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Character discussion thread.

Posted by Dr. StrangeloveFor group 0
Dr. Strangelove
GM, 1 post
Fri 18 Oct 2019
at 23:37
  • msg #1

Character discussion thread

This will be the place to discuss characters, tell each other what you want known about your characters, and make any pregame plans concerning the group. I look forward to the game.
Dr. Strangelove
GM, 14 posts
Tue 22 Oct 2019
at 21:27
  • msg #2

Character discussion thread

I am the omnipotent, or impotent (i get those mixed up at times), GM. I will be playing your commanding officers who accept no retreat, the enemy who accept no surrender, and the narrator who accepts no correction on his grammatically incorrect use of the spoken word.

Please post a basic introduction here with who your character is and two or three lines about the character.

We should be able to begin soon. Let me know when you have you characters ready, please at least post their basic stats (attributes, skills, and bank account numbers). We can start as you finish up last minute details if everyone is ready.
Micheal Anderson
player, 6 posts
Tue 22 Oct 2019
at 21:55
  • msg #3

Character discussion thread

So what can I do with 21k for gear?
Dr. Strangelove
GM, 15 posts
Tue 22 Oct 2019
at 22:53
  • msg #4

Character discussion thread

In reply to Micheal Anderson (msg # 3):

There is a list gear with the box set on the trove. There is the small arms and heavy weapons guides as well. I will also be using  the vehicle guides for sviet, nato, and us vehicles.

You have enough for some decent personal gear.
Andrew Johnson
player, 3 posts
1 (Boat)Troop, A Squadron
22 SAS Regiment
Tue 22 Oct 2019
at 23:56
  • msg #5

Character discussion thread

In reply to Micheal Anderson (msg # 3):

Three most important things that usually cannot be replaced in game, night vision equipment, radios and suppressors. I have also brought a 60mm mortar and Carl Gustav rocket launcher for the team so ammunition for those would also be good.
Micheal Anderson
player, 7 posts
Wed 23 Oct 2019
at 00:06
  • msg #6

Character discussion thread

In reply to Andrew Johnson (msg # 5):

Considering we're basically Spec Ops, it would make sense.
Andrew Johnson
player, 4 posts
1 (Boat)Troop, A Squadron
22 SAS Regiment
Wed 23 Oct 2019
at 00:20
  • msg #7

Character discussion thread


Andrew was a sergeant with the SAS, he started out in the Royal Marines so is very familiar with being on the water and that was his speciality in the SAS as well. Most of his equipment is British Army issue thought his weapons are a combination of American and SAS/German issue.

He was picked up by the freighter after the yacht he was sailing to Bermuda and then the UK was severely damaged by a storm in the Atlantic.


-
Roger A Castle
player, 3 posts
Wed 23 Oct 2019
at 00:30
  • msg #8

Character discussion thread

Not SBS?
Andrew Johnson
player, 5 posts
1 (Boat)Troop, A Squadron
22 SAS Regiment
Wed 23 Oct 2019
at 00:35
  • msg #9

Character discussion thread

In reply to Roger A Castle (msg # 8):

No, it's over subscribed with Royal marines so went with the storyline that he opted for the SAS as he would have had a better chance at being accepted for training.


-
Dr. Strangelove
GM, 16 posts
Wed 23 Oct 2019
at 13:41
  • msg #10

Character discussion thread

Here are the missions I'm considering. You guys will be put together as Recondo team working under the mixed special operations unit.

1. covert insertion for the retrieval of a high value enemy leader
2. covert insertion for the retrieval of a high value allied prisoner
3. covert insertion to conduct snatch-n-grab operations with field interrogations
4. covert insertion to conduct search-n-destroy operations from field interrogations
5. tactical insertion with the intent of gathering intelligence on a location
6. tactical insertion with the intent of scouting ahead of offensive operations
7. helicopter insertion to conduct a long range recon patrol behind enemy lines
8. helicopter insertion to conduct a raid behind lines, with helicopter extraction

covert missions require a non-vehicle insertion. the team can be helicopter or small boat inserted to the coast and march inland to their area of operations.

tactical missions require the team to use a vehicle as they must be able to keep up with the advance of offensive operations as the US forces attack as a whole.

helicopter born missions drop the team into a specific location inland. the team will be on foot at the time of landing. The primary method of retrieval from these missions is a helicopter pick up.

please weigh in on the types of mission you guys are interested in as players. Some will be short term while others will obviously take longer to complete. Also, I will help make sure the team receives additional supplies and vehicles suitable to the mission if the team lacks them.

