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Post by TG Barighm on Feb 15, 2015 20:59:11 GMT -5
All right, I decided our first unattached adventure will be a Mass Effect game. I've got some rules and ideas I wanted to try, and I think I can capture the ME feeling with the story I came up with, so I decided to start. My other ideas weren't nearly so developed.
As always, the main games get precedent: they always get update first and then, if I have time, I will update this game.
The set-up is simple: a group of soldiers are dispatched to investigate possible pirate activity at Outpost E43. They go in, defeat the pirates, and then get out. No fancy campaign or complicated maps. Of course, the mission won't be that simple, but it certainly isn't designed to be long. I'm also not planning on heavily developing the "ME" details, so specific gun and armor types won't be particularly unique, nor do I want to deal with weapon modding right now. Some guns or armor types might have unique abilities, but that's about it.
CHARACTER CREATION: You play the captain of the mission, although if you'd like to create a couple other characters, that's fine. I have personalities in mind for your two squadmates, but if really want to tinker with your squad's make-up, go ahead.
ME creation works like this:
PICK THREE STARTING TRAITS AS PER NORMAL. Just like you always do. If you have the Modern and Future Traits, go ahead and use them. If not, then just ask if you feel like a certain Trait is missing and should be added.
CHOOSE A CLASS: They are the same six classes from ME. The classes add additional features to your character.
ENGINEER: Engineers begin with one bonus Tech power (more on powers later) and the Omni-Tool, Tech, or Drone Mastery Trait power.
SOLDIER: Much like their 33 counterparts, Soldiers gain 1 bonus HP and a choice of the Strong, Additional Weapons Training, or Heavy Armor Training Traits. They also gain a weapon related Mastery.
INFILTRATOR: Always begin with Tactical Cloak. They then have a choice of choosing Stealth, Sniper, or Omni-Tool Mastery.
SENTINEL: Always begin with a defensive power which is either Biotic or Tech based. They can then gain an additional bonus Power, which must be of the opposing type as the first (Sentinels always have 1 tech power and 1 biotic power), or a choice of Biotic or Defensive Mastery.
VANGUARD: The close-range specialists always begin with a "reckless" power of some sort (Biotic Charge at least, but may at more options later). They may then choose an additional Biotic power, or a weapon mastery. All Biotic classes generate Biotic Barriers.
ADEPT: All biotics, all the time. They can gain not just one, but TWO bonus Biotic powers. Or they can drop the second one for Biotic Mastery. All Biotic classes generate Biotic Barriers.
CHOOSE POWERS: As you level, you gain Power Points. These allow you to buy additional Powers (generally whatever power you want) OR advance your existing powers (all powers have 3 levels of mastery). You generally gain new points whenever you pick up a new Trait.
I'm not going to bother with races. Pick any race you want, but there will be no bonuses or penalties for doing so. Too much potential for complications and I'm just not dealing with that right now.
That should be enough to get you started for now.
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Post by acathala on Feb 15, 2015 21:27:30 GMT -5
I was leaning towards engineer, but I think I'll keep the techie character I had in mind for when you are doing modding. Instead I'll think I'll go with my Shepard class of.....infiltrater. Name - T'shir Race - Myrr(black-furred cat people) Class - Infiltrater Traits - Perceptive, Stealthy, Weapon Expertise(sniper rifles)
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Post by TG Barighm on Feb 15, 2015 22:51:19 GMT -5
I'm pretty sure there are no cat-like people named after a herb in the Mass Effect universe, but whatever. There are two bird people though. I'm not going to nitpick over a secondary adventure.
Your squad mates are as follows:
ASHER MCDADE: A human pilot with aspirations to become a rock star, he is often overlooked and not taken very seriously by his superiors. His attitude has left him stuck with a dead-end job shuttling soldiers to backwater worlds, but his inability to focus on career objectives does not in any way detract from his abilities as a pilot. Asher is an Engineer with the Overload power. He likes to travel light, so I can see him grabbing powers like Sabotage.
LISBEN BALTANYA: An Asari soldier known more for her foul mouth than her combat prowess, she definitely leans more on the male side, and her Turian genetics make her as tough as they come. She is nonetheless a proven asset on the battlefield, and she has been selected for this mission to prove she has what it takes to advance to more specialized combat training. Lisben is a Vanguard with the Nova power. She thinks of herself more as a soldier, so she might end up grabbing more weapon masteries then going the biotic route.
If you'd rather your squad mates had different classes and make-ups, let me know.
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Post by TG Barighm on Feb 15, 2015 23:12:54 GMT -5
POWERS
First, and foremost, there will be no specific power categories for gear and equipment. Special ammunition, grenades, and even things like weapon turrets are classified as gear, not powers. If you'd like to use these things, just equip them! Or find them on the battlefield; however, some classes may be able to use certain pieces of gear better than others.
POWER ADVANCEMENT: Just like in Mass Effect, you can advance powers, but just like the 33 rules, there are three levels of advancement-basic, advanced, and elite. There are also two versions of advancement, an upper and lower tract, that offer slightly different variations on your power. You do not have to advance just the upper or lower portion of the power and may learn all advancements eventually, but keep in mind your power advancement points are limited. A power's most basic traits, like damage, advance automatically with every advancement. Any advancement will make your power stronger in some way no matter what. This growth is limited to four advancements.
Template:
POWER--BASIC-->ADVANCED-->ELITE-->SUPREME .......................-->ADVANCED-->ELITE-->SUPREME
BIOTIC POWERS
BARRIER: Dramatically improve the strength of your biotic shield. Increases biotic shields by 4, 6, and 8 HP respectively per advancement level, or focus your shields into a 10 ft. burst that sends enemies flying. When all biotic shields are lost, this power deactivates. This power can't be used with Tech Shield. >Advanced: Become Armored while Barrier is active. Does not stack with other sources of Armor. >Advanced: Push enemies back 20 ft. and stun them for that round. >>Elite: Take a breather and concentrate to regain 4 HP of biotic shields. >>Elite: On a success roll of 1d3, your biotic shield halves any damage directed at it.
BIOTIC CHARGE: Biotically fling yourself at targets up to 20, 40, and 60 ft. away respectively per advancement level. Fire a weapon or deliver a melee attack at the end of the charge. >Advanced: Add 1 HP of biotic damage to your ensuing weapon or melee attack. >Advanced: Automatically cling to your target allowing you to climb larger enemies or reach higher places. >>Elite: Throw all enemies within 10 ft. of your target off their feet and regain 3 HP of biotic shields. >>Elite: Deliver a powerful thrust that deals 3 HP biotic damage to your target and sends them flying 10 ft. Might stun a larger target.
