Standard RTD rules apply. A dice is rolled for your action and it has varying levels of success depending on the outcome.
[1] You completely and utterly FAILED at what you were trying to do. You also made things worse than they were before you even tried!
[2] You screwed up and couldn't do whatever you tried to do.
[3] You succeeded...kind of. You either expended more to do it or some other drawback will happen.
[4] You did whatever you tried to do. Happy days for everyone.
[5] Whatever you did, it was completely badass and improved things considerably.
[6] You succeeded but...overshot, bro. You did it TOO awesome and now there are consequences!
Anything you need to know about the Mass Effect Universe can be found here.
Again, standard RTD rules apply. In true Mass Effect fashion, players will get a recharging kinetic barrier to protect them from damage. If you don't get hit for a while, it'll recharge on it's own or certain powers can make it power up faster. Enemies will either have a kinetic barrier, enhanced armor, or no defense at all.
Biotics and tech-users have both pre-assigned skills like Throw, Singularity, and Warp, but don't be afraid to do creative things with biotics and tech. It will be assumed that Adepts and Engineers will have better biotic/tech skill than Infiltrators/Vanguards/Sentinels, and their bonuses reflect this, so go wild and get creative.
Mass Effect 2's ammo system is lame, so everybody is assumed to have infinite ammo, however using a gun too much in rapid succession will cause it to overheat, rendering it useless for a few turns. On the subject of ammo, certain classes will get ammo powers which affect what your shots do. More on that in the classes section.
On skills, ammo-based powers last until you overheat or until 3 turns have passed. I'm going to try to avoid putting exact numbers on most skills because I want rolls to determine most things. For example, if you roll a 1 your Tactical Cloak might screw up and malfunction, making it useless for a few turns. If you roll a 5, it will completely shield you and last for quite a while.
Finally, and very important, your class will start with a single gun of every weapon type they can wield. So a Vanguard will automatically start with a Pistol, an SMG, and a Shotgun, and so on and so forth.
Popular in RTD's nowadays, I won't be using an HP-based system, but instead realistic damage. If you get your leg shot, expect movement penalties. Other than all that, regular RTD thingies apply.
CCLASSES
Soldier
Weapons: Pistols, Assault Rifles, Shotguns, SMGs, Sniper Rifles
Heavy Armor - Soldiers get a layer of armor underneath their kinetic barriers, making them much harder to damage.
Incendiary Ammunition - Nullifies enemy health regeneration. Lights enemies on fire. May cause organics to panic.
Cryo Ammunition - May freeze enemies.
Concussive Shot - Knocks down most enemies, giving them reduced rolls until they stand up.
Adept
Weapons: Pistols, SMGs, Biotic Implant
L5x Implants - Adepts get a free +1 to all biotic-based rolls.
Throw - Flings enemies backwards, causing extra damage if they impact something.
Warp - Shreds the target with shifting mass effect fields. Shreds armor and kinetic barriers.
Singularity - Creates a gravity well at a target location. This well pulls enemies towards it and damages over time.
Engineer
Weapons: Pistols, SMGs, Omni-tool
Technical Genius - Engineers get a free +1 to all tech-based rolls.
Overload - Heavily damages shields and may disable weaponry. Deals heavy damage to synthetics.
Combat Drone - Summons a small flying drone. Can draw enemy fire and minorly damage enemies. One drone at a time.
Incinerate - Lights enemies on fire, heavily damages armor, may panic organics, nullifies health regeneration.
Vanguard
Weapons: Pistols, SMGs, Shotguns, Biotic Implant
Heavy Weapons Guy - Vanguards get a free +1 to using Shotguns and Heavy Weapons.
Vanguard Charge - Charge an enemy, instantly closing the distance and dealing damage while knocking your target back.
Pull - Knocks a target off their feet and sends them flying towards you.
Shockwave - Sends a wave of energy along the ground, which may knock up any enemies hit by it and deals small damage.
Infiltrator
Weapons: Pistols, SMGs, Sniper Rifles, Omni-tool
Precision Accuracy - Infiltrators get a free +1 to accuracy rolls.
Disruptor Ammo - Deals extra damage to shields and deals extra damage to synthetics.
Tactical Cloak - Temporarily makes you invisible, making enemies ignore you. Certain enemies such as synthetics might still be able to trace you.
Damping - Disables enemy tech and biotic powers for a short time.
Sentinel
Weapons: Pistols, SMGs, Biotic Implant, Omni-tool
Tech Armor - Temporarily boosts your shield strength, makes them regenerate faster if depleted. Explodes when depleted.
Cryo Blast - Freezes one enemy, slowing him down and other good stuff.
Overload - Heavily damages shields and may disable weaponry. Deals heavy damage to synthetics.
Warp - Shreds the target with shifting mass effect fields. Shreds armor and kinetic barriers.
Name:
Race:
Class:
Appearance: (optional)
Background: (optional)
Anything else you want to add:
Name:Kagak
Player Name: Kaguro Draven
Name:Blasto
Race:Hanar
Class:Soldier
Appearance: (optional)Big Stupid Jellyfish
Background: (optional)First Hanar Spectere
Anything else you want to add:"This one is curious as to weither it's weapon has overheated or not, does the other feel forchunate?"
Weapon: 6 HS Pistols
Name: Kria
Player Name: wolfchild
Race: Asari
Class: Adept
Appearance: (optional): Tall, skin = Teal eyes Violet
Background: (optional): Used to work in espionage, wanted a change of pace
Anything else you want to add: Hurting those she has taken under her wing is a berzerk button
Weapon: Neural Pistol ( you can use your adept powers to control rate of fire and power and such but overheats much quicker )
Name: Taric Vas Nedas
Player Name: Taricus
Race: Quarian
Class: Engineer
Apperance: Inside a survivor exosuit
Background: An EOD expert who was exiled for destroying a ship, taric has several years of combat experience
Weapon:Geth Pulse Rifle
Name: Rakkus Makuria
Player Name: inteuniso
Race: Turian
Class: Infiltrator
Appearance: Dark gray combat armor, and a VI headset.
Background: A C-Sec dropout, this Turian mercenary now earns money doing the jobs no one else can handle
Weapon: Sniper Rifle
Name: Spyke (Eh I did not know what to call him..)
Player Name: Ultimuh
Race: Krogan
Class: Soldier
Appearance: Looks pretty much like any Krogan, with the exeption of haveing a metal lower jaw and an eye implant on his left side due to years of bloody warfare. Plus he has several scars beneath his armor.
Background: He does not talk about his background, but he have served for ages in various wars and battles as a mercenary .
Anything else you want to add: ?
Weapon: 300 - M Claymore
Name: Samane T'Alece
Race: Asari
Class: Vanguard
Appearance: A typical example of an Asari in terms of facial features; round and youthful despite her near 600-odd years as a commando. Her eyes are a light blue and her skin is a pale sky blue.
Background: Samane has been a commando for most of her life. When the Turians founded C-Sec on the Citadel she worked there for an extended period before resigning and becoming a mercenary for a change of pace.
Anything else you want to add: If we get to choose our class's entire list of guns, I'll take the Carnifex for my pistol, the Tempest for my SMG, and the Eviscerator for my shotgun. If I only get one, I'll just take the Eviscerator.
Weapon: Eviscerator