XCOM Horny Valyries 2.0 OOC

A forum for recruitment and out-of-character role-play discussion.

XCOM Horny Valyries 2.0 OOC

Postby Alaena » Wed Dec 10, 2014 9:20 pm

Foreword
Hey! Everyone, I was planning to do this after a few more posts, but it's been so long, and a lot of people have dropped out, we're going to do it now. We're going to do a short time-skip (two weeks) from where the last posts left off. Everyone who wishes to continue their characters in the RP, simply re-post them here. If you are a returning character, you will receive a rank-up (follow my guidelines below for ranking up; any questions, PM me). Anyone new and interested is welcome to post a character and apply! No knowledge of the previous XCOM RP is required.

I apologize for my absence, but I've received a number of applications for Co-GM and that will help keep the thread active. I will do my very best to do it myself however! (as always)

Story information regarding the time-skip will be provided when we actually start the thread.


About the RP
Spoiler (click to show/hide):

This is largely inspired by the game and the brief XCOM role play I saw deep in the bowels of the forums by Neo. In this RP, you can expect somewhat sci-fi urban warfare and lots of sex or rape with aliens which will come straight from the game with slight alterations (mostly of the phallic nature :)).
Guidelines
1. PM me or post in this thread if you ever have any issues or questions.
2. Only join if you can be relatively active (a post every few days)


Intro
Spoiler (click to show/hide):

Earth is waging a guerrilla shadow war against aliens attempting to abduct humans piecemeal and incite terror in order to surgically wear humanity down for an inevitable killing blow. The XCOM Project is launched as a united effort by many of the major nations as an elite force to counterattack the extraterrestrials. A division within XCOM is put together, codenamed Valkyrie Division and it consists entirely of women, from computer tech to frontline soldier. The council of nations allocated them their own base, separate from XCOM HQ to conduct what's been labeled as "special operations" for "alternative means" of gathering intel and defeating the alien threat. You are a member of this division.


Setting
Spoiler (click to show/hide):

So this is set in 2015 and there will be a few futuristic aspects but nothing like light sabers. Foreseeable futuristic things, such as laser weapons, power armor (not quite space marines), plasma, genetic alterations, etc. This will be set in different places around the Earth, starting with Canada and the sky is really the limit on where it goes from there. Urban and forest warfare and copious copulating with alien life forms in the field (at least a dozen different types to look forward to!) People will not necessarily start grouped together.


Game Mechanics
Spoiler (click to show/hide):

In each post, you will simply state what you're doing and I will roll a d20 to determine the success. Your stats will give you certain bonuses that I will factor in and show you the numbers and what happens in my response to your post.

Result table of Dice rolls
1-4 Major Failure
5-7 Minor Failure with consequences
8-10 Minor Failure
11-13 Minor Success with consequences
14-16 Minor Success
17-20 Major Success
NOTE: A natural roll on the dice of 1 is a critical failure (worst case scenario) and a natural 20 on the dice is a critical success (best case scenario)


Classes
Spoiler (click to show/hide):

These will mostly be for the purpose of combat. If you plan on being "loose" with strategy, I wouldn't worry about this too much. What I list will be their preferred weapon and role in the squad.

Assault: shotguns/assault rifles, point woman (first one in the room, leads the attack), best at close quarters.
Support: Assault rifles/pistols, medic or scouts usually, carries additional support equipment (flash bangs, med kits, smoke grenade, scanners, etc.).
Sniper: Sniper rifles/pistols, gunslinger or long ranged sharpshooters, great at long range, unmatched with a spotter and a high vantage point.
Heavy: Heavy Machine Gun, good for suppression and taking down big targets and groups of small targets, also carry a one-use rocket launcher.


Making a character
Spoiler (click to show/hide):

All women characters please! The stats may seem simple, but it's a takeaway from the game and I think it's the right amount of depth.

Name:
Age: (minimum 21)
Nationality: (USA, UK, Germany, etc.)
Appearance: (picture preferred)
Class: (see above)
Rank: 1 (everyone starts rank 1)
Stats (20 points to spend, -4 is poor/lowest, 0 is average, 4 is best/max)
Aim -4 (Marksmanship, Hand-Eye Coordination)
Will -4 (Strength of psychic attacks, psychic defense, panic resistance, pleasure threshold, willingness to submit)
Toughness -4 (Durability, pain threshold, running ability)
Strength -4 (physical strength)

Perks: (Pick up to 3 unique character talents, such as pilot, martial artist, acrobat, mechanic, engineer, etc. OR pick one genetic enhancement or psychic ability. Use your imagination, don't get god moddy :))
Bio: (Background, why you joined XCOM, your character's motivation)
Character personality: (This includes flaws and upsides)
Equipment: (Primary Weapon, secondary, anything else significant)


Armory
Spoiler (click to show/hide):

XCOM Assault Rifle
Image

XCOM Shotgun
Image

XCOM Sniper Rifle
Image

XCOM Light Machine Gun
Image

XCOM Pistol
Image

XCOM Body Armor
ImageImage

Secondary Equipment
(to be added)


Ranking Up/Base Training
Spoiler (click to show/hide):

When you're back at base, you can choose to focus on one type of training that will result in a temporary bonus on your next mission

1. Practice at the firing range (Aim)
2. Focus on strength training (Strength)
3. Focus on endurance/cardio (Toughness)
4. Focus on Team-building exercises (Will)
5. Focus on personal training (improve a perk - gene mods are not applicable)

You only rank up when I designate that you earned it.
You can have attributes above 4 when using points to rank up. If you want to put your newly earned point in Aim and your aim is 4, that's fine, now your aim is 5. 4 was simply the max for rank 1 XCOM soldiers.
Gene Mods are not subject to increase by ranking up - They stay as they are.
Any questions, feel free to ask. Once you've updated your character sheet to Rank 2 (those who were on the first mission), post here please; a simple "ranked up my sheet" will do.


Perk Selection List (Based on Class]
Spoiler (click to show/hide):

Intro: I'm only describing the literal gameplay benefits of these perks, you're all free to figure out how to apply them in roleplay. Some perks will branch out later, others will not. I'm sorry to say you won't be able to see how they branch out right at this moment as it's all a work in progress. Just try to understand that it will all make logical sense. Taking the Quick Reflexes perk will likely give you availability to a perk later regarding being fast or highly reactive. I will list the required perk -first- for those branching off. Example: Quick Reflexes ---> Lightning Reflexes (Meaning the perk I'm going to describe is Lightning Reflexes, but you must have Quick Reflexes to get it, which is on the rank 1 perk list)


RANK 1 PERKS

Assault Class Perks
Spoiler (click to show/hide):

1. Quick Reflexes - The first successful attack by an enemy in an engagement is instead counted as a corresponding failure. (Minor success becomes minor failure, Critical Success becomes Critical Failure)
2. Close Quarters - Your initiative in hand-to-hand is rarely matched. Your first melee attack in an engagement is an automatic success. A d8 with no bonus is rolled to determine the degree of success.
3. Shotgun Expert - You know shotguns better than most. You can never critically fail (aka jam or damage) your shotgun. Critical success can occur on a 19 or 20 when using shotguns rather than just 20.
4. Assault Rifle Expert - You've spent a lot of time with your rifle. You can never critically fail (aka jam or damage) your assault rifle. Critical success can occur on a 19 or 20 when using AR's rather than just 20.
5. Extreme Conditioning - You're tough, even for XCOM soldiers. You receive a +2 bonus to resist poisons, toxins, or alien substances. You automatically succeed on rolls to resist fatigue or weariness within a 24 hour period. The first successful attack against you in an engagement is treated as one degree worse in your favor (Minor success becomes minor failure, Major success becomes minor success).
6. Daredevil - When the going gets tough, you relish the challenge. Whenever you're outnumbered at least two to one, or you're fighting at least two enemies by yourself, you receive a +1 on all rolls.
7. Lead the Way - You're either a bully or the bravest one in your squad. When you're at the front of the group or the first one to enter a room, you receive a free reaction attack against up to one enemy that fires on you, before they get to attack.


