Difference between revisions of "Mass Effect"

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Here are some quick and dirty campaign ideas I have in mind.  Remember that there will be short adventures, and long adventures, but most likely not something that goes through the entire game.
 
 
 
For a great source of information on the universe, go here: [http://masseffect.wikia.com/wiki/Mass_Effect_Wiki]
 
For a great source of information on the universe, go here: [http://masseffect.wikia.com/wiki/Mass_Effect_Wiki]
  
  
'''Citadel or Space Station Living''' - [http://masseffect.wikia.com/wiki/Citadel] kinda iffy on this one, basically see this one with the characters being some kinda Shadowrunners, police, underworld figures, but either way it takes place pretty much all on the station.
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'''Citadel or Space Station Living''' - [http://masseffect.wikia.com/wiki/Citadel] + '''"Artifact" Dealers''' - Dig up old lost tech and sell it to the highest bidder, tomb raiders.  And maybe keep the sweet stuff for yourself.
 
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'''"Artifact" Dealers''' - Dig up old lost tech and sell it to the highest bidder, tomb raiders.  And maybe keep the sweet stuff for yourself.
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Expanded - Other thoughts on just what this could be -<br>
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''Protheans Artifacts:''  Hot item, always worth a lot... though it is never said just what people have made from them in the game.<br>
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''Rare animal or plant life:''  In a way this could be like smuggling.  Would go along well with hunting down artifacts.<br>
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''AI Research:''  Not everybody is against this... and some might love to be smuggled out...
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'''Shadow Ops''' - You work for one of the powerful companies, taking out rivals and securing the company's interests.
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'''Spectres''' - [http://masseffect.wikia.com/wiki/Spectres] This may fit quite well for the group, hate to copy the video game but...  You are secret agents above almost all known laws.
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'''Bounty Hunters''' - As above except you don't have all the "above the law" status.  Could be a bit more fitting.
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'''Noveria Secuity Detail''' - [http://masseffect.wikia.com/wiki/Noveria]  Lots of crazy stuff goes on here, you can pretty much research ''anything''.  And because of that they need top notch guards to deal with all the crazyed experiments and mad scientists who pop up from time to time.  Note:  I see this one going two ways, kinda silly and serious, or horror like.  Also the above could do this as well...
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'''Pirates''' - Your a bunch of dicks who take things from people.
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Playable Races:
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Humans - Can be any class.
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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).
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Salarians - Adept, guardsman, scum, tech priest (will be renamed and slightly redone to better fit world), assassin.
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Turians - Guardsman, abator, tech priest, adept, biotics
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Krogan (limit one) - Guardsman, scum, biotics (kinda...), abador
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Quarians - Tech priest, adept, abator, scum
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Drell - Assassin, guardsman, scum, preacher
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Humans:  Normal stats, Void Born fate points.
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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.
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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.
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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.
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Background:  Choose one.
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Well Off:  You come from a well off family, as such, you are a designer baby.  Increase any 2 stats by 5%.  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%.
 
  
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.
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[[The Company]] - Name Pending, dur.
  
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[[Mass Effect Recap]]
  
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[[Mass Effect Races]]
  
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'''NEW!''' - So I'm going to make up a few "advanced classes" the ones you can replace a level up block with.  These will fit the game a bit better.
  
 +
'''Liberator of Artifacts''' - Sometimes men and women of learning are not content to sit around and read up on things, but get out to where the action is.  This replacement is very Indiana Jones inspired.  It will be available for Adepts and Engs.
  
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'''Krogan Battlemaster''' - A Krogan with Biotics.  If Krogans are normally monsters in combat, these are demons.
  
Asari: Fellowship: 2D10+30, Willpower: 2D10+25, Toughness: 2D10+15, Strength: 2D10+10. Fate Points: Use Hive Born
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'''Saboteur''' - Sometimes assassins need to be able to do more then just shoot someone. This is open to Scum and Assassins, it gives them a few tech abilities as well as hacking skills.
  
