Mass Effect: Aftermath RP Revamped

CrusaderRyuoki

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This is a VERY MATURE RP. Recommended Age of 18 or older. This RP will Contain Graphic Situations including but not limited to cursing, blood, gore, violence, death, bigotry, sexual situations, sexual themes, drug use, and alcohol. If you are not comfortable with anything of these things then it is suggested that you don't join. You have been warned.

Rules, Settings, Plots, and Info.

This is a Mass Effect RP and it takes place after the third game, following the control ending. The mass relays are damaged and the objective of the populace is to repair them to reinstate faster than light travel. There are five factions to choose from. Since the last one was too long i'm shortening this one with spoiler tags

Paragon Factions

Systems Alliance - The military of the planet Earth unified under one banner. The ingenuity and courage shown in the reaper war has boosted the recruitment rates and given Earth a power military strength. Unique Trait - N7

Citadel Armada - The united alien races of the Milky Way Galaxy founded the Citadel council. In service to the Citadel are their Spectre and C-Sec Forces. The Citadel now under the control of the remnant Commander Shepard conscious mind orbits the planet Earth and serves as their Orbital Defensive Network. Unique Trait - Spectre

Neutral Faction

Geth/Synthetics - The Geth and Synthetic life forms are neither good nor evil and simply exist in the world alongside the organics. Since they've become "alive" the Geth have been given complete free will and can choose to serve either the Paragon or Renegade force if they so desire. Geth have their own unique classes which all have a unique ability and share the same racial trait of Hunter Mode which gives them enhanced vision; including x-ray and thermal vision.

Renegade Factions

Neo-Cerberus - After the demise of the Illusive man and his right-hand man Kai-leng, the paramilitary group Cerberus was thought to have disbanded. Rumors circulate though of a new leader calling itself the Shadow Monarch which has gathered the old Cerberus forces and united them under Neo-Cerberus. The first act Neo-Cerberus accomplished was taking control of the planet Mars and with the combined might of the inhabitants of Omega they now control the planet and use it as their surface base of operations. Unique Trait - Cerberus Enhanced

Omega - The outlaw satellite that left the Omega Nebula to assist in the Reaper War. In the Aftermath they have gone back to their renegade ways of piracy, trafficking, drug dealing, and murder. Forced into an uneasy alliance with Neo-Cerberus the Omega Satellite orbits Mars to act as the Orbital Command Station for the Renegade faction and is lead by the powerful Asari biotic Aria T'Lok. Unique Trait - Blue Suns, Blood Pack, or Eclipse Gangs available to join.

There are six classes to choose from for the factions excluding the geth. The classes determine your powers and weapon choices. Each class has its own class ability/power that is unique to the class. in addition to your class power you can choose three powers/abilities. The classes are divided into three categories.

Biotics

Adepts
Adepts are the purest form of biotic combatants. Their focus on training allows them the special biotic attack of Singularity. By focusing their powers an Adept can make a small localized black hole to draw enemies in while also charging the enemy with biotic energy to set up combos using attacks such as Warp or Throw. The downside to their biotic focus is that an adept can only use an SMG as well as the standard Pistol Sidearm.
Class Skill = Singularity - Create a localized black hole on the target causing them to be drawn in and biotically charged.
Cool-down time = 3 turns

Vanguards
The biotic combat-specialist. A vanguard employs use of its biotic abilities for close range combat. With the unique ability of Biotic Charge which cloaks its user in a shell of biotic energy before crashing into the target and the shotgun as a choice of weaponry, along with either a SMG or Pistol make the Vanguard a force to be reckoned with.
Class Skill = Biotic Charge - Surround yourself in biotic energy and charge full force into the target. Splash damage to enemies withing a one yard radius of the target.
Cool-down time = 2 turns

Biotic Abilities:

Barrier - Create a biotic shield around your body to absorb two turns of damage.
Cool-down time = 6 turns

