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Character Signups Empty Character Signups

Post by SiphonTalvesh November 12th 2017, 10:28

In the event we get new players, this is where you'll post your character ideas.  Check out the Approved Database for a guideline on what information you should include.  All characters would need to be aligned with, or be the type to be willing to ally with the alliance (I shall NOT call it the Federation, I won't ...  damnit, I just did didn't I?).

Anyway, you get the idea.  The only races I won't be allowing per se would be the Atlanteans (Ancients), or Alverans, or anything from a series that would be considered anywhere as advanced as them such as the Forerunners from Halo.  And no Flood either.  And if you even think about the Borg, it'll be a tossup who gets you first, Seretis or me Razz


Just have fun with the creation, and let your imagination run (mostly) wild.

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Post by Shrike7 February 15th 2021, 11:06

Not quite finished yet, but close enough.

Name: Phaerekh Ossuaria of the Nihillak Dynasty, Nemesor of the Lost Legions

Physical Description:
A skeletal female humanoid standing about six feet tall. Regal bearing, gold and emerald accents On silver base, long silver and gold dreadlocks.

Her war fram is similarly bedeviled, but below the torso lies an arachnid lower body, glowing with additional energy cores and armour. Each leg is tipped with a sharp spike capable of punching through deck plate, but is nimdelicate.mble and delicate.

Age: All Necron were former Necrontyr dating back from their alliance with the C'tan, before the existence of most other sentient species. Having spent the better part of a hundred million years in their stasis tombs, time is near meaningless to them.

Powers/Equipment:
Necrodermis- The living metal that all Necron technology is composed of. Incredibly durable and with self repair capabilities so impressive you can watch it happen in real time.
Phase Shifter- Defensive technology that rapidly shifts the bearer in and out of phase with this reality. It is programmed to watch and predict for incoming attacks, giving a chance for damaging strikes or projectiles to pass right through while the necron is out of phase, negating the damage of the attack.
Voltaic Staff- A relic of the War in Heaven, this staff is built for close ranged and ranged combat. Incorporating hyperphase blades as well as their tesla technology, it can fire bolts of intelligently arcing electricity powerful enough to curl and melt starship hulls, as well as adding to it's strikes in melee.
Combat Frame- If forced into combat with a dangerous enemy, the Pharekh will swap her consciousness into a more combat-focused body. A similar torso mounted on an archaic base, it incorporates heavier armour and stronger musculature. The additional legs are also impressive melee weapons in their own right, capable of punching holes in tank armour and tearing flesh with little effort.

Units:
Warriors- Standard infantry unit, remnants of the lower classes of Necrontyr society. Simple construction did not leave much resources for personality engrams, but makes repair easier, and as such more effective. Equipped with either gauss flayers or reapers, the latter being shorter ranged, but more effective.
Immortals- Higher quality than Warriors, these are the bodies soldiers were transferred to. Larger and stronger with room to store more tactical intelligence, they are more effective in battle. Equipped with a gauss blaster against armoured targets, or the arcing tesla blasters to mow down hordes of softer targets.
Deathmarks- Immortals kitted out for assassination and interception. Wielding synaptic disintegrator rifles, they are equipped to wait in dimensional pockets. Without the need to eat, breathe or sleep, they patiently wait, appearing from seemingly nowhere to strike.
Lychguard- Royal guard, given bodies only surpassed in quality by those in the Royal courts. Equipped with two-handed warscythes, or hyperphase swords and dispersion shields. The former is capable of slicing through the armour of battle tanks with ease, and the dispersion fields on the shields are capable of redirecting incoming fire back at attackers.

Canoptek Constructs:
Scarabs- Small constructs, sized from a few inches up to about a foot in diameter, encountered in swarms. Individually only as dangerous as an adult human, they attack en masse, tearing foes apart with brutal efficiency. There are a few variants, most notably Mindshackle Scarabs, which can interface with biological systems and induce panic, rage, or unconsciousness, or loyalty, among other states.
Spyders- Larger constructs, perhaps the size of a small car. They are repair and maintenance constructs primarily, purpose built to maintain necron technology with fabricator arrays and able to disgorge swarms of scarabs to attend to smaller duties. In combat, they are equipped with rapid-fire particle beamers to make use of the impressive draw from their power cores, and their multiple limbs, impressive strength, and support scarabs make them formidable foes up close as well.
Wraiths- Another scouting and assassination tool, wraiths are constructs that have taken phasing technology to it's lethal pinnacle. Capable of moving like ghosts on their snakelike coils through solid obstacles and incoming fire alike, their flensing claws rend flesh and steel with equal ease.

Elite Units:
C'tan Shard- Remnants of the great star gods that once enslaved the Necrontyr, their rebellion shattered theor power into thousands of shards and chained them for use. This shard is of the Nightbringer, Progenitor of Death, mastering it's expression on stars before planets themselves found life.
Seraptek Heavy Construct-

Vehicles:
Command Barge-
Annihilation Barge-
Doom Scythe-
Doomsday Ark-
Ghost Ark-

Background:

Ship: Cairn-Class Tomb Ship
The flagship of the largest necron fleets, this ship stands as a testament to their unhurried dominance of their galaxy. Entire armadas have fleed rather than face this class of ship, and very few have ever been destroyed, always at great cost. Few dynasties have one. The Nihillak possess three.

Dimensions: Crescent about 12km in circumference, 2km thick. Larger portion in the central rear containing engines. Pyramid above this hosting command core and dynastic grounds.
Shielding: Quantum shielding. Mysterious technology that almost seems more effective, the larger the weapons that are arrayed against it.
Propulsion:
-Inertialess drives. Intended for sublight travel, these drives enable the ship to undertake maneuvers completely unexpected of a ship of such size, the forces typically required of them would shear the ship apart and liquify organic beings contained within. The incredible acceleration allows them to use this to travel between stars, albeit at a slower rate than practical for most organic life.
-Dolmen Gates. Similar to the Stargates, the Necrons used a system of near-instantaneous travel to span their wide empire. The Lost Legion is curlt off from this network, but still knows the technology and can begin to replicate their own network.
Weaponry:
-Lightning Arcs. These weapons emit powerful electromagnetic tendrils to envelop enemy ships, cascading into any weakness to tear ships apart and cook organics within.
-Gauss Particle Whips. The heavy weapon emplacements produce flensing particle beams that use phasing technology to partially bypass shields.
-Star Pulse Generator. This massive weapon creates a pulse of energy similar to the early stages of a supernova, radiating out from the ship in all directions.
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Post by Seretis February 15th 2021, 16:18

Name: Solomon Andrew Carson (Technically, Dr. but he tends not to fuss over that part), most Tau'ri/Soltarans refer to him as "Andrew".

Powers: Heightened awareness of temporal mechanics, longevity, ATA

Age: About 45, appears early-to-mid 20s

Physical Description: 5'9", 175 lbs, Green eyes, Black hair, Caucasian appearance. Outfit consists of a mix between what was recovered about Krenim styles and the Alveran uniforms. Of particular note is the visor-like "glasses" that he wears, and the two vambraces. The visor contains both a communicator as well as a detailed "HUD", and the vambraces contain much of his "gadgetry", as certain individuals have called them. Many of the offensive related pieces of tech are tied to the right vambrace, while more of the scientific and scanning related technology is contained in the left one. The designs for the visor and left vambrace has been shared with the alliance, although the right one he still considers highly experimental, and has yet to commit to sharing it. (The left vambrace is basically a wrist-mounted tricorder.)

Visor guide image:
Character Signups Visor10
((It's got a built-in color customizer, so that's not necessarily the color they are.))

Description of traits and BG:

Solomon Andrew Carson was born the son of Drs. Robert Carson, noted historian and archeologist (actually Rospes, Krenim scientist and survivor) and Anna Carson, noted Theoretical Physicist (actually Anh'Galia, temporally-displaced Ancient). During his childhood, he was home-schooled primarily, mostly by his mother. Due to his father's work, the family was either frequently moving around or enduring times of separation, depending on the hazards of the locale of the current site. Sadly, his mother died in house fire when he was 13. The fire was caused by bad wiring in the house, which Robert and Solomon, going by his middle name of Andrew, were coming back from getting supplies to work on when the fire broke out. While in sight of the house, the fire reached and ignited the room where Anna had been working on an experiment... One that swiftly exploded. No body or remains were ever recovered. The fire changed Robert, and he became obsessed with a set of unusual artifact he'd had for years, as well as some odd experiments of his own. Sadly, not long after Solomon's 21st birthday, Robert died in a drunk driving accident. From these two tragedies, Solomon kept two major "reminders"... His mother's electronic journal, which was both written in some manner of apparent code, and had most of the earlier parts locked behind some manner of cipher, and the artifact set that his father had been obsessing over.

