Clans of Garrus (STARTED! Still accepting applicants)

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thegamermn

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Jan 30, 2009
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HALLO! first crack at an RP, group for RP is already up (for dice rolls, this will be needed, rolls for almost everything except damage are done with a d20, I will prompt you which die to roll in other cases)
<spoiler=Rules>No trenchcoating, you can have several weapons but they have to be in viable locations (I.E. Rifle and beam sabre on back=NO! *swats with newspapr)
No godmoding (Dice should help prevent this)
No controlling other charachters or NPCs (unless you've been given permission or it's something minor like recieving a bought item)

I will play the part of the clan leader (Garrus is broken up into tribes, this will be explained later) I will give you tasks and occasionally accompany you on said tasks (i'll also be rolling for enemies/Npcs). here's a short summary of the roll types <spoiler=Rolls> the dice rolls will be used for certain tasks and each has an attribute (in most cases)
Attack this is how likely you are to hit someone, if you beat my roll by 3 or more, you will get a full attack, 10 or more or roll a 20, it will be critical, doubling your damage. if you beat my roll by 1 or 2 you score a glancing blow, meaning the enemy takes half damage, the same happens if you lose to my roll by a difference of 1. now, should you roll a 1 at any time, the enemy gets to counterattack, this bypasses any bonuses to your dodge and bypasses shields (armor will still absorb damage)
Damageself explanatory, this is the base amount of damage you do, dice rolls for certain weapons will be given later on
Agility This will be used to help you get around obstacles, avoid traps, make jumps, and use acrobatics (wallrunning, walljumping, stuff like that)
Strength This will be used to help you move or lift objects (or people) or, if the roll is high enough (or the substance is weak enough) just go through obstacles
Dodge Again, self explanatory, 20s will allow you to counter-attack, 1s will be an auto-crit for enemies.
Dexterity This will be used to pick locks and disarm traps, a number between 1-6 on a trap disarm will set it off no matter the difficulty, anything below the trap difficulty will simply mean a failed attempt and the trap will remain there, however:the more attempts you fail, the higher the maximum number goes for setting off the trap
Stealth This is for archaic rogues, it determines how well you can sneak around and how close an enemy/NPC has to get before you are noticed if hiding/waiting for to strike
Charm This will be used to charm people, be it a guard you want to get past or a shopkeep you want a discount from. will also be used to train animals/mounts (for beastmaster)

