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Patch Notes! Lulz.
((A storyline post, detailing the morning briefing and any objectives that have opened up. All of you will be able to participate in the first step of your storyline mission, but be warned, they aren't meant to be soloed. Most enemies have either been buffed up, or you'll just be facing more of them in a spawn.))
The Story:
The Story Thus Far:
Rules:
I'll be doing some more with the rules soon.
Classes: There are nine different classes for PCs:
Races: Don't care. You can be a furry, Elf, Asari, even a robit of some kind - as long as it isn't any sort of Goblin, Werewolf, or any other creature considered a 'monster'.
Character Sheets: Pretty straight forward.
Name:
Race:
Class: Marine/Engineer/Scout/Civilian/Pilot/Runner/Medic/Mechanic/Orc Grunt/Orc Slave
Level: 1
AP:
FP:
MP:
EP:
Strength:
Dexterity:
Intelligence:
Will Power:
Equipment (List Below):
You can list any sort of backstory; like, if you choose to be the civilian, name your spouse/lover, what race they are, etc.
Leveling up allows you to increase either your AP, FP or MP by one, or your EP by two.
Every two levels allows you to increase your Strength, Dexterity, Intelligence or Will Power by one.
Every three levels gives you the chance to buy a feat, presented to only your character, based on her experiences.
Your character can die, but the invaders are rather entertained by the fact many of their races can breed with pretty much anything, meaning that there's only one real 'game over'. You have the chance to escape from your captors, but after so many tries, you will need to be rescued. If you get a game over, or if you won't be rescued for quite some time, I'll bring in another player to help balance out the teams again.
Current Roster:
1: Viola Theta #36 - "Circe", Scout; played by Maikochan.
2: Ashley, Civilian; Played by Tassadar.
3: Reya, Marine; Played by Keylo.
4: Cassidy, an Asari Engineer; Played by Pale.
5: Laina, Mechanic; Played by Quartz.
6: Jenn, Medic; Played by Twisted's Evil Cousin.
7: Kalica, Runner; Played by Dreana.
8: Marie Kinkaid, Pilot; Played by DeMatt.
9: Orc Grunt/Slave slot, held by TDreams.
10: Orc Grunt/Slave Slot, open.
11: Orc Grunt/Slave slot, open.
12: Orc Grunt/Slave slot, open.
Currently on Hold:
Hali Qui, Engineer, played by Hali. She'll be back soon.
Ruri Nasegawa, Medic, played by TentariX. Low posting by Tenta, so Ruri disappeared. I'm sure she could always reappear though.
Annerose, Pilot, played by LDF. She may return.
-Changed the EXP needed for level ups. Level 1 now only requires 5 EP, 2 is only 7 EXP, 3 is only 10, and then after that everything progresses as normal.
-Every other level after level 3 you'll begin to receive a feat instead of a bonus to one stat; Every three levels after level 3 is when you'll receive a bonus to one stat. While I enjoy games with uber characters, it's supposed to feel like an actual struggle against some orcs (which is why their difficulty was increased a few months ago). Only the Slaves/Grunts have the ability to be as strong as the Orcs.
-Realized no class had a hacking tool - and this was the big reason to include civilians in the beginning. So, Ashley gets a hacking tool, and so does every other civilian that joins after that.
-Also realized that the 'Tech Mine' ability had no damage roll; I added that in. Lulz.
-Every other level after level 3 you'll begin to receive a feat instead of a bonus to one stat; Every three levels after level 3 is when you'll receive a bonus to one stat. While I enjoy games with uber characters, it's supposed to feel like an actual struggle against some orcs (which is why their difficulty was increased a few months ago). Only the Slaves/Grunts have the ability to be as strong as the Orcs.
-Realized no class had a hacking tool - and this was the big reason to include civilians in the beginning. So, Ashley gets a hacking tool, and so does every other civilian that joins after that.
-Also realized that the 'Tech Mine' ability had no damage roll; I added that in. Lulz.
((A storyline post, detailing the morning briefing and any objectives that have opened up. All of you will be able to participate in the first step of your storyline mission, but be warned, they aren't meant to be soloed. Most enemies have either been buffed up, or you'll just be facing more of them in a spawn.))
The Story:
Far in the future, when humankind has expanded throughout the stars, they find themselves a burgeoning race in a galaxy filled with extra terrestrial life... With no conflict; literally, the other races bowed down to the will of the humans, offering scientific discoveries for free. The planning, the preparation, and the significant theories of 'First Contact' meant nothing to the almost too-grateful hosts of the galaxy. Slowly expanding their reach throughout space with Space Stations, terraformed planets, and well-fortified 'bubble cities', human didn't question the often watchful eye of the other races. When disaster finally struck, the human race has suddenly found themselves alone in a very large galaxy, silent galaxy; their once watchful guardians have drawn themselves into hiding, leaving only the young of their species who wished to live amongst the humans.
Rising from the furthest part of space, beyond even human reach, an enemy attacks; Planets and settlements continue to go dark along the outer fringe of human space. An armada of destroyers, interceptors, fighters, and frigates all slowly move towards the major planet of Hallowell, ready to stop this almost secret invasion before it's too late.
