Look, ma, Two RTD's at once!
[1] - Epic fail, you won't get out of this without injury
[2] - Fail, don't expect things to be good
[3] - Meh, about the middle
[4] - Win, not much to say
[5] - Epic Win, again, not much to say
[6] - Over-win, no side-effects
2014......it had brought about large changes, The Converize Rose to power as the dominant power of humanity, Neural Reprogramming easily
turned humans into trained, Fearless people, it reshaped people's memories, turned them into obedience and Pro-Converize, and basically
erased the person's past history, turning them into Slaves of the Converize, Cloning was a hidden secret the Converize had, the Converize,
they are Merciless Mass-murderers that would want nothing but to enslave the entire human population of earth
But by far, the biggest changes, were the First contact of Aliens, and in a bad form : The Ursans, a Race hailing from
Ursa, a Hidden moon that was just recently found, they are highly advanced and have no will to fight other races, but The Converize did it first...
As of the first contact agression, The Ursa Raiders are created, they are hand-picked from the most elite of the Special Ops and are trained
to survive on other planets, the Best of the Elites, Elites that could match the FTF 141, Earth's Elite Special Operators
Humanity - A Race from Earth, they are slower then the Ursans and weaker in Mental Capacity, but stronger then them Physically, as fit humans can
easily Lift up even heavy Ursans, They are not advanced and barely achieve Space-flight
Ursans - A Race from Ursa, they are Weaker then Humans physically, but faster then humans and have higher Mental Capacity, they are highly advanced and have achieved full space-flight,
they are the same as humans in appearance, but have one Glowing, red "Sharp-eye" in place of either their left or right eye that they can use to see things up to 2 miles and can, for a short time, see through walls, this is the player race
Name :
Gender :
Appearance :
Bio :
Class : See relavent spoiler
Skills : See Relavent Spoiler
Starting weapons : See Relavent spoiler
Elite Soldier - Has the most health out of all, they can hold heavy weapons with one slot and do more damage then other classes
Elite Medics - Healers, they use "Charge"(Mental Powers) to send a electrical shock that can only heal Ursans
Elite Engineers - Constructors, they can build automatic sentry guns and other buildings that can be moved, also has a Jetpack
Elite Field Operators - Supporters of the battlefield, they can use "Charge" to order Fire support
Elite Infiltrator - Master of stealth, they can disguise from dead bodies and blend in with the darkness
You may have up to 3 skills
Blood Boost - Permenantly Increases your health by 20
Shields - Grant you a upgradable shield, starts at 30 shield points and may be upgraded until 200
Damage Amplifier - Your damage done is increased to slightly higher then the soldier class, and if you are a soldier, you damage will be increased
Damage Deplifier - Reduces the damage you recieve
Laser Bayonite - gives you 3 laser bayonites to fit on your weapons
Soldier only skills
Rapid Fire - Sacrifice more ammo to fire more ammo, Rapid fire doubles ammo useage and increases damage
Energy Launcher - Gives you 2 attachable Energy launchers that operate the same as the human Grenade launcher,
but has no range restrictions and cannot harm Ursans
Adrenaline rush - in exchange for 1/3 of your charge, you can get reactions faster then any organic being by slowing down
time for you and only you, allowing for easy headshots and fast reaction time
Medic only skills
Healing expert - Higher health healed per jolt
Splash healing - Each heal shock can heal multiple Allies provided they are close
Constant heal - you can constantly heal somebody using several turns but using the same charge
Engineer only skills
Speed-build - Faster building times cut the build time of each building one turn less
Combat engineer - You don't place a plan, you just slam the building case down and let it build, turning build actions into free actions
(But only one per turn)
Material Conservation - You use less Materiel when building things, allowing for more buildings to be built
Field Operators only skills
