i was hoping that most people would remember my bar from times of old, but ok.
You can be basically anything you want to be. it's a meeting place where almost anything can happen. Here is a list of things
Weapons:
(skp= skills point/s)
Combat Knife: Simple, but effective. Small 6 inch knoife with serated blade. Use for close combat. (unless you have the veteran ability: Knife thrower) 0skp
Revolver: Six bullet pistol. Used for long and short range. Normally a straight range, buit if you have the "bullet king" ability, then you may use richoche.1sk
Pistol (Socom): Normal .45 pistol. Used by most marines in the corp, this pistol is great for all around shooting, or for opening beer bottles. Carries a flashlight holder for night missions.1skp
M37: Eight shell single barrel shotgun. Used for short range killings. Can do long range, but less effective Carries a lot of recoil. Carries a +1 attack, but a -1 movement 2skp
Automatic Mauser: Chinese Copy of the american version. Good for horizontal Sweeps of the room. Carries a -1 movement 2skp
Assault rifle: 225 round machine gun. Used for short and long range. Inexpensive and easy to use. No penalties 3skp
Turrets
All these come with no penalties But require Mech-head ability)
Assault Turret: Large version of the assault rifle. Extremely fast reload with a 1000 round clip. No penalties(Available evrywhere) 3skp
Plasma turret: Superheated electricity thrown out in bolts. No end to rounds, but quality degrades over time.(Only available in security centre) 5skp
Laser turret: As described... Long range, quick and easy kills (Only available in Dock area) 3skp
Rocket turret: Fires large missles at whatever target you wish. Onboard hud for accuracy. 7skp
Extra weapons (Not available everywhere)
Plasma Gun: Same as turret, but in a smaller and more compact design. Extremely powerful, but easily borken. 5skp
Laser pistol: Not very powerful, but useful for opening locked or welded doors. 1skp
Portable rocket launcher: As described. Carries small Stinger missles. Also has a small targeter. Has two switches, normal or heatseeker. 4skp
Armour:
Bulletproof vest: Standard armour for privates, can take up to 10 bullets. Pretty useless but everyone has them and are useful in quick short-range battles. everyone has this 0skp no penalties
Light combat armour: Kevlar re-enforced Armour. Can take up 20 bullets or 2 shotgun shells 0skp No penalties
Standard Combat armour: Chainmail covered armour. Quite robust, but heavier. Slows down movement 2skp 1skp -1 Movement
Heavy Combat Armour: Titanium Coated chainmail armour. Very robust. Can take a laser shot. Extremely heavy. 5skp -2 Movement
Sheild Tech Armour: Holographic shield that produces a hard light Shield. Very robust and not heavy. Expensive. Only found in Reserch And Development level 4skp no penalties +3 health
Psychic Skills
Those who have gone through Psychic training, may use these mind weapons.
Telekenisis: ability to move objects
Telepathic: Ability to talk to someone else through the mind
Hex Vision: Ability to use the brains power to make an electrical bolt (very risky) 5skp
Teleprotect: Ability to project a shield around a person or persons. 1 person = 1skp many = 4skp +5 health (only able to use in short bursts - about 10 mins)
Veteran abilities:
Tech Boy: Carries a +1 engineering improving repair of weapons
Bullet-King: The person with this ability has used a revolver for years and so is able to make his/her bullets ricoche off of walls, pipes etc
Mech-Head: This person has the strength to operate the weapon turrets
Medi-bay: the ability to do difficult medical operations in the field
Hacker: The ability to operate and hijack systems for their own uses
Knife-Thrower: Ability to accurately throw a combat knife at an object to kill
Skills points:Each Private starts with 10 skills points. Simple weapons such as pistols come with only 1 skill point. The larger the weapon, the more points. Knifes come with no points required. Verteran skills cause you to get more skills points. only 1 skill per person allowed.
Ranks: (more kills, more rank)
Private: Slow. Low health and low weapon abilities (0 - 10)
Leuitenant: Quicker, low health but medium weapons ability (11-30)
Captain: Quick, Medium health, High weapon ability, Veteran ability(31-50)
Colonel: Very Quick, High health, high weapons, Verteran ability (51-90)
General: As above, but allowed to order a group around.(91+)
Races
Human: Normal Homo-Sapien
Bionic human: Homo-Sapien With Technology
AI: Artificial Intelligent Robots (Droids, Bioroids, Androids)