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Hankolijo

RUN PROPOSAL

Jan 23rd, 2017
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  1. RUN NAME: Stone Ocean
  2.  
  3. CONTENT: Psi-7 is called into the briefing room where they are informed that they'll be heading to Cairo, Egypt to assist the GOC in finding the artifact holder there. To get there, they'll be taking a transport ship carrying various GOC assets on it across the Mediterranean to Alexandria, where they'd meet up with Samuel's men and be taken to Cairo.
  4.  
  5. The ship (Reference:http://cruiselinehistory.com/wp-content/uploads/2013/03/SACRAMENTO1945.jpg) will, along with the team, be carrying 20 crew members and 10 GOCcers. The team will be asked to help out on-board.
  6.  
  7. One member of the team will be asked to help down in the engine room, as an issue will be reported downstairs. Another will be asked to help some GOC goon to do a checkup on the cargo in the hold, and another will be asked to head up to the bridge and speak with the captain.
  8.  
  9. In engine room, Psi-7 would find a slightly malfunctioning engine and two engineers feasting on the third, as they have sold their souls to TC already in exchange for a promise of immortality. They'll be slightly tougher than regular Vamps, as they were tough already as humans.
  10.  
  11. The cargo hold will contain a box which will be holding a stowaway- The Prophet. The Prophet will not engage in combat unless provoked, and will instead explain the situation rationally. He will inform whoever encounters him how he's advised against provoking The Foundation numerous times, and that he (The Prophet) is destined to die this day, while his comrade (The Guru) shall live.
  12.  
  13. The Guru will have disguised himself as a sailor, and make his way up to the bridge, where he'll try and kill the captain with a knife while he and whoever is present from Psi-7 is engaging in conversation.
  14.  
  15. In total, 13 sailors would still be alive and human at the start of the run, 2 being the engineers downstairs, 1 the guy they're eating, 1 being The Guru and 3 more revealing themselves right after The Guru, all of them on the deck.
  16.  
  17. The plan for the run is for the engine problem downstairs to gradually become worse during the fight there, and both The Prophet and The Guru to make it back to the deck. The Prophet /will/ die one way or another. This can either happen by Psi-7's hand, by the engine reaching boiling point below them and having an explosion kill him or by him simply jumping into the ocean.
  18.  
  19. The Guru will likely survive, as he has a large amount of HP. He can then be taken into custody.
  20.  
  21. The ship will /not/ make it to Egypt as either the captain will die, the crew will be massacred, the engine will blow up or the team will sustain injuries. One of these outcomes will be a certainty.
  22.  
  23. **Name:** The Prophet
  24. **Purpose:** Run Boss.
  25. **Nature:** Calm and collected. Come to full terms with his own demise. Calculative and even manipulative in his actions.
  26. **Description/History:** A tall, athletic man, not nearly as muscular as the artifact holders seen by Psi-7 before. Has short, blonde hair, and wears thin, rectangular glasses. His face is very angular, kind of like TC's, but he bears no fangs. Dressed in plain, loose clothing.
  27. **Other:** Knows the ~fuuuture~.
  28.  
  29. **Physical Health:** 8
  30. **Mental Health:** 16
  31.  
  32. **Physical Defense:** 6+6 while conscious.
  33. **Mental Defense:** 12
  34. **Perception:** 8
  35. **Agility:** 5
  36. **Strength:** 4
  37.  
  38. **Melee:** 6 +2 after an enemy fails an attack.
  39.  
  40. **Skills:**
  41. Clairvoyance: The Prophet can see into the future, even if just slightly when it comes to specifics. This allows him to predict his opponents' moves. Any roll made in his presence suffers a malus of -2, the only exception being non-physical rolls (Such as perception, MDef, academics, science, so on and so forth.)
  42.  
  43. **Engagement Style:** Will try to leave the fighting to the others, but when attacked will quickly retaliate, using his clairvoyance to his advantage.
  44.  
  45. **Name:** The Guru
  46. **Purpose:** Run Boss.
  47. **Nature:** Slightly 'damaged' by TCs corruption, but still mostly sane. Will know when he's defeated, but until that moment will fight with all he's got and won't negotiate.
  48. **Description/History:** Muscular, much more than The Prophet. Dressed in a sailor's uniform. Has a shaved head and gravelly voice. Has the classic vampire teeth.
  49. **Other:** Can alter his opponents' moves.
  50.  
  51. **Physical Health:** 20
  52. **Mental Health:** 8
  53.  
  54. **Physical Defense:** 8
  55. **Mental Defense:** 6
  56. **Perception:** 6
  57. **Agility:** 6
  58. **Strength:** 8
  59.  
  60. **Melee:** 10
  61.  
  62. **Skills:**
  63. The Touch: When an enemy engages in melee combat, The Guru may roll agility against his opponent's. If the opponent's roll is lower than his, he may force the enemy's attack to head another way. If someone else is nearby, the attack will be directed towards them (Whether they're a friend, a foe or just an unlucky sailor), otherwise it'll simply equal a -2 malus. This is cumulative with The Prophet's clairvoyance.
  64.  
  65. **Engagement Style:** Little talk, lots of might.
  66.  
  67. **Name:** Sailor Vampire
  68. **Purpose:** A generic enemy.
  69. **Nature:** Arrogant and certain of their abilities. Devoted to TC, traitors to humanity.
  70. **Description/History:** Large Italian sailors turned vampiric beasts by TCs corruption. 5 in total on the ship, the ones downstairs have wrenches.
  71. **Other:** Won't break mentally.
  72.  
  73. **Physical Health:** 8
  74.  
  75. **Physical Defense:** 7
  76. **Perception:** 4
  77. **Agility:** 6
  78. **Strength:** 7
  79.  
  80. **Melee:** 7
  81.  
  82. **Sneak:** 6
  83.  
  84. **Skills:**
  85. * Bite: In close-quarters combat, the vampires can roll a 4df+3 bite against their opponent. Upon success, the target becomes incapacitated and begins to bleed heavily. (Event takes place in medical, and they should get treatment almost immediately.)
  86.  
  87. **Engagement Style:** Lots of pouncing on folks and trying to take hits on directly to prove they can take a beating.
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