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» Mass Effect RPG, Save the Galaxy!
Chronocide
 Posted: Jul 8 2011, 10:08 PM
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Upgrading my status to really quite interested.

I have been taking a look at skills and feats and such in the rules. One question I have is the ride skill. Are there any animals that can be ridden in Mass Effect?
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Greg
 Posted: Jul 9 2011, 05:27 AM
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Well... There are Earth Horses, but I don't think you'd be able to find them anywhere aside from Earth itself, aside from some space zoos or menageries.

There aren't any examples of mounted units within the context of the Mass Effect video game, but that may not rule them out as something that may exist within the game setting.

Example: I would not be totally surprised if the Krogan had some sort of ankylosauruslike beast that they traditionally rode into combat, or that the geth troopers were able to ride on the backs of their geth colossi.

If we were to put mounted combat in the game, I think I may include some crossover with the pilot skill, so as to include smaller single person vehicles as well.

This post has been edited by Greg: Jul 9 2011, 05:39 AM
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Greg
 Posted: Jul 11 2011, 05:55 PM
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I'd like to do the planning session on Sunday, but REDACTED might want to be doing the Anime Movie night that evening.
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Chronocide
 Posted: Jul 11 2011, 07:30 PM
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Nope Sunday is good for me.
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Greg
 Posted: Jul 16 2011, 11:51 PM
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Planning session is Sunday (Today), 7:00, at my place.
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Greg
 Posted: Jul 21 2011, 08:26 AM
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Oh man! The wheels in my head have been turning like crazy over the past few days. With no work today what with the rain last night, I finally have the time to put hand to keyboard and start Jotting things down.

I have a pretty good plan as to who and what the villain is going to be, a side from what we went over in the planning session. He should be really interesting in terms of personality and agenda. No idea what he`s going to be like stat-wise yet, but that`s prolly for the best, as it means he`ll make a more intriguing adversary.

Also I`m working on developing a species which will make for an interesting opposing faction. (hint for curious peoples: they were mentioned in the novel, Mass Effect: Ascention, but never appeared in the games.) I`m building them from both a setting and story perspective rather than a mechanics perspective, so they`ll mesh well into the canon of the Mass Effect Setting.

Here`s hoping I`ve got enough worked out before the first session.

This post has been edited by Greg: Jul 21 2011, 08:29 AM
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Chronocide
 Posted: Jul 21 2011, 04:49 PM
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That sounds like awesome stuff.

To shift to some mechanics stuff, I'd like to point out that Armour Check Penalty's are a bit more sever then were being described during character creation.

QUOTE (Star Wars Sage Edition pg132)
While wearing armour with which you are not proficient, you take an armour check penalty on attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim. The type or armour worn determines the size of the penalty: ligh -2; medium, -5; heavy, -10. Additionally, you do not gain the armour's equipment bonuses. For example, a character not proficient with light armour who dons a suit of stormtrooper armour takes a -2 penalty on attack rolls and certain skill checks (see above). In addition, he does not gain the armour's equipment bonus on Perception checks and cannot apply the armour's equipment bonus to his fortitude Defence.

Also table 3.1 on page 37 says that you get to pick a feat at the first level. Am I reading this right? And if so can this be any feat as it is not called a bonus feat like in the Heroic Class experience table, or is it also limited to the feats mentioned in the Heroic Class
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Aggregate
 Posted: Jul 21 2011, 05:16 PM
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QUOTE (Chronocide @ Jul 21 2011, 05:49 PM)
Armour Check Penalties...  (Star Wars Sage Edition pg132)

Ouch, I totally forgot you take an attack penalty. This is one of those situations where starting at level three would have allowed our characters to be little bit more up and running.

It could also be worth looking into giving non-soldier classes light armour and bumping the soldier up to heavy given the importance mass effect places on armour...

QUOTE (Chronocide @ Jul 21 2011, 05:49 PM)
Also table 3.1 on page 37 says that you get to pick a feat at the first level. Am I reading this right? And if so can this be any feat as it is not called a bonus feat like in the Heroic Class experience table, or is it also limited to the feats mentioned in the Heroic Class

You are correct and it can be any feat (that you meet the prerequisites for, obviously.)

This post has been edited by Aggregate: Jul 21 2011, 05:31 PM
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dingo
 Posted: Jul 21 2011, 05:45 PM
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Looking forward to it. Oh, and here's my character.

