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: