CDN 'Heroic' Roleplaying recruitment.

a thread by REDACTED started on 2187-12-23 10:41:29 last post on 2188-02-04 18:35:43


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4Eyes4TheWin Executive at Slaves4Us, rising Terminus Company. We sell slaves, we do low cost rebuilding, and provide many sorts of entertainment. Ask me a brochure today!

Slaves4Us is here to help you! Contact us with your need, and we will fulfill them in no time!
We have Asari, Turian, Salarians, Batarians, Humans, Elcors, Krogans, Volus, Vorcha and for a special price even rare Raloi stock!
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VVSVISVA
First: Do we have three-to-five people who A) have sheets ready and B) are located on the same structure and/or planet?

Second: Factions

Orthrus

Orthrus was created by Cerberus Defectors who believed Cerberus had lost its goal. It had stopped being an enabler of Human Supremacy, stopped being a method for humanity as a whole to rise in the structure of the galaxy, and started being a gaggling group of madmen and sociopaths with a safety record that would make a vorcha explosives lab blush with shame. Orthrus was created as a more sane, less pointlessly evil and, compared to the group that set Thresher Maws on marines and hooked a child to a geth network, more humane successor to the cause of Human Supremacy.

In addition to the requisite paramilitary and research organizations that every shadowy galactic conspiracy has, Orthrus has enormous legitimate corporations, businesses, political lobbies and charities under its wing that serve as a front to nothing at all. The assets are entirely legitimate and used to advance Orthrus' goals in manners other than 'shoot it', 'bribe it' or 'perform science upon it'. They mostly recruit Ex-Cerberus, but have begun to bring in new recruits as more Relays are rebuilt and connected to the network.

Orthrus Unlockables

Any character associated with Orthrus or following an Orthrus Milestone may pay experience for these unlockables:

[5/10 Exp] Support Package: Orthrus is well supplied, not to the absurd extent cerberus was, certainly, but they are willing and able to provide resources for their operatives. By buying this during a transition scene you can create a d8 resource from the Business, Tech, Science, Medical or Vehicle specialties that lasts until the end of the act.

[10 Exp] Experimental Technology Experimentation in Orthrus is well tested and on a strictly volunteer basis. If you're a member in good standing you can, during a transition scene, request Experimental Gear to improve your ability to complete your mission. By spending 10 Exp during a transition scene this gives you a piece of gear, equipment or augmentation that allows you to step up two powers in one of your powersets by one. Unfortunately this sort of technology comes with unfortunate consequences, whenever the doom pool increases due to a dice pool utilizing that powerset in it, step up the doom die entering the pool by 1.

This may be voluntarily deactivated at the end of an Act, but otherwise lasts for the rest of the event.

[15 Exp] Orthrus Blackops Vessel For 15 exp you get access to one of the Al-Kindi class carriers Orthrus has managed to produce. It is treated as a d8 command asset, and gives you access to the Al-Kindi Carrier powerset during space combat. The Al-Kindi can deploy up to three d8 vehicle assets for use during an action scene and has the Scene Distinctions of ADVANCED MEDICAL BAY, CARRIER BAYS, ORTHRUS ARMORY, PSYCH WARD and TECH LAB.

Salarian Democratic Union

For thousands of years male salarians have been oppressed, treated as an underclass by their dalatrass', given few rights, no say in their government. They've been the Dalatrass' instrument of power, but have reaped next to none of the benefits of their labor. For the Salarian Democratic Union this has gone on long enough. They will overthrow the balance of power in the Union and usher in a democracy where males are equal, or at least close to it.

No matter what they must do.

SDU Unlockables

Any character associated with, or using a milestone from, the SDU may

[5 Exp] Traitors For 5 exp you can claim that a group of unnamed STG, Salarian Union or Corporate agents support the cause of the SDU. They'll stand clear of any conflict, not attacking or impeding you or your allies unless attacked.

[5 Exp] Backdoor Codes For 5 exp you are given some of the backdoor codes that STG turncoats have delivered to the SDU. This allows you to either create a d12 asset that the backdoor codes could feasibly gain you or remove a single complication that the backdoor codes could feasibly mitigate. You do not need to roll against the Doom Pool to implement either the asset or complication removal.

[5 Exp/10 Exp] STG Gear For 5 Exp you gain access to the STG Gear given in by turncoats, gaining access to the STG Technology powerset. If the limit is activated the Gear is broken or disabled beyond repair and must be taken back to the SDU to be repaired. For 10 Exp you are taught to maintain the gear as well as given access to it, and it is a normal powerset added to your character sheet for the rest of the act that you can recover like any other.

Alliance Intelligence Agency

The AIA has always been the SA's arm for clandestine operations, intelligence gathering and information security. They've been rooting out and destroying threats to the Alliance since the organization's inception and have built up a reputation as a deadly and competent group. The Reaper War was not kinda on the AIA, most of their assets and many of their agents were killed over its course, and indoctrination, the coup and Cerberus spies wrecked bloody havoc on its ranks and morale. It's been recovering post-war, the slow rate at which relays have been reactivated has allowed it to recover without straining its resources overmuch dealing with new threats and polities.