Support Class Perks
Spoiler (click to show/hide):

1. Medical Expert - All soldiers know first aid, but you know how to fix them. You can attempt to identify or treat nearly all poisons, toxins, or injuries with appropriate equipment (depending on the injury); difficulty will vary depending on what is being treated.
2. Munitions Monkey - You realize bullets kill enemies, but anything helping those bullets land home is certainly welcome. You specialize in smoke grenades, flash bangs, and other supplementary weaponry to aid the squad. The item list available to you is also bigger, as you've been trained in their use and proper care: gas grenade, mimic beacon, and reaper rounds. You can attempt to make modern munitions in the field as long as you can forage materials (smoke grenades, flash bangs, frag grenades).
3. Team First - You're always looking out for your team, one way or the other. You receive a +2 bonus on all rolls to directly aid allies in any way, shape, or form (not including attacks against enemies).
4. Opportunist - You know how to use openings when you see them. Whenever an enemy is at some kind of disadvantage, your next attack or maneuver, if it requires a roll, you get two rolls and the higher number is the one that's used. There is no limit to how many times this can be used and what determines a disadvantage is up to the GM (such as attacking a prone enemy, an unaware enemy, etc.)
5. Suppression Master - You know how to keep enemies pinned and scared. When you suppress an enemy, the penalties are doubled for those you're suppressing (-2 to aim becomes -4 to aim). In addition, when using an automatic weapon, you can suppress up to two squads at once (rather than one).
6. Sprinter - Your short bursts of legwork are lightning fast. You can outrun any bipedal alien and anyone firing at you while you're moving or retreating receives a -4 to their aim roll. Melee attacks are unaffected.
7. Firearm Expert - Pick one type of weapon (Assault Rifles, Sniper Rifles, Shotguns, Pistols). You can never critically fail (aka jam or damage) with that type of weapon and you can achieve a critical success on a 19 or 20 rather than just a 20.


Heavy Class Perks
Spoiler (click to show/hide):

1. Bullet Swarm - You know how to spray and pray with large, rapidly firing weapons. All successful attacks with miniguns or light machine guns automatically suppress the enemy or enemy squad aimed at.
2. Holo Targeting - You've gained access to higher level heavy weapons technology and have been trained in how to use and care for it. Your primary heavy weapon has a holo-targeting system that makes it easier for any allies to hit an enemy you fired at, regardless of whether or not you actually hit. +2 Aim for your allies against opponents you fired againt at some point during an engagement.
3. Demolitionist - Your skill with explosive weaponry is masterful. You've tweaked your rockets and grenades to be almost twice as powerful and have nearly twice the kill radius. Also, you get a +2 on your rolls regarding the use of explosive weaponry.
4. Walking Tank - You're used to the heavy armor given to your military specialty and have adapted to the weight incredibly well. Your movement isn't impaired by your equipment and you're immune to critical attacks by light weaponry (pistols, rifles, shotguns), but not melee weaponry, heavy weapons, or explosives.
5. Grenadier - Unlike a demolitionist who specializes in explosives, you specialize in grenades, including specialty grenades. In addition to having access to smoke grenades, flash bangs, and frag grenades, you can also deploy with needle grenades and gas grenades. You can carry 10 grenades total, divided up however you wish before a mission.
6. Machine Gunner - You've spent extra time training and specializing with the Heavy class mainstay - the rapid firing machine gun. You can never critically fail when firing a machine gun (aka jam or break) and you achieve a critical success on a 19 or 20 rather than just a 20.


Sniper Class Perks
Spoiler (click to show/hide):

1. Gunslinger - You're training with two pistols is extensive and frankly, you're just that damn cool. You receive a +1 Aim when firing two pistols at once and this compounds for firing at the same target (for a net bonus +2 when shooting at one target).
2. Agent - You've received infiltration and singular weapon training. Whenever you use a single weapon while leaving the other hand free, you receive a +1 Aim. You also receive a +2 on rolls when attempting to infiltrate or otherwise remain hidden.
3. Deadshot - When you have time to aim, you will never miss. If you spend a round (or a single post) taking aim at a single target, the next shot will receive a +4 Aim and you will have a critical success if the total is 20 or higher after adding your Aim attribute as well (rather than needing to roll a natural 20 on the dice).
4. Disabler - Your extensive weapons knowledge allows you to disable even alien weaponry. You receive a +4 on Aim rolls to disable, damage, or otherwise disarm weapons with your own firearm.
5. Rifle Expert - You have spent countless hours learning the ins and outs of your sniper rifle. You cannot critically fail when using a sniper rifle (aka jam or damage) and you achieve critical success on a roll of 19 or 20 rather than just a 20.
6. Pistol Expert - You know hand guns better than most men know their wives. You cannot critically fail when using a sniper rifle (aka jam or damage) and you achieve critical success on a roll of 19 or 20 rather than just a 20.
7. Lone Wolf - You've learn to be self-sufficient and survive even without teammates. When on your own in the wilderness, you automatically succeed on rolls for survival (building a campfire, finding food or fresh water, crafting crude weapons, etc). You've also learned to channel your survival instincts; as they say, the animal is most dangerous when wounded. If you are ever cornered, outnumbered, and injured (hurt, intoxicated, or otherwise debilitated), you receive a +4 on all rolls for the duration of the engagement.


Miscellaneous Perks (Mostly of the roleplay nature)
Spoiler (click to show/hide):

1. Gregarious - You are talkative, charismatic, and good with people. When convincing, persuading, lying, or otherwise socially manipulating NPCs, you will be allowed a roll in which you can add a +4 to determine how successful you are in your conversation, with the chance of success varying depending on what is being done.
2. Mechanic - You are a grease monkey and likely proud of it. You can attempt to operate, fix, repair, and possibly build modern mechanical devices. Later, another perk may open for you to operate advanced mechanized devices.
3. Pilot - You've soared the high skies in many different jets, planes, and helicopters. You can operate and make minor mechanical fixes on aircraft.
4. Martial Artist - You have been trained in the finer echelons of hand-to-hand combat. You receive a +4 on melee attack rolls with humans and other bipedal creatures not more than three times bigger than you.
5. Weapons Expert - You have extensive knowledge of how to build, care for, and repair innumerable kinds of small arms.
6. Tactician - You've had formal training in tactical close combat. When engaged in combat, you can ask the GM for one tip on how to handle a specific battle situation. You also receive a +2 to notice ambushes and traps before they're set.


