Mass Effect: Reclamation (V 2.0)

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Mass Effect: Reclamation (V 2.0)

Post by Unionhack »

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Word has reached all civilized beings in the galaxy. From Thessia to Tuchanka, From Palaven to earth, from the Migrant Fleet to the Citadel, the same message is morbidly clear; the Reapers have arrived, and they spare no one.

In the midst of the conflict, an asari delegate named Faenya was stranded on the planet Nevos after her shuttle was blasted out of the air by a Reaper Harvester. Faenya represents the will of the people of Lusia, the planet historically remembered for being the birthplace of the Krogan Rebellions, and currently known for its' defensive capability. With a highly advanced defense grid protecting the planet, the world of Lusia could be instrumental in delaying further Reaper attacks in Asari space, buying more time for the Alliance and Commander Shepard to save the galaxy from the Reaper threat.

Delegate Faenya was reported alive in a large agrarian city, a city called Nos Orosi which is known for producing great amounts of food, and large transports that are capable of bringing the food across the galaxy for soldiers everywhere. Nos Orosi had been instrumental in keeping the soldiers fighting many reaper attacks fed and healthy, and without its' support, many soldiers will lose their food source and will be forced to ration their supplies, and possibly even die of malnutrition before the bullets of their enemies destroy them.

Due to the severity of the situation, a special ops strike team has been dispatched to the city of Nos Orosi, which is under heavy assault from Reaper forces. The mission parameters are clear; save the city, and get the delegate out. The team was assembled on short notice, and as such, there is no leader. The decisions necessary will be made as the team itself sees fit.

___________________________________________

Here is the system for the Roleplay. PLEASE read it, as it's essential to your participation!

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, Volus 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.

Geth - The Geth are a race of networked AI platforms that have recently reached sentience after their newfound peace with their creators, the Quarians. The Geth are still mistrusted after the Sovereign incident, and though they have become part of the fight for the galaxy, their race is still rather distrusted. The Geth get a +4 to Intelligence, but a -3 to Charisma. Their interactions with all races other than their own are very unfavorable. They have the ability to complete hacking tasks at twice the speed of organics.

You can also play as a hanar, elcor, or volus, but be warned; they will be very difficult to play, and I warn you to not play one unless you're quite an experienced roleplayer and aren't afraid of dying in combat rather quickly if it comes to such.

Hanar - These jellyfish-like people are strange creatures from an aquatic world, with an odd society but a great focus on politeness. Though their physical shape does not allow them to hold conventional guns, they can still use biotic attacks, and they can swim at great speeds underwater. As a hanar, you will not be able to hold any guns, and you will be restricted to the adept, engineer, and sentinel classes. A hanar receives +2 in intelligence and a +2 in charisma, but a -1 in Endurance and a -2 in strength. Their interactions with the drell are extremely favorable.

Elcor - The gigantic, lumbering and monotonous people of Dekuuna, the Elcor walk into battle as veritable tanks that can only use shoulder mounted, VI assisted cannons and rockets. Their speech is very monotonous and they use adjectives to indicate the tone of their sentences. As an Elcor, you will be restricted to shoulder mounted weapons, and your huge size may cause complications. An elcor gets +3 in strength and +3 in Endurance, but a -4 in agility and a -1 in charisma. Elcor cannot be infiltrators, and they receive no interaction modifiers.

Volus - Economically smart and physically stout, the volus are a client race of the Turians who help run the economy. All are naturals at business and marketing, but a very select few can actually participate in ground combat. A Volus receives +3 in intelligence but a -1 in strength and a -1 in agility. Their interactions with the Turians are considered favorable. As a Volus, you will run at a much slower pace than most races due to your stout stature, are your limited arm length restricts you to single handed weapons like a pistol and a submachine gun. Volus cannot be soldiers.

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 and barriers (Vanguard, Adept, and Sentinel only)

Shields - Affects the strength and quality of your advanced shielding system. (Soldier, Infiltrator, Engineer 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 Shields
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.