Team designation Raider66. R is for Recondo (reconnaissance commando), group 6, team 6. there are 6 groups that go by an even-number designation, i.e. 2, 4, 6, 8, 10, and 12 with each group having six teams numbered 1 through 6. So team R103 is the 3rd team from the 10th Recondo group.
Andrew Johnson
player, 6 posts
1 (Boat)Troop, A Squadron
22 SAS Regiment
Wed 23 Oct 2019
at 20:25
  • msg #11

Character discussion thread


Looks like you have every type of mission covered. I see this will run differently from the usual Twilight 2000 campaign based in Europe. You know help the village - kill the bandits - etc... Looking forward to starting.
Dr. Strangelove
GM, 17 posts
Wed 23 Oct 2019
at 21:16
  • msg #12

Character discussion thread

the normal t2k campaign is setting mid 2001 after the collapse of Europe. The printed materials are established to get the PCs back to America and involved in milgov ran operations in the fractured US.

this campaign is starting in the US in early 2000 after a significant force of Soviet troops have invaded several points in the southeast.
Erin 'Torv' Torvinen
player, 2 posts
Wed 23 Oct 2019
at 23:23
  • msg #13

Character discussion thread

I'm partial to "7. helicopter insertion to conduct a long range recon patrol behind enemy lines" myself.
Micheal Anderson
player, 8 posts
Wed 23 Oct 2019
at 23:31
  • msg #14

Character discussion thread

While my character is an officer, he has only recently started doing the spec ops stuff we are doing, so in a wise decision, the NCOs will be heavily leaned upon for insight and advice.

Also I have been out of the military for 27 years, so I have forgotten way more than I remember.
Dr. Strangelove
GM, 18 posts
Thu 24 Oct 2019
at 00:00
  • msg #15

Character discussion thread

not much has changed except for the budget, the acronyms, and the presidents.

we are still at war with those people who influence the populations of the oil producing nations of the middle east, near east, African sub-continent, and the narco-trafficers
Andrew Johnson
player, 7 posts
1 (Boat)Troop, A Squadron
22 SAS Regiment
Thu 24 Oct 2019
at 00:39
  • msg #16

Character discussion thread


This is probably for some way down the track but securing and holding one of the civil war forts could be a good adventure.


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Dr. Strangelove
GM, 19 posts
Thu 24 Oct 2019
at 01:11
  • msg #17

Character discussion thread

fort in florida go back as far the 1720s as i recall, most of them were small and located on rivers where is was common to move goods, can't miss those taxes for the king now
Roger A Castle
player, 4 posts
Thu 24 Oct 2019
at 02:48
  • msg #18

Character discussion thread

Castillo de San Marcos in St. Augustine is late 17th century (1670s?) and has never fallen to enemy action (it's been handed over a couple of times usually along with the state of FL).

The sea shell stuff (Coquina) it's built from is really cool. Virtually impervious to solid shot. Probably wouldn't hold up too well against HE though.
Dr. Strangelove
GM, 20 posts
Thu 24 Oct 2019
at 02:58
  • msg #19

Character discussion thread

Yeah the stuff crumbles to soak up impacts. Makes you wonder how they got enough of it out the ocean to make the effort worth it.
Dr. Strangelove
GM, 24 posts
Sun 27 Oct 2019
at 16:12
  • msg #20

Character discussion thread

For the upcoming mission aside from riding zodiacs, the armory will release the following if requested;

HK MP5SD3 SMG (up to 3)
magazines (up to 6 per SMG)
9mm ammo (up to 100 shots/300 rounds per SMG)

Night Vision Goggles (1 pair per team)
Laser Rangefinder (1 per team)
Binoculars (1 pair per team)
5km Manpack Radio (1 per team)
Replacement Batteries (up to 3 per radio)

Colored Smoke Grenades (up to six per team)
Smoke Grenades (Up to six per team)
Fragmentation Grenades (up to 12 per team)

This isn't a general issue to troops, this is something is made available for team use on this mission. It is to make up for missing or low availability items. Don't ask for just to put in your personal inventory, it has to come back if it isn't lost in combat.
Erin 'Torv' Torvinen
player, 4 posts
Sun 27 Oct 2019
at 16:20
  • msg #21

Character discussion thread

Ooo, I'll take at least one of those batteries. He already has the 5k radio. If anybody else can haul one as well, more the better.