BIOTIC FIELD: Create a protective field that last 1, 2, and 3 rounds respectively per advancement level. Enemies within the field are treated as Armored versus Biotic attacks. >Advanced: Elect to create a Warp field that deals 1 HP damage per round to any creature within the field. >Advanced: Doubles area and duration of the field. >>Elite: Restores 1 HP of biotic and tech shield energy while within the field. >>Elite: Grant Biotic Resistence 2 while within the field.
FLARE: Deal 1, 2, and 3 HP biotic damage respectively per advancement level to targets up to 60 ft. away in a 10 ft. radius. >Advanced: Double damage radius. >Advanced: Double target range. >>Elite: Adds fire damage to the attack allowing it to deal Critical Hit damage to armor and burn unprotected enemies. >>Elite: Adds shock damage to the attack allowing it to deal Critical Hit damage to tech shields and stun targets on rolls of 3's and 2's.
NOVA: Unleash a biotic blast that deals 2, 3, and 4 HP biotic damage respectively per advancement level. Strikes all targets within a 10 ft. radius. Consumes 1, 2, and 3 HP of biotic barriers. >Advanced: Change the blast to a sacrificial boost that restores the damage amount to allies' shields. >Advanced: Doubles the area of the blast. >>Elite: Knocks down affected enemies and trips larger creatures. >>Elite: Elect to consume an additional point of barrier energy to deal Critical Hit damage.
REAVE: Deals 1 HP per round for 1, 2, and 3 rounds respectively per advancement level. The user also becomes Armored for the duration of Reave. >Advanced: Deals 1 HP bonus damage to Biotic Shields. >Advanced: Targets afflicted by Reave are blinded. >>Elite: Reave all targets in a 10 ft. radius. If more than one target is afflicted, become Double Armored. >>Elite: Restore, or gain an additional, 4 HP of biotic shields when Reave successfully afflicts a target.
SHOCKWAVE: Deals 1 HP biotic damage. This power travels through walls up to 10, 20, and 40 ft. in a line respectively per advancement level. >Advanced: Affected targets can be knocked off their feet. Larger targets can be tripped. >Advanced: >>Elite: Deal 2 HP biotic damage. >>Elite: Double width and range of power.
SINGULARITY: Grab targets within 10 ft. of the field and suspend them in the air for 1, 2, and 3 rounds respectively per advancement level. >Advanced: Violently fling affected targets 10 ft. when power ends. Must succeed at Strength checks to avoid losing gear. >Advanced: Doubles the power's effect radius. >>Elite: Passes the effects of duration biotics like Warp, Stasis, and Reave to all targets caught in the singularity. >>Elite: The power explodes at the end of its duration for 2 HP biotic damage.
SLAM: Deal collossal biotic damage to a single target within 10 ft. Deals 2, 3, and 4 HP respectively per advancement level. >Advanced: Deal Critical Hit damage to armor and tech shields. >Advanced: Deal Critical Hit damage to biotic shields. >>Elite: Increase power to a 20 ft. line. >>Elite: Increase power to a 10 ft. cone.
STASIS: Paralyze infantry targets for 1, 2, and 3 rounds respectively per advancement level. Doesn't work on robots. >Advanced: Deals 1 HP biotic damage. >Advanced: Target moves at half speed when stasis ends >>Elite: >>Elite: Increase stasis area to 10 ft.
TELEKINETICS: Lift, throw, pull, or otherwise telekinetically toss targets. Targets can be moved up to 10, 20, and 30 ft for 1, 2, and 3 rounds respectively per advancement level. Can only trip or bump larger targets. >Advanced: Fling a target straight up into the air. If a target is already in the air, slam it into the ground for falling damage. >Advanced: Suspended targets are bound and unable to move. >>Elite: Throw all targets within a 20 ft. cone. >>Elite: Lift or pull multiple targets at once. For every successful attack roll, an additional target is affected until a roll fails.
WARP: Deals 1, 2, and 3 HP biotic damage respectively per advancement level. Deals Critical Hit damage to biotic shields. >Advanced: Reduces target's armor level and damage reduction grade by one for that round. >Advanced: >>Elite: Causes all enusing biotic attacks that round to deal Critical Hit damage. >>Elite: Now deals Critical Hit damage to armored targets as well.
TECH POWERS
CRYO BLAST: Deal 1 HP frost damage to organic targets through shields and armor. Against unprotected organic targets, deals 1, 2, and 3 HP frost damage respectively per advancement level. >Advanced: Increase damage to a 10 ft. radius. >Advanced: Slow unprotected enemies. >>Elite: Any organic target affected by this power must succeed at a Tough check or become Fatigued until all health damage is restored. >>Elite: Makes unshielded armor brittle and reduces its Damage Reduction by 1 point for that round.
DECOY: Create a holographic decoy. Sucks 2 HP of shield energy while active. Lasts until dismissed or destroyed and has 4 HP. Only damaged by tech damage. >Advanced: The decoy gains Shock Resitence 2. >Advanced: The decoy can now be programmed to move. It has a range of 100 ft. >>Elite: Detonate the decoy to deal 2 HP shock damage over 20 ft. Also explodes if destroyed. >>Elite: The decoy can now deal 1 HP shock damage per round making it more difficult to ignore.
DRAIN ENERGY: Steal 1, 2, or 3 HP of shields respectively per advancement level. Also works on inorganic targets even if they have no shields left to drain. >Advanced: If this power completely drains a synthetic target's shield, it kills them outright. Regular machines take 1 HP unmitigated armor damage. >Advanced: Damage the target's shield regeneration by 1 HP per round. Lasts one minute. >>Elite: Stolen energy increases your shields beyond their limit for a few rounds. This energy can be channeled into energy weapons for 1 HP bonus damage. >>Elite: Affect all targets in a 10 ft. radius. Total shield HP stolen stacks.
FORTIFICATION: Empower your armor by 1, 2, and 3 armor HP respectively per advancement level, or direct the tech into your armor to become Mighty. Must be equipped with heavy armor to use this power. When all armor is lost, this power deactivates. >Advanced: Gain Fire Resistence 2 while this power is active. >Advanced: Become Armored versus trips, stuns, and similar abilities that forcefully move you. >>Elite: You are treated as being one size category larger when using this power to become stronger. >>Elite: Increase DR by an additional 1 point while this power is active.
