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 Post Posted: Mon Jul 19, 2010 11:03 pm 
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X-COM: EXtraterrestrial COMbat

During the last two decades of the 20th Century the world's superpowers, under the urging of the United Nations, formed a cooperative organization to protect mankind from threats not of this world: X-COM, the UFO Defense Agency.

For thirty years X-COM Agents have detected, intercepted or tracked down UFOs and protected mankind from otherworldly aggression. They have done so without recognition and many lives have been lost so that Ivan Q. Public and Susy P. Anybody can sleep soundly at night. X-COM only recruits the finest soldiers from the world’s military forces, and does not mince words about the survival rate of it’s field Agents.

Three weeks ago you were approached by your immediate superior and introduced to serious looking men in dark suits. They made you an offer you couldn’t pass up: turn in your stripes and all the respect you’ve earned as a noncom in one of the best units in the world and step up to the big leagues.

How could you say no?

---------------------------------------

X-COM is a squad-based tactical RPG run by me, Skitz. Think BBotN but with all the humor and round edges sanded off. Think X-Files meets The Thing. Think X-COM, if you’ve got the right nineties gaming pedigree.

We’ll be using SPIRIT, FreakyBoy’s advanced minimalist system which has replaced the BBotN system. I’ll copy from his description of the various attributes.

Quote:
The SPIRIT system is a simple system to create characters for a variety of games. The system runs on a scale of -1 to 4 (0 being the “norm”), with variations by system on top of that. To perform a task, a difficulty is assigned (behind the scenes or up front) and an aspect of the character’s SPIRIT is chosen to rule the task. A 10-side die is thrown (or a random integer is generated from 1 to 10), the aspect is added to the roll, and the result is compared to the difficulty. If the total is equal to or greater than the difficulty: success! Otherwise: failure.

An average task, one an average individual will succeed at half the time, has a difficulty of 6. Truly monumental tasks (lifting a car, solving Fermi’s Last Theorem, shrugging off cancer) may have difficulties of 11 or greater. Most difficulties will fall between 3 and 8.

In most games, characters will be built with between 4 and 8 points to divide among the aspects, but the exact total is up to the Game Master: more for more powerful characters, less for weaker characters.

Speed: Speed covers tasks requiring haste and coordination, be it of hand, eye, foot or mind. Characters with a high Speed aspect will tend to be lithe and willowy. Catching a ball, running a race, or solving an equation in seconds are all tasks of Speed.

Prowess: Prowess covers tasks requiring strength, toughness, or size. Characters with a high Prowess aspect will tend to be brutes of both stature and frame. Striking a foe, breaking a board, or lifting a gate are all tasks of Prowess.

Immunity: Immunity covers tasks requiring resistance to adversity, both mental and physical. Characters with a high Immunity aspect will tend to be sturdy and stoutly built. Resisting pain, absorbing injury, and shrugging off illness are all tasks of Immunity.

Resolve: Resolve covers tasks requiring dedication, drive, and willpower. Characters with a high Resolve aspect will tend to be stubborn, ambitious, and proactive. Forced marching, prolonged argument, and resisting persuasion are all tasks of Resolve.

Ingenuity: Ingenuity covers tasks requiring cleverness, creativity, and imagination. Characters with high Ingenuity will tend to be inquisitive, probing and insightful. Solving a riddle, jury-rigging a repair, or crafting a tale are all tasks of Ingenuity.

Talent: Talent covers tasks requiring poise, grace, and charm. Characters with high Talent will tend to be charismatic, beautiful, and alluring. Commanding an army, navigating etiquette, and performances of all sorts are tasks of Talent.


In X-COM, your characters will have six points to divide among their aspects.

I will be accepting AS MANY PLAYERS AS I CAN GET in addition to FreakyBoy for this game, and will hopefully have many applicants. I am loathe to short-sell the squad. Your characters were all equivalent to a Sergeant and squad-leader in their former unit. You all need to be fluent in English. X-COM is funded by the nations shown here. Roll a d16 if you cant come up with a background for your character.

Report to X-COM Two-Six for briefing.

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 Post Posted: Mon Jul 19, 2010 11:22 pm 
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Two-Six is a broad, not overly tall dark-skinned generically African fellow; it's hard to pin-point exactly where he comes from beyond that. He gives each recruit a dubious look.

"X-COM commandos only have one rule. You fight. The world depends on us. We put our lives on the line; we're the best of the best here. And we die, so the world can live. That's what we fight for. That's what's at stake."

A grin breaks his face. "Welcome to X-COM, soldier."

X-COM Two-Six

Speed: 0
Prowess: 2
Immunity: 2
Resolve: 0
Ingenuity: 2
Talent: 0

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 Post Posted: Mon Jul 19, 2010 11:24 pm 
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X-COM Location Two is Paris, France, utilizing La Tour Eiffel for radio and communication transmissions. X-COM Location Two is currently home of Field Teams One and Two after the conversion of X-COM Location One (Classified) to an administrative headquarters. Location Two covers all ground operations in Western and Central Europe as well as Great Britain, and North Africa.

At the moment X-COM uses NATO-interchangeable equipment furnished by the United States. Team Members are equipped with a sidearm, a primary weapon (either an assault rifle or heavy weapon) a knife or stun baton and several grenades of the HE, Fragmentation, Smoke or Flash-and-Bang variety. Heavy weapons include Squad Automatic Weapons, Grenade Launcher or shoulder fired Rockets. X-COM Agents have access to top-of-the-line armor and radio equipment.