Your characters begin their journey after realizing how wrong the Human Alliance is, on the largest space station named Titan. Each character will awaken to destruction and mayhem all around, as the invading force has somehow managed to get into the sealed station. A Marine, an Engineer, a Scout, and a Civilian all need to save this station, reveal their enemy to the alliance - and hopefully make it out alive...
Rising from the furthest part of space, beyond even human reach, an enemy attacks; Planets and settlements continue to go dark along the outer fringe of human space. An armada of destroyers, interceptors, fighters, and frigates all slowly move towards the major planet of Hallowell, ready to stop this almost secret invasion before it's too late.
Your characters begin their journey after realizing how wrong the Human Alliance is, on the largest space station named Titan. Each character will awaken to destruction and mayhem all around, as the invading force has somehow managed to get into the sealed station. A Marine, an Engineer, a Scout, and a Civilian all need to save this station, reveal their enemy to the alliance - and hopefully make it out alive...
The Story Thus Far:
Unshackled AIs, odd-colored darts, armor melting pellets, total destruction, and not to mention one of the only Genetic Hybrids in the Alliance, and it's only been one day since the invasion... No, wait, it's been seven, except we've happened to be awake for one day. The Commander's depressed, there are green aliens shooting at everyone that moves, odd slimes are crawling around a lot of the sub-floors, and apparently we can be kidnapped randomly and without warning!
But hey, at least none of us are being hunted down by an insane AI.
But hey, at least none of us are being hunted down by an insane AI.
Rules:
Stats:
Attributes
Battle actions
While in a fight, there are many things you can do – the game is quite wide open, and if you run a tactic by me, I'll let you know if it's something your character can perform. There are a few basic actions that you can do, however. Please note, each of these take 1 EP to do unless stated otherwise:
Attacking – Shooting, hitting, throwing... Insulting; there's a lot you can do to attack.
Taking cover- Yes, you need to tell me that you take cover. If you don't, I'll assume your saving your EP for something else and your character is just standing out in the open. It's there to help you spend your EP wisely during a battle, instead of rushing heads-first into a combat situation. Taking cover is not always a full proof way to escape attack, as enemies can flank you (You can do that same), and there are weapons that pierce through walls.
Moving – You can move as far as you like, and I'll determine how much EP it takes up (usually not more than three). If you do something that's considerably harder than moving (climbing over walls, running up/down a debris pile, etc.), it'll cost two EP instead of one.
Sex – Yes. Sex is a form of combat in the game. Draining your opponent's FP knocks them out cold, but also makes them orgasm, which is something your character will want to avoid (most the time).
Types of Combat – There are different types of weapons in the game, and each have different effects on EP. They're split into X types of weaponry:
Ammo Types – There's a few different types of ammunition available for the weapons:
Resources – There are several resources you can find in the game, each allowing your character to craft items, or letting Kiera create items and ammunition.
There will always be more resources than these listed, but those will mainly be used for special quests.
Every action you make is determined by your EP (Energy Points). The more EP you have, the more turns you can take in a battle, and the longer you can stay out from Firelight. Every movement you make costs you one EP, or two if it's 'rough terrain'; vehicles can be used to give an advantage over how much EP you spend while traveling. If you're stuck outside of a safe zone when you run out of EP, your character is forced to rest, which invites unwanted attention from enemies. If your character runs out of EP while in a party with other people, they can choose to help you come back (at the expense of 1 EP for whichever character helps carry you); or they can help you set up a defensive perimeter and defend with you, no matter your class. Please note, if you're out by yourself, you can use whatever EP you have to build a defensive perimeter. Depending on the closest safe zone, you may also request support, which could show up as NPCs, other players, heavy ordinance drops, or artillery strikes.
Your AP (Armor/Arousal Point score) is how much damage you can take before you actually become fatigued; I'll explain the negatives of losing your current AP down a little later. If you take a special perk, you can convert some AP into EP. While it sounds unimportant, AP is a good way to keep from experiencing any sort of negative effects from your enemies.
FP is your Fatigue, how long your character can go before he or she actually passes out. When her AP is run dry, her FP can be attacked at that point, meaning she begins to experience negative effects from whatever enemy she's facing. If your character fighting the usual orcs, for example, when her AP drops from their aphrodisiac darts, the character can no longer resist the urge and will proceed to go down on anything that presents itself. While it's good to have a lot of AP, having a substantial amount of FP is important too, as it keeps your character from being knocked out. Some enemies and some tasks actually can drain your FP, even if your character's AP is still full.
The list of status effects:
Please note: There are probably more to come, and these effects will stack.
Your AP (Armor/Arousal Point score) is how much damage you can take before you actually become fatigued; I'll explain the negatives of losing your current AP down a little later. If you take a special perk, you can convert some AP into EP. While it sounds unimportant, AP is a good way to keep from experiencing any sort of negative effects from your enemies.
FP is your Fatigue, how long your character can go before he or she actually passes out. When her AP is run dry, her FP can be attacked at that point, meaning she begins to experience negative effects from whatever enemy she's facing. If your character fighting the usual orcs, for example, when her AP drops from their aphrodisiac darts, the character can no longer resist the urge and will proceed to go down on anything that presents itself. While it's good to have a lot of AP, having a substantial amount of FP is important too, as it keeps your character from being knocked out. Some enemies and some tasks actually can drain your FP, even if your character's AP is still full.