HOLO-DRONE: Create a floating drone that can perform complicated tasks for you. Sucks 4 HP of shield energy while active. Lasts until dismissed or destroyed and has 4 HP. Only damaged by tech damage. Can open doors, detonate bombs equipped on enemies, and perform very special tasks for engineers. Range of 100 ft. >Advanced: Double the range of the drone. >Advanced: Double the flight speed of the drone to 20 ft/sec. >>Elite: Give the drone the ability to use Incinerate. >>Elite: Give the drone the ability to use Overload.
INCINERATE: Deal 1, 2, and 3 HP fire damage respectively per advancement level. Deals Critical Hit damage to armor. >Advanced: Deals 1 HP of splash damage within 10 ft. of initial target. Unprotected targets burn and panic on rolls of 3. >Advanced: >>Elite: Replace with a slow burning gel that deals 1 HP damage per advancement level. This damage stacks. >>Elite: Deals 2 HP Critical Hit damage to armor.
OVERLOAD: Deal 1, 2, and 3 HP shock damage respectively per advancement level. Overlead deals Critical Hit damage to shields. >Advanced: Place a static charge on certain objects. Creatures passing too close to the object trigger Overload. >Advanced: Deal double damage to unprotected electronics and stun enemies on rolls of 3. Synthetic targets can be stunned on 2's. >>Elite: Deals 2 HP Critical Hit damage to shields. >>Elite: Chain damage to all enemies within 10 ft. of the power's target.
TACTICAL CLOAK: Become nearly invisible and Armored versus enemy Perceptive checks to spot you. Lasts 1, 2, and 3 rounds respectively per advancement level. Note some detective equipment can see through cloaks. >Advanced: Double power duration. >Advanced: Also cloak any items you drop or throw allowing them to operate unseen for a short time. >>Elite: Enhance the strength of the cloak which imparts a -1 penalty on targets attempting to spot you. >>Elite: Increase Critical Hit damage when attacking from being cloaked.
TECH ARMOR: Increase your shield regeneration rate by 1, 2, 3 HP per round respectively per advancement level and decrease all damage by 50% (round up) for the duration of this power, or unleash an electrical discharge within 10 ft that stuns enemies for 1 round. The shield regeneration bonus remains active even when all shield HP is lost; however, all secondary features of this power do not return until shields are fully restored after they have been fully depleted. >Advanced: The electrical discharge extends 20 ft. and deals 1 HP shock damage. >Advanced: You gain a positive factor versus stun and burn effects for the duration of this power. >>Elite: Transfer your excess shields to allies within 5 ft. >>Elite: Halved damage is now rounded down.
SABOTAGE: Control synthetic targets for 1, 2, and 3 rounds respectively per advancement level. Can also be used to remotely control machines and devices. >Advanced: Fire a target's gun, thus ending its turn and greatly reducing the accuracy of the shot. Friendly-fire is possible. >Advanced: Deal 1 HP Tech damage plus Critical Hit damage to the controlled target at the end of the control duration. >>Elite: Directly damage a target's gun or operated device, or detonate any explosive ordinance on the target's person. This deals Criitcal Hit damage to the target. >>Elite: Overload the target's shield while controlled thus increasing its shields by 4 HP, but causes overheating and 2 HP fire damage per round while controlled.
SHIELD BOOST: Sacrifice your own shield HP to restore the shields of your allies within 10 ft. >Advanced: Double radius. >Advanced: After you use this power, your shield regeneration increases by 1 HP for the next round. >>Elite: Reverse the charge to instead damage enemy shields. For every 2 HP you sacrifice, you deal 1 HP damage. >>Elite: For every 1 HP of shields you sacrifice, you restore 2 HP of shields to your allies. This doesn't apply to reversing.
OTHER POWERS
ADRENALINE RUSH: Gain 2, 4, and 6 HP temporarily for 1, 2, and 3 rounds respectively per advancement level. You also become Athletic and Strong for the duration of this power. >Advanced: Become Fast and Athletic for a total 6 ft/sec. speed bonus for the duration of the power. >Advanced: After the power expires, you regain 1 HP. This can save your life. >>Elite: Gain a +1 bonus to all Athletic and Acrobatic checks and gain the ability to move over nearly any obstacle while this power is active. >>Elite: Gain the Advanced Dodge ability while this power is active. Gain a bonus factor to Dodge checks if you already have it.
BIOTIC MASTERY: Gain a bonus factor with biotic powers on rolls of 2.
COMBAT MASTERY: Instantly reload a weapon on a successful roll of 3, or a roll of 2 with the Dexterous Trait.
EXPLOSIVES MASTERY: >Advanced-Increase, or decrease, the radius of your grenades. >Advanced- >>Elite-Pick up two grenades whenever you normally pick up one. >>
DEFENSIVE MASTERY: Gain an additional 2 HP of biotic shields, and an additional 1 HP of armor. >>Elite: You are no longer subjected to Critical Hit damage.
DRONE MASTERY: >Advanced: You can use your drones to remotely hack computers and locks. >>Elite: Your drones, turrets, and decoys deal twice as much damage and have twice as much HP.
HEAVY WEAPON MASTERY: You aren't Slowed when deploying heavy weaponry regardless of your Strength.
FITNESS: Master being fit! Increase movement speed by 2 ft/sec. and gain a bonus factor to resist Fatigue. >Advanced: Gain a bonus factor to resist poisons and chemical intoxication. >Advanced: Drug buffs last twice as long. >>Elite: Gain a bonus factor on Strength checks and the ability to carry thrice as much gear. >>Elite: Gain 1 HP.
MARKSMAN: Delay your shot to the end of the round to gain a +1 bonus on the success roll. >Advanced: Control recoil to grant a bonus factor on all successive shots within an SMG or assault rifle's burst. >Advanced: Shooting a target within 10 ft. counts as a Critical Hit. >>Elite: Deal an additional point of Critical Hit damage when using this power. >>Elite: You can now move while lining up your shot.
MELEE MASTERY: Lunge at targets to double your reach with melee weapons. >>Elite: Your melee attacks pierce one level of Armor and Damage Reduction.
OMNITOOL MASTERY: You can perform tasks with your Omnitool in a matter of rounds rather than minutes. >Advanced: Gain a bonus factor when attempting to fix tech, hack enemy synthetics, or disable enemy equipment. >Advanced: You can repair 1 HP of armor damage per minute. In addition, you can squeeze an extra 1 HP of shield energy out of your shields. >>Elite: You can use scraps to take apart a device and create an exact working duplicate in a few minutes. >>Elite: Gain the ability to perform normally complicated hacking or lockbreaking tasks in a matter of minutes.
