Attention recipient: The terrorist organization known as Cerberus is a threat we can no longer afford to turn a blind eye to. While the Reapers invade our galaxy and our worlds burn, Cerberus has proven to be a thorn in the side of the races of Citadel space! It is for this reason the Council has approved the creation of a new unit. A team to deal with the Cerberus threat and snuff them out of existence before they cost us an even greater war. You have been chosen to enlist in Project Seraph. A team hand selected to deal with this enemy before they cost us everything. Everything you will need to get started on this mission can already be found aboard the SSV Navarra. We wish you luck, soldiers. There are a number of things you'll need to know when designing your character. The first is to pick your class and race. I chose to actually involve the powers options for the sake of balancing our characters. Classes with Biotics seemed stronger than the rest if I didn't, so I apologize for the addition to the RP. If everyone hates this set up then I'll trust the players to balance themselves out, okay? The available options are as follows. Classes: Your class will determine many things. What skills your character may learn, their strengths and weaknesses and how many guns they may begin with. -Adept: Biotic skills only Number of starting skills: 6 Starting weapons: 2. One uncommon and one common. One must be a sidearm (SMG or Heavy Pistol) Example: Uncommon AR and common Heavy Pistol Number of grenades: 2 Unique abilities: Singularity, Biotic Sphere -Soldier: Combat skills only Number of starting skills: 3 Starting weapons: 4. All may be uncommon. Number of grenades: 6 (Any one of your liking, so I would suggest looking though the lists for any grenade powers you may want) Unique abilities: Adrenaline rush, Concussive shot, Fortification -Engineer: Tech skills only Number of starting skills: 6 Starting weapons: 2. One uncommon and one common. One must be a sidearm. Number of grenades: 4 Unique abilities: Sentry turret, Combat drone, Defense drone -Sentinel: Biotic and Tech skills Number of starting skills: 6 Starting weapons: 2. One uncommon and one common. One must be a sidearm. Number of grenades: 2 Unique abilities: Tech Armor -Infiltrator: Combat and Tech skills. Number of starting skills: 4 Starting weapons: 2. Both may be uncommon. No required sidearm but you may still have one. Number of grenades: 4 Unique abilities: Tactical cloak (The damage bonus offered from this skill is ignored for the sake of the RP. It allows your character to turn invisible at the expense of your shield instead by transferring power into the ability. There is no duration. Think Kasumi, if you have played her DLC for ME:2) -Vanguard: Combat and Biotic skills Number of starting skills: 4 Starting weapons: 2. Both may be uncommon. No required sidearm. Number of grenades: 4 Unique abilities: Biotic Charge, Nova, Lash Races: Human Asari Turian Salarian Quarian Krogan Drell Batarian Added: Geth- Geth have a few special rules. No Prime or Juggernaut platforms and being machines they may not be a class with biotics. Soldiers, Engineers and Infiltrators only. They have a unique power to themselves to compensate. (Unique powers are not mandatory, but are there if desired) Geth unique power: Flamer Sorry, no Elcor, Hanar, Volus, or Vorcha. They hardly seem suited to this task. Biotic Powers: Biotics, while powerful, will eventually tire the user out. Particularly the more damaging ones. I want players who select a class that uses Biotics to keep this in mind. Not that you can't use a few in rapid succession; especially in a high-stress situation. It's difficult to explain exactly what I mean, but just try to be fair about it. Don't fling a room full of a dozen or more enemies around like they were rag dolls and have your character show no signs of exhaustion. Pace yourself because some fights will happen right after another. Here is a list of biotics any applicable class may choose from (unless stated otherwise for class specific abilities) -Annihilation Field -Barrier (Barrier works differently for the RP than it does in the game. It produces a biotic shield around the user or a nearby target, deflecting all but the strongest of rounds and most powers, so long as the user can keep it active) -Biotic Charge (Vanguard only) -Biotic Sphere (Adept only) -Cluster Grenade -Lash (Vanguard only) -Lift Grenade -Nova (Vanguard only) -Pull -Reave -Shockwave -Singularity (Adept only) -Slam -Stasis -Throw -Warp -Warp ammo The full list is here. Near the bottom of the page is the list of Mass Effect 3 abilities. If you don't know what any I named do, you may look them up through this page. If you feel I should have included a power I did not, feel free to message me with your reasoning. I won't hate you. Combat powers: Combat skills are not like biotics and will not required mental focus or rely on mental endurance. The list of combat abilities are as follows. -Adrenaline Rush (Soldier only) -Armor piercing ammo -Carnage -Concussive shot (Soldier only) -Cryo ammo -Fortification (Soldier only) -Frag Grenade -Inferno Grenade -Incendiary ammo -Marksman -Proximity mine While I couldn't find a list of -just- combat powers, I formed this list using this list here of available soldier powers in the multiplayer portion. So if I forgot something let me know. Tech powers: Almost all tech powers make use of the omni-tool. As such, they don't cause physical exhaustion but the omni-tool does not have infinite energy. If you are an Engineer and want a turret, combat drone and defense drone out at once that is fine, but only one of each may be active at once. Not 5 turrets and 6 drones. Here are the available tech powers. -Arc grenade -Combat drone (Engineer only) -Cryo blast -Defense drone (Engineer only) -Disruptor ammo -Energy drain -Homing grenade -Incinerate -Overload -Sabotage -Sentry turret (Engineer only) -Snap freeze -Sticky grenade -Submission net -Tactical cloak (Infiltrator only) -Tech armor (Sentinel only) This is the list of tech powers. Again, if you need to know what something does, feel free to find it here. If I missed something or left out a skill you feel shouldn't be omitted, let me know and I'll take it into consideration. Starting Weapons: Pick one weapon per category, from as many categories as your class permits. As for thermal clips, I won't be a nazi about it. However, if you have an ammo hungry gun or obtain one later I ask you keep things accurate. Assault Rifles: M-8 Avenger. Common M-15 Vindicator. Uncommon M-96 Mattock. Uncommon Phaeston. Uncommon Heavy Pistols: M-3 Predator. Common M-5 Phalanx. Uncommon SMGs: M-4 Shuriken. Common M-9 Tempest. Uncommon M-12 Locust. Uncommon Shotguns: M-23 Katana. Common M-22 Eviscerator. Uncommon M-27 Scimitar. Uncommon Sniper Rifles: M-92 Mantis. Common M-97 Viper. Uncommon M-29 Incisor. Uncommon M-13 Raptor. Uncommon Character Sheet: Name: Age: Race: Gender: Class: Appearance: (Picture or description are fine) Powers: Weapons: Biography/Background: Where is your character from and what helped shape them into who they are today? Extra: Any other details you wish to include about your character. ____________ The team leader and Spectre member of the team has been claimed by Galaetrus Ky'yn.