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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...
Foreword: Right, this is the first AC I'm hosting. So here goes. In this game, you all be cruising in the Mass Effect Universe. If you are unfamiliar, a google search and some research isn't far away but honestly I recommend playing through the series - it really is a gem all in all. There may be spoilers during the game(and really only for the first installment of Mass Effect), but information in the OP and following posts will be strictly in terms of this forum game. Like implied in the previous statement, this game’s starting point is the first installment’s starting point, and will eventually come to an official conclusion.
In this AC, you all will be joining a galactic organization called The Bridge. The goal of The Bridge is to protect the lives of the people of the galaxy. Untrusting of the Council as a whole, The Bridge often takes matters of Galactic importance into their own hands. There have been several reported incidents in which agents of The Bridge went toe-to-toe with Spectres. Suffice to say, where The Bridge lies is exactly on the line between criminal organization and galactic peacekeepers.
The Bridge
The Bridge recruits from a diverse pool. People of all kinds of races can be found working under The Bridge. However, something a lot of them have in combat is combat or military experience. The Bridge is first and foremost an organization that aims to defend the galaxy, and in this Galaxy, you can't do that without people that know how to shoot. Of course, there are a number of other professions working under The Bridge. It even has its own R&D division.
Advancement in The Bridge is pretty simple. You contribute more, you get more. Those higher up in the command structure have better-off free starting equipment, and have more access to the Black Market, which The Bridge buys from to get military-grade equipment. However, someone lower in the command structure could probably meet up to par with the higher-ups, if they play their cards right. But the position makes it easier, even if it means you might have more "obligations" so to speak.
Character Creation
Fill this out.
Name: Simple enough. Try to be canonically correct. I don't want a Turian named Johnathan Smith.
Race: I'll let you pick any non-mythical, non-extinct (given ME1's context) race as playable. Be warned, your species does affect combat ability. Don't expect your Hanar Commando to be incredibly resistant to bullets, no matter how much you love and adore Blasto. You also can't be Geth.
Background: Where does your character come from? Any military service?
Biotic: Just tell me whether or not your character is Biotic (has psychic powers basically) don’t describe the powers you have, just whether you’re a biotic or not.
Power: Choose one power from Tech Upgrades or Biotics. Your character has this one power to start off with.
All of these, aside from the name, will essentially craft what skills your character start out with. There are no character stats, just general and specific skills your character can improve on during the game. Your skill at a certain task increases future chance of success when doing something involving that skill.
Equipment
Equipment is what has stats in this game. Here's how different kinds of equipment work.
Armor has four variants: Light, Medium, Heavy, and Special. From the defensive capability of armor correlates with the weight class, however lighter armor is easier to maneuver in and will grant you higher stamina. There is a skill that determines how comfortable your character is in certain armor, and you can have some disadvantages if you wear armor you're not used to. It is possible to overcome those disadvantages by diversifying your wardrobe so to speak, but that comes at a pretty big risk.
The Special armor in question comes in only one of the three weight classes, and along with generally better stats than the normal armors, they will provide an extra bonus effect that will be detailed when special armors become available for purchase.
Armor protects against four types of damage: Slashing, Physical, Energy, and Biotic. to reflect this, next to the armor in question will be the values of protection, corresponding to the order above. The most basic light armor provides 1 protection for each damage type. See Standard Equipment for an example of how Armor is presented.
Weapons each have their own form of damage. Generally, base weapons will deal physical, energy, or slashing damage. In the shop, weapon damage is formatted as P for physical, E for energy, and so on. There are 8 kinds of weapons usable directly by characters. Grenades, Pistols, Shotguns, Assault Rifles, Sniper Rifles, Melee Weapons, Heavy weapons, and Grenades. See Black Market for weapons specifics. All weapons, aside from melee weapons and grenades, overheat after sustained fire. If your weapon overheats, you must wait for it to cool down; if you don’t switch your weapon out, this could leave you extremely vulnerable.
