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Author Topic: Mass Effect Game Mod Thread  (Read 68022 times)

Darrian Wolffe

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Mass Effect Game Mod Thread
« on: April 09, 2012, 01:17:33 AM »

GM: Since this has come to the attention of a group of excellen/tg/entlemen I'm adding a disclaimer.  Attachments in this forum software aren't visible to non-members.  Please support this effort by purchasing the CRB of the system, it's relatively cheap off http://rpg.drivethrustuff.com/product/57713/Alpha-Omega-Core-Rulebook.  Supporting MSL is the best way to keep an obscure, but well done system existing and supported.

The following thread presents a house rules and conversion mod to the Alpha Omega: The Beginning of the End Tabletop RPG.  This is not a commercial product and is presented as is.  The writers do not provide any warranties express or implied as to merchantability or fitness of purpose.  Use the following at your own risk.  All Intellectual Properties are and remain the sole property of their copyright holders.  The following is an homage and is presented for entertainment purposes only.

A zipped Word document (stupid 128kb board attachment limit!) is attached below with the most recent updates on these rules.  Last update: 4/21

The core rulebook for Alpha Omega can be purchased directly from the developers at their website http://www.alphaomegathegame.com/store/product.php?productid=16133&cat=0&page=1&featured and from fine retailers such as your FLGS and drivethrurpg.  While directly supporting MSL is great, I'd recommend drivethru for the PDF unless you want dead tree.  Full retail for a PDF is stupid.

The intent is to provide an update to the core rule set to better represent the detailed game universe as presented in the Mass Effect series.

Core rules for character creation and gameplay are considered to be "as written" in the AO Core Rulebook unless modified here.  The Races and Gear presented here ENTIRELY supercede those found in the AO Core Rulebook.


Semi-canonical statistics and lore information have been sourced from the Mass Effect wiki hosted by Wikia.  Where necessary, these statistics have been modified for game play purposes.
« Last Edit: April 27, 2012, 11:13:34 AM by Knightofargh »
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Darrian Wolffe

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Re: Mass Effect Game Mod Thread
« Reply #1 on: April 09, 2012, 01:17:48 AM »

<character Creation>

Each Character receives an amount of CDP determined by the GM to spend on modifying the character's starting abilities.  The default value is 500 CDP.  it is normal for GMs to limit the amount of CDP that can be spent on a single "type" of PC ability (Attributes, Skills, Fields, etc).  The default breakdown is as follows:

-No more than 250 CDP on Attributes
-No more than 250 CDP on Abilities
-No more than -150 CDP from Drawbacks
-No more than 150 CDP on Genetic Deviations
-No more than 300 CDP on Skill and Field Ranks
-No more than 300 CDP on Wielding Source and Intention Ranks

Note that "bonus" CDP, as noted in the species descriptions, do not apply to these maximums.  However, species-based Drawbacks - if they have a CDP cost - DO count against the CDP limit on Drawbacks.

Character advancement is limited to no more than 3 points in a skill/source/intention or 1 point in a field at one time.

For purposes of character creation, you will be starting with 500 CDP.  You will then receive 3 batches of 250 CDP for prior missions.  Maximum that you can advance is therefore 9 skill/source/intention ranks and/or 3 field ranks past your starting amount.
« Last Edit: April 16, 2012, 04:07:20 PM by Knightofargh »
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Darrian Wolffe

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Re: Mass Effect Game Mod Thread
« Reply #2 on: April 09, 2012, 01:18:52 AM »

<Available Races>

Human +14

Attribute|Minimum|Base|Maximum
STR|4|12|20|
AGI|4|12|20|
CON|4|12|20|
VIT|4|12|20|
DIS|4|12|20|
INT|4|12|20|
CHA|4|12|20|

Abilities, Deviations, & Drawbacks
-May purchase Abilities & drawbacks
-Receives a bonus of 100 CDP to spend on Abilities & drawbacks
-May purchase Terran Genetic Deviations

Skills & Fields
-Maximum rank of 6 for Fields at Character Creation
-Maximum rank of 8 for Skills at Character Creation
-Maximum Field rank is 15
-Maximum Skill rank is 30
-Bonus of 60 CDP to purchase Field and Skill Ranks

Wielding
-May purchase Biotics for 50 CDP
-Maximum Source and Intention rank 6 at character creation
-Maximum Source rank is 15
-Maximum Intention rank is 20

Gear
-Can use Mesh, Cybernetics, and Biological Augmentations


......................................................................................


Asari +20


Attribute|Minimum|Base|Maximum
STR|4|12|20|
AGI|4|12|20|
CON|4|10|20|
VIT|6|12|22|
DIS|8|16|24|
INT|6|12|20|
CHA|8|16|24|


Abilities, Deviations, & Drawbacks
-May purchase Abilities & drawbacks
-May purchase Terran Genetic Deviations (including Pureblood,Mind Meld, Ardant-Yakshi, and Justicar)
-Receives a bonus of 60 CDP to spend solely on accessible Genetic Deviations which do not require being an Asari as a prerequisite
-Must be female in appearance

Skills & Fields
-Maximum rank of 4 for Fields and Skills at Character Creation
-Maximum Field rank is 7
-Maximum Skill rank is 15

Wielding
-May purchase Biotics for 40 CDP.
-Gains Source (Gravitics) and two Intentions at Rank 2 for no cost if Biotics are purchased.
-Cap of Rank 8 for Source ranks and Intention Ranks at character creation
-Maximum Source rank is 15
-Maximum Intention rank is 30

Gear
-May only use Mesh
-May use Bio Amplifier cybernetics (only)


......................................................................................


Krogan +18

Attribute|Minimum|Base|Maximum
STR|12|18|26|
AGI|6|10|20|
CON|12|18|30|
VIT|12|18|26|
DIS|6|10|20|
INT|4|8|20|
CHA|2|6|12|


Abilities, Deviations, & Drawbacks
-may purchase Abilities & Drawbacks
-Receives a bonus of 120 CDP to spend on Body Systems (may not purchase Nervous or Endocrine Systems with these points)
-May only purchase non-Body System Genetic Deviations which increase Core Species Attribute Maximums
-Bonus Drawback: Infertile (may buy off at character creation only for 75 CDP)
-Bonus Drawback: Intolerance Level 1 (Turian and Asari)
-Bonus Drawback: Arrogance
-Bonus Ability: Fast Healing (+2 steps on Regeneration Table)
-Bonus Ability: Radiation Resistance (+4 steps to resist ambient radiation damage)
-Immune to POT 1 Toxins & diseases

Skills & Fields
-All inherent Fields have a maximum rank of 4 at character creation
-All inherent Skills have a maximum rank of 4 at character creation
-All foreign Fields have a maximum rank of 2 at character creation
-All foreign Skills have a maximum rank of 2 at character creation
-Inherent Fields have a maximum rank of 7; foreign Fields have a maximum rank of 4
-Inherent Skills have a maximum rank of 30; foreign Skills have a maximum rank of 15
-All skills in the following Fields are inherent: Military Theory, Operate Vehicle, Vehicle Systems, Core Fitness, Melee Combat, Small Arms, Assault Support Weapons
-The following Skills are also inherent: Orienteering, Living off the Land, Tracking, Detection, Intimidation

Wielding
-May purchase Biotics for 70 CDP
-Maximum Source and Intention rank 3 at character creation
-Maximum Source rank is 15
-Maximum Intention rank is 20

Gear
-Can use Mesh, Cybernetics, and Biological Augmentations


......................................................................................


Turian +18

Attribute|Minimum|Base|Maximum
STR|5|13|22|
AGI|10|14|24|
CON|10|14|24|
VIT|5|13|22|
DIS|4|12|24|
INT|4|12|20|
CHA|2|10|16|


Abilities, Deviations, & Drawbacks
-may purchase Abilities & drawbacks
-may purchase Terran Genetic Deviations
-Bonus Ability: Hyper-mobility
-Bonus Ability: Radiation Resistance; +2 step bonus when resisting ambient radiation effects
-Bonus Ability: Impurity ratings from cybernetics and mesh are decreased by 25%
-Bonus Ability: Receive +30 additional CDP if the Code of Honor drawback is selected.  These CDP do not count against the Drawback cap.
-Bonus Drawback: Special diet (food/lifestyle costs are increased 20% when not on Turian worlds or the Quarian Migrant Fleet)

Skills & Fields
-Maximum rank of 4 for Fields and Skills at Character Creation
-Maximum Field rank is 10
-Maximum Skill rank is 20
-Receive Military Theory Field at Rank 2 for no cost
-Receive any single skill from Melee Combat, Small Arms, or Assault Support Weapons at Rank 2 for no cost

Wielding
-May purchase Biotics for 100 CDP
-Maximum Source and Intention rank 4 at character creation
-Maximum Source rank is 15
-Maximum Intention rank is 20

Gear
-May use cybernetic and biological augmentations
-May use Mesh (monetary cost is increased 10%)


......................................................................................


Quarian +16

Attribute|Minimum|Base|Maximum
STR|3|10|18|
AGI|6|14|24|
CON|3|10|18|
VIT|4|12|20|
DIS|4|12|20|
INT|6|14|24|
CHA|6|14|24|

Abilities, Deviations, & Drawbacks
-may purchase Abilities & drawbacks
-may purchase Terran Genetic Deviations
-Bonus Body Systems: Circulatory -1; Immune -1; Intergumentary -1; Nervous System +1
-Bonus Genetic Deviation: Sickly
-Bonus Ability: Digitgrade Legs (Add +1 SIM to Walking, Running, Sprinting, and Monkey Run movement rates)
-Bonus Drawback: Special diet (food/lifestyle costs are increased 20% when not on Turian worlds or the Quarian Migrant Fleet)

Skills & Fields
-Maximum rank of 6 for Fields and Skills at Character Creation
-Maximum Field rank is 10 (15 for Technology, Science, and Vehicle Systems Fields)
-Maximum Skill rank is 20 (30 for  Technology, Science, and Vehicle Systems Fields)
-Bonus Field: Technology Field at Rank 3
-Bonus Field: Any two Science Skills and any one Vehicle Systems skill all at Rank 2
-Bonus of 60 CDP to purchase Field and Skill Ranks

Wielding
-May not purchase Biotics

Gear
-May use Cybernetic and Biological Augmentation (biological augmentation monetary costs are increased by 20%)
-May use Mesh
-Receives free Quarian Encounter Suit (Light Armor stats; adds Chemical Threshold 3/Chemical Resist 3; includes air conversion device, flashlight and emergency induction port on helmet; while inside the suit the following Genetic Deviations do not apply: Immune -1; Intergumentary -1; suit has a 15% chance to cease to suppress the aforementioned Genetic Deviations when reduced to 15 SI or less, and a 30% chance to cease to function at 0 SI).  Encounter Suit may be replaced for free in Quarian territory, though any modifications must be reinstalled.  Quarians have a +10 bonus to make repairs - and a +5 bonus to make modifications - on an Encounter Suit.  Damage to the health pool through the Encounter Suit, regardless of remaining SI, requires a disease resistance check (DR 10 + damage to health pool + sickly mods) to prevent infection from the wound.

