PM Me your profiles please

Mass Effect Alliance Military RP
After the Sovereign and Saren incident, the Council was locked in struggle to regain its power. The Alliance, seeking to further its position in the galactic community, decides to create a large, multi-race security operation to replace the Turian forces that once occupied its main force. The SSV Loradun, the first of a new-type vessel, is the first ship and crew of this organization. As the first of its kind, its crewed by those who are ready to serve as specters, but with the need of an organized military, are temporarily reassigned before they were officially accepted.
Washu Combat System
Figthing will be done on a D6 system, for the most part anyway.
2 rolls per turn and the rolls will be told in a RP attempt and then proceded by a rundown of what happens.
Assault Rifle: A controlled burst fire from the weapon.
First roll: how many shots fired(1D4). This is amplified by the Overkill ability where the roll gets a +1 as well as your damage roll. Though the overkill takes one of your turns for that round. Rifle gets 1d6 ber burst.
Roll 1-2 and you miss and the enemy returns fire and hurts you.
3-4 Damages enemy shield, if shield is already hit, its gone and slightly hurts the enemy
5-6 is All shots hit, ripping through shields and severely hurting enemies.
Pistols: Very similar to assault rifle, but less shots. Fires 2D6 per turn taken, upto 4D6 for your full turn.
1-2 is a miss with return fire that hurts you.
3-4 Damages enemy shield, if shield is already hit, its gone and slightly hurts the enemy
5-6 is All shots hit, ripping through shields and severely hurting enemies.
Shotguns: Not really sure how this will work. But I'll try to explain it a fair way I guess. When using the carnage skill, refer to grenade use.
1-2 Enemy takes cover from the shot and returns fire
3-4 Some pellets hit, damaging shirld
5-6 All pellets hit, killing the enemy
Sniper Rilfle: This one goes on the D4 dice roll, assassination acts much like the other weapons skills.
1 Shot misses and the enemy returns fire
2 Shot missed and enemy stay behind cover
3 Shot is deflected by shields, damaging the shielding
4 Shot lands a direct hit and kills the taget
Biotics and Tech Abilities:
Throw: Runs on D4 for the attack.
1 Failed attempt, enemie fires at the user and hurts them
2 Semi-succesful, enemy is thrown off-balance but fires, damaging shields
3 The throw almost works, throwing the enemy off of their feet and they fall, causing minor damage
4 Complete sucess, enemy is severely harmed by being thrown into an object or wall.
Lift: Works alot like like throw.
1 Failed attempt, enemie fires at the user and hurts them
2 Semi-succesful, enemy is thrown off-balance but fires, damaging shields
3 Lifts the enemy high enough for them to be dropped and damage shields
4 Lifts the enemy for another turn and leaves them defenseless to attacks, after the turn ends they are dropped, causing further damage.
Singularity: Pretty much the same as lift
1 Failed attempt, enemie fires at the user and hurts them
2 Semi-succesful, enemy is thrown off-balance but fires, damaging shields
3 Lifts the enemy high enough for them to be dropped and damage shields
4 Sends the enemy and some around them, as well as objects into the air, pelting eachother. The main target dies and sub-targets are heavilly damaged.
Barrier: Increases shield power
1-2 Slightly increases shields
3-4 Increases shielding enough to take another hit in the current fight
5-6 Increases shielding enough to take two more hits or one critical hit.
Sabotage: As you can see by now, most attack based moves are similar, from here out I'll list the side effects they give.
1: Fails, and enemy returns fire.
2: Semi-successful
3: Somewhat successful, stops the enemy from firing the current turn
4: Complete success, enemy's weapon is damaged beyond repair
Overload: Same as sabotage, but with shields, also has a chance of an area effect.
1: Fails, and enemy returns fire.
2: Semi-successful
3: Somewhat successful, enemy shields gone
4: Complete success, enemy is turned into a veritable grenade and explodes on his own allies.
Hacking: Takes over synthetic enemies:
1: Fails, enemy fires in return, harming user
2: Enemy is taken over, but with a flaw that makes them fire at the user, damaging shields
3: Success, but the enemy shields is gone when they are taken over.
4: Success, enemy completely turns and you have control over them as a player for the next 3 rounds.
Melee Combat: This may be a little tough to do. 1d4 per strike with a 3-strike combo per turn.