I'll also change the smoke grenades in Torvs inventory to colored ones if that's alright with you GM. I did not realize we were being that specific. They were meant for signaling anyway.
Dr. Strangelove
GM, 25 posts
Sun 27 Oct 2019
at 16:57
  • msg #22

Character discussion thread

That's cool.
Micheal Anderson
player, 9 posts
Mon 28 Oct 2019
at 00:15
  • msg #23

Character discussion thread

I will work on gear tomorrow, been busy
Patrick Walsh
player, 2 posts
Mon 28 Oct 2019
at 01:57
  • msg #24

Character discussion thread

OK so I'm looking at getting a vehicle did anyone else want to lob in otherwise I think RAW we are limited to what we can physically carry.  Currently I have 10k available did anyone else want to chuck some money in?

Looking at a UAZ for 8k then fuel etc
Dr. Strangelove
GM, 26 posts
Mon 28 Oct 2019
at 04:33
  • msg #25

Character discussion thread

You guys are welcome to work that out as we go. The vehicle would be with division motor pool until needed.
Andrew Johnson
player, 10 posts
1 (Boat)Troop, A Squadron
22 SAS Regiment
Mon 28 Oct 2019
at 04:37
  • msg #26

Character discussion thread

In reply to Patrick Walsh (msg # 24):

I think we need something with an amphibious capability, but not tracked. Perhaps a V100 or V150 APC or similar, they did provide airbase security so not out of the realms of possibility that we could obtain one.


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This message was last edited by the player at 04:39, Mon 28 Oct 2019.
Roger A Castle
player, 9 posts
Tue 29 Oct 2019
at 03:22
  • msg #27

Re: Character discussion thread

Dr. Strangelove:
For the upcoming mission aside from riding zodiacs, the armory will release the following if requested;

HK MP5SD3 SMG (up to 3)
magazines (up to 6 per SMG)
9mm ammo (up to 100 shots/300 rounds per SMG)

Night Vision Goggles (1 pair per team)
Laser Rangefinder (1 per team)
Binoculars (1 pair per team)
5km Manpack Radio (1 per team)
Replacement Batteries (up to 3 per radio)

Colored Smoke Grenades (up to six per team)
Smoke Grenades (Up to six per team)
Fragmentation Grenades (up to 12 per team)

This isn't a general issue to troops, this is something is made available for team use on this mission. It is to make up for missing or low availability items. Don't ask for just to put in your personal inventory, it has to come back if it isn't lost in combat.


From the above offered gear Roger will bring:
4 Smoke Grenades
4 Frag Grenades
1 Spare Radio Battery
1 Laser Rangefinder

I can also make room for some ammo for the HK21.
Dr. Strangelove
GM, 30 posts
Thu 31 Oct 2019
at 00:52
  • msg #28

Re: Character discussion thread

Customs for rank and leadership positions in composite spec ops units basically goes like this; when not on a mission rank structure is followed as per normal military protocols but on missions experience trumps rank. That means those considered to have authority in the field are those with more experience. This boils down to time in combat.

Whenever the group needs to make a decision but is split over which option to choose the person with the most time in combat is usually relied up to decide.

As a group players, however, you will have to find amicable balance in your leadership and roles.

And remember, before you pick a fight with another PC, that this is a game filled with men experienced with combat AND killing.
Dr. Strangelove
GM, 31 posts
Thu 31 Oct 2019
at 01:09
  • msg #29

Re: Character discussion thread

The PCs will be on foot for a while, marching and long distance running may be needed so keep an eye to how much weight they are lugging around. And I will be an ass and keep up with hydration, starvation, exposure, and so on. You might want read over the rules for this in the play manual. (it's a short read)

Remember that a character that gets wounded can be medevaced if need be. Anyone that is wounded badly enough is welcome to be some white sheets, navy nurses, and another character to be their own replacement. You can only play one character at a time though. The same holds true for characters that die in combat.
Patrick Walsh
player, 4 posts
1st Lt. 23rd Engineer Rgt
9 Para Squadron
Thu 31 Oct 2019
at 02:38
  • msg #30