PILOT MASTERY:
TECH MASTERY: Gain a bonus factor with tech powers on rolls of 2. >Advanced: Double the duration of your passive tech powers such as Tactical Cloak. >Advanced: >>Elite: >>Elite: Your shock damage attacks deal an additional point of Critical Hit damage to shields.
SNIPER MASTERY: You no longer take a penalty when attempting a headshot, but you must not be hit or distracted during the round. >Advanced: You can repair sniper rifles and craft special ammunition types in the field without penalty. >Advanced: You can use any sniper rifle, even exotic weapons, without penalty or any kind of familiarization period. >>Elite: You no longer take a penalty when firing at targets outside the weapon's optimal range (100 ft. minimal, 1000 ft. max, penalty after 100 ft). >>Elite: Being distracted by damage no longer negates your headshot so long as the damage doesn't pierce your shield or armor.
STEALTH MASTERY: You are considered Armored versus enemy Perception checks involving listening.
NON-POWERS
These powers just don't need to have their own slot. They're essentially gear anyone can carry around.
BALLISTIC BLADES: Fires a cone of blades from your wrist. Sort of like a wrist-mounted shotgun. Crits. at close range. Handy back-up weapon.
BIOTIC/ELECTRIC SLASH: Basically shockwave, but less sucky, and can deal shock damage. Of course, I could just buff shockwave, can't I?
BLADE ARMOR: When enemies punch you, they get stabbed. Is it really a power or just a very unique type of armor?
CONCUSSIVE SHOT/CARNAGE: It's basically a weak gun that fires free ammo. The other version shoots fire ammo.
GRENADES (ANY TYPE): Just carry the right grenades and then toss'em!
FLAMER: It's a flamethrower. Fire based AoE damage in a line. Good against armor.
MINES (ANY TYPE): They're like grenades, except you set them in places for enemies to step on.
OMNI-BOW: Adds a bow that shoots free energy arrows at your targets. Multi-arrow repeater sold separately.
PHASE DISRUPTOR: Shoot lasers from your fingertips! Or use a laser gun. Whatever floats your boat.
POISON STRIKE: Sort of a line-based poison AoE, except you teleport through enemies. You could also just throw a chemical bomb and then teleport.
TACTICAL SCAN: Use your tricorder to receive a free buff!
SENTRY TURRET: Carry them on your back and then set them up. It's like a self-operating assault rifle. The better ones are far more accurate.
SIEGE PULSE: In other words, what results after you fire a very big laser gun.
SHADOW STRIKE: Teleport behind an enemy and then slice them real hard with your sword. Or just get good with a sword and then buy a teleporting device.
SNAP FREEZE: The opposite of a flamethrower.
STIMULANT PACK: Otherwise known as free medigel and drugs.
SUBMISSION NET: Another wrist-mounted gun, this one fires an electrified net that captures and shocks targets. Murder shields.
SUPPLY PYLON: Carries a supply of ammo and grenades. Also restores your shields when you get close.
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Post by acathala on Feb 16, 2015 8:54:26 GMT -5
Ah I didn't realise it was set in the ME unniverse. I'll change that later. How many power points do I start with? Is healing handled the same way as ME?
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Post by TG Barighm on Feb 16, 2015 13:57:10 GMT -5
Yes, healing is done almost entirely through Medigel and maybe some surgical skill if you have it, although there are a couple powers that restore shields and armor. Shields are constantly regenerating though, and in general, your protections are more valuable than your health. Futuristic weapons are just way too powerful for basic health mechanics.
You begin play with two Power Points.
While I'm on the subject of protection, I might as well note I'm using ME's multiple protective type system. Just like in ME, you want hard hitting weapons and fire attacks against Armor, tech and rapid-fire weapons and shields, and pretty much everything works against health:
ARMOR: Any armor strong enough to provide DR 1 has armor HP. Armor doesn't regenerate, but it can be repaired with Hardening Paste. It's generally difficult to punch through armor without the aid of very high powered weapon. Stronger armors also tend to suck up shield energy. Armor is bought or found. Standard armor that grants the Armored status is still available, but pretty much all ballistic weapons in the future have the Piercing trait. Conventional armor is practically useless, but it can still help against melee damage and more traditional attacks, so you still see soldiers equipping the odd bit of armor.
BIOTIC SHIELDS: Biotic shields are a product of concentration and fatigue more than anything else. They don't regenerate, but training allows one to generate a huge shield to make up for it. You can restore your entire shield in one round if you get a chance to take a breather. You have as much biotic shield HP as you do health. You can't have both a tech shield and a biotic shield up at the same time. Biotics have as much shields as they have HP. They do not have to project a biotic shield, and most biotics don't know how to do it anyway.
HEALTH: When you run out of health, you die. As usual, restoring at least 1 HP will stabilize a character. Health doesn't regenerate, but you can use Medigel and some equipment bonuses to restore health.
TECH SHIELDS: Tech shields regenerate a certain amount every turn. Their specs and quality vary widely from shield to shield and might offer unique defenses. Tech shields are gear and need to be purchased or found. Practically every soldier worth his salt has a shield, so you should too.
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Post by TG Barighm on Feb 16, 2015 19:24:29 GMT -5
STARTING WEAPONS AND ARMOR
Sorry, but I can't bring myself to spend hours just listing out every single possible piece of weaponry, armor, grenade, or mod out there. Instead, everyone in the party will start with the most basic starting weapons that have been featured in the ME universe (Avenger Rifle, Predator Pistol, Katana Shotgun, Mantis Sniper Rifle, Shuriken SMG). Generally you get one main weapon and a side-arm (or you can dual wield if that's your thing). Same deal for armor and grenades: unless you've chosen Heavy Armor training, everyone will start with the most basic light armor. More advanced equipment will have to be found during the mission.
Gear types:
ASSAULT RIFLES: More accurate at longer ranges than SMGs and generally more powerful. Assault rifles can also score bonus damage on 3's and can be fitted with a scope to act like a lesser sniper rifle. Very versatile weapon. Assault rifles deal multiple 1 HP damage attacks over a burst and can often deal bonus damage on rolls of 3. They can also be fired full auto to deal AoE damage over a 60 ft. line or a 30 ft. cone, but this attack gains no precision damage bonus.
PISTOLS: Generally pack more punch in a single shot to make up for lack of auto-fire, but they're still side-arms. Some are quite good and deal enough damage to punch through armor when your better weapons are out of ammo, but you still don't want to rely on one.
SHOTGUNS: Deal more damage at close range. Not much for the long range fight, but they're still a great overall weapon.
