Strangers in a Strange Land [Mass Effect]

What is this?
A role-playing game where you play a single character or a small group of them, transplanted into the Mass Effect universe, in year 2180 2280, by what your character can only assume is some type of Alien Space Bat. Also a reboot of another game I ran on SpaceBattles, which lasted for over a year.

What is your goal? Whatever you want it to be. The game is a sandbox and while your starting location is chosen by me, as a GM, you can go anywhere you please from there and whatever you want, assuming you have the means. Set yourself a goal and try to achieve it before 2286, when the game will end.

Oh, also, you may want to deal with the whole Reaper thing, but that's entirely optional.

How do you play this, again?

The game is structured into turns, each covering three months of in-game time, during which you can take five major actions. Actions are either resolved with a d20 roll, or through an action sequence, in case they require a more hands-on approach. Further details will follow, after character creation.

Character Creation
Name:
Appearance:
Virtue:

Your character's Virtue is the best aspect of their personality, their greatest strength. For acting in accordance with their Virtue despite difficulties, the character receives a Plus, which they can use to receive Awesome Stuff, like being able to declare a critical success at a pivotal moment.

Vice:
The Vice is the worst aspect of a character's personality. For acting in accordance with their Vice, despite negative consequences, the character receives a Minus, which they can use to make the GM cause horrible things to happen to opponents.

Pillars:
Every character has Pillars - ideals, beliefs, motivations which define them and make them them. Each character has three, which are described with a short phrase, such as "My Ideals" or "The Warrior's Code" or somesuch.

When acting in accordance or defiance of their Pillars, the character gain bonuses or penalties, equal to the strength of the Pillar.

When acting in defiance of their Pillar, or facing something that makes them doubt it, a character gains doubt points, which are attached to that specific pillar.

A Pillar's strength is determined by a character's confidence in it. A character gains confidence by reaffirming their belief in a Pillar they have doubt points attached to, converting the doubt into greater strength of the Pillar.

However, Pillars can be broken with sufficient doubt. A key part of a character's identity and beliefs is shattered and while this is certainly not a good thing, it can be a source of strength, boosting all actions by the strength of the broken Pillar. The character, however, is vulnerable and the broken pillar can be replaced by one defined by someone else. While this is not necessarily bad, it makes your character easy to manipulate. Additionally, doubt is accumulated at a double rate.

When all of a character's Pillars are broken, they temporarily become an NPC. After a short time has passed (generally a turn or two), they are returned to player control, with a single Pillar restored.

You have 5 points to distribute across your three Pillars, which are rated from 0 to 4, 0 being broken and 4 being burning conviction. You may start a game with a single broken Pillar.
Assets
Assets are everything under a character's disposal - skills, equipment, possessions, employees, contacts and so on. Each asset has a description and a certain "level", which describes its "quality".

Assets do not grant any bonuses automatically. You have to choose which assets to invoke for an Action. For some, such as building a simple gun, it will be immediately obvious. For others, such as diplomacy, you will have to make the correct choice. For example, you have the skill asset Diplomacy, with a specialization in Intimidation. Using Intimidation correctly will give you a significant edge in negotiations if used properly, but if you use it incorrectly, for example against someone who doesn't respond well to threats or who is in a superior position and knows it, it will end badly, possibly automatically failing.

You have 200 Points to spend on starting Assets.

Starting Assets can be bought in three forms: Theory, Blueprints and Equipment. Theory is the underlying science of the piece of equipment you want to bring, which may let someone with scientific knowledge in the field to create a working design based on it. Blueprints are step-by-step, idiot-proof instructions of how to build said item, and require a skill-level of three in the related field to build. Item is the object, augmentation or supernatural ability in question, and is the hardest to replicate, essentially impossible to without taking it apart, which is risky in itself.

Assets are priced based on their utility and how they affect the setting. All base costs, without applying any modifiers are from 1 to 100. Item-type Assets have their costs halved.

If you want multiple of the same Item, you pay separately for each one. As with singular, the cost is halved if you do not take Theory or Blueprints.

Some starting assets will have to be broken down into separate components for the purposes of pricing.