RANK 2 PERKS

Assault Class Perks (Rank 2)
Spoiler (click to show/hide):

1. Quick Reflexes ---> Lightning Reflexes - You've honed your reaction speed to their very limits. Same as Quick Reflexes, except the number of successful enemy attacks that can be reversed are equal to your rank. (Rank 2 can turn two attacks into failures, Rank 3 can turn 3 into failures, so on)
2. Maneuver Training - You're advanced training in holds, throws, and chokes gives you a number of close quarters options. When you successfully attack someone in melee, you can choose to do one maneuver which has the same degree of success as the melee strike. Maneuvers include tripping, grappling, choking, disarming, sundering, and bull rushing.
3. Shotgun Expert ---> Shotgun Master - A shotgun in your hands is far more deadly. You receive a +2 on all Aim rolls with a shotgun and you receive a free reaction attack against enemies entering Melee with you (Limit one per post).
4. Assault Rifle Expert ---> Assault Rifle Master - You spray and prey with unmatched accuracy. You receive a +2 on all Aim rolls with an Assault Rifle and you can make a special single attack roll on every enemy in sight. For every degrees of success, you hit two enemies, for a maximum of 6, but your magazine is emptied in the process.
5. Daredevil ---> Courageous - You overcome odds and your own fear with gusto. Your Daredevil bonus increases by +1. This bonus doubles if outnumbered by four or more.
6. Daredevil ---> Resilient - When outnumbered, you become unshakable in your resolve. In addition to your daredevil bonus, you receive a +4 defensive bonus to Will and Toughness rolls.


Support Class Perks (Rank 2)
Spoiler (click to show/hide):

1. Medical Expert ---> Combat Support - No wound, affliction, or toxin is untreatable, at least temporarily. Same as Medical Expert, but you receive a +4 on all such rolls and you are given a psychic dampener: a remote sized object that weakens all active psychic powers nearby when activated, giving dominated soldiers a chance to break free.
2. Medical Expert ---> Medical Researcher - You are given high level security clearance and are officially part of Dr. Vallan's research team due to your biological expertise. Same as Medical Expert, but you receive a +5 on all such rolls and work part time in the science department.
3. Team First ---> We Stand Together - You truly know and appreciate the value of teamwork; you would not hesitate to lay on a landmine for your comrades. You can now apply your Team First bonus to allies' attack rolls directly by acting as a spotter (you cannot attack and act as a spotter at the same time). In addition, you may choose to push or otherwise jump infront of attacks targeted against comrades in close proximity to you.
4. Mobile - You are often moving from cover to cover in the heat of combat. You're twice as hard to hit in cover and enemies firing at you when you move out of cover receive a -2 to their Aim rolls as long as you end up in cover at the end of your movement. Melee attacks are unaffected.
5. Ghost Training - You've received training and access to one the advanced technologies, nicknamed Ghost Grenades. Due to the resources required to manufacture them, you receive only 1 per mission and when used, an entire squad will become virtually invisible to the naked eye for a few minutes, but rapid movement or gunfire will reveal their position.
6. Reconnaissance - After experiencing the aliens first hand, you've learned a bit of how they think and how to avoid detection when scouting. You receive a +5 on rolls to remain hidden when the enemy's unaware of your presence. In addition, you receive the same bonus on your first attack on an unaware enemy and you can achieve critical success on a 19 or 20 rather than just a 20.

(No Weapon Master perk available for support)


Heavy Class Perks (Rank 2)
Spoiler (click to show/hide):

1. Walking Tank ---> Mobile Armor - (Must have Strength 3 or higher) You're training and experience with the heaviest equipment XCOM has to offer has paid off and you've learned to use your thick plating quite well. You gain a +2 bonus on all melee rolls when using your armor-clad fist. In addition, allies can use you as partial cover and enemies attempting to push you, knock you over, or otherwise move you against your will receive a -2 penalty.
2. Machine Gunner ---> Minigun Master - Your prowess with the light machine gun is unparalleled by most of those who share your specialty. You receive a +2 bonus on all Aim rolls with a light machine gun. This bonus doubles when firing at one target and triples when firing at incredibly large machine targets (Cyberdisk, Sectopod).
3. Tough As Hell - (Toughness 1 or higher required) Your body is incredibly accustomed to pain and attacks few can stand to watch. You receive a permanent +2 to Toughness.
4. Holo-Targeting or Demolitionist ---> Skylance - You've received training to use the advanced computerized rocket launcher known as a Skylance. It fires a single beam of superheated energy capable of shredding modern tanks in two and the advanced programming even allows the beam to turn corners before hitting a target. You're allowed to deploy with one per mission and due to the energy required, each Skylance is good for one shot.
5. Improvised Melee - You hated being at a disadvantage in hand-to-hand combat due to your minigun and have trained yourself for such situations. You receive a +2 on melee rolls.
6. Bring Them On! - You have a certain battle lust that is unnerving for your comrades but provides you with the adrenaline to triumph. You receive a +2 on melee and Aim rolls if you get the first kill in an engagement for the duration of the fight, but your allies receive a -1 on Will rolls for the duration of the mission.


Sniper Class Perks (Rank 2)
Spoiler (click to show/hide):

1. Gunslinger ---> Snap Shooter - Your further focus on dual-wielding small arms is extensive and your experience with it has made you even better. Your bonus from Gunslinger is doubled and you gain access to Reaper Rounds (RR) for your hand guns, should you choose to use them. RR are hollow point exploding rounds made of titanium steel. RR's give you an extra degree of success against organic enemies, but you must be in close range or you receive a penalty to your Aim roll.
2. Agent ---> Covert Specialist - Your extensive training and field experience in infiltration and small arms use has paid off in dividends. Your bonuses from Agent are doubled and you receive a +2 on Will rolls versus mind control.
3. Rifle Expert ---> Rifle Master - You know your long range rifle inside and out; few can attempt to match your ability with it. You receive a +2 on all Aim rolls with a sniper rifle and this bonus is doubled if a post is spent aiming at a target (stacks with Deadshot).
4. Pistol Expert ---> PIstol Master - Countless rounds have been fired from your pistols and while most prefer bigger weapons, you prefer to remain mobile with your handgun(s). You receive a +2 on all Aim rolls with pistols and you can only be disarmed of your pistol if your enemy beats your Strength roll by 6 or more.
5. Low Profile - You know how to keep your head down in firefights. The benefit you gain from cover is doubled and while in cover, no enemy can achieve a critical success against you. Melee attacks are unaffected.
6. Finesse Fighting - (Required Aim Score of 2 or higher) You've learned to use your grace and dexterity to your advantage to get out of close quarters. Whenever an enemy succeeds on a melee attack against you, you get an opposed roll using your rank and Aim score as a bonus. If your roll beats the enemy's melee total, you avoid the attack.


Miscellaneous Perks (Rank 2)
Spoiler (click to show/hide):

1. Gregarious ---> Natural Leader - Your squad likes you and some of them look up to you. You know what to say and what to do to encourage your team to victory. You provide a +1 bonus on your squad's rolls in the first post of every engagement.
2. Martial Artist ---> Grapple Expert - You've specialized your hand-to-hand ability to focus on holds and chokes. Whenever you succeed at a melee attack, an enemy is automatically disabled in some way (bone breaking, tripping, disarming, bull rushing, repositioning, grappling). Cannot have Striker Expert.
3. Martial Artist ---> Strike Expert - You don't see the point in disabling an enemy and always go for pressure points or vital areas to kill. Your martial artist bonuses increases to +6 and can now apply against any organic creature not more than three times bigger than you. Cannot have Grapple Expert
4. Weapons Expert ---> Firearm Aficionado - Your technical expertise with weaponry has gained you a spot on Dr. Chen's engineering team. You can now custom-design weapons of your choosing (subject to GM's approval).
5. Pilot ---> Demon Fighter - The latest and most advanced weaponry from XCOM is a hovercraft fighter codenamed, "Demon." You've received extensive simulation training and have been certified to fly one when required.
6. Mechanic ---> New-Age Engineer - Due to your expertise, you've been trained with the latest XCOM technology. You can make, fix, or repair all mid-level tech created by XCOM, including Laser weaponry and Carapace armor.
7. Genetic Volunteer - You apply to be the next soldier subject to genetic implants. Next rank up, you will receive a genetic enhancement in place of this perk and the one normally received at the new rank.


FINAL NOTE: This is just the beginning and I will add more, but I still highly encourage you all to come up with your own perks for your characters at creation if you want a special kind of uniqueness!

Alien Index (will expand as aliens are encountered... kind of like a pokedex I guess!)
Spoiler (click to show/hide):

Sectoid - http://tf3dm.com/imgd/l81910-sectoid-soldier-95212.jpg
4 1/2ft tall, weakest kind, always travel in groups, possess some psychic ability, only carry plasma pistols. Recent reports say they've evolved 9 inch phallic members.
Muton - http://s.cghub.com/files/Image/327001-328000/327527/520_max.jpg
8ft tall, made of pure muscle, sometimes travel in groups, other times act as leaders among lesser aliens like sectoids. The main frontline infantry of the alien invaders. Under their crotch plates, which can detach with a single button on their armor, is a 15 inch thick member.
Seeker - http://img1.wikia.nocookie.net/__cb20130901044844/xcom/images/0/0b/XCOM_EW_Seeker.png
A half-metal hovering octopus, it has the power to cloak and become completely unseeable to the naked eye. It has long tentacles that have phallic tips that impregnate or poison an individual. It also uses its cloaking power and tentacles to asphyxiate enemies.
Floater -http://img4.wikia.nocookie.net/__cb20140117230703/xcom/images/thumb/e/e1/Concept_-_Floater.jpg/500px-Concept_-_Floater.jpg
A flying torso, half-metal half-flesh, it has incredible maneuverability from its jetpack and is usually tries to flank an enemy, or more recently, to snatch. It has three tentacles that come out of its back to "pleasure" or "torture" (depending on who you ask) whomever it manages to grab.
Chrysalid - (http://s.pro-gmedia.com/videogamer/media/images/pub/large/xcomchrysalid.jpg)
A four legged stalking-melee creature about 7ft tall, it seems animalistic in nature and the debate is still going whether or not it has intelligence. It has incredible speed and strength and some reports have allocated that men killed by this creature return as walking, cannibalistic, corpses, but these new chrysalids seem more intent on breeding human women and the end result of this is still unknown.
Berserker - (http://images.wikia.com/xcom/images/archive/6/6f/20121025045057!Concept_-_Berserker.jpg)
These massive muton-looking creatures are a full foot taller than their green armored counterparts at 9ft and they have seemingly extraordinary strength and toughness, capable of taking anti-armor rounds to the face and heart and still fighting on. They have been seen to tear vehicles in half and run straight through concrete walls without slowing. Their only weapon are their gauntlets which produce three-pronged two foot long claws. They've been much more known for their recent rape escapades, using incredibly thick cocks that top out at nearly 2ft in length and they fuck with absolute animal rage and fury.
Thin Man - (http://img2.wikia.nocookie.net/__cb20120612205520/xcom/images/a/a1/Thinman.jpg)
These human-looking aliens are often used to infiltrate and scout before a major attack, almost seamlessly blending in at a glance and they're the only aliens with a full head of hair.
They're 6ft tall, always wear suits, and only carry plasma pistols. Reports have shown that when they die, their bodies instantly decompose into a cloud of poisonous gas. However, even more recent reports have shown they have 11 inch long and thick penises under their suits and when they die, it's no longer poisonous gas. It's a toxin that causes those nearby to reach uncontrollable levels of lust and arousal.
Hybrid - These come from mating between a human female and an alien. Their powers and abilities vary depending on which alien the human female mated with, but they are humanoid-like and otherwise seem completely human except for a lack of body air and varying skin colors.
Cyberdisk - http://img3.wikia.nocookie.net/__cb2013 ... erdisc.png
An immense hulk of machine and flesh that comically looks like a car-sized flying saucer with its hovering capability. However, when in firing mode, it opens up and unleashes its main rapid fire plasma guns. It also possesses artillery capability and explodes upon death.
Elite Muton - http://img3.wikia.nocookie.net/__cb20140122200054/xcom/images/e/e3/XCOM(EU)_MutonElite.png
These mutons are the creme of the crop. Bigger than normal mutons and as big as berserkers, their skill and toughness is nearly unmatched. Their immense strength allows them to use their favorite plasma cannon with one hand when necessary. They're usually only found protecting sectoid commanders or ethereals; if you run into elite mutons, there's a chance an ethereal is around.
Ethereal - http://conceptartworld.com/wp-content/u ... an_05a.jpg
The highest ranking alien known to XCOM forces. Their physical power is next to nothing judging by their frail bodies, but their psychic ability is unparalleled. Reports have shown soldiers being turned to shoot one another, by the whim of an ethereal, and it can also lift single, possibly multiple, bodies or soldiers at a time. Their psychic whiplashes have caused soldiers to have critical aneurisms and die outright. It has also been reported that they can directly reflect a certain amount of firepower back at enemies.
Mechtoid - http://img4.wikia.nocookie.net/__cb2014 ... tNight.png
The half-machine half-sectoid stands about 10ft tall and crouches to enter through the doorway. Both of its arms are massive plasma rail guns combined with incredible mechanical strength. Sectoids and other semi-psychics can mentally enhance the mechtoid's combat capability by forming a telekinetic shield against gunfire and melee attacks, as well as super-charging its rail guns.
Outsider - http://www.ufopaedia.org/images/2/20/Outsider_(EU2012).jpg
These aliens stand a little over six feet in height and are made of pure energy and steel. XCOM is unsure whether the construct is actually alive or not, but it is known that Outsiders captain lesser scout ships and more or less act as corporals or sergeants among the lesser aliens, such as sectoids. They provide a psychic link to higher ranked aliens, such as sectoid commanders and ethereals. More or less, it is a skilled soldier with a conduit to the greater war plan that it relays to those beneath them.
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(Yes, this is the amount of different alien types, though 3 or 4 are just slight variations)


Squad List
Spoiler (click to show/hide):

SQUADS

Alpha Squad
1. Nym Sarkisian (Sgt)
2. Sarah Valero (Sqa)
3. Motoko Takono (Sqa)
4. Diana Rogers (Sqa)
5. Sarina Song (Sqa)

Bravo Squad
1. Jessica Smalls (Sgt)
2. Kelly Black (Sqa)
3. Eva Ridgefield (Sqa)
4. Michelle Clearwater (Sqa)
5. Anahita Lowe (Sqa)

Charlie Squad
1. Ciera Skullheart (Sgt)
2. Luna Kerchevcoy (Sqa)
3. Naomi Rivers (Sqa)
4. Jessica Hardy (sqa)
5. Rynth Legacy (Sqa)
Last edited by Alaena on Wed Jan 14, 2015 9:05 am, edited 8 times in total.
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Re: XCOM Horny Valyries 2.0 OOC

Postby spriter1 » Wed Dec 10, 2014 9:28 pm

Name: Ciera Skullheart
Age: 21
Nationality: UK
Appearance:
Spoiler (click to show/hide):

Image
The outfit is just for when she isn't on the field.