SNIPER RIFLES: Lots of damage at very long range. Burn through ammo like crazy though, but they're still a great tool for when you need something destroyed now.
SMG: Essentially the automatic option for a side-arm, they never deal more than 1 HP damage per shot, but some of them can fire very long bursts. SMGs deal multiple 1 HP damage attacks over a burst, but they never deal bonus damage on rolls of 3. They can also be fired full auto to deal AoE damage over a 30 ft. line or a 10 ft. cone, but this attack gains no precision damage bonus.
HEAVY WEAPONS: Usually difficult to wield weapons that are very powerful, but have a very limited set of ammo that isn't easily replaced.
LIGHT ARMOR: As always, light armors that can negate damage that deal 1 HP or less damage; however, in a futuristic age, stronger materials are much more common and it's not unusual to find versions that act as armor against higher damage types.
BALLISTIC ARMOR: Bulletproof vests act as Armor versus ballistic damage. It may be just one type of damage, but it's a very common one and these armors are lighter than all others.
HEAVY ARMOR: Become armored. There are types that can make you Double and even Triple Armored, although these types are extremely heavy. Still requires heavy armor training. I might drop this type of armor system in a futuristic campaign.
POWERED ARMOR: The standard armor type that grants Damage Reduction and HP in place of plain Armoring.
GRENADES: They generally deal 3 HP damage in a 10 ft. radius. There are many different types of grenades that instead deal frost, fire, or even biotic damage.
WEAPONS: All firearms deal Piercing damage and ignore one level of Armor. This does not apply to Armor HP. This basically means old school armors don't work against guns.
Omniblade: Wrist mounted hardlight blade. Deals 1 HP fire, shock, or normal damage. Counts as a hidden weapon.
Krogan Battlehammer: Anyything Krogan is oversized and heavy. This is no exception. Deals 2-2 HP damage. Two-handed.
RIFLES All rifles have Mat.Res. of 2 and 2 HP unless said otherwise.
Anti-Synthetic Rifle: 2x1 HP burst, 60 ft. range. Medium. Deals Shock damage.
Argus: 2x1-2 HP burst, 30 ft. range. Heavy. Close-ranged rifle favoured by stronger gunmen.
Avenger: 2x1 HP burst, 60 ft. range. Very light. Lacks power, but is very sturdy and dependable. Very ammo efficient.
Falcon: 2 HP over 10 ft. 60 ft. range. Medium. This is actually a grenade launcher.
Harrier: 4x1 HP burst, 60 ft. Medium. Unreliable and jams often. Chews through ammo very quickly.
Lancer: 3x1 HP burst, 100 ft. Medium. Old school Avenger design built for armies.
Mattock: 1-2 HP, 60 ft. range. Light. Acts like a harder hitting, longer ranged pistol.
Particle Beam: 3x1 HP burst, 60 ft. Heavy. Deals Fire damage.
Phaeston: 3x1 HP burst, 60 ft. range. Medium. A common Turian design.
Revenant: 4x1 HP burst, 30 ft. range. Heavy. More of a machine gun than a rifle, it's unreliable at long range. Chews through ammo quickly.
Saber: 2-3 HP, 100 ft. range. Heavy. More like a sniper rifle, but adapted to be used by assault rifle specialists.
Striker: 2x1 HP burst, 60. range. Medium. Deals fire damage.
Typhoon: 5x1 HP burst, 60 ft. range. Heavy. More of a minigun. This weapon's slow wind-up restricts it to firing only once per round.
Vaklyrie: 2x1-2 HP burst, 60 ft. range. Heavy. An unconventional auto dual-shot design, it's nonetheless proven popular.
Vindicator: 1-3 HP, 60 ft. range. Light. A common weapon among mercenaries. Scores 2 bonus damage on rolls of 3.
PISTOLS All pistols have Mat.Res. of 2 and 1 HP unless said otherwise.
Acolyte: 2 HP over 5 ft. radius. 30 ft. range. Light. Can fire an array of damage types, like shock, fire, or even biotic damage.
Arc Pistol: 1-3 HP, 30 ft. range. Light. Charge weapon. If you withold your shot until the end of the round, it automatically deals a Critical Hit.
Carnifex: 1-2 HP, 60 ft. range. Medium. A futuristic take on the old school six-shooter. Reliable and very popular among gun enthusiasts.
Eagle: 3x1 HP burst, 30 ft. range. Light. A fully automatic pistol, it somehow feels more like a pistol than an SMG.
Executioner (Pre-reg: Strong): 3-4 HP, 30 ft. range. Medium. Classic overpowered Batarian design. Fires only a single shot in a round. -1 penalty if not Strong.
Paladin: 2-3 HP, 30 ft. range. Medium. The classic magnum. Burns through ammo though.
Phalanx: 2x1-2 HP, 30 ft. range. Light. The first choice of most experienced officers for a sidearm.
Predator: 1-2 HP, 30 ft. range. Ultra light. Its simple design and reliability makes it a common choice among civilian forces. Very ammo efficient.
Talon: 1-2 HP, 30 ft. range. Light. Fires a spread of bullets and acts like a shotgun within 10 ft. by scoring Critical Hits.
SHOTGUNS All shotguns automatically crit. if used on a target within 10 ft. They have a Mat.Res. of 2 and 2 HP unless noted.
Claymore (Pre-req: Strong): 3-4 HP, 30 ft. range. Very Heavy. A Krogan redesign now viable in human hands. Fires only once per round. -1 penalty without Strong.
Crusader: 2-3 HP, 60 ft. range. Heavy. Fires a single long-range slug.
Eviscerator: 2-3 HP, 30 ft. range. Medium. Classic shotgun. Most common weapon among civilian militia groups.
Katana: 1-2 HP, 30 ft. range. Very light. A common weapon among hunters and outdoor sports enthusiasts. Very ammo efficent.
Piranha: 2x2-3 HP, 10 ft. range. Heavy. Riot shotgun capable of dispersing large crowds, but it's very unreliable outside extreme short range.
Raider: 3-4 HP, 10 ft. range. Heavy. Short range even for a shotgun, it's practically useless outside of 10 ft.
Reegar Combine: 2 HP in a 10 ft. cone. Heavy. Essentially a lightning gun. Deals shock damage. Rips through shields and ammo.
Scimitar: 2x1-2 HP, 30 ft. range. Medium. A semi-automatic shotgun.
Wraith: 2-4 HP, 30 ft. Heavy. Fires a larger caliber of slugs. Deals 2 HP bonus damage on close-range Crits.
SMGS All pistols have Mat.Res. of 2 and 1 HP unless said otherwise. Most SMGs never score bonus damage on rolls of 3.
Hornet: 1-2 HP, 30 ft. range. Light. Fires in tight 3-round bursts. It's the only SMG capable of scoring bonus damage on rolls of 3.
Hurricane: 4x1 HP burst, 10 range. Medium. Fires a storm of bullets, but the recoil restricts this to extreme close range. Rips through ammo quickly.
Locust: 2x1 HP burst, 60 ft. range. Light. Accurate SMG favoured by most security forces.
Plasma SMG: 2x1 HP burst, 30 ft. range. Light. Deals Shock damage.
Punisher: 3x1 HP burst, 30 ft. range. Medium. Designed specifically for Armor Piercing rounds, it can't be used with anything else.
Shuriken: 2x1 HP burst, 30 ft. range. Ultra light. A proven model frequently employed in the civilian sector. Very ammo efficent.
Tempest: 3x1 HP burst, 30 ft. range. Light. Rapid-firing design intended for military use.
SNIPER RIFLES All sniper rifles have mat.Res. of 2 and 3 HP unless noted.
Focused Beam Rifle: 3x1 HP burst, 100 ft. range. Heavy. Deals concentrated beam of Fire damage.
Incisor: 2x1 HP burst, 100 ft. range. Medium. Fires in short bursts rather than single shots.
Indra: 3x1 HP burst, 100 ft. range. Heavy. Fully automatic sniper rifle.
Krysae: 2 HP over 10 ft. radius. 100 ft. range. Heavy. Fires explosive rounds.
Mantis: 2-3 HP, 100 ft. range. Light. Good power for an economic model, but it can only be fired once per round. Very ammo efficient.
Raptor: 1-2 HP, 60 ft. range. Light. Essentially a long range pistol, but it's fast and inexpensive.
Valiant: 2-3 HP, 100 ft. range. Heavy. Excellent all around weapon, but known to chew through ammo quickly.
Viper: 1-2 HP, 100 ft. Medium. Quick firing sniper rifle.
Widow: 3-4 HP, 100 ft. Heavy. High penetration sniper rifle, but it can only be fired once per round.
HEAVY WEAPONS Artillery damage ignores all Damage Reduction and Material Resistence.
Arc Projector: Deals 2-3 HP shock damage. Crits. shields. 30 ft. range. Chains to 5 additional enemies within 10 ft. of eachother. Heavy. Runs off batteries.
Avalanche: A cryo beam. Deals 2-3 HP frost damage over 5 ft. wide line. 100 ft. range. Moderately heavy. Runs off batteries.
Cain: Deals 5 HP artillery damage over 30 ft. 200 ft. range. Very heavy. Requires a moment to lock-on or else a -1 penalty applied. Fires just one shot.
Cobra Missle Launcher: Deals 4 HP artillery damage. 100 ft. range. Very heavy. Requires a moment to lock-on or else a -1 penalty is applied. Fires one missle.
Firestorm: 3x1 HP burst over a 30 ft. line or cone depending on the model. Very heavy. Deals fire damage.
Grenade Launcher: Fires grenades accurately over 60 ft. Very heavy. Use standard grenades to load the weapon.
WEAPON MODS: *Some mods. can be found in stronger variations.
AUTO-CORRECTING SOFTWARE: Grants a bonus factor on shots fired.
BAYONET: Gives your gun a respectable piercing weapon that deals 1 HP damage.
BLAST BARREL: Increases the damage of the first shot by 1 HP, but any ensuing shot that round takes a -1 penalty.
DENSE MATERIALS: Doubles the weapon's weight, but also doubles its HP.
EXTENDED MAGAZINE: Increases magazine size by 50%.
GRENADE LAUNCHER MOUNT: Use your gun's effective range and attack bonuses to fire a grenade.
HEATSINK: Occasionally saves some ammo.
LAST STAND INITIATIVE: Detonate your gun like a standard frag grenade. Hey, if you're out of ammo with nowhere to run, why not?
PRECISION SCOPE: Increases optimal gun range by 33%
SHOTGUN BLOOMER: Remove the shotgun's guaranteed bonus damage at close range, but changes its attack to a 10 ft. cone.
SHOTGUN CHOKE: Remove the shotgun's guaranteed bonus damage at close range, but doubles its effective range.
SILENCER: Silences a gun. Creatures must roll a successful listen check to notice the shot instead of it being automatic, and only within 30 ft.
STUNNER: Gives your gun a respectable shock damage weapon that can stun or deal 1 HP tech damage.
THERMAL SCOPE: See heat signatures through walls and smoke.
ULTRALIGHT MATERIALS: Reduces the item's weight by half.
SPECIAL AMMO:
CRYO AMMO: Slows unprotected enemies and reduces the Mat.Res. of the target's equipment and armor by 1.
DISRUPTOR AMMO: Deals an additional 1 HP damage to shields and has a 1d3 chance to deal half the bullet's damage beyond the shield. Deadly to synthetics.
HARDENED AMMO: Ignores 1 DR and one level of Armor. It's also much more likely to pierce objects and pass through walls.
INCENDIARY AMMO: Deals an additional 1 HP damage to armor and health. Deadly to unprotected organics.
WARP AMMO: Deals an additional 1 HP damage to biotic shields and has a 1d3 chance to deal half the bullet's damage beyond the shield.
COMMON ITEMS:
MEDIGEL: Restores 3 HP of health.
HARDENING PASTE: Restores 1 HP of armor. Can also spot-repair some objects.
TECH BATTERY: Provides power to machines and other devices in the field. Can also restore 3 HP of shields.
ADRENALINE: Gives you the benefits of Adrenaline Rush for a few rounds.
ANTITOXIN: Makes you resistent to poisons and chemical damage.
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Post by acathala on Feb 16, 2015 20:21:34 GMT -5
Take 2. Name - Arkady Romanov Race - Human Class - Infiltrater Traits - Perceptive, Stealthy, Weapon Expertise(sniper rifles) Powers - Tactical Cloak, Sniper
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Post by TG Barighm on Feb 16, 2015 21:03:22 GMT -5
You have 2 unspent Power Points. You begin play with the basic Hydra armor: I assume you will begin with a Mantis: Not sure if you're taking a side-arm and whether or not you wish to go SMG or Pistol.
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Post by acathala on Feb 17, 2015 5:47:26 GMT -5
I thought I did pick 2 powers. I'll go with SMG as my sidearm.
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Post by TG Barighm on Feb 17, 2015 13:12:35 GMT -5
Those two powers are the power every infiltrator gets as bonus powers, plus wouldn't you like to advance them a bit?