Note that having an Item does not grant the ability to use it - you'll need to spend skill points on the related ability. for example, if you buy all the prerequisite technology for a mech, you will need Vehicle Driving at at least Level Three.

Additionally, Blueprints and Theory are stored on a physical drive, in this case an OSD. The data is encrypted, so it won't be accessed by any random schmuck, but someone with sufficient dedication and resources will break it.

Equipment points can be exchanged for Skill points at a 1:1 ratio.
Skills
Each skill has five levels. At level one, the character has no experience or theoretical knowledge in that area - they have high school education in that area, or are as about combat-capable as a random Call of Duty player.

At the second level, the character is undergoing some sort of education in this area - they're either a university student, a soldier/policeman/firefighter/etc in training, or similar. Qualifies as an Asset, allowing participation in some simple Projects.

Third level is someone who possesses proper education in the field. No penalties, but no bonuses either. Qualifies as an Asset, allowing participation in moderate-difficulty Projects.

The fourth level are professionals, with a few years of experience. Veteran soldiers, experienced technicians, Master's degree. Can pick a single field of specialization. Qualifies as an Asset, allowing participation in most related Projects.

The fifth level are experts in the field - professors, SpecOps or simply very experienced troops, and so on. Either choose a second specialization, or improve the first. Qualifies as an Asset, allowing participation in even the most complex Projects.

You have 24 points to spend on Skills. Skills costs (no-cumulative) are as follows:

Unskilled(Starting) -> Trainee(2 Points) -> Trained(4 Points) - > Professional(8 Points) -> Expert(16 Points)

The skills are categorized into Combat (Infantry Combat, Vehicle Driving, Piloting, Tactics, Strategy), Diplomacy (talking, intimidating, teaching), Technical (related to actually making or fixing stuff), Knowledge (research) and Other.

Additional Characters
Each additional character costs 10 Points. You receive 24 skill points to distribute and can spend as many asset points on them as you wish.
Connections

Connections represent a relation between your character and an NPC, another player character or some larger group - a company, a government, a social group. Connections are presented as such:

[Content] [Target] - [Strength] - [Target] [Content]

Content represents what one side of the Connections feels about the other. Target informs at whom the feelings are directed at, while Strength is a value from 1 to 5, representing how strong the Connection is and how significant benefits from it be.

A Content can be anything, and can be different on either end. It can be anything, from Love to Hate, to "That guy is kind of an annoying git.". The Connection works as an Assets when your character acts in accordance with the Content or when the action is focused more on the Target, rather than the character themselves. So, if your character Hates the Target, they'll receive some positive modifier to decking them in the schnoz if the Connection is invoked, but negotiating with them might be ever so slightly problematic.

Connections can be weakened and strengthened much the same way Pillars can. Acting against the Content or the Target in general will generate Doubt attached to the Connection. When Doubt points reach a certain threshold, the Connection is weakened or entirely broken. However, if the Connection is affirmed, by acting in accordance, Doubt is converted into Affirmation points, which, after reaching a certain threshold, increase the Connection's Strength.

Connections can have uneven strength on either end.Each end can be weakened independently of the other, and if the Strength on either end is reduced to 0, the Connection breaks. These types of Connections are formed when an event only affects one side of the Connection.

The Content of a Connection can be changed on either end when the Connection is strengthened or weakened.

Invoking a Connection in a way that the Target can perceive generates [points]. These can be spent to reveal the other character's virtue, vice or pillars or reveal your character's traits to the Target, which can strengthen the Connection. However, if the Target knows your character's Pillars, they can Invoke them to their benefit.

If you are starting with additional characters, you can create Connections between them at chargen. For every additional Character, you gain 3 points to spend on Connections between them. Asset points can be converted to Connection points at a rate of five to one. 1 point spent on a Connection is 1 Strength on one end of the Connection. So, to get a Connection with Strength 2, you need to spend 4 points.
Actions
The action system is built around turns, each equal to three months of game time. During a single turn you may make up to 5 Actions, the results of which will depend on a d20 roll. Assets activated for an action will shift the roll upwards, or downwards, if they're unsuited for the task.

