mechaerik
Tuturuu!
In the year 2148, explorers on Mars discovered the remains of an ancient spacefaring civilization. In the decades that followed, these mysterious artifacts revealed startling new technologies, enabling travel to the furthest stars. The basis for this incredible technology was a force that controlled the very fabric of space and time. They called it the greatest discovery in human history. The civilizations of the galaxy call it...
Spectres are not trained, but chosen. Individuals forged in the fire of service and battle; those whose actions elevate them above the rank and file. Spectres are an ideal, a symbol. The embodiment of courage, determination, and self-reliance. They are the right hand of the Council, instruments of our will. Spectres bear a great burden. They are protectors of galactic peace, both our first and last line of defense. The safety of the galaxy is theirs to uphold.
Chatroom: http://holdingtheline.chatango.com/
Come one, come all, to my first attempt at this sort of thing, set in the Mass Effect universe! Not familiar with Mass Effect? Then go buy it. Now. The information in this post is sufficient enough to register a character. Additional, useful information will be available in the second post. Information in general will be spoiler-free, and the setting takes place between the first and second games and has minimal relation to their plots.
Character Creation
To join, fill out the following character card:
Name:
Race:
Class:
Equipment:
Any other information is optional. Your character starts with 500 credits (500C).
Playable Races:
Classes:
Each class has a unique power with three ranks each, costing 150C/300C/600C.
Arsenal
Better funded [than the Spectres], though. Didn't have to buy our own weapons.
A class's strength value determines the total amount of weight they can carry on missions.
All Spectre operatives receive a Combat Knife as part of their commission.
Powers
Tier I Powers are C150 each. Tier II Powers are C300 each, and only available to someone trained or specialized in that field. Tier III Powers are 600C each, and only available to someone specialized in that field.
All operatives receive free training in one Tier I power from their training or specialization.
![](http://i.imgur.com/dDp5s.png)
Spectres are not trained, but chosen. Individuals forged in the fire of service and battle; those whose actions elevate them above the rank and file. Spectres are an ideal, a symbol. The embodiment of courage, determination, and self-reliance. They are the right hand of the Council, instruments of our will. Spectres bear a great burden. They are protectors of galactic peace, both our first and last line of defense. The safety of the galaxy is theirs to uphold.
Chatroom: http://holdingtheline.chatango.com/
Come one, come all, to my first attempt at this sort of thing, set in the Mass Effect universe! Not familiar with Mass Effect? Then go buy it. Now. The information in this post is sufficient enough to register a character. Additional, useful information will be available in the second post. Information in general will be spoiler-free, and the setting takes place between the first and second games and has minimal relation to their plots.
Character Creation
To join, fill out the following character card:
Name:
Race:
Class:
Equipment:
Any other information is optional. Your character starts with 500 credits (500C).
Playable Races:
Spoiler :
Human
![](http://i.imgur.com/0wexb.jpg)
Humans, from the planet Earth, are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. They independently discovered a Prothean data cache on Mars in 2148, and the mass relay networks shortly thereafter.
Asari
![](http://i.imgur.com/YpZgW.png)
-10% Biotic Power cost
+10% Tech Power cost
The asari, native to the planet Thessia, are often considered the most powerful and respected sentient species in the known galaxy. This is partly due to the fact that the asari were the first race after the Protheans to achieve interstellar flight and to discover and inhabit the Citadel.
A mono-gender race—distinctly feminine in appearance and having maternal instincts—the asari are known for their elegance, diplomacy and biotic talent. Their millennia-long lifespan and unique physiology that allows them to reproduce with a partner of any gender or species, gives them a conservative but convivial attitude toward other races. The asari were instrumental in proposing and founding the Citadel Council and have been at the heart of galactic society ever since.
Salarian
![](http://i.imgur.com/EJuUR.png)
-10% Tech Power cost
+10% Combat Power cost
The second species to join the Citadel, the salarians are warm-blooded amphibians native to the planet Sur'Kesh. Salarians possess a hyperactive metabolism; they think fast, talk fast, and move fast. To salarians, other species seem sluggish and dull-witted, especially the elcor. Unfortunately, their metabolic speed leaves them with a relatively short lifespan; salarians over the age of 40 are a rarity.