<spoiler=Setting>Garrus is a world where technologies collide, it's a world of both the archaic and the futuristic. Garrus is divided into clans, some specialize in certain areas, you will be starting out as a member of the clan Tarin, a well-rounded clan with no one affinity. (you may choose to be a free agent, like a mercenary or a traveling merchant, however this will most likely mean you won't be brought in until later, you will be notified when you're brought into the story if you choose to be a free agent)
You may choose to be futuristic or archaic, each class and type has it's own advantages and disadvantages, these will be listed, along with weapon types (weapon damage will be listed later on).
CLASSES! (guidelines will be placed with classes for your char description)
Fearsome men and women, usually well muscled and toned. one must enter the warrior's ranks for training no later than the age of 10. the newer recruits usually lack the scars of the veterans (keep this in mind for you charachter's age).
class advantages/disadvantage:able to dual-wield one-handed weapons (allows you to either make two attacks in one turn, or double your damage). +5 to strength and damage rolls. +3 to agility rolls, no armor available, shields will soak up some damage however you can't use shield while dual-wielding (shields get strapped across the back if one is owned)
Type info
<spoiler=Archaic> Defense:Shield
Weapons:Swords, axes, maces, spears, glaives (Bladed disks that act like boomerangs, only ranged weapon for the warriors) as well as bladed gauntlets (two styles, say which style in char sheet. style 1:blade slides from bottom of gauntlets. Style 2:blades pop out of sides of gauntlets (similar to Batman's gauntlets). advantages/disadvantages: no disadvantages, really, other than the lack of armor. Shields reduce damage by 5 and are almost indestructible (beam weapons can and will punch through, as will high-calibur rounds or close range shotgun blasts, which will lowere or do away with damage absorb) <spoiler=Futuristic> Defense:energy shields
Weapons:beam swords, pistols, and shotguns
Advantages/disadvantages:Cybernetic enhancements, meaning you get a +10 to strength and damage and a +6 to agility, however any trauma to the central controller (located at the base of the neck) will cause damage to the user, as well as render them immobile for a few seconds (1 turn) and the enhancements useless for a few minutes (up to 5 turns depending on the damage) destruction of the enhancements will result in unconciousness.
<spoiler=Rogue> Quick an agile, feared assasins and great acrobatics. generally very lithe and compact (I.E.:a six foot person trying to hide in the bushes is rediculous, DON'T DO IT!)
Class advantages/disadvantages:+5 to agility, dexterity, and dodge rolls, though they have lower damage and defence, they are able to dual wield daggers. trained in martial arts. unarmed attacks are 2d6 rather than 2d4
type info <spoiler=Archaic> defense:leather armor (provides demage reduction of 5)
Weapons:Daggers, knives, bow and arrows, blowguns. advantages/disadvantages:Agile, able to enter stealth any time it's plausible (ask if you're unsure of the situation) <spoiler=Futuristic> Defense:Light armor with built in cloaking device (absorbs 7 damage) weapons:plasma knives, Rifles, Wrist-mounted dart and/or grappling hook launchers. Advantages/disadvantages: Agility enhancements, +7 to Agility,dexterity, and dodge, same weakness as the warrior's enhancements. cloaking device can only be active for around half an hour (This would be around 10 posts) before it needs a new power pack, can not use stealth naturally (kinda' hard to hide in a shiny metal suit). Grappling hook allows you to instantly scale buildings or cliffs provided you have a solid substance for the sharp end to dig into, the disadvantage to this is that you can fall if the hold isn't strong enough, which can deal damage depending on the height.

Beastmasters have a natural connection with most animals, and thus are able to train animals to fight alongside them, or act as rides or (if it is a predator or an herbivore with natural defenses) both. Beastmasters are generally females due to their natural agility and speed. due to their physique, they are rather easy on the eyes (be they male or female)
Class advantages/disadvantages:+8 to agility and dodge rolls, able to train beasts for mounts or fighting companion (mount max:1, previous mount must be released or changed to fighting companion before new mount can be tamed, companion max:2.) animals must be immobile for taming attempts. agility rolls will be needed periodically while riding animals unless you have a bridle and saddle on the beast, however: animals may spook or rebel and cause you damage, beware! due to their...alluring appearances, Beastmasters get a +5 to charm rolls. they have no shields or armor and thus must rely on their agility and speed

type info
<spoiler=Archaic>Defenses:None other than what is natural
Weapons:axes, swords, animal companions
Advantages/disadvantages:Once animals are completely tamed (can be instant if you roll a natural 20)they will remain loyal to you forever, however until a beast is fully trained (may take several attempts depending on rolls) there is a chance it will rebel and attack or run off...or both.
<spoiler=Futuristic> Defense:none
Weapons:beam sabres, pistols, rifles.
Advantages/disadvantages:Able to launch chips which automatically make an animall obey your commands, however this chip can short curcuit or be destroyed, which leaves you on the back of a somewhat injured, wild, and most likely very angry animal

Many people have been known to have some latent psychic ability but none can match a Psionic. People wishing to gain these abilities can be taught but only the elite of mind can become Psionics due to the mental strain involved.
Class Advantages/Disadvantages: Able to influence the Elements and their surroundings. Their powers cause mental strain and will eventually burn out their mind if they don't rest.
People that have the minds capable to influence the natural world around them.
Defense: Light
Weapons: Daggers, Short swords. (can be dual wielded) Advantages/Disadvantages: Can go on using their power for quite some time but are only able to lift small to medium loads. Each time your power is used beyond the sixth use you must roll 1d20 to see if your mind can take the strain. Each roll increases the DC by 1. Failure of 3 or less will result in temporary burnout and require you to skip a turn. 4-6 will result in unconsciousness. Any more will result in mental damage.
Psionics that desired a larger boost in power and implanted a chip into themselves. The chip boosts their power greatly but overuse causes it to burn out quickly.
Defense: Light
Weapons: One-handed beam weapons (can be dual wielded, pistols
Advantages/Disadvantages: Are able to lift heavy loads but only for short periods of time. Each time your power is used beyond the third use you must roll 1d20 to see if your mind can take the strain. Each roll increases the DC by 1. Failure of 3 or less will result in temporary burnout and require you to skip a turn. 4-6 will result in unconsciousness. Any more will result in mental damage
A psionicist rolls a basic attack roll, however for the individual power he rolls 1-3 d6 (using 5 Mental Stress points per added d6) for the power and control of the ability, a base use (1d6) takes 2 MS points, you start with 30MS as a Psionicist, MS can only be regained by resting out of combat (rest, not unconcious)
NOW FOR THE POWERS!
Pyrokinesis:The ability to control heat (and fire itself) with the mind.
a sucessful roll of 1d6 can set someone's clothes on fire or cause a torch's flame to grow exponentially
a sucessful roll of 2d6 can set a person on fire or allow you to creat a wall of fire, blocking all attacks (requires 2 MS points every turn it is sustained)
3d6 will reduce someone to ash.
Cryokinesis:Another temperatue, this one dealing with cold.
1d6 will freeze metal, either fusing someone's hand to it or making it brittle enough to break, it can also creat an icy patch on the ground causing someone to fall or put out a small fire
2d6 will freeze limbs and put out large fires, or allow you to create an ice shield.
3d6 will flash freeze someone, turning them into a block of ice, or you can turn yourself into essentially an ice golem.
Telekinesis: Y'all should know what this is, it's the power to move objects with your mind
1d6 allows you to lift objects around the wieght of a small dog (like, chihuahua small) and hurl small objects (small rock, coins, ETC) at the speed of a .22 caliber bullet (deals 6 damage)
2d6 allows weight lifts of up to 150 pounds (300 if futuristic) and hurl small object at around the speed of a .40 caliber bullet (15 damage)
3d6 allows you to lift 250 pounds (500 if futuristic) and hurl small objects at the rate of a 50 cal round (does 30 damage)
<spoiler=Healer>In a land where fighting over territory and goods is commonplace and highwaymen lie in wait to accost your caravan...it's nice to have someone by your side reattach that limb once it's forcibly removed.

Advantages/Disadvantages:Healers have the ability to provide buffs and healing for allies as well as debuffs for enemies, but they can only use pistols, glaives or short blades for weaponry, rendering them ineffective in any long-range encounters.

<spoiler=Archaic>Weapons:Daggers, glaives.
Archaic healers gain an additional 20HP, they use herbs and natural remedies to numb pain, heal minor wounds, or change the mood and mindset of those who are under their care.
<spoiler=Abilities>Heal:Spend a round applying a mending salve to wounds inflicted, helping to speed recovery (2d6 health restored)

First aid:temporarily pull someone out of combat to mend a wound or to revive them
(Requires strength roll and a d20 roll in the case of revival. Healing restores 2d10 health but takes both the healer and the one being healed out of the fight for a full round, heals 2d10)

Enrage:(Can be used on enemies or allies) Uses a special mixture of herbs to send someone into a rage, granting a +5 bonus to damage but -2 to attack rolls and denying them defense rolls. Lasts 1d4 rounds Additionally: The enemy (or ally) Is dazed for 2 rounds after coming out of their rage as their mind clears, leaving them at a -2 for attack and defense rolls and rendering them immune to the herbs' effects. Can only be used twice per battle.

Natural Stimulants: Up to 3 can be used at a time and they can be used again immediately after wearing off and their effects stack.
However: the effect that the stimulants used for combat purposes have on the body can result in negative side-effects if too many are used too soon (More than four per battle) ranging from jitters (Unable to rest, therefore unable to heal naturally) To paranoia (May become enraged, attacking an ally or an innocent because 'they're out to get me') or even hallucinations (Much lower form of the debuff, can adversely affect rolls).
Additionally: using the same stimulant more than once will harm the body (1d6-1d10 damage per
round until stims wear off). Stimulants grant a +3 bonus to any of the rolls except for damage. lasts 1d6 rounds of combat or up to six hours outside combat.