Projects
Some Actions can be Projects, which are either research or production efforts, aimed at achieving some goal, such as creating a new weapon design, creating a FTL drive blueprint from theoretical data or building a motorcycle.

Each project has certain Asset requirements - personnel (researchers, technicians, construction bot), resource costs (generally abstracted to monetary costs, but some may require unique resources), equipment requirements (say, a particle accelerator, CAD software or just a working workshop) and sometimes space requirements (generally for production projects - you can't exactly build your space fighter in your basement). Projects can be worked on without actually meeting these requirements.

Projects, depending on specifics, may take multiple turns to complete. You will generally receive a completion estimate. However, it's quite possible that a project will run into unexpected snags and require more time (and money), especially if project requirements aren't met, leading to a general slow-down, progress stalling, or outright accidents, due to poor resource quality, unqualified personnel, insufficient equipment, or researchers working double shifts and accidentally blowing up your particle collider (and themselves) because of exhaustion.
Combat
Combat is handled as a standard Action - a proper Asset is invoked and a roll is made. Every Combat action requires a military asset, such as an individual soldier, a battalion, or a cruiser. Additional Assets, such as skilled officers or intelligence can be invoked to shift the results.

Combat has a series of resolution scales. Before combat starts, you choose at what scale you want to invoke your asset - i.e., what objectives you want them to accomplish. The scales are as follows:

Individual -> Squad -> Platoon -> Company/Ship -> Battalion/Wolfpack -> Regiment/Flotilla -> Army/Fleet

An individual can be sent to win a fight, a squad may secure a building, a platoon can take a street, a company or a ship can shift the result of a battle, a battalion or a wolfpack can secure a base, a regiment or flotilla will be responsible for a big chunk of a war front, while a fleet or army can fight a whole damn war.

A smaller asset can be invoked for an action generally undertaken by a larger one, but it will generally receive significant penalties - a company can try to secure a city. Emphasis on try, as it will lack the manpower to occupy it and will require everything going right and a tactical genius leading it.
Name: Theresa Solheim
Appearance:[1]​ [Portrait] [Casual] [Subspace]
Virtue: "Never Back Down, Never Surrender"
"I didn't get where I am by being careful, playing it safe, and backing away at the first sign of danger. If there's a challenge? I'm not backing away from it. If I have a goal, I'm not going to stop until I have it within my grasp."
Vice: "Federation Exceptionalism"
"I make no apologies for being a proud Federation citizen. Born on Earth, I am privileged enough and fortunate enough that through an accident of birth, I arrived here, in the United Federation of Planets. While I realize that on these boards taking such pride in one's nation is frowned upon as nationalistic chest-thumping, I am going to take a few moments of my day and do just that."
Pillars:
"My Ideals" (3)
"Ideals. The Federation's ideals. Freedom, equality, working together towards a common purpose. The strong protecting the weak. You'd hardly find a Starfleet officer who doesn't buy into it, but for me… it's one of two things that keeps me going."
"Starfleet"(1)
"My career has kept me going since the Dominion War. I may have lost almost everyone, but I still have that - something to strive for, to improve, achieve what my mother did and more."
"I Can Save Everyone" (0)
"When Wolf 359 happened, my mother was there. She did not come back. I got it into my head that I would not let anyone else die, that I could protect those around me, if I just tried hard enough.
The Dominion War showed me how wrong I was."
Skills: 24/24 Points (+14)
Combat
Infantry Combat: Trainee (-2)
Piloting: Trained (-4)
Tactics: Trained (-4)
Diplomacy
Persuasion: Trained(-4)
Bluff: Trained (-4)
Public Speaking: Professional, Inspirational Speeches(-8)
Technical
Starship Engineering, Trained (-4)
Knowledge
Physics: Professional, Subspace (-8)
Starting Assets
200/200 Points (-14)

Subspace Theory
Base Value: 100 (Does pretty much everything, from FTL travel, through communications and sensors to teleportation)
Theory, 1x
Total: 100 Points