Class: Sniper

Rank: 3

Stats:
Aim - 5
Will - 3
Toughness -1
Strength -1

Perks:
New-Age Engineer - Due to your expertise, you've been trained with the latest XCOM technology. You can make, fix, or repair all mid-level tech created by XCOM, including Laser weaponry and Carapace armor.
Weapons Expert - You have extensive knowledge of how to build, care for, and repair innumerable kinds of small arms.
Rifle Expert - You have spent countless hours learning the ins and outs of your sniper rifle. You cannot critically fail when using a sniper rifle (aka jam or damage) and you achieve critical success on a roll of 19 or 20 rather than just a 20.
Deadshot - When you have time to aim, you will never miss. If you spend a round (or a single post) taking aim at a single target, the next shot will receive a +4 Aim and you will have a critical success if the total is 20 or higher after adding your Aim attribute as well (rather than needing to roll a natural 20 on the dice).

Bio: Not alot is known about her life before xcom, all people know about her is that she started when she was 19, she could shoot the wings off a fly 200m away, and that she would spend most of the time in the workshop, either trying to find ways to improve the equipment, or improve her gun...
Character personality:
Flaw - Isn't good with confrontation, and would rather be inside the shadows, both inside and outside of battle.
Flaw - Even with that flaw, she is more than likely to compromise her own safety if it means saving someone.
Upside - could probably think of 5 different ways to tackle a problem, where other people could only think of 1.
Upside - cause she hung around the workshop so much, she knows a good bit about electronics, and could probably hack basic machinery and electronic locks.
Equipment: Modded Sniper rifle ( better zoom, semi auto instead of bolt-action, Revolver mag for faster reloading, faster speed (greater distance and damage) ), hunting knife, <insert basic equipment here>
Last edited by spriter1 on Tue Jan 27, 2015 1:23 am, edited 2 times in total.
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Re: XCOM Horny Valyries 2.0 OOC

Postby spriter1 » Wed Dec 10, 2014 9:38 pm

Upgraded sheet to rank 3 btw
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Re: XCOM Horny Valyries 2.0 OOC

Postby Soref12 » Thu Dec 11, 2014 12:00 am

Good to have you back Alaena

Name: Sarah Valero
Age: 23
Nationality: USA
Appearance: Sarah is 5' 6" she has soft brown hair flowing down to just 2 inches above her curved rear. She is pale and not strong enough to show muscle but can still hold her own in a fight. She has turquoise eyes and a cute looking nose. Despite her speed her hips are quite wide and her bosom sports DD cups.
Class: Sniper

Rank: 2
Stats (20 points to spend, -4 is poor/lowest, 0 is average, 4 is best/max)
Aim: 2+3
Will: 1
Toughness: 3
Strength: -1

Perk(s):
Reflex Enhancer: Your brain has been modified with a Reflex Enhancer. Makes brain activity faster allowing fast reactions to any noise, sight, or smell. +2 aim
Agent - You've received infiltration and singular weapon training. Whenever you use a single weapon while leaving the other hand free, you receive a +1 Aim. You also receive a +2 on rolls when attempting to infiltrate or otherwise remain hidden.

Bio: Sarah had some military training from being in the army for about 2 years as a sniper and found that she was very good at it, she was even complemented by her commanding officers. She had wanted to join the XCOM program the moment she found out about aliens actually existing but still kept to the thought of peace between them, which she hopes will happen one day. Still she had to protect humanity from the alien invasion and would not hesitate to kill a hostile target.
Character personality:
Sarah never gives up, even when situations are difficult she always looks for a way out, no matter the cost. She also usually keeps silent during her missions to help her concentrate, only talking when needed, this makes her very unnoticed at the base, hardly spoken to and almost never speaks with anyone unless she needs to, or wants to.

Equipment
Primary: Bolt-Action Sniper Rifle with S.C.O.P.E. attachment
Secondary: Standard Pistol
Anything else significant: Combat Knife, and Nanofiber Vest
Last edited by Soref12 on Mon Jan 12, 2015 1:52 am, edited 5 times in total.
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Re: XCOM Horny Valyries 2.0 OOC

Postby Riptide » Thu Dec 11, 2014 12:04 am

Spoiler (click to show/hide):
All women characters please! The stats may seem simple, but it's a takeaway from the game and I think it's the right amount of depth.

Name: Diana Rogers
Age: 25
Nationality: USA
Appearance:
Spoiler (click to show/hide):

Image

Class: Support
Rank: 1
Stats (20 points to spend, -4 is poor/lowest, 0 is average, 4 is best/max)
Aim -1 (Formerly -2)(Marksmanship, Hand-Eye Coordination)
Will -2 (Strength of psychic attacks, psychic defense, panic resistance, pleasure threshold, willingness to submit)
Toughness +4 (Durability, pain threshold, running ability)
Strength +4 (physical strength)

Perks: Medical Expert, Team First, Sprinter
Bio: She has had many family members die on the battle field, which is why she is so attracted to the idea of saving others. She doesn't want to directly fight though, she was brought up to respect and be peaceful to anyone, no matter how strange they may be.
Character personality: She is very caring and selfless, especially to her teammates. She knows a lot about medicine, but knows next to nothing about fighting and mainly relies on her teammates to do it for her. She is also pretty naive, and sometimes will help a survivor alien, as she doesn't see them as a threat at this point, and hopes she can maybe make them an ally.
Equipment: Assault Rifle, Pistol, Combat Knife, Medical Kits
Last edited by Riptide on Tue Dec 23, 2014 9:27 pm, edited 1 time in total.
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Re: XCOM Horny Valyries 2.0 OOC

Postby Earthsage » Thu Dec 11, 2014 12:55 am

I'll join back in, I'll edit in my updated sheet with the info after I send you a few questions I have.
Edit: Sheet input, but will be waiting for the things I need to present themselves.

Name: Kelly Baker
Age: 24
Nationality: USA
Appearance:
Link because the picture doesn't show up when I use the Img function: http://imgur.com/2KSYuoJ
Kelly is around 5 feet in height, with short cut brown hair and murky blue eyes. Weighing in at 140 pounds, she's not exactly a heavyweight. Bust is around a B-cup.
Class: Valkyrie.
Rank 2
Stats:
Aim: 4
Will: 3
Toughness: 3
Strength:2

Perks:
Spoiler (click to show/hide):

Gene Mod: Bioelectric Skin. Able to electrocute things that touch her skin and can also vaguely sense enemies if they're close enough. Requires a will roll to actually shock someone, and the modifications make her rather more sensitive. Can also backfire if the roll is low enough, and either arouse her or the person she's trying to shock.