1: miss with an enemy counter-attack
2: enemy blocks and nearly hits you
3: Clash with enemy and you win the clash, giving theenemy a scratch or minor wound
4: clean hit, enemy takes a critical hit.
Thats all I'll put into it for now, thanks for the idea Ralen.
Roll two poor hits, your character is critically injured and must leave battle.
If you happen to roll a critical wounded, you leave battle immediately without the chance to continue fighting. The others in the group who haven't can RP to protect your character or you can simply run. I'll leave it to your characters.
Note: During this RP, I may throw in an event in which a die roll may be needed to continue on(those will probably be on a D20) More will be explained OOC during the event, if it comes...
Combat Flow:
I will describe the situation of the battle and then the players will RP their moves, four abilities will be used per RP/turn and then once it is all said I will write the entirety of the combat scene, one turn at a time.
Note: I’ll add the race info that’s only pertaining to the game for now, I’ll add the rest soon

Races:
Human: Newest race in the galactic community, but has recently proven an asset to the Citadel Council and has become a major part of the new community.
Turian: Another commanding race for the Citadel Armada, co-operative in power with the humans and a large supplier for special operative agents.
Asari: The asari are the foremost in biotics and its abilities. Many find the race very capable since it was the first council race, though their pull has seemed to gone down recently.
Quarian: Race out casted by the geth from their home world, they have recently been invited to the council to help with understanding and rebuilding the Citadel.
Salarian: The most technologically adept race in citadel space, the salarians are responsible for many victories for the council and continue to aid it with their scientific support of the new organization.
Krogan: Many Krogan mercenaries have been hired by the council to provide extra soldiers in the reconstruction. In return for their services, the race has been promised a cure for the genophage.
These are the key races, others are there, but are unavailable due to lack of fighting or any other known abilities or traits that are within this game.
Classes:
----------------------------------------------------------------------
Soldier
-----------------------------------------------------------------------
The pure combat master. Soldiers can use any of the four weapon types
effectivly, and are the toughest class as they are able to wear Heavy
Armor.
Abilities-
Pistol
Assault Rifle
Combat Armor
Assault Training
Shotgun
Sniper Rifle
First Aid
Fitness
-----------------------------------------------------------------------
Engineer
-----------------------------------------------------------------------
Engineers are a pure Tech user. Though lighter on damage, Engineers
can quickly cripple enemies and keep allies safe. Addtionally, they can
repair the Mako much faster and crack locks and electronics. A good
choice for a more supportive style of play.
Abilities-
Pistol
First Aid
Electronics
Decryption
Basic Armor
Medicine
Damping
Hacking
-----------------------------------------------------------------------
Adept
-----------------------------------------------------------------------
Adepts are masters of Biotic powers. Not only can they provide high
damage, but they can also keep enemies at bay by throwing them around
and suspending them in the air. Though they lack high healing or
shields, they can gain protection from Barrier.
Abilities-
Basic Armor
Throw
Warp
Barrier
Pistol
Lift
Singularity
Stasis
-----------------------------------------------------------------------
Infiltrator
-----------------------------------------------------------------------
The Infiltrator is a combination of Combat and Engineering. They are
well protected with good shields and healing; they can debuff enemies
then safely pick them off one-by-one with their Sniper Rifle. They have
a bit more trouble in close range fights.
Abilities-
Pistol
Tactical Armor
Electronics
Decryption
Sniper Rifle
Fitness
Damping
First Aid
-----------------------------------------------------------------------
Sentinel
-----------------------------------------------------------------------
Sentinels combine Techs and Biotics, giving them great abilities to
support the squad. They however are completely lacking in combat
skills, making them the worst choice for weapons and armor.
Abilities-
Throw
Barrier
Decryption
First Aid
Lift
Stasis
Electronics
Medicine
-----------------------------------------------------------------------
Vanguard
-----------------------------------------------------------------------
The Vanguard combines Combat with high damage Biotics. They have many
abilities to quickly annihilate foes, but in turn are very vulnerable
themselves.
Abilities-
Pistol
Assault Training
Throw
War
Shotgun
Tactical Armor
Lift
Barrier
Note: You can rename the class as long as you specify what its base is.