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Post by acathala on Feb 17, 2015 13:37:21 GMT -5
Ah I getcha now. However the basic and advanced powers for the ones I picked aren't there. BTW when we level up power points, are we free to choose new powers?
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Post by TG Barighm on Feb 17, 2015 15:12:32 GMT -5
Huh. Thought I filled in Tactical Cloak. Yes, I haven't decided upon what most of the masteries should do. I want them to be like the passive powers from Mass Effect, but at the same time, I don't want to trivialize Defining Traits.
Yes, you're free to choose new powers or advance your existing powers. Now I just need to decide on how many power points to grant. 10 points allows a player to fully advance 3 Powers and add one new one. That's roughly how ME3 multiplayer characters are built and that's just fine, but those characters aren't really designed for anything but highly specialized roles, plus they're meant to represent the grunts of the ME universe. The other system I had in mind would make it possible to COMPLETELY max. out two powers or have a whole bunch of lesser powers. Now that's more like Commander Shepard level of power and that's probably what most players expect, but ME is hardly a well-balanced game.
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Post by acathala on Feb 17, 2015 17:41:59 GMT -5
I kinda need the info for Sniper and Tactical Cloak befiore I can level the powers.
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Post by TG Barighm on Feb 17, 2015 18:08:53 GMT -5
K, I added a little something. Likely overpowered, but whatever. Not really the point of this game.
Also added some special ammo types and only the most basic of mods.
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Post by acathala on Feb 17, 2015 18:21:32 GMT -5
Okay Adv Tactical Cloak double Adv Sniper Repair and Craft.
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Post by TG Barighm on Feb 17, 2015 18:55:32 GMT -5
K, this is what I've got:
ASHER MCDADE
Asher is a flashy kind of guy, so he's gonna favour more flash than substance; however, he wants to be able to set-up his own rock concerts someday, so he still makes the effort to learn technology.
APPEARANCE: A light skinned black man, he's got a funny looking round head. He loves this though and thinks it makes him more noticeable. He's dyed his hair blue which makes his head look like a big blue helmet.
-CLASS: ENGINEER -RACE: Human HP: 4 MOVE: 10 ft/sec LOAD: Light
MODIFIERS: +Piloting, +Electrical Repair/Modifying, +Overload Atks. EQ.MODS: //
DEFINING TRAITS (3): 3 General
PILOT EXPERTISE TECHIE WEAPON EXPERTISE: OVERLOAD
POWERS: 2 Class Powers +2 Points
OVERLOAD-Deal 1 HP shock damage; Crits. shields >Advanced: Place Overload traps
SABOTAGE-Control Synthetic targets for 1 rnd.
TECH MASTERY-
EQUIP: (3 HP,1 RG), Basic Flight Suit, Predator Pistol (1-2HP, 30ft), Shuriken SMG (2x1, 30ft)
ITEMS: /
LISBEN BALTANYA
Lisben may be a Vanguard, but that's only because she respects her people's ability to use biotics. She fancies herself more as a straight warrior and prefers to put herself directly into the fight. She's a tankish type.
APPEARANCE: She's rather buff for an Asari and takes on a stronger shade of blue in her skin. She's got strong eyes and features and often looks angry.
-CLASS: VANGUARD -RACE: Asari HP: 5 MOVE: 12 ft/sec LOAD: Light
MODIFIERS: +Shotgun Atks, +Tough, +2 biotic HP, +1 armor HP EQ.MODS: //
DEFINING TRAITS (3): 3 General
TOUGH HEAVY ARMOR TRAINING WEAPON EXPERTISE: SHOTGUN
POWERS: 2 Class Powers +2 Points
NOVA-Deal 2 HP biotic damage in 10 ft. radius. Consumes 1 HP of biotic shields
BARRIER-Increase biotic shields by 4 HP or blast targets within 10 ft.
DEFENSIVE MASTERY-+2 HP biotic, +1 HP armor
EQUIP: Basic Shield (3 HP,1 RG), Katana Shotgun (2-3HP within 10 ft, 30ft), Predator Pistol (1-2HP, 30ft), Heavy Skirmsh Armor (DR 1, 4 HP)
ITEMS: /
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Post by acathala on Feb 17, 2015 20:38:20 GMT -5
Arkady Romanov is a proud Ukrainian whom was born as a surprise to both parents on a Mars facility. He gets annoyed with people whom automatically assume he's Russian. He joined the military as both parents came from a martial background, and because he was good with a sniper rifle. Just because he isn't the stereotypical cold sniper, that doesn't mean he won't put a bullet in your head if you deserve it. And you will never see it coming. Appearence - think a young Damien Lewis and you have Arkady.
Yes that looks okay ro me.
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Post by TG Barighm on Feb 18, 2015 0:32:43 GMT -5
FIRST ENCOUNTER AT OUTPOST E43
"This is Lieutenant Julie Halsey conducting the debriefing of pilot Ashen McDade, a private contractor. Date is September 19th, 2186. Now, Mr. McDade, as you have been made aware, this is a military debriefing. Answer all questions honestly and completely and there will be no trouble. Lack of compliance will result in imprisonment."
"Woah! You don't have to be that way! I'll answer every question you throw at me. I've got no reason to hide the truth."
"I'll take that response into consideration. Now, before we begin, would you like a cup of coffee?"
"Do you have any Kool-Aid?"
"I...did not think they made that anymore."
"They don't, but every now and again you'll find a pack in those old civilian explorers, and there's always the cheap knock-offs."
"We'll get you some juice. Now, let us return to the matter at hand: the events at Outpost E43."
"Oh, god! Where do I begin? It was a total shit storm! A nightmare!"
"Let us start at the beginning. I don't want you to leave out any detail."
"Uh, yeah, okay! But wouldn't you rather get to the good stuff? We really need to organize a respone."
"I have all day, Mr. McDade, and I'm interested in hearing every detail. Please, from the beginning."
"Well, if you say so! You see, a couple weeks back I got this job offer my way. Pretty simple stuff, really. None of the other pilots wanted it, and they love dumping their shit on me, so it's my hands that gotta get messy. The boss doesn't want to look bad turning down so simple an assignment, so someone has to do it. So, I hop in my shuttle and head out to pick up the crew they set me up with. First stop is some Asari military academy where I have to pick up this total bitch Lisben. Thought she was going to shoot me in the back the whole way to our next stop. I was like 'Look, I get it! You look like a chick, but you're totally a dude'."
"Please focus, Mr. McDade."