The Post-War AIA is a powerful, well funded organization that benefits greatly from the Citadel's position in Sol. It has spies and informants in many organizations and an impressive amount of resources in most of the unlocked relays.

AIA Unlockables

AIA unlockables can be used by anyone associated with the Alliance Intelligence Agency or, with watcher approval, associated with the Alliance.

[5 Exp] Achilles Heel By paying five exp during a transition scene you are given a single, tailored bioweapon meant to take advantage of a certain enemy's weakness. Once, during the act in which you buy Achilles Heel, you may designate a named character, ally or enemy, as the target of the bioweapon. Once you deploy the bioweapon against them you automatically trigger one of their limits, you may choose which one.

[2 Exp/5 Exp] Informants By paying 5 exp during a transition scene you gain three d6 assets that can be activated at any point during the act. They represent AIA intelligence assets that have been embedded throughout the galaxy, and can give you anything from door codes to sabotaged lighting to computer access. They're only available in C-Space, and can't be members of another secret organization. For 2 Exp you get one of these d6 assets.

[5 Exp/10 exp] Friendly Facilities By paying 5 exp during a transition scene you gain access to a friendly alliance facility for the rest of the Act. The facility has three scene distinctions representing bureaucratic, medical, technical or other facilities the characters have access to. These facilities may only be in alliance space or on the citadel. The distinctions, and nature of the facility, must be declared upon purchasing the unlockable. For 10 Exp you gain access to three such facilities and may declare their nature as you go.

[15 Exp/20 Exp] Alliance Frigate By paying 15 Exp during a transition scene you get access to an alliance frigate, a potent warship that serves as a base of operations for you. It is treated as a d8 Command Asset (Vehicle if you're its pilot) and gives you access to the Retrofit Hastings powerset during space combat. It has the scene distinctions of MEDICAL BAY, COMMAND AND CONTROL SUITE, and ARMORY. You have access to the frigate for the entirety of the Act. For 20 exp you are given a Leipzig Class frigate instead, gaining access to the Leipzig Class powerset during space combat, and get the additional scene distinction of HUANG HE CARRIER MODULE. The experience cost of this resource may be shared by multiple characters.

Maidens of Avar

The Maidens of Avar have been Lusia's intelligence agency since the end of the Krogan Rebellions. Created during the Krogan Rebellions before the SPECTRE program came to be, the Maidens of Avar served as a counter terrorist and intelligence service during and after the war. They served as Lusia's intelligence agency until the Reaper War, during which most of the Republic's intelligence services were either devastated or destroyed. The aftermath of the war saw the relatively intact Maidens thrust into the position of one of the Asari Republic's most important intelligence agencies. A role that, perhaps, isn't one they're quite suited to, considering their reputation for violent approaches to problems, but one they've been handling with aplomb.

Maidens of Avar Unlockables

[5/10 Exp] Have You Ever Faced an Asari Commando Team Before? For 5 exp you are given permission to request Asari Commando intervention in one operation. This gives you access to an Asari Commando Squad who will intervene on your behalf for the duration of an action scene before going back to headquarters. For 10 Exp you are given provisional control of the squad, and they assist you for the entirety of the Act or until they are all killed, whichever comes first. Add a d8 to the doom pool at the end of any action scene the Asari Commando squad takes part in.

[10 Exp] Avar Matriarch For 10 Exp you impress upon your superiors the dire nature of the crisis, convincing them to deploy one of their most potent assets to assist you. An Avar Matriarch becomes a watcher controlled support character who will assist you as best she can for the rest of the act. As long as the Matriarch is active in a scene all dice entering the doom pool are stepped up by one.

[5 Exp] Avar False-Biotic Implantations For 5 Exp you gain one of Avar's most impressive pieces of technology. You gain the Avar-Class Implantation powerset until the end of the Act. If the powerset is shut down it becomes a complication (Cancerous Implants d8) and cannot be recovered until maintained by Avar techs.

[REDACTED]

[REDACTED]

[REDACTED] Unlockables

Any character with a [REDACTED] milestone may purchase a [REDACTED] milestone.

[5 Exp/15 Exp] Galactic Relay Authorization [REDACTED] has contacts in the monopoly that authorizes relay travel, a resource that gives them unparalleled access to the relay system. Where most secret organizations must hitch a ride on legitimate transport or forge their own documents, risking detection and arrest, [REDACTED] can simply declare their traffic as entirely legal and authorized. For 5 Exp you gain access to the Relay Authorization Codes for the rest of the Act. For 15 Exp you also gain access to one of [REDACTED]'s ships, a Mameluke class cruiser optimized for quick, hit and run actions. This is treated as a d8 Command Asset and gives you access to the [REDACTED] Mameluke powerset for space combat. The Mameluke has the scene distinctions of [REDACTED] COMMAND CENTER, HANGAR BAY, DRONE FABBERS, and [REDACTED] MEDICAL FACILITY.

