Future RP Ideas

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Ranga360
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Re: Future RP Ideas

Post by Ranga360 »

I would Matt, Just send them to me and I will got to them asap.
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Re: Future RP Ideas

Post by Arch-Mage Matt »

I meant posting them in the forum, but thanks.
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Re: Future RP Ideas

Post by Gandalf »

I would. I read the potential OP and it was brilliant.
Last edited by Gandalf on Fri Jul 13, 2012 10:31 am, edited 1 time in total.
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Re: Future RP Ideas

Post by Crepe the Ashlander »

Where is the OP for this Aurora? I'm all up for original creativity. If I can get to the OP, I would happily read the short stories.
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Re: Future RP Ideas

Post by Ranga360 »

Arch-Mage Matt wrote:I meant posting them in the forum, but thanks.
All the same I will still read it.
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Re: Future RP Ideas

Post by VirtualWeasel »

Probably already an RP like this, but... A Great War RP, perhaps? Empire vs. the Thalmor... All the Redguard/Thalmor conflicts in Hammerfell...
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Re: Future RP Ideas

Post by Frost Mage »

VirtualWeasel wrote:Probably already an RP like this, but... A Great War RP, perhaps? Empire vs. the Thalmor... All the Redguard/Thalmor conflicts in Hammerfell...
Hell yes.
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Re: Future RP Ideas

Post by Arch-Mage Matt »

Crepe the Ashlander wrote:Where is the OP for this Aurora? I'm all up for original creativity. If I can get to the OP, I would happily read the short stories.
It's in the vault as of now, being updated and edited often.
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Re: Future RP Ideas

Post by ClottedCream »

VirtualWeasel wrote:Probably already an RP like this, but... A Great War RP, perhaps? Empire vs. the Thalmor... All the Redguard/Thalmor conflicts in Hammerfell...
Meh, Great War RP's are boring, I'd prefer an RP set during the Great War, than an RP about it.
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Re: Future RP Ideas

Post by Baloth-Kul »

Unionhack wrote:Alright, it'd officially established.
Mass Effect: Reclamation will re-start once one of the RP's that Justice Knight is in ends. I want him to be able to join.
Keep it in mind if you want to join, guys. I don't want it to flop before starting again xD
I am sooo in :mrgreen: I wanna RP a Drell.
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Re: Future RP Ideas

Post by ClottedCream »

I'll be an Elcor >_>
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Re: Future RP Ideas

Post by Baloth-Kul »

Elcor are strong but slow. In combat, they typically have weapon placements strapped to their backs. xD you would be a tank.
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Re: Future RP Ideas

Post by ClottedCream »

Yay:D
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Re: Future RP Ideas

Post by The-Shadow-One »

Kingdom Hearts, Naruto, Vampire the Masquerade.. Why brain, must you go so quick? I also blame the roleplays I play with my friends..
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Re: Future RP Ideas

Post by POMC S117 »

Baloth-Kul wrote:Elcor are strong but slow. In combat, they typically have weapon placements strapped to their backs. xD you would be a tank.
Is it a half-track, is it a tank? No, it's an Elcor!
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Re: Future RP Ideas

Post by VirtualWeasel »

To elaborate more on that RP, I was thinking maybe a Second Great War after the events in Skyrim, where the Empire collapses and government of any sort is lost in Skyrim. Former Morrowind is divided. 3/4 of the mainland is a province of Black Marsh, while the last upper fourth is left for a broken Dunmer country, led by a man claiming he is the returned Nerevarine. The Dovahkiin is living in High Hrothgar, gaining his power and building a militia... Awaiting his chance to defend Skyrim from the Thalmor. The Emperor became obsessed with the prophecies from the Elder Scrolls, and locked himself in an unknown location somewhere in Cyrodiil. His absence from the Imperial City causes the government to weaken, only inviting the Thalmor in...

We'll elaborate more if we make the RP, but, there's the basics.
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Re: Future RP Ideas

Post by POMC S117 »

...

I would join that as soon as you put that up!
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Re: Future RP Ideas

Post by Nova »

Sounds great weasel, but a certain war rp or two might keep me busy. -glances at POMC-
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Re: Future RP Ideas

Post by ClottedCream »

VirtualWeasel wrote:To elaborate more on that RP, I was thinking maybe a Second Great War after the events in Skyrim, where the Empire collapses and government of any sort is lost in Skyrim. Former Morrowind is divided. 3/4 of the mainland is a province of Black Marsh, while the last upper fourth is left for a broken Dunmer country, led by a man claiming he is the returned Nerevarine. The Dovahkiin is living in High Hrothgar, gaining his power and building a militia... Awaiting his chance to defend Skyrim from the Thalmor. The Emperor became obsessed with the prophecies from the Elder Scrolls, and locked himself in an unknown location somewhere in Cyrodiil. His absence from the Imperial City causes the government to weaken, only inviting the Thalmor in...

