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Author Topic: Mass Effect Game Mod Thread  (Read 68028 times)

Knightofargh

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Re: Mass Effect Game Mod Thread
« Reply #15 on: April 21, 2012, 03:52:19 PM »

Updated above. SMF needs mark post as new.

Sloppy Pens to game 6.

edit: today's changes in red
« Last Edit: April 21, 2012, 05:01:48 PM by Knightofargh »
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Darrian Wolffe

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Re: Mass Effect Game Mod Thread
« Reply #16 on: April 21, 2012, 06:04:55 PM »

GM: Approved.  Make it so on all PCs.

Profession Proposal

The idea here is to keep the nifty open-ended character creation system that AO gives us, but link that to the class-based character system we get in ME.  Under this system, all PCs would be required to spend 250 of their CDP on a starting profession (which gives 300-ish CDP worth of "stuff).   Yes, that would modifiy the maximum amounts of starting CDP available to spend as per post #2 of this thread.  Here's some of the ones I've come up with so far.

SOLDIERS
All Soldiers receive +1 STR, +2 AGI, +2 CON, +2 VIT (105)
-Line Infantry (305)
   Can Wear Light or Medium Armor.  May purchase Heavy Armor Proficiency for 50 CDP after Character Creation.
   +3 Field Ranks in Small Arms, +1 Field Ranks in Core Fitness, +1 Skill Ranks in Mechanical Engineer, Structural Engineer, +2 Skill Ranks in Heavy Assault Weapon Skill of your choice, +1 Skill Rank in Vehicle Systems skill of your choice,   +2 skill Ranks in Melee Combat Skill of your choice, +1 skill rank in Detection (200)
-Heavy Weapons Specialist (295)   
   Can Wear Light or Medium Armor.  May purchase Heavy Armor Proficiency for 50 CDP after Character Creation.
   +3 Field Ranks in Assault Support Weapons, +1 Field Ranks in Core Fitness, +1 Skill Ranks in Mechanical Engineer, Structural Engineer, +2 Skill Ranks in Small Arms Skill of your choice, +1 Skill Rank in Vehicle Systems skill of your choice,   +2 skill Ranks in Melee Combat Skill of your choice (190)
-Ranger (335)
   Can Wear Light or Medium Armor.  May purchase Heavy Armor Proficiency for 75 CDP after Character Creation.
   +3 Field Ranks in Small Arms, +2 Field Ranks in Core Fitness, +1 Skill Ranks in Mechanical Engineer, Structural Engineer,  +2 skill Ranks in Melee Combat Skill of your choice, +2 skill ranks in Detection, Sense Action, +1 skill ranks in Orienteering  (230)




ADEPT (requires Biotics)
All Adepts receive +1 AGI, +2 VIT, +1 CON, +2 DIS, +1 INT (105)
Class Bonus Ability in Lieu of Heavy Armor: May reduce Biotic Amp Impurity Rating by 1 (minimum 1).
-Combat Adept (295)
   Can Wear Light Armor.  May purchase Medium Armor Proficiency for 75 CDP after Character Creation.
   +1 AGI, +1 CON, +2 Source (Gravitics) Ranks, +2 Ranks in each of three Biotic Intentions, +3 Skill ranks in Pistols&SMGs, +1 skill ranks in Melee Combat skill of your choice, +2 Skill ranks in Arcane (Biotics), +2 skill ranks in Concentration (190)
-Biotic Scholar (315)
   Can Wear Light Armor.  May purchase Medium Armor Proficiency for 100 CDP after Character Creation.
   +1 DIS, +1 INT, 2 Source (Gravitics) Ranks, +2 Ranks in each of five Biotic Intentions, +2 Skill ranks in Pistols&SMGs, +2 Skill ranks in Arcane (Biotics), +2 skill ranks in Concentration (210)




ENGINEER
All Engineers receive +1 AGI, +2 CON, +1 DIS, +2 INT (90)
Class Bonus Ability in Lieu of Heavy Armor: May employ up to two Drones via Omnitool link (see section 9.3.3.1)
-Shipmaster (300)
   Can Wear Light Armor.  May purchase Medium Armor Proficiency for 75 CDP after Character Creation.
   +1 DIS, +1 CHA, +2 Field Ranks in Vehicle Systems, +2 Field Ranks in Technology, +3 skill ranks in Pistols&SMGs, +1 skill rank in Melee Combat skill of your choice, +3 Skill Ranks in Defeat Security, +2 skill ranks in Operate Vehicle skill of your choice  (210)
   