......................................................................................


Salarian +18

Attribute|Minimum|Base|Maximum
STR|3|10|18|
AGI|8|14|24|
CON|4|12|20|
VIT|4|10|20|
DIS|4|14|20|
INT|8|16|30|
CHA|6|12|22|

Abilities, Deviations, & Drawbacks
-may purchase Abilities & drawbacks
-may purchase Terran Genetic Deviations
-Bonus Body Systems: Intergumentary -1; Nervous System +1
-Bonus Ability: Quick Reflexes
-Bonus Ability: Light Sleeper & Short Sleeper (minimum 1 hour per day)
-Bonus Ability: Field Mastery (at character creation, pick 1 Field from the following list: Arts, Fine Arts, Science, Alertness, Nefarious, Espionage.  Raising skills from that field receive a -5 CDP discount, including during Character Creation).  Additionally, the character applies the Fast Learner ability to skills in the field selected for Field Mastery.  A second Field may be selected for Field Mastery at the GM's discretion after character creation for 75 CDP.
-Bonus Drawback: Low Pain Tolerance

Skills & Fields
-Maximum rank of 4 for Fields and Skills at Character Creation;
-Maximum Rank of 8 for Skills in the Field selected for the Field Mastery Ability
-Maximum Field rank is 12
-Maximum Skill rank is 24 (30 for Skills in the Field selected for the Field Mastery Ability)
-Bonus of 30 CDP to purchase Field and Skill Ranks

Wielding
-May purchase Biotics for 80 CDP
-Maximum Source and Intention rank 3 at character creation
-Maximum Source rank is 15
-Maximum Intention rank is 20

Gear
-May use Cybernetic and Biological Augmentation (impurity rating from biological augmentation is decreased by 25%)
-May use Mesh
« Last Edit: April 26, 2012, 03:22:34 PM by Knightofargh »
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Darrian Wolffe

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Re: Mass Effect Game Mod Thread
« Reply #3 on: April 09, 2012, 01:19:28 AM »

<Modifications to Abilities, Drawbacks, & Genetic Deviations>

6.8.1  Terran Genetic Deviations

Pureblood: (Asari only)  60 CDP.  The character is the scion of two Asari.  This is somewhat taboo in Asari culture, and most Asari who know of your status will be Intolerant to you (as per the Rank 1 Drawback).  The biggest advantage to being pureblooded is that purebloodedness is necessary for an Asari to be an Ardant-Yakshi, or to easily master a Justicar's abilities.  Additionally, Pureblooded Asari find their ability to master their biotic powers somewhat easier; a pureblooded Asari gains a one-time +8 bonus to their Endurance pool.

Mind Meld: (Asari only)  75 CDP, or 40 CDP if a Pureblood.

Ardat-Yakshi: (Asari only)  100 CDP, and must possess the Pureblood Deviation.  An Ardat-Yakshi is a rare genetic condition in asari.  Although the condition does not harm the asari, during mating the Ardat-Yakshi's nervous system completely overpowers and dominates that of her mates, causing hemorrhaging in the victim's brain and ultimately death in most cases. As a result, the Ardat-Yakshi becomes smarter, stronger and deadlier after each encounter.  Taking the Ardat-Yakshi Genetic Deviation results an extensive list of game effects:

1) Bonus Drawback: Price on Your Head (no CDP refund) - Asari will hate and fear you if they learn you are Ardant-Yaksi.  Asari Justicars, if encountered, will give you the option of living out your life in an Ardat-Yakshi monastary (retire the PC from play) or summary execution.  If it becomes known you are an Ardat-Yakshi, Justicars will actively hunt you down.
2) Bonus Drawback: Ardat-Yakshi are always sterile.
3) Bonus Ability: Ardat-Yakshi receive a +2 bonus to Vitality, and a +4 bonus to Charisma at the end of character creation.  This may take their attributes above their Core Species maximums.
4) Bonus Ability: Ardat-Yakshi receive a +4 bonus to all skills within the Coersion Field.
5) Bonus Ability: Ardat-Yakshi Kiss.  Asari mate by sharing their genetic code with any other sentient species, male or female.  In the case of the Adant-Yakshi, this process severely injures or kills their partner.  When in skin-to-skin contact with another sentient species, the Ardat-Yakshi, may drain a number of Vitality points from the target equal to her 1/4 Discipline score each cycle.  The target receives a Will Resist Check (with a DR equal to the Ardat-Yakshi's Will Score) each cycle after the first to stop the drain (but once contact has been established, the Adat-Yakshi will get the first cycle of drain automatically).  If the target is reduced to 0 Vitality, the target dies.  If the Ardat-Yakshi stops beforehand, lost Vitality returns at a rate of 1 point per day, and the last two points of Vitality never return.  Once a Kiss is begun, the victim may not take any offensive action against the Ardat-Yakshi until he has successfully passed a Will Resist check.
 - An Ardat-Yakshi can establish the Kiss against an unwilling target by successfully grappling them and making successful Disarm (this Disarm does not remove a weapon from the target, but instead represents the Ardat-Yakshi establishing a skin-to-skin connection).  Against a willing victim (such as one the Asari has convinced to sleep with her), the grapple is considered automatically established, with the Ardat-Yakshi in Control.  For this reason
 - Upon Draining a victim to 0 Vitality, the Ardat-Yakshi receives either a free Core Attribute Point that may be added to any Core Attribute (up to her current Core Attribute Maximums), or 1 rank in 1 skill that the target possessed.  She is also healed of any Endurance depletion she may have suffered.  No benefit occurs to the Ardat-Yakshi if the victim is not drained to 0 Vitality.
 - The Kiss is addictive to the Ardat-Yakshi.  Each time the Ardat-Yakshi performs the Kiss (whether draining the victim to 0 Vitality or not), a +1 penalty is added to her Will Resist Checks to resist seeking out another victim.  These checks are made weekly, and start at a DR of 10.  The check is ALSO made immediately following performing a Kiss that reduces the target to 0 Vitality.



Justicar: (Asari only) 150 CDP or 75 CDP if a Pureblood.  A justicar is an asari who has forsworn having children and family, and given up all worldly possessions aside from weapons and armor. After swearing themselves to the Code of the justicars, they wander asari space righting wrongs, as defined by their unwavering code of justice.  Due to their extensive training, the receive several game benefits, as follows:

1) Bonus Drawback: Code of Conduct.  The Justicar's Code is extensive; over 5000 individual Sutras.  They boil down to several simple statements that the Justicar MUST live by.  Protection the innocent. Punish the guilty. Defend common law and the norms of asari society.  There are several other, secondary statements (such as the Justicar only having to delay her actions by 24 hours if detained by law enforcement), but these are the primary strictures.  Justicars who are unable to follow these strictures must undertake severe penalties (left to GM discretion) up to and including ritual suicide.  If a Justicar is confused about how the Code should apply to an action, a Law skill check (with a DR set by the GM, but generally in the 10-20 range) may be employed to determine how the Justicar should proceed "by the Code".  This check may not be re-tried until circumstances have appreciably changed, in the opinion of the GM.  Special Note: Due to the Code of Conduct, GM discretion will play a titanic part in defining the Justicar and her actions and limits - players are instructed to speak candidly with their GM about how to play a Justicar, or play something else.
2) Bonus Drawback: Unrecognized.  Inside Asari space, Justicars are virtually untouchable, extrajudicial executioners.  Outside of Asari space, they are "legally" just another Asari - albeit one with superior powers and a dangerous attitude.  Asari Justicars are legally immune for their actions within Asari space.  Everywhere else, they can be prosecuted and/or hunted down just like any other vigilante.  However, the Justicar's Code does not make provisions for "stopping at the edge of Asari space"; if the criminal she is chasing flees into Turian space, she is obligated to pursue him.  Local law enforcement is absolutely cautious when dealing with an Asari Justicar, but will hunt her down and capture her (or, far more often, kill her when she refuses to back down as per her Code) if necessary.
3) Bonus Drawback: The Justicar MUST be capable of wielding Biotics.
4) Bonus Ability: Extreme Training.  Justicars undergo incredibly demanding training, granting the following bonuses
-They gain +1 ranks in the following Fields: Military Theory, Survival, Alertness, Coercion, Core Fitness.  
-They gain +1 ranks in the following Skills: Unarmed melee, Grapple, Pistols&SMGs, Rifles&Shotguns, Gather Information, Street Smarts, Law.  
-After character creation, the CDP cost for training any Skill or Field listed above is reduced by -5 CDP, to a minimum of 10 CDP per rank.  
-They receive a +2 bonus to Agility and Conditioning.  
-They gain a +4 bonus to Discipline.  
-They gain 3 ranks in each of two previously unlearned Biotic Intentions.  If there are no further Intentions available to learn, they instead gain +2 ranks in Source (Gravitics)
-No bonus from Extreme Training can take an attribute or skill above the Justicar's Species Maximums.
« Last Edit: April 26, 2012, 03:24:25 PM by Knightofargh »
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Darrian Wolffe

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Re: Mass Effect Game Mod Thread
« Reply #4 on: April 09, 2012, 01:19:48 AM »

<Modifications to combat rules>

Replace 7.6.3 as below:

Maintenance Phase
7.6.3-Step 3
Each player places six dice markers, known as the Dice Marker Pool, in front of them on the table.  When a player rolls a die for an Action, s/he must remove a Dice Marker from the Dice Marker Pool.  A player can only roll six dice within each Combat Cycle, so when the pool is exhausted, s/he must wait until the next Combat Cycle to replenish his/her Dice Marker Pool.  A player can roll up to six dice in any Active Segment.  This is explained in detail in section 7.5.2-The Cycle 6-6 Rule.

