Alright, after the spate of failed ME RTDs I'm starting my own.
1-: Major fail: Hilarity ensures.
2: Fail: Not done.
3: Slight success: done a half job.
4: Success: It's done just normally.
5: Major success: Done well, done right.
6+:Overshot: Done TOO well.
Name:
Race:
Profession:(Note: you don't have to use the ME classes for this)
Weapon proficiencies:(Choose two)
Armour proficiencies:
Abilities:
Biography:
Appearance:
Skills: (Choose two, noting biotics count as one choice)
Inventory: five weapon slots, armour slot, four item slots and a slot each for Omnitools and amps
Biotics depend on the situation and difficulty of the manoeuvre, this is represented with multiple dice being rolled for this.
D1: Standard roll (Push, pull and such basic manoeuvres)
D2: 2d6 (Warp)
D3: 3d6 (Stasis)
D4: 4d6
D5: 5d6
These are similar to biotics in difficulty, though generally easier.
D1: Standard roll
D2: 2d6
D3: 3d6
Assault rifles.
Battle rifles.
Sniper rifles.
Shotguns.
SMGs.
LMGs
Heavy weapons: Anti tank.
Heavy weapons: Special.
Machine Pistols
Light pistols (NOTE: pistols count as proficiency towards both light pistols AND Machine pistols)
Heavy pistols
Mêlée weapons (Note: Mêlée weapons carry no skill penalty, this represents an individual's preference for gutting someone)
Injuries will be locational and realistic(relatively), so expect penalties for lost organs, though they can be replaced.
Bone fractures will need a proper cast, medigel won't work towards healing.
Armour: armour is classed into five weight groups, also displaying different amounts of protection and mobility; anything not plated is considered to be fabric armour, -1 to wound plated locations, this armour also happens to be terminus sale versions, so no auto medi-gel.
Light: Protects the torso, head, lower legs and feet and hands with plating (+1 to mobility rolls)
Medium: Protects the torso, head, lower legs, feet, hands and arms with plating. no penalty.
Heavy: Protects all areas. -1 to mobility
SH: protects all areas with a +2 modifier to protection, -3 to mobility. not available to choose.
Vehicle: Requires AT to damage, only available to vehicles.
Skills: anything that may be appropriate as long as it's not a "Munchkin" skill.
Combat will be relatively simple, First a initiative roll then the combat roll, the initiative applies at the start of combat only
You may come across items that can improve your weapons, from accuracy to range.
Fixed weapon AKA solid: +1 to initiative but takes two weapon slots, Available to all weapons.
Foregrip: +1 to initiative, +1 to burst fire, Availabe to SMGs, LMGs, Assault rifles.
LAM: +1 to aim but must be activated.
Iron sights: +1 in close quarters, replaces scope. All weapons.
Scope, Basic: +1 to aim, -1 in close quarters. All weapons.
Scope, Sniper: +2 to aim, -3 in close quarters.
Scope, Holographic: +1 to hit, no penalties
Heat sink, Standard: overheats after so many shots.
Heat sink, TC: requires reloading.
Heat sink, Detachable: takes three weapon slots, instantaneous heat reduction.
Munitions, Variable: Copy and paste from the effects in ME
Bayonet: Useable in CQC, +1.
I also would like to point out that I'm a bit of a canon nazi so no interacting with Shepard & Co.
So here we go.
Player list
1.
Name:Kah'rosh nar Quib Quib vas Lorosh
Race:Quarian
Profession:Bartender/Station owner
Weapon proficiencies:Sniper rifle, Shotgun
Armour proficiencies:Light
Abilities:Tech drone, AI hacking, Overload, Incinerate, and if allowed Tech Shields.
Biography: Kah'rosh joined a merc group when his pilgrimage began, they where quite successful over a few years and the leader of the group let him take one of the ships they had.....aquired to the fleet for his pilgrimage. He immideately requested his new captain for the right to stay in space and off the fleet, his request was grudgeningly accepted. Over the years he worked with other merc groups and eventuilly got his hands on his own space station, he worked on it until it was a place people from all over the terminous could do bussiness, while never even close to as bustleing as Omega it was quite successful non-theless. He prefers to let different people run their own areas of the station while he owns the guard force, and spends most of his time working in a bar where the only rules are 'no guns, no weapons, no disturbing other people with your fights' naturally Krogan love the place. He more often than not tosses out people who break the rules himself useing his shotgun.
Appearance: Average quarian
Skills: Working with tech, Intimidating people.
Inventory: An "Avalanche VII" shotgun, a "Volkov VII" sniper rifle, "Stilleto V" Pistol, enviro-suit, "Nexus IX" omnitool, datapad for quick reference to his station, assorted useful items.
2.
Name:Ravanor Otasu
Race: Krogan
Profession: Technician
Weapon proficiencies: Pistols, Shotguns
Armour proficiencies:Light, Medium
Abilities: Area overload, cryo blast, tech armor, concussive shot.