Confusion:(Melee range required) Uses a drug that clouds the minds of enemies, causing
them to become sluggish (-2 to attack and defense, stacks with any other debuffs), maybe even
forgetting the reason for their presence there (Determined by GM roll). Lasts 1d4 rounds.
Requires attack roll for use.

Blind:(Melee range required)Blows a cloud of irritating dust in the enemy's face,
blinding them for 1d4 rounds. (-5 to attack and defence rolls. Requires an attack roll to use)

Hallucinate:(Melee range required) take a full round to prepare a powerful hallucinogen, making enemies see things that aren't there...or alter their perceptions of what is. Can cause enemies to flee, attack allies, or ignore players attempting to stealth by completely. Requires a second round and an attack roll for use. lasts 1d6 rounds

'Tag':Archaic healers, through their knowledge of the human body and it's weak points, can make an unarmed strike that, if successful, can be used to either render a limb useless or mark a weakspot (extra damage dealt when hit in the weak area, amount varies)

<spoiler=Futuristic>Weapons:plasma Knives, Pistols.
The futuristic healers (Known to most as 'Medics') have access to Plasma knives, making them
more effective in close combat and advanced compounds and medical techniques increase the effect of their healing and their drugs. They also have a unique 'medic gun' that allows them to debuff enemies at short to mid-range, they are your standard combat medic, meaning that they have enough knowledge to patch someone up, but not near as much as someone who has trained and studied medicine and the human body for years on end. However:Due to the advanced nature of their medicinal tools they require the use of a personal synthesizer to mix together and create compounds before hand once they run out of their current supply. And some compounds must be bought, along with their more powerful tool: the EMP grenade

<spoiler=Futuristic>
(See archaic abilities for debuff effects)Heal:Heals 2d4 rather than 2d6

First-aid:Heals 2d8 instead of 2d10

Enrage: (Takes one hour to sythesize, 1d4 hours to mix) lasts 1d8 round. Adds +8 to
damage but -5 to hit. Can be used at mid range on enemies or allies.

Artificial Stimulant:(Takes 1d4 hours to synthesize 1d4-1d8 hours to mix)Can use up to 5, effect stacks with others. grants +5 bonus. However, due to the body's reaction to it, it only lasts 1d4 rounds and the side-effects are more severe (1d4-1d12 damage for stacks) and run the risk of causing an addiction if used too much, too often.

Confusion, Blind:(Takes 1d4 hours to synthesize, 1d6 to mix) Lasts 1d8 rounds

Hallucinate:(Compounds must be bought) Effects are much stronger and last longer, 1d8
turns

Emp grenade:(Must be bought. Starting amount:5) Disables any electronics within a 1d6
cone, potentially taking a large group of automatons or rendering enemy weaponry temporarily
useless, also deals 2d4 damage. Beware, though: this can affect allies as well as enemies if
they are in range.


<spoiler=Weapon stats>Close range weapons
Daggers/knives Damage:2d6
Unarmed:2d4 (unless rogue)
Gauntlets:2d8
One-handed swords/maces/axes:2d8
Two-handed swords/axes/maces:2d12
Plasma knives:2d8
Beam weapons (one or two handed):2d12
Shotguns:2d12

Ranged weapons
Pistols:2d6 (mid-range)
Rifles:3d6 (long-range)
Bow and arrow:3d6 (long-range)
Glaive:2d6 (mid-range)


Warrior:+5 to strength and damage rolls (+10 if futuristic) +3 to agility rolls
Rogue:+5 to agility, dexterity, and dodge rolls (+7 if futuristic)
Beastmaster:+8 to agility and dodge rolls. +5 to charm rolls
<spoiler=My char sheet/template>
Name:Lord Kronus Idro
Age:47
Class:Clan leader (GM exclusive! another exclusive class will be available should I find a co-GM >.>)
Type:Archaic
Equipment:dual daggers sheathed on hips, bow and and quiver of arrows across back,and a sword in a sideways sheath at the small of his back (only when not sitting) as well as a set of leather armour
Appearance:He is a well-muscled man with a V-shaped figure, showing he's no stranger to combat or exercise, standing at around six feet tall, he has emerald green eyes and straight, pitch black hair which stops just below his jaw. he has chiseled features, looking as though his jaw is always set and his teeth are always clenched.
Identifying marks:a large scar travels from the upper right side of his forehead to the lower left side of his jaw, he also has two Xs carved into his forearms (only visible when not in armor)
Bio:(optional)
Reserve slots