A couple of years later, Solomon's life took another turn... After a supposedly chance encounter with certain military personnel, he found himself being offered a new job... One that his apparent talent for understanding unusual items and technology earned him. He was recruited into a secret project involving a piece of incredibly old, and alien, technology... The Stargate. He later learned that the encounter that led to him joining the project wasn't quite so chance. Key members of the project had discovered that there seemed to be a shadowy group briefly operating at the fringes of the project, and that they'd been interested in him. His meeting was a effort to discover why. His talents lead the project commander to decide to bring the man in, so his talents could benefit the project, rather than the renegades.

During early stages of Arrival Crisis, Solomon was injured. While being examined by one of the newcomers, biological abnormalities were discovered, leading to the admission that his father wasn't from Earth. Towards the later stages of the conflict, Alveran sensors picked up readings from ruins that matched some of the devices that his father had. Solomon was the attached to an Alveran team as a sort of liaison, a situation which continued after the mission, and eventually lead to the young man "going native". His first ship, primarily constructed based off of plans recovered from what remained of the Krenim homeworld after Cronus' rage, was completed a year before the outbreak of the Sentinel War. During the course of the war, initially unknown to the Alverans, Solomon began work on a new, more powerful ship... One only theorized by his father's people. It wasn't completed until the later third of the Replicator War. Due to its untested state, he kept it out of the fighting. During this time, he also began developing personal equipment and weapons, largely based on either Krenim designs, or their theories.

In between the Replicator and Ori Wars, Solomon first detects signs of temporal activity, source unknown. Once the Ori War ignites, Solomon's knowledge of the Ancient language leads to his discovery of information about the Ark of Truth. Despite not being able to immediately determined the nature of it, the fact that the Ori seem to fear it leads him to assemble an infiltration team to recover it. During the fighting around the first Ori Spacegate, Doctor Carson shares his Chroniton Torpedo technology with the alliance forces. While the exotic nature of the devices provide an advantage against the Ori, the same nature makes it difficult to employ widespread. During the initial conflict around the second Spacegate, his second ship is revealed as it provides cover for the minimal alliance forces involved to retreat from the Ori attack fleet.

One of the last secrets involving Solomon's parents came to light during the discovery of Atlantis. The day before the Atlantis address was dialed, Solomon finally solved the cipher locking the earliest parts of his mother's journal, and discovered new information about her past. He'd intended to speak with Siphon about the matter once the Atlantis mission reached a lull (or was completed). This plan got accelerated by the appearance of Aya, as his information proved to be evidence towards her telling the truth about the past between her and Siphon... As the early parts of his mother's journal had a picture of the wedding between a man who she called her brother, and his new wife. The picture was clearly that of Siphon and Aya.

Since the appearance of the Klarnell, Solomon has become heavily involved with the alliance's study of the anomalies and their work to stymie the efforts of the Klarnell. In part, these efforts are aided by the elements of Krenim physiology that his hybrid nature gives him, an additional organelle in his brain that helps process temporal mechanics better than others.

Ship Information: Solomon has two ships, his primary ship and a secondary heavy combat ship.

His primary ship is referred to as the Observer, a smaller personal craft that follows the pattern apparently used by Krenim ships focused on scientific endeavors.

Character Signups Krenim10

Size: The Observer measures roughly 150 meters in length, 40 meters in height, and 40 meters in width. The internal configuration of the ship is unclear.

Armory: Six disruptor turrets, three evenly spaced fore and three evenly spaced aft, give the ship a degree of weapons coverage, as well as a quartet of torpedo launchers, split two fore and two aft. These launchers are multi-function, enabling Solomon to both fire the ship's complement of Chroniton torpedoes, and deploy it's larger payload of scientific probes. In addition, the ship's core generates a temporal phasing effect that pushes the ship out of the "normal" timeline, and makes it much, much harder to actually hit.