Heat distribution occurs on weapons. The weapon dumps its cooling stat from total accumulated heat.

Kinetic Energy Barriers recharge, assuming the controlling character performed a recharge action, 50% of the total SI of the kinetic barrier recharges.

Modify 7.10.1 Melee Combat Modifiers:

Add to 7.10.1 after existing text: A melee attack has a Base DR of +8 (added to the target's Defense Rating), exactly as if it were a Ranged Attack.

7.11.2 Remove Void and Spiritual damage types.

7.11.8.1  Kinetic Energy Barriers:  A kinetic energy barrier is a shield projected around the bearer which is the first line of defense protecting him from harm.  The rating of the shield, multiplied by 20, is the barrier's Structural Integrity.  Unlike armor, damage does not pass through the kinetic barrier as it does armor; the entirety of the damage from an attack is applied against the barrier's SI, until the SI of the barrier reaches zero.  Any excess damage is applied against the target's armor/Health as normal.  As a full action, the bearer can initiate a kinetic barrier recharge; during the maintenance phase of the NEXT cycle after the recharge action was taken, the barrier regenerates 50% of its SI.  Only one recharge action may be made per cycle.  Melee attacks completely ignore kinetic barriers.

7.15 Omnitools and Combat Tech Use

The Omnitool is more than just a sophisticated PDA and portable computer, it can also be a lifesaving combat aid.  Using an Omnitool to break through an opponent's kinetic barrier or tamper with their weapon can alter the flow of a firefight in favor of the Omnitool's user.  Combat use of an Omnitool is a half action and cannot be done easily while on the move.  The base DR of the skill check is modified by the target's Security Module rating (if applicable) on their Omnitool.  All electronic devices are assumed to be slaved to the Omnitool.  Most Omnitool uses in combat are Easy or Average skill checks.  Using an Omnitool while executing a move action adds 5 plus the normal ranged modifier to the DR.

A rebooting Omnitool does not crash all slaved devices, it does however interrupt any combat/skill aids provided to the user from the Omnitool.  For example, an Omnitool with a kinetic barrier generator, targeting visor and capacitor chestplate slaved will not crash any of the devices, however the targeting benefits from the targeting VI and the damage benefits from the disruptor ammo mod running on the Omnitool will stop working until it restarts.  Omnitool reboots take 1 FULL Cycle.

7.15.1 Omnitool Use In Time

While an Omnitool essentially communicates a combat command instantly, it still takes time for the user to program the attack.  Normally a combat use of an Omnitool takes 4 segments to program, this can be reduced by voluntarily increasing the DR of the programming attempt by 2 per second reduced to a minimum of instant.  Instant use of an Omnitool represents a pre-programmed macro command.  Attacks against the target's Omnitool use the Computer skill, while attacks against equipment use the Electronics skill.

7.15.2 Omnitool Micro-Forge Melee Weapon Synthesis

The Omnitool's micro-forge excels at rapid creation of simple weapons.  With a simple (DR 10) Computer skill use and 5 minutes to reconfigure the forge, any of the non-mechanical weapons detailed in 9.5.3 can be programmed into the forge.  Upon signaling intent to use said programmed weapon form through a specific haptic signal the forge will create the weapon and highlight it using a hologram.  Omnitool forged weapons use the appropriate melee skill as detailed in 6.9.2 under the Melee Combat field.

7.15.3 Sample Combat Omnitool Uses

Overload

By injecting a packet with an oversized data payload into the target's kinetic barrier generator, the kinetic barrier overloads causing minor damage to the owner and dropping the barrier until the generator resets.  This is an Average Omnitool attack.  Upon being overloaded, the generator will cause 1/4 remaining kinetic barrier energy damage to the target, reduced by armor.  The generator will reset at the next maintenance cycle and the barrier will return at 50%.

Sabotage

Forces the thermostat on the target's readied weapon to register an overheat status, thus causing the weapon to malfunction as if it had hit thermal capacity.  The weapon can be reset by ejecting the current thermal clip and seating a new clip or it will cool back to its original state on the next maintenance phase.  This is an Easy Omnitool attack.
« Last Edit: April 16, 2012, 04:15:02 PM by Knightofargh »
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Darrian Wolffe

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Re: Mass Effect Game Mod Thread
« Reply #5 on: April 09, 2012, 01:20:12 AM »

<Modifications to Wielding>

7.14 Title change to Biotics

7.14 Replace text with below

Biotics grant the ability to create mass effect fields using the innate eezo and manifests as gravitic effects.  These effects are generally too limited to be detectebale without instrumentation.  The creation and use of Biotic Amplifiers allows for the limited effects to be effective on a macro scale.  Biotic Amps are tuned to the specific neural structure of their user and must be retuned in order for a different entity to use the amp.

The scientific study of biotics has determined that all known effects include three basic factors, the Source (Gravity effects from eezo), the Intention (which directs the Source toward the outcome) and the Effect (the actual result, such as a Warp or Shockwave).  Nobody has a full understanding of biotics and the maximum potential of biotic effects is still unknown.  The study of biotics is a skill within the science field (replacing Arcane).

Biotic effects can be just about anything-- from fields of crushing force, to protective wards, to levitating effects.  For a talented Biotic, Effects are limited only by his/her abilities and available Intentions.

7.14.1 Title change to Biotic Source
Remove all sources and remove figure 6.23.

Replace with the below:

The source of biotic powers is exposure to dust form Element Zero (eezo) during fetal development.  This is most commonly a result of drive core or processing accidents.  Asari innately possess some degree of biotic potential because of Thessia's large deposits of eezo and thriving eezo refining industry.

The Gravitic source is associated with the Discipline Core Quality.  Biotics automatically inflict damage equal to the number of Ranks they have in the Gravitic Source used for their Effect.

The Gravitic source provides fuel for Effects in the form of gravity and density effects.  A biotic can used gravitic effects both offensively and defensively.  Gravitic effects can both increase and decrease density through application of mass effect fields.

7.14.2 title change to Biotic Intentions

Sancto:

Remove Deliverance and Inspiration Intentions

Bane:

Remove Malice Intention

Order:

Remove Clarity and Insight Intentions

Chaos:

Remove Insanity and Ignorance Intentions

7.14.3 Change all references to wielding to biotics

7.14.3 Modify Hands Free and Stationary as below

   Biotics can move while invoking an Effect, however Effects are easier to invoke when stationary.  After the process of Biotic channeling has begun the DR of creating the Effect is increased by 10 if the Biotic uses a movement action.

   After the Biotic Effect is created, the Biotic can move normally without worrying about sustaining or maintaining the Effect.

7.14.4 Change all references to Wielding to Biotics

7.14.4 Remove Figure 6-23

7.14.4 Remove reference to Healing over Time

7.14.5 Title change to Sample Biotic Effects, Change all references to wielding to Biotics

Replace all text through end of chapter with the following:

Warp (Direct damage to target)

Warp rips apart a target or targets at the molecular level, ignoring kinetic barriers.  Damage from Warp is reduced by Melee Kinetic armor.  The Agony Intention is used for organic targets, while the Nihilism Intention is used to damage SI.  The Biotic factors that apply to Warp are:

Factor 1: RtT
Factor 2: NoT
Factor 3/4: Damage/SI

Singularity (Area Control Effect)

Singularity creates a dense point in space with localized micro gravity field surrounding it.  This causes targets within the micro gravity field to be pulled toward the center point into a limited orbit.  The Creation Intention is used to create a Singularity.  Nihilism can be used to remove a Singularity field.  The target may resist with Athleticism against the EPR.  The Biotic factors that apply to Singularity are:

Factor 1: RtT
Factor 2: AoE
Factor 5: Weight (lbs) this determines the maximum number of targets effected based on their weights
Factor 6: Dur
Factor 7: Minor Mod +1 to increase DR of resist by 2 (optional)

Barrier (Individual Protective Field)

Barriers are used to slow or outright stop attacks from impacting the protected target.  Barriers are created using the Salvation Intention and are created to resist a specific type of damage (ie. Kinetic, Chemical, Fire).  The Biotic factors the apply to Barriers are:

Factor 1: RtT
Factor 2: NoT or AoE
Factor 4: SI
Factor 6: Dur

Push/Pull (Target is pushed/pulled away/toward the Biotic)

Push/Pull effects violently move their target in a direction of the Biotic's choice.  This may result in harmful impacts with solid objects.  Push/Pull is created through use of the Control Intention for non-organic targets and the Anarchy intention for organic targets.  The target may resist with Athleticism against the EPR.  The Biotic factors that apply to Push/Pull are:

Factor 1: RtT
Factor 2: NoT
Factor 5: Weight
Factor 7: Minor Mod +1 to increase DR of resist by 2 (optional)

Rieve (DoT and minor control)

Rieve causes severe damage on the cellular level to an organic target while causing extreme pain to be referred to the target's central nervous system.  While under the effects of Rieve a target must make a Concentration (Will) check on each active segment or lose a half action.  The DR of the Concentration check is 10 + damage received that Cycle from Rieve.  Damage over time is calculated per 7.14.4 and damage is reduced by Melee Kinetic Armor. The Agony Intention is used to create a Rieve effect.  The Biotic factors that apply to Rieve are:

Factor 1: RtT
Factor 2: NoT
Factor 3: Damage
Factor 6: Duration

Shockwave (Area Damage and knockdown/back)

A Shockwave is an area denial biotic effect which creates a string of concussive blasts in a line from the biotic to a target point.  These blasts cause minor damage and can knock targets back (Athleticism vs. EPR to not fall prone, knockback by 1 SIM per 5 points MoF).  Solid cover will block a Shockwave.  The Anarchy Intention is used to produce a Shockwave effect.  The Biotic factors that apply to Shockwave are:

Factor 1: RtT
Factor 2: AoE
Factor 3: Damage
Factor 7: Minor mod per blast*, example: 9 meter, AoE 4 Shockwave would have 4 blasts, so a minor mod of +8 would apply

*The number of blasts in a Shockwave is RtT divided by the radius (1/2 AoE factor) rounded down.  The blasts originate 1 meter in front of the Biotic.