Char sheets
(Keep in mind your sheet will be removed should you drop out or go inactive for along time without prior warning)
<spoiler=sky14kemea>Name: Emilee (Em) Kresent
Age: 21
Class: Rogue
Type: Archaic
Equipment: short sword (one handed) and a small dagger mainly used for defense, also has some training in hand to hand combat.
Appreance: Short for her age, she stands at 5 foot exactly. Long blonde hair tied back in a plait, with short bangs at the front. Grey leather armor top, and plain brown leather pants. She also wears a large brown cloak with a hood to disguise herself.
Bio: born without a father, her mother died when she was 9. She decided to devote her life to her passion; sneaking and stealing. She trained herself until she was old enough to join a gang. However with her gang now disbanded, she is a free agent. Often seen acting like a merchant, selling the spoils of anything she steals. When she was 19 she was hired to kill, but after that one assasination she decided not to be an assasin again, unless someone else's life was at risk.

<spoiler=revolverwolf>Name: Hammond Bastia
Age: 23
Class: Warrior
Type: Futuristic
Equipment:: With a beam sword sheathed at his right side, a 'futurised' glaive (if you ain't liking that I'll settle for a pistol) holstered at his left and a large energy shield strapped to his back, Hammond tends to be prepared for all types of combat.
Appearance: Hammond is rather on the small side, as warriors go, measuring in at 5'6" and 183 pounds. He keeps his brown hair short to stop it from getting in the way and has green eyes.

As far as clothing goes, he wears a 'second skin'. He says it's specialised to give him defence without sacrificing maneuverability but really it's more out of want to cover his various scars. He also wears a layer of proper clothing over the second skin.
Identifying marks: A small birthmark over his right eye. Several scars under the second skin including a plasma burn along his stomach.
Bio: He started his training as a warrior when he was 8, showing himself to be proficient with the majority of weapons and fighting styles that were being taught. His parents were thrilled knowing he was already on his way to becoming a great warrior. He continued his warrior training for several years and eventually ended his training, finally able to go do things for the tribe.

On a hunt, when he was about age 15, he was attacked and sliced open with a plasma knife leaving him seriously hurt. Some think it was some jealous warrior who wanted him dead that called for his death. It was only through luck that he managed to get back up again. Sheer force of will allowed him to continue the hunt 'til the end. He spent much time training after that. He trained so compulsively that he'd never been able to train for a real job in the tribe. He decided that he would be best suited to fighting for money. And so he has been doing mercenary work ever since.


<spoiler=TFOT>Name: Mr. Savannah.

Age: Unknown.

Class: Rogue

Type: Futuristic.

Equipment: A very big pistol kept in a dark green briefcase.

Appearance: Mr Savannah is, physically, pretty nondescript. He is Caucasian, has short brown hair, and is of medium height and weight. His only discerning features are his eyes, which are a deep green colour, and his unshakably calm expression.

His clothes, however, are quite conspicuous. All of them, his three-piece suit and tie, his short-brimmed fedora, and even his shiny leather shoes and socks (which are fine cotton, and neither shiny nor leather) are the same shade of dark green.

Bio: Though very little is known of his life, Savannah is well-recognized among certain circles, mostly bounty hunters and the sort of people who tend to get bounties put on them.

<spoiler=kildorn>Name: Aricla Neree
Age: 22
Class: Beastmaster
Type: Futuristic
Equipment: Pistol holstered at her hip, rifle slung over her shoulder with some rope, beam sabre strapped to her outer thigh, small pouch filled with chips on her belt.

