Mass Effect

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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 Races


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