The list of status effects:
Orc Aphrodisiac Darts - When AP hits 0, the character can no longer resist the urge for sex.
Concussion Rounds - The character gains a -1 to any rolls involved in the current battle.
Slime (see the list of colors below)
Wolf bite - Instilled with fear, making grapples on the character easier.
Melee Strike - Character gets the wind knocked out of them, losing their current or next turn.
Explosion - Character takes 2 EP to move anywhere until healed.
Concussion Rounds - The character gains a -1 to any rolls involved in the current battle.
Slime (see the list of colors below)
Blue: Character loses 1 EP per round
Red: Character loses 1 FP per round.
Green: Character always goes last.
Brown: Character's Initiative suffers a -5 to the whole group
Pink: Can no longer resist.
Yellow: Character relieves themselves, losing 3 FP.
Black: Character loses a permanent 1 to either their FP or AP.
Red: Character loses 1 FP per round.
Green: Character always goes last.
Brown: Character's Initiative suffers a -5 to the whole group
Pink: Can no longer resist.
Yellow: Character relieves themselves, losing 3 FP.
Black: Character loses a permanent 1 to either their FP or AP.
Melee Strike - Character gets the wind knocked out of them, losing their current or next turn.
Explosion - Character takes 2 EP to move anywhere until healed.
Attributes
Strength: Determines Melee attacks as well as dodging, pushing/pulling objects, jumping, throwing, etc.
Dexterity: Ranged attacks and dodging them, any sleight-of-hand tactic, camouflage, sneaking, balancing, etc.
Intelligence: Solving puzzles, resisting most form of coercion, and bluff checks.
Will Power: Used to rebuke sexual advances (when not horny), to deal or avoid damage during sex, and resisting any instant aphrodisiac.
Dexterity: Ranged attacks and dodging them, any sleight-of-hand tactic, camouflage, sneaking, balancing, etc.
Intelligence: Solving puzzles, resisting most form of coercion, and bluff checks.
Will Power: Used to rebuke sexual advances (when not horny), to deal or avoid damage during sex, and resisting any instant aphrodisiac.
Battle actions
While in a fight, there are many things you can do – the game is quite wide open, and if you run a tactic by me, I'll let you know if it's something your character can perform. There are a few basic actions that you can do, however. Please note, each of these take 1 EP to do unless stated otherwise:
Attacking – Shooting, hitting, throwing... Insulting; there's a lot you can do to attack.
Taking cover- Yes, you need to tell me that you take cover. If you don't, I'll assume your saving your EP for something else and your character is just standing out in the open. It's there to help you spend your EP wisely during a battle, instead of rushing heads-first into a combat situation. Taking cover is not always a full proof way to escape attack, as enemies can flank you (You can do that same), and there are weapons that pierce through walls.
Moving – You can move as far as you like, and I'll determine how much EP it takes up (usually not more than three). If you do something that's considerably harder than moving (climbing over walls, running up/down a debris pile, etc.), it'll cost two EP instead of one.
Sex – Yes. Sex is a form of combat in the game. Draining your opponent's FP knocks them out cold, but also makes them orgasm, which is something your character will want to avoid (most the time).
Types of Combat – There are different types of weapons in the game, and each have different effects on EP. They're split into X types of weaponry:
Melee – Pretty straight forward, 1 EP for 1 attack, unless your character has a special feat.
Manual Actions – Same as Melee weapons, 1 EP for 1 attack, but with Manual Action weapons you need to manually chamber another round, costing another EP. While it takes more EP to operate, MAs are usually much more damaging than other ranged weapons.
Semi-Automatic Actions – Every 1 EP fires 1 round, making SA Actions the simplest to use weapon in the game. They deal less damage than Manual Actions, and lack the rate of fire that most Automatic Actions have.
Automatic Action – Every 1 EP fires 3 rounds, giving you a high rate of fire. The rounds deal less damage than most other ranged weapons, but Auto-Action weapons tend to have larger clips.
Explosives: Ranged Explosives are treated as Manual Actions; Stationary, or set, explosives are treated as their own class. They require 1 EP to lay, but can take up to 10 EP to arm, depending on the size and complexity of the explosive.
Manual Actions – Same as Melee weapons, 1 EP for 1 attack, but with Manual Action weapons you need to manually chamber another round, costing another EP. While it takes more EP to operate, MAs are usually much more damaging than other ranged weapons.
Semi-Automatic Actions – Every 1 EP fires 1 round, making SA Actions the simplest to use weapon in the game. They deal less damage than Manual Actions, and lack the rate of fire that most Automatic Actions have.
Automatic Action – Every 1 EP fires 3 rounds, giving you a high rate of fire. The rounds deal less damage than most other ranged weapons, but Auto-Action weapons tend to have larger clips.
Explosives: Ranged Explosives are treated as Manual Actions; Stationary, or set, explosives are treated as their own class. They require 1 EP to lay, but can take up to 10 EP to arm, depending on the size and complexity of the explosive.