We'll elaborate more if we make the RP, but, there's the basics.
YES YES YES
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Re: Future RP Ideas

Post by Unionhack »

Currently working out the system for Mass Effect: Reclamation based on Kerr's system for Vault 54. It's going to be using a single D20 with simple modifiers and stuff.
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Re: Future RP Ideas

Post by Deimos »

I added a poll to X-Men: Project Z. The question asks when we should start, based on when I will be available for the high amount posts that comes along with the beginning of an RP.
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Re: Future RP Ideas

Post by Unionhack »

Here's the system for Mass Effect: Reclamation, based off of Kerr's.
Spoiler:
Races
Every race has their own set of skills and weaknesses, as well as their own sets of stereotypes that other people see in them. Your race will affect your skills and the reactions of others.

Human - Humans are the versatile inhabitants of Earth, with the potential to excel in any field they partake in. Humans get +1 in any two CASPIE attributes (Up to a maximum score of 10) of their choice. Their interactions with Turians and Batarians are considered unfavorable.

Turian - Turians are the steadfast, strict people of the planet Palaven, who make excellent soldiers and officers. Turians get +2 in Perception and +1 in Endurance, but a -1 in Agility (to a maximum score of 10 and a minimum of 1). Their interactions with Humans and Krogan are considered unfavorable. Their interactions with Salarians and Asari are considered Favorable.

Asari - Asari are the mono-gendered, biotically skilled natives of the planet Thessia. All are natural biotics, and they can meld with any gender of any species to produce Asari offspring. Asari get +2 in charisma and +1 in Endurance, but a -1 in strength. Their interactions with all races but Krogan, Batarian, and Vorcha are considered Favorable.

Salarians - Salarians are the short-lived, quick-thinking people of Sur'kesh, who have served as spies, scientists, and general researchers for many years. Salarians get a +2 in Intelligence and +2 in Agility, but a -1 in Strength and a -1 in Endurance. Their interactions with Krogan are considered Very Unfavorable, and their interactions with Asari and Turians are considered Favorable.

Krogan -The dying people of the planet Tuchanka, Krogan are skilled beserkers and veritable tanks on the battlefield. They all bear the Genophage virus, reducing their birth rate to microscopic amounts. Every Krogan gets a +2 in Strength and a +3 in Endurance, but a -2 in Agility and a -2 in Charisma. Their interactions with Asari and Turians are considered unfavorable and their interactions with Salarians are considered very unfavorable, but their interactions with Vorcha and Batarians are considered favorable.

Drell - The client race of the Jellyfish-Like Hanar, who all live in climate-controlled domes that simulate the arid environments of their old home planet. Drell are naturally agile and excel as covert operators. Drell get +2 in Agility and +1 in Endurance, but a -2 in Strength and suffer from extremely precise memory recalls, which can be triggered from any number of outside stimulus. Drell are not commonly seen off of the Hanar homeworld, but their interactions with the hanar are considered extremely favorable.

Quarians - The migrating people of the Migrant Fleet, the Quarians are all mechanically and technically adept and many are regular savants when it comes to mechanics. Quarians get +2 in Intelligence and +1 in Perception, but get a -1 in charisma and -1 in endurance. Quarians live in environmental suits, and when a rupture occurs, a repair must be made using the mechanics skill or damage will continue to occur even with medi-gel being applied and healing being done. Quarian interactions with Turians, Salarians, and Asari are considered unfavorable.

Batarians - The people of Kar'Shan, the Batarians are a historically pro-slavery race and are usually very distrusted by all in council space due to their reputations as pirates, smugglers, and regular criminals. Batarians get a +2 in strength and a +2 in Perception, but a -2 in Charisma and a -1 in agility. Their interactions with all races but Krogan and Vorcha are considered unfavorable.

Vorcha - These harsh, violent people have a history of being pariahs from the rest of the galactic community, and for good reason. Pain is central to all vorcha society, and as such, they have grown resistant to pain and have become adaptable to many environments. Vorcha get a +2 to Endurance and a +2 in strength, but a -3 in Charisma. Their interactions with all races but Krogan and Batarian are considered very unfavorable.

If you wish to play a race such as the geth, elcor, hanar, or volus, PM me and we can figure something out. You CANNOT be a Prothean.

Every race's interactions with others of their own race are considered very favorable.