Warp - Blast target with biotic energy to weaken armor and damage them. Makes foe biotically charged.
Cool-down time = 2 turns

Lift - suspend your foe helplessly into the air for one turn and make them biotically charged.
Cool-down time = 4 turns

Pull - Pull your target towards you.
Cool-down time = 1 turn

Throw - Throw a concussive biotic sphere at your target launching them away from you. Sets off a biotically charged opponent.
Cool-down time = 2 turns

Stasis - Freeze your opponent in place for two turns. Biotically charges the target.
Cool-down time = 6 turns

Reave - Drain health from your opponent to heal yourself.
Cool-down time = 5 turns

Shockwave - Unleash a shockwave of biotic energy knocking down your target while setting off any biotically charged targets.
Cool-down time = 2 turns

Slam - Lift and smash your target into the ground, stunning them for one turn.
Cool-down time = 3 turns

Annihilation Field -Surround yourself with biotic fire burning anyone within a yard of your body. Last for 3 turns.
Cool-down time = 5 turns

Biotic Orbs = Summon three biotic orbs to either satellite around you or be launched at foes and explode. Satellite form last 3 turns.
Cool-down time = 5 turns

Biotic Sphere - Create a 3 yard dome shaped sphere around you that increase your damage output but also decreases the damage output of anyone in range of the sphere. Biotically charges opponents. Last 2 turns. Cool-down time = 5 turns

Dark Channel - Launch a leeching swarm of energy that damages the target continuously for 3 turns. Biotically charges the target in stacks one stack of charge for each turn.
Cool-down time = 7 turns

Dark Sphere - Throw a dark sphere that passes through up to four enemies making each one biotically charged. Cool-down time = 3 turns

Nova - Send out a three foot diameter biotic shockwave from your body. Detonates biotically charged targets. Cool-down time = 2 turns
Combat

Soldiers
The front guard of any military force. Their extensive weapons training allow them to equip any weapon as well as carry three weapons on them at a time without difficulties. With their Adrenaline Rush ability a soldier can fight through large amounts of pain as well as gain a boost to their speed, strength, precision and skills.
Class Skill = Adrenaline Rush - Activate your stimulant implants to give you a surge of energy greatly reducing damage taken while also providing you superior fight strength and the ability to 6 actions in combat instead of 4. Last for 2 turns. Cool-down time = 5 turns

Soldier Abilities:

Concussive Shot - Fire a condensed thermal shot from your gun, knocking down your opponent while damaging them as well.
Cool-down time = 1 turn

Carnage - Fire off a super condensed thermal shot from your gun that explodes on impact delivering splash damage in a three foot radius. Cool-down time = 2 turns

Fortification - Activate an energy shield around your body, stopping all damage for two turns. Cool-down time = 6 turns

Marksmen - Activate neural link to your gun giving you 100% accuracy on your next two shots. Cool-down time = 8 turns

Proximity mine - lays down a mine that explodes when an enemy walks nearby. Carrying Limit = 5

Sentinel
The hybrid warrior using both tech and biotic abilities. The unique combination of abilities make Sentinels a tough opponent to face. With their Tech Armor ability let them fight like a soldier with the abilities of an engineer or adapt. Class Skill = Tech Armor - Surround yourself in hard light armor stopping firearms damage for 3 turns.
Cool-down time = 5 turns

Sentinel Abilities:

Warp - Blast target with biotic energy to weaken armor and damage them. Makes foe biotically charged. Cool-down time = 2 turns

Throw - Throw - Throw a concussive biotic sphere at your target launching them away from you. Sets off a biotically charged opponent. Cool-down time = 2 turns

Shockwave - Unleash a shockwave of biotic energy knocking down your target while setting off any biotically charged targets. Cool-down time = 2 turns

Overload - Overcharge the systems in your opponents gear sending an explosive electrical shock through their body. When used on a Synthetic Player/NPC Enemy overload stuns the target for 2 turns. Cool-down time: 2 turns