As a final note, remember that if you die in combat, you are welcome to make a new character. Please don't be upset if such happens; I'm entrusting everything to the dice and I mean no ill will to you or your characters; I myself am going to be subjected to the law of the dice as well. All I ask is that you accept the results you get, and wait for me to roll the combat actions. Don't post too quick. c:
_____________________

Here is your character sheet. Make sure to check your race modifiers and restrictions, as well as you class modifiers. Make sure you remember that you get 35 CASPIE points (not including the minimum '1' in each letter) and 90 points for skills (A score of '0' means you have absolutely no knowledge of the skill).

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):
Shields (Soldier, Infiltrator, Engineer 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.)

______________________


Registered Players/Characters (10 Player Limit)

Baloth-Kul as Bashir Durja - Drell Vanguard (Paragon 9, Renegade 4)

Arch-Mage Matt as Agent - Geth Engineer (Paragon 0, Renegade 0)

Crepe the Ashlander as R'hask Saha - Vorcha Infiltrator (Paragon 1, Renegade 0)

ClottedCream as Leonidas Invictus - Turian Infiltrator (Paragon 0, Renegade 5)

POMC S117 as Daedalus Haedrik - Turian Vanguard Paragon 0, Renegade 0)

Knight Captain Kerr as Seria Calsir - Asari Vanguard (Paragon 1, Renegade 0)

Unionhack as AMP - Geth Engineer (Paragon 0, Renegade 1)

Red Guardian as Oheer - Krogan Soldier (Paragon 0, Renegade 4)

Minor Edits as Nikei Presh - Drell Adept (Paragon 1, Renegade 0)

Justice Knight as Revenant - Human Infiltrator (Paragon 0, Renegade 3)

Group's total Morality score = Paragon 12, Renegade 17
Last edited by Unionhack on Thu Jul 19, 2012 7:43 pm, edited 19 times in total.
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Re: Mass Effect: Reclamation (V 2.0)

Post by Kerr »

I'll post my sheet in the morning. My character will be Nessala's sister.
So we have come to solve every squabble in the village personally?
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Re: Mass Effect: Reclamation (V 2.0)

Post by Unionhack »

Aw snap. Looking forward to meeting her!
Younger sister or older sister?
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Re: Mass Effect: Reclamation (V 2.0)

Post by Kerr »

Younger. It's 04:40 and I'm about to go to bed so it is probably a bad time to make a sheet. I'll do it tomorrow.
So we have come to solve every squabble in the village personally?
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Re: Mass Effect: Reclamation (V 2.0)

Post by Baloth-Kul »

Name: Bashir Durja
Race: Drell
Class: Vanguard

C: 8
A: 3 (+2)
S: 7 (-2)
P: 6
I: 5
E: 6 (+1)

Skills -
Assault Rifles: 10
Pistols: 6
Sniper Rifles: 1
Shotguns: 15 (+3)
SMGs: 1
Machinery: 1
Technology: 1
First Aid: 10
Persuasion: 15
Sneak: 1
CQC: 14 (+3)
Biotics: 15 (+3)

Powers: Throw, Pull, Shockwave, Nova, Singularity (Biotic Charge, Barrier, Heavy Biotic Punch)

Traits: Naturally Charming, L2 Implant

Weapons: M96 Mattock Assault Rifle, M-27 Scimitar Shotgun, M-5 Phalanx Pistol

Appearance: 6'2", forest green skin, average build, large black eyes

Armor, Clothing, etc: Kuwashii Visor, Ariake Technologies Armor (Blue)/Off-duty spacer outfit, no gloves (Orange)

Personality: Bashir is charming and polite. He can, however, be prone to fits of rage. He will do anything for those he considers to be his friends.