Salarians are known for their observational capability and non-linear thinking. This manifests as an aptitude for research and espionage. They are constantly experimenting and inventing, and it is generally accepted that they always know more than they are letting on.
Turian
![](http://i.imgur.com/lHeDA.jpg)
-10% Combat Power cost
+10% Biotic Power cost
Known for their militaristic and disciplined culture, the turians were the third race to join the Citadel Council. They gained their Council seat after defeating the hostile krogan for the Council during the Krogan Rebellions. The turians deployed a salarian-created biological weapon called the genophage, which virtually sterilised the krogan and sent them into a decline. The turians then filled the peacekeeping niche left by the once-cooperative krogan, and eventually gained a Council seat in recognition of their efforts.
Originally from the planet Palaven, turians are best known for their military role, particularly their contributions of soldiers and starships to the Citadel Fleet. They are respected for their public service ethic—it was the turians who first proposed creating C-Sec (Citadel Security, the Citadel's police force)—but are sometimes seen as imperialist or rigid by other races. There is some animosity between turians and humans, largely due to the turian role in the First Contact War. This bitterness is slowly beginning to heal—as shown by the cooperation of the two races on the construction of the SSV Normandy—but many turians still hate humans, and vice versa.
Spoiler :
![](http://i.imgur.com/0wexb.jpg)
Humans, from the planet Earth, are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. They independently discovered a Prothean data cache on Mars in 2148, and the mass relay networks shortly thereafter.
Asari
Spoiler :
![](http://i.imgur.com/YpZgW.png)
-10% Biotic Power cost
+10% Tech Power cost
The asari, native to the planet Thessia, are often considered the most powerful and respected sentient species in the known galaxy. This is partly due to the fact that the asari were the first race after the Protheans to achieve interstellar flight and to discover and inhabit the Citadel.
A mono-gender race—distinctly feminine in appearance and having maternal instincts—the asari are known for their elegance, diplomacy and biotic talent. Their millennia-long lifespan and unique physiology that allows them to reproduce with a partner of any gender or species, gives them a conservative but convivial attitude toward other races. The asari were instrumental in proposing and founding the Citadel Council and have been at the heart of galactic society ever since.
Salarian
Spoiler :
![](http://i.imgur.com/EJuUR.png)
-10% Tech Power cost
+10% Combat Power cost
The second species to join the Citadel, the salarians are warm-blooded amphibians native to the planet Sur'Kesh. Salarians possess a hyperactive metabolism; they think fast, talk fast, and move fast. To salarians, other species seem sluggish and dull-witted, especially the elcor. Unfortunately, their metabolic speed leaves them with a relatively short lifespan; salarians over the age of 40 are a rarity.
Salarians are known for their observational capability and non-linear thinking. This manifests as an aptitude for research and espionage. They are constantly experimenting and inventing, and it is generally accepted that they always know more than they are letting on.
Turian
Spoiler :
![](http://i.imgur.com/lHeDA.jpg)
-10% Combat Power cost
+10% Biotic Power cost
Known for their militaristic and disciplined culture, the turians were the third race to join the Citadel Council. They gained their Council seat after defeating the hostile krogan for the Council during the Krogan Rebellions. The turians deployed a salarian-created biological weapon called the genophage, which virtually sterilised the krogan and sent them into a decline. The turians then filled the peacekeeping niche left by the once-cooperative krogan, and eventually gained a Council seat in recognition of their efforts.
Originally from the planet Palaven, turians are best known for their military role, particularly their contributions of soldiers and starships to the Citadel Fleet. They are respected for their public service ethic—it was the turians who first proposed creating C-Sec (Citadel Security, the Citadel's police force)—but are sometimes seen as imperialist or rigid by other races. There is some animosity between turians and humans, largely due to the turian role in the First Contact War. This bitterness is slowly beginning to heal—as shown by the cooperation of the two races on the construction of the SSV Normandy—but many turians still hate humans, and vice versa.
Classes:
Each class has a unique power with three ranks each, costing 150C/300C/600C.