Cyroblast - Fire of a frigid blast from your omni-tool slowing down your opponent. When used on an Organic target they are frozen in place for 2 turns. Cool-down time: 2 turns

Flamer - Fire off a flamethrower stream with a two yard range. Doubles the damage on a frozen target. Ignites an unfrozen Organic target for 3 turns. Cool-down time: 3 turns

Specialist Classes

Infiltrators
The shadowy background of combat. Infiltrators rely heavily on their use of the stealth field generator that is unique to their genetic code so as to stop the theft and piracy of the devices. While specializing in the use of sniper rifles the infiltrator can also equip a shotgun or pistol sidearm.
Class Skill = Tactical Cloak - a stealth device that makes the user completely invisible for 3 turns or until they attack. doubles the damage of any move done while cloaked. Cool-down time : 7 turns

Infiltrator Abilities:

Sabotage - Use your omni-tool to reconfigure the fired mechanisms in a targets weapons, which cause the weapon to misfire and shock the user. When used on a Synthetic Player/NPC Enemy sabotage stuns the target for 2 turns. Cool-down time: 2 turns

AI Hacking - Hack a nearby synthetic via wireless signal from your omni-tool being to help fight with you for 3 turns. When used on a Synthetic Player the player is unable to attack the infiltrator that hacked it for 3 turns. Cool-down time: 2 turns

Overload - Overcharge the systems in your opponents gear sending an explosive electrical shock through their body. When used on a Synthetic Player/NPC Enemy overload stuns the target for 2 turns. Cool-down time: 2 turns

CryoBlast - Fire of a frigid blast from your omni-tool slowing down your opponent. When used on an Organic target they are frozen in place for 2 turns. Cool-down time: 2 turns

Incinerate - Blast your target with fire. Deals double damage to a frozen target. When used on an unfrozen Organic target a burn is applied which does damage over the course of 3 turns. Cool-down time: 2 turns

Energy Drain - Drain the energy from nearby devices to refresh your cool-down abilities. When used on a Synthetic target stuns them for 2 turns. Cool-down Time: 5 turns

Recon Mine - Release a floating mine that searches for targets before exploding. Carrying Limit: 5 turns

Engineer
Tech experts, the engineer is a specialist that is able to support itself in solo combat through use of its two unique class abilities, Combat-Defense Drone and Deployable Turret.
Class Skill = Combat-Defense Drone - Summon a spherical drone that will seek out and attack targets. Last for 3 turns or until destroyed. Cool-down Time: 4 turns
Class Skill 2 = Deployable Turret - Throw down a stationary turret that will fire at targets in a 180 degree field of vision in a twenty-five foot range.

Engineer Abilities:

Sabotage - Use your omni-tool to reconfigure the fired mechanisms in a targets weapons, which cause the weapon to misfire and shock the user. When used on a Synthetic Player/NPC Enemy sabotage stuns the target for 2 turns. Cool-down time: 2 turns

AI Hacking - Hack a nearby synthetic via wireless signal from your omni-tool being to help fight with you for 3 turns. When used on a Synthetic Player the player is unable to attack the infiltrator that hacked it for 3 turns. Cool-down time: 2 turns

Overload - Overcharge the systems in your opponents gear sending an explosive electrical shock through their body. When used on a Synthetic Player/NPC Enemy overload stuns the target for 2 turns. Cool-down time: 2 turns

CryoBlast - Fire of a frigid blast from your omni-tool slowing down your opponent. When used on an Organic target they are frozen in place for 2 turns. Cool-down time: 2 turns

Incinerate - Blast your target with fire. Deals double damage to a frozen target. When used on an unfrozen Organic target a burn is applied which does damage over the course of 3 turns. Cool-down time: 2 turns

Energy Drain - Drain the energy from nearby devices to refresh your cool-down abilities. When used on a Synthetic target stuns them for 2 turns. Cool-down Time: 5 turns

Recon Mine - Release a floating mine that searches for targets before exploding. Carrying Limit: 5 turns

Decoy - Create a Hologram to distract opponents. Last 3 turns. Cool-down time: 4 turns

Tactical Scan - Exposes the location of hidden enemies including cloaked targets. Cool-down time: 3 turns

Supply Pylon -Restock all ammunition, grenades, and/or mines while simultaneously refreshing all cool-downs. Cool-down time: 8 turns.