Specializations:
-----------------------------------------------------------------------
Nemesis
-----------------------------------------------------------------------
The Nemesis skill is an upgrade to Adept or Vanguard. It increases the
power and damage of Biotics, and further strengthens Lift and Warp.
-----------------------------------------------------------------------
Bastion
-----------------------------------------------------------------------
The Bastion skill is an upgrade to Adept or Sentinel. It improves
defensive Biotics such as Barrier and Stasis.
-----------------------------------------------------------------------
Medic
-----------------------------------------------------------------------
The Medic skill is an upgrade to Engineer or Sentinel. It improves
healing skills such as First-aid, Medicine, and Neural Shock.
-----------------------------------------------------------------------
Operative
-----------------------------------------------------------------------
The Operative skill is an upgrade to Engineer or Infiltrator. Greatly improves Sabatoge and Overload.
-----------------------------------------------------------------------
Shock Trooper
-----------------------------------------------------------------------
The Shock Trooper skill is an upgrade to either Soldier or Vangaurd.
It adds extra health, improves Adrenaline burst, and powers up a
defensive skill such as Barrier or Immunity, depending on your base
class.
-----------------------------------------------------------------------
Commando
-----------------------------------------------------------------------
The Commando is an upgrade to Soldier or Infiltrator. It improves
over all damage with weapons and makes Marksman and Assassination even
more powerful and accurate.
Abilities:
Combat: Improves damage and accuary with weapons, the defense
power of armor, and abilities to restore Shields, and lower cooldowns
times.
-----------------------------------------------------------------------
Pistol
-----------------------------------------------------------------------
Though Pistols aren't very strong of a weapon, but it's very accurate
and overheats far less often. Might as well stick with this weapon if
you don't have better training, or are untrained with any weapon.
Putting points into this skill improves its power and accuracy.
Addtionally, it will unlock the Marksman ability which will make your
pistol fire much faster and with greater accuaracy.
-----------------------------------------------------------------------
Shotgun
-----------------------------------------------------------------------
Shotguns are very deadly at close ranges, but have low rate of fire
and very inaccurate, making them fairly bad from fruther away. A good
choice for characters that have the armor and shields to get up close.
Points in this skill improve damage and accuarcy and open the Carnage
ability, which increases the blast radius, making one able to to take
out large gourps.
-----------------------------------------------------------------------
Assault Rifle
-----------------------------------------------------------------------
Assault Rifles offer a quick barrage of shots. It has a high rate of
fire and decent damage and accuracy, making it a good idea at medium
range. Careful to not let it overheat, though. Points in this skill
increase damage and accuary and grants the Overkill ability, which
makes attacks even more rapid.
-----------------------------------------------------------------------
Sniper Rifle
-----------------------------------------------------------------------
Sniper Rifles are great for taking out foes from a distance, however
in untrained hands aiming is nearly impossbile. Putting points in
this skill not only adds damage and accuarcy, but makes aiming much
more stable; it also adds the Assassination ability, which will greatly
add to damage, allowing you in many cases to one-shot kill the most
hardend of foes.
-----------------------------------------------------------------------
Basic Armor
-----------------------------------------------------------------------
Basic Armror improves the the effectivness of Light armor, fairly handy
for keeping the character alive. Likewise, it opens the Shield Boost
ability which increases the rate of Shield restoration.
-----------------------------------------------------------------------
Tactical Armor
-----------------------------------------------------------------------
Tactical Armor not only improves the defense power of Light armor, but
with enough points allows the character to use Medium armor. It also
has the Shield Boost ability to restore Shields quicker.
-----------------------------------------------------------------------
Combat Armor
-----------------------------------------------------------------------
Combat Armor improves all armor types. Classes with this skill can wear
Medium armor right from the start, and can later gain Heavy armor, with
even more protection. This skill also retains the Shield Boost ability
as with the other Armor skills.
-----------------------------------------------------------------------
Assault Training
-----------------------------------------------------------------------
Assault training slightly improves damage with every weapons, and
greatly improves melee damage. This skill will allow you to rush up to
an enemy and bash them into submission. With enough points it will also
grant the Adrenaline Burst ability, which will cooldown all other used
abilities. It can be out right broken in the hands of a decent Vanguard.