Master Biotics: You begin the game with whatever it is that lets you use psychic powers with one dieYou also begin the game with two minor powers of choice.
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'''Professional''' - Hey, its not all about guns, books, and building?  Sometimes you have to make a saleThis class it to help add a more merchant like class to the game.  It is open to all classes except the 3 combat ones.
  
First Council Race:  Face it, Asari are nice to deal with.  +10% to all fellowship roles with council races.
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'''Class Specials'''
  
Negative Stat: Pending
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Per a suggestion from Dieter (thank you much, I really like it) each class will have at the 4k exp block a choice between two "special" powers. These are actually chosen from the psychic powers, but they are not biotic abilities in the game.
  
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They work a bit different too.  To use them the character must burn off one temp fortune point (remember, in 40k you get these for the whole night, not every night in game).  No roll is required to see if they go off, they just do.  There is no overbleed though because of this.
  
Background:
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'''Adept:''' Glimpse - Next skill check gets +30%.
  
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 skillsHowever, you gain -10% to your fellowship when dealing with other Asari.
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'''Arbitrator:''' Seal Wounds (self only) - You heal yourself1D10+WP bonus.
  
Young: You are under 100 years old, ah to be young again.  Pick any AK skill; it is now a basic skill.
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'''Assassin:''' Divine Shot - Auto hit with range weapon.
  
Salarians: Intelligence: 2D10+30, Perception 2D10+25, BS: 2D10+25 Willpower: 2D10+15 Toughness: 2D10+10, Strength: 2D10+10  Fate Points:  Use Hiver
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'''Cleric:''' Compel - Only simple actions, no self kill actions can be given to target.
  
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.
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'''Guardsman:''' Precognitive Dodge - All ranage attacks against you suffer -30% BS.
  
Know it All: You gain +5% to all AK rolls.
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'''Scum:''' Enhanced Senses - +20% to any one sense.
  
Alert: You gain +1 to your initiative roll.
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'''Engineer:''' Overdrive - By accessing all of the other players' weapons' computers the engineer can make the weapon fire a super charged shot. - Each other player's next dmg roll is a 10.  This means a check is made for further damage.  (Only works on ranged weapons, dur.)
  
Inquisitive: While most Salarians are quick minded, they sometimes get lost in research, or the subject they are talking aboutAnytime your character makes a research role, conversation role, double the time it would normally take unless you pass a difficult willpower rollIt is not so much that you take a long time to say something, you just tend to not shut up.
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'''Biotic:''' Not really sure, they are already fairly... powerfulI'm thinking a power that lets you use two powers at onceOf course burning a temp forturne point.
  
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More to come, wow!
  
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----
  
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'''Tech Abilities:''' ''(Pending)''
  
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'''Sabotage:''' Overheats weapons (only currently equipped weapon(s)).  Overheated weapons don't fire.
  
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Level 1 – Guns overheat in AOE for 1 round.  AOE = 4 squares
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Level 2 – Overheat for 2 rounds in AOE.  AOE = Cross shaped.
  
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Both can be scaled down to a one square AOE.
  
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'''Overload:''' Shuts down shields
  
Turians: Willpower: 2D10+30, Fellowship: 2D10+15
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Level 1 – 3 damage to shields. AOE = 4 squares
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Level 2 – 6 damage to shields.
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Level 3 – 8 damage to shields.  AOE = Cross shaped.
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Level 4 – 10 damage to shields.  AOE = 16 squares
  
History of Service: All Turians are trained for public service at one point, usually as a cop.  You begin the game with WP: Basic.
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'''Dampening:''' Shuts down biotics
  
Fast:  Due to the way you race’s legs are built you are built for speedWhen calculating your movement, consider your agi to be 10% higher.
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Level 1 – Will save by bitoics in affected area, if they fail the powers don’t work for 2 roundsAOE = 4 squares
  
Jerks of the Universe:  Your race is known for having a stick way up their ass, 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.
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Level 2 – Will save is hard (-10%).
  
Krogan: Strength: 2D10+25, Toughness: 2D10+30, Intelligence: 2D10+15, Fellowship: 2D10+15, Fate Points: Use Primal World
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'''Hacking:''' Makes drones or AI go berserk.
  