Ammo Types – There's a few different types of ammunition available for the weapons:
Regular Ammo – Comes standard in all military weapons. Can damage armor and walls, but regular ammo doesn't do too well against the latter.
Shredder Ammo – A special design made to tear through flesh and bone alike; deals excellent damage against flesh, but has trouble penetrating armor.
Ember Rounds – Deal damage over time, as well as initial damage to the target. Effective against some creatures in the Horde.
Cryo Ammo – Has a chance to freeze an enemy for a few turns; it can work against armor, but any sort of armor severely reduces the chance of instant-freezing.
Rubber Ammo – Acts just like normal ammo, except it incapacitates an enemy instead of killing them. This only deals half damage to armor.
Warp Ammo – Has a chance to pierce armor and walls.
Acid Ammo (Orc Weapons) – Only deals damage to armor and clothing, and is surprisingly non-toxic... Although it's not recommended to eat it.
Aphrodisiac Ammo (Orc Weapons) – Small darts that inject a powerful aphrodisiac into their target. If the individual is wearing any kind of armor (note, not just clothes, but armor), the dart can't reach the skin.
Shredder Ammo – A special design made to tear through flesh and bone alike; deals excellent damage against flesh, but has trouble penetrating armor.
Ember Rounds – Deal damage over time, as well as initial damage to the target. Effective against some creatures in the Horde.
Cryo Ammo – Has a chance to freeze an enemy for a few turns; it can work against armor, but any sort of armor severely reduces the chance of instant-freezing.
Rubber Ammo – Acts just like normal ammo, except it incapacitates an enemy instead of killing them. This only deals half damage to armor.
Warp Ammo – Has a chance to pierce armor and walls.
Acid Ammo (Orc Weapons) – Only deals damage to armor and clothing, and is surprisingly non-toxic... Although it's not recommended to eat it.
Aphrodisiac Ammo (Orc Weapons) – Small darts that inject a powerful aphrodisiac into their target. If the individual is wearing any kind of armor (note, not just clothes, but armor), the dart can't reach the skin.
Resources – There are several resources you can find in the game, each allowing your character to craft items, or letting Kiera create items and ammunition.
Gunpowder – Used in creating make-shift explosives; Kiera uses to make ammunition of anyt kind, as well as explosives.
Metal – Used in the creation of armor, vehicles, and weapons by Kiera; can be used for make-shift cover and housing.
Plastic – Plastic is used in the manufacturing of many different items, but is most often used in armor and vehicles; There's not much of a use for it elsewhere (but the GM is open to suggestions!).
Rubber – Rubber's used for different types of ammunition, as well as armor and vehicles, by Kiera; It provides a fun distraction out in the field though.
Chemicals – Chemicals is a general term for many materials in the game; petroleum, thermal paste, cryo paste, etc. This is used in the manufacturing of many types of ammunition, vehicles, and some armor.
Neutronium – The densest material in the known universe. This is only used in constructing certain building and vehicles. A special walker is needed to collect this material.
Genetic Material – Collected by Engineers only. It allows for Engineers to come up with deadly weapons against their enemies. Each group of enemies have their own genetic material, allowing for special attacks to be made against that certain group.
Orc Chips – Circular disks, about 15mm in diameter and 2 mm thick, they're an odd silver color that glint green in when light reflects off them. It's unknown what the disks mean to the Orcs, or even if they're a unit of money for the creatures. Kiera however delights in collecting these disks made from an odd, unknown metal.
Metal – Used in the creation of armor, vehicles, and weapons by Kiera; can be used for make-shift cover and housing.
Plastic – Plastic is used in the manufacturing of many different items, but is most often used in armor and vehicles; There's not much of a use for it elsewhere (but the GM is open to suggestions!).
Rubber – Rubber's used for different types of ammunition, as well as armor and vehicles, by Kiera; It provides a fun distraction out in the field though.
Chemicals – Chemicals is a general term for many materials in the game; petroleum, thermal paste, cryo paste, etc. This is used in the manufacturing of many types of ammunition, vehicles, and some armor.
Neutronium – The densest material in the known universe. This is only used in constructing certain building and vehicles. A special walker is needed to collect this material.
Genetic Material – Collected by Engineers only. It allows for Engineers to come up with deadly weapons against their enemies. Each group of enemies have their own genetic material, allowing for special attacks to be made against that certain group.
Orc Chips – Circular disks, about 15mm in diameter and 2 mm thick, they're an odd silver color that glint green in when light reflects off them. It's unknown what the disks mean to the Orcs, or even if they're a unit of money for the creatures. Kiera however delights in collecting these disks made from an odd, unknown metal.
Classes: There are nine different classes for PCs:
Marine, an expert of combat, she'll have the highest AP, FP, Strength and Dex, but she'll have lower Int, EP and MP. The Marine is looking to restore Firelight base to full functionality as her mission.
AP: 7 FP: 7 MP: 2 EP: 4
Str: 4 Dex: 3 Int: 1 Will: 2
Equipment: Heavy Armor (20 Durability), Jennings SA Rifle (d2 damage, 7 rounds per clip, 5 clips), DX8 Pistol (1 damage, 5 rounds per clip, 3 clips).