Geth Classes - Geth classes are just the Geth equivalent to the normal classes with some slight differences.
- Soldier Class but uses Enhanced Robotics instead of Adrenaline Rush.

- Sentinel Class. Uses Mobile Shields; which places down 4 solid shield walls around the Juggernaut, instead of Tech Armor

- Adapt Class. Uses superior speed and tech abilities in place of biotic ones. Special ability Wall Climbing.

- Infiltrator Class. Uses Carnage Ability as well as infiltrator tactical cloak.

- Engineer Class. Has single turn cool-down Flamer attack but the attack can last for three turns before needing to cool-down, can also use Geth Turret and Geth Drone in place of deployable turret and combat-defensive drone.

- Vanguard Class. Uses quick physical charge in place of Biotic charger. Can also use the ability Carnage.
They're are nine different races to choose from with each race having special traits that enhances their class selection.


The krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. The krogan managed to not only survive on their unforgiving homeworld, but actually thrived in the extreme conditions. Unfortunately, as krogan society became more technologically advanced, so did their weaponry. The end result is that they destroyed their homeworld in a nuclear war that reduced their race into primitive warring tribes. Since the Unification of the tribes under the rule of Clan Urdnot's Chief, Urdnot Wrex Tuchanka and the Krogans have grown into a more peaceful people.
Racial Trait: Krogan Rage - when a krogan enters the heat of battle their redundant nervous system produces enough adrenaline to send them into a rage which allows them to shrug off damage and deliver bone-shattering charging attacks.

Human
Humans are the youngest of all the races but their ambition and determination makes them potentially the most dangerous. With their Systems Alliance and seat on the council the human forces have gained much influence throughout the galaxy and universe. Racial trait: Gunsmith - Able to use 4 gun mods instead of 3.


A race of four-eyed bipeds native to the world of Khar'shan, the batarians are a disreputable species that chose to isolate itself from the rest of the galaxy. The Terminus Systems are infested with batarian pirate gangs and slaving rings, fueling the stereotype of the batarian thug. It should be noted that these criminals do not represent average citizens, who are forbidden to leave batarian space by their ubiquitous and paranoid government. Despite several disagreements with the Citadel and simmering hostility toward humans, most batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. They have a reputation for being shrewd businessmen and merchants, though in more lawless regions of the galaxy like Omega, negotiations with a batarian are likely to be conducted at gunpoint.
Racial Trait = Hidden blades - Batarians are able to launch multiple throwing blades from their gauntlets to inflict damage of a widespread area. Limited to one shot per gauntlet before having to reload the mechanism.


Known for their militaristic and disciplined culture, the turians were the third race to join the Citadel Council. They gained their Council seat after defeating the hostile krogan for the Council during the Krogan Rebellions. The turians deployed a salarian-created biological weapon called the genop.hage, which virtually sterilised the krogan and sent them into a decline. The turians then filled the peacekeeping niche left by the once-cooperative krogan, and eventually gained a Council seat in recognition of their efforts. Originally from the planet Palaven, turians are best known for their military role, particularly their contributions of soldiers and starships to the Citadel Fleet. They are respected for their public service ethic—it was the turians who first proposed creating C-Sec—but are sometimes seen as imperialist or rigid by other races. There is some animosity between turians and humans, largely due to the turian role in the First Contact War. This bitterness is slowly beginning to heal—as shown by the cooperation of the two races on the construction of the SSV Normandy—but many turians still resent humans, and vice versa.
Racial Trait: Military Training - All Soldier-class abilities have their cool-downs reduced by 1 turn.


