I am going to be DM'ing this Rp. You will be playing as the colonial marines. Since this time frame is set in the future, I have already chosen what weapons you may choose from. They are all customizable. The character sheet will be presented in the following.
Name:
Age:
Appearance:
Weapon One (customizable):
Weapon Two (customizable):
Equipment One (see below):
Equipment Two (optional, see below):
Personal Item One (optional):
Personal Item Two (optional):
Special Skill:
Squad Position (optional):
Bio (can be any length, be it long or short):
Here are the weapons.
(Note: the smartgun auto tracks targets, but due to its size and the way its held, the only other weapon one can have with it is a pistol.)
(Another Note: With the Smartgun you hook up a small cord into your helmit, and the viser in frount of your left eye will show you what the smartgun is autotargeting. If you had infared with this, it will show it in infared vision.)
Here is your selection for the equipment:
Hand-Held Motion Tracker: Shows precisely 180 digrees in frount of its weilder. It has a range of 25 meters, and will display any air fluctuations within that range. At the bottom, it will show you a counter that tells you how close the nearest target is. Each target appears as a small blue blip, as the wave sweeps the area. Each time it actually shows a blip, it will make a beeping sound and read how close the nearest one is. The closer the blip, the higher the pitch for the beep.
Helmit-Mounted Flashlight: Self-explanitory. Comes at a chargable battery.
Infared Scanner Helmit Attachment: Also self explanitory. Only covers a persons right eye, and has a rechargable battery.
Night-Vision Helmit Attachment: Lights up the dark, and only covers a persons left eye. Also comes with a chargable battery.
Med Kit: requires at least five minates to properly use (varies depending on the seriousness of the wound). Can only be used four times, so use them wisely. Also, as a side attachment to these (it comes with the med kit) it comes with four STIM shots. STIM shots temporarily increase your reaction time, your marksmanship skills, and the speed in wich you can run, for one turn. They also serve as a good pain-reliever, as one can barely feel any pain for an hour after use. For ADVANCED Med-Kit, wich comes with surgical equipment and doubles its usage and STIM ammount, the Med-Kit must take up both equipment slots.
Extra Ammunition: Speaks for itself. The ammount of extra ammunition it gives you will depend on the weapon it is for.
Combat Knife: very useful in close situations. Also has a small button on it that will give the wielder preciesly thirty seconds, in wich time the blade will vibrate at a high frequency, making it so that it can cut thriough most things. However, you may only use this high-frequency function five times before the battery will die. Reccomended for use only on very hard-to-cut targets, or for amputation.
Hacking Equipment: Takes about 1-4 minates to hack something depending on the security level, but can hack into anything less then level 4 security. For level 5 security, you will need to fill up both equipment slots with this in order to get the Advanced equipment. Also, as an extra, a single Welding Torch comes with the Advanced Equipment.
Riot Shield: This thing can take any bullet that isnt explosive. But to carrey one means you must sacrifice a weapon slot aswell. Can also be used for smartgunners, however they wouldnt be able to shoot properly with it out.
Comm Unit Helmit Attachment: This equipment comes standard, and for the seargant or captain of a squad it is required, however, it does not take up a equipment slot for them. For everyone else, it does.
Sentry Turrets: Self-automated motion sensing sentry turrets. Can fire up to 300 rounds in ten seconds. Two per case, wich is attachable to someones back. Each case comes with two clips. Once one clip is empty, the second will automatically be used. The case they are carried in is also the wireless computer that controlls them. Each clip has a maxemum of 600 rounds. As an added bonus, someone can also manually controll the turrets via the computer. Note: Once armed the turrets will fire at anything within their scanning range of 110 digrees, not counting the other turret that came with the case. It does not distinguish friendlies or enemies. To do this, it must be manually operated. But to do so sacrafices accuracy.
Welding Equipment: The standard Welding Equipment Set comes with two portable Welding Torches, each with their own flip-side light shield so you don't burn out your eyes from the small flame of plasma.
Note: Hannah has been elected the Captain. The position for the Seargant (second in command) is open, first call first serve. The Captain (Hannah) will be the one to consult with Command (me) and give the orders to the Seargant (soon-to-be-announced) whom will be barking out the orders to the rest of the squad. The seargant will need to be able to issue out hannah's orders, and will all around need to give the others a hard time.