FTL Capability: Although the original Krenim-based FTL drive design was much more limited in range than most similar drives, Solomon has combined in elements from Alveran tech to upgrade it to something more comparable to Alliance "standards"... Such as they are...

Custom Technology: One piece of the ship's interior, and an item of technology thought to be a unique creation of Solomon's, has been seen by some ranking Alliance members. There is a chamber within the ship that Dr. Carson refers to as a "temporal observatory" that he has apparently been using as part of his efforts to track what are now know as the Klarnell, as well as the anomalies.

His other ship is referred to as the Lance, and is a massive beast of a ship... So far, only seen once while covering the Alliance withdraw from the recently activated Ori Supergate during that war. Solomon has since stated that much of the ship is highly experimental technology as the reason as to why he doesn't bring it into play frequently.

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Size: The Lance measures roughly 1550 meters long, 450 meters wide, and 450 meters tall. Internal configuration is unknown.

Armory: Numerous weapons dot the sides of the Lance, mostly a heavy hitting energy type that appears to incorporate chronitons. The various torpedo launchers use the chroniton torpedoes. Many Alliance personnel have suggested that the ship's "open array" might be some manner of weaponry, however it has never been seen being used. The ship has similar temporal phasing effect as the Observer.

FTL Capability: Appears to be on par with Alliance ships.

Custom Technology: While it hasn't been confirmed, it is thought that Solomon may have installed a temporal observatory on the Lance.


Last edited by Seretis on November 14th 2021, 22:57; edited 5 times in total
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Post by Seretis February 15th 2021, 16:18

Name: Vorak

Abilities: As a QelwI', Vorak has significantly greater strength and greater resilience than human. He also possesses impressive reaction times and reflexes, common among the QelwI', although given their culture, this could be mostly a product of training. He also possesses a great deal of weapons training, both in melee and marksmanship. Additionally, he possesses a small sub-dermal transponder that allows him to transport his weapons directly to him from his ship. This is normally only used for his blade.

Age: Appears to be equivalent to a human male of roughly 30 years.

Physical Description: Vorak is roughly 6'7" and 200-ish pounds. Like many of the QelwI' seen, he's an albino, and has his hair long, somewhat past his shoulders. He typically wears the hooded monastic robes of the QelwI' monks in charge of their monasteries.

Background: Vorak is known to be one of the "master-level" monks of the QelwI' monastery location in "Norgh" System in the Pegasus Galaxy. (Name is the species own designation for it.) He was one of the QelwI' who observed the construction of Peltas, but was encountered very little afterwards... Until now. He has recently come to Peltas, with intent to speak with the Alliance concerning a foe that attempted to attack the Norgh Monastery.


Ship: The Ki'tang is one of the QelwI's numerous M'Chla vessels. It is the personal command of Vorak, and part of the vessel group operating out of Norgh. Mostly seen "observing" events, or occasionally running off pirates, the vessel seems to fall within the standard pattern for the class.

Character Signups Klg_sh12


Species Notes: The QelwI' are a people native to the Pegasus Galaxy. Their homeworld is located towards the galactic rim, in a region that serves as a stellar nursery. The effects of the region include unusual gravitational fluctuations and semi-regular burst of radiation. These conditions are believed to have formed the basis for the evolution of the three most distinctive aspects of QelwI' physiology: Their vast strength, their noteworthy resilience, and the prevalence of albinos amongst them. It also makes for a difficult to reach homeworld.

Since they achieved the means to explore the galaxy, the QelwI' have tended to gravitate towards setting up "monasteries" on planets that many other species view as nearly uninhabitable - highly volcanic planets, or ice planets are among the most common choices, although they have claimed a few more friendly planets. Those colonies tend to develop into agriculturally focused settlements. The reason for many of their outpost choices seems to be attuned to sites that can support something they call "jIrgh qut", although the Alliance members are currently unsure what that is.

Disruptor-style energy weapons seem to be the species' choice for ranged weapons. Their ranged weapons also seem far more designed for precious shots, as opposed to "spray-and-pray". They carry numerous melee weapons as well... And all members seen using them have done so with the skill and fluidity of master martial artists. Notably, while many of their blades bear incredibly sharp edges, some have been seen recently with some manner of charged energy field surrounding the blade.