Re: Character discussion thread

In the original campaign as part of character gen we would be rolling for a vehicle as a group, is something similar happening here?
Also was wondering how long have we as a group been together?  Do any of the PCs have shared experience together?
Dr. Strangelove
GM, 32 posts
Thu 31 Oct 2019
at 03:56
  • msg #31

Re: Character discussion thread

Yes
2 months preparing for this in war ravaged Cuba
Yes, training in Cuba
Dr. Strangelove
GM, 33 posts
Thu 31 Oct 2019
at 15:37
  • msg #32

Re: Character discussion thread

maps are still a no-go. Got some google downloads, put a few icons on them, just can't them down small enough for rpol to accept them. i will keep trying, but no promises.
Dr. Strangelove
GM, 37 posts
Sun 3 Nov 2019
at 12:51
  • msg #33

Re: Character discussion thread

There only four of you actively  posting. Not sure what happened to Captain Anderson.

That means 2 men to either side, the sailor in the back midline ahead of the outboard. This isn't a rib boat. It's a straight up two cell inflatable. It's about eight feet long and not quite four feet wide. But it does weight nearly 850 pounds with fuel, outboard, motor mount, oars, and lines. Add in 1000 pounds + for 5 men and gear.

It cramped, you 4 are 2 men to each side for balance and rowing is done on your knees without removing paddles from the water. Blade fore, flat aft rowing in slow, cadenced strokes to prevent much noise. The sailor is using an oar as a rudder to keep the boat straight and close to shore.

Noise is the issue. Its a bright moon out, you are on water. Anyone who can see you can see from around two hundred meters away. Its monochromatic like a black and white picture that is overexposed.

Even with night vision you are looking into dark patches surrounded by brighter light, and there is reflected like on the water. Known as light or moon haze. Welcome to early gen night vision of the 1980s.

Point is the real way you locate hidden people like sentries and observation posts is by noise. People get bored, tired, anxious, fidgety, and flat out uncomfortable. Then they move and make noise that gives them away. Noise discipline is your greatest asset on the boat.

The boat is small, you can't truly sit up, if a firefight breaks out it will be very hard for more than one person to respond with return fire. In the event of trouble the steersman cranks up the outboard and roars away at about sixty mph, you need to be hanging on.

Ingress is all about getting to the point of insert/execution without getting compromised. Since the plan is what it is for this op. If your insertion is blown you will dropped off at a secondary insertion point and still carry out the mission. There is no going back to the ship.

Welcome to operation East Wind, the invasion of Soviet controlled central Florida.
This message was last edited by the GM at 13:04, Sun 03 Nov 2019.
Dr. Strangelove
GM, 38 posts
Mon 4 Nov 2019
at 00:24
  • msg #34

Re: Character discussion thread

still nothing from Anderson moving forward.
Roger A Castle
player, 14 posts
Mon 4 Nov 2019
at 05:28
  • msg #35

Re: Character discussion thread

Feel like we haven't done nearly enough of this Character Discussion stuff.

I figure if we trained together for this we really should have a pretty good idea of our skills and team roles.

Castle has been in US Army Spec Ops for about 15 years and was in Europe for the pretty much the entire war.

His best skills are Combat Rifleman, Melee Combat, Body Combat, and Recon. I am certain he is not the only character on our team who is skilled in those areas but those are the areas in which he is truly exceptional.

He is notably skilled in Forward Observer, Hvy Weapons, Instruction, and Combat Engineering.

It probably won't come up on this mission but he is also an expert Armorer (Gunsmith)
Patrick Walsh
player, 6 posts
1st Lt. 23rd Engineer Rgt
9 Para Squadron
Mon 4 Nov 2019
at 09:38
  • msg #36

Re: Character discussion thread

OK so background info on Pat

Pat only recently reenlisted, he made it to Europe briefly before they pulled the trops out.  He was a Lieutenant in the UK Para Engineers that left and moved to the US before the war began.  He has an American wife and lived in northern Florida before the war and his wife is still living there now on a farm owned by her parents.

He's a good shot but probably not up to Spec Forces standard, other military skills are Combat Engineer, Demolitions and Heavy Weapons.  He is university trained as a civil engineer, geologist, metallurgy and mining engineer.  Further he loves mucking about in the water and is an avid SCUBA diver and boatie.
Dr. Strangelove
GM, 41 posts
Mon 4 Nov 2019
at 11:57
  • msg #37

Re: Character discussion thread

Thanks, I appreciate the effort, this thread will always be open
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