The quarians were a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. Since their homeworld Rannoch was recaptured, the quarians have begun migrating back to the planet. Although their immune systems are still weakened from being contained in their environmental suits for so long, Geth technology has made it possible for the Quarians to live safely and freely out of their suits periodically by jump-starting their immune systems. Racial Trait:
Gear-Head - All specialist-class abilities have their cool-downs lowered by 1 turn.


The second species to join the Citadel, the salarians are warm-blooded amphibians native to the planet Sur'Kesh. Salarians possess a hyperactive metabolism; they think fast, talk fast, and move fast. To salarians, other species seem sluggish and dull-witted, especially the elcor. Unfortunately, their metabolic speed leaves them with a relatively short lifespan; salarians over the age of 40 are a rarity. Salarians are known for their observational capability and non-linear thinking. This manifests as an aptitude for research and espionage. They are constantly experimenting and inventing, and it is generally accepted that they always know more than they are letting on. Racial Trait: Natural Stealth - Gives the salarian the ability to quickly and quiet move around undetected for 2 turns in combat or when out of combat for 5 posts.


Known for their unique biology and aggressive behavior, the vorcha of Heshtok are a primitive race that live among the galaxy's darker and more dangerous locations, such as Omega. Many vorcha are trained by the krogan Blood Pack as mercenaries due to their savage nature and adaptability to different environments. The rest of galactic civilization regards them as pests and scavengers, and their presence is generally seen as a blight. The vorcha are the shortest-lived sapient species currently known, with an average lifespan of only 20 years. The vorcha are known for a rather unique biology that differentiates them from other known species and which carries with it a striking set of advantages and disadvantages. The vorcha have clusters of non-differentiated cells, similar to those found on the planarian worm of Earth. These cells allow the vorcha limited regenerative abilities, as well as the ability to adapt quickly to its environment, such as developing thicker skin after being burned or increased musculature to survive in high gravity. When a vorcha is injured or in distress, these cells move to the affected area and rapidly (~1 week) mature to specialized forms that will alleviate the issue.
Racial Trait: Adaptive Regeneration - Vorcha will heal damage they take in fights over time.


The drell are a reptile-like race that were rescued from their dying homeworld by the hanar following first contact between the two. Since then, the drell have remained loyal to the hanar for their camaraderie and have fit comfortably into galactic civilization. The drell possess eidetic memory, an adaptation to a world where they must remember the location of every necessary resource across vast distances. The memories are so strong that an external stimulus can trigger a powerful memory recall. These recalls are so vivid and detailed that some drell may mistake it for reality.
Racial Trait: Memory Recall - Grants the drell four abilities instead of three.


The asari, native to the planet Thessia, are often considered the most powerful and respected sentient species in the galaxy, and are known for their elegance, diplomacy, and biotic aptitude. This is partly due to the fact that the asari were among the earliest races to achieve interstellar flight after the Protheans, and the first to discover and settle the Citadel. A mono-gender race, the asari are distinctly feminine in appearance and possess maternal instincts. Their unique physiology, expressed in a millennia-long lifespan and the ability to reproduce with a partner of any gender or species, gives them a conservative yet convivial attitude toward other races. Favoring compromise and cooperation over conflict, the asari were instrumental in proposing and founding the Citadel Council and have been at the heart of galactic society ever since.
Racial Trait: Biotic Aptitude - All biotic-class abilities have their cool-downs reduced by 1 turn.

/
Artificially created beings who thanks to the actions of commander Sheppard are now considered "Alive" as they have free will and a conscious mind unique to each one.
Racial trait: Hunter Mode - Allows the synthetic to see all targets even those cloaked or hidden and doubles the damage of all firearms.

