Your battle suit clanks as weapons-fire ricochets off the tough armor. You're running through the trenches, the suit splashed with mud mixed with blood, burning streaks of gunfire erupting all around you. Your Autocannon blazes as you spray flak into the sky, ripping into the chassis of passing Araphan destroyers. Without warning, you pitch forward, landing over a trench. The impact tears the battle suit in half, snapping your spine as the hydraulic legs jackknife over your head. You see your legs lying ten metres away from you. You reach for your sidearm, but it's too late. An Araphan marine puts his electroblade between the shoulder blades on your armor. You look down at the shimmering blood now covering your visor. Then, everything around you blurs with motion. Everything glows yellow, and you feel yourself being pulled downward, leaving your torn body behind. Then, blackness.
When you come to, you can see a shadowy figure in front of you. He speaks.
"I am the Tetrarch. You have fallen in battle. Choose your fate."
(set up your sheet, and I will arrange your stats and stuff according to your choices.)
Araphan Marine: Name: (put what you want your name to mean, and I will translate it. Can be changed later.) Rank: Marine Weight: (230-400pds) Height: (6-10ft) Build: (Massive, Muscular, lightweight, or sinewy) ------ Aptitude: Power: Regen: Endurance: Agility: ------- Primary: (StarBurst Trenchgun[shotgun], Quad automatic[chain gun], or StormGun[Sniper]) Secondary: (Electroblade, or Vibrogrenades[x2]) Inventory: Thermoaccelerator [x1], starbands[x5], Firebrand [x1]. Armor: Palasius-weave full-body armor. -------
Araphan Special Attribute: Regen Terran Special Attribute: Adrenaline
Notes: The Araphans are more resilient, and have more powerful support, while Terrans have a more powerful arsenal. The Terran race is best for straight-up power junkies. The Araphans are better for players that like to develop and evolve their character.
I pull the peices around the hole apart to make it larger, while being cautious about anymore falling objects. "Hey, sarge, I'm going to try and open up this wreckage a little bit. Watch my back, man."
I search for the location of the lifesign. If the reading of the energy source stays the same I search my inventory and my equipment for anything out of the ordinary.
The lifesign appears nearer when you get closer to the armory door. You find a piece of faintly luminescent metal stuck in between your chest and neck plate.
You feel a faint throbbing sensation behind your eyes. There is a savaged corpse by the door, and the door itself looks like it took a beating. Your helmet reads that there is a lifesign just behind the door.
Unknown energy source: [-0], Unknown lifesign: [2m]. ----------------------------------------------------
After a few feet, it opens up into a tunnel of wreckage, just tall enough for you to stand up in.
To your left there is a wall of wreckage. To your right there is a wall of wreckage. Behind you there is the tunnel out. Ahead there seems to be a less damaged corridor.
Directly ahead is the trench on the other side of the wreckage. To your right, and sloping downwards is a corridor that has several doors on either side. You can make out a gun cage on the far end of it. In the trench ahead, there are several corpses of both factions.
To your left there is what seems to be a blocked corridor similar to the one on your right, but leading upwards. Behind you, there is the Sergeant, who apparently followed you in.
I walk down the path to the right, aiming at the doors so that if anyone comes out, they'll catch a faceful of lead. I'll allow the Sarge to do what he likes.
Nothing happens. You arrive at the gun cage. There is a piece torn out of the side net. Jackpot. There are hundreds of weapons, some in operational conditions.
Items available: 6.5 mm Grendel Assault Rifle [x3], LWRC SABR 0.308 Sniper Rifle [x1], M134D Gatling Gun [x1], M110 Sniper Rifle [x1], Cheytac 200 [x2], Barrett M468 [x1], M249LMG Mk 48 [x3], MP7A1 [x6][Sidearm], Dragon Skin SOV-500 LvL-V [x2][Armor(Heavy)], TAR-21 [x3], AT-4CS [x1][Anti-Armor], .50 Beowulf Assault Rifle [x2]. You can take three weapons. None of them have ammo, you'll have to find the ammo depot. You May take the armor, but you'll have to leave your current chest armor behind.