Mass Effect Races

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Mass Effect

Playable Races:

Humans - Can be any class.

Asari - Can be, assassins, biotics, adept, preacher (basically this class will be a little different, but represents a class that is good at social with some combat).

Salarians - Adept, guardsman, scum, tech priest (will be renamed and slightly redone to better fit world), assassin.

Turians - Guardsman, abator, tech priest, adept, biotics

Krogan (limit one) - Guardsman, scum, biotics (kinda...), abador

Quarians - Tech priest, adept, abator, scum

Drell - Assassin, guardsman, scum, preacher


RACES

Humans: Normal stats, Void Born fate points.

New Kid: Humans are the newest race and were accepted into the council very quickly. This has caused many to see them as spoiled. -10% to all fellowship roles with non-council races. As well as -5% to all fellowship roles with council races.

Quick Study: Humans are quite skilled at processing new information, and the idea that they need to “catch up” makes them work that much harder. Pick two of the following skills: AK – Any, or CK – Any, Language Skill – Any that apply.

Mindful: Humans realize they are new, and while brash, also realize that they must be on their toes and see how the other races interact. +5% to perception.

Background: Choose one.

Well Off: You come from a well off family, as such, you are a designer baby. Increase any 1 stat by 5% and another stat by 3%. You are also very good looking… although you could still be an ass.

Middle Class: Discounted designer baby is which you are. Increase one stat by 5%. You also gain Peer (Workers).

Gutter Trash: The lowest, you come from one of Earth’s poorest countries, you had to claw your way up to get to where you are. Decrease a stat by 5% and another by 3% (from over whelming pollution). You begin the game with Peer (Workers), Peer (Underworld), and light sleeper.



Asari: Fellowship: 2D10+30, Willpower: 2D10+25, Toughness: 2D10+15, Strength: 2D10+10. Fate Points: Use Hive Born

Master Biotics: You begin the game with whatever it is that lets you use psychic powers with one die. You also begin the game with two minor powers of choice.

First Council Race: Face it, Asari are nice to deal with. +10% to all fellowship roles with council races. (Read as Peer: Council Races Talent.)

Womanly Charm: Its not that your weak, but your race is all women. Because of this, it is somewhat hard to intimidate people. Also due to how your race reproduces, you are seen as some what... easy. -10 on all intimidate tests. -15% fellowship with women of other species. Also, men hit on you a lot, and lesbiens.


Background:

Middle Aged: You are between the ages of 200-500. Clearly you haven’t been doing that much with your life but you’ve picked up a thing or two. You begin the game with Peer (choose any one except for warriors), and any three AK sills are now basic skills. However, you gain -10% to your fellowship when dealing with other Asari.

Young: You are under 100 years old, ah to be young again. Pick any AK skill; it is now a basic skill.



Salarians: Intelligence: 2D10+30, Perception 2D10+25, Willpower: 2D10+15 Toughness: 2D10+10, Strength: 2D10+10 Fate Points: Use Hiver

Hyper Active: You only require 1 hour of sleep a day. While your race is short lived, you don’t waste much time on sleep.

Know it All: You gain +5% to all AK rolls.

Alert: You gain +1 to your initiative roll.

Inquisitive: While most Salarians are quick minded, they sometimes get lost in research, or the subject they are talking about. Anytime your character makes a research role, conversation role, double the time it would normally take unless you pass a difficult willpower roll. It is not so much that you take a long time to say something, you just tend to not shut up.



Turians: Willpower: 2D10+30, Fellowship: 2D10+15

History of Service: All Turians are trained for public service at one point, usually as a cop. You begin the game with WP: Basic.

Fast: Due to the way you race’s legs are built you are built for speed. When calculating your movement, consider your agi to be 10% higher.

Push Self: One per game session you may make a willpower test to remove one level of fatigue, this is a free action.

Jerks of the Universe: Your race is known for having a stick way up their asses, your race is also are responsible for releasing the weapon that doomed the Krogans to extinction. You gain -5% fellowship when dealing with any underworld types; you also gain -10% fellowship when dealing with Krogans. On top of this it takes you an extra success to warm up a contact.

Pick One:

Clan Markings: You wear your clans markings with pride. You gain +5% fellowship when dealing with other Turians, unless they are from a rival clan.

No Markings: For one reason or another you have chosen not to have your clan's markings put on your face. Ashamed of the past wars? Hate your clan? Or something... else? Whatever it is, other Turians don't trust you, take -5% on all fellowship rolls with them.


Krogan: Strength: 2D10+25, Toughness: 2D10+30, Intelligence: 2D10+15, Fellowship: 2D10+15, Fate Points: Use Primal World

Harsh World: You can store water in your hump, on top of this you are quite hardy and gain +10% to all carouse rolls. The water can last up to a number of days equal to 2x your toughness bonus.

Monsters: You race is scary, so scary that it was determined the only way to keep you from taking over is to kill off the lot of ya. This has only added to Krogan’s rep. You gain fearless and gain +10 to all intimidate skill rolls.

Combat Masters: You fight, that is what Krogans do best. Your race is dying, there is nothing you can do, so you may as well go down doing what you know your best at. You gain any one WP.

Grim: Social interactions are difficult, or rather, Krogans don’t care for such things anymore. You get -15% on all fellowship rolls.


Quarians: Agi: 2D10+25, Intelligence: 2D10+25, Toughness: 2D10+15 Fate Points: Use Void Born.

Life in Space: Knowing how to repair a ship is not a luxury, it is a necessity for your people. You gain the mechanic skill and get the skilled talent with it.

Quick Thinker: When you live in a mass of ships that must always be repaired, one has to be quick. You gain +1 to initiative rolls.

Any info is good info: Any two AK that has to do with space are basic skills for you.

No Home: Your race created the Geth and have lost their home planets. Living in space has made it so your people must wear special suits in order to keep any infections out. If your ever out of your suit you must make a toughness test to see if you are infected. If you fail all your rolls take a -10% as the virus takes an immediate affect. If you do not receive medical attention in the next day you must make another toughness test, if you fail your stats take an additional -10%. If you this happens for a 3rd day and you fail a toughness test, your character dies.

Always reminded: People tend to bring up the Geth… a lot. This causes you to be edgy, anytime the Geth are brought up you take a -5% to willpower and fellowship rolls. Please note! I will not let other players do this in an attempt to make a Quarian character fail on rolls, nice try.


Drell: Agi: 2D10+25, Willpower: 2D10+25 Fate Points: Hiver

I don’t know a lot about these guys, but I’m thinking the ability to breath under and above water will be one ability. Also some CK skills.