General Flow of the RP

Storyline and/or plot related post are required to have a minimum of thirty words. Your role in the story is dependent on what you PERSONALLY do as a poster. I you want to you can own a bar or be a janitor. This RP is free roam and is only locked into the storyline of fixing the Mass Relay System. Your characters own individual story doesn't have to correlate to the main plot if you don't wish too but it must not go out of the way to change key facts within the storyline such as political power shifts (i.e killing of a major leader or figure head) or destruction of a planet/major area. the premise of the world is set in the Sol System with colonies on every planet. Combat can be done PvP with each post counting as one turn in which three actions can be selected or PvE where the player can either control the battle to their liking or ask a MOD to NPC for them in which case the battle is treated as PvP against an NPC character.

After choosing a faction you will be able to undertake missions from your respective groups. Missions will be posted by MODs or can be made up by the player for convenience. Completing missions will allow you to rank up and eventually access your factions Unique Trait which in turn provides you with the Class Expand Ability which will grant you two class powers and upgrade your class. Below is a table showing the classes and their Class Expanded versions along with the class ability. Class Extends are based off of BOTH the factors of RACE and FACTION. So as not have have many people just saying they did such and such to gain a class extend a MOD must first approve that one has completed the required amount of missions to reach class extend.

Systems Alliance N7 (Human Only)

ClassClass ExtendClass Skill
SoldierN7 DestroyerT5V-BATTLESUIT (Quadruple Grenade Launcher, Shoulder-mounted Missile Launcher, Devastator Mode, Doubles grenade count capacity, decreases speed)
SentinelN7 PaladinOmni-Sword and Shield melee gear
InfiltratorN7 ShadowTeleport Sneak Attack, Katana Blade, Electrical shockwaves from Katana
VanguardN7 SlayerBiotic Charge x3 Combo, Katana Blade, Biotic Shockwaves from Katana
EngineerN7 DemolisherInfinite Grenades/Mines, Homing Grenades (aka smart bombs)
AdaptN7 FuryTeleportation*, Biotic attacks are fired twice with one shot.

Citadel Spectre (Any Race)

ClassClass ExtendClass Skill
AdeptAsari JusticarTeleportation*, Decreases Biotic cool from 1 turn to 2 turns reduction
AdeptKrogan ShamanShaman's Gift (increases duration of damage over time biotic abilities)
EngineerTurian SaboteurJetpack**, decreases tech cool-downs by 1 turn.
InfiltratorTurian GhostJetpack**, Increased tactical cloak duration by two turns.
InfiltratorAsari HuntressIncreased Tactical cloak by two turns
InfiltratorDrell assassinIncreased Tactical cloak by two turns
SentinelAsari ValkyrieTeleportation*, enhanced Tech Armor also stops biotic damage for two turns
SentinelKrogan WarlordWarlord's Hammer
SoldierTurian HavocJetpack**, increases the reduction rate of cool-downs from 1 to 2 turns reduced.
VanguardTurian CabalPoison blades, venom strike.

Neo Cerberus Enhancements (Human Only)

ClassClass ExtendClass Skill
SoldierCerberus DragoonJump-jet Boots, Omni-Naginata
SentinelCerberus GolemOmni-hammer
InfiltratorCerberus GeminiHard light Omni-clones
VanguardCerberus FenrirBiotically charged Whips***
EngineerCerberus CyborgTransforms arms and legs into various weaponry
AdaptCerberus PhoenixFlame-charged Whips***


Omega Gangs - Omega has three separate gangs to which you can class extend depending on your race and class. as such I will have a different table for each gang along with the corresponding race

Blood Pack [Gang Color: Red] (Krogans, Batarians, and Vorcha only)

RaceClassClass ExtendClass Ability
BatarianAdeptBatarian SlasherGauntlet Fires of biotically charged blades
VorchaEngineerVorcha HunterDual wrist-mounted flame throwers, submission net
KroganSoldierKrogan EnforcerDual Wield Shotguns
BatarianVanguardBatarian BrawlerBatarian Gauntlet Punch, Shock Net

