[color=black][center][h1]Welcome to Endgame[/h1][/center][/color] [i]The year is 2242. Humanity has successfully built and harnessed the power of the Graviton for instantaneous space travel, through the opening of a corresponding black and white hole. Earth watches with envy as Mars sends probe after probe after warship after warship into the darkness of space, a combination conquering effort and exploration endeavor. Humanity now begins toeing the line between science and enigma, reaching its long fingers into places that life as we know it has never belonged. We call out into the abyss, and the voices beyond the void have answered.[/i] This will be a dark sci-fi adventure, controlled only by my own mathematics and your imagination. I will be your captain, of the pirate vessel, Endgame. I will provide you with maps, missions, intel, briefing, and debriefing, and your all-powerful armaments. Humanity lives within solid shells of graphene and titanium, pressurized and sealed against the vacuum of space. Choose your profession and forge your destiny. This will be DnD styled, with my own dice rolls controlling your fates. The numerical rules of your weapons and gear will be largely unknown to you as the players, but will be the ruling factor in combat. If your character dies, you are free to create a new one, but your old one will remain deceased. Make your choices carefully, for each death will affect the morale of your captain and your crew. [center][b]PLAYER CLASSES[/b][/center] [b]THIEF[/b]: Excels at lockpicking/hacking/searching/looting, falters in direct combat [b]ASSASSIN[/b]: Excels at stealth/hiding/agility, falters in direct combat, particularly close quarters [b]RAIDER[/b]: Excels at fast, powerful frontal assaults, combat oriented, low armor, low equipment load, falters in prolonged combat [b]BERSERKIR[/b]: Excels at taking ground, heavily armed and armored, high equipment load, falters in prolonged combat [b]NEGOTIATOR[/b]: Excels at disguises/mimicry, high charisma, falters in direct combat [b]BATTLE MASTER[/b]: Tactical command, excels at long-range combat, equipped with long range bioscan, falters in direct combat [b]PYROTECH MECH[/b]: Excels in direct combat, heavily armed, extremely heavily armored, slow boarding mech, fired like a missile into enemy hull, falters when heavily outnumbered [center][b]WEAPONS AND ARMOR[/b][/center] [b]KINETIC DISPLACEMENT SWORDS[/b]: Deployable close-range weapons, designed to shatter hardlight ablative webbing, (energy shields), excessive damage to unprotected armor and soft bodies, usable by all classes aside from [b]PYROTECH MECH[/b]. [b]KINETIC DISPLACEMENT MORTAR[/b]: Deployable close-range weapons, designed to destroy anything and everything that gets within range, excessive, often lethal damage to hardlight ablative webbing, unprotected armor, soft bodies, vehicles, mechs, usable only by [b]PYROTECH MECH[/b]. [b]DISPLACEMENT RIFLES/PISTOLS[/b]: Short to mid range weapons, excessive damage to hardlight ablative webbing at short range, moderate to severe damage to ablative webbing at mid range, damage suffers a steep drop after thirty yards, becoming completely ineffective. Usable by all classes except [b]PYROTECH MECH[/b]. [b]GAUSS WEAPONS[/b]: Magnetic accelerator weapons, require reloading, typically have 1 to 3 barrels, designed for extreme damage against unshielded armor, can be shut down by EMP weapons or Tesla Guns. [b]MAG PISTOLS[/b]: Magnetic Accelerator weapons, require reloading, typically only carry 1 to 4 rounds, excessive damage against unshielded armor, against shields, the kinetic yield is generally enough for severe formation disruption. Useable by all classes except [b]PYROTECH MECH[/b]. [b]GAS POWERED RIFLES AND PISTOLS[/b]: Standard firearms, vacuum-sealed cartridges, ineffective against armor, but effective at overwhelming shielding. Upon reloading, require rechambering. [b]HARPOON GUNS[/b]: Use a pressurized gas cartridge to launch a harpoon, linked by a cable, often electrified to make the dragged target more "persuadeable", single shot, require reloading, ineffective against ablative webbing, moderately effective against unshielded armor, completely ineffective and certainly lethal against soft bodies. Useable by all classes except [b]PYROTECH MECH[/b] [center][b]SKILLS[/b][/center] [b]LOCKPICKING/HACKING[/b]: Requires proximity to console/Hacker Drone/code injector attachment [b]STEALTH[/b]: Active Camoflage is finnicky, as such, is easily disrupted [b]ASSASSINATION[/b]: Can only be