Inherent Feat: Double time: When by herself (or with other Marines), the marine moves two times for each 1 EP she spends in the world.
Abilities: Tough: Once activated, the character loses 1 MP per turn, but every attack to her AP is reduced by 1.
Break Free: Uses 2 MP to gain a +4 to escape chances on a grapple currently being performed.
Engineers are all around scientists, skilled in Engineering, Genetics, Biology, and Chemistry, and have very high MP, Will, and Int, medium FP, but low AP, EP, and very low strength. Her mission is to find a way to stop the invading forces using some sort of scientific answer.
AP: 3 FP: 5 MP: 8, EP: 4
Str: 1 Dex: 2 Int: 4 Will: 3
Inherent Feat: Scan: Just by fighting an enemy Engineers are able to determine their attributes and stats, as well as passing them onto their allies.
DNA Extraction: Allows the Engineer to extract DNA from their opponents; Dead opponents give half the DNA available, alive give the full amount, and their seed gives double the amount.
Second Wind: After losing all FP on a one-on-one battle, the Engineer attacks ferociously, blowing her enemy away. It costs a full clip of ammo, and cannot be used when outnumbered.
Starting Equipment: Light Armor (10 Durability), DX8 Pistol (1 damage, 5 rounds per clip, 10 clips), Genetics Sampling Kit.
Civilians are thrown into the mix with the highest EP in the game, decent AP and FP, but overall lower attributes, as they don't have the same training that marines and engineers receive; however, the Civilian is looking for their lover/spouse, who did develop new type of explosive for the military, and she knows all the access codes to get into any building still standing in her neighborhood.
AP: 2 FP: 4 MP: 4 EP: 12
Str: 2 Dex: 2 Int: 3 Will: 2
Starting Equipment: Civilian Clothes (7 Durability), DX2 Pistol (1 damage, 3 rounds per clip, 12 clips), Access Card, Hacking Tool.
Inherent Feat: Blind Luck: A 5% chance to come across a beneficial, random event.
Panic: Costing 2 MP, the Civilian gets +d4 to her next attack when outnumbered. It can only be used once during a battle.
Scavenge: The Civilian searches for any valuable object, gaining a +1 to all search rolls; allows her to collect materials, also. Costs: 3 MP.
Scout, the stealth expert of the game. She focuses on stealth and the destruction of key objectives with a variety of explosives, and to this end has very high Dex, Int, and MP, but she has low EP, strength, and lower FP. Her mission is to destroy the point of entry for the invasion.
AP: 4 FP: 4 MP: 10 EP: 4
Str: 1 Dex: 4 Int: 4 MP: 3
Starting Equipment: Light Armor (10 Durability), Hamilton Sniper Rifle (d4 damage, 1 round chamber, 12 rounds), DX8 Pistol (1 damage, 5 rounds per clip, 5 clips), C4 Explosive Charge (1, d12 damage, max against walls/vehicles).
Inherent Feat: Spotter: The Scout has a higher chance of spotting invisible enemies and hiding enemies than any other class (+4 to the spot checks on them).
Camouflaged: The Scout uses her training and the shadows around her to hide for 1 MP. Unless the scout moves or attacks, the ability costs no more MP; otherwise, it will only cost 1 MP per action. If discovered, she can't go into hiding until she's no longer known to the enemy.
Careful Aim: Costing 1 MP, the scout gains +1 to her dex and adds on one damage to her next attack roll. Adds another 2 damage if undetected.
Mechanic – A somewhat sturdy worker, Mechanics can easily repair any vehicle, structure or weapon to working order. They're essential to running any mission off-planet, or even in tight situations. Able to Scavenge and Craft, Mechanics can build ammunition, turrets, and even some buildings. They're personal mission is to rebuild the Titan Defense System, eliminating heavy resistance from enemies.
AP: 5 FP: 6 MP: 4 EP: 5
Str: 2 Dex: 3 Int: 1 Will: 1
Equipment: Medium Armor (15 Durability), DX8 Pistol (1 Damage, 5 rounds per clip, 3 clips), Omnitool (1 Damage, Special: Welds, Charges, Lifts, Crafts)
Inherent Feat: Craft: Allows the Mechanic to craft an object based on the materials around her; using this, she can even modify weapons.
Tech Mine: The mechanic can deploy a mine, even by throwing it from her omnitool, exploding after an enemy walks near it, dealing d8 damage; Costs: 4 MP.
Scavenge: The Mechanic searches for any valuable object, gaining a +1 to all search rolls; allows her to collect materials, also. Costs: 3 MP.
Medic – Medics are the reason why many soldiers are still alive, performing even complex surgeries on the battlefield with their Meditool. When the Outer Colony Conflicts came to an end, Medics honed their skills, becoming an offensive force capable of poisoning an enemy, weakening them, or even strengthening their allies. A Medic's personal mission is to get the Medical Labs in Firelight Base up and running, allowing her to save hundreds of lives and provide soldiers for the ongoing struggle against the enemy.
AP: 2 FP: 3 MP: 8 EP: 6
Str: 1 Dex: 2 Int: 3 Will: 3
Equipment: Light Armor (10 Durability), DX8 Pistol (1 damage, 5 rounds per clip, 3 clips), Meditool (Special: Heals d4 AP/d3 FP).