Eclipse [Gang Color: Black and Yellow] (Asari, Salarians, Humans only)

RaceClassClass ExtendClass Skill
HumanEngineerTalon MercenaryWrist-mounted omni-crossbow
SalarianEngineerEclipse MechanicAble to use three abilities from stealth before being detected
AsariVanguardEclipse CavalierBiotic Charge-Nova Combination

Blue Suns [Gang Colors: Blue and White] (Batarians Turians, Humans only)

RaceClassClass ExtendClass Skill
BatarianVanguardBatarian BrawlerBatarian Gauntlet Punch, Shock Net
BatarianAdeptBatarian SlasherGauntlet Fires of biotically charged blades
HumanEngineerTalon MercenaryWrist-mounted omni-crossbow
TurianEngineerDefected engineerJetpack**, Dual wield omni-blades

As Mass Effect is a third person shooter, naturally guns are included in this RP. the guns are split into six categories: , , , , , and . Every class excluding Soldier is allowed to carry up to two weapons of their ability to wield, a set of 5 grenades, and one Heavy weapon. The Soldier class can carry three weapons and 10 grenades, as well as a heavy weapon. If you want to be authentic with your weapons choice you can follow the link for each weapon and choose from there. Each gun has 3 mod slots and an ammo slot for changing the attributes of the weapon. Ammo types include: Disruptor/Electrical Ammo, Incinerator/Fire Ammo, Armor-Piercing/AP Ammo, and Warp/Biotic Ammo. Grenade Types include : Frag, Lift, Warp, Inferno, Arc, Sticky, and Cluster****

Likewise each Gun Type has its own set of mods it can use.

Assault Rifles:
Precision Scope - 4x Scope, Stability Dampener - Lowers Recoil, Extended Barrel-Increases damage, Piercing Mod-Adds Armor Piercing, High-Velocity Barrel - Adds Armor Piercing, stacks with Piercing Mod, Omni-Blade Bayonet - adds bayonet to rifle, Thermal Scope - 4x scope with thermal imaging.

Heavy Pistols
High Caliber Barrel -Increases Damage, Scope Upgrade - 2x Scope, Melee Stunner - adds taser to stun targets with when using melee attack, Piercing Mod - Adds armor piercing, Heavy Barrel - Increases damage and adds Armor Piercing.

Shotguns
Blade Attachment - adds high quality metal blade bayonet, High Caliber Barrel - Increases damage, Smart Choke - Reduces shotgun recoil, Shredder Mod - Adds Armor piercing, High-Velocity Barrel - Increases speed of projectiles, Omni-Blade bayonet - Adds omni-blade bayonet

Sniper Rifles
Enhanced Scope - Changes scope to Variable Model Allowing 4x, 8x, and 16x settings, Extended Barrel increases damage, Piercing Mod - adds armor piercing, High-Velocity Barrel increases the speed of the projectile, Thermal Scope 4x scope with thermal imaging.

SMGs:
Scope Upgrade - 4x scope, High Caliber Barrel - Increases Damage, Recoil System - Lowers SMG Recoil, High-Velocity Barrel - Increases speed of projectiles.

Combat Flow

Combat, as previously stated will be turned based during PvP or mod-based PvE. In combat each player will have a kinetic barrier level of ten points. Kinetic barriers stop damage from guns and should be removed to make powers more effective. Each gun does a different amount of damage to a kinetic barrier. Pistols do 1-2 points of damage. SMGs do 2-3 points of Damage. Shotguns, depending on the range will do 1-5 points of damage. Assault rifles can do 3-6 points of damage. Sniper rifles do 6-8 damage when shot at anywhere other than the head. A head-shot with a sniper rifle will always do 10 points of damage but can only be pulled off on an unsuspecting enemy. any damage taken afterwards is count as actually being shot and hurt. In PvP and PvE, death is not permanent. should you be defeated then you will be extracted to the nearest med station of your faction. If you are in command of your own ship and crew then you shall be extracted by them.