Background: Born late in the year 2155, on Kahje, the Hanar homeworld, Bashir was raised by his two loving parents. He was trained as a biotic commando, and was offered to take on the compact when he was 18 years old. Bashir was honored to assist the Hanar who had so graciously accepted the Drell on their planet, and served the Hanar government as a soldier. He spent over a decade hunting down terrorists, assassins, and other enemies of the Hanar, until the Reapers invaded. His skills were requested for a special ops team that would combat the Reaper threat; Bashir was relieved of his duties, and joined the strike team to help defend the galaxy from this ancient menace.

Misc Info: Bashir is 31 years old, and in the early stages of Kepral's syndrome.
Last edited by Baloth-Kul on Tue Jul 17, 2012 12:46 am, edited 2 times in total.
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Re: Mass Effect: Reclamation (V 2.0)

Post by Ranga360 »

One moment starting over
Last edited by Ranga360 on Mon Jul 16, 2012 7:16 am, edited 1 time in total.
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Re: Mass Effect: Reclamation (V 2.0)

Post by Baloth-Kul »

I assumed that the biotic heavy punch (vanguard cqc attack), our form of shielding (barrier), and the vanguard special ability (charge) would be just granted in addition to 5 chosen powers, so that's why I put them in brackets beside my 5 powers. If any of them (charge probably?) have to be selected as one of the 5, lemme know and I'll edit it.
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Re: Mass Effect: Reclamation (V 2.0)

Post by Ranga360 »

To be honest I wasn't sure what to think I would rather it that way but it's up to union.
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Re: Mass Effect: Reclamation (V 2.0)

Post by Minor Edits »

I don't usually do role-plays, but this looks interesting, and I'm pretty familiar with the Mass Effect universe. Let me know if I do something wrong.

Name: Nikei (Ny-kee) Presh
Race: Drell
Class: Adept

C: 1 + 2
A: 1 + 6 + 2
S: 1 + 10 -2
P: 1 + 8
I: 1 + 3
E: 1 + 6 + 1

Skills -
Assault Rifles: 15
Pistols: 14 + 3
Sniper Rifles: 1
Shotguns: 1
SMGs: 1
Machinery: 5
Technology: 5
First Aid: 1 + 3
Persuasion: 5
Sneak: 15
CQC: 15
Biotics (Adept): 12 + 3

Powers:
Warp Ammo
Reave
Biotic Sphere
Pull

Traits:
Naturally charming
Musclehead

Weapons:
M-96 Mattock
M-77 Paladin

Appearance: An older Drell with dark grey-green skin, 6 feet tall, well-built, and has small black eyes. He's missing the smallest finger of his scarred left hand, and other very old scars and burns can be seen on the left side of his neck.

Armor, Clothing, etc:
Long green coat with a black shirt and black pants.

Personality:
He's quiet and soft-spoken. He recognizes his own limited intelligence and ignorance, and does not wish to risk embarrassing himself by speaking to others on matters which he doesn't fully understand. He avoids inter-personal conflicts to a fault. He tends to lose himself in his memories more than the average Drell. He has an undercurrent of rage which is only revealed in combat. Usually. He may become frustrated if given a task he's not well-suited for.

Background:
When asked, Nikei Presh simply says he's a teacher. Other Drell know better than to investigate any further, as a Drell like Nikei could only teach one thing: the art of bringing death. About fifteen years ago, he became a scape-goat for an operation gone bad, forcing him into a teaching position at a military academy on Kahje, where he found a niche teaching advanced close-quarters combat and infiltration to the elite students. Besides his family, the only people Nikei feels any attachment to are his former pupils, but the sensitive nature of their occupations has prevented him from keeping in contact with any of them. With his wife and son dead at the hands of the Reapers, Nikei has already lost the war. He lives on only in the hope of getting vengeance, and perhaps to see his pupils again.

