Difference between revisions of "Mass Effect"

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Level 1 – 3 damage to shields.  AOE = 4 squares
 
Level 1 – 3 damage to shields.  AOE = 4 squares
Level 2 – 5 damage to shields.
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Level 2 – 6 damage to shields.
Level 3 – 6 damage to shields.  AOE = Cross shaped.
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Level 3 – 8 damage to shields.  AOE = Cross shaped.
 
Level 4 – 10 damage to shields.  AOE = 16 squares
 
Level 4 – 10 damage to shields.  AOE = 16 squares
  
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Level 3 – Targets go berserk for 2 rounds for each degree of success.
 
Level 3 – Targets go berserk for 2 rounds for each degree of success.
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'''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: 3-8 points
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 +
'''Med Shields:''' 6-8 AR / Body: 6-8 points
 +
 +
'''Heavy Shield – only heavy armor can power these:''' 9-12 AR / Body: 10 points

Revision as of 17:49, 15 June 2009

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: [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.

Expanded - Other thoughts on just what this could be -
Protheans Artifacts: Hot item, always worth a lot... though it is never said just what people have made from them in the game.
Rare animal or plant life: In a way this could be like smuggling. Would go along well with hunting down artifacts.
AI Research: Not everybody is against this... and some might love to be smuggled out...


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.

Negative Stat: Pending


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.

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 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 and the fearless talent.

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.




So here are a few notes regarding changes to classes.

Tech Priests - Are now called Engineers. This actually works out really well after looking at the Tech Priests' powers. Some things that will change though is all their "blasts" and hover abilities will change to things that overload weapons, armor, or screw up drones.


Tech:

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.

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.

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.

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.



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: 3-8 points

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

Heavy Shield – only heavy armor can power these: 9-12 AR / Body: 10 points