Spoiler :
Soldier:
Infiltrator:
Engineer:
Sentinel:
Adept:
Vanguard:
Spoiler :
Combat Specialist
Strength Value: 7
Soldiers are pure combat specialists. No one is tougher or more effective at taking down enemies with gunfire. Soldiers have the most thorough weapons training. High-level operatives are outfitted with ocular synaptic processors that allow them to focus on targets with lethal accuracy.
Class Power increases Strength by 1 each rank.
Strength Value: 7
Soldiers are pure combat specialists. No one is tougher or more effective at taking down enemies with gunfire. Soldiers have the most thorough weapons training. High-level operatives are outfitted with ocular synaptic processors that allow them to focus on targets with lethal accuracy.
Class Power increases Strength by 1 each rank.
Infiltrator:
Spoiler :
Combat and Tech Trained
Strength Value: 5
The Infiltrator is a tech-savvy warrior, able to win battles by quickly disabling and killing enemies. These soldiers focus on unlocking alternate routes, gaining access to good equipment, and obtaining an advantageous position over enemies in combat.
Class Power increases Accuracy by +1/+3/+5. Does not apply to melee weapons.
Strength Value: 5
The Infiltrator is a tech-savvy warrior, able to win battles by quickly disabling and killing enemies. These soldiers focus on unlocking alternate routes, gaining access to good equipment, and obtaining an advantageous position over enemies in combat.
Class Power increases Accuracy by +1/+3/+5. Does not apply to melee weapons.
Engineer:
Spoiler :
Tech Specialist
Strength Value: 3
The Engineer is a tech specialist, able to quickly and easily manipulate the environment with specific talents, and repair or modify technical equipment. Engineers are the most effective class at blasting through enemy defenses and disabling opponents. High level Engineers can spawn combat drones to harass enemies or force them out of entrenched cover positions.
Class Power increases Tech damage.
Strength Value: 3
The Engineer is a tech specialist, able to quickly and easily manipulate the environment with specific talents, and repair or modify technical equipment. Engineers are the most effective class at blasting through enemy defenses and disabling opponents. High level Engineers can spawn combat drones to harass enemies or force them out of entrenched cover positions.
Class Power increases Tech damage.
Sentinel:
Spoiler :
Tech and Biotic Trained
Strength Value: 3
The Sentinel is able to combine tech and biotics to manipulate the environment, disable and track enemies, or defend the party. Sentinels are unique, bringing both tech and biotic abilities to the battlefield. While they lack the focus of adepts and engineers, they are versatile and can handle any situation.
Class Power increases Medigel capacity by 1 per level.
Strength Value: 3
The Sentinel is able to combine tech and biotics to manipulate the environment, disable and track enemies, or defend the party. Sentinels are unique, bringing both tech and biotic abilities to the battlefield. While they lack the focus of adepts and engineers, they are versatile and can handle any situation.
Class Power increases Medigel capacity by 1 per level.
Adept:
Spoiler :
Biotic Specialist
Strength Value: 3
The Adept is the ultimate biotic, able to affect the physical world with the power of the mind. Adepts are durable and powerful manipulators of mass effect fields; they can use biotics to violently manipulate objects in the environment, including nearby enemy targets. While they lack advanced combat training, they are the best at defeating enemies without firing a shot.
Class Power increases Biotic damage.
Strength Value: 3
The Adept is the ultimate biotic, able to affect the physical world with the power of the mind. Adepts are durable and powerful manipulators of mass effect fields; they can use biotics to violently manipulate objects in the environment, including nearby enemy targets. While they lack advanced combat training, they are the best at defeating enemies without firing a shot.
Class Power increases Biotic damage.
Vanguard:
Spoiler :
Biotic and Combat Trained
Strength Value: 5
The Vanguard is a powerful combatant, able to combine the offensive powers of the Adept and the Soldier. Vanguards are the front line of the squad. Their biotic powers focus on combat potential - disabling the enemy, making their armor ineffective, and shielding themselves from harm so that they can get close enough to go to work. Vanguards are feared for their high-risk high-reward combat style, closing quickly on enemies and destroying them at close range with weapons and biotic abilities.