achieved while cloaked or disguised, instant kill on soft bodies, moderately successful against unshielded armor, 50/50 chance against Ablative Webbing. [b]BOOST CHARGE[/b]: Only useable by [b]RAIDER[/b] and [b]PYROTECH MECH[/b], requires a [b]DISPLACEMENT SWORD[/b] or [b]DISPLACEMENT MORTAR[/b], can be used to hit multiple targets along the way [b]HEAVY RUSH[/b]: Same ruleset as [b]BOOST CHARGE[/b], except only up to two adjacent enemy targets can be selected. Successful implementation can easily disrupt enemy formation. [b]BACKSTAB[/b]: Can only be used while disguised, instakill on most unshielded targets, but disengages disguise [b]MIMIC[/b]: Can only imitate certain enemies, but is a foolproof disguise, unless discovered. Must mimic a previously killed target. [b]SAVING GRACE[/b]: Can only be used by [b]BATTLE MASTER[/b] armed with a projectile weapon, can be used to interrupt another player's combat. If successful, can kill, stun, or maim an engaging enemy on contact [b]FIREFIGHTER[/b]: Only useable by [b]PYROTECH MECH[/b], is able to damage up to three enemies per attack, can be used in lieu of other Mech abilities, requires a projectile weapon, moderately ineffective against shielding, high damage to unshielded armor and soft bodies, [b]SHOCK AND AWE[/b]: Only useable by [b]PYROTECH MECH[/b], affects all adjacent enemies with excessive electrical current, stunning or killing small targets outright, can disrupt shielding with moderate effectiveness. [b]PATRIOT ACT[/b]: Only useable by [b]PYROTECH MECH[/b], affects up to five enemies at once, instant formation disruption, mild direct damage [b]SIX GUN[/b]: Only useable by [b]PYROTECH MECH[/b]. Target one enemy, strikes six times, requires projectile weapon [b]SPEARGUN[/b]: Only useable by [b]PYROTECH MECH[/b], targets one enemy or mech, and cripples it, (unable to move or attack), only effective on unshielded targets [b]IDENTIFY[/b]: Only useable by [b]THIEVES[/b]. Allows thief to scan for loot or useful materials. [b]SMASH AND GRAB[/b]: Only useable by sword-wielding [b]THIEF[/b]. Deals slight damage, gives random loot or materials. [center][b]PLAYER STATS[/b][/center] [b]DURABILITY[/b]- Determines how much damage an unshielded body can sustain before death [b]EQUIPMENT LOAD[/b]: Determines how much weight in equipment that a player can carry before being over-encumbered [b]STRENGTH[/b]: Determines bonuses when engaging in unarmed combat, i.e. punches, kicks, throws [b]DEXTERITY[/b]: Determines bonuses to sword damage and critical hits [b]VISION[/b]: Determines ranged weapon roll bonus [b]CHARISMA[/b]: Determines Mimic/Persuade/Haggle/Negotiate bonus and effectiveness [b]AGILITY[/b]: Determines speed and dodge/cover roll bonuses [b]SKILL[/b]: Determines dodge roll/sword deflection/cover roll bonuses [b]LUCK[/b]: Determines the mercy of the game on your character [center][b]CLASS VARIANTS[/b][/center] [b]THIEF[/b] [b]CAT BURGLAR[/b]: 2DUR/9EQU/0STR/1DEX/1VIS/2CHA/4AGL/2SKL/4LCK [b]MUGGER[/b]: 3DUR/8EQU/3STR/2DEX/0VIS/1CHA/1AGL/1SKL/1LCK [b]PICKPOCKET[/b]: 1DUR/7EQU/0STR/1DEX/3VIS/2CHA/3AGL/3SKL/3LCK [b]ASSASSIN[/b] [b]STREET SNIPER[/b]: 3DUR/9EQU/3STR/0DEX/5VIS/0CHA/1AGL/2SKL/1LCK [b]HITMAN[/b]: 4DUR/9EQU/4STR/3DEX/2VIS/0CHA/0AGL/2SKL/1LCK [b]SIC SEMPER TYRANNUS[/b]: 2DUR/8EQU/2STR/2DEX/3VIS/6CHA/4AGL/1SKL/2LCK [b]RAIDER[/b] [b]BULLET BILL[/b]: 3DUR/9EQU/2STR/6DEX/0VIS/3CHA/6AGL/1SKL/1LCK [b]HYPERSCOUT[/b]: 2DUR/9EQU/1STR/4DEX/1VIS/4CHA/7AGL/5SKL/2LCK [b]BLACK IRON[/b]: 4DUR/10EQU/3STR/5DEX/1VIS/2CHA/5AGL/7SKL/2LCK [b]BERSERKIR[/b] [b]KNIGHT[/b]: 6DUR/10EQU/4STR/6DEX/0VIS/3CHA/1AGL/5SKL/3LCK [b]THE ROCK[/b]: 7DUR/8EQU/6STR/5DEX/2VIS/3CHA/0AGL/6SKL/2LCK [b]PSYCHO[/b]: 4DUR/10EQU/5STR/6DEX/4VIS/1CHA/3AGL/1SKL/4LCK [b]NEGOTIATOR[/b] [b]HANNIBAL[/b]: 1DUR/8EQU/7STR/1DEX/0VIS/8CHA/4AGL/3SKL/2LCK [b]GRIFTER[/b]: 2DUR/7EQU/1STR/2DEX/2VIS/8CHA/5AGL/2SKL/4LCK [b]DOPPLEGANGER[/b]: 2DUR/7EQU/1STR/2DEX/3VIS/10CHA/3AGL/5SKL/1LCK [b]BATTLE MASTER[/b] [b]HOLLYWOOD[/b]: 3DUR/10EQU/1STR/2DEX/16VIS/7CHA/2AGL/8SKL/4LCK [b]BRIGHT FUTURE[/b]: 4DUR/8EQU/2DEX/2STR/5VIS/8CHA/1AGL/9SKL/5LCK [b]TACTICOOL[/b]: 2DUR/12EQU/3STR/2DEX/5VIS/6CHA/2AGL/7SKL/4LCK [b]BOARDING AI (PYROTECH MECH)[/b] [b]SPARTAN 117[/b]: 10DUR/8EQU/8STR/4DEX/3VIS/0CHA/4AGL/2SKL/6LCK [b]HAL-9000[/b]: 7DUR/8EQU/1STR/2DEX/7VIS/0CHA/3AGL/2SKL/4LCK [b]DREADNOUGHT[/b]: 15DUR/10EQU/1STR/1DEX/6VIS/0CHA/1AGL/4SKL/3LCK [h1][color=0072bc][b]NOTE:[/b][/color][/h1] I kinda half-assed quite a bit of this. If you have any suggestions on how it could improve, feel free to post below.