Classes

There are three 'Types' of power that your character can possess; Combat, Biotic, and Tech. Your class will reflect either focus in a single type, or a combination of two.

Soldier - Pure Combat, a Soldier specializes in the use of guns and grenades to deal direct damage to enemies. A good Soldier always has enough guns to get the job done, and can utilize powers such as Concussive Shot, Tactical Mine, and Fortification.

Adept - Pure Biotic, an Adept is an expert in taking out enemies without firing a single shot. Using their incredible biotic abilities, an Adept can toss enemies around with Throw, bowl them over with Shockwave, and trap them with a Singularity, among other things.

Engineer - Pure Tech, an Engineer is a master at debilitating enemies and controlling the battlefield with combat drones and other constructs. An engineer can bring up a Combat Drone to distract enemies, burn foes with Incinerate, and destroy shields with Overload.

Infiltrator - Combat/Tech, an Infiltrator is a master sniper and operative, able to use a Tactical Cloak to conceal themselves from view and enhance their shot damage. Infiltrators can utilize skills like Sabotage, Incinerate, and Sticky Grenade to get the job done.

Sentinel - Tech/Biotic, a Sentinel is a master of defense who uses a layer of Tech Armor to absorb incoming blows, prolonging their survival. They use powers like Warp, Overload, and Cryo Blast to deal damage to enemies.

Vanguard - Combat/Biotic, a Vanguard is a biotic who specializes in outright offense. Using their unique Biotic Charge power, they can launch themselves at enemies and do massive damage, putting them in range to use their guns up-close. Vanguards use skills like Pull, Nova, and Shockwave to take out groups of enemies.


Combat and Skills checks

Combat will be determined by rolling a D20. It will be done behind the scenes by me. Requirements are based off a number of factors such as CASPIE, Tag Skills et cetra. Health is as follows:

Healthy
Lightly Wounded
Wounded
Badly Wounded
Unconscious
Dead

Resting will heal you overtime. Medi-Gel heals instantly and can be used by anyone as long as they are close to you.


Crippled

Eyes=You are far less perceptive and it is very hard to hit with ranged attacks.

Right Arm=Can't use 2 handed weapons. If both arms are crippled can only use unarmed attacks.

Left Arm=Can't use 2 handed weapons. If both arms are crippled can only use unarmed attacks.

Right Leg=Move with a limp. If both crippled must crawl or be carried.

Left Leg=Move with a limp. If both crippled must crawl or be carried.

Crippled bodyparts can only be healed by the first aid skill or by visiting a doctor.


Primary statistics

Think of CASPIE as SPECIAL without luck.You get 1 point in ever CASPIE and then 35 points to spend in what attributes you want. All stats are capped at 10 or 1.

C= Charisma
A= Agilty
S= Strength
P= Perception
I= Intelligence
E= Endurance

Skills


The list of skills are as follows;

Perception -


Pistols - Affects your accuracy and damage with pistols
Sniper Rifles - Affects your accuracy and damage with sniper rifles.
Assault Rifles - Affects your accuracy and damage with assault rifles
Shotguns - Affects your accuracy and damage with assault rifles
SMGs - Affects your accuracy and damage with submachine guns.

Intelligence

Machinery - Affects your skill with repairing and operating machinery
Technology - Affects your skill with hacking, bypassing, and operating various tech.
First Aid - Affects your skill when treating wounds without medi-gel, and affects your medi-gel capacity.

Charisma

Persuasion - Affects your skill in persuasion and speech, and improves your Paragon/Renegade modifiers.

Strength

CQC - Affects your skill in hand-to-hand combat. Includes Omni-blade combat.

Agility

Sneak - Affects your sneaking skills.

Endurance

Biotics - Affects your biotic skills (Vanguard, Adept, and Sentinel only)


Each skill has a maximum of 15. The following classes get the following bonuses and still apply even if your skill is at 15 (it is possible for an infiltrator to have an 18 in Sniper Rifles, for example);

Soldier - +3 to three weapon skills of your choice, including CQC.
Infiltrator - +3 to Sniper Rifles, +3 to Sneak, +3 to Technology.
Vanguard - +3 to Shotguns, +3 to CQC, +3 to Biotics
Sentinel - +3 To Technology, +3 to First Aid, +3 To Biotics
Engineer - +3 to Machinery, +3 to Technology, +3 to Pistols
Adept -+3 to First Aid, +3 to Pistols, +3 to Biotics

You have 90 points to distribute to skills, not including class bonuses.

Powers
I'm going to assume that everyone is going to be rather familiar with the Mass Effect Universe, and I expect that you will all know what kind of powers your characters can have. Use common sense; A soldier, Infiltrator, or Engineer can't use Biotic powers, and an Adept wouldn't use something like Concussive shot.