"Yeah, right. Okay, so then I drop by the Citadel to grab this up and coming hotshot, and then we're off to the Perseus Veil."
"That is awfully close to Geth space, Mr. McDade."
"You're telling me! But like I said, I don't really get to pick my assignments. So, anyway, sometimes you find some great stuff out there, and this case was one of those times. Bunch of salvagers found a ship on a dustball of a planet and they set up shop. Turns out the ship was a mining frigate, so double the score for these guys. Well, some pirates found out about it and took over the operation and then they tried to pass themselves off as the mining crew. We send out scouts, discover what's up, and then it's our turn to get rid of the pirates. Simple job, really. Well, it didn't turn out so simple..."
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Post by TG Barighm on Feb 18, 2015 0:52:30 GMT -5
SHUTTLE ENROUTE TO OUTPOST E43"So, E43...E...4...3. 43," Asher said slowly. He poked and prodded at the dashboard before him. The shuttle began to level out as the planet's dusty brown surface raced up to meet them. Cracks webbed through the crust while shining lakes of some strange chemical dotted the planet's surface. Every second feature on the rough surface seemed to be some kind of mountain or crag. "Why not call it 'Ouptost Ass End of Nowhere'? Or how about 'Holy s*it! I don't want to be at this Outpost'." "You talk too much," the surly Asari said. Her heavy looking blue-tinted armor creaked while she reached for the shotgun at her side. The weapon popped open while she removed it from her belt. She began to examine it. "Just fly the shuttle." "Yes ma'am...sir...whatever," Asher replied sarcastically. He made a show of pushing some other buttons, but he grinned mischievously while he did it. "Okay, so we're arriving at the mission point now. The scout survey says this canyon is our best entry point. Hit them in the a$$ where they're least expecting it, disable their defenses, and the rest should be cake. Of course, normally I would be setting down in that canyon, but since our brave captain is some kind of ninja, I think it's better to send him in first. We can then do some damage from the air when the jig is up. Think you've got what it takes, cap?" COMM STRENGTH: NORMAL ARKADY SSS (L.Armor 1) HHHH
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| ASHER SSS (No Armor) HHHH
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| LISBEN: SSSSS AAAA HHHHH | .........................
| AMMO 10
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Post by acathala on Feb 18, 2015 4:55:22 GMT -5
"Stop bringing up the Japanese crap. Everytime somebody brings it up, I think of my ex-wife, and I want to shoot the person who brought it up." Glancing out the window, Arkady suddenly has the feeling that this mission wasn't going to be as simple as he had been led to believe. "But yes I will do it."
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Post by TG Barighm on Feb 18, 2015 5:16:57 GMT -5
"Well, aren't we touchy," Asher muttered. "Okay, tough guy, I'm bringing the shuttle down. There's a bit of a dust storm going on right now. It will suck, but it will also obscure our entry. Shouldn't bother the coms." Lisben frowned. "Just get us down." Asher sighed. "Damn. It's going to be one of those crews. All right, bringing her fat ass down now." The shuttle zipped through the air and began to descend over a wide canyon. The tiny ship began to shudder as the wind picked up, and communication towers appeared from over a hill in the distance. That sight quickly disappeared behind miles of dusty rock when the shuttle settled into the canyon. Sheer rock faces rose up around them and great plumes of dust shot up from beneath the pulse jets. The strong winds continued and a haze of dust and sand tore through the canyon In the distance a stairway latched onto the side of the canyon appeared. It terminated at a heavy door poking through the rock. It was here the ship settled down, and it was here the latch opened to allow a blast of sand throughout the shuttle. Arkady closed his helmet and stepped off the shuttle. "Okay, cap! We'll lay low until you're ready to light the fuse, so to speak," McDade's voice said through the comm device. "If you get stuck, just let me know and we can come earlier. Remember, we're sending you in alone because...I don't know, maybe you'll figure out a way to do some damage before they will know we're here? Well, I'm sure you'll figure something out. Just stay out of sight and keep an eye out for anything that might look useful, like a terminal or a whole lot of explosives placed in an opportunistic spot. Here's hoping for the explosives." "Goddess f*ck me, McDade, you talk too much," Lisben interrupted. "I guess that's my cue," Asher said. And with that, the shuttle slipped away deeper into the canyon. Arkady looked up at the shuddering stairs. The windows lashed at the rusted metal and they groaned with every blast. COMM STRENGTH: NORMAL ARKADY TAC.C ^ SSS (L.Armor 1) HHHH
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| AMMO 10
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Post by acathala on Feb 18, 2015 5:42:12 GMT -5
Arkady climbs the stairs as steathly as he can.
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Post by TG Barighm on Feb 18, 2015 13:25:34 GMT -5
Arkady climbs the rickety stairs as stealthily as he can. Despite the wind beating against his face shield, the stairs hold up and he manages to climb up a few stories to the heavy door. It's one of those old fashioned doors with a numeric keypad, but it does feature an omnilock, although it has clearly seen better days.
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Post by acathala on Feb 18, 2015 13:57:06 GMT -5
(Armlock?)
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Post by TG Barighm on Feb 18, 2015 13:58:46 GMT -5
(Huh?)
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Post by acathala on Feb 18, 2015 14:17:50 GMT -5
(Sorry misread that. Does Arkady have a omnitool?)
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Post by TG Barighm on Feb 18, 2015 14:35:32 GMT -5
(Nope.
If you're wondering why you don't get one automatically, there are consumnable items that accomplish the same task while freeing up your arm slot for something else like those wrist mounted weapons I list)
The door mechanisms look rusted though. You might be able to just bust through it. Noisy, but doable.
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Post by acathala on Feb 18, 2015 14:43:05 GMT -5
Arkady frowns. He knew he should have picked up Omnitool training. He takes a risk and attempts to bust in.
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Post by TG Barighm on Feb 18, 2015 14:59:15 GMT -5
Arkady busts the zipper plate off the door with the back of his rifle to expose the teeth of the lock, then he fires on the lock to damage the teeth. They fall away easily due to rust, and then he sticks his hand in and slides the door open. The doors grind noisily as he does this, but he's in.
The ensuing room is a small, cube-shaped antechamber bracketed by steel beams and surrounded by earth. A tiny red LED provides a hint of light to the otherwise dull looking room. There is a toolbox covered in dirt sitting on the ground. Just beyond the antechamber is a tunnel bracketed by steel beams leading deeper into the rock.
As Arkady steps into the room, he hears voices in the distance.
"I know I heard something!" a masculine voice said.
"Chuck, you're always hearing things," said another.
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