Inherent Feat: Empathetic: By standing near a weary ally, the medic heals 1 AP or FP per round.
Group Heal: Boosting her meditool's capabilities, the Medic heals a group of allies around her for either 3 AP or 2 FP; costs 4 MP.
Poison: The medic lightly poisons an enemy, making them lose d2 AP per round. This costs 2 MP.
Pilot – There's a reason the Alliance won the Outer Colony Conflicts: Dedicated humans and aliens that commanded mechs, tanks, submarines, and even large bombers into battle. A Pilot is offensively the weakest character, as she can only use pistols – but as soon as she gets into the cockpit of a vehicle, she becomes a force to be reckoned with. She has low AP and FP, but a very high dexterity, mostly for piloting any sort of craft. The Pilot's Mission is to find her Heavy Walker, which was scheduled to be delivered the day of the invasion.
AP: 2 FP: 2 MP: 4 EP: 6
Str: 1 Dex: 5 Int: 2 Will: 3
Equipment: Jumpsuit (7 Durability), DX10 Pistol (d2 damage, 4 rounds per clip, 6 clips).
Inherent Feat: 1337 skillz: The pilot has the ability to drive any craft without taking an extra training.
Double Tap: The pilot fires two rounds rapid fire, guaranteeing that if the first hits, the second will two; costs 2 MP.
Summon Drone: A flying camera drone shows up, revealing all locations of non-hidden enemies on the 'radar'; costs 3 MP.
Runner – While the Outer Colony insurrection was defeated by the Alliance almost 50 years ago, there are still those who hold the hope they'll be free from the Alliance High Command. That's where the Runners come in; agile individuals skilled in free running, a Runner is mainly used to avoid the soldiers of the Alliance, delivering valuable 'Packages' across large areas of land undetected. When they do need to use firearms, Runners fall back into the spray and pray approach, then quickly leave the area. The Runner was on their way to pick up a Valuable Package when the invasion hit; now her main goal is to get to the package, retrieve it, and see what's inside.
AP: 3 FP: 3 MP: 10 EP: 5
Str: 1 Dex: 3 Int: 3 Will: 2
Equipment: Runner Clothes (5 Durability), Modified DX5 (Automatic) (1 Damage, 9 rounds per clip, 4 clips)
Inherent Feat: Free Running: Allows the Runner to move over rough and dangerous terrain with little to no difficulty.
Abilities: Cheap Shot: If no combat has started, this surprise attack deals x2 damage and costs 2 MP.
Scavenge: The Runner searches for any valuable object, gaining a +1 to all search rolls; allows her to collect materials, also. Costs: 3 MP.
Orc Slave/Grunt: When the Orc Horde finally makes their move and descends upon a civilization, there are always dissidents. A lone slave may be found wandering the ruins of their civilization; Sometimes even Orc Grunts may be found, searching for a new Krush. The humans are more than happy to take in these lost souls, whether it's from the kindness of their hearts or just hoping to learn the secrets of their enemies. The mission of both Grunt and Slave is simple: Adapt and survive.
AP: 2, FP: 2, MP: 6, EP: 4
Str: 3 Dex: 2 Int: 1 Will: 1
Equipment: Orc Pistol (1 Damage, 8 rounds, 2 pink clips, 2 green clips, 1 red clip).
Inherent Feat: Orc Mastery lvl 1: The Grunt/Slave can wield basic Orc Weaponry without any sort of issue. They also have knowledge on the clip 'colors', and are able to warn allies what color means what.
Grunt Feat -Tactical Awareness?: The Orc, having defected from the horde, has some idea of their tactics... sort of. +1 to most rolls when fighting against Orcs.
Slave Feat - Inconspicuous: As long as the human wears a collar, they're considered an Orc Slave. Many of the Hordes races will not attack the character if they're alone and does not provoke them; of course, they may expect some sort of show from the slave.
AP: 7 FP: 7 MP: 2 EP: 4
Str: 4 Dex: 3 Int: 1 Will: 2
Equipment: Heavy Armor (20 Durability), Jennings SA Rifle (d2 damage, 7 rounds per clip, 5 clips), DX8 Pistol (1 damage, 5 rounds per clip, 3 clips).
Inherent Feat: Double time: When by herself (or with other Marines), the marine moves two times for each 1 EP she spends in the world.
Abilities: Tough: Once activated, the character loses 1 MP per turn, but every attack to her AP is reduced by 1.
Break Free: Uses 2 MP to gain a +4 to escape chances on a grapple currently being performed.
Engineers are all around scientists, skilled in Engineering, Genetics, Biology, and Chemistry, and have very high MP, Will, and Int, medium FP, but low AP, EP, and very low strength. Her mission is to find a way to stop the invading forces using some sort of scientific answer.
AP: 3 FP: 5 MP: 8, EP: 4
Str: 1 Dex: 2 Int: 4 Will: 3
Inherent Feat: Scan: Just by fighting an enemy Engineers are able to determine their attributes and stats, as well as passing them onto their allies.
DNA Extraction: Allows the Engineer to extract DNA from their opponents; Dead opponents give half the DNA available, alive give the full amount, and their seed gives double the amount.