Class Power increases Melee damage and defense.
Strength Value: 5
The Vanguard is a powerful combatant, able to combine the offensive powers of the Adept and the Soldier. Vanguards are the front line of the squad. Their biotic powers focus on combat potential - disabling the enemy, making their armor ineffective, and shielding themselves from harm so that they can get close enough to go to work. Vanguards are feared for their high-risk high-reward combat style, closing quickly on enemies and destroying them at close range with weapons and biotic abilities.
Class Power increases Melee damage and defense.
Arsenal
Better funded [than the Spectres], though. Didn't have to buy our own weapons.
A class's strength value determines the total amount of weight they can carry on missions.
All Spectre operatives receive a Combat Knife as part of their commission.
Spoiler :
Armor
Clothing (Weightless, provides no protection)
Light (Weight: 1)
Medium (Weight: 2)
Heavy (Weight: 3)
Equipment (Weightless)
Heavy Weapons (Weight: 2)
Heavy Weapon ammunition is consumable, but weightless.
Primary Weapons (Weight: 2)
Sidearms (Weight: 1)
Spoiler :
Clothing (Weightless, provides no protection)
Spoiler :
Casualwear - 0C
Dress Uniform - 50C
Tuxedo - 200C
Dress Uniform - 50C
Tuxedo - 200C
Light (Weight: 1)
Spoiler :
Onyx Light Armor - 150C
Guardian put Armor - 300C
Explorer Armor - 500C
Guardian put Armor - 300C
Explorer Armor - 500C
Medium (Weight: 2)
Spoiler :
Onyx Medium Armor - 400C
Gladiator Armor - 600C
Scorpion Armor - 800C
Gladiator Armor - 600C
Scorpion Armor - 800C
Heavy (Weight: 3)
Spoiler :
Onyx Heavy Armor - 700C
Titan Armor - 900C
Colossus Armor - 1100C
Titan Armor - 900C
Colossus Armor - 1100C
Equipment (Weightless)
Spoiler :
Omnitools
Biotic Amps
Medigel
Spoiler :
Bluewire Tool - 100C
Polaris Tool - 300C
Savant Tool - 500C
Polaris Tool - 300C
Savant Tool - 500C
Biotic Amps
Spoiler :
Solaris Amp - 100C
Polaris Amp - 300C
Savant Amp - 500C
Polaris Amp - 300C
Savant Amp - 500C
Medigel
Spoiler :
Medigel - 50C (Consumable)
Medigel capacity is base 1. Each medigel above your capacity weighs 1.
Medigel capacity is base 1. Each medigel above your capacity weighs 1.
Heavy Weapons (Weight: 2)
Heavy Weapon ammunition is consumable, but weightless.
Spoiler :
Heavy Weapons
Ammunition
Spoiler :
M-77 Missile Launcher - 250C
M-100 Grenade Launcher - 300C
M-622 Avalanche - 300C
M-100 Grenade Launcher - 300C
M-622 Avalanche - 300C
Ammunition
Spoiler :
Missile (M-77) - 60C
Grenade (M-100) - 50C
Coolant (M-622) - 60C
Grenade (M-100) - 50C
Coolant (M-622) - 60C
Primary Weapons (Weight: 2)
Spoiler :
Assault Rifles
Shotguns
Sniper Rifles
Spoiler :
M-8 Avenger - 200C
M-15 Vindicator (Accurate) - 400C
M-76 Revenant (Inaccurate, High Rate of Fire) - 600C
M-15 Vindicator (Accurate) - 400C
M-76 Revenant (Inaccurate, High Rate of Fire) - 600C
Shotguns
Spoiler :
M-23 Katana - 200C
M-27 Scimitar (High Rate of Fire) - 400C
M-300 Claymore (Bolt-Action) - 600C
M-27 Scimitar (High Rate of Fire) - 400C
M-300 Claymore (Bolt-Action) - 600C
Sniper Rifles
Spoiler :
M-97 Viper - 200C
M-92 Mantis (Bolt-Action) - 400C
M-98 Widow (Anti-Materiel, Bolt-Action) - 600C
M-92 Mantis (Bolt-Action) - 400C
M-98 Widow (Anti-Materiel, Bolt-Action) - 600C
Sidearms (Weight: 1)
Spoiler :
Heavy Pistols
Melee
Submachine Guns
Spoiler :
M-3 Predator - C50
M-6 Carnifex - C250
M-77 Paladin - C450
M-6 Carnifex - C250
M-77 Paladin - C450
Melee
Spoiler :
Combat Knife – 0C (Weightless)
Biotic/Tech Pulse (Weightless, Requires Tier I Bio-Amp/Omnitool or better) - 50C
Biotic/Tech Knife (Weightless, Requires Tier II Bio-Amp/Omnitool or better) - 100C
Biotic/Tech Sword (Weightless, Requires Tier III Bio-Amp/Omnitool) - 150C
Biotic/Tech Pulse (Weightless, Requires Tier I Bio-Amp/Omnitool or better) - 50C
Biotic/Tech Knife (Weightless, Requires Tier II Bio-Amp/Omnitool or better) - 100C
Biotic/Tech Sword (Weightless, Requires Tier III Bio-Amp/Omnitool) - 150C
Submachine Guns
Spoiler :
M-4 Shuriken - 100C
M-9 Tempest (High Rate of Fire) - 300C
M-12 Locust (Effective at Range) - 500C
M-9 Tempest (High Rate of Fire) - 300C
M-12 Locust (Effective at Range) - 500C
Powers
Tier I Powers are C150 each. Tier II Powers are C300 each, and only available to someone trained or specialized in that field. Tier III Powers are 600C each, and only available to someone specialized in that field.
All operatives receive free training in one Tier I power from their training or specialization.
Spoiler :
Biotics
Combat
Tech
Spoiler :
Tier I
Tier II
Tier III
Spoiler :
Pull: Generates a mass-lowering field, levitating enemies into the air. Targets will slowly drift towards the user.
Slam: Lifts a target and slams them to the ground, inflicting damage.
Throw: Uses mass effect fields to hurl a target away from the user at a force of several hundred newtons.
Slam: Lifts a target and slams them to the ground, inflicting damage.
Throw: Uses mass effect fields to hurl a target away from the user at a force of several hundred newtons.
Tier II
Spoiler :
Reave: Employs mass effect fields to biotically attack the target's nervous or synthetic system and prevent healing.
Shockwave: Sends out a series of explosive biotic impacts in front of the user, ignoring any obstacles. Enemies caught in the blasts will be thrown. Shielded enemies are stunned.
Warp: Creates rapidly shifting mass effect fields that shred a target apart; this will cause damage and detonate any biotic effects currently affecting the target.
Nova: A close range area-of-effect shockwave power which inflicts damage and throws back any enemies around the user.
Shockwave: Sends out a series of explosive biotic impacts in front of the user, ignoring any obstacles. Enemies caught in the blasts will be thrown. Shielded enemies are stunned.
Warp: Creates rapidly shifting mass effect fields that shred a target apart; this will cause damage and detonate any biotic effects currently affecting the target.
Nova: A close range area-of-effect shockwave power which inflicts damage and throws back any enemies around the user.
Tier III
Spoiler :
Dominate: Generates a mass effect field that alters the target's perception and thoughts, making them fight on your side temporarily.
Singularity: Launches a dark energy sphere creating an intense mass effect field that causes a warp in the space-time continuum, leading to a gravity well similar to a miniature black hole. Nearby enemies will be levitated and forced into its orbit.
Stasis: Locks an enemy in a mass effect field, freezing the target in place and making them unable to attack; however this also makes them impervious to damage while under its effects.
Singularity: Launches a dark energy sphere creating an intense mass effect field that causes a warp in the space-time continuum, leading to a gravity well similar to a miniature black hole. Nearby enemies will be levitated and forced into its orbit.
Stasis: Locks an enemy in a mass effect field, freezing the target in place and making them unable to attack; however this also makes them impervious to damage while under its effects.
Combat
Spoiler :
Tier I
Tier II
Tier III
Spoiler :
Concussive Shot: Fires a single high-powered round that damages a target and can knock down the enemy, stunning them.