Name: Cpl. Jeffrey Jenkins
Age: 24
Weight: 160 lbs
Height: 5'7"
Human Soldier

Attributes
Str. 14 (+2)
Dex. 14 (+2)
Con. 14 (+2)
Int. 10 (+0)
Wis. 12 (+1)
Cha. 12 (+1)
Base Attack 1
Speed 6

Saves
Fort. 16
Ref. 15
Will 12

Skills
Endurance 5
Initiative 5
Perception 5
Treat Injury 5

Talents
Tough As Nails (2 Second Winds per day)

Feats
Armor Prof. (Light, Med.)
Point Blank Shot
Weap. Prof. (Pistol, Rifle, Simple)

Force Points: 5

Equipment
Blaster Rifle (3d8 Energy damage, 30/60/150)
Bayonet (1d8 Piercing damage)
Standard Military Issue Medium Body Armor

History: Jeffery Jenkins enlisted in the navy at age 20, wanting to protect his family and to contribute to the humans' efforts to prove their place in the galaxy. Despite being overweight, he was strong and healthy enough to pass the physical exam. He proved himself an able sodier and a loyal companion, holding off a pack of Vorcha raiders and even patching up a critically-wounded superior officer during his second tour.

About a year ago, he was chosen, among a few others in his section, to assist [now-dead Specter] as part of a sort of military personnel exchange program. Jenkins was in a sense a token human on this crew, and never felt particularly respected or trusted by his non-human comrades, though there were never any incidents of outright prejudice.

(Not sure how I want him introduced, though it's be cool if he were the only survivor of the firefight that killed the Specter, and had killed the last of the Specter-killer's henchmen.)

Appearance: (Ehh, I'll do up a sketch for Session 1.)

Personality: Having given up his life on the farm, Jenkins considers himself a career soldier. He is known as a tough, reliable, and all-around solid fighter, and ascribes great value to camaraderie and loyalty. He still writes letters to his mother back home, and tries to socialize with his comrades as much as he can.

This post has been edited by dingo: Jul 21 2011, 08:45 PM
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Greg
 Posted: Jul 21 2011, 05:55 PM
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The Star Wars Saga Edition rules were designed to make it possible to have a character that is decent in combat but doesn't need armor (like Han Solo, and Luke Skywalker). Therefore, the amount of benefit you normally get from armor isn't all that great unless you invest in wearing them.

Bonus feats are unrestricted in terms of class. As long as you have the prerequisites for the Feat, you can take it as a Bonus Feat. (Force related Feats are still restricted, of course.)


QUOTE (Aggregate @ Jul 21 2011, 05:16 PM)

It could also be worth looking into giving non-soldier classes light armour and bumping the soldier up to heavy given the importance mass effect places on armour...


I am thinking that might be for the best, given the differences.
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Aggregate
 Posted: Jul 21 2011, 06:28 PM
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QUOTE (Greg @ Jul 21 2011, 06:55 PM)
The Star Wars Saga Edition rules were designed to make it possible to have a character that is decent in combat but doesn't need armor (like Han Solo, and Luke Skywalker).  Therefore, the amount of benefit you normally get from armor isn't all that great unless you invest in wearing them. 

Yeah, the importance of armour is definitely different between the two settings. Especially for Quarians, the benefit they get is not becoming horribly ill.

QUOTE (Greg @ Jul 21 2011, 06:55 PM)
Bonus feats are unrestricted in terms of class. As long as you have the prerequisites for the Feat, you can take it as a Bonus Feat. (Force related Feats are still restricted, of course.)

???

I don't get what you're mean here at all. Are you saying this as a house rule?

Normally bonus feats are what you get every even class level and can only be selected from the relevant class bonus feat list. Regular feats are what you get at character level 1,3,6, etc. and can anything you meet the prereqs for. The one exception to this is the human bonus feat.

Edit: Greg was referring specifically to Table 3-1.

This post has been edited by Aggregate: Jul 21 2011, 06:53 PM
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Chronocide
 Posted: Jul 21 2011, 09:01 PM
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Having to use my all purpose feet to get armour proficiency (something that is included in the bonus feat list) annoys me since it feels like a waste, but the bonus feat list covers most of the feats I want anyway so not a big deal.

Name: Armitage Nar Akbar
Age: 25
Weight: 135lbs
Height: 5'4"
Quarian Specialist

Attributes
Str. 12 (+1)
Dex. 16 (+3)
Con. 11 (+0)
Int. 16 (+3)
Wis. 12 (+1)
Cha. 11 (+0)
Base Attack 0
Speed 6

Defenses
Fort. 14
Ref. 15
Will 12

Trained Skills
Acrobatics
Endurance
Initiative
Mechanics
Perception
Pilot
Stealth
Use Computer

Talents
Acute Senses: You may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse.