Appearance: Average height of 5,7 with very pale skin in contrast to her short, dark brown hair that is always tied back in a ponytail. Soft features often lead to others calling her childlike.

Bio: Aricla always found new technology more exciting than boring old rocks but still held a respect for nature. She was raised and taught by her father who worked as a hunter for the local village. By 12 she was already pulling her weight and by 17 she rivalled her Father's skills, often leading to competitions between them. Now she wanders on her own looking for work wherever she can

<spoiler=Stone wera>

Name: Elsar Taralin (Nat Galican)

Age: 30

Class: Beastmaster

Type: Futuristic

Equipment: Large beam sword slung over his right shoulder, and a pistol in the holster on his belt.

Appearance: Wears burgundy trench coat (seemingly always "just had it dry cleaned"), with a bandolier under it, a scope on his right eye, short black hair, green eyes, six foot nothing.

Bio:Elsar was born into a small clan of beastmasters, his clan was often at war with the neighboring tribe, when he was nine the enemy clan staged a raid on his village, pillaging and burning everything in the valley. Witnessing his parent killed before him, he developed a deep rooted htred for the clans. He tryed to bring warring clans together, in an attempt to unify the nation. When this failed, he killed both the leaders of these clans, hoping that they'd be forced to band together to prevent completely falling into anarchy. This backfired on him, as the new clan attepmted to kill him, chasing him to the ends of the world, until he could fake his own death. He began using a psuedonym to keep himself away from the headsman's block.
Races Placed here because when I tried to move it higher it blocked out everything else.
<spoiler=Lanx>
The Lanx are a reptillian species from one of the smaller continents of garrus. They are herbivorous and, usually, peaceful. They do however ahve rather nasty claws. But they wear gloves to avoid damaging the softer-skinned species. They rarely migrate from their home continent but when they do they tend to hang around jungle or desert regions.
<spoiler=Pros>Lesser Shapeshifting:Goes off of stealth. Allows the player to shift into anything as long as it is the same size as a human, has a brain of some sort, at least two arms, no more than two legs, Have at least two eyes, and can breathe oxygen (If they're amphibians:that's fine. If they can breath oxygen as well as other gasses. That's fine.)
Natural weapons:They deal 2d8 when unarmed.
Thermal vision:In addition to normal sight, the Lanx can see heat given off by anything.
+5 to stealth when shapeshifting.
+3 to strength
Cold blooded:cannot be detected by heat sensors
<spoiler=cons>Hibernation:Due to the fact that they are cold-blooded. They can only regulate their systems properly for two weeks before they have to enter a hibernation-like sleep for at least a day. If they don't they will get a -2 to all rolls. Negatives will increase by 2 each day they do not hibernate. They also have to sleep an extra day for every day they go without. (So if they go without hibernation two days past the deadline:they will be at -4 for rolls and have to hibernate for 3 days)
-3 to rolls done at night.
-6 to rolls in extreme cold
-2 to dodge (they're strong. Not fast.)
More will be added as the players encounter them.
 

Timotei

The Return of T-Bomb
Apr 21, 2009
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I'd like to submit my sheet, however someone is going to have to teach me the mechanics of the game if it is accepted.
Name: Vivian "Black Rose" Hathaway
Age: Unknown
Class: Rogue
Type: Futuristic
Equipment: Plasma Knife strapped upside-down to chest , Pistol holstered on waist (left side facing forward), Bolt-action/Bullpup Rifle in a sling, Grapple Hook Launcher strapped to her left arm, orange shooters glasses
Appearance: A tall, medium framed woman with beige skin and short, shiny, black hair. It is rumored that her suit hides many scars from previous skirmishes.
Bio: Little is known of Black Rose, other than she has configured her equipment for instant weapon changes and never wears her suit's helmet.
 

thegamermn

New member
Jan 30, 2009
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Looks good, one thing though:you don't have to put long range next to the rifle, rifles are automatically long range, sorry if that caused some confusion. as for the mechanics:when you get into a fight or decide to do something, you'll roll dice to see who goes first in the fight or to see whether or not you accomplish the task (say you wanted to jump over a large boulder in the way, you'd roll dice to see whether or not you make it safely over it)