-Combat Engineer (320)
   Can Wear Light Armor.  May purchase Medium Armor Proficiency for 75 CDP after Character Creation.
   +1 AGI, +1 INT, +1 Field Ranks in Vehicle Systems, +2 Field Ranks in Technology, +3 ranks in Pistols&SMGs, +3 skill ranks in Explosives, +1 skill rank in Melee Combat skill of your choice, +2 in one Technology Field skill of your choice, +2 in Operate Vehicle skill of your choice  (230)



OPERATIVE (310)
Class Bonus Ability in Lieu of Heavy Armor: May attempt any Coersion Field skill as a simple action; armor worn may take the form of a skintight latex catsuit
Operatives gain +2 DIS, +2 INT, and +2 CHA (90)
   Can Wear Light Armor.  May purchase Medium Armor Proficiency for 75 CDP after Character Creation.
+2 Field Ranks in Coersion, +2 Field Ranks in Nefarious, + 1 Skill rank in Vehicle Systems skill of your choice, +2 skill ranks in Espionage skill of your choice, +2 skill ranks in Pistols&SMGs, +2 skill ranks in Explosives (220)



VANGUARD (requires Biotics) (295)
Class Bonus Ability in Lieu of Heavy Armor: -5 DR for combining Biotic and Melee combat actions
Vanguards gain +2 AGI, +2 DIS, +1 VIT, and +2 STR (105)
   Can Wear Light Armor.  May purchase Medium Armor Proficiency for 50 CDP after Character Creation.
+1 Field Rank to Core Fitness, +1 Source Rank (Gravitics), +1 to each of three Biotic Intentions, +3 to Pistols&SMGs, +3 to Melee Combat skill of your choice, +3 to your choice of Tactics or Leadership, +3 to Concentration (190)


INFILTRATOR (305)
Class Bonus Ability in Lieu of Heavy Armor: May attempt any Nefarious Field Skill as a simple action; Stealth may be used at full value instead of as a combined action when appropriate
Infiltrators gain +2 AGI, +2 DIS, +1 VIT, and +2 CHA (105)
   Can Wear Light Armor.  May purchase Medium Armor Proficiency for 75 CDP after Character Creation.
+1 Field Rank to Core Fitness, +2 Field Ranks to Small Arms, +2 to one Melee Combat Skill of your choice, +2 Skill ranks to any two Technology Field Skills of your choice, +2 to any two Vehicle Systems skills of your choice, +2 Skill ranks to Stealth, +1 Skill rank to Detection, +2 skill ranks to any one Coersion Field skill of your choice (200)


SENTINEL (305)
Class Bonus Ability in Lieu of Heavy Armor: -5 DR when combining Biotic and either Computer or Electronics Skill checks
Sentinels gain +1 AGI, +2 DIS, +2 INT, +1 CON, and +1 VIT (105)
   Can Wear Light Armor.  May purchase Medium Armor Proficiency for 125 CDP after Character Creation.
+2 Field Ranks in Technology , +1 Source (Gravitics) Ranks, +2 Ranks in each of two Biotic Intentions, +3 Skill ranks in Pistols&SMGs, +1 skill rank in melee combat skill of your choice, +2 skill ranks in Tactics, +2 Skill ranks in Alertness, +1 skill rank in Concentration (200)

« Last Edit: April 26, 2012, 03:25:25 PM by Knightofargh »
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Darrian Wolffe

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Re: Mass Effect Game Mod Thread
« Reply #17 on: April 22, 2012, 01:02:24 AM »

9.3.3.1  Engineer Drones

Engineers are capable of programing their Omnitool to wirelessly control autonomous Drones to assist them in making repairs (and in some case, in combat).  

There are 3 classes of Drone - class 1, 2, and 3.  All classes consist of several components: a motive system, a control system, a protective system, and equipment.  All drones move at a speed of up to 6 SIM per cycle (Walking).  When reduced to 15 SI or less, the drone will automatically move to return to the user as per their failsafe, where they will integrate with the user's Omnitool and begin a self-repair cycle (repairing 1 SI per minute).   All Drones have a Defense Rating of 7, and posses a Rating 7 Signal Booster (cumulative with the Signal Booster on the user's Omnitool).