Alien Convert - You automatically fail all will rolls against aliens and are now emphatically linked to any surrounding aliens. You can birth numerous aliens when impregnated and your physical changes include: height is now 6'0, red eyes, much more voluptuous figure. More to come with further genetic changes. A fully functional alien cock also included, fully functional meaning able to breed aliens with it.

Valkyrie (Rank 1) - You've chosen to be a frontline convert of the alien invaders and they've genetically improved your body in addition to awakening your psychic potential. All of your stats increase by an additional +1 and you now have basic telekinetic powers (capable of up to 200 lbs of force). As you rise in rank, your body will be altered further. You will also be given more advanced weaponry as you prove yourself in the field.


Bio: Kelly was a rather generic soldier type before she volunteered for an "Enhancement" program offered by the military as a way to funnel more genetically enhanced troops to the X-Com barracks. After undergoing her current mutations and hating every second of it, Kelly now serves X-Com with some resentment for the unexpected changes to her body. She expresses this resentment through her shotgun, her knife, or anything else that will maim an opponent.

Personality:
Spoiler (click to show/hide):

Neutral: Will attempt to protect squadmates to the best of her ability, even if that means putting herself in a stupid situation.
Positive: Friendly to other soldiers, and easy to get along with.
Positive: Often attempts to soothe troubled waters between people she knows.
Negative: Dislikes being touched due to the fear that she may accidentally shock someone.
Negative: Violent and head-strong when engaged in combat with anything.
Equipment: Basic, X-com issued Scatter gun and pistol. Carries multiple frag grenades.
Armor has less coverage than others due to her Gene Mod, mostly around the arms and hands.
Last edited by Earthsage on Wed Dec 31, 2014 2:18 am, edited 5 times in total.
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Re: XCOM Horny Valyries 2.0 OOC

Postby Alaena » Thu Dec 11, 2014 1:36 am

Just a note on ranking up.
I will be adding more perks for people rank 2 and 3. Most of them will be perks branching off from ones already listed as rank 1 perks.
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Re: XCOM Horny Valyries 2.0 OOC

Postby Albedo28 » Thu Dec 11, 2014 2:05 am

Would love the chance to join up. Made a few slight changes to the sheet I'd provided on the last thread.

Name: Eva Ridgefield
Age: 25
Nationality: USA
Appearance:
Spoiler (click to show/hide):

Image


Class: MEC Trooper - You have received genetic and digital augmentation in order to interface with a Mechanized Exoskeletal Cybersuit (MEC). You are certified to only use pistols from here on when not in your cybersuit. Any other small arms munitions will only be authorized in emergencies. When deployed for a mission, you will be connected to your MEC and equipped with a heavy machine gun. Your Toughness and Strength scores adjust to 10 while in your MEC. If a number of attacks hit your suit in excess of your Toughness score, the MEC armor will go into critical failure and eject you immediately. New-Age Engineers can make in field repairs to make the MEC suit operational. You gain no bonus from cover due to your large profile (approximately 10-12 feet tall) and you take extra damage from anti-armor weaponry. As more advanced versions of MEC armor becomes available, bonuses will change.

Rank: 1
Stats (20 points to spend, -4 is poor/lowest, 0 is average, 4 is best/max)
Aim 3 (Marksmanship, Hand-Eye Coordination)
Will -1 (Strength of psychic attacks, psychic defense, panic resistance, pleasure threshold, willingness to submit)
Toughness 2 (Durability, pain threshold, running ability)
Strength 0 (physical strength)

Perks:
Kinetic Fist - Your MEC armor was designed with the XCOM answer to Berserker's - a Kinetic fist. This arm can knock enemies through entire buildings and will instantly kill most bipedal aliens. When the kinetic fist is used, you make a strength roll with a +6 bonus. As long as there's one degree of success, the enemy must make a toughness roll or instantly die. Sectopods and Cyberdisks are immune to the second part, but still take significant damage from the attack.

Bio: Eva was a proud soldier though she wasn't the brightest bulb in the US armed forces. She followed her orders to the letter and often earned the ire of her squad mates when she refused to go against even the smallest of regulations. Once Xcom was founded she volunteered to serve as a transfer and was given a surprising counter offer. The Xcom project wanted to start experimenting to create mechanical super soldiers and Eva readily signed her life away to the R&D department.

Character personality:
-Lacks motivation and will seek out direction from fellow Xcom members if left without instruction (Standing orders of defend nearby humans and kill/capture alien forces assumed unless otherwise noted).
-Must make a will roll to disobey any order given to her by recognized Xcom personnel. Only guaranteed to disobey orders involving directly harming herself or other humans.
-Is loyal to Xcom personnel and refuses to leave any who require assistance even if Eva is unable to provide said assistance unless ordered (may attempt to a will roll to disobey here)

Equipment:
Implants (Several modifications were made to her brain that make her more likely to obey. She no longer possess complete control over her facial muscles and keeps an emotionless expression unless under extreme duress.)
Xcom LMG
Xcom Pistol
MEC Suit - Kinetic Fist
Last edited by Albedo28 on Thu Dec 11, 2014 7:00 am, edited 1 time in total.
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Re: XCOM Horny Valyries 2.0 OOC

Postby exalted » Thu Dec 11, 2014 3:30 am

Name: Sgt. Jessica Smalls
Age: 23
Nationality: Australian
Appearance:
5'8"
Image
Class: Support
Stats:
Aim: 2 (Marksmanship, Hand-Eye Coordination)
Will: 2 (Strength of psychic attacks, psychic defense, panic resistance, pleasure threshold, willingness to submit)
Toughness: 1 (Durability, pain threshold, running ability)
Strength: 0 (physical strength)

Rank: 2 (Munitions Monkey, Recon)
Talents: Demolitions, Pysker - Telekinesis, stealth.

Bio: Smalls lost her family to the Aliens. Her biological family were long buried when the invasion started, they died an unremarkable death, just another victim of the road. Smalls dragged herself from that wreck with nothing left to call her own. Enlisting in the military, she took advantage of the government's change of stance of women in combat (a change caused by high profile sexual assaults and sexism) to apply for the SAS selection course. That was where she met her family.

They weren't perfect, no family is, but they were hers. Sure the Sarge was a vindictive, sexist pig, and the lads could massive dicks at times, but they were a team, a family that needed each other. It was meant to be a simple mission, 3 day patrol, surveillance of a suspected terror cell, but it wasn't. Smalls doesn't remember exactly what happened out there in the bush, but she has dreams. Dreams of incinerating green fire, blackened silhouettes of her team falling into ash. She woke up in a strange place filled with Valkryies.

Smalls joined XCOM to get revenge. A new recruit, as part of her physical the doctors put her in some machine that left her with a migraine.

Character personality:
Smart Ass: Smalls is a smart ass, while at times excused as just being Australian, smalls doesn't know when to keep her mouth shut.
Cruel: Smalls has a chip on her shoulder, especially when it comes to the Aliens. She takes pleasure in avenging her former team.
Haunted: What happened in the bush still haunts Smalls, and the migraines haven't helped much. As times she just drifts off in thought or dream, staring vacantly in the distance.
Split Personality: When Jessica lost her parents her mind shutdown, unable to cope with the trauma, so she created a new identity to take control for her, Smalls. Smalls has been the controlling force that has lived and directed their lives, with Jessica sneaking out a few times when Smalls was sleeping or passed out drunk. When X-COM tested Smalls for any Psychic potential they stirred up her head and weakened the chains suppressing Jess. Smalls tested negative or any psychic potential and has no knowledge of the power her alter ego has, and Jess wants out.

Equipment: suppressed rifle with underslung grenade launcher, pistol, breaching hatchet, 3x claymores, frags, smoke and demo kit.
Last edited by exalted on Thu Dec 18, 2014 9:52 am, edited 2 times in total.
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Re: XCOM Horny Valyries 2.0 OOC

Postby fragmasterson » Thu Dec 11, 2014 4:46 am

Name: Kelly Black
Age: 28
Nationality: U.S./Native-American

Appearance:
Spoiler (click to show/hide):

She is 6 ft, chestnut colored skin, brown eyes, long jet-black hair that goes a little past should length that she keeps tied back in a pony-tail. cup-size is in the DD range, and she has a nice, round full ass, despite being rather tone around the rest of her body. She also has a tattoo of a snake on her back-the tail starts half-way up her right butt-cheek and zig-zags up her back, with the head resting at the top of her left shoulder.


Class: Support
Stats (20 points to spend, -4 is poor/lowest, 0 is average, 4 is best/max)
Aim 0
Will: 2
Toughness 2
Strength 0

Perks: Professional Tracker (she's very perceptive, especially when it comes to spotting or finding an enemy), Stealth (she can move very quietly and is good at sneaking up on enemies unawares), Martial Artist

Bio: Kelly was born to a family that took its Native-American culture and history seriously, despite living very much in the modern age. Her father taught her to hunt and fish when she was young, and her mother taught her of the ways of old, telling her stories pasted on from generation to generation, as well as the "medicine" of her tribe. She joined the U.S. military to follow in the footsteps of her father, who also served. Her first year in the service, she was stationed at an outpost on a planet from from Earth. When it was attacked by aliens, instead of holding her position to fight, she fled and hid the forest surrounding the base. After aliens left, she returned and found everyone was either captured or killed, including her lesbian lover, who had joined the service with her (body was never found). She vowed on that day that she would never show such cowardice again. She took a small, one-handed axe from the ruins of the base that seemed to have been dropped by an alien (it is very sharp, made from an alien alloy, and the head of the axe has an diamond insect head on it). She uses it spitefully, to kill the aliens with the same weapon they used against her friends. There after, she became a model solider, was recruited into a special forces unit, and from there was recruited into XCOM. She keeps a collection of alien scalps.

Personality:
-She's a stoic warrior, strong silent type, takes herself and her purpose very seriously.
-A bit superstitious, due to her spiritual upbringing
-Is cold and calculating, wise beyond her years
-Overly brave, compensating for her former cowardice.

Equipment: Standard-issue XCOM assault rifle and pistol, aforementioned axe, standard number of frag grenades and flash bangs (equal number of both)
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Re: XCOM Horny Valyries 2.0 OOC

Postby Alaena » Thu Dec 11, 2014 5:55 am

I will get to people's characters soon.
Just wanted to drop in with another note, the new perks are done. They are always subject to minor changes (mostly grammar), but that's essentially what they'll be.
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Re: XCOM Horny Valyries 2.0 OOC

Postby Sanaki » Thu Dec 11, 2014 8:16 am

Ah i'd love to join in on this again if i'm allowed, course my sheet will need a little re-working with the rank up and all

Name: Serena Hope
Age: 22
Nationality: Canadian
Appearance:
Spoiler (click to show/hide):

001.jpg
001.jpg (117.34 KiB) Viewed 1609 times

Class: Breeder
Rank:2

Stats: Aim: 6
Will: -2
Toughness: 5
Strength: 4

Perks: Mechanic: During her time on the base and in service Serena learned a lot of the various vehicles stationed there and is confident in her ability to get almost any engine running if given the right amount of time.
Pilot: time spent in the military lead to Serena learning quite a bit about jets and helicopters learning basic flight instructions and how to properly land, take off, etc. and though she isn’t at the top she knows quite info on them.
Bunker Down: having spent a lot of time in one place Serena is use to staying stationary for long periods of time in fact she even enjoys if and feels she can perform better when in a safe spot, improving her aim and will.
Shotgun Expert - You know shotguns better than most. You can never critically fail (aka jam or damage) your shotgun. Critical success can occur on a 19 or 20 when using shotguns rather than just 20.
Alien Convert: Fail all will rolls against aliens, now emphatically linked to any surrounding aliens, can birth multiple aliens when impregnated, red eyes, 5' 11'', voluptuous figure)
Empathetic Coordination (Breeder Rank 1) - Aliens in your vicinity have a stronger connection with your guidance and receive a +1 to all rolls. For offspring, this bonus is doubled.

Bio:
Spoiler (click to show/hide):

Serena was born and grew up on a base in Canada under the shadow of her parents who specialized in engineering of all kinds her families work often heralded as some of the best in the world, which in turn forced a lot of pressure on Serena as to what kind of technical gifts she would bestow on the world; as such Serena was forced into various fields of technology as scientist studied her trying to find the one right for her after countless years there was no sound conclusion even though Serena displayed interest in various tech none of them seemed to click with her which left her to become a regular solider in the military as she was abandoned by her parents with their high expectation for their daughter. Becoming a solider made Serena very patriotic for her country, so when the invasion begun she fought the best she could working on defense vehicles and fighting back the threat, eventually becoming a rather good mechanic and solider something which was noticed by X-COM leading them to bringing her into the program as a general mechanic on missions.


Character:
Flaw: Submissive- time spent under her parent’s boot and scientist ordering her around has made Serena quite compliant with other’s demands.
Flaw: Tech Nut- Due to her past Serena is fascinated by all types of technology and will go so far as to abandon a fight if it means she gets to explore and learn
about new tech.
Flaw: Naïve- Serena is naïve to a fault and will believe whatever people tell her without question no matter how absurd it is.
Flaw: Lethargic- Serena is always tired though it doesn’t get in the way much she generally can’t follow orders well which tends to work against her on battlefield as her attention either falters or she’ll fall asleep at critical times.

Upside: People Lover- Serena loves people causing her to work a little harder when she knows she has people depending on her and will work harder the better she knows them.
Upside: Trust- Serena tends to harbor deep faith in her comrades and is almost always ready to follow them into the fray no matter how bleak the situation looks.
Equipment: Semi-automatic shotgun, semi-automatic pistol, standard issue armor, Mechanic’s tool belt etc.
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Re: XCOM Horny Valyries 2.0 OOC

Postby dragonmaster121989 » Thu Dec 11, 2014 8:27 am

Ok it's going to take me a little bit of time to put together a char sheet ( a few days maybe.) but I have every intent of joining, I just want to make sure I know what I'm picking and I'm happy with what I put together. I don't want my bio to suck and all.
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Re: XCOM Horny Valyries 2.0 OOC

Postby Alaena » Thu Dec 11, 2014 8:30 am

dragonmaster121989 Wrote:Ok it's going to take me a little bit of time to put together a char sheet ( a few days maybe.) but I have every intent of joining, I just want to make sure I know what I'm picking and I'm happy with what I put together. I don't want my bio to suck and all.