Secondary Equipment exists in the form of Omni-tools and Bio-amps. Omni-tools tell you your vitals, enable you access to technological upgrades, and allow you to manipulate common, reusable industrial plastics, ceramics, and light alloys granting repair and object creation capabilities. They also serve as a vital piece of field equipment, functioning as flashlights, scanners, medi-gel dispensers, programming and hacking devices, cameras, Video, audio and holographic communication devices, and mediums for downloading and playing video games and converting items into omni-gel. More advanced omni-tools can improve effectiveness and provide more offensive capabilities. Bio-amps are for channeling Biotic powers. See Biotics for details.
And lastly, there are the Essential Items. Medigel, food, water, etc. The quality of these doesn't matter and everyone receives the same amount before a mission for free, but if you want to increase your supply, you can pay out of pocket for more.
All players start with 1,000 Credits to buy better equipment if they feel so inclined.
Standard Equipment
All agents have a set of standard equipment free of charge. Agents have complete access to the one of each of the following, given they don't continuously squander it, in which case they'd probably get kicked out. Elcor can have one Heavy Weapon free of charge.
Light Onyx Armor[1/1/1/1] no affect on stamina
Medium Onyx Armor[2/2/2/2] -1 affect on stamina
Heavy Onyx Armor[3/3/3/3] -2 affect on stamina
Avenger Mk. 1 Assault Rifle[1-3 P]
Torrent Mk. 1 Assault Rifle[2 E]
Scimitar Mk. 1 Shotgun[1-5 P]
Avenger Mk. 1 Sniper Rifle[1-7 P]
Pulse Rifle Mk. 1 Sniper Rifle[2-6 E]
Kessler Mk. 1 Pistol[1-3 P]
Combat Knife[1-2 S]
Combat Baton[1-3 P]
Bluewire Tool[basic omni-tool]
Solaris Amp[basic bio-amp]
The Black Market
This is where you can purchase better equipment than your standard listed above. More and better weapons and armor become available as you rank up. If you play your cards right, however, you can get access to better equipment during missions, completely separate from your standing with The Bridge, if you prefer to be a little more on the Rogue do-things-your-way kind of agent.
Generally speaking, here's the rank-to-equipment details.
Recruit: Mk I
Squadmate: Mk II
Veteran: Mk III
Squad Leader: Mk IV
When you reach Squad Leader, that's when you start getting to know the inner workings of The Bridge - and why you're really doing what you're doing. Also, you get access to even better equipment. That's what's important, right?
Light Battlemaster Armor[1/1/3/3] no affect on stamina - 400 C
Medium Battlemaster Armor[1/1/4/4] -1 affect on stamina - 600 C
Heavy Battlemaster Armor[2/2/5/5] -2 affect on stamina - 800 C
Light Survivor Armor[3/3/1/1] no affect on stamina - 400 C
Medium Survivor Armor[4/4/1/1] -1 affect on stamina - 600 C
Heavy Survivor Armor[5/5/2/2] -2 affect on stamina - 800 C
Light Colossus Armor[2/2/2/2] no affect on stamina - 600 C
Medium Colossus Armor[3/3/3/3] -1 affect on stamina -1000 C
Heavy Colossus Armor[4/4/4/4] -2 affect on stamina - 1200 C
SPECIAL
Cerberus Armor[Light Variant][6/6/6/6] no affect on stamina - 2000 C
Assault Rifles are inaccurate at longer ranges and ineffective at very close ranges. Generally, if you don’t spray-and-pray, assault rifles won’t overheat.
Terminator Mk. I[1-6 P] - 500 C
Gorgon Mk. I[2-5 E] - 500 C
Raptor Mk. I[1-4 P;1 S] - 600 C
Shotguns can only achieve max damage at very close ranges. Spread decreases damage as distance increases, 1 damage guaranteed at short ranges unless you have really bad luck and roll a 0 or something. Can be fired thrice in succession before overheating.
Executioner Mk. I[1-8 P] - 500 C
Pulse Rifle Mk. I[2-7 E] - 600 C
Hydra Mk. I[1-5 P;2 S] - 600 C
Sniper Rifle accuracy decreases as range decreases and have high miss chances if not you are correctly trained. They completely ineffective at close range. Overheats after two consecutive shots.