Harsh World:  You can store water in your hump, on top of this you are quite hardy and gain +10% to all carouse rollsThe water can last up to a number of days equal to your toughness bonus.
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Level 1 – Make a tech roll, target(s) go berserk attacking nearest target for 1 round for each degree of successAOE = 1 square
  
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 yaThis has only added to Krogan’s rep.  You gain fearless and gain +10 to all intimidate skill rolls.
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Level 2 - +10% to the tech rollAOE = 4 squares
  
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 and the fearless talent.
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Level 3 – Targets go berserk for 2 rounds for each degree of success.
  
Grim:  Social interactions are difficult, or rather, Krogans don’t care for such things anymore.  You get -15% on all fellowship rolls.
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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.
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== General Equipment ==
  
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.
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Weapons: Mass Accelerators, Lasers, Flamers, melee, grenades
  
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.
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'''Hand to Hand Weapons:'''
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Each of these has their own weapon talent that goes along with it.
  
Always remindedPeople tend to bring up the Geth… a lotThis causes you to be edgy, anytime the Geth are brought up you take a -5% to willpower and fellowship rolls.
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'''Basic – Mono:''' Basic weapons are just that, a dagger, whateverThey are fairly useless against modern armor.  Mono allows for a blade to actually be useful.
  
Drell: Agi: 2D10+25, Willpower: 2D10+25 Fate Points: Hiver
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'''Mass Effect Field Blades (MEF Blades):''' This blade has a mass effect field around it which gives it some bite.  Basically a blade with a force field around it.
  
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.
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'''Biotic Blades:''' A blade that allows a biotic user to channel their ability into a melee weaponA biotic only weapon.
  
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'''Stunners:'''  A weapon for when you don’t want to kill someone.
  
So here are a few notes regarding changes to classes.
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'''Armor:'''  Armor comes in pretty much the same varieties as in the 40K book.
  
Tech Priests - Are now called EngineersThis actually works out really well after looking at the Tech Priests' powersSome things that will change though is all their "blasts" and hover abilities will change to things that overload weapons, armor, or screw up drones.
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'''Shields:'''  All armor has shields except for the most basic of setsShields give AR against attacks (only from guns, not lasers, flamers, or some HtH).  Each shield has an AR rating, and a body rating.  When a shield is hit, subtract the AR from the attackIf the damage left over is equal to or less then the AR of the shield the shield looses one body.
  
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If the damage is greater then the AR, then all extra damage goes to the shield, with whatever is left going to the target.
  
Tech:
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Once a shield is down, it takes a number of turns to come back up.  Various enchantments can decrease this time.
  
So it seems there are only mass accelators... well that is just boring, so now there are some more weapons, and they make sense given how shields work.
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'''Light Shields:''' 3-5 AR / Body: 3-5 points
  
All armor, least any worth its spit, has shields.  Pretty sure shields will give stackable AP to armor.  However, after every hit it looses one AP.  Once it hits zero it goes down for a number of rounds.
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'''Med Shields:''' 6-8 AR / Body: 6-8 points
  
After reading the wiki, it seems that the shields do not protect against slower speed objects (Dune anyone?), heat (lasers and flamers), or really heavy objects (artillary).  So I will be putting lasers and flamers in the game.  Lasers will most likely see their shots halved.  There actually ARE lasers in the game but it seems they are only put on battleships for some reason.
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'''Heavy Shield – only heavy armor can power these:''' 9-12 AR / Body: 8 points

Latest revision as of 18:28, 30 July 2009

For a great source of information on the universe, go here: [1]


Citadel or Space Station Living - [2] + "Artifact" Dealers - Dig up old lost tech and sell it to the highest bidder, tomb raiders. And maybe keep the sweet stuff for yourself.


The Company - Name Pending, dur.

Mass Effect Recap

Mass Effect Races

NEW! - So I'm going to make up a few "advanced classes" the ones you can replace a level up block with. These will fit the game a bit better.

Liberator of Artifacts - Sometimes men and women of learning are not content to sit around and read up on things, but get out to where the action is. This replacement is very Indiana Jones inspired. It will be available for Adepts and Engs.