Heavy fire support - with each artillery/airstrike/strike from orbit/whatever you call in, command throws in a extra, doubling the firepower
Combat Fire support - you can shoot and focus your Mental powers at the same time, allowing you to order fire support while shooting
Accurate Fire support - When you call down fire upon a certain someone or something, the ordiance don't go flying all over the damn place, allowing for
accurate hits
Infiltrator only skills
Personal Radar - Gives you a personal radar to sense nearby enemies(and allies)
Marker - you gain the ability to "Mark" a hostile, which gives your allies bonuses to attacking said hostile
Illusion - allows you to create illusions that could range from a simple fake cat to a giant tank illusion
Or, to say it better, Mental Energy, all Classes use them for their respective actions(Healing for medics, Building for engies, fire support for FO's,
Disguising and cloaking for Infiltrators, figure that out) the soldier has barely any use for it(Adrenaline rush being the only thing that uses charge),
The Charge bar is divided into 5 sections
Charge can also be used by any class to attack/defend/whatever, they include :
Electric shock - Classic Electric jolt, each section can support 5 ES's, doesn't do much damage though
Electric Bullet - Fires volleys of Electric shots, each bullet does little damage, but it does add up, each section may sustain 10 shots
Electric Bolt - One-shot version of Electric bullet, causes medium damage, each section may one sustain 1 bolt
Electric Fist - Humans may be stronger then you, but it doesn't mean you can't punch him with Electricity, each section may sustain 2
Strength boost - when the need for close combat comes, this thing should make your strength equal to the humans, should, half-a-section used for every turn in strength boost
Electric shield - this thing'll protect well against Electric and bullets, but it sucks against debris and explosions, Rolls will determine how much a attack
reduces a section
EMP - Okay, it won't cause a blast and shut everything off, but it'll shut off alarms and motion triggers and things you won't want to have operational
, one section used for every EMP(Nobody wants their vehicle to suddenly shut off)
Electric storm - Short for "a electric shitstorm", causes enough damage to down a tank in one shot, but electricity conductors WILL cause the attack to fail, unlike others,
and it's commonly found on vehicles and buildings, uses all 5 sections
Players with Empty charge sections will get a hidden roll which determines it's recharge
It might be good to note that only Ursans have "Charge", humans are too weak in mental capacity
You may start with 2 weapons, Heavy weapons take up two slots(Unless you are a soldier)
Unless stated, Weapons cannot use ammo from the other side(For example, a Revolver can't use ammo found in a U-247 pistol, and vice-versa)
Human Weapons :
Human weaponry operates on a Clip/box/cylinder/whatever system
Pistols
Usp/Glock - despite it's different names, it's the same, classic sidearm, does low damage, 20 bullets in each clip
Desert Eagle - A Popular sidearm, it does medium-low damage, 7 bullets in each clip
Revolver/Magnum - Same functionality different name, does medium damage, 6 shots per cylinder
Shotguns
Chrome shotgun - Pump shotgun, reloads like shit, though, high damage at close range, medium at close-medium range, low damage at everything else, holds 8 shells
Auto-shotgun - Automatic shotgun, reloads like it's a ass, medium-high damage at close range, low damage at everything else, holds 7 shells
Sub Machine guns
TMP - Light-weight machine gun, low damage, 30 bullets per clip
MP5 - light, low recoil, decent damage, quite popular, 30 bullets per clip
UMP - heavier version of the MP5, medium damage, 25 bullets per clip
P90 - Spray fire, things turn into mass-bullet spams if everybody gets this, low damage per shot, 50 rounds per clip
Assault rifles
M4A1 - Popular assault rifle, has a unsilenced and silenced variant, medium damage, 30 bullets per clip
AK47 - Or : Terrorist gun, quite loud and a little too much recoil, medium-high damage, 30 bullets per clip
M16A2 - Better version of the M4A1, medium damage, 30 bullets per clip, higher accuracy(heavy)
AK-47 U - Lighter, less recoiled version of the AK47, 30 bullets per clip, medium-low damage
Machine guns