Class 1

Motive: Anti-grav
Control: Wireless system, Security Rating 20
Protection: Threshold 4, Resist 12 against all non-biotic damage types
Equipment Slots: 6
Structural Integrity: 35

Class 2
Motive: Anti-grav, extreme-temperature capable (extreme cold through magma)
Control: Wireless system, Security Rating 20
Protection: Threshold 4, Resist 10 against all non-biotic damage types (immune to temperature-related damage)
Equipment Slots: 3
Structural Integrity: 35

Class 3
Motive: Anti-grav, vacuum-capable
Control: Wireless system, Security Rating 25
Protection: Threshold 5, Resist 15 against all non-biotic damage types
Equipment Slots: 4
Structural Integrity: 35

Equipment Modules

Mounting or dismounting an Equipment module takes 15 minutes.  Under duress, mounting or dismounting an Equipment Module takes 3 Cycles and a Mechanical Technology skill check equal to 10+(10 x # of slots the module requires).  Weapon Modules have a mass equal to the mass of the weapon in question, plus 1 kilo.  All other modules weigh 3kg, +1kg per slot required.

Pistol-class Weapon Mount* (1 slot): Allows the drone to mount a single pistol-class weapon with 1 thermal clip.

SMG-class Weapon mount* (2 slots): Allows the drone to mount a single SMG-class weapon with 1 thermal clip.

Shotgun-class Weapon mount* (3 slots): Allows the drone to mount a single shotgun-class weapon with 1 thermal clip.

Spare Thermal Clip mount (1 slot): Allows a weapon-armed drone to swap out the weapon's thermal clip for a single spare clip (takes 1 segment).

Skill Support Module (1, 2, or 3 slots): Miscellaneous equipment that allows the Drone to assist the user in various technical tasks.  Each slot devoted to Skill Support grants a +2 cumulative bonus on single skill.  The skills eligible for these bonuses are: Biology, Chemistry, Genetics, Medicine, Electronics**, Mechanical Tech, Structural Tech, Business Administration, Orienteering, Tracking, Navigation Systems, Weapon Systems, Sensor & Communications Systems, Equipment Systems

Kinetic Barrier (1, 2, or 3 slots): Allows the drone to project a kinetic barrier.  Each slot devoted to a Kinetic Barrier adds a 20-point kinetic barrier that regenerates at 5 points per cycle.  The kinetic barrier will cease to function when the drone reaches 10 SI.

Self-destruct (1 slot): Instead of returning to the user when reaching 15 SI or less, the drone instead moves as quickly as it can toward the nearest identified hostile target.  Upon moving adjacent to its target (or if the target moves adjacent to it), the drone will immediately (without regard for initiative order) destroy itself, dealing 5d10 Energy damage to its square and everything in it, 3d10 to each surrounding square, and 1d10 to each further surrounding square.  The drone is completely obliterated by this action and can neither be repaired or recovered in any way.

Structural Reinforcement (1 slot): May only be taken once per drone.  The drone receives +15 SI.  This module may not be mounted or dismounted under duress.

Sensor Suite (1 slot): While Drones normally have a sufficient sensor suite to operate under direction of the user, the sensor suite upgrade includes a 4km range radar system, laser rangefinder, IR vision system, a 50X digital optical magnification system, and a hazardous-environment sensor system that allows them to perceive in almost any other environment once could imagine.  These feeds can be sent back to the user's Heads-up Display, and will grant a +2 bonus on the user's Detection checks when appropriate.

*A Drone may only mount 1 weapon, regardless of slot limits
**May not be used offensively in conjunction with Omnitools
« Last Edit: April 26, 2012, 08:18:15 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: Mass Effect Game Mod Thread
« Reply #18 on: April 22, 2012, 05:53:24 PM »

Character sheet attached.
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Knightofargh

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Re: Mass Effect Game Mod Thread
« Reply #19 on: April 26, 2012, 03:26:09 PM »

Updated today.

Removed red text as approved.

Asari updated per Darrian's post.

Justicar updated per Darrian's post.
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Darrian Wolffe

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Re: Mass Effect Game Mod Thread
« Reply #20 on: April 27, 2012, 10:04:36 AM »

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Knightofargh

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Re: Mass Effect Game Mod Thread
« Reply #21 on: April 27, 2012, 10:12:41 AM »

Nice find.

I'll find a use for it.
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