-----------------------------------------------------------------------
Fitness
-----------------------------------------------------------------------
Fitness grants more health. Putting points in here will grant the
Immunity ability, which when used will redcue damage you take from
50-80%. Very good to use when your shields and medi-gels are out, or if
you want to charge right into the fray.
Biotics: Powerful mental abilities that damage and alter the
enviroment around you. They are at the same time great for offensive
damage and to keep your enemies far away and helpless. These abilities
can be enhanced with Biotic Amps.
-----------------------------------------------------------------------
Throw
-----------------------------------------------------------------------
Throw pushes back enemies and objects, damaging them slightly. It's
great for keeping enemies from hurting you and your squad. In some
cases, you can knock enemies off ledges and kill them instantly.
-----------------------------------------------------------------------
Warp
-----------------------------------------------------------------------
Warp slowly damages the target over and increases the damage they take
from other attacks. It can be a decent debuff on tough enemies like
Krogan, but only if your other skills are still cooling down and you
don't have much options.
-----------------------------------------------------------------------
Lift
-----------------------------------------------------------------------
Lift brings enemies into the air, making them exposed to fire and
unable to defend themselves. This is great when combined with allies
with good weapons training or if you're a Vanguard. When they land,
they'll take extra damage, and may die outright if they drop a great
distance.
-----------------------------------------------------------------------
Singularity
-----------------------------------------------------------------------
Sigularity creates a ball of mental energy which draws all nearby
enemies and objects towards its center. This is a great move to keep
out of harm, and can make easy targets for the likes of Shotgun users.
-----------------------------------------------------------------------
Barrier
-----------------------------------------------------------------------
Barrier maximizes one's shields and prevents them from wearing out for some
time. This is best use for characters that lack good armor and
shielding, but is also great for a vanguard, who when combined
with good armor, high hit points, and Immunity, is pretty
much invincible for awhile.
-----------------------------------------------------------------------
Stasis
-----------------------------------------------------------------------
Stasis knocks any foe down to the ground and stops from them from
attacking, however they also no longer take damage while in this state.
Useful for only some defensive situations, such as stopping a charging
Krogan, or taking out an out of reach sniper.
Tech: skills use small mines and machines to disrupt the tide of battle. Additionally, those who have mastered Techs can open locks, hack
computers, and quickly repair damaged vheicles. It's very important to
have at least one Tech user on your team at all times. Techs can be
improved my upgrading Omni-Tools.
-----------------------------------------------------------------------
Decryption
-----------------------------------------------------------------------
Decryption let's your Squad to open sealed crates and computers,
allowing you to find items and information you otherwise could not
access. And uses the Sabotage ability will overheat enemy weapons, making them unable to attack or force them to melee.
-----------------------------------------------------------------------
Electronics
-----------------------------------------------------------------------
The Electronics skill increases the power of your shields and the
amount of damage omni-gel used. You can also access damaged computers and equipment. In this skill you'll be granted the Overload ability, which will reduce enemy shields to zero, allowing direct damage to their health.
-----------------------------------------------------------------------
Hacking
-----------------------------------------------------------------------
Hacking will decrease the recharge of other offensive techs.
Additional, it will open the AI Hacking ability, which can turn enemy
Geth and drones against one another. It's best used on powerful foes
like Geth Destroyers.
-----------------------------------------------------------------------
Damping
-----------------------------------------------------------------------
Damping will disable foes' ability to use Techs and Biotics, helpful
when enemies spam such skills,like Biotics Terrorists and Asari
Commandos. It also increases the radius of attack Techs.
-----------------------------------------------------------------------
First Aid
-----------------------------------------------------------------------
First adds to the amount of damage your squad is healed by from
medi-gels. The total is cummilative among squad members. Healing shouldn't be much of an issue.
-----------------------------------------------------------------------
Medicine
-----------------------------------------------------------------------
Medicine decreases the recharge time on reusing First Aid, which can
be helpful if you're being greatly damaged. If you have decent shields,
however you might not need this. You'll unlock Neural Shock, which will knock out organic enemies for a short while.
[b]Character Stats Sheet:[/b]
[b]Account Name:[/b]
[b]Character Name:[/b]
[b]Race:[/b]
[b]Class:[/b]
[b]Specialization:[/b]
[b]Abilities:[/b] (choose 1 bonus ability along with the ones that your class starts with)
[b]Description:[/b]
[b]History:[/b]