Soft Fall

Soft Fall allows a Biotic to safely drop from extreme heights by reducing their mass significantly.  The Control Intention is used for the Soft Fall Effect.  The Biotic factors that apply to Soft Fall are:

Factor 1: RtT (touch only)
Factor 2: NoT (Self only)
Factor 3: Weight (self and equipment)
Factor 7: Minor Mod for each 15 meters beyond the first 15 meters

Alter Density/Speed state

Alteration of a state requires the appropriate Intentions as below:

Increase Density: Constancy
Decrease Density: Entropy
Increase Speed: Control
Decrease Speed: Control

An unwilling target may resist using Will.  The Biotic factors that apply to Altering A State are:

Factor 1: RtT
Factor 2: NoT or AoE
Factor 6: Dur
Factor 7: Major Mod per Level affected

The above samples are examples only.  The Biotic system allows for a great deal of flexibility.
« Last Edit: April 26, 2012, 03:19:47 PM by Knightofargh »
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Darrian Wolffe

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Re: Mass Effect Game Mod Thread
« Reply #6 on: April 09, 2012, 01:20:32 AM »

<Modifications to Gear and Armor>

9.3.3 Replace P-Comm with the following gear

Omnitool

The Omnitool is a combination computer, PDA and micro-forge carried by almost all persons in the galaxy.  The Omnitool is modular and has several components as listed below.  Users interface with the devices using a combination of holgraphic displays and haptic gloves with force/pressure feedback.  Omnitools are generally available in ratings 1 through 5, sub-modules cannot exceed the rating of the device.  Omnitools add double their rating to the skill check for computer or electronic skill checks using the omnitool.  Omnitools have all sub-modules installed at Rating Zero.

Omnitool Chassis: 1000 x rating

Security Module: 15 x security rating.  Max is Omnitool rating x 10.  This rating is added to the base DR to compromise the device.

Micro-Forge: 500 x rating.  Increases the size and complexity of objects that can be forged by the Omnitool.  Forging is limited to simple objects and chemicals.  Melee weapons forged by the Omnitool add the forge rating to either damage or AP.

Signal Booster: 100 x rating.  Increases the range of the Omnitool.  Range for electronics and computer checks is rating x 7 meters.

Extranet Module: 300.  Allows the Omnitool to connect wirelessly to the Extranet where available.  Must be within radiowave LoS of an Extranet transmission station or satellite.

9.3.4 Medical

Add item: Medigel

All combat hardsuits have medigel dispensers installed with a capacity equal to the repair multiplier.  Additional Medigel capacity can be purchased from the Sirta Foundation for 2000 credits per rating, maximum of rating 5.  Medigel upgrades require that the suit be upgraded to the previous rating.  For example, in order to take a new light hardsuit to rating 2 (capacity 3) you would need to buy rating 1 and rating 2 upgrades for a total of 6000 credits.

Medigel costs 150 credits per dose.

Medigel can also be manually applied or applied using an autodoc.

Medigel has the following in game effects:

1) When a character wearing a combat hardsuit is reduced to less than zero healthpool, the hardsuit will use one Medigel charge to stabilize the wearer.  This automatically succeeds unless a DoT or poison effect continues to damage the suit's wearer.  The character remains at their current health pool, even if negative.

2) As a full action, Medigel can be applied to any apparent wounds to aid in healing.  This is reduced to a half action if Medigel is being dispensed from a combat hardsuit.  Medigel applied to heal automatically stops bleeding and restores 1d8 + suit medigel rating immediately.

3) Medigel can be adapted on the fly to act as an antidote to a PL 4 or less toxin, poison or disease.  A sample of the toxin is required in order to make the adapation.  The only exception to this use is on Quarians and other creatures with auto-immune deficiencies where an average medical check must be passed to adapt the Medigel in a way that will not compromise the immue system of the target.

All other chemicals in 9.3.4 exist still, however Medigel is considered to be the superior option.  Additionally there are rumors that Medigel can be used to perform combat rescuscitations.

9.4.1 Combat Support

ALL external mods such as optics exist.

Remove Mag Clamp since it's not relevant.

Remove Repair kit and replace with house rule repair kit

Remove Shield Spikes as irrelevant

Remove Speed Loader as irrelevant and mechanically stupid

9.4.2 Armor and Protective Equipment

Remove all spiritual armor types.

High Velocity Kinetic Resistances are increased by 5X.

Void resist and threshold on armor is replaced with "Physics Threshold".  This value is added to resist checks to resist being moved by biotic powers.

All armor can mount a kinetic barrier generator up to rating 5.  Kinetic barrier generators cost 1000 x rating and provide 20 SI per rating in HVK protection.  See 7.11.8.1 for Kinetic Barrier rules.

All combat hardsuits (light, medium and heavy) have microframe computers that will repair SI damage at a rate of repair multiplier per Cycle.  This can be hastened using the repair rules in the house rules thread.  Hardsuits are also assumed to have communicators with a 5 km range in them.  All combat hardsuits have bio monitors that automatically interface with an Omnitool, available tactical networks and the suit's medigel dispensers.

9.4.3  Armor Modifications

Combat hardsuits are represented as Light, Medium, and Heavy Armor (per the standard AO rules regarding armor suits).  Each type of armor can be customized with any of the following parts.  Each type of add-on is made to fit a particular weight of armor, so you cannot use an Ariake Technologies Chestplate (Heavy) with a set of Ariake Technologies Arms (Light).  You can, however, mix and match manufacturers.  A PC wearing Light Armor can add Kassa Fabrication (Light) arms and Armax Arsenal (Light) legs to her N7 Light Armor rig.

Armor bonuses in regards to Shoulders, Arms, and Legs are for the Pair, not per individual limb.  A PC may only simultaneously wear one Helmet, one Chestpiece, and one set each of Shoulders, Arms, and Legs.
 
All components are 5000 Galactic Credits each and are available in Light, Medium or Heavy versions.  All Armor is assumed to be of N7 manufacture unless a specific component is purchased and added to the armor suit.

Helmets:

N7 Helmet: Dual layer of fabric armor and kinetic padding within a lightweight ablative ceramic shell. Comes standard with a suite of communication, navigation, and battlefield awareness software.  Game Effects: Add +2 to Detection Skill Checks,

N7 Helmet with Breather: Dual layer of fabric armor and kinetic padding within a lightweight ablative ceramic shell. Comes standard with a suite of communication, navigation, and battlefield awareness software. Comes hardsealed to protect wearer from hazardous environmental conditions. Game Effects: Add +2 to Detection Skill Checks, includes a Respirator, 1.5 hours of air, and grants the Low-Light Vision Ability.

Death Mask: Developed by Tyriel Advanced Communications Corporation (TACC), the latest version of the Death Mask offers exceptional protection and real-time data feedback that helps coordinate the wearer's melee attacks. Game Effects: Add a +2 bonus to all armed melee combat skills
 
Kuwashii Visor: Developed by Ariake Technologies, the wearer exchanges full protective coverage for visibility, unencumbered mobility, and increased accuracy.  Game Effects: Called shots to the head of the wearer bypass Damage Thresholds and reduce Damage Resist values by 5; gain +1 to hit with all ranged weapons, +2 bonus on Detection Skill checks

Sentry Interface: This visor works with the Sentry system, a software application that optimizes an armor suit's microframe computer. When the Sentry system is running, more power can be devoted to shield management.  Game Effects: Each segment in which you act, to a maximum of 3 segments per cycle, restore 2 points of Kinetic Barrier up to the maximum value of the Barrier.

Kestrel Helmet: The Kestrel armor system's helmet forgoes traditional transparent visors in favor of a reinforced faceplate with an internal heads-up display. The display connects to redundant micro cameras to allow naturalistic vision inside the well-padded interior. Game Effects: Add +1 to the High-velocity Kinetic Threshold Rating of your armor.

Capacitor Helmet: A recent design, this Alliance-made helmet stores microcapacitors in its structure to replenish spent kinetic barriers. The transpari-plast armor panel on its top can be removed to access capacitors for field maintenance.  Game Effects: When you take an action to replenish your Kinetic Barrier, replenish 10 points immediately upon taking the action.  This bonus works only once per cycle.

Archon Visor: The Archon visor uses an efficiency algorithm to balance processing power for biotic amps and omni-tools. A heads-up display and voice command software allows users to micromanage the systems, reducing the cool-down period between energy expenditures. Game Effects: All Biotic and Combat Tech actions are reduced by 1 segment.  Biotic channeling time reduces without increasing the DR of producing the Effect.

Umbra Visor: A next-generation night-vision device that assists targeting. By detecting the focal point of the wearer's eyes and enhancing the image at that location, the visor helps direct a biotic power or a shot from an omni-tool exactly where the wearer is looking.  Game Effects: Grants the Low-light Vision Ability; subtract 3 points (minimum 0) from the Range to Target modifier when Wielding

Recon Hood: A hood issued to covert action teams, this model's optic display interfaces with most small arm's auto-targeting software, linking hand and eye for improved accuracy and increased weapon damage. Ballistic-mesh fabric and composite ceramic plating provide necessary armor, and the integral air filter helps in hostile environments.  Game Effects: +1 modifier to Pistols&SMGs Skill checks, +2 modifier to Detection Skill Checks, includes a Respirator, may be included as part of a Stealth Suit.

