Looking for 4 to 6 players for a Sci-fi RP.
Setting:Welcome to the metropolitan world Granixa.
It acts as a port for the trade routes that pass through the system. Its high traffic makes policing the populace difficult, and undeclared Weapons and equipment results in many Law enforcement deaths, both on and off duty.
A new arm of the Police was created, made up of a hundred individual units that act independently, and policing their own sectors. You are Unit 52, of Sector 52.
A group of heretics will be meeting at sunset.
Still tweaking the rules, but I think I have enough for the first run through. I'm going for a Mission by Mission style. I currently have two and a half missions written already, but my impatience is getting on my nerves

If people are interested, I'll post up the rules and character creation stuff.Character CreationEach character starts with the following stats:
Melee Skill: 5
Range Skill: 5
Strength: 5
Resilience: 5
Mental: 5
You may dudeuct one point from each stats and relocate it to another stat. No stat may go below 4. In addition, you have 5pts to allocate to your stats.
All members are equipped with:
- a Combat Shotgun
- & a Combat Blade
Armour is taken into consideration in the Resilience stat.
Here is how Combat will work. I think I got the confusionand bugs out, but do point out if I'm wrong. It'll be three rounds rapid, so hopefully we'll avoid the failure of my previous RP

[spoiler]Melee & Ranged attacks rolled on a D12, with the score required for a hit being 12 minus the character Skill. Ranged attack may have additional hit modifiers
Damage for both combat and shooting is the Strength of the hit (either character or weapon) +D6 minus the targets’ Resilience. If the total is less than 1, no serious damage is inflicted, and the target shrugs off the blow. A natural 6 means it is a fatal hit, and the target is killed or at least severely injured, and cannot fight anymore.
Enemy forces will regularly be able to take cover from attacks at range and it is advised the Player Characters do the same. They must pass a Cover test using their Mental characteristic on a D6.
The “Mental” characterstic is also used to activate and de-activate equipment, and for any test of the mind, such as code breaking, or Interrogation. You may also take a Mental test to aim at a specific part of a Target. A failed Mental test means the shot will miss entirely, while a pass means your shot will only hit the limb chosen. Any Mental test that is not for Cover, is rolled on a D10, and must be below the Characters’ Mental stat.
Activation Tests are used to see if the character activates their weapon to use it. If the test is failed, and they still want to use it, they must test again. Weapons are easily Deactivated through quick-kill switches, so do not require a test to deactivate.
That said, you should still take the time to deactivate your gear. Weapons that are not activated cannot be fired. A weapon that is active but not used builds up excess energy that can harm the equipped character. On a D12 the GM tries to roll under the number of rounds (Player Posts and Combat Rounds) the weapon has remained active and unused. If it releases the energy, the strength of the hit is equal to the number of turns it was active for.
When in combat, you may swap weapons. This however takes up a full round of combat, and does not deactivate active weaponry.
[/spoiler]
And here are the weapons I currently have in mind that will feature in this RP

except one. That one is just too OP.
[spoiler=Weapons]Ranged Weapons
Picture Ref | Weapon | Hit Modifier (per shot) | Strength | Shots per Round | Ability |
 | Combat Shotgun | -2 | 4 | 2 | Can target multiple beings, provided they standing close together. |
 | Assault Rifle | -4 | 3 | 7 | |
 | Plasma Rifle | -1 | 8 | 2 | If the score when rolling to hit is less than two after modifiers, the attack is resolved against the firer at half strength. - Requires activation/deactivation
|
 | Focused Heat Rifle | -1 | 10 | 1 | Can be used to breach armoured/plate doors. - Requires activation/deactivation
|
 | Grenade Launcher | -3 | 6 | 3 | Each successful hit multiplies the strength when damage is applied. |
 | Flame Thrower | +2 | 4 | 1 | Damages all occupants of the room it is fired into, and has two shots per occupant. This can include the firer and Unit 52. - Requires activation/deactivation
|
 | Pulse Rifle | -1 | 3 | 5 | |
Melee Weapons
Weapon | Hit Modifier (per attack) | Strength | Attacks per Round | Ability |
Combat Blade | | User | D4 | |
Energy Blade | -2 | User + 1 | D4 + 1 | When activated, doubles damage after calculation. - Requires activation/deactivation
|
Combat Herring | +10 | User | 1 | |
Ranged Weapon | -3 | User | 2 | |
[/spoiler]