Titan Mk. I[4-10 P] - 500 C
Lightning Strike Mk. I[5-9 E] - 500 C
Python Mk. I[3-4 P; 2-6 E] - 800 C
Pistols are effective close to mid-range, but loses its effectiveness long range. Quickdraw shots much more likely than with other weapons. Overheats after approximately 7 shots.
Striker Mk. I[1-4 P] - 300 C
HMWP Basic Mk. I[1-4 E] - 300 C
Cobra Mk. I[1-2 P;1 S] - 300 C
Heavy weapons deal a lot of damage, but are slow firing and have limited ammunition. This ammunition takes up space that grenades would take up. When you buy a Heavy Weapon, you buy it with full ammo.
ML-77 Missile Launcher[5-15 P] accuracy decreases as range increases. Carries 10 Ammo max. - 500 C; 50 C for each unit of ammunition.
Grenades can be quite dangerous in close proximity, and is probably the largest cause of friendly fire.
Frag Grenade [1-7 P; 3-5 S] - 100 C
Arc Grenade [1-5 E] Can stun enemies and disable electronics. - 150 C
Combat Knife[1-3 S] effective at close ranges, can throw to reach medium ranges. - 50 C
Combat Baton[1-5 P] effective at close ranges, can be used to neutralize without killing, without causing severe trauma. - 100 C
Essential pieces of equipment with a variety of uses.
Chameleon Tool[+2 Tech Damage] - 300 C
Implants that improve the capabilities of Biotics.
Gemini Amp[decreases strain on user] - 200 C
Unity Amp[+2 Biotic Damage] - 250 C
Medi-gel: Used to heal yourself or an ally. Can even heal the most critical of wounds, but this is temporary; if seriously injured, be sure to seek proper medical attention as soon as possible. - 300 C
1 day of food and water: Provides for an extra day of food, in case the mission goes south and you're held for longer than expected. - 100 C
Technology Upgrades
You can upgrade your character's technological capabilities. These upgrades are applied to your omni-tools, for reference, and carries over to all of your omni-tools.
Overload: Attacks a target's shields, making them more vulnerable to Energy Damage(+50% E). Does 3 E to synthetic targets. - 300 C
Drone: Creates a combat drone that follows your orders; can be used for reconnaissance. Can fire energy bolts that deal 2 E. - 400 C
AI Hacking: Take control of an enemy synthetic target. - 600 C
Cryo Blast: Fire a mass of super-cooled subatomic particles from the omni-tool. Slows, freezes, and damages [3 E] a hit target. - 400 C
Energy Drain: Makes a target more vulnerable to energy damage while increasing your resistance to it. [+25% enemy vulnerability to E, +25% user resistance to E] - 400 C
Shield Boost: Increases your resistance to E Damage [+50% resistance to E] - 300 C
Incinerate: Fires a high-explosive plasma round from omni-tool. Increases target vulnerability to P[+50%] - 400 C
Neural Shock: Paralyzes organic enemies for a time[~5 seconds]. - 250 C
Tactical Cloak: Makes user invisible for a time[~5 seconds]. - 400 C
Biotics
Biotics are people that, usually upon Element Zero exposure in utero, develop a power to manipulate mass effect fields. This results in being able to learn several kinds of abilities, such as telekinesis, kinetic fields, and spatial distortion.
Barrier: Creates a shield that mitigates damage done to the user by 50%. - 800 C
Throw: Launches and knocks targets away, dealing 3 Biotic Damage some physical damage, depending on where they land, in the process. - 500 C
Warp: Creates rapidly shifting mass effect fields that shreds the target, dealing 5 Biotic Damage and leaves the target more vulnerable, increasing all damage the target receives by 5%. - 600 C
Charge: Augments speed and strength to charge at a target, dealing 1-4 P and 2-3 B. - 400 C
Dominate: Disrupt the synaptic harmonics of an organic brain so it can't differentiate between friend and foe. A single affected target will fight on your side for a short time[~10 seconds]. - 800 C
Pull: Levitate enemies in close proximity into the air for 5 seconds. - 350 C
Shockwave: creates biotic explosions, throwing enemies in the air and dealing 2-6 B. - 500 C
Singularity: Sucks multiple enemies and objects to a single area, possibly dealing 1-3 P. - 150 C
Slam: lifts a target and slams them to the ground. dealing 3-6 P - 450 C
Stasis: temporarily[8 seconds] locks a target in a mass effect field, making them unable to move at all but invulnerable to damage. - 700 C
Warp Ammo: Laces ammunition with a mass effect field, giving all weapons +1 B. - 500 C
Skills
Based upon your character background and your ongoing field experience, you will be assigned and granted skills. I will detail the effects of these skills and tell you how you may advance them. Skills are given and advanced free of charge, but require either an impressive background or a lot of field experience.