Mnemonic Visor: Relatively new to the market,the Mnemonic Visor is difficult to find outside Alliance space. This headpiece plugs into the rest of the user's suit, gathering data so it can adapt to the wearer's tactics. It boosts armor performance at critical moments to allow a soldier to perform with greater strength and speed than normally possible.  Game Effects: +2 to Tactics skill checks, for 3 cycles per hour the user may add +1 SIM to his Walking, Running, Sprinting, and Monkey Run movement rates

Securitel Helmet:The Securitel Helmet was originally designed as riot-gear. It is covered in ablative plating, well-padded to lessen damage from shocks, blows and bullet impacts. The helmet's emitters boost shielding in the rest of the armor, while its onboard computers monitor the wearer's heart-rate and central nervous system.  Game Effects: Add +6 to your Kinetic Barrier, if any; +2 bonus to Medicine Skill checks which target the wearer

Delumcore Overlay: Developed by Delumcore Systems, a VI inside this headgear enhances aim when targeting an enemy's vulnerable points. it also maximizes armor-cell efficiency, feeding excess power to weapon systems. The overlay's VI originally reported the wearer's combat status out loud, but this system was scrapped after testers called it "intrusive," "talky," and "kind of moody." Game Effects: +2 to Called Shot attempts, weapons which use Thermal Clips may add 2 rounds to their capacity.


Chest Plates

N7 Chestplate: Interlocking plates of thick, ablative ceramic. Designed to be light, effective, and easily repaired.  Game Effects: Armor is 10% lighter than its base weight, repair attempts to fix this armor gain a +4 bonus.

Kassa Fabrication: Chestplate with micro-capacitors that release energy to speed up shield regeneration.  Game Effects: Each segment in which you act, to a maximum of 3 segments per cycle, restore 2 points of Kinetic Barrier up to the maximum value of the Barrier.

Serrice Council: Chest plating with auxiliary power cells that augment combat performance. Game Effects: Wearer gains 2 points of Endurance, which is not added to her Endurance pool, that may only be used for powering Biotics.

Rosenkov Materials: Sturdy armor that gathers real-time battle telemetry.  Game Effects: Wearer gains +1 Step on all Reaction Rolls (this does not affect the wearer's active segments).

Armax Arsenal: Chest armor with storage compartments to hold extra thermal clips.  Game Effects: The wearer is always considered to have a utility harness equipped.  Weapons which use Thermal Clips may add rounds to their capacity; Pistols add 1,  SMGs add 6, Shotguns add 2, Assault Rifles add 4, and Sniper Rifles add 2.  These effects stack with all other Armax Arsenal armor.

Ariake Technologies: Armor with a biofeedback system regulating wearer's adrenaline surges.  Game Effects: Wearer gains 2 points of Endurance that are not counted in his Endurance Pool and may not be used for Biotics.

Hahne-Kedar: Chest plates with auxiliary power cells that feed into wearer's weapons.  Game Effects: Take a full cycle action to interface a weapon which uses Thermal Clips (or to remove it) with the armor (only 1 weapon at a time), and add 1 to the weapon's reload time.  That weapon gains a +1 bonus to damage.  .  This weapon may be the same weapon interfaced with any other Hahne-Kedar armor pieces, and the reload time penalty only applies once.


Shoulders

N7 Pauldrons: Curved shell of ablative ceramic over kinetic padding.  Game Effects: Armor is 5% lighter than its base weight (stacks with all other N7 weight reductions)

Kassa Fabrication: Shoulder plating with auxiliary shield emitters.  Game Effects: Each segment in which you act, to a maximum of 3 segments per cycle, restore 1 point of Kinetic Barrier up to the maximum value of the Barrier.

Serrice Council: Shoulder plating with auxiliary power cells that augment combat performance.  Game Effects:  Wearer gains 1 point of Endurance, which is not added to her Endurance pool, that may only be used for powering Biotics.

Rosenkov Materials: Plating with extra computing power feeding into main armor telemetry systems.  Game Effects: Wearer gains a +1 on all Reaction Rolls.

Armax Arsenal: Shoulder plating with VI aim enhancement that targets enemy vulnerabilities.  Game Effects: Wearer gains +1 bonus to Called Shot attempts.

Ariake Technologies: Shoulder plating with microservos that coordinate melee strikes.  Game Effects: Subtract 1 from your melee weapon's exertion rating (minimum 2)

Hahne-Kedar: Shoulder plates with auxiliary power cells that feed into wearer's weapons.  Game Effects: Take a full cycle action to interface a weapon which uses Thermal Clips (or to remove it) with the armor (only 1 weapon at a time), and add 1 to the weapon's reload time.  That weapon gains a +5 meter bonus to its maximum range.  This weapon may be the same weapon interfaced with any other Hahne-Kedar armor pieces, and the reload time penalty only applies once.



Arms

N7 Vambraces: A combination of fabric armor and kinetic padding and plates of ablative ceramic for protection. Game Effects: Armor is 5% lighter than its base weight (stacks with all other N7 weight reductions)

Kassa Fabrication: Arm plating with auxiliary shield emitters.  Game Effects: Each segment in which you act, to a maximum of 3 segments per cycle, restore 1 point of Kinetic Barrier up to the maximum value of the Barrier.

Serrice Council: Arm plating with auxiliary power cells that augment combat performance. Game Effects: Wearer gains 1 point of Endurance, which is not added to her Endurance pool, that may only be used for powering Biotics.

Rosenkov Materials: Plating with microcomputers feeding into main armor telemetry systems.  Game Effects: Wearer gains a +1 on all Reaction Rolls.


Armax Arsenal: Arm plating with VI aim enhancement that targets enemy vulnerabilities.  Game Effects: Wearer reduces a ranged weapon's exertion rating by 1 (minimum 2).

Ariake Technologies:  Shoulder plating with micro servos that coordinate melee strikes. Game Effects: Subtract 1 from your melee weapon's exertion rating (minimum 2)

Hahne-Kedar: Arm plates with auxiliary power cells that feed into wearer's weapons.  Game Effects: Take a full cycle action to interface a weapon which uses Thermal Clips (or to remove it) with the armor (only 1 weapon at a time), and add 1 to the weapon's reload time.  That weapon gains a +1 bonus to damage.  This weapon may be the same weapon interfaced with any other Hahne-Kedar armor pieces, and the reload time penalty only applies once.



Legs

N7 Greaves: Dual layer of fabric armor and kinetic padding beneath thick plates of ablative ceramic and lined with additional kinetic barrier emitters.  Game Effects: Armor is 10% lighter than its base weight (stacks with all other N7 weight reductions), the wearer's Kinetic Barrier is strengthened by +6 points.

Kassa Fabrication: Leg plating with auxiliary shield emitters.  Game Effects: Each cycle in which you act, restore 1 point of Kinetic Barrier up to the maximum value of the Barrier.

Serrice Council: Leg plating with auxiliary power cells that augment combat performance. Game Effects: Wearer gains 1 point of Endurance, which is not added to her Endurance pool, that may only be used for powering Biotics.

Rosenkov Materials: Plating with microcomputers feeding into main armor telemetry systems.  Game Effects: Wearer gains a +1 on all Reaction Rolls.
 
Armax Arsenal: Leg armor with storage compartments to hold extra thermal clips.  Game Effects:  Weapons which use Thermal Clips may add rounds to their capacity; Pistols add 1,  SMGs add 4, Shotguns add 1, Assault Rifles add 2, and Sniper Rifles add 1.  These effects stack with all other Armax Arsenal armor.

Ariake Technologies: Leg plating with microservos that coordinate melee attacks.  Game Effects: Subtract 1 from your melee weapon's exertion rating (minimum 2)

Hahne-Kedar: Leg plating with auxiliary power cells that feed into weapons. Game Effects: Take a full cycle action to interface a weapon which uses Thermal Clips (or to remove it) with the armor (only 1 weapon at a time), and add 1 to the weapon's reload time.  That weapon gains a +10 meter bonus to its maximum range.  This weapon may be the same weapon interfaced with any other Hahne-Kedar armor pieces, and the reload time penalty only applies once.

« Last Edit: April 26, 2012, 03:19:02 PM by Knightofargh »
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Darrian Wolffe

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Re: Mass Effect Game Mod Thread
« Reply #7 on: April 09, 2012, 01:20:48 AM »

<Modifications to Weapons>

9.5.2 Weapon Parameter Definitions

Add the following:

COOLING-This row details the heat sink cooling capacity of the weapon.  Each Cycle during the maintenance phase, the weapon will cool this amount .

Modify the following:

AMMUNITION-This row provides details about the type(s) of ammunition used by the weapon.  Entries that read "Mass Driver" have a block of metal which is shaved by the weapon before being accellerated by internal rails. This provides a nearly infinite supply of projectiles, certainly enough for most firefights.

MAGAZINE-This row details the total heat capacity of the heat sinks of the weapon as the number of shots before overheating.  This heat will naturally disperse during the maintenance phase or by swapping the heat sink.

RELOAD TIME-This is the amount of time required to change thermal clips or reload (in the case of ammunition dependent weapons).

Spreadsheet attached contains the ME weapons specs for all canon (ME3 Era) weapons.

9.5.6 Ammunition, Power Cells and Weapon Mods

In Mass Effect, to generate ammunition a weapon shaves a projectile the size of a sand grain from a dense block of metal contained within the weapon's body. The projectile is launched at supersonic velocities by decreasing its mass in a mass effect field. Ammunition is never a concern because of this, but managing the weapon's internal heat is; if a weapon is fired too rapidly, heat will build up inside of the weapon and it will overheat, forcing the operator to stop firing long enough for the weapon to disperse that heat buildup.  As an alternative, modern weapons have modular heat sinks known as Thermal Clips which can be ejected and swapped to increase firing rate.

Remove references to HP and AP ammunition.

MPAT/AD and Mortar ammo remains.

Remove references to standard calibers for Pistol/Rifle/Shotgun from Figure 9-19.  Power/Energy cells remain as listed.

Add the following text:

Internal weapon modifications may be added to weapons as well as special programming on the user's Omnitool to manipulate the ammunition fabrication in the weapon.  Ammo mods universally reduce the heat capacity of the weapon.  Pistols and SMGs may have one internal mod while Rifles and Shotguns may have two internal mods.  Heavy weapons (excepting tube weapons) have space for two internal mods.  Internal mods may be purchased up to rating 5.  Ammo mods require 3 segments to load or change.  All internal and ammo mods are protected by sophisticated Fabrication Rights Management protocols.