That's fine, I'm not entirely sure when I'll start it up. It all depends how quickly people apply.
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Re: XCOM Horny Valyries 2.0 OOC

Postby Meep Meepersons » Thu Dec 11, 2014 11:40 am

Name: Nymia Sarkisian
Age: 37
Nationality: Armenia/US
Appearance: Nym is a massive 8' 1" tall with a very broad frame. Her eyes are gold colored, and her hair is a shiny platinum white. Her skin is a fair pale tone. Her body is thick and muscular, but not grotesquely so. She has a very feminine face, and soft features which belie her personality. Private bits~
Spoiler (click to show/hide):

She has nice FF cup bosoms and a large 12 inch long 2 inch thick cock with large 4 inch diameter nutz. Her vagina is pink and tight and miraculously still hymenated.


Class: Heavy
Rank: 2
Stats
Aim -4 (Marksmanship, Hand-Eye Coordination)
Will 1 (Strength of psychic attacks, psychic defense, panic resistance, pleasure threshold, willingness to submit)
Toughness 4+3(Durability, pain threshold, running ability)
Strength 4+3 (physical strength)

Perks:
Genetic Augment, Huge: She is massive, as a result she is more resilient and strong. +3 Strength and Toughness.
Walking Tank - You're used to the heavy armor given to your military specialty and have adapted to the weight incredibly well. Your movement isn't impaired by your equipment and you're immune to critical attacks by light weaponry (pistols, rifles, shotguns), but not melee weaponry, heavy weapons, or explosives.


Bio: Nym grew up pretty much the same as most kids, save for the fact she was genderly confused for a while due to being a hermaphrodite. She was a test-tube baby, an experiment before even being conceived. She was picked out as a very suitable subject genetically, and entered into special program to increase her physical prowess. It succeeded, but also had a slight side effect. Her size increased immensely, and her mental stability is slightly off. She entered the military at eighteen, served a few years, then the Aliens came. She joined XCOM and was assigned to the Valkerie Devision.

Character personality: Nym is usually pretty loud, and very outgoing. She has a habit of going into a red haze rage or battle crazed euphoria. Often moving towards the middle of the battlefield, right in the thick of it all. She will run down an enemy if she finds the target easy prey, potentially running into a trap without thinking. She is also fiercely loyal, and will run into direct fire to retrieve a fallen comrade. Get on her good side, and she'll be a VERY helpful ally. She is a bit prudish when it comes to Sexual things given her lack of experience. To add on to all this, her ego is also as huge as her body, boundless confidence and indomitable spirit, thus far.

Equipment:
Minigun with reinforced steel plate shields[abandoned]. Bowie knife*extra large~* Ammo Bag. Incendiary grenades. Modified 8-Gauge revolver with tungsten flechette shells, 5 shot cylinder. Newly Imrpoved Extra thick experimental shock absorption nano-weave full body plating, Now with helmet! Darts no longer effective!
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Re: XCOM Horny Valyries 2.0 OOC

Postby dragonmaster121989 » Thu Dec 11, 2014 4:44 pm

If it weren't for the fact no males I would attempt to deflower your char meep. :D nothing personal just for some rp fun
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Re: XCOM Horny Valyries 2.0 OOC

Postby Tsai » Fri Dec 12, 2014 12:17 am

Ranked Up my sheet
Welcome back, its nice to see this getting off the ground again
Name: Naomi Rivers
Age 26
Nationality:USA
Appearance
Spoiler (click to show/hide):

Image

Class: Heavy
Rank: 2
Stats
Aim: -2
Will: +4
Toughness:+4(+6 with tough as hell)
Strength:-1
Perks:Walking Tank, Gregarious, Machine Gunner, [New perk]Tough As Hell
Bio: Naomi was a pretty simple girl from middle america, she was raised a rather tough environment, a million siblings and lots of competition for everything. She grew up on a wheat farm where her father raised each of his 10 kids to become hard workings and tough people to make it out in the big wide world. Soon enough she was going to college when alien attacks were occurring and she found herself joining the ranks of XCOM where she could prove to herself she has what it takes to survive in today's world aliens or not.
Character personality:
Upside/Flaw:Naomi is very competitive, always looking to get the upper hand or win a competition or fight
Flaw: Respect authority: growing under her father's strict teaching of respecting those above your position, she's learned to not talk back and take orders almost anyone who can show they have commanding presence over her.
Flaw: Hard headed: Will usually act before thinking and ignores people who she deems beneath her.
Upside: Tough: Shes a tough nut to crack, mentally and physically, rarely giving up or submitting

Equipment:
XCOM LMG
XCOM Pistol
knife
grenade
rocket launcher.
Last edited by Tsai on Wed Dec 24, 2014 1:56 am, edited 1 time in total.
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Re: XCOM Horny Valyries 2.0 OOC

Postby Alaena » Fri Dec 12, 2014 2:51 am

Sheets look good so far except for a few people needing to do the rank up.
Just another heads up, some people are going to be antagonists - converted females fighting for the aliens, having submitted to complete depravity.
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Re: XCOM Horny Valyries 2.0 OOC

Postby Motoko » Fri Dec 12, 2014 10:02 am

ame: Motoko Takono
Age: 23
Nationality: Japan
Appearance:
Spoiler (click to show/hide):
Class: Assault
Stats
Aim -1
Will -1 (Strength of psychic attacks, psychic defense, panic resistance, pleasure threshold, willingness to submit)
Toughness +2 (Durability, pain threshold, running ability)
Strength +3 (physical strength)

Perks:pilot, martial artist, acrobat,

Bio: The animal Motoko she was called, The greatest female wrestler in all of japan. Always wowing audiences around the world with her amazing ability to take a crazy amount of punishment, ladders cages? Who could forget her manager Mala the magnificent? She was the greatest face manager of all time and motoko's best friend since childhood she was always bullied but Sasha was all way's there to protect the small girl (she was a small girl only ever standing at a bout 4'1) They were as close as sisters and were inseparable....They worked a show one night....The aliens just so happened to attack...in the confusion Motoko lost track of her friend. She would later learn what had happened. Motoko quick reactions and high threshold for pain made her an excellent candidate for the xcom project...

Character personality: Confident and generally happy, though something always seems to be bothering her, she never hesitates to rush in and assist any of her comrades, always thinking about their safety over her own, but she knows how to handle close quarters, she trained real martial arts on her way to becoming a wrestler.
Equipment: Assault rifle, standard. Armor
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Motoko
Gangs n' Whores Developer
 
Joined: Fri Feb 28, 2014 6:19 am

Re: XCOM Horny Valyries 2.0 OOC

Postby dragonmaster121989 » Fri Dec 12, 2014 2:37 pm

Ok I want to check on something that I'm curious about here. Am I allowed to take sniper and use rifle skill and duel pistol skill? Or is that too many guns? And if that's possible do I have a weight limit on what I can carry based on clips ect. I didn't see anything like that but I need to be sure.
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dragonmaster121989
 
Joined: Mon Oct 15, 2012 4:14 pm
Location: azeroth

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