Loadouts
Your characters all have a maximum amount of equipment they can bring, called a loadout. Because I think it'd be tedious to ask for loadout changes and the like, you guys will keep records of your loadouts, and I will tell you the limits of your loadouts. I'll compile all the loadout posts below, in the second post. Skills, powers, and upgrades are not included on the loadout; when you've unlocked them, they are permanent.
Your loadout has a limit of:
1 set of armor
2 ranged weapons
1 type of melee weapon(5 of those max unless stated otherwise)
4 grenades of any type max
unlimited amount of medigel
unlimited amount of extra food and water
Combat
Combat won't take place in turns; it'll be delayed real-time. If you wait a little too long, you may pay for it; I understand if you're having difficulties however. There isn't much in the way of plot armor, so don't run out from cover in the middle of intense firefighting if you don't intend to do some tanking.That's pretty much it.
Missions
Missions work like this: I'll have a post of available contracts you can sign up for, each containing a description, reward details, etc. Missions will have a maximum amount of players. Most missions will be intended to take more than one session; this is why food&water is important. Each session is roughly a day in-game, and you consume one day of food and water each day, obviously. If you run out, you'll have to either improvise or be quick about completing the mission. After the first day of no food, your actions will begin to receive penalties. Go too long, and your character could die.
Long sessions could end up counting as several days too, but I'll make that known when they will happen. Keep all this in mind.
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...

Foreword: Right, this is the first AC I'm hosting. So here goes. In this game, you all be cruising in the Mass Effect Universe. If you are unfamiliar, a google search and some research isn't far away but honestly I recommend playing through the series - it really is a gem all in all. There may be spoilers during the game(and really only for the first installment of Mass Effect), but information in the OP and following posts will be strictly in terms of this forum game. Like implied in the previous statement, this game’s starting point is the first installment’s starting point, and will eventually come to an official conclusion.
In this AC, you all will be joining a galactic organization called The Bridge. The goal of The Bridge is to protect the lives of the people of the galaxy. Untrusting of the Council as a whole, The Bridge often takes matters of Galactic importance into their own hands. There have been several reported incidents in which agents of The Bridge went toe-to-toe with Spectres. Suffice to say, where The Bridge lies is exactly on the line between criminal organization and galactic peacekeepers.
The Bridge
The Bridge recruits from a diverse pool. People of all kinds of races can be found working under The Bridge. However, something a lot of them have in combat is combat or military experience. The Bridge is first and foremost an organization that aims to defend the galaxy, and in this Galaxy, you can't do that without people that know how to shoot. Of course, there are a number of other professions working under The Bridge. It even has its own R&D division.
Advancement in The Bridge is pretty simple. You contribute more, you get more. Those higher up in the command structure have better-off free starting equipment, and have more access to the Black Market, which The Bridge buys from to get military-grade equipment. However, someone lower in the command structure could probably meet up to par with the higher-ups, if they play their cards right. But the position makes it easier, even if it means you might have more "obligations" so to speak.
Character Creation
Fill this out.
Name: Simple enough. Try to be canonically correct. I don't want a Turian named Johnathan Smith.
Race: I'll let you pick any non-mythical, non-extinct (given ME1's context) race as playable. Be warned, your species does affect combat ability. Don't expect your Hanar Commando to be incredibly resistant to bullets, no matter how much you love and adore Blasto. You also can't be Geth.
Background: Where does your character come from? Any military service?
Biotic: Just tell me whether or not your character is Biotic (has psychic powers basically) don’t describe the powers you have, just whether you’re a biotic or not.
Power: Choose one power from Tech Upgrades or Biotics. Your character has this one power to start off with.