Internal Modifications:

Improved kinetic rails, 2500 Credits per rating, +1 damage per rating.

Improved heat sink, 2000 Credits per rating, +1 shot per rating, +1 cooling per 2 ratings rounded up

Recoil Damper, 2000 Credits (rating 1 only), -1 exertion, may only be mounted in select fire rifles

High Caliber Barrel, 2000 Credits per rating, +2 damage per rating, +1 heat per rating per shot (Rating 2 increases damage by 4, but each shot costs 3)

Smart Choke, 3500 Credits (rating 1 only), allows the spread of a shotgun to be increased/decreased by 1 when the shot is fired

Tungsten Ammo Block: 3000 Credits (rating 1 only), does not count as an internal mod, +2 damage against synthetic targets

Ammo Mods:  Prices as listed are the cost for the program.  Warp ammo requires the user to have a Bio-Amp.

Disruptor Ammo: 2500 Credits, causes the ammo to be cast in the form of a series of collapsing sabots, causing extra damage to kinetic barriers through multiple impacts per shot.  +2 heat per shot, double damage against kinetic barriers.

Armor Piercing Ammo: 2000 Credits, causes the ammo to be cast as a discarding sabot increasing SI damage against HVK armor.  +1 heat per shot, AP 2, Does an additional 5 SI to armor.

Warp Ammo: 2000 Credits, adds a unstable cyclonic mass effect field to each round fired.  +2 heat per shot, double damage against Biotic barriers.

Cryo Ammo: 5000 Credits, using the Omnitool's micro-forge, a small capsule of super-cooled liquid is added to the round.  This capsule can slow targets and in some cases snap freeze targets.  +1 heat per shot, damage to health pool requires a Vit DR 15 or lose 1 step on the Active Segments chart for 1 Cycle.  MoF of 10 causes the target to lose it's next action.

Incendiary Ammo: 5000 Credits, using the Omnitool's micro-forge, a small capsule of an exothermic liquid is added to the round.  This capsule does an extra 1d8 of Energy damage to the target and suppresses natural healing.  +2 heat per shot, damage to health pool has a 15% chance of igniting the target doing 1d4 per segment (En) until extinguished.
Melee Weapons?

Melee weapons exist as presented in 9.5.3 and all melee weapons without moving parts can be made on the fly with the Omnitool's micro-forge.  See combat rules on Omnitools for details.
« Last Edit: April 26, 2012, 03:18:27 PM by Knightofargh »
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Darrian Wolffe

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Re: Mass Effect Game Mod Thread
« Reply #8 on: April 09, 2012, 01:21:08 AM »

<Modifications to Mesh, Cyberware, and Biological Augmentations>

Remove Necrotic Implants 9.6.5 and replace with below.

9.6.5 Biotic Amplifiers

Biotic Amplifiers are used exclusively by characters capable of manipulating mass effect fields through eezo in their nervous systems.  The amount of eezo present in a Biotic is usually insufficient beyond micro-scale and local manipulations.  Biotic Amplifiers get around this by interfacing a small, but powerful, Element Zero core (usually installed in an Omni-tool) with the Biotic's central nervous system.  Bio Amps are used to enhance a Biotic's abilities so that they can create macro-scale Biotic Effects.

Biotic Amplifiers are available from several manufacturers, however they all have the same in game effects.  The most common Bio-Amps are from Sirta Foundation (Asari), Aldrin Labs (Systems Alliance), Armali Council (Asari), Armax Arsenal (Turian) and Serrice Council (Systems Alliance).  Bio-Amps cost 5000 Galactic Credits and can be fitted with a security module for a cost of 30 Credits per rating with a maximum rating of 25.  The security module rating adds its value to the base DR to hack a Bio-Amp.

All Bio Amps carry an Impurity Rating of 3.  For double the base cost, higher quality (Alpha grade) Amps can be purchased with an Impurity Rating of 2.
« Last Edit: April 26, 2012, 03:20:06 PM by Knightofargh »
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Darrian Wolffe

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Re: Mass Effect Game Mod Thread
« Reply #9 on: April 09, 2012, 01:21:22 AM »

<Starship Combat Rules>

Base Ruleset will be ICE's "Silent Death" line.

Rules Additions:

1) Movement
-Corvettes & Frigates maneuver and make tight turns as fighters.  Cruisers may sacrifice their entire movement to face any hexside, but may not otherwise make tight turns.  Dreadnoughts may sacrifice their entire movement to face any hexside, but may do so once every two turns.  Additionally, Dreadnoughts pay 4 Drive Points to turn 1 hexside instead of 3.

(Note on Drive Rates.  Fighters tend to have Drives of 13-17.  Corvettes tend to have drives between 7-12 depending on what they're built for.  Frigates have Drives between 7-9 (the Normandy-2  with the maxed-out upgraded engines might be a 10).  Cruisers tend to have Drives of 6-7.  Dreadnoughts, Liveships, and similar have fixed Drives of 5.  With the exception of Dreadnoughts, Asari ships tend to be on the high end of these values, Turians are on the low end.  Everybody's Dreadnoughts are Drive 5 unless they're directly slinging Reaper-level tech...in which case you're looking at Drive 6.  The Citadel, when underway, has a Drive of *plot*...but if on the tabletop would build up about 1/4th Drive point each round, carrying over from round to round, may not make tight turns at all, and shares hexside changing costs with Dreadnoughts).

-Frigates and larger craft block LOS through their hex.

2) Kinetic Barriers
Fighters mount up to a 15-point Kinetic barrier which protects all aspects of the ship
Corvettes may mount a kinetic barrier in each arc that will stop up to 35 points
Frigates may mount a kinetic barrier in each arc that will stop up to 50 points
Cruisers may mount a kinetic barrier in each arc that will stop up to 100 points
Dreadnought may mount a kinetic barrier in each arc that will stop up to 150 points

Kinetic barriers for a ship (or a firing arc) may cease to function upon the second critical hit result upon that ship (or firing arc's) damage track.  Roll 1d10; on a 1-3 (+1 for each Critical hit the ship has sustained in total to that exact point in the turn) they fail.  Kinetic Barriers which fail during combat empty their capacitors; they cannot be brought back online during combat operations.  Note that kinetic barriers reduced to 0 points have not 'failed', and may be brought back online during the course of the scenario as per the following paragraph.

Instead of firing weapons in a turn, a gunner or pilot may roll 1d10.  If he gets a result equal to or less than his gunnery rating, the ship restores 1/2 of its maximum kinetic barrier rating at the end of the turn, rounded up (thus, a Cruiser with a 90 point kinetic barrier, which was reduced to 30 points, would restore 45 points of its kinetic barrier in this situation, giving it a total of 75 points for the next turn).  A ship cannot gain more than its normal maximum kinetic barrier rating via this method.  If a pilot wishes to attempt this technique, the ship may not make any tight turns that round in addition to being unable to fire weapons he is assigned.  A VI can perform this action in lieu of the pilot if the ship is so equipped (using the rating of the VI as the "gunnery" score), but takes a +1 penalty to the roll.  Multiple crewmen may attempt this action, but it may only succeed once per round for any given kinetic barrier on board the ship.

3) Energy Weapon Heat Tracking & Damage Effects
Lasers & Particle weapons build up heat each time they are fired, and will destroy themselves if time is not taken to cool them down.  Each time a laser weapon (or particle weapon) is fired, put a hash mark next to the battery on the record sheet.  Once the battery has fired a number of times equal to one less than the DR of the ship (or firing arc in which the weapon is located, minimum of 1), it must cease fire to cool off.  Each turn it does not fire, one hash mark may be erased from the sheet.  Note that damage to a ship's DR does impact the frequency with which laser & particle weapons may fire.  Laser weapons completely ignore kinetic barriers, though they do not ignore DR.  Particle Weapons deal half their damage to kinetic barriers (if any) and half their damage to the ship's structure ("odd" points are dealt to the kinetic barrier); these weapons also do not ignore DR.


4) Available Weapons
-Mass Drivers: Minigun, Autocannon (Drive restriction is 14 or less), Railrepeater (Drive restriction is 10 or less)
-Lasers: Pulse Laser, Meld Laser, Turbo Laser (TL may only be mounted singly in corvettes, frigates or larger craft may mount batteries)
-Particle Weapons: Splattergun, Blatgun - half damage to kinetic barrier, half to target
-Anti-Geth Weapons: Impulsegun, Ion Ram (only affect Synthetic targets), add -1 penalty (non-cumulative) to enemy attack rolls next turn if hit for structural damage
-Missiles in 5,10,15, or 20-shot launchers (15, or 20-shot launchers must be aboard corvettes or larger craft)

New Weapons
Capital-scale Mass Drivers (ship may only mount 1, must face forward arc; Dreadnought may mount x2 spinal guns of Class 3 or less instead of a Class 4)
Class 1 Spinal Mount (requires Corvette or larger): 2d6 to-hit; range 6/12/24, vs Drive less than 11, Damage: Allx2
Class 2 Spinal Mount (requires Frigate or larger): 1d6+1d4 to-hit (Corvettes & smaller add +2 to DV); range 8/16/24, vs Drive 8 or less, Damage: Allx4
Class 3 Spinal Mount (requires Cruiser or larger): 1d6+1d4 to-hit (Corvettes & smaller add +4 to DV); range 10/20/30, vs Drive 6 or less, Damage: Allx8
Class 4 Spinal Mount (requires Dreadnought): 2d4 to-hit (Corvettes & smaller add +6 to DV); range 12/24/48, vs Drive 5 or less, Damage: Allx16

Non-spinal Mass Drivers (these represent a "cluster" of several weapons each)
Type I Mass Driver (requires Frigate or larger): 2d6 to-hit; range 4/8/16, vs Drive less than 11, Damage: All
Type II Mass Driver (requires Cruiser or larger): 1d6+1d4 to-hit (Corvettes & smaller add +2 to DV); range 5/15/20, vs Drive 8 or less, Damage: Allx2
Type III Mass Driver (requires Dreadnought): 1d6+1d4 to-hit (Corvettes & smaller add +2 to DV); range 5/15/20, vs  Drive 8 or less, Damage: Allx3

Capital-class Point-defense (ships larger than fighters) may defend against non-spinal mass driver attacks in addition to missiles & torpedoes.