Antimatter Power Sources
Base Value: 35 (High-density, fairly stable power source - memes aside, Starfleet doesn't lose dozens of ships every year to accidents; offers a significant improvement over fusion power, but doesn't scale down below small-craft level; introduces dilithium)
Theory, 1x
Total: 35

Phase Weapons
Base Value: 50 (Reasonably powerful and efficient directed energy weapon)
Theory, 1x
Total: 50

Sierra Black Uniform
Base Value: 2 (Rather snazzy uniform in command colours)
Item: 0.5x
Total: 1

[1] Doesn't have to be a picture, a regular description is absolutely fine

Credits
@Usandru - credit goes to Usandru for coming up with almost all of this stuff and letting me crib it helping develop the game mechanics!

IC Thread

Players
Active
1. Daraken
2. Jemnite
3. Usandru
4. Kei
5.
 
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Usandru - Rei Ayanami, Asuka Langley Sohryu
Name: Rei Ayanami
Appearance: [Main] [Mecha] [Helmet] [School Girl]
Virtue: Never Say Die
Persisting, even when it is no longer wise, even when it would be alright to give up, even when your life is on the line, even when nuclear fire scorches the flesh from your bones and alien beings crawl under your skin. Never say die.
Vice: Self-sacrifice
For the sake of others, give up everything. To protect those you love, offer everything. For victory, stand ready to sacrifice everything.
Pillars:
I am Worth Something (2)
Rei remembers the words that told her she had worth. She clings to them, and consider them precious to her. They are the foundation of her confidence in herself.

I Will Share This Kindness (2)
Rei remembers that she was treated kindly, and how warm that made her feel inside. She seeks to share that happiness with others.

I Will Protect You (1)
Rei as a pilot was foremost a guardian. A protector. She stands by that even as things have changed. Rei will protect her own.

Skills:
Mecha Piloting - Professional
Infantry Combat - Trainee
Tactics - Trained
Information Security - Trained
Biology - Trained
Metaphysical Biology - Trainee
AT-Field Manipulation - Trained
Management - Trainee


Name: Asuka Langley Sohryu
Appearance: [Main] [Engineer] [Hardsuit] [Civilian] [Soldier]
Virtue: We Stand Together
Stand by your allies. Even when you don't like them. Even when it puts you at risk. Even when there is nothing to gain. Stand together, for then you are strong.
Vice: I'm the Best
Never back down. Never refuse a challenge. Be the best. Prove it against all comers. Take on the world and win. To be the best requires nothing less. Try flying, even if it just means falling.

Pillars:
The Love My Mother Had For Me (3)
Asuka knows her mother loved her. Approves of her. This is the core of her self-validation in the aftermath of losing Eva.

I'm the Best (2)
Asuka remains confident that she is the best. Even when surpassed in individual fields, she, as an aggregate, is better still.
[Doubt: 1]

I am an Eva Pilot (Broken)
Asuka put her heart and soul into Eva, and it rejected her. She lost her place in the world, and has yet to find one anew.

Skills:
Mecha Piloting - Professional
Infantry Combat - Trained
Tactics - Trained
Mechanical Engineering - Trained
Physics - Trained
Bluff - Trainee
Charisma - Trainee
AT-Field Manipulation - Trained
Starship Engineering - Trainee
Business Negotiations - Trainee

Connections
Rei -> [Camaraderie] (1) -- (2) [Trust] <- Asuka

Assets:
Credits [Rei Katsuragi]: Minor [14663]
Credits [Other identities]: Minor [11000]
Taevyn, asari secretary, small business owner, Nerv henchwoman