The following are the QelwI' ship classes known to the Alliance, all of which have been seen to have cloaking technology:

Je'rI': Commonly employed small craft in use by the QelwI'. It has been seen employed in close-support gunship and courier capacities.

Character Signups Ship_k10

Size: 24 meters length, 8 meters height, 12 meters beam (2 decks, additional space structural)

Armory: The je'rI' sports 4 heavy-assault personnel level rapid-fire disruptors, mounted in twin-mounts, on either side of the cockpit. A single forward-facing launcher firing miniature photon torpedoes is mounted directly underneath, and a dual ship-level disruptor cannon is mounted in a forward arc turret inbetween the engines.

FTL Capability: Comparable to other Alliance FTL-capable small craft.



M'Chla: Most commonly employed QelwI' vessel. Has been seen employed in Scout, Destroyer, and Courier roles.

Character Signups Klg_sh12

Size: 190 meters length, 60 meters height, 130 meters beam. (14 decks, additional space structural)

Armory: 4 disruptor cannons twin-mounted in turrets on port and starboard sides of bridge pod. Two forward-facing torpedo launchers, as well as four beam emitters and two rear-facing torpedo launchers on the aft.

FTL Capability: Comparable to Alliance standards.


Sech: Larger class of QelwI' vessel. These appear to be employed in the role of Light Carrier.

Character Signups Klg_sh11

Size: 560 meters length, 120 meters height, 400 meters beam. (40 decks)

Armory: Primary armaments are numerous disruptor turrets spaced evenly around the hull, supplemented by six beam emitters spaced out similarly. Five forward and two aft torpedo launchers round out the complement. In addition, the class carries a number of je'rI' gunships.

FTL Capability: Comparable to Alliance standards.


Batlh: “Civilian” craft employed by the QelwI' as a transport, freighter, and colony ship.

Character Signups Klg_sh10

Size: 400 meters length, 66 meters height, 150 meters beam. (22 decks)

Armory: A handful of disruptor turrets spaced around the mid-line of the hull.

FTL Capability: Comparable to Alliance standards.


Last edited by Seretis on March 7th 2021, 01:02; edited 1 time in total
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Character Signups Empty Copypasta Take 3

Post by Copper February 16th 2021, 06:55

Name: Ian Montrose

Age: Pushing 40 (if we go by established timeline, given the school would have been 21 years ago and he was likely 17-18 at the time. Not that there's anything wrong with being 40.)

Species: Homo Superior

Hails from: Australia, Earth.

Powers/Abilities: Ian has the power of mind over matter, able to move and manipulate objects with just a thought - Telekinesis - and could likely be considered an Alpha level mutant at this point. There isn't exactly an upward limit to what he can move, but obviously, the bigger the object, the more concentration it's going to require, and some things just wouldn't be possible (like, say, moving an entire building, at once.) Roughly man-sized or smaller, though, doesn't take much effort and he's likely at the point where he's not straining with small vehicles, either. Intricate work and fine manipulation (threading a needle or writing something with a pen/stylus, for example) requires more concentration but is possible. Ian (generally) also has to be able to see what he's manipulating, or at least be aware of it's existence. He could turn on a desk lamp through the closed door of his own quarters but he wouldn't be able to throw a switch across a darkened room that he'd never been in before. It's also possible for him to "push out" with his telekinesis at a constant rate, essentially shoving things away from his person and creating a shield that will keep 'hard things' from connecting with him (debris, bullets, etc. but would not stop a Zat blast, for example). He can also create domes or bubbles that can serve the same purpose, pushing out at a uniform rate to provide cover if need be.
Ian is also in possession of a Zat, which he prefers in a firefight over standard firearms.

Appearance: Ian stands 6'3" and weighing in at 250 lbs (I suck at weight gauging. If this makes him a stick, make him heavier.) He has brown eyes and dusty blonde hair that's a bit on the longish side, tending to get in his eyes and face a lot, though he doesn't seem to mind. If he's in 'Earth clothes" he's usually in cargo pants and a t-shirt of some sort, but he will adopt the uniform of whichever ship he's serving on at the time as well.

