurf
24 Exorcist Smurf
25 WE NEED BIGGER GUNS Smurf
26 Smurfo the Clown
27 Necrophilia Smurf
28 The Marquis de Smurf
29 Vampire Smurf
30 Lunatic Smurf
31 Jihad Smurf
32 The SmurfNight Agent
33 Smurf Ninja
34 Amazon Smurf
35 Role-player Smurf
36 Dead Smurf (Previously named “Brainy”)
37 Third Eye Smurf
38 Ebon Smurf
39 Brain Waster Smurf
40 –55 (Drug of choice) Smurf
56 Sniper Smurf
57 Papist Smurf
58 Orange Catholic Smurf
59 Clockwork Orange Smurf
60 Orange Smurf (Keeps complaining about how “The Man” keeps him down)
61 Heat Seeking Smurf
62 Vivisection Smurf
63 Cloak Division Smurf
64 Transvestite Smurf
65 Trans sexual Smurf (Hey Smurfette’s only one lady, she can use the help)
66 Mark of the Beast Smurf
67 Big Smurf Boingy Rat
68 Lawyer Smurf
69 Bible Banger Smurf (Wishes to kill Jesus Smurf because of “Turning the other Cheek” policy)
70 Smurfkle and Ebert
71 Witch finder Corporal “Thou Shalt Not Commit Adultery nor Shall Ye Lay With Beasts” Pulsifer Smurf
72 Suicidal Smurf
73 Umbrella Smurf
74 Felatio Smurf (For when Smurfette and Trans sexual are both busy)
75 Caltrop Smurf (Don’t step on him)
76 Smurfy Ricardo (Star of popular Smurf TV programme)
77 Bomb Shelter Smurf
78 Lusty Smurf
79 Ed McSmurf (You may already be a Winner)
80 Immolated Smurf (Pissed off Brain Waster Smurf)
81 Inebriated Smurf
82 Incontinent Smurf
83 Pope Smurf MCCXLVIII
84 The Smurfinator
85 Dead Smurf (He pissed off Brain Waster Smurf too)
86 Dead Smurf (He stood too close to No.85)
87 Smurf of the Baskervilles
88 The Smurfcream Man (Jingling bells always betray his approach)
89 Internet Smurf
90 radioactive Smurf
91 Jorj X. Smurf Smurfituer Extraordinaire
92 Downtown Smurf
93 Baron Smurfkonan
94 Death Smurf
95 War Smurf
96 Pestilence Smurf
97 Famine Smurf
98 Pollution Smurf
99 Running out of ideas Smurf
100 Mr. Smurfer


SMURF STATS

STR: 2
DEX: 6
DIA: 2 - 8
CONC: 2 – 8
PHYS: 4
KNOW: 2 – 8
CHA: 12+ (They’re so cute)
COOL: 5 (1 for Fraidy Smurf and 20 for Jihad Smurf)
HITS: 6

General Skills
Smurfing: 10(This skill covers anything the Smurf’s area of speciality covers, e.g. Bombs for terrorist Smurf or Leadership for Papa Smurf)
This is above the STAT maximum because of the Smurfiness factor.
Running: At PHYS level
Goodness: 5  Their “Goodness” is subtracted from any “to hit” rolls made against the Smurfs

HEIGHT: Three Apples
WEIGHT: Under 1kg
WALK: “ Are we there yet?”
RUN: DMC (Dungeon Masters Call?)
SPRINT: Too fast to catch

Armour: White Pants (Exception, Thresher Smurf has Sarge)
Weapons: Variable, but usually they just run away from Operatives.

NO, I won’t take any responsibility for any psychological trauma reading this may cause you.
So there!


Sunday, January 15, 2006

Sequencer: Bio Warfare Drug. Part 3

Part 3 of Sequencer… Just hope it’s been worth the wait.
Please be constructive with you “flaming”, as I will always be willing to modify the “rules” section of this post. After all, they’re just included as a guideline to work on.
Oh yeah, and bear in mind I’m not a geneticist.
Hope you are finding this interesting

SEQUENCER: BIO WARFARE DRUG

The Present.