General and Military Gear
Military-grade Exoskeleton w/Autocannon, 40mm mass accelerator, extra large eezo core
M9 Falke w/Lambda Driver (Codarl-type), ECS, AI, slow auto-repair, K-barrier, Extended Life Support
Quantum Computing Array
Truck w/ECS, AS storage, K-Barrier, Mil-grade Comms, Civilian Comms, Extended Life Support
Recon Drone Swarm [small]
Combat Drone Swarm [small]
2 x ML-77 (Infantry Rocket Launchers)
2 x Rosenkov Materials M-81 Volkov Anti-Materiel Rifle
1 x M-451 Firestorm (Infantry Flamethrower)
High Quality Combat Gear for Rei w/Sniper, TacNet, Techmines, Omnitool, Exoskeleton
ERCS Seventh Gen. Duelist Light Armor (Energized weave, exoskeleton)
Kassa Fabrication M-17 Breaker Assault Rifle (Frictionless materials, kinetic coil), no grenade mod.
Rosenkov Materials M-97 Viper sniper Rifles (Frictionless materials, kinetic coil)
Standard Issue Military-grade Omni-Tool
Techmine schematics: Overload, Sabotage
High quality hardsuit-integrated VI-assisted TacNet
AS Pilot Suit

High Quality Combat Gear for Asuka w/Sniper, Grenade Launcher, Shotgun
Aldrin Labs Seventh Gen. Heavy Hydra Armor (Energized weave, ablative coating)
Kassa Fabrication M-17 Breaker Assault Rifle (Frictionless materials, rail extension), with HE grenade mod, 100g of HE material.
Rosenkov Materials M-97 Viper sniper Rifles (Frictionless materials, rail extension)
Elkoss Combine M-27 Scimitar Shotgun (Frictionless materials, rail extension)
Infantry-scale Monomolecular Knife
Kaji's jacket, gun and watch.
AS Pilot Suit

Identities, Licences, Information and Social Assets
Network backdoor to Earth Civilian Administration Network.
Unit 00: Control of the Narrative
Identity: Rei Katsuragi, 19 years old. Head and founder of the PMC "Nerv".
-Gendo Katsuragi, father (deceased, dummy identity), and Ritsuko Katsuragi (deceased, dummy identity)
Identity: Rei Ikari, 15 years old. School girl.
-Ryouji Ikari, father (deceased, dummy identity), and Misato Ikari (alive, dummy identity, current assets: 1000c)
10 random identities spread across Earth with ca. 1000c, a postbox and basic identification each.

Nerv PMC
Full PMC with all permissions.
Extremely well known and with a good reputation.
Participated in and (nearly) single-handedly prevented the SSV Gettysburg disaster.
Favours/goodwill from (former) SSV Gettysburg officers and crew (Captain Reynar).
Promise of help from SA General Xander Bernard, commander of the Systems Alliance Peacekeeping Operations.
Good OpSec

Metaphysical Biology
An unpublished paper, comparing the souls of two humans and one asari
Prototype soul-measuring device

Secret Assets
[REDACTED]
[REDACTED]
 
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Goddamn, why do these things always pop up when I'm heading off to classes?! Please say this isn't first-come first-serve, since I won't be able to do a character sheet until this afternoon EST
 
That is a very interesting concept. Anyway, since it's okay to fish Evangelion characters, I think it shouldn't be a problem for me to pick my Imperial Agent from SWTOR, right? Not a 100% what he's like during cinematics, but what I RP him as. Also, I'm really thankful that it's not first-come, first-served, as I just discovered this during my launch break.
 
I'm interested.

But first I actually need to go over Char Creation.

*looks at watch*

Yeah I got the time
 
Interested, but I have a bit busy right now. Will try to make a character as soon as I can.
 
BTW do we need to use a canon(for a given value) or can we just create an OC from another universe
 
Pretty much anything goes, except probably homebrew settings. I just played Rei in the last game and wanted to continue.
 
Also how are assets ranked. I'm planning to bring some items but I don't want to go too overboard
I'm currently trying to gauge how many Assets points I can safely convert into skill points.

Also, do you make up your own skills or do you have to follow the ones outlined?(with knowledge and technical encompassing many skills)
 
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I'm currently trying to gauge how many Assets points I can safely convert into skill points.

Also, do you make up your own skills or do you have to follow the ones outlined?(with knowledge and technical encompassing many skills)
What ever is in character I suppose. If they don't have it make one specialty in the closest skill possible
 
Also how are assets ranked. I'm planning to bring some items but I don't want to go too overboard

You suggest one and it is priced. There are too many possibilities to give more specific guidelines. Still, things are generally judged by "how useful is this" and "how much does this break Mass Effect by existing". So a nuke might be 10-20 points because useful but not really an OCP, while brain uploading might even be 100 because it completely shatters the paradigm.