Second Wind: After losing all FP on a one-on-one battle, the Engineer attacks ferociously, blowing her enemy away. It costs a full clip of ammo, and cannot be used when outnumbered.
Starting Equipment: Light Armor (10 Durability), DX8 Pistol (1 damage, 5 rounds per clip, 10 clips), Genetics Sampling Kit.
Civilians are thrown into the mix with the highest EP in the game, decent AP and FP, but overall lower attributes, as they don't have the same training that marines and engineers receive; however, the Civilian is looking for their lover/spouse, who did develop new type of explosive for the military, and she knows all the access codes to get into any building still standing in her neighborhood.
AP: 2 FP: 4 MP: 4 EP: 12
Str: 2 Dex: 2 Int: 3 Will: 2
Starting Equipment: Civilian Clothes (7 Durability), DX2 Pistol (1 damage, 3 rounds per clip, 12 clips), Access Card, Hacking Tool.
Inherent Feat: Blind Luck: A 5% chance to come across a beneficial, random event.
Panic: Costing 2 MP, the Civilian gets +d4 to her next attack when outnumbered. It can only be used once during a battle.
Scavenge: The Civilian searches for any valuable object, gaining a +1 to all search rolls; allows her to collect materials, also. Costs: 3 MP.
Scout, the stealth expert of the game. She focuses on stealth and the destruction of key objectives with a variety of explosives, and to this end has very high Dex, Int, and MP, but she has low EP, strength, and lower FP. Her mission is to destroy the point of entry for the invasion.
AP: 4 FP: 4 MP: 10 EP: 4
Str: 1 Dex: 4 Int: 4 MP: 3
Starting Equipment: Light Armor (10 Durability), Hamilton Sniper Rifle (d4 damage, 1 round chamber, 12 rounds), DX8 Pistol (1 damage, 5 rounds per clip, 5 clips), C4 Explosive Charge (1, d12 damage, max against walls/vehicles).
Inherent Feat: Spotter: The Scout has a higher chance of spotting invisible enemies and hiding enemies than any other class (+4 to the spot checks on them).
Camouflaged: The Scout uses her training and the shadows around her to hide for 1 MP. Unless the scout moves or attacks, the ability costs no more MP; otherwise, it will only cost 1 MP per action. If discovered, she can't go into hiding until she's no longer known to the enemy.
Careful Aim: Costing 1 MP, the scout gains +1 to her dex and adds on one damage to her next attack roll. Adds another 2 damage if undetected.
Mechanic – A somewhat sturdy worker, Mechanics can easily repair any vehicle, structure or weapon to working order. They're essential to running any mission off-planet, or even in tight situations. Able to Scavenge and Craft, Mechanics can build ammunition, turrets, and even some buildings. They're personal mission is to rebuild the Titan Defense System, eliminating heavy resistance from enemies.
AP: 5 FP: 6 MP: 4 EP: 5
Str: 2 Dex: 3 Int: 1 Will: 1
Equipment: Medium Armor (15 Durability), DX8 Pistol (1 Damage, 5 rounds per clip, 3 clips), Omnitool (1 Damage, Special: Welds, Charges, Lifts, Crafts)
Inherent Feat: Craft: Allows the Mechanic to craft an object based on the materials around her; using this, she can even modify weapons.
Tech Mine: The mechanic can deploy a mine, even by throwing it from her omnitool, exploding after an enemy walks near it, dealing d8 damage; Costs: 4 MP.
Scavenge: The Mechanic searches for any valuable object, gaining a +1 to all search rolls; allows her to collect materials, also. Costs: 3 MP.
Medic – Medics are the reason why many soldiers are still alive, performing even complex surgeries on the battlefield with their Meditool. When the Outer Colony Conflicts came to an end, Medics honed their skills, becoming an offensive force capable of poisoning an enemy, weakening them, or even strengthening their allies. A Medic's personal mission is to get the Medical Labs in Firelight Base up and running, allowing her to save hundreds of lives and provide soldiers for the ongoing struggle against the enemy.
AP: 2 FP: 3 MP: 8 EP: 6
Str: 1 Dex: 2 Int: 3 Will: 3
Equipment: Light Armor (10 Durability), DX8 Pistol (1 damage, 5 rounds per clip, 3 clips), Meditool (Special: Heals d4 AP/d3 FP).
Inherent Feat: Empathetic: By standing near a weary ally, the medic heals 1 AP or FP per round.
Group Heal: Boosting her meditool's capabilities, the Medic heals a group of allies around her for either 3 AP or 2 FP; costs 4 MP.
Poison: The medic lightly poisons an enemy, making them lose d2 AP per round. This costs 2 MP.
Pilot – There's a reason the Alliance won the Outer Colony Conflicts: Dedicated humans and aliens that commanded mechs, tanks, submarines, and even large bombers into battle. A Pilot is offensively the weakest character, as she can only use pistols – but as soon as she gets into the cockpit of a vehicle, she becomes a force to be reckoned with. She has low AP and FP, but a very high dexterity, mostly for piloting any sort of craft. The Pilot's Mission is to find her Heavy Walker, which was scheduled to be delivered the day of the invasion.