M249 - common machine gun, low damage, 100 goddamn bullets per box(heavy)
M251 - Heavier variant of the M249, low damage, 200 bullets per box(Heavy)
Ursan Weapons :
Ursan Weaponry Operates on a All-bullets-in-one or a rechargable battery(Recharges over time/at a recharger)
No reloads are needed
Sidearms
Energy Pistol - Operates on a rechargable energy battery, low damage, Rechargable battery(50 shots)
U-247 pistol - Uses Depleted Uranium bullets, low damage, 200 shots
Electric pistol - Sends out a constant electricity stream, constant damage, Rechargable battery(100 hits)
Shotguns
Torrent SR8 - Uses depleted Uranium bullets, high damage at close range, high-medium at close-medium range, shitty at the others, 50 shots in total
Laser Shotgun - Uses a Rechargable battery, same as the Torrent SR8 shotgun, rechargable battery(40 shots)
Sub-Machine guns
LI-240 - Fires Lasers, low damage, rechargable battery(120 shots)
LAC-210 - Uranium ammunition user, Low damage, 200 shots in total
CAPS-3295 - Experimental Laser Beam sub-machine gun, fires a constant laser, constant damage, rechargable battery(200 hits)
Assault Rifles
U-295 Assault rifle - Fires Depleted uranium, word says that it's considered old, but it's still effective, low-medium damage,
300 shots total
L-14 AR - Standard issue weapon of the Ursa Army, uses a Rechargable battery, medium damage, recharge battery(250 shots)
C-15 - Experimental weapon, only developed when Humanity was First-contact'd, it can use ammo
from both sides, medium damage, 400 shots total
Machine Guns
Charge Machine gun - Rare machine gun, draws from the user's "Charge" Bar, Medium-high damage, Charge bar(100 shot for every section)(heavy)
UAC MG - Uses Rechargable batteries, but is as the same as above, rechargable battery(600 shots)(heavy)
DUAC MG - same as above, but uses Depleted uranium, 1000 shots in total(heavy)
I liek engineers so much that they get a section
Each engineer starts with 200 metal
Mini-Sentry - Small version of the Sentry gun, fires energy bolts, low damage, 45 metal, insta-build
Sentry - Standard Sentry gun, Energy bolts, low-medium damage, 95 metal, 1 turn
Recharger - Can be used to recharge rechargable battery guns and the Charge of players, 120 metal, 2 turns
Rocket-Sentry - Sentry gun with plasma rockets, medium damage, 120 metal, 2 turn
Dispenser - Dispenses Depleted uranium bullets, reference directly from TF2, 120 metal, 2 turns
Flying sentry - Tired of being vulnerable to the enemy while moving your buildings? the Flying sentry is your solution!
It flies, which means that you do not have to move it, it has three states, Land, air, and sea, Air is the default state,
in this state, it has dual LI-240's to take out infantry, on land, it behaves like a normal sentry, in sea, it has the most
dangerous weaponry : Dual rocket launchers, capable of destroying any suckers who dare to set onto the sea in a boat or diving,
whatever the sucker is doing, 150 metal, 2 turns
The laser Gun - i ain't going to do a advanced race without lasers, this thing'll burn through anything, but it's quite fragile, handle with care, high damage, 2 turns, 150 metal
Mini-robot mini-factory - Creates small-robotic machines armed with a Laser Blaster, the robots are weak, but in numbers, can easily overwhelm and kill squads, Ursa's can easily detect and spot them using either their left or right eye, whereever their sharp eyes are, but humans don't have sharp eyes
The Converize - Main antagonists
Bravo's Raiders - A Human, NPC controlled group similiar to the Ursa Raiders, but minus elite troops and with human weapons
FTF 141 - Main Rivals, they might be allies if the Converize ever betrays them(wait what a spoiler)
Clossus - a Bunch of insane madmen responsible for creating Neural Reprogramming and Cloning
Malvice - Ursa goverment, blah blah blah
The Dragoons - Consist of Mortally injured Elites incorporated into a four-legged Anti-infantry/artillery exoskeleton
Ursa Raiders - Player Faction
Nexus - Main Scientists/Command of the Ursa
Name: Trol Lan
Gender: Male
Appearance: A small Ursa, with short, black hair.
Bio: Once an Ursa space pilot, Trol was picked due to his quick temper and his general sneakyness.
Class: Elite Infiltrator
Skills: Laser Bayonet, Personal Radar, Damage Deplifier.
Weapons: CAPS-3295, Electric Pistol.