Oh:you'll need to join the user group as well (same name as the RP), otherwise dice rolls won't be available.
 

revolverwolf

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Jul 1, 2008
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This has me interested but I'm in a few good RPs at the moment so I'll stay out for now and maybe show up as a free agent later. I'm just wondering how much later you're predicting to need some free agents.
 

thegamermn

New member
Jan 30, 2009
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the free agents will be introduced in the first quest, either as NPCs or players, depending on how many (if any) join. they'll pop up throughout the story, I'll ask that you send me a sheet for your free agent (and the type) beforehand, if it won't be too much trouble.
 

sky14kemea

Deus Ex-Mod
Jun 26, 2008
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Btw, before I submit my sheet (working on it now) is there a set story? Or do we kinda make our own story as we go along? =]

Edit:
Name: Emilee (Em) Kresent
Age: 21
Class: Rogue
Type: Archaic
Equipment: short sword (one handed) and a small dagger mainly used for defense, also has some training in hand to hand combat.
Appreance: Short for her age, she stands at 5 foot exactly. Long blonde hair tied back in a plait, with short bangs at the front. Grey leather armor top, and plain brown leather pants. She also wears a large brown cloak with a hood to disguise herself.
Bio: born without a father, her mother died when she was 9. She decided to devote her life to her passion; sneaking and stealing. She trained herself until she was old enough to join a gang. However with her gang now disbanded, she is a free agent. Often seen acting like a merchant, selling the spoils of anything she steals. When she was 19 she was hired to kill, but after that one assasination she decided not to be an assasin again, unless someone else's life was at risk.
 

thegamermn

New member
Jan 30, 2009
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Little bit of both, starts off in a set way then I just introduce the NPCs, obstacles, enemies, and such and it's up to y'all to figure out how you wanna' handle it. so, in other words, it's non-linear, players decide how to reach the objective (i'll list options in most situations, groups will be used to vote on a choice if needed, although I may allow someone to take their choice despite the group vote if I find it amusing enough.)
 

thegamermn

New member
Jan 30, 2009
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Oh, and i'm afraid you can't use pistols if you choose archaic (Firearms training isn't included in an archaic type...I'm gonna' edit something real quick for the rogues, uno momento.) sorry, figured I might as well tweak it since we haven't started yet.
 

thegamermn

New member
Jan 30, 2009
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Unarmed attacks now added to weapon stats, Rogues now have martial arts training (check weapon stats for info)
 

sky14kemea

Deus Ex-Mod
Jun 26, 2008
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thegamermn said:
Oh, and i'm afraid you can't use pistols if you choose archaic (Firearms training isn't included in an archaic type...I'm gonna' edit something real quick for the rogues, uno momento.)
Edited =] as long as I can still have short sword/dagger combo its fine with me :D
 

thegamermn

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Jan 30, 2009
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You can, and if you want a mid-range weapon still you can grab a Glaive. (that's Krull or Dark Sector kind of glaive, not the actual glaive)
 

thegamermn

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Jan 30, 2009
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....good idea *Makes tweaks to unwritten rules*...speaking of which, I need to get down some written rules..*makes tweaks to written rules*
 

thegamermn

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Jan 30, 2009
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While i'm at it:think I should introduce a set currency or would that just complicate things? (I was thinking of just adding it to the char sheets at the top of the page so people could check it withou much hassle)
 

revolverwolf

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Jul 1, 2008
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A currency would make sense, though it would need to be both archaic and futuristic. Or one for each, who knows. You're the GM after all.

I'd say you should introduce currency and keep track of it throughout the adventure for buying items and staying at inns and whatever else people usually run into in Garrus that needs money.
 

thegamermn

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Jan 30, 2009
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Annnd another addition:hitpoints, everyone starts out with 60 hitpoints, once you hit zero you're unconcious and must be carried to safety by teammates (unless you wish to remove yourself from the RP in which case the enemy will deal a killing blow, concious or not)
 

thegamermn

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Jan 30, 2009
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Actually the currency would remain the same as futuristic and archaic dwell together within several of the clans (some are devoted to one or the other, though)