Ship: Ian's a hitchhiker, which suits him fine. Usually means he can choose the more interesting voyages to go on.

Additional info: Ian is Australian, something that most people don't realize until he opens his mouth, which isn't very often. He's rather quiet and laid-back, almost to the point of being lackadaisical. One would think that with his power, he actually might be lazy, but that isn't the case. Though he has his power, Ian doesn't use it as much as one might think. Instead, he prefers a more hands-on approach and spends some of his free time working out, not wanting to let his power make him complacent and flabby. In fact, if he can complete a task without using his powers, he often takes that route. He doesn't go out of his way to be social, but he is sociable, willing to talk to anyone that puts effort into getting to know him. He's also willing to lend folks a hand with, well, anything really. All they have to do is ask.
Serving in the various incursions has lead to Ian reaching new limits of his powers and only strengthened his desire to watch over others and 'put things right.' What started as protecting a group of normal students from a zombie horde has only grown exponentially as he's joined in the various galaxy-spanning conflicts. Given the threat the Klarnell pose, not to mention how his power has the potential to be effective in, at the very least, neutralizing them, he's gearing up for another round of battles.
Ian also seems to have inherited the 'Kirk-Shepard' gene, quite by accident. Though he doesn't actively try, he somehow manages to find himself in various levels of flirtation with members of the opposite sex.
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Character Signups Empty Lilith Shepard and her crew

Post by Copper February 16th 2021, 06:56

Lilith Shepard

Character Signups Lilarm10

Commander Lilith Shepard was the hero of the Alliance Navy, having saved the Citadel and the Council from attack by the Reaper, Sovereign. Her ship, the Normandy, was later attacked by a race known as the Collectors, who destroyed the ship and Lilith was KIA. Brought back by the pro-human group, Cerberus, Lilith was to be their vanguard and their sword, protecting the colonies while ferreting out the Reaper threat. She discovered, however, that the one behind her resurrection, known only as the Illusive Man, seemed more interested in acquiring Reaper technology than actually stopping their threat. Lilith cut all ties with the organization, including ridding her ship of his two operatives, despite their assurances of loyalty to her. She then carried out the mission as planned: Going through the Omega-4 relay and destroying the Collector's base. It was while fleeing the resulting blast that the Normandy and its crew wound up in proximity to Peltas Station. (See story here on the original ULMF forum)

Lil is N7 classified and an Infiltrator. This gives her a familiarity with pistols and sniper rifles as well as the ability to produce a temporary stealth cloak. The visor she wears assists in her sniping. She also possesses an omni-tool, something of a multi-purpose computer, that enables her to hack synthetic enemies (and computers) as well as use a plasma blast to incinerate foes. (Worth noting, most of her crew have omni-tools. It's what they do with them that varies.) Personality-wise, Lil usually takes the moral high road when dealing with a situation, though that's not to say she isn't above bending a few rules when the situation requires her to. (Gameterms, she's a Paragon. Mostly.)

Lilith's crew and various changes I made/things I stuck with:
(Apparently I cannot port the hyperlinks over with a copy-paste but if you want to know anything specific about the characters and their abilities, just google the name.  Anything deviating from the norm has been noted.)
Spoiler:

Ship information:
The crew spends most of its time aboard the the Normandy SR-2, a frigate class starship that is, thus far, equipped with the Alliance's only stealth system. While it doesn't actually cloak the Normandy, it makes them virtually undetectable to scanners so only actual visual confirmation will spot the ship. In Joker's capable hands, the Normandy is a force to be reckoned with, especially with combat assistance from EDI.
The Normandy used in the game has the ME3 layout (because, as James and Steve put it, "who puts the armory in the middle of the ship?") and all of the upgrades necessary from the end of ME2. It is also equipped with a shuttle for getting the away team to the surface of planets and the Mako, an ATV that handles horribly but is capable of rolling over all but the most extreme of surfaces, not to mention it's capability of scaling cliffs.
The Normandy itself is generally not a combat ship, although she is capable of handling herself in a fight and has been fitted with several weapons and defenses in preparation of the assault on the Collector base.
Character Signups Mass_e10
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