UFO Interception is accomplished by aircraft from all X-COM funding nations as well as any other UN member nations who hope to benefit from X-COM's assistance, and transport of Field Agents is done via Skyranger Supersonic VTOL aircraft or V-22 Osprey tilt-rotor craft. At time of writing the JSDF currently assumes responsibility for all Extraterrestrial threats to the Japanese Home Islands.

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 Post Posted: Tue Jul 20, 2010 7:38 am 
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Finally a chance to dig out my "Introduction To Planetary Defence." I even have a good idea for a character too.

Couple of questions though:

Snipers. Can I play one?

How close to the X-COM universe are you running this?

How SpecOps are you running this?

Can I carry other stuff along with me?

Does this armour make me look fat?

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 Post Posted: Tue Jul 20, 2010 8:57 am 
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balthazar wrote:
Finally a chance to dig out my "Introduction To Planetary Defence." I even have a good idea for a character too.

Couple of questions though:

Snipers. Can I play one?
You can, but it will be up to your squad leader whether you are utilized in that role henceforth.
Quote:
How close to the X-COM universe are you running this?
I've only ever played X-COM: UFO Defense, personally, but there is a wiki that I am going to rely heavily on to get things right. Things will certainly be closer to the original X-COMs than the upcoming XCOM First Person Shooter.
Quote:
How SpecOps are you running this?
How well would you fare playing X-COM: UFO Defense if you had your squaddies wander off away from one another and not provide cover, etc? Not quite so SpecOps as, say, Rainbow Six. Certainly you're into in charge of covering up anything.

Quote:
Can I carry other stuff along with me?
Ask your Team Leader.

Quote:
Does this armour make me look fat?
Your starting equipment is in line with Post-Modern era (Iraq War) weaponry and armor. So yes, that armor does make you look a little bulky around the torso, but it is the best we've got.

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 Post Posted: Tue Jul 20, 2010 11:10 am 
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Awesome.

I have a couple of questions too.

1. Can we upgrade our base?
2. Can we research alien tech?
3. Are you the awesome-ist dude ever, or is it a coincidence you like one of the best games ever made?
4. How much detail do you want up front?

Macgyver is a slim, heavily tanned young man with his blond hair buzzed short and laugh lines around his eyes and mouth. He stands at attention in front of Two-Six.

"Thank you sir!"

X-COM Macgyver

Speed: 1
Prowess: 0
Immunity: 0
Resolve: 1
Ingenuity: 4
Talent: 0

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 Post Posted: Tue Jul 20, 2010 11:21 am 
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Quote:
1. Can we upgrade our base?
You're just gonna be playing as the grunts, but development will happen as the game goes on. As you succeed in your missions (hopefully) things will improve, but you won't direct how it happens directly.
Quote:
2. Can we research alien tech?
Tangential to above, alien tech will be researched as time goes on, but you won't be doing the researching. However by neglecting to capture live specimens or tech you can definitely retard the success rate. The question is a bit meta, though. You're just shooters, not beaker heads.
Quote:
3. Are you the awesome-ist dude ever, or is it a coincidence you like one of the best games ever made?
I was TV Troping and was like "Damn X-COM I Forgot all about you." While simultaneously discussing how I haven't run a game in a hot minute with FB.
Quote:
4. How much detail do you want up front?
You'll have plenty of time to get to know one another and develop your characters between missions.

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 Post Posted: Tue Jul 20, 2010 11:23 am 
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X-COM Naas is a tall, well-muscled blonde woman with her shoulder-length hair caught up behind her in a ponytail. She comes out of the ranks of the German forces, and is a specialist in heavy weaponry.

Speed: 0
Prowess: 3
Immunity: 2
Resolve: 1
Ingenuity: 0
Talent: 0

(Edited for my own personal amusement.)


Last edited by Grillick on Tue Jul 20, 2010 11:45 am, edited 1 time in total.
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 Post Posted: Tue Jul 20, 2010 11:27 am 
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X-COM is particular about the template they look for in Field Agents. None of you are married, or has living parents. None of you have psychological profiles that indicate unsuitability as a result thereof, however. Mid to late twenties for a good combination of youthful reflexes without youthful immaturity. NonCom ranks to show that you know why you need to listen to your team leader, having been one yourself in your former unit.

More or less the same template that they used to choose the light infantrymen in Clear and Present Danger minus the required ethnic background.

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 Post Posted: Tue Jul 20, 2010 11:35 am 
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That's great, regarding the tech and upgrades. That was one of my favorite parts, and collecting alien gear is fun.

Do they screen for active relationships, besides marriage? How about involvement in the base?

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 Post Posted: Tue Jul 20, 2010 11:36 am 
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You just dropped off of the face of the planet. So if you have a sweetheart she's gonna be wondering why you're not answering your mobile and your apartment is empty and dark. It's like becoming an MIB but with less goofing off and a lower survivability rate.

Intra-unit fraternization isn't verboten. But Two-Six may not approve of canoodling. Ask the boss.

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 Post Posted: Tue Jul 20, 2010 11:40 am 
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IC Thread for IC-ness up.

X-COM: Muster and Roll Call

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 Post Posted: Tue Jul 20, 2010 11:50 am 
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Please note the edited gender of X-COM Naas.

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 Post Posted: Tue Jul 20, 2010 11:53 am 
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Noted and amended!

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 Post Posted: Tue Jul 20, 2010 2:07 pm 
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X-COM? ... you HAD to choose X-COM. We're all gonna die. And now I'm going to have to get the game off of Steam to play it again.

I'm in.

---

X-COM Shirogane is a slender, short Japanese man with pretty short black hair and dark eyes.

"Shirogane, reporting for duty sir."

Speed: 2
Prowess: 0
Immunity: 2
Resolve: 0
Ingenuity: 0
Talent: 2

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