Misc Info:
Though past his prime (a little over 40 years old), Nikei's occupation has kept him in excellent physical condition. Before the Reaper invasion, he had only spent a total of about 5 years of his life away from Kahje. Now, he doesn't plan on returning. If he ever lays eyes on his younger brother again, no matter the context, Nikei will immediately attempt to kill him.
Last edited by Minor Edits on Tue Jul 17, 2012 1:47 am, edited 4 times in total.
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Re: Mass Effect: Reclamation (V 2.0)

Post by Arch-Mage Matt »

If you saw my earlier post, ignore it. Here's my character.
Spoiler:
Name: Agent
Race: Geth
Class: Engineer

C: 6 (-3)
A: 6
S: 5
P: 6
I: 6 (+4)
E:7

Skills -
Assault Rifles: 0
Pistols: 15
Sniper Rifles: 0
Shotguns: 10
SMGs: 0
Machinery: 15 (+3)
Technology: 15 (+3)
First Aid: 6
Persuasion: 2
Sneak: 2
CQC: 10
Biotics 0 (Adept, Vanguard, Sentinel only):
Shields 15 (+3) (Soldier, Infiltrator, Engineer only):

Traits (up to 2): Cyber Implant

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

Appearance: A picture is worth a thousand words. Link with the author.

Armor, Clothing, etc: Geth plating

Personality: Still very unsure how to think of his newfound sentience. He admires the humans and quarians for giving the Geth this gift. He tends to lean to the paragon side, understanding others' hardships, but often he won’t understand situations, such as what is ‘right’ and ‘wrong’, seeing it as a purely organic thing.

Background: The Geth consciousness that used to be Agent was Unit W647-T39, and rarely controlled a platform, an actual Geth body, along with other units. Instead, he maintained engines and Geth starships. He’d occasionally be assigned to oversee a platform on an engineering mission, with the other few hundred consciousnesses that made a standard unit. When the Geth were given sentience, Agent was assigned a body in the Krogan DMZ area, but there was a minor glitch in the system, and he was given a defunct body that was sitting on a scrap pile in Omega. A Batarian worker, luckily a kind fellow, saw that he was still functioning, barely, and realized that he now had feelings, like an organic. The Batarian patched Agent up with some original parts, giving Agent his unique look. As soon as Agent was fully operational, he informed the Batarian he had been chosen to go to Nevos to serve on the special operation team, seeing as he was without a squadron. The Batarian called him an agent for the Geth, and the synthetic took a liking to the name. When organics ask his name, he plans to respond ‘Agent’. Agent took a half-broken ship and flew off Omega straight to Nevos. While being repaired by the Batarian, Agent served as an assistant for him, so he has traveled all over Omega with the Batarian while being repaired.

Agent has Overload, Incinerate, Geth Shield Boost, Sabotage, and Sentry Turret.
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Re: Mass Effect: Reclamation (V 2.0)

Post by Deimos »

Arch-Mage Matt wrote: Appearance: A picture is worth a thousand words. Link with the author.
[/spoiler]
If only the Admins on RP forums believed that, I wouldn't have to write one or two entire paragraphs about it.

In other news, I would love to join this, but I'm not sure how available I would be. So maybe later.
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Re: Mass Effect: Reclamation (V 2.0)

Post by Crepe the Ashlander »

Huh, just starting playing Mass Effect again recently so i'll give it a go, going to have to be the vorcha of the group though:
Spoiler:
Name: R'hask Saha (R'hask pronounced Ra-Hask. Often prefers either Saha or Dr. Saha)
Race: Vorcha
Class: Infiltrator

C: 5 - 3 Vorcha Minus = 2
A: 8
S: 7 + 2 Vorcha Bonus = 9
P: 7
I: 9
E: 5 + 2 Vorcha Bonues = 7

Skills -
Assault Rifles: 9
Pistols: 1
Sniper Rifles: 11 + 3 Infiltrator Bonus = 14
Shotguns: 11
SMGs: 1
Machinery: 12
Technology: 10 + 3 Infiltrator Bonus = 13
First Aid: 13
Persuasion: 2
Sneak: 11 + 3 Infiltrator Bonus = 14
CQC: 8
Biotics: 0
Shields: 7

Traits (up to 2): n/a

Weapons: M-300 Claymore (Shotgun), Kishock Harpoon Gun (Sniper Rifle), Striker (Assault Rifle)

Appearance: I'm going the AMM thing and posting a picture (and yes I know it is off the wikia page for Vorcha, but this is how I want him to look like):

This is what Saha will look like

Armor, Clothing, etc: Up and down his legs there are leather straps, with the occasionally haphazardly strapped on dark thick plastic patch. His armour is more regimented on his upper body, with full blood pack armour worn on his body, but painted black so he would not be affiliated with them. He wears a headband, with a red cross crudely painted on the front of it. Around his neck he wears a dark silver tie, with black lines (outlined by purple) striped diagonally down the tie, it is neatly tucked into his armour.

Personality: Saha is not your typical vorcha. He is less aggressive than other vorcha, and much more intelligent. He is also a lot more patient and caring than your average vorcha, most likely a side effect of becoming a doctor on the Omega station. He personally believes that the more intelligent races do not give the vorcha the credit they deserve.

Background: Born on Omega Space Station to the Tstak V'run Clan, Saha matured at the age of 11 months. He spent several years warring with the other mercenary packs, determined to boost the reputation and power of his clan. One day he came upon a clinic in the lower sections, burned and barren, the doctor, killed. Saha painted his armour black, attempting to dislodge himself from the Blood Pack. On his own he slowly set up a small clinic, attempting to repair and return the old clinic to it's former self, originally intending to only serve those in his clan, his clan-mind was 'warped' from the intelligence he had gained from the books that were scattered about the clinic. He started serving other clans, and other races, behaviour that was not normal in the average vorcha. He developed a minor following, several do-gooders who also wanted to help others on the station. He is well respected by most, but the occasional criminal will try to ransack his clinic, but these attempt are usually thwarted by the small mech army they have at their disposal.

Notes: He is roughly 9 years old.
Last edited by Crepe the Ashlander on Mon Jul 16, 2012 7:58 pm, edited 1 time in total.
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Re: Mass Effect: Reclamation (V 2.0)

Post by ClottedCream »

Name:Leonidas Invictus
Race:Turian
Class:Infiltrator
C:4
A:5(4)
S:6
P:8(10)
I:7
E:5(6)

Skills -
Assault Rifles:0
Pistols:10
Sniper Rifles:15(18)
Shotguns:0
SMGs:10
Machinery:5
Technology:10(13)
First Aid:5
Persuasion:0
Sneak:15(18)
CQC:10
Biotics (Adept, Vanguard, Sentinel only):
Shields (Soldier, Infiltrator, Engineer only):10
Powers: Tactical Cloak, Sabotage, Incinerate, Sticky Grenade and Disruptor Ammo

Traits (up to 2):Musclehead and Naturally Intimidating.

Weapons (make sure not to go over your class limit):Krysae Sniper Rifle, M-6 Carnifex and the M-9 Tempest.

Appearance: Here we are.

Armor, Clothing, etc: ^

Personality:Leonidas is cold, and calculating, he prefers the company of his Rifle, to that of other Sapients.

Background: Born in 2155, Leonidas grew up on the Citadel, Living a rich life in the Presidium commons, his Father, a High Ranking C-Sec officer. After his Father died in 2170, his Mother having lived the High life, didn't have the skills to get a Job. Feeling he was more of a Burden than a help, Leonidas left home in 2173. What happened to him afterwards, his unknown.

Misc Info:N/A
Last edited by ClottedCream on Wed Jul 18, 2012 8:01 pm, edited 1 time in total.
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Re: Mass Effect: Reclamation (V 2.0)

Post by Unionhack »

Minor Edits, get rid of one of the traits (you can have up to two) and I'll accept you.
Everyone else, accepted.
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Re: Mass Effect: Reclamation (V 2.0)

Post by Kerr »

Name: Seria Calsir
Race: Asari
Class: Vanguard

C: 6 (+2)
A: 7
S: 5 (-1)
P: 7
I: 4
E: 6 (+1)

Skills -
Assault Rifles: 15
Pistols: 10
Sniper Rifles: 0
Shotguns: 0 (+3)
SMGs: 0
Machinery: 0
Technology: 0
First Aid: 12
Persuasion:15
Sneak: 15
CQC: 8 (+3)
Biotics (Adept, Vanguard, Sentinel only): 15 (+3)

Powers: Throw, Pull, Singularity, Stasis, Slam (Biotic Charge, Barrier, Heavy Biotic Punch)

(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): Naturally Charming, Medic

Weapons (make sure not to go over your class limit): M-15 Vindicator, M-6 Carnifex heavy pistol

Appearance: Looks a lot like of her older sister Nessala.

Armor, Clothing, etc: (On Duty) Black Asari Commando Armour. (Off Duty) White long sleeved top, red trousers, black shoes.

Personality: A kind person who avoids harming innocents. She likes meet new people and make friends. She probably would have been better suited as a diplomat.

Background: Seria was born on Asari homeworld of Thessia and grew up there. She was born into a rich fmaily with most people in her fmaily going on to become doctors or diplomats. However Seria always wanted to join the Asari Commando's and be like like her older sister Nessala. She was heartbroken when Nessala was killed in action 2 months ago during an operation with the Alliance.

Misc Info: Her pistol was her sister Nessala's pistol.
So we have come to solve every squabble in the village personally?
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Re: Mass Effect: Reclamation (V 2.0)

Post by Baloth-Kul »

Have you ever faced an Asari commando unit before? Heheh. Cooool. Can't wait for this RP to start.
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Re: Mass Effect: Reclamation (V 2.0)

Post by Kerr »

I hope we get an Elcor, that would be so cool.
So we have come to solve every squabble in the village personally?
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Re: Mass Effect: Reclamation (V 2.0)

Post by Baloth-Kul »

If I get horribly killed, I would like to make an Elcor or something ridiculous. "With uncontrolled rage: Die, you Reaper scum."
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Re: Mass Effect: Reclamation (V 2.0)

Post by ClottedCream »

Knight Captain Kerr wrote:I hope we get an Elcor, that would be so cool.
I was going to make one, but I forgot :(
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Re: Mass Effect: Reclamation (V 2.0)

Post by Baloth-Kul »

ClottedCream wrote:
Knight Captain Kerr wrote:I hope we get an Elcor, that would be so cool.
I was going to make one, but I forgot :(
I'm sure it's no problem. Just write a new character sheet and ask Unionhack to make the change. The RP hasn't started yet, so...
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Re: Mass Effect: Reclamation (V 2.0)

Post by ClottedCream »

Nah, I'll stick with what I have.
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Re: Mass Effect: Reclamation (V 2.0)

Post by POMC S117 »

Name: Daedalus Haderik
Race: Turian
Class: Vanguard

C: 5
A: 5
S: 7
P: 7
I: 7
E: 6

Skills -
Assault Rifles: 11
Pistols: 9
Sniper Rifles: 7
Shotguns: 3
SMGs: 7
Machinery: 7
Technology: 7
First Aid: 7
Persuasion: 7
Sneak: 2
CQC: 10
Biotics (Adept, Vanguard, Sentinel only): 11
Shields (Soldier, Infiltrator, Engineer only): 0

Traits (up to 2): Trooper

Weapons (make sure not to go over your class limit): M-8 Avenger, M-6 Carnifex, Katana

Appearance: Daedalus is 6ft 7in. He has greyish skin and broad shoulders. He is quite muscular. He has a scar going down his left arm which he gained in an accident.

Armor, Clothing, etc: Daedalus wears Medium Silverback Armour and Visor.

Personality: Despite being born after the end of the First Contact War, Daedalus holds a grudge against humans. His father was killed in the war. Nevertheless, he has made friends with a few humans.

Background: Daedalus was born in the year 2158, one year after the First Contact War. Because of this, he never knew his father. He grew up on the turian homeworld of Palaven. At the age of 15, like most turians, he was enrolled for public service. Following in his father's footsteps, he became a soldier. He spent almost two decades fighting insurgents and protecting turian colonies. When the Reapers attacked the galaxy, he was called in to fight the threat.

Misc Info:
Soyuz nerushimy respublik svobodnykh
Splotila naveki Velikaya Rus’.
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Re: Mass Effect: Reclamation (V 2.0)

Post by Red Guardian »

Going to edit this post later with my character sheet!
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Re: Mass Effect: Reclamation (V 2.0)

Post by Minor Edits »

Unionhack wrote:Minor Edits, get rid of one of the traits (you can have up to two) and I'll accept you.
Sorry about that. Done.

Hope we get some humans in the mix here.
Br3admax wrote:This post is bad and it should feel bad.
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Re: Mass Effect: Reclamation (V 2.0)

Post by Unionhack »

POMC: Vanguards carry 3 weapons, you know. With the trooper trait, you can hold four. You might wanna add a new gun c: Accepted nonetheless.
Making mine as well. I'll be playing a Geth at first.

EDIT: Here's mine.

Name: AMP
Race: Geth
Class: Engineer

C: 6 (-3) = 3
A: 9
S: 5
P: 9
I: 6 (+4) = 10
E: 6

Skills -
Assault Rifles: 1
Pistols: 1
Sniper Rifles: 1
Shotguns: 10
SMGs: 10
Machinery: 15 + 3 = 18
Technology: 15 + 3 = 18
First Aid: 15 + 3 = 18
Persuasion: 5
Sneak: 4
CQC: 3
Shields: 10


Traits (up to 2): Cyber Implant, This is My Boomstick

Weapons (make sure not to go over your class limit): Geth Pulse Shotgun, Geth Plasma SMG

Powers: Overload, Hunter Mode, Arc Grenade, Incinerate, Geth Turret (Flame Omni-Tool Attack)

Appearance: Here is a picture.

Armor, Clothing, etc: White Geth Plating and a whitish-blue 'flashlight head'. Amp wears a Systems Alliance Beret on his head.

Personality: Upon reaching sentience, Amp adopted the personality of a Gung-Ho solider (not unlike the Mr. Gutsy's of the Fallout universe) and began shouting 'yes sir's and other military jargon during battle. Striving to be a successful sentient, Amp took inspiration from the men in old Earth military films to inspire his newly unlocked personality.
He is protective, with a violent side, and believes that the best way to know someone is through combat. He is not quick to talk, and if a problem can be solved with a gun, Amp will solve it quick.

Background: Amp was an experimental platform built by Mirei'Sera nar Cerelai, a participant in the now-famous Operation Inquisition, the mission to Aphras. As an experimental unit, Amp didn't function as a proper Geth, but possessed the firepower capability of a Geth Prime on a smaller scale.
Once the Quarians and Geth made peace, Amp was brought to the Geth Consensus, and the Geth welcomed them into the fold. After some extensive modding and building, Amp became a true Geth, though he lost a great deal of the firepower he possessed as a soulless combat platform. Now Amp stays loyal to Tharen, Mirei, and their adopted children, and goes to where he is told to help with missions.

Misc Info:
-Upon first meeting someone, Amp will address them as 'Civilian' until notified of their military rank, if applicable.
-'AMP' stands for 'Advanced Mobile Platform', but Amp prefers to be addressed as 'Amp' or 'Sergeant Platform', as if 'Platform' were his last name.
-Amp is a 'he'.
Last edited by Unionhack on Mon Jul 16, 2012 8:06 pm, edited 3 times in total.
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