The body that was delivered proved to have been the most important yet.
The scientists immediately set to work, dissecting and testing tissue samples and organs. The results were, to say the least, horrifying. Whoever was making this drug, was one step ahead of them, and this body was heavily saturated with a new version.
However, because of the research done so far, the team was able to move that much faster. Breaking down the new DNA strands would be the only true time consuming element, and so they spent three times the man hours cracking the code.
What they discovered was a revelation.
A super virus that tailored itself to each individual victim it was introduced to. They discovered that the virus worked its way into the body fully within 36 hours, after which point it started to become virtually undetectable. During this time, it would be integrating itself into the very genetic make up of the victim. After 36 hours, the virus would get to work and that’s when things would get unpleasant.
Physically, the host would begin to show subtle changes in their appearance and build. Generally, these could be seen as beneficial. Improved muscle grouping, excess fat reduction, toning of body shape etc.
All things the host would find pleasing.
They would not question these changes, as the virus would already be affecting the major brain functions of its host. And the Karma team found that to be the truly insidious part of the whole super virus.
It had taken some intensive research and not a considerable amount of genius, on behalf of the team, to discover the real goal of the virus.
After the initial 36 hours, the virus would start work on altering the chemical balance of the brain, a process dependant on the current mental state of the host. If the host were unstable, the process would start to work that much quicker than say, on a baseline mentally balanced individual.
The scientists carried out test on several volunteers, who had a range of different mental problems. The results confirmed their suspicions, and the next step to understanding began.
The host would begin to manifest delusional behaviour, believing for example, that their new improved physic was down to all their own hard work. The host would also take great exception to anyone who questioned this assertion, and so the next step would be initiated.
Paranoia and resentment would begin to show itself in force, most commonly the scientists noticed, in bouts of anger and minor violence. Usually to inanimate objects.
The virus would then start to increase the rate of imbalance in host brain, with the intention of triggering more extreme mental instability such as triggering a form of psychosis.
Once the virus had succeeded in triggering this initial psychosis, the rate of acceleration to insanity would be ten fold faster.
In all the test subjects, total mental breakdown and insanity occurred within 3 weeks of the initial trigger, and it was noted that there was little chance of anyone being able to stop the slide once begun.
The Karma scientists spent long months desperately trying to find a way round this problem, as reports began to arrive of increased numbers of victims. By the time they came up with a “solution”, 2431 SLA Operatives had to be retired entirely as a result of this Bio-Weapon.
The scientist came up with 2 pieces of technology to assist in the detection and possible removal of the virus.
The 1st was a blood test that could detect a tiny trace element left by the virus in the host body., as long as it was within a maximum of 8 days.
The 2nd was far more radical and fraught with danger. The complete alteration of the hosts DNA using, Karma Labs Gene-Splicing and Replication Technology. ®™
The operation, once started, could take anything up to 8 hours to complete, and would still need the host to use injected medication for 7 days after. Assuming that they lived through it in the first place.
The scientists found that the success rate was quite literally 50/50, and wanted to try and improve the odds, however Head Office decided that this was acceptable and approved the use of the operation on host victims.
To date, 54532 SLA Operative lives have been saved with these 2 bits of technology, a testament to the ingenuity and resources of SLA Industries.


GM Stuff…. Sort of
The basic premise of the “virus” is to cause fear and paranoia in the players.
Simply that.
I thought about putting up some “rules” for it, but then thought what’s the point?
How it’s done, well that’s up to the GM of course
How you add the effects to the players is up to you, Use this - don’t use this.
Modify it, tweak it, it’s an idea no more than that.
I had created this as a “back” story for my players, who will end up reading this, and it seemed to run ok.
If you think there’s something that could be added or changed to make it more interesting, then let me in on it please. (Evil Grin)

Thursday, December 29, 2005

This one's for you Lib :-)

What Is Your Battle Cry?

Lo! Who is that, running out of the steppes! It is Libbet, hands clutching a meaty axe! And with a gutteral bellow, her voice cometh:

"As sure as predators devour prey, I will bend the enemy to my wicked will!!!"

Find out!
Enter username:
Are you a girl, or a guy ?

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