All of these, aside from the name, will essentially craft what skills your character start out with. There are no character stats, just general and specific skills your character can improve on during the game. Your skill at a certain task increases future chance of success when doing something involving that skill.
Equipment
Equipment is what has stats in this game. Here's how different kinds of equipment work.
Armor has four variants: Light, Medium, Heavy, and Special. From the defensive capability of armor correlates with the weight class, however lighter armor is easier to maneuver in and will grant you higher stamina. There is a skill that determines how comfortable your character is in certain armor, and you can have some disadvantages if you wear armor you're not used to. It is possible to overcome those disadvantages by diversifying your wardrobe so to speak, but that comes at a pretty big risk.
The Special armor in question comes in only one of the three weight classes, and along with generally better stats than the normal armors, they will provide an extra bonus effect that will be detailed when special armors become available for purchase.
Armor protects against four types of damage: Slashing, Physical, Energy, and Biotic. to reflect this, next to the armor in question will be the values of protection, corresponding to the order above. The most basic light armor provides 1 protection for each damage type. See Standard Equipment for an example of how Armor is presented.
Weapons each have their own form of damage. Generally, base weapons will deal physical, energy, or slashing damage. In the shop, weapon damage is formatted as P for physical, E for energy, and so on. There are 8 kinds of weapons usable directly by characters. Grenades, Pistols, Shotguns, Assault Rifles, Sniper Rifles, Melee Weapons, Heavy weapons, and Grenades. See Black Market for weapons specifics. All weapons, aside from melee weapons and grenades, overheat after sustained fire. If your weapon overheats, you must wait for it to cool down; if you don’t switch your weapon out, this could leave you extremely vulnerable.
Secondary Equipment exists in the form of Omni-tools and Bio-amps. Omni-tools tell you your vitals, enable you access to technological upgrades, and allow you to manipulate common, reusable industrial plastics, ceramics, and light alloys granting repair and object creation capabilities. They also serve as a vital piece of field equipment, functioning as flashlights, scanners, medi-gel dispensers, programming and hacking devices, cameras, Video, audio and holographic communication devices, and mediums for downloading and playing video games and converting items into omni-gel. More advanced omni-tools can improve effectiveness and provide more offensive capabilities. Bio-amps are for channeling Biotic powers. See Biotics for details.
And lastly, there are the Essential Items. Medigel, food, water, etc. The quality of these doesn't matter and everyone receives the same amount before a mission for free, but if you want to increase your supply, you can pay out of pocket for more.
All players start with 1,000 Credits to buy better equipment if they feel so inclined.
Standard Equipment
All agents have a set of standard equipment free of charge. Agents have complete access to the one of each of the following, given they don't continuously squander it, in which case they'd probably get kicked out. Elcor can have one Heavy Weapon free of charge.
Spoiler Recruit Equipment :
Light Onyx Armor[1/1/1/1] no affect on stamina
Medium Onyx Armor[2/2/2/2] -1 affect on stamina
Heavy Onyx Armor[3/3/3/3] -2 affect on stamina
Avenger Mk. 1 Assault Rifle[1-3 P]
Torrent Mk. 1 Assault Rifle[2 E]
Scimitar Mk. 1 Shotgun[1-5 P]
Avenger Mk. 1 Sniper Rifle[1-7 P]
Pulse Rifle Mk. 1 Sniper Rifle[2-6 E]
Kessler Mk. 1 Pistol[1-3 P]
Combat Knife[1-2 S]
Combat Baton[1-3 P]
Bluewire Tool[basic omni-tool]
Solaris Amp[basic bio-amp]
The Black Market
This is where you can purchase better equipment than your standard listed above. More and better weapons and armor become available as you rank up. If you play your cards right, however, you can get access to better equipment during missions, completely separate from your standing with The Bridge, if you prefer to be a little more on the Rogue do-things-your-way kind of agent.
Generally speaking, here's the rank-to-equipment details.
Recruit: Mk I
Squadmate: Mk II
Veteran: Mk III
Squad Leader: Mk IV
When you reach Squad Leader, that's when you start getting to know the inner workings of The Bridge - and why you're really doing what you're doing. Also, you get access to even better equipment. That's what's important, right?