Feats
Armor Prof. (Light)
Skill Focus (Mechanics)
Weap. Prof. (Pistol, Rifle, Simple)
Tech Specialization

Force Points: 5

Equipment
Heavy Blaster Rifle (3d10 Energy damage, 30/60/150)
2x Knife (1d4 Slashing/Piercing damage)
Quarian Encounter Suit
Omni Tool

History: Armitage lived happily if not somewhat confined aboard the Akbar. Then one ominous day a salarian spectre came aboard. Armitage was unaware of the reason for the spectre to be aboard the ship but it didn't matter. A short while latter there was a large explosion destroying a portion of the Akbar, killing the spectre and many of the crew with it. A cursory investigation left little doubt that the explosion was sabatage and that the spectre was the target. From that moment on it became Armitage's mission to hunt down the person responsible. And so the journey begins.

Appearance: Quarian not much to see.

Personality: Soft spoken and good willed. Tends to be overly concerned with the well being of others. Treats VI much more like sentient beings then most people. Considers the events on Rannoch to be the fault of the Quarians for attempting robocide on the Geth.

This post has been edited by Chronocide: Jul 21 2011, 09:06 PM
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Aggregate
 Posted: Jul 22 2011, 04:51 PM
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Name: Noah Flynn
Age: 31
Weight: 76.2
Height: 1.86
Human Biotic

Destiny: Education

Attributes
Str. 14 (+2)
Dex. 12 (+1)
Con. 10 (+0)
Int. 10 (+0)
Wis. 15 (+2)
Cha. 14 (+2)

Skills
Deception
Initiative
Perception
Persuasion
Stealth
Use Biotics

Biotic Powers

Barrier x2
Charge
Dominate
Singularity x2

Talents
Dominate

Feats
Armour Prof. (Light)
Biotic Implants
Biotic Training x2
Weap. Prof. (Pistol, Rifle, Simple)

Equipment
Armour, None (!)
Audio Recorder (25)
- Datacards, 10 (10)
Beretta 92G "Slugthrower Pistol" (250)
- Holster, Hip (25)
- Holster, Concealed (50)
- Slugthrower Ammo/Clip (20) x3
Binder Cuffs (50)
Blaster Rifle, Heavy (2,000)
- Bayonet (50)
- Holster, Magic
- Flashlight "Glow Rod" (10)
- Targeting Scope (100)
- Thermal Clip "Power Pack" (25) x4
Knife (25)
Luggage/Gun Cases + Sling Bag with bandoleer pouches
Overcoat "All-Temperature Cloak" (100)
Mesh Tape (5)
Stun Baton (15)

I assume characters already have basic necessities like clothing and toiletries.
Also free armour would be nice.

Dossier: Trained by Conatix Industries in the BAat program, Flyn was one of the first recipients of the L2 implant. The results were mixed; he manifested only moderate power and suffered from debilitating side-effects but he also exhibited a slight ability to manipulate human minds. This peaked the interest of [name removed] and the rest of his training focused on honing that aspect of his abilities.

Despite a great deal of pressure from Conatix, Flynn was not officially obligated to join [name removed] at the end of his training and decided to instead pursue a more traditional education. Even as determined as he was the worsening side effects from his implant eventually made things unbearable. He was approached by [name removed] with an offer to surgically replace his implant with the [name removed] in exchange for [details removed].

[details removed] with the resulting brain damage, but [results removed]. On [date removed] the [name removed] the assignment would have [details removed]. After [removed] Flynn ended up working for [name removed] under the direct supervision of [name removed].

This all changed when Flynn was ironically charged with the murders of two specters. Although he was found innocent after [details removed], the public had mixed opinions. [details removed]. Currently Flynn is a free man but deemed too high profile for continued employment under [name removed].

Appearance: Slim; looks slightly malnourished. His brown hair is somewhat overgrown and his beard could use trimming. He has a variety of tattoos but they all look oddly faded for a person his age. Almost never seen without his very worn-in overcoat.

Personality: A laid-back idealist (INFP if you're into Meyers-Briggs) who tries to live in the moment. More than a little disjointed and often projects the sense that he doesn't really know what he's doing, but can be a great listener and is genuinely interested in understanding people.
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Greg
 Posted: Jul 23 2011, 01:31 PM
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Posting redeadlink's character sheet info

Name: Quri Valerius
Age: 32
Weight:237lbs
Height: 6'9"
Turian Soldier (Spectