ACHA
Clown Prince of Crime
Hi! Thanks for showing interest in joining my RP, Mass Effect: Spectres and Shadows.
That being said, just a few rules and reminders.
If you're still okay with those things, here's the character sheet.
CHARACTER SHEET
Name:
Age:
Gender:
Appearance:
(Image and description is fine)
Race:
Certain races have a distinct advantages and disadvantages over the others. Below is a list of races currently available and how they affect your character's Attribute Cap. This will make sense later
If you have any other races you want, you can shoot me a pm so we can discuss it
Biography:
(A paragraph of two regarding your character's background and history, and how why he/she was recruited for Shadow Squad)
Personality:
(You're character's personality, quirks, and tendencies should go here.)
Likes:
Dislikes:
Extra:
(Is he/she a good pilot? Has no tolerance for alcohol? Random things about your character or anything that doesn't fit with the categories above)
Attributes:
So here comes the big stuff with your characters.
Attributes are a character's stats in the RP which serves as a comparative tool with other characters. They also serve as modifiers for roll checks and skill requirements. They also serve as resource when "buying" skills.
Everyone is given 48 attribute points to work with and it's up to them to distribute them between 6 statistical categories. These categories can go from a minimum of 1 to a maximum of 12, excluding race modifiers.
STR - Strength refers to how physically strong your character is. Also determines how much gear and equipment your character can carry into battle.
VIT - Vitality refers to how physically tough and hardy your character is. Also determines your character's ability to survive.
DEX - Dexterity refers to your character's body coordination and aim. This also refers to how good your character is at using his/her guns
AGI - Agility refers to your character's speed and quickness. This determines how fast a character is.
MEN - Mentality refers to your character's mental fortitude and how mentally resilient he/she is. This also determines a character's charisma. It also determines a character's resistance to indoctrination.
INT - Intelligence refers to a character's analytical skills and range of knowledge. It also determines the character's expertise in science, technology, and biotics.
So what are race modifiers? Race modifiers are changes to the maximum stat a character can achieve depending on their race.
Since Humans are the most flexible and adaptable race, they have no changes to their caps. They would have maximum stats of:
12 STR
12 VIT
12 DEX
12 AGI
12 MEN
12 INT
Say you wanted to make a Krogan (+5 VIT, +2 STR, -5 INT, -2 AGI), the max stats he can have is:
14 STR
17 VIT
12 DEX
10 AGI
12 MEN
7 INT
And then you have to distribute your 48 attribute points however you like considering those maximum values.
Equipment:
Every character is allowed his own custom loadout, granted that he/she is able to carry it. Weapons have their own weight, and it depends on a character's strength how much he/she can carry. Having the right type of weapon at the right time may also prove helpful during certain situations.
A character's carry limit is determined by their strength. A character cannot go over his carry limit.
So lets say your character has a strength of 9. That means he has a carry limit of 9. Which means he can go for a loadout like:
Grenades (1) + Shotgun (3) + Sniper Rifle (3) + SMG (2) + Light Armor (0)
Total (9)
or:
Assault RIfle (3) + Sniper Rifle (3) + Grenades (1) + Heavy Armor (2)
Total (9)
Skills:
Talent Allocation:
Biotics - (Invested INT)
(Biotic Talents/Skills)
Technology - (Invested INT)
(Technological Talents/Skills)
Science - (Invested INT)
(Scientific Talents/Skills)
If you have questions, feel free to pm me.
That being said, just a few rules and reminders.
- This is probably a given but all standard RPN rules apply
- No god modding. This is mostly the reason why I implemented this stat system in the first place.
- Basic grammatical competence is expected. It may ruin the RP for others if it's hard for them to understand your posts. So please, be at least mindful of it.
- As for post length, please avoid one-liners as there isn't much other people can take out of those. That being said, please avoid super long posts too. Keep it clear and concise. A paragraph or two is fine, my friend.
- The stat system isn't perfect, and I reserve the right to make changes to it. I will inform players about the changes that I'll put in place. Also, I'm quite open to suggestions and discussions regarding the matter to be able to improve it.
- I'm not close-minded when it comes to letting people have fun, though I also believe that it should be believable. So if you want to make your character do something badass, you can PM me or tag me in OOC about it so we can discuss the roll terms and conditions, and let the dice/RNG gods decide.
- I will sometimes ask characters to do roll checks. These will be special events or "quick-time" events
- That being said, characters may die in this RP depending on their actions
or if the dice/RNG gods decide to screw us over. - In terms of activity, I'm a very lenient person so one post per week shouldn't be that hard. Though it would be greatly appreciated if you can be more active. If you'll be gone for an extended period of time, please inform me ahead of time. If a player has been inactive for some time, his/her character will be killed off.
- Don't post anything else in this thread except Character Sheets.
- For now, a player is only allowed one character.
- Please watch this thread and other related threads so you don't miss out on anything.
- I also reserve the right to expand and change the rules I've set for this RP.
- Have fun!
If you're still okay with those things, here's the character sheet.
CHARACTER SHEET
Name:
Age:
Gender:
Appearance:
(Image and description is fine)
Race:
Certain races have a distinct advantages and disadvantages over the others. Below is a list of races currently available and how they affect your character's Attribute Cap. This will make sense later
- Humans
- No changes to Attribute Cap
- Turians
- +2 DEX, -2 AGI
- Salarians
- +5 INT, -2 STR, -3 VIT
- Asari
- +3 INT, +1 AGI, -2 STR, -2 VIT
- Krogans
- +5 VIT, +3 STR, -5 INT, -3 AGI
- Drells
- +2 AGI, +1 INT, -2 STR, -1 VIT
- Quarians
- +2 INT, -2 VIT
If you have any other races you want, you can shoot me a pm so we can discuss it
Biography:
(A paragraph of two regarding your character's background and history, and how why he/she was recruited for Shadow Squad)
Personality:
(You're character's personality, quirks, and tendencies should go here.)
Likes:
Dislikes:
Extra:
(Is he/she a good pilot? Has no tolerance for alcohol? Random things about your character or anything that doesn't fit with the categories above)
Attributes:
So here comes the big stuff with your characters.
Attributes are a character's stats in the RP which serves as a comparative tool with other characters. They also serve as modifiers for roll checks and skill requirements. They also serve as resource when "buying" skills.
Everyone is given 48 attribute points to work with and it's up to them to distribute them between 6 statistical categories. These categories can go from a minimum of 1 to a maximum of 12, excluding race modifiers.
STR - Strength refers to how physically strong your character is. Also determines how much gear and equipment your character can carry into battle.
VIT - Vitality refers to how physically tough and hardy your character is. Also determines your character's ability to survive.
DEX - Dexterity refers to your character's body coordination and aim. This also refers to how good your character is at using his/her guns
AGI - Agility refers to your character's speed and quickness. This determines how fast a character is.
MEN - Mentality refers to your character's mental fortitude and how mentally resilient he/she is. This also determines a character's charisma. It also determines a character's resistance to indoctrination.
INT - Intelligence refers to a character's analytical skills and range of knowledge. It also determines the character's expertise in science, technology, and biotics.
So what are race modifiers? Race modifiers are changes to the maximum stat a character can achieve depending on their race.
Since Humans are the most flexible and adaptable race, they have no changes to their caps. They would have maximum stats of:
12 STR
12 VIT
12 DEX
12 AGI
12 MEN
12 INT
Say you wanted to make a Krogan (+5 VIT, +2 STR, -5 INT, -2 AGI), the max stats he can have is:
14 STR
17 VIT
12 DEX
10 AGI
12 MEN
7 INT
And then you have to distribute your 48 attribute points however you like considering those maximum values.
Equipment:
Every character is allowed his own custom loadout, granted that he/she is able to carry it. Weapons have their own weight, and it depends on a character's strength how much he/she can carry. Having the right type of weapon at the right time may also prove helpful during certain situations.
A character's carry limit is determined by their strength. A character cannot go over his carry limit.
- Weaponry
- Pistols - 1
- SMGs - 2
- Shotguns - 3
- Assault Rifles - 3
- Sniper Rifles - 3
- Heavy Weapons - 4
- Grenades - 1
- Drones/Turrets - 2
- Armor
- Light Armor - 0 (Basic Armor)
- Medium Armor - 1 (+1 VIT)
- Heavy Armor - 2 (+2 VIT)
So lets say your character has a strength of 9. That means he has a carry limit of 9. Which means he can go for a loadout like:
Grenades (1) + Shotgun (3) + Sniper Rifle (3) + SMG (2) + Light Armor (0)
Total (9)
or:
Assault RIfle (3) + Sniper Rifle (3) + Grenades (1) + Heavy Armor (2)
Total (9)
Skills:
A character can use his Intelligence and invest them into three talents/skill trees. These three are Biotics, Science, and Technology.
Let' say your character has an INT value of 9, and you want a jack of all trades character, then you can invest it in this way:
Biotics - 3
Tech - 3
Science - 3
or if you want to make a biotic expert with a little knowledge in Technology you can go:
Biotics - 7
Tech - 2
Science - 0
Every talent/skill tree has their own conversion method for every Intelligence(INT) point you invest into them. These gives you talent points you can use to purchase skills under that tree.
1. Biotics
(Invested INT x 1 = Usable Skill Points)
Since there are too many biotic abilities, we'll try to keep it simple in the RP. They are also classified into 3 tiers, also representing their Skill Point cost.
2. Technology
(Invested INT x 5 = Usable Skill Points)
Technology is probably the most complicated out of the talent/skill trees, given that Mass Effect is set in a futuristic world. They will also be the most used of talents/skills as they cover a wide array of expertise and situations. Needless to say, they will be involved in a lot of situational roll checks.
Talent Sub-skill name (level)
3. Science
(Invested INT x 4 = Usable Skill Points)
For the most part, Science is a niche talent tree but comes in really handy when in situations that includes identifying a scientific attack like poison or nerve gasses. Medicine also falls under this subset so if you plan to be a medic, you have to invest in this. This may determine the difference between life and death for some characters.
Let' say your character has an INT value of 9, and you want a jack of all trades character, then you can invest it in this way:
Biotics - 3
Tech - 3
Science - 3
or if you want to make a biotic expert with a little knowledge in Technology you can go:
Biotics - 7
Tech - 2
Science - 0
Every talent/skill tree has their own conversion method for every Intelligence(INT) point you invest into them. These gives you talent points you can use to purchase skills under that tree.
1. Biotics
(Invested INT x 1 = Usable Skill Points)
Since there are too many biotic abilities, we'll try to keep it simple in the RP. They are also classified into 3 tiers, also representing their Skill Point cost.
- Tier 1 (1 Skill Point)
- Pull - Lifts and moves an enemy or object closer to the user or a specified place.
- Throw - Pushes an enemy or object towards a direction with great force.
- Barrier - Adds a biotic layer of protection.
- Tier 2 (2 Skill Point)
- Nova - Transfer the energy of your biotic barrier to charge and spark deadly blast. (Requires Barrier)
- Lash - Latch a biotic field onto enemies to jerk them towards you.
- Slam - A combination of the Pull and Throw power, you lift a target and then slam it on a nearby surface.
- Warp - Stops enemy regeneration and disrupts biotic barriers and fields.
- Tier 3 (3 Skill Point)
- Charge - Smash into a target while encased in this biotic barrier, leveling your opponents. (Requires Barrier)
- Singularity - Create a sphere of dark energy that traps and dangles enemies caught in its field.
- Shockwave - Sends out a series of explosive biotic impacts in front of the user
- Stasis - Stop an enemy in its tracks with this powerful mass effect field
- Flare - Focus and expend all biotic energy to unleash a huge flare that throws enemies within its range, causing massive damage.
2. Technology
(Invested INT x 5 = Usable Skill Points)
Technology is probably the most complicated out of the talent/skill trees, given that Mass Effect is set in a futuristic world. They will also be the most used of talents/skills as they cover a wide array of expertise and situations. Needless to say, they will be involved in a lot of situational roll checks.
Talent Sub-skill name (level)
- Hacking (1-12) - This determines a character's expertise in hacking. From taking over enemy computer systems, to gaining control of robotic opponents like enemy mechs and turrets. Grants AI Hacking ability
- AI Hacking - The ability to control enemy systems, AI, and mechs. The higher the level of Hacking, the higher the chances of success
- Decryption (1-12) - This determines a character's ability in accessing sealed doors and containers, as well as bypass security systems. Also grants the overload ability.
- Overload - The ability to overload enemy systems with garbage data, causing them to crash or malfunction. This can power down enemy weapons and shield systems. The higher the level of Decryption, the higher the chance to overload enemy systems.
- Shields (1-12) - This determines a character's ability with shield technology.
- Shield Drain (requires level 12 Decryption) - This ability allows the character to drain an enemy's shields to recharge his own. The higher the level of Shields, the higher chance of success.
- Engineering (1-12) - This determines a character's ability with machines in general. Affects their abilities to make field repairs. Unlocks Turrets and Drones at level 9 and are mutually exclusive. You can't have both.
- Turrets
- Drones
- Subterfuge (1-12) - This determines a character's ability to use and counteract subterfuge technology such as comm jamming and cloaking systems.
- Decoy
- Tactical Cloak
3. Science
(Invested INT x 4 = Usable Skill Points)
For the most part, Science is a niche talent tree but comes in really handy when in situations that includes identifying a scientific attack like poison or nerve gasses. Medicine also falls under this subset so if you plan to be a medic, you have to invest in this. This may determine the difference between life and death for some characters.
- Medicine
- First Aid (1-12)
- Combat Skills
- Incinerate (1-12) - Burns through armored units.
- Cryo Blast (1-12) - Freezes and slow down enemies.
- Neural Shock (1-12) - Non-lethally paralyzes target or opponent.
Talent Allocation:
Biotics - (Invested INT)
(Biotic Talents/Skills)
Technology - (Invested INT)
(Technological Talents/Skills)
Science - (Invested INT)
(Scientific Talents/Skills)
If you have questions, feel free to pm me.
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