Torpedoes work as listed in Silent Death with the following caveats: All torpedoes ignore kinetic barriers, and deal 4d12 damage to the target.  A Fighter may only have 1 torp flying at a time, a corvette 2, and frigate 4, a cruiser 6, and a dreadnought 8.  Torpedoes have a maximum flight range of 12 hexes.  Torpedoes may not target fighters.


Sample Craft (to serve as inspiration)

Alliance Fighter (F-61 Trident)


Crew: 1
Damage Boxes: 18
Drive: 16
Defensive Rating: 15
Damage Reduction: 2
Kinetic Barrier: 10
Kinetic Barrier Regeneration: 1/turn
Decoys: 1
Point Defense: none
Damage Control: 1-2
Weapons:
-Triple Minigun (Pilot, Forward Arc, 12 shots)
-Missile Launcher (Pilot, Forward arc, 5 missiles)
-x2 Torpedoes
Damage Track
-Box 2: Drive 16
-Box 3: Drive 14
-Box 4: DR 2
-Box 6: Drive 11
-Box 7: Critical Hit
-Box 8: Weapon (pilot choice)
-Box 9: DR 1
-Box 10: Weapon (shooter's choice)
-Box 11: Drive 8
-Box 13: Drive 5
-Box 14: Critical Hit
-Box 16: Weapon
-Box 18: Destroyed

T-250 Light Freighter (Corvette-scale)
Crew: 4 (Pilot, Navigator, Gunner, Cargo Master)
Damage Boxes (F/L/R/A): 60/40/40/30
Drive: 7
Defensive Rating: 10
Damage Reduction (F/L/R/A): 2/1/1/1
Kinetic Barrier(F/L/R/A): 10/10/10/10
Kinetic Barrier Regeneration: 2/turn
Decoys: 1
Point Defense: none
Damage Control: 1-4
Weapons:
-Triple Pulse Laser (Gunner, 360-degrees, aft mount)
Forward Damage Track
-Box 10: DR 2
-Box 18: Critical Hit
-Box 30: DR 1
-Box 40: Critical Hit
-Box 60: Destroyed
R/L Damage Track
-Boxes 8,10,15,20,22,25,28,30,32,35 each represent 25 square meters (usually 5x5) of cargo hold floor space (marked with a 'C")
-Box 14: DR 1
-Box 16: -1 Drive
-Box 18: Critical Hit
-Box 24: -1 Drive
-Box 26: Critical Hit
-Box 33: -1 Drive
Aft Damage Track
-Box 8: -1 Drive
-Box 10: DR 1
-Box 13: -1 Drive
-Box 15: -1 Drive
-Box 14: Critical Hit
-Box 17: -1 Drive
-Box 18: Weapon Destroyed
-Box 20: -1 Drive
-Box 21: Critical Hit
-Box 24: -1 Drive
-Box 30: Destroyed


BT-399 'Kestrel' Tramp Freighter (Corvette-scale; modified for high-intensity cargo runs)

Crew: 5 (Pilot, Gunner/Navigator, x3 Gunners)
Damage Boxes (F/L/R/A): 100/75/75/50
Drive: 12
Defensive Rating: 12
Damage Reduction (F/L/R/A): 3/3/3/3
Kinetic Barrier(F/L/R/A): 20/20/20/20
Kinetic Barrier Regeneration: 2/turn
Decoys: 3
Point Defense: 1-5(4)
Damage Control: 1-6
Weapons:
-Triple Pulse Laser (Pilot, Forward, Forward mount)
-Class 1 Spinal Mount (Gunner A, Forward, Forward mount)
-Turbo Laser (Gunner B, FL, AL, left side mount)
-Triple Pulse Laser (Gunner B, FL, AL, left side mount)
-Turbo Laser (Gunner C, FR, AR, right side mount)
-Triple Pulse Laser (Gunner C, FR, AR, right side mount)
-Missile Launcher (Gunner D, 360-degree, aft mount, 15 shots)
-Triple Pulse Laser (Gunner D, Aft, aft mount)
Forward Damage Track
-Box 25: DR 3
-Box 34: weapon (crew choice)
-Box 41: Critical Hit
-Box 50: DR 2
-Box 72: Weapon
-Box 75: DR 1
-Box 81: Destroyed 1
-Box 87: Critical Hit
-Box 100: Destroyed 2
R/L Damage Track
-Boxes 21,33,45,57,63 each represent 25 square meters (usually 5x5) of cargo hold floor space (marked with a 'C")
-Box 18: DR 3
-Box 25: -1 Drive
-Box 26: Weapon (crew choice)
-Box 28: Critical Hit
-Box 36: DR 2
-Box 42: -1 Drive
-Box 56: Weapon
-Box 58: Critical Hit
-Box 60: DR 1
-Box 61: Destroyed 1
-Box 64: -1 Drive
-Box 75: Destroyed 2
Aft Damage Track
-Box 8: -1 Drive
-Box 12: -1 Drive
-Box 13: -1 Drive
-Box 16: DR 3
-Box 17: -1 Drive
-Box 20: Critical Hit
-Box 21: weapon (crew choice)
-Box 23: -1 Drive
-Box 25: -1 Drive
-Box 31: -1 Drive
-Box 32: DR 2
-Box 33: -1 Drive
-Box 35: Critical Hit
-Box 37: Weapon
-Box 38: -1 Drive
-Box 42: -1 Drive
-Box 45: -1 Drive
-Box 46: -1 Drive
-Box 47: DR 1
-Box 50: Destroyed

Trafalgar-class Frigate (Damage Track boxes not given)
Crew: 25 (Pilot, Navigator, )
Damage Boxes (F/L/R/A): 180/120/120/90
Drive: 8
Defensive Rating: 9
Damage Reduction (F/L/R/A): 5/5/5/5
Kinetic Barrier(F/L/R/A): 35/35/35/35
Kinetic Barrier Regeneration: 5/turn
Decoys: 4
Point Defense: 1-5 (5)
Damage Control: 1-6
Weapons:
-Class 2 Spinal Mount (Gunner A, Forward Arc, Forward Mount)
-Triple Pulse Laser (Gunner B, Forward, FL, FR, Forward mount)
-Dual Autocannon (Gunner B, Forward, FL, FR, Forward mount, 8 shots)

Broadside (mirrored Right/Left)
-Type I Mass Driver, (Gunner C/G, FR, AR, Side mount)
-Type I Mass Driver, (Gunner D/H, FR, AR, Side mount)
-Type I Mass Driver, (Gunner E/I, FR, AR, Side mount)
-Triple Pulse Laser (Gunner F/J, FR, AR, Forward mount)
-Dual Autocannon (Gunner F/J, FR, AR, Forward mount, 8 shots)

-Triple Pulse Laser (Gunner K, Aft, AR, AL, Aft mount)
-Dual Autocannon (Gunner K, Aft, AR, AL, Aft mount, 8 shots)

x8 Torpedoes
« Last Edit: April 17, 2012, 04:15:00 AM by Darrian Wolffe »
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Knightofargh

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Re: Mass Effect Game Mod Thread
« Reply #10 on: April 16, 2012, 04:30:56 PM »

<House Rules: Updated for AO:Mass Effect>

House Rules are as below, these are a work in progress.  All published errata from MSL are in play.

General:

In keeping with the Mass Effect universe, situations not covered by RAW or these house rules will be decided by rolling three differently colored d6s and the the result will be discarded.  The actual result will be GM Fiat.

1 SIM = 1 meter by 1 meter

We will be using a 1 inch square grid since hexes get wonky with this rule set.

Diagonal movement costs double for every other square of movement.

The optional rule regarding reduced cost for training is in play.  A "hard use" will be awarded by the GM for succeeding at a skill check requiring a result of 5 or more over the average of the dice pool.  The GM may at his discretion award a "hard use" for crowning moments of awesome or creative skill uses.

Gear repairs are based on structural technogies for anything without moving parts, mechanical technologies for mechanical items and electronics for anything with integrated circuits.  Items based on vacuum tubes would fall under electronics as well for sake of simplicity.

The DR for repairing an item in the field is repair multiplier X damage intended to repair.  You may choose to repair less than the full amount of damage, however you only get one attempt to repair an item in the field.  If time is critical, assume 1 minute X repair multiplier per point of SI repaired. Example: Light armor with 20 points of SI damage would be a DR of 20 to repair fully.  While the same amount of damage to medium armor would be a DR of 40.  The repair times would be 20 and 40 minutes respectively.

Repairs to items if a full shop is available are assumed to succeed.  Cost is SI x repair multiplier Trust and 1 hour for every 10 points (or fraction) of SI being repaired.

Combat:

Stance changes can only be performed once per active segment.  This is to prevent the munchy "I sprint then go prone to shoot and then change back to sprinting to keep my DR up" shenanigans that RAW implies as legal.

Laser dot sights and optical/reflex sights do in fact stack in the 5 SIM range they share.

Grenades are a range rating 1 weapon when thrown.  Base DR is 8 within nominal range and maximum range is based on the throwing character's strength.  A grenade is assumed to weigh .5 kg.  Determine maximum range by dividing 10% of the character's managable weight by .5 and multiplying by 10.  Example: a str 20 soldier wants to throw a grenade, he can throw 10% of his manageable weight (54 kg) 10 meters per RAW.  A grenade is ~ 10% of that so he could throw it up to 108 meters.  At nominal range (up to 10 meters) his DR is 8, at maximum range (108 - 10 = 98 SIM past nominal) his DR is 106 to hit a 1 SIM square.  Drift will be calculated by rolling 1d8 to determine direction and then drifting the margin of failure SIM in that direction.  If our sample soldier throws a grenade 20 meters at a 1 SIM window his DR would be 18, assuming a skill proficiency level of 3 from core fitness his roll would be 2d6,4d4 + 3 (assuming he dedicated all of his dice for the cycle).  If he rolls 18 or greater the grenade hits the window, which shatters assuming he managed to do more than 3 damage to it (1d4 for mass + 2 for strength).  Assuming he rolls his minimum of 9, he would then roll a d8 and the grenade would drift by 9 SIM.