Krogan Battlemaster - A Krogan with Biotics. If Krogans are normally monsters in combat, these are demons.

Saboteur - Sometimes assassins need to be able to do more then just shoot someone. This is open to Scum and Assassins, it gives them a few tech abilities as well as hacking skills.

Professional - Hey, its not all about guns, books, and building? Sometimes you have to make a sale. This class it to help add a more merchant like class to the game. It is open to all classes except the 3 combat ones.

Class Specials

Per a suggestion from Dieter (thank you much, I really like it) each class will have at the 4k exp block a choice between two "special" powers. These are actually chosen from the psychic powers, but they are not biotic abilities in the game.

They work a bit different too. To use them the character must burn off one temp fortune point (remember, in 40k you get these for the whole night, not every night in game). No roll is required to see if they go off, they just do. There is no overbleed though because of this.

Adept: Glimpse - Next skill check gets +30%.

Arbitrator: Seal Wounds (self only) - You heal yourself. 1D10+WP bonus.

Assassin: Divine Shot - Auto hit with range weapon.

Cleric: Compel - Only simple actions, no self kill actions can be given to target.

Guardsman: Precognitive Dodge - All ranage attacks against you suffer -30% BS.

Scum: Enhanced Senses - +20% to any one sense.

Engineer: Overdrive - By accessing all of the other players' weapons' computers the engineer can make the weapon fire a super charged shot. - Each other player's next dmg roll is a 10. This means a check is made for further damage. (Only works on ranged weapons, dur.)

Biotic: Not really sure, they are already fairly... powerful. I'm thinking a power that lets you use two powers at once. Of course burning a temp forturne point.

More to come, wow!


Tech Abilities: (Pending)

Sabotage: Overheats weapons (only currently equipped weapon(s)). Overheated weapons don't fire.

Level 1 – Guns overheat in AOE for 1 round. AOE = 4 squares Level 2 – Overheat for 2 rounds in AOE. AOE = Cross shaped.

Both can be scaled down to a one square AOE.

Overload: Shuts down shields

Level 1 – 3 damage to shields. AOE = 4 squares Level 2 – 6 damage to shields. Level 3 – 8 damage to shields. AOE = Cross shaped. Level 4 – 10 damage to shields. AOE = 16 squares

Dampening: Shuts down biotics

Level 1 – Will save by bitoics in affected area, if they fail the powers don’t work for 2 rounds. AOE = 4 squares

Level 2 – Will save is hard (-10%).

Hacking: Makes drones or AI go berserk.

Level 1 – Make a tech roll, target(s) go berserk attacking nearest target for 1 round for each degree of success. AOE = 1 square

Level 2 - +10% to the tech roll. AOE = 4 squares

Level 3 – Targets go berserk for 2 rounds for each degree of success.



General Equipment

Weapons: Mass Accelerators, Lasers, Flamers, melee, grenades

Hand to Hand Weapons: Each of these has their own weapon talent that goes along with it.

Basic – Mono: Basic weapons are just that, a dagger, whatever. They are fairly useless against modern armor. Mono allows for a blade to actually be useful.

Mass Effect Field Blades (MEF Blades): This blade has a mass effect field around it which gives it some bite. Basically a blade with a force field around it.

Biotic Blades: A blade that allows a biotic user to channel their ability into a melee weapon. A biotic only weapon.

Stunners: A weapon for when you don’t want to kill someone.

Armor: Armor comes in pretty much the same varieties as in the 40K book.

Shields: All armor has shields except for the most basic of sets. Shields give AR against attacks (only from guns, not lasers, flamers, or some HtH). Each shield has an AR rating, and a body rating. When a shield is hit, subtract the AR from the attack. If the damage left over is equal to or less then the AR of the shield the shield looses one body.

If the damage is greater then the AR, then all extra damage goes to the shield, with whatever is left going to the target.

Once a shield is down, it takes a number of turns to come back up. Various enchantments can decrease this time.

Light Shields: 3-5 AR / Body: 3-5 points

Med Shields: 6-8 AR / Body: 6-8 points

Heavy Shield – only heavy armor can power these: 9-12 AR / Body: 8 points