In Addition to your weapons, powers, grenades and heavy weapons each character has a device called an Omni-tool. The omni tool is a wrist mounted computer that allows tech classes to use their abilities. Every omni tool is equipped with a melee weapon of the users choice, whether it be a short bladed sword or a frosty dagger. N7 Paladins are unique as they carry both an omni-shield and omni-sword.

Player Characters and Non-Player Characters

Character Progression is based off of how you personally play. If you're one of those go-getter type characters and apply for mission after mission to rank up and be the best then you might have a bit more fun than someone who wants to play both sides of the fence and run a store during the day while moonlighting as a bounty hunter at night. The point is that I'm trying to make this RP as close to the Mass Effect universe as possible by giving you free will and the ability to do practically anything you want. You wanna punch a baby, go right ahead. You want to help old people, hey more power to you. Just don't abuse your power.

You can form up to four-man squads with other players or NPCs to help you accomplish a task. In combat you will control any NPCs in your squad. They will be treated as PCs in terms of how they battle, meaning they are limited to the three actions per turn rule.

Character Templates must be approved by either myself or one of the thread moderators. Do not ask to be a MOD as the answer will be no. I will choose MODs and they shall be notified via a PM of their status change before I announce it in the thread. The rules and Regulations are subject to change. If an incident is brought to my attention or i see something that is just way out there then I shall create a rule to rectify the situation. I'm hoping though that all the bases have been covered and we can all enjoy the RP without incident.

Custom hybrid character creation will be allowed in very limited frequency. You must follow the set up of the classes, the powers limit, and cool-down times. Templates that will be flat-out rejected include Political Leaders, Faction Leaders, and/or Alternative Leader. The leaders and their lieutenants have already been designated as NPCs and as such can be played by PCs.



Special Issues that need Clarification


* - Teleportation can be used either twice per turn or in two turn consecutively before going into a three turn cool down.
** - Jetpacks can be used for 3 continuous turns before being depleted of fuel. It takes 3 turns for the jetpacks to fully recharge after its been depleted but can be used at two turns for one burst.
*** - The whips two yards long and are fashioned like the ones used by Whiplash in the Iron Man 2. The only real difference is that they are not always out and are only release when they are needed so as not to get in the users way.
**** - Cluster grenades are actually three grenades in one and do more damage the closer a target is to the initial throw as they spread the farther out they are thrown.


**Character Templates**
Name:
Age:
Race:
Faction:
Class:
Abilities:
Appearance:
Bio:
 

CrusaderRyuoki

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Name: Marc Smith
Age: 22
Race: Human-Cyborg
Faction: Neo-Cerberus
Class: Vanguard
Abilities: Dark Channel, Reave, Nova
Appearance: African American with an above average body build. Long Dread-locked hair tied down in the back. Stands about five foot seven inches tall. When not wearing his combat armor he is usually dressed in casual sneakers, jeans, shirt, and a hoodie. Carries a four foot katana blade with him where ever he goes.
Bio: Marc was a soldier for the Systems Alliance during the Reaper War but after suffering the loss of both his arms and legs as well as serious damage to his internal organs he left when the government told him that they couldn't do anything for him. He was found by the Shadow monarch who invited him to join Neo-Cerberus. Promises of a complete body and surgical enhancements as well as a bit of revenge against the Alliance were more than enough incentives for him to join. Using data from the previously successful cyborg Kai Leng, Marc was outfitted with similar enhancements including palm blasters, wrist blades, boot thrusters, and biotic enhancing cybernetics throughout his body. Marc's System Alliance training combined with the combat data of Kai Leng and the training he now receives under Neo-Cereberus' simulators and Drill Sargents make him a very capable fighter and swordsmen.
 
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