Flashbang Grenade: Launches a disorientating, concussive charge that inflicts minor damage and incapacitates nearby targets. Delicate electronics will be more heavily damaged. Can cause weapon overheating, omni-tool jams, and difficulty in using biotic powers.
Inferno Grenade: Launches a volatile grenade that explodes on impact, sending damaging fragments flying in all directions. Effective against armor.
Flashbang Grenade: Launches a disorientating, concussive charge that inflicts minor damage and incapacitates nearby targets. Delicate electronics will be more heavily damaged. Can cause weapon overheating, omni-tool jams, and difficulty in using biotic powers.
Inferno Grenade: Launches a volatile grenade that explodes on impact, sending damaging fragments flying in all directions. Effective against armor.
Tier II
Spoiler :
Charge: Augmented speed and strength sends the user charging across the battefield into a target, resulting in a powerful collision that sends unprotected enemies flying back.
Cryo Ammo: Empowers weapons with a cryo field that gives weapons a chance to slow, and eventually freeze, enemies.
Shredder Ammo: Tears through soft targets, inflicting damage to unprotected enemies.
Cryo Ammo: Empowers weapons with a cryo field that gives weapons a chance to slow, and eventually freeze, enemies.
Shredder Ammo: Tears through soft targets, inflicting damage to unprotected enemies.
Tier III
Spoiler :
Adrenaline Rush: A burst of adrenaline causes time dilation for the user, allowing them to line up their shots or to simply attack twice in quick succession (latter not available for weapons tagged Bolt-Action).
Armor Piercing Ammo: Does extra damage against armor and against unprotected enemies.
Fortification: Reinforces armor with a non-Newtonian fluid that hardens when struck, providing a brief, huge bonus.
Armor Piercing Ammo: Does extra damage against armor and against unprotected enemies.
Fortification: Reinforces armor with a non-Newtonian fluid that hardens when struck, providing a brief, huge bonus.
Tech
Spoiler :
Tier I
Tier II
Tier III
Spoiler :
Disruptor Ammo: Empowers weapons with an electric field, doing heavy damage to synthetic enemies or anything electronic.
Neural Shock: Overloads the nervous system's pain receptors, paralyzing enemies for a brief amount of time.
Overload: Shuts down targeted electronics, doing massive damage to synthetic targets, destroying any electronics, and possibly overheating weapons in the area.
Neural Shock: Overloads the nervous system's pain receptors, paralyzing enemies for a brief amount of time.
Overload: Shuts down targeted electronics, doing massive damage to synthetic targets, destroying any electronics, and possibly overheating weapons in the area.
Tier II
Spoiler :
Incinerate: A high-explosive plasma round fired from the user's omni-tool that inflicts damage over time and may set things on fire.
Tactical Cloak: When activated, renders the user invisible to enemies and grants a damage bonus. User cannot be healed while the cloak is active, and opening fire drops the cloak.
Tech Armor: Generates an energy armor suit that boosts the user's shields. When destroyed, sends out a pulse of energy, damaging those nearby.
Tactical Cloak: When activated, renders the user invisible to enemies and grants a damage bonus. User cannot be healed while the cloak is active, and opening fire drops the cloak.
Tech Armor: Generates an energy armor suit that boosts the user's shields. When destroyed, sends out a pulse of energy, damaging those nearby.
Tier III
Spoiler :
AI Hacking: Grants access to synthetic targeting algorithms, forcing affected enemies to fight on your side temporarily.
Combat Drone: Spawns a tech drone that draws enemy fire and does minor damage. The drone relays information it detects to the user. Only one drone at a time can be active per user.
Energy Drain: Saps an enemy's kinetic barrier power, boosting your own shields at the cost of theirs. Only works on shielded organics or any synthetics.
Combat Drone: Spawns a tech drone that draws enemy fire and does minor damage. The drone relays information it detects to the user. Only one drone at a time can be active per user.
Energy Drain: Saps an enemy's kinetic barrier power, boosting your own shields at the cost of theirs. Only works on shielded organics or any synthetics.