Spoiler Armors :
Light Battlemaster Armor[1/1/3/3] no affect on stamina - 400 C
Medium Battlemaster Armor[1/1/4/4] -1 affect on stamina - 600 C
Heavy Battlemaster Armor[2/2/5/5] -2 affect on stamina - 800 C
Light Survivor Armor[3/3/1/1] no affect on stamina - 400 C
Medium Survivor Armor[4/4/1/1] -1 affect on stamina - 600 C
Heavy Survivor Armor[5/5/2/2] -2 affect on stamina - 800 C
Light Colossus Armor[2/2/2/2] no affect on stamina - 600 C
Medium Colossus Armor[3/3/3/3] -1 affect on stamina -1000 C
Heavy Colossus Armor[4/4/4/4] -2 affect on stamina - 1200 C
SPECIAL
Cerberus Armor[Light Variant][6/6/6/6] no affect on stamina - 2000 C
Spoiler Assault Rifles :
Assault Rifles are inaccurate at longer ranges and ineffective at very close ranges. Generally, if you don’t spray-and-pray, assault rifles won’t overheat.
Terminator Mk. I[1-6 P] - 500 C
Gorgon Mk. I[2-5 E] - 500 C
Raptor Mk. I[1-4 P;1 S] - 600 C
Spoiler Shotguns :
Shotguns can only achieve max damage at very close ranges. Spread decreases damage as distance increases, 1 damage guaranteed at short ranges unless you have really bad luck and roll a 0 or something. Can be fired thrice in succession before overheating.
Executioner Mk. I[1-8 P] - 500 C
Pulse Rifle Mk. I[2-7 E] - 600 C
Hydra Mk. I[1-5 P;2 S] - 600 C
Spoiler Sniper Rifles :
Sniper Rifle accuracy decreases as range decreases and have high miss chances if not you are correctly trained. They completely ineffective at close range. Overheats after two consecutive shots.
Titan Mk. I[4-10 P] - 500 C
Lightning Strike Mk. I[5-9 E] - 500 C
Python Mk. I[3-4 P; 2-6 E] - 800 C
Spoiler Pistols :
Pistols are effective close to mid-range, but loses its effectiveness long range. Quickdraw shots much more likely than with other weapons. Overheats after approximately 7 shots.
Striker Mk. I[1-4 P] - 300 C
HMWP Basic Mk. I[1-4 E] - 300 C
Cobra Mk. I[1-2 P;1 S] - 300 C
Spoiler Heavy Weapons :
Heavy weapons deal a lot of damage, but are slow firing and have limited ammunition. This ammunition takes up space that grenades would take up. When you buy a Heavy Weapon, you buy it with full ammo.
ML-77 Missile Launcher[5-15 P] accuracy decreases as range increases. Carries 10 Ammo max. - 500 C; 50 C for each unit of ammunition.
Spoiler Grenades :
Grenades can be quite dangerous in close proximity, and is probably the largest cause of friendly fire.
Frag Grenade [1-7 P; 3-5 S] - 100 C
Arc Grenade [1-5 E] Can stun enemies and disable electronics. - 150 C
Spoiler Melee Weapons :
Combat Knife[1-3 S] effective at close ranges, can throw to reach medium ranges. - 50 C
Combat Baton[1-5 P] effective at close ranges, can be used to neutralize without killing, without causing severe trauma. - 100 C
Spoiler Omni-tools :
Essential pieces of equipment with a variety of uses.
Chameleon Tool[+2 Tech Damage] - 300 C
Spoiler Bio-amps :
Implants that improve the capabilities of Biotics.
Gemini Amp[decreases strain on user] - 200 C
Unity Amp[+2 Biotic Damage] - 250 C
Spoiler Essential Equipment :
Medi-gel: Used to heal yourself or an ally. Can even heal the most critical of wounds, but this is temporary; if seriously injured, be sure to seek proper medical attention as soon as possible. - 300 C
1 day of food and water: Provides for an extra day of food, in case the mission goes south and you're held for longer than expected. - 100 C
Technology Upgrades
You can upgrade your character's technological capabilities. These upgrades are applied to your omni-tools, for reference, and carries over to all of your omni-tools.