Your characters can have up to 5 'activated' powers such as warp, overload, concussive shot, or other things. Ammo powers will count as 'activated'. Make sure you look at your class before choosing powers.

Traits

You can choose one, two, or zero traits. You cannot choose 2 conflicting traits (such as Naturall Intimidating AND Naturally Charming, or Medic AND Trooper.)

Naturally Intimidating - People believe your threats. You gain more Renegade points from your actions, but less Paragon points.

Naturally Charming - People take a great liking to you. You gain more Paragon points from your actions, but less Renegade points.

Cyber Implant - You've received a non-biotic implant at some point at your life. This helps with technology, but dampens your biotic capabilities (or your CQC abilities if you are not an Adept, Sentinel, or a Vanguard)

L2 Implant - You are outfitted with the experimental L2 biotic implant. Your biotic abilities spike high, but you suffer from severe headaches regularly, which can affect your aim with guns.

This Is My Boomstick - You trust in your abilities with firearms. You have greater accuracy with guns, but your skills in CQC suffer for it.

Put 'em Up - Even in these spacefaring days, you prefer to do things up close and personal. You are better at CQC, but your firearm skills suffer for it.

Musclehead - Your large stature makes you naturally strong, but your persuasion skills pale in comparison. You are better at physical tasks, but lack in persuasion.

Medic - You specialize in healing your companions. You can carry two more units of medi-gel, but you carry one less gun that your class maximum.

Trooper - You adhere to the philosophy that your enemies can't hurt your companions if your enemies are already dead. You carry one more gun than your class maximum, but you carry 2 less units of medi-gel.

Equipment - Every class gets the following carrying capacity for weapons;

Soldier - 4 weapons
Infiltrator - 3 Weapons
Vanguard - 3 Weapons
Sentinel - 2 Weapons
Adept - 2 Weapons
Engineer - 2 Weapons

Every class can carry 4 units of Medi-Gel at a time. This can be modified with the Medic trait or the Trooper trait. You can use any weapon available in the Mass Effect series EXCEPT for anything not classified as a shotgun, pistol, assault rifle, sniper rifle, or SMG, and you cannot use a Prothean Particle Rifle or a Collector Rifle.

Also, a note on your CQC Omni Tool attack or Heavy Biotic attack (These are just the defaults for the classes; your character could possibly mod their omni tools to produce different weapons, or change up their biotic attack into something different.);

Soldiers stab with a single Omni Blade.
Infiltrators attack with an electrically charged Omni-Claw.
Vanguards deliver a biotic punch that hits a single enemy with massive force.
Sentinels attack with two Omni-Blades.
Engineers spew flames using their Omni-Tool.
Adepts attack with a biotic punch that hits several enemies at once.

Paragon and Renegade scores
Depending on your actions in the RP, I will allot Paragon and Renegade points to your character. These will appear in the main post as you earn them. These points help you in certain situations that require persuasion.

The maximum for these scores is 20 points each. Once you go over 10 in either Paragon or Renegade, you won't be able to advance past 10 in the other morality side.
And here is the Character Sheet.
Spoiler:
Name:
Race:
Class:

C:
A:
S:
P:
I:
E:

Skills -
Assault Rifles:
Pistols:
Sniper Rifles:
Shotguns:
SMGs:
Machinery:
Technology:
First Aid:
Persuasion:
Sneak:
CQC:
Biotics (Adept, Vanguard, Sentinel only):

(Make sure you add your race modifiers for your CASPIE scores and your Class modifiers for your skills. Remember, CASPIE skills can't ever be higher than 10 or lower than 1. Skills can go up to 15 with your 90 allotable points, but can go up past that when you add class benefits.)

Traits (up to 2):

Weapons (make sure not to go over your class limit):

Appearance:

Armor, Clothing, etc:

Personality:

Background:

Misc Info:

(Everyone's Paragon/Renegade scores will be kept up-to-date on the first post.)
Does this look good to everyone?
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Re: Future RP Ideas

Post by Red Guardian »

Wow Union. You put a lot of work into it.

This RP might turn out to be better than the first one (which wasn't bad, I just didn't felt a "connection" with it to be honest with you). I'll participate again. This time for good.

I wonder who's going to pick a Vorscha. Conversations with one would be hilarious :lol:
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Re: Future RP Ideas

Post by Unionhack »

It WAS my first forray into DM'ing. This one will be better, I assure you.

I'm actually considering playing a Geth, myself.
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Re: Future RP Ideas

Post by Red Guardian »

Well, they're not really on the list. But since you're the DM I'll let it go. ;)
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