AP: 2 FP: 2 MP: 4 EP: 6
Str: 1 Dex: 5 Int: 2 Will: 3
Equipment: Jumpsuit (7 Durability), DX10 Pistol (d2 damage, 4 rounds per clip, 6 clips).
Inherent Feat: 1337 skillz: The pilot has the ability to drive any craft without taking an extra training.
Double Tap: The pilot fires two rounds rapid fire, guaranteeing that if the first hits, the second will two; costs 2 MP.
Summon Drone: A flying camera drone shows up, revealing all locations of non-hidden enemies on the 'radar'; costs 3 MP.
Runner – While the Outer Colony insurrection was defeated by the Alliance almost 50 years ago, there are still those who hold the hope they'll be free from the Alliance High Command. That's where the Runners come in; agile individuals skilled in free running, a Runner is mainly used to avoid the soldiers of the Alliance, delivering valuable 'Packages' across large areas of land undetected. When they do need to use firearms, Runners fall back into the spray and pray approach, then quickly leave the area. The Runner was on their way to pick up a Valuable Package when the invasion hit; now her main goal is to get to the package, retrieve it, and see what's inside.
AP: 3 FP: 3 MP: 10 EP: 5
Str: 1 Dex: 3 Int: 3 Will: 2
Equipment: Runner Clothes (5 Durability), Modified DX5 (Automatic) (1 Damage, 9 rounds per clip, 4 clips)
Inherent Feat: Free Running: Allows the Runner to move over rough and dangerous terrain with little to no difficulty.
Abilities: Cheap Shot: If no combat has started, this surprise attack deals x2 damage and costs 2 MP.
Scavenge: The Runner searches for any valuable object, gaining a +1 to all search rolls; allows her to collect materials, also. Costs: 3 MP.
Orc Slave/Grunt: When the Orc Horde finally makes their move and descends upon a civilization, there are always dissidents. A lone slave may be found wandering the ruins of their civilization; Sometimes even Orc Grunts may be found, searching for a new Krush. The humans are more than happy to take in these lost souls, whether it's from the kindness of their hearts or just hoping to learn the secrets of their enemies. The mission of both Grunt and Slave is simple: Adapt and survive.
AP: 2, FP: 2, MP: 6, EP: 4
Str: 3 Dex: 2 Int: 1 Will: 1
Equipment: Orc Pistol (1 Damage, 8 rounds, 2 pink clips, 2 green clips, 1 red clip).
Inherent Feat: Orc Mastery lvl 1: The Grunt/Slave can wield basic Orc Weaponry without any sort of issue. They also have knowledge on the clip 'colors', and are able to warn allies what color means what.
Grunt Feat -Tactical Awareness?: The Orc, having defected from the horde, has some idea of their tactics... sort of. +1 to most rolls when fighting against Orcs.
Slave Feat - Inconspicuous: As long as the human wears a collar, they're considered an Orc Slave. Many of the Hordes races will not attack the character if they're alone and does not provoke them; of course, they may expect some sort of show from the slave.
Races: Don't care. You can be a furry, Elf, Asari, even a robit of some kind - as long as it isn't any sort of Goblin, Werewolf, or any other creature considered a 'monster'.
Character Sheets: Pretty straight forward.
Name:
Race:
Class: Marine/Engineer/Scout/Civilian/Pilot/Runner/Medic/Mechanic/Orc Grunt/Orc Slave
Level: 1
AP:
FP:
MP:
EP:
Strength:
Dexterity:
Intelligence:
Will Power:
Equipment (List Below):
You can list any sort of backstory; like, if you choose to be the civilian, name your spouse/lover, what race they are, etc.
Leveling up allows you to increase either your AP, FP or MP by one, or your EP by two.
Every two levels allows you to increase your Strength, Dexterity, Intelligence or Will Power by one.
Every three levels gives you the chance to buy a feat, presented to only your character, based on her experiences.
Your character can die, but the invaders are rather entertained by the fact many of their races can breed with pretty much anything, meaning that there's only one real 'game over'. You have the chance to escape from your captors, but after so many tries, you will need to be rescued. If you get a game over, or if you won't be rescued for quite some time, I'll bring in another player to help balance out the teams again.
Current Roster:
1: Viola Theta #36 - "Circe", Scout; played by Maikochan.
2: Ashley, Civilian; Played by Tassadar.
3: Reya, Marine; Played by Keylo.
4: Cassidy, an Asari Engineer; Played by Pale.
5: Laina, Mechanic; Played by Quartz.
6: Jenn, Medic; Played by Twisted's Evil Cousin.
7: Kalica, Runner; Played by Dreana.
8: Marie Kinkaid, Pilot; Played by DeMatt.
9: Orc Grunt/Slave slot, held by TDreams.
10: Orc Grunt/Slave Slot, open.
11: Orc Grunt/Slave slot, open.
12: Orc Grunt/Slave slot, open.
Currently on Hold:
Hali Qui, Engineer, played by Hali. She'll be back soon.
Ruri Nasegawa, Medic, played by TentariX. Low posting by Tenta, so Ruri disappeared. I'm sure she could always reappear though.
Annerose, Pilot, played by LDF. She may return.
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