Spoiler Tech Upgrades :
Overload: Attacks a target's shields, making them more vulnerable to Energy Damage(+50% E). Does 3 E to synthetic targets. - 300 C
Drone: Creates a combat drone that follows your orders; can be used for reconnaissance. Can fire energy bolts that deal 2 E. - 400 C
AI Hacking: Take control of an enemy synthetic target. - 600 C
Cryo Blast: Fire a mass of super-cooled subatomic particles from the omni-tool. Slows, freezes, and damages [3 E] a hit target. - 400 C
Energy Drain: Makes a target more vulnerable to energy damage while increasing your resistance to it. [+25% enemy vulnerability to E, +25% user resistance to E] - 400 C
Shield Boost: Increases your resistance to E Damage [+50% resistance to E] - 300 C
Incinerate: Fires a high-explosive plasma round from omni-tool. Increases target vulnerability to P[+50%] - 400 C
Neural Shock: Paralyzes organic enemies for a time[~5 seconds]. - 250 C
Tactical Cloak: Makes user invisible for a time[~5 seconds]. - 400 C
Biotics
Biotics are people that, usually upon Element Zero exposure in utero, develop a power to manipulate mass effect fields. This results in being able to learn several kinds of abilities, such as telekinesis, kinetic fields, and spatial distortion.
Spoiler Biotic Abilities :
Barrier: Creates a shield that mitigates damage done to the user by 50%. - 800 C
Throw: Launches and knocks targets away, dealing 3 Biotic Damage some physical damage, depending on where they land, in the process. - 500 C
Warp: Creates rapidly shifting mass effect fields that shreds the target, dealing 5 Biotic Damage and leaves the target more vulnerable, increasing all damage the target receives by 5%. - 600 C
Charge: Augments speed and strength to charge at a target, dealing 1-4 P and 2-3 B. - 400 C
Dominate: Disrupt the synaptic harmonics of an organic brain so it can't differentiate between friend and foe. A single affected target will fight on your side for a short time[~10 seconds]. - 800 C
Pull: Levitate enemies in close proximity into the air for 5 seconds. - 350 C
Shockwave: creates biotic explosions, throwing enemies in the air and dealing 2-6 B. - 500 C
Singularity: Sucks multiple enemies and objects to a single area, possibly dealing 1-3 P. - 150 C
Slam: lifts a target and slams them to the ground. dealing 3-6 P - 450 C
Stasis: temporarily[8 seconds] locks a target in a mass effect field, making them unable to move at all but invulnerable to damage. - 700 C
Warp Ammo: Laces ammunition with a mass effect field, giving all weapons +1 B. - 500 C
Skills
Based upon your character background and your ongoing field experience, you will be assigned and granted skills. I will detail the effects of these skills and tell you how you may advance them. Skills are given and advanced free of charge, but require either an impressive background or a lot of field experience.
Loadouts
Your characters all have a maximum amount of equipment they can bring, called a loadout. Because I think it'd be tedious to ask for loadout changes and the like, you guys will keep records of your loadouts, and I will tell you the limits of your loadouts. I'll compile all the loadout posts below, in the second post. Skills, powers, and upgrades are not included on the loadout; when you've unlocked them, they are permanent.
Your loadout has a limit of:
1 set of armor
2 ranged weapons
1 type of melee weapon(5 of those max unless stated otherwise)
4 grenades of any type max
unlimited amount of medigel
unlimited amount of extra food and water
Combat
Combat won't take place in turns; it'll be delayed real-time. If you wait a little too long, you may pay for it; I understand if you're having difficulties however. There isn't much in the way of plot armor, so don't run out from cover in the middle of intense firefighting if you don't intend to do some tanking.That's pretty much it.
Missions
Missions work like this: I'll have a post of available contracts you can sign up for, each containing a description, reward details, etc. Missions will have a maximum amount of players. Most missions will be intended to take more than one session; this is why food&water is important. Each session is roughly a day in-game, and you consume one day of food and water each day, obviously. If you run out, you'll have to either improvise or be quick about completing the mission. After the first day of no food, your actions will begin to receive penalties. Go too long, and your character could die.
Long sessions could end up counting as several days too, but I'll make that known when they will happen. Keep all this in mind.