I'm currently trying to gauge how many Assets points I can safely convert into skill points.

Also, do you make up your own skills or do you have to follow the ones outlined?(with knowledge and technical encompassing many skills)

Skills can be made up if they don't fit. Suggest them and they'll be handled on a case by case basis.
 
You seems well informed, can I ask you a question or I should I direct my inquiries to MightyDwarf?
credit goes to Usandru for coming up with almost all of this stuff and letting me crib it helping develop the game mechanics
I'm pretty sure we can ask him just about anything about the RP.

On a more serious note can I import Captain America. Or if not that Can I import Hawkeye
 
I'm not very familiar with them, but it should be entirely possible. Magic is also an option, though it depends somewhat on which kind of magic.
I'm tempted to ask for Harry Potter and his magic type, but the fanon/canon magic system confusion is ridiculous and quite frankly not something I'll roleplay as since it's either really overpowered or really under powered.

Alright Working on a Steve Roger / Hawkeye Character Sheets
 
I had in mind to use a Sith (more precisely a veteran of the Mandalorian Wars (and the consequent war against the Republic), how the Force is going to be considered as? An Asset? Skill? Or both?.
Bit short on time, so I can only answer this...

Both. The asset itself is the ability to use the force. The "Item" would give you the ability to use the Force, "Blueprint" would be training techniques, descriptions of specific powers, etc, while "Theory" is the underlying theory behind how the Force works and would let you develop new powers on your own[1]​. To actually use the force in combat, you need to spend skill points on it.



[1]It's a bit wonky and doesn't quite translate to supernatural abilities, since I originally only considered physical items when I came up with it. :p
 
BTW what's the rule for the additional characters in regards to Asset points.

===================================
Name: Steve Roger

Appearance: {Link later}

Virtue: A Price I'm willing to pay
"Some times, doing what's right means making enemies. And sometimes doing what's right means going against everyone. Your friends, Your people, Your Allies and Your Government. And most times it means being willing to risk losing everything. I don't about others, but I know this. For what's right, everything I have is a price I'm willing to pay"

Vice: I'm no Soldier. I'm a Hero
"There are.. people, officers, generals and politicians who say that I'm America's hero. Their shining Beacon. And then they turn around and tell what I should do. They expect to play fetch with anything they say. But... I'm not a soldier. Not anymore. I'm a hero. And no one, not the people, not the officers, or generals, or politicians can force to go against what it's right. Because I know where the line is drawn. And I won't cross it. No matter the cost"

Pillars:
  1. Righteousness (2)
    • I know what's right. May be it's not the best, most efficient way to go about things. But when the day's over, when we go home and sleep in out beds. I can wake the next day, look in the mirror and say I did the right thing
  2. Loyalty (2)
    • I've seen people run and hide and lie to escape death. I don't hate for it. It's only human. But when people, when my friends and comrades can look death in the eyes, when they are willing to risk everything I know I'm loved. That this is our brotherhood. To those I call comrades we will be loyal to one another
  3. Sacrifice (1)
    • There comes a time when I ask, was it worth it. I sacrifice my life to do what's right. But it seems to me that I could have gained more if I lived. If I was there to shape the world than to fix it's injuries. Maybe, maybe death isn't the answer.

Skills: 24 + 48
COMBAT
Infantry Combat (16) <Shield, Unarmed combat>
Vehicle Driving (8) <Evasive Driving>
Tactics (16) <Can create offensive tactics quickly, can defend effectively while outnumbered>

DIPLOMACY
Charisma (8) <Inspiration Speeches>

Assets: (199/200) (-48)

  1. Picture of Peggy (1)
  2. How to make the Vibranium. (30)
  3. Blueprints for Vibranium Shield (60)
  4. Vibranium Shield (60)
 
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I had in mind to use a Sith (more precisely a veteran of the Mandalorian Wars (and the consequent war against the Republic), how the Force is going to be considered as? An Asset? Skill? Or both?.