[5 Exp] [R] Drone [REDACTED]'s teleoperated [R] drones, used to impersonate the staff on missions, have been an immense boon for the organization. They allow for easily faked deaths, no-risk meetings with unstable clientele, and easily obscured identities of the true perpetrators of, really, whatever they want. For 5 Exp you may, at any point, declare that your character is actually a teleoperated [R] drone for some period of time, possibly since the Act began.

[5/10 Exp] Intelligence Connections [REDACTED] has an impressive amount of control over the flow of information, especially where it has influence. For 5 exp [REDACTED] puts a hold on information leaking out for a few days. For 10 XP, [REDACTED] kills a vital story or photos, suppresses information, and possibly destroys all records.
Click To Read Out Of Character Comment by VVSVISVA
NPCs and Powersets found here

I have literally never done this before, feel free to tell me if something is horribly unbalanced.
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Icarus
VVSVISVA wrote:First: Do we have three-to-five people who A) have sheets ready and B) are located on the same structure and/or planet?


Icarus' sheet is pretty much ready and is located on the Citadel.

Private First Class, 2nd Battalion, 25th Marines, Seawolf Platoon

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VVSVISVA
It would be much appreciated if everyone would allow me (ghouse.basheer@gmail.com) to comment (not edit) on your sheets.

Also, useful list of hero datafiles here for comparison purposes.
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4Eyes4TheWin Executive at Slaves4Us, rising Terminus Company. We sell slaves, we do low cost rebuilding, and provide many sorts of entertainment. Ask me a brochure today!
Bintar's on Omega for a while after the wet colony's job. And he's itching for a talk-instead-of-actual-fight!

Slaves4Us is here to help you! Contact us with your need, and we will fulfill them in no time!
We have Asari, Turian, Salarians, Batarians, Humans, Elcors, Krogans, Volus, Vorcha and for a special price even rare Raloi stock!
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Kirok
And now, because I can, here is Aphin's sheet.

Bounty hunter. Contact here for hiring info.
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Mr_​Sandman
Sandy could reasonably be on Omega, Citadel, or Noveria (second two moreso than the first honestly).

Sheet is also ready to go.

One must therefore be a fox to recognize traps, and a lion to frighten wolves.
-Niccolo Machiavelli
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VVSVISVA
Kindly post interest here if you have a sheet ready and would like to participate in the first session, as well as the locations your character could participate in.
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BioticGymnast Live life to the fullest! :D
Jesse would be available for the Citadel at this time.
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Murder of Crows "And we shall descend on you like a murder of crows"
Shaart's sheet

Ready for Citadel sessioning assuming you play on reasonable hours.
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The_​Sarcastic_​Salarian
Call me interested. Spiza's sheet is on the first page.

Forgotten Daughters Foundation - [CLICK HERE to donate to the OTRAVO RELIEF FUND]
Emon Spiza, owner of Aphin's Place - Level 31, Zakera Ward. Best Drinks on the Citadel.
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SteelUnifier Die for the Cause
I'm interested, I need to do something on the boards lately. As with Spiza, I've already posted my sheet on the first page.
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VVSVISVA
We shall meet in #CDNHeroic for planning.
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Cerastes
encircle and devour them
This sounds awesome! I talked a bit to Zoftan about it and he's going to help me learn more. Is it too late to say I'm interested?

Information Relocation Service Professional | Revenant Co.
Serious Inquiries Only
Cerastes, PhD.
c: [0-156] | o: [REV-CO 7435]
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TechTurian
I do hereby humbly swear to abide by the laws of MHRP and submit my candidacy. All my sheets are on the previous page, but I think I'll start with Aya.
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4Eyes4TheWin Executive at Slaves4Us, rising Terminus Company. We sell slaves, we do low cost rebuilding, and provide many sorts of entertainment. Ask me a brochure today!
Murder of Crows wrote:Shaart's sheet

Ready for Citadel sessioning assuming you play on reasonable hours.


Your milestone and Bintar's are ironically strangely compatible :D

Slaves4Us is here to help you! Contact us with your need, and we will fulfill them in no time!
We have Asari, Turian, Salarians, Batarians, Humans, Elcors, Krogans, Volus, Vorcha and for a special price even rare Raloi stock!
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VVSVISVA
Feel free to jump in, Cerastes.

As for the rest of you, I've created a room on irc (#CDNHeroic) to talk about the campaign in, including motivations and hooks for being in the area during the first scene.
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Securitariat
Odenna's sheet is more or less done. Not entirely sure about these milestones, but they might work.
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Son_​of_​Orion
I'm definitely interested. I just need to read up on the system and make a sheet. I don't think I'll be in the first chapter, but I'll probably get in the next one.
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Son_​of_​Orion

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