Launched grenades follow the above grenade rules, excepting that launchers are range rating 4.

Chunky salsa is in play assuming a sturdy enough barrier.

Endurance may be used for "breath control" while shooting at a 2 to 1 ratio.  Up to 3 points at a time may be used this way.  The maximum bonus would be a +6 using this rule.  This is in addition to the other uses of endurance per RAW.  This rule is intended to give ranged specialists something to use endurance for other than a buffer against bleeding.

Ranged called shots to a vital area against an unsuspecting target are per a normal called shot (see 7.9.7).  The damage inflicted becomes a modifier for a difficult physis resist check (22 + damage inflicted) to survive the called shot.  This damage must exceed any kinetic barriers or the barriers must already be down.

Biotics:

Time on Target optional rule is in play.  Minimum biotic channeling time is 1 segment.

Biotic effects are obvious and visible to the naked eye, usually effects manifest as a blue glow around the wielder's hands and body.

DR for concentration checks is an average resist (DR 15) plus 1 for each point of damage received.  Failing a concentration check results in the effect failing.  The endurance cost for the effect is still expended as normal.

Gear:

Regular and high yield frag grenade prices are reversed as printed in the book.

In order for thermal clips to be available in combat for reloading, they need to be stowed in an accessible pouch.  Small pouches can hold 2 thermal clips.  Large pouches hold 4 thermal clips.

Utility harnesses are assumed to have enough PALS attachment space for reasonable amounts of gear.  They include optional drop-leg panels.

Backpacks are assumed to have quick releases and can be dropped in combat.  Just be aware that if you retreat, that your backpack may be lost.

Pistol class weapons have space for one rail mount attachment under the barrel and one on top of the barrel.

SMG have space for one rail mount attachment under the barrel and one on top of the barrel.  SMGs are compatible with slings and are assumed to have attachment points for them.

Assault rifle have space for four rail mount attachments around the barrel and one on top of the receiver.  Assault rifles are compatible with slings and are assumed to have attachment points for them.

Pump Shotguns have space for one rail mount attachment under the barrel and one on top of the action.  Shotguns are compatible with slings and are assumed to have attachment points for them.

Auto Shotguns have space for one rail mount attachment under the barrel, one on top of the action and one additonal on the non extraction port side of the action.  Shotguns are compatible with slings and are assumed to have attachment points for them.

Support weapons have space for four rail mount attachments around the barrel and one on top of the receiver.  Support weapons are compatible with slings and are assumed to have attachment points for them.  Support weapons may be mounted to tripods and pintle mounts, in order to do so any attachments on the bottom rails must be removed.

Mortars, tube weapons etc. do not have rail mounting space.  You are not allowed to go mall ninja on a mortar.
« Last Edit: April 27, 2012, 11:14:59 AM by Knightofargh »
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Darrian Wolffe

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Re: Mass Effect Game Mod Thread
« Reply #11 on: April 16, 2012, 04:35:17 PM »

Sample Character (500 starting CDP, increased in 250 CDP lots up to 1250 CDP)

Concept: Washed-out Turian Light Infantryman

<stuff deleted until I can rework due to adoption of Profession Mechanic>
......................................................

FINAL CHARACTER SHEET (feel free to borrow sheet format and fill in your own numbers if needed)

Garrik Valerius

Core Attributes
STR -
AGI -
CON -
VIT -
DIS -
INT -
CHA -

Secondary Attributes
ATH -
PA -
FIT -
WIL -
WIS -
WIT -
PRE -

Tertiary Qualities
Health -
Endurance -
Reaction -
Defense -
Physis -

Genetic Deviations
-

Abilities
-
-
-
-Radiation Resistance (free): +2 step bonus when resisting ambient radiation effects
-Impurity Resistance (free): Impurity ratings from cybernetics and mesh are decreased by 25%

Drawbacks
-Special Diet: Food/lifestyle costs are increased 20% when not on Turian worlds or the Quarian Migrant Fleet
-
-Night Terrors (Flashbacks): While Sleeping, take a -5 Step penalty to Endurance Recovery rate (min 1/hour or sleep)
-Dulled Sense (Taste): -5 to relevant Detection Checks

Field Ranks
Core Fitness: +
Military Theory: +
Espionage: +
Small Arms: +

Skill Ranks
Deceive: +
Defeat Security: +
Demolitions: +
Detection: +
Heavy Assault Weapons: +
Mechanical Tech: +
One-handed Melee: +
Orienteering: +
Rifles/Shotguns: +
Sense Action: +
Stealth: +
Structural Tech: +
Vehicle Weapon Systems: +6

Equipment Request List:
Phaeton Assault Rifle with Sling, Bipod, & Optical Scope  (8,590 T), + 3 spare thermal clips
M3 predator Pistol with standard holster & laser sight (580 T) +1 spare thermal clip
x2 Flash-bang Grenades

Rating 4 OmniTool (7,000 T)
-Security Module: R4
-Micro-Forge: R4
-Signal Booster: R1
-Extranet Module

Medium N7 Combat Hardsuit (4950 T + head & chest customization costs)
-Medigel Capacity 2
-Rating 3 Kinetic Barrier
-Kuwashii Visor headgear (Medium): called Shots to the head hurt more, +1 to weapon attack rolls, +2 to Detection rolls
-Armax Arsenal Chestplate (Medium): add to weapon capacity, counts as utility harness
-N7 Shoulders, Arms, Legs: +6 points of Kinetic barrier, -20% weight reduction

-Low-light capable Articulated Wire Camera (475 T)
-Electronic Signature Detector Rating 5 (50 T)
-Several days worth of Turian rations
-Flashlight
-Glow Sticks
-Duct Tape
-3500-4000 T to spend on cybernetics and/or mesh

Background: (Not final format; will integrate this backstory with Brett's once she has it developed, since I'm the Zoe to her Mal) Garrik is an older Turian, assuming we start in 2184, he's 44 (equivalent of a 30-35 year old human "today", as far as I can tell).  Born on Digeris (Castellus System, Apien Crest sector).  Veteran of First Contact War (was 17, 2 years after mandatory enlistment date).  Served in the Shanxi engagements during that campaign- one of a very few survivors of a firefight where his light infantry unit was ordered to retrieve a critical data module, only to be decimated by a small human squad led by Tadius Ahern.  Suffered from flashbacks ever since, especially when confronted with automated defense systems (Ahern's engagement was notable for the profligate use of defense turrets, which made up for the superior Turian numbers).

Mustered out at 32 (at the insistence of his regimental commander; Garrik was the final remaining veteran of Shanxi), he has served as a private security consultant, starship gunner's mate, and ? ? ? in the intervening years.  The stigma of the engagement on Shanxi stuck with all the veterans of that engagement, and that has effectively isolated them out of the normally close-knit Turian society.  Since Garrik doesn't feel welcome in that society (at least, not around people who know about his participation in the engagement), he tends to gravitate toward jobs that have him move around space a lot.
« Last Edit: April 27, 2012, 02:44:45 AM by Darrian Wolffe »
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Darrian Wolffe

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Re: Mass Effect Game Mod Thread
« Reply #12 on: April 17, 2012, 12:47:36 AM »

Character Updated & non-equipment stats finalized.  Board needs "mark post as new" feature.
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Darrian Wolffe

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Re: Mass Effect Game Mod Thread
« Reply #13 on: April 17, 2012, 04:01:32 AM »

Starship Combat Rules implemented.
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Darrian Wolffe

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Re: Mass Effect Game Mod Thread
« Reply #14 on: April 20, 2012, 03:59:12 PM »

Asari and Justicar Changes (conceptual)

Asari:

Change -Receives a bonus of 60 CDP to spend solely on accessible Genetic Deviations to -Receives a bonus of 60 CDP to spend solely on accessible Genetic Deviations which do not require being an Asari as a prerequisite

Change Gains Source (Gravitics) and two Intentions at Rank 4 for no cost if Biotics are purchased. to Gains Source (Gravitics) and two Intentions at Rank 2 for no cost if Biotics are purchased.

Change Cap of Rank 10 for Source ranks and Intention Ranks at character creation to Cap of Rank 8 for Source ranks and Intention Ranks at character creation


Justicar:

Change Bonus Ability: Extreme Training.  Justicars undergo incredibly demanding training.  They gain +2 ranks in the following Fields: Military Theory, Survival, Alertness, Coersion, Core Fitness.  They gain +3 ranks in the following Skills: Unarmed melee, Grapple, Pistols&SMGs, Rifles&Shotguns, Gather Information, Street Smarts, Law.  They receive a +2 bonus to Agility and Conditioning.  They gain a +4 bonus to Discipline.  Finally, the Justicar gains 6 ranks in Biotic Intentions.  No bonus from Extreme Training can take an attribute or skill above the Justicar's Species Maximums. to the following:

Bonus Ability: Extreme Training.  Justicars undergo incredibly demanding training, granting the following bonuses
-They gain +1 ranks in the following Fields: Military Theory, Survival, Alertness, Coercion, Core Fitness.  
-They gain +1 ranks in the following Skills: Unarmed melee, Grapple, Pistols&SMGs, Rifles&Shotguns, Gather Information, Street Smarts, Law.  
-After character creation, the CDP cost for training any Skill or Field listed above is reduced by -5 CDP, to a minimum of 10 CDP per rank.  
-They receive a +2 bonus to Agility and Conditioning.  
-They gain a +4 bonus to Discipline.  
-They gain 3 ranks in each of two previously unlearned Biotic Intentions.  If there are no further Intentions available to learn, they instead gain +2 ranks in Source (Gravitics)
-No bonus from Extreme Training can take an attribute or skill above the Justicar's Species Maximums.



GM: Looks better.  I'm still thinking of knocking Agi and Cond to +1 and Disc to +2.  Based on what's there it's ~425 CDP of bonus, which is more in line with the CDP cost.  Knocking the Core Quality mods in half makes it ~340 CDP of bonuses, that balances it with the long term gain of CDP discounts for advancement.
« Last Edit: April 21, 2012, 01:14:45 PM by Knightofargh »
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