Board Game AU! Assassinorum: Execution Force
Mar 7, 2017 19:20:16 GMT -6
Post by Gaunt on Mar 7, 2017 19:20:16 GMT -6
The Setting
It is the distant future of the 41st Millenium. For ten thousand years, humanity has been at war with the forces of Chaos, demonic invaders from beyond reality. Now, a Chaos-worshiping sorcerer thinks he has found a way to end that war. He intends to open a gateway within reach of Earth, allowing demonic forces to attack the homeworld directly. To respond to this, humanity must use their trump card: the Imperial Assassins. Four elite specialists, armed with advanced weapons and given suits to make them incredibly quick, strong, and resilient. Normally solitary agents, assassins from the four major orders must work together to infiltrate the temple, stop the ritual, and eliminate the sorcerer before he can open the gateway and doom the entire Empire.
Our heroes will take on the roles of these assassins, with a villainous counterpart being the sorcerer. This could be a full AU, or it could be done as an immersive roleplaying deal.
The Agents:
Eversor: A berserker, a sledgehammer where the other assassins are scalpels. Eversors charge in head-on, relying on their heavy weapons and enough combat stimulants to kill an elephant. Eversors are normally mindless living weapons, but for this mission the Vanus agent who is serving as mission control found a way to stabilize him, keeping his monstrous strength while allowing him to think clearly enough to function with the team. He could not, however, disable the Eversor's failsafe: If the assassin dies and cannot be resuscitated by his suit, the stim injectors add another chemical that reacts with the combat stims, turning Eversor into a bomb.
Equipment: Executioner Pistol (Switches between explosive armor-piercing rounds and poison darts), Claw Gauntlet coated with poison, Power Sword (Uses an energy field to disrupt matter, allowing it to cut steel like paper.), Melta Bomb (Antitank plasma explosive)
Player: Slobo
Callidus: The subtlest of the assassins. Through a mix of advanced medical technology and adaptations to the assassin suit, Callidus can shapeshift, taking on the appearance and mannerisms of their targets. Using a substance called Polymorpine, they can shapeshift their bodies to anything even roughly humanoid, with their minds adapting to mimic the creature's behavior until the right time to strike. The suit shapeshifts as well, mimicking the armor and clothing of whatever they turned into.
Equipment: Phase Blade (Wrist-mounted energy blade that can pass through armor and other defenses), Neural Shredder (energy pistol that fires blasts of psychic energy, erasing the minds of its targets.)
Player: Silverwing
Vindicare: Master sniper. Vindicare assassins are normally patient hunters, able to wait days or even weeks without moving until they can take the perfect shot. When time is of the essence, they are just as dangerous. Vindicare agents are able to hit a moving target from miles away, and are still lethal in close quarters. Their mask also has scanners that can pick out targets through walls, striking when their prey think they are safe.
Equipment: Exitus Rifle (Long-range sniper rifle that can be loaded with antitank, armor-piercing, or incendiary rounds), Exitus Pistol (High-caliber pistol that fires the same rounds as the rifle), Blind Grenades (A flashbang to stun and daze enemies while the assassin escapes), combat knife.
Player: ?
Culexus: A Mage-Killer. Culexus assassins have no souls, only a void that sucks in magical or psychic energy around them. Their presence alone gives anyone nearby a sense of existential dread, even when their helmets are containing their powers. When they cut loose, those who aren't trained to be mentally strong often flee in terror. Their powers make it difficult for minds to admit they're even there, allowing them to pass unseen and making them annoyingly hard to hit, even before you count an assassin's Matrix-like reflexes. Culexus assassins need no close-combat weapons, their touch will quickly drain the life from an enemy, and can instantly kill a psychic or sorcerer if they can get to a weak point in their armor.
Equipment: Psyk-Out Grenades (Sends out a cloud of psychic-jamming dust that makes magic or psychic powers far more likely to backfire), Animus Speculum (Helmet-mounted cannon that fires beams of anti-soul. Grows stronger the more sorcerers or psychics are nearby.)
Player: ?
Vanus (Optional): Mission Control. Vanus agents never go out in person, but the Vanus operative here is coordinating the mission, and making sure Eversor's chemical mix is stable. Vanus agents are masters of information, technology, and chemistry, and this one will stay on the ship, making sure everyone's working properly.
Equipment: Computer.
Player: ?
The Big Bad
Sorcerer: A young (only a few centuries old) sorcerer, worshiping the Powers of Chaos. The sorcerer is a Space Marine, a genetically enhanced supersoldier with extra hearts, kidneys, and other organs, as well as a mastery of pyrokinesis and some knowledge of demon summoning. He's a threat enough even without his Hulkbuster-esque power armor. The sorcerer has a loyal retinue of cultists, a few elite Space Marines (with slightly less boss armor), and a small demonic familiar to protect him while he performs the ritual. If necessary, he'll put the ceremony on hold to take care of any pesky interlopers himself.
Equipment: Terminator Armor (Hulking suit of power armor, strong enough to walk through a meter-thick concrete wall without breaking its stride. Essentially a light tank shaped like a man.), Custom Bolter (Gun with explosive, armor-piercing ammunition, outfitted with a chainsaw bayonet.), Sorcerer's Staff (Spear that channels his dark powers, has an eye on it. It's pretty neat.)
Player: ?