As a comparison, AT-Field Manipulation is what lets Rei and Asuka do things with AT-Fields, but they still need something that generates them to actually use it much. Without an Evangelion unit, it won't do much. I can, however, use it in conjunction with Rei's Metaphysical Biology skill to do Metaphysical Biology projects better.

BTW what's the rule for the additional characters in regards to Asset points.

===================================
Name: Steve Roger

Appearance: {Link later}

Virtue: A Price I'm willing to pay
"Some times, doing what's right means making enemies. And sometimes doing what's right means going against everyone. Your friends, Your people, Your Allies and Your Government. And most times it means being willing to risk losing everything. I don't about others, but I know this. For what's right, everything I have is a price I'm willing to pay"

Vice: I'm no Soldier. I'm a Hero
"There are.. people, officers, generals and politicians who say that I'm America's hero. Their shining Beacon. And then they turn around and tell what I should do. They expect to play fetch with anything they say. But... I'm not a soldier. Not anymore. I'm a hero. And no one, not the people, not the officers, or generals, or politicians can force to go against what it's right. Because I know where the line is drawn. And I won't cross it. No matter the cost"

Pillars:
  1. Righteousness (2)
    • I know what's right. May be it's not the best, most efficient way to go about things. But when the day's over, when we go home and sleep in out beds. I can wake the next day, look in the mirror and say I did the right thing
  2. Loyalty (2)
    • I've seen people run and hide and lie to escape death. I don't hate for it. It's only human. But when people, when my friends and comrades can look death in the eyes, when they are willing to risk everything I know I'm loved. That this is our brotherhood. To those I call comrades we will be loyal to one another
  3. Sacrifice (1)
    • There comes a time when I ask, was it worth it. I sacrifice my life to do what's right. But it seems to me that I could have gained more if I lived. If I was there to shape the world than to fix it's injuries. Maybe, maybe death isn't the answer.

Skills: 24 + 40
COMBAT
Infantry Combat (16) <Not sure What specialisation applies>
Tactics (8) <Not sure What specialisation applies>
Strategy (8) <Not sure What specialisation applies>
Misc. Weapon (16) <Can use anything as a weapon, Can use anything as a weapon>
Unarmed Combat (8) <Can combine this with Misc Weapon>

DIPLOMACY
Public Speaking (8) <Inspiration Speeches>

Assets: (X/200) (-40)
Vibranium Shield

Looks pretty good. I'd say that Misc. Weapon is potentially iffy, but in practice it will likely just mean that you can ignore certain circumstantial penalties. For the shield, I suggest you provide relevant feats, since those are what it will be priced off.

I assume you just want it as an item and don't care to make a production line of them.

A rough estimate puts it at maybe 10 points, so 5 points as item? It's not that useful AFAIK
 
Looks pretty good. I'd say that Misc. Weapon is potentially iffy, but in practice it will likely just mean that you can ignore certain circumstantial penalties.
Misc Weapon comes from Cap seemingly using anything(shields, guns, knife, door, enviroment) to fight with. I really don't know how to class it. May be use it as a specialisation from Tactics <Can use enviroment efficiently> and two different Weapon skill(Sheilds and guns)

What do you think? Is it acceptable

For the shield, I suggest you provide relevant feats, since those are what it will be priced off.

I assume you just want it as an item and don't care to make a production line of them.

A rough estimate puts it at maybe 10 points, so 5 points as item? It's not that useful AFAIK
How about this
  1. Picture of Peggy
  2. How to make the Vibranium.
  3. Blueprints for Vibranium Shield
  4. Vibranium Shield
    1. Can reduce incoming force by 80% <how else do you explain a guy using this to stop a 50 cal machine gun and not get pushed back>
    2. Is near impossible to break because of (1)<Seriously how in hell didn't it break under a 50 cal Machine Gun>
    3. Can somehow conserve energy when thrown
 
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Hm... Would KITT be a viable choice? Or would I be better off pulling his 'creator' in?


Vibranium is Hax.
 
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Also I need to ask but do we share Asset points between two characters?
 
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