Biography: Otasu of Ravanor clan, like most krogan, was born in Tuchanka. Differently than others, instead of fighting and hunting, he spent most of the time repairing tech and finding uses for salvage. Seeking a better life, the krogan left for omega and joined the Blood Pack. He was a valued member of the Pack due to his repair skills, but after a few years his commander refused to pay him after a mission, so Otasu killed him and left the Pack. The krogan still has a grudge with the Blood Pack, but prefers not to mention his past. Otasu is smart and cold for a krogan. He is also stubborn and likes doing things his way.
Appearance: Otasu is small for a krogan and has a small shoulder hump, for which he is often picked on by other krogan. His skin is tan and he has red eyes.
Skills: Ship repair, Tech
Inventory: M-23 Katana shotgun with sledgehammer rounds, low quality self-made handgun, "Mercenary V" krogan medium armor suit, 2 high-explosive grenades, unmodified "Logic Arrest V" omni-tool.
3.
Name: Karres Sudyrian
Race: Turian
Profession: Operative
Weapon proficiencies: Sniper Rifle, Assault Rifle
Armour proficiencies: Medium, Heavy
Abilities: Assassination, Road warrior
Biography: Karres was what's considered a 'good' Turian. He enlisted in the military when required and followed every order his superior gave him without question... even deserting the Turian Hierarchy for the life of a mercenary. When the older Turian finally died, Karres was left with no real direction in life. He signed on with the Blue Suns for a few years, but eventually he decided to try life on his own.
Appearance: Turians, to human eyes, tend to have very few defining characteristics. His eyes are blue, however, and his territorial markings cover only the left side of his face in purple. He prefers his armor to be primarily dark gray with dark purple as a secondary color.
Skills: Biotics, Vehicle operation (ground)
Inventory: X-92 Mantis Sniper Rifle, X-15 Vindicator Battle Rifle, Turian Knife, Datapad, 3 Cryo Grenades, Chameleon Omni-Tool, Savant Bio-Amp
4.
Name:Cain Kakras
Race:Turian
Profession: Support gunner
Weapon proficiencies:Heavy weapons: Anti tank. Assault rifles.
Armour proficiencies:Heavy
Abilities:AI hacking, cryo blast.
Biography:He had a happy childhood but that was a long time ago, someone hired the blood pack to take everyone as slaves in the colony after a long battle both of Cains parents laid dead and with them his fear of dying.
Appearance:His face is covered with black tatoos.
Skills: Tech, Tank buster (AKA armour killer)
Inventory:ML77 missile launcher(anti tank munitions) M-96 mattock, heavy "Crisis" armor, "Bluewire X" omnitool.
5.
Name: "Clanless" Kreav
Race: Krogan
Profession: Krogan Battlemaster
Weapon proficiencies: Heavy pistols, Sniper rifle
Armour proficiencies: Medium
Abilities: Combat Drone, Warp ammo
Biography: An Old timely Krogan rebellion fighter, Kreav was a Rogue in the war and often robbed merchants and killed Asari and Turians just for the hell of it, He hates, hates, hates Spectres
Appearance: Bigger and heavier then your average Krogan, Oftenly mistaken for Wrex
Skills: Biotics, Armed robbery
Inventory: M-3 Predator, M-92 Mantis, Nexus tool, Prodigy Amp, 2 thermite paste incendiary grenades, "Titan VII" Armour.
6.
Name: Marcus Aiden Rausten
Race: Human
Profession: Mercenary/Medic
Weapon proficiencies: Shotgun, Melee
Armour proficiencies: Light
Abilities: Toxin serum, Stun.
Biography:Aiden was born on earth, and raised to be a soldier. By the time he was 15 he had perfect discipline and a wide knowledge of tactics, and human anatomy. When he turned 18, he signed up to the army. After a few years of further training, including a complete course in First Aid. Then he left, for reasons not even he is sure why.
Appearance: Aiden is youngish, aged mid - late twenties, with curly blonde hair and clear blue eyes. His skin tone is tanned.
Skills: Biotics, First aid.
Inventory: "Firestorm VI" Shotgun, "Shuriken" machine pistol, "Scorpion VII" Light armor, basic trench knife, first aid kit and a "Polaris" bio amp
Waiting list:
1.
Name: Compass Ghost
Race: Human
Profession: Special Weapons and Tactics Elite
Weapon proficiencies: Assault Rifles, Heavy Pistols
Armour proficiencies: Medium
Abilities: Flashbang Grenade, Tactical Cloak
Biography: Nobody knows where Compass comes from, Most agree that he comes from the Netherworld, some theories include Hell and the void and god-knows-what, but whatever it was, Fighting Compass is short for "You are Fucking Insane", formerly, it was "You are going to wish you were dead soon", but recent problems with Mercenaries and criminals have forced him to switch from Non-lethal to Lethal, he is a Elite of SWAT, a Classified Security/Tactical Insertion/Tactical Arrest/whatever
Appearance: Wears a Blue-ish helmet that is rarely taken off, Green gloves, Rest of the Armor is Black/Blue, Back of armor contains a Blue, glowing strip
Skills: Tactical Attacks, Arresting
Inventory: Colt M4A1 New (Avenger assault rifle with a M4A1 design), M5 Phalanx, Medium "Stealth" Armor, two Lockdown devices, One Datapad for tracking status on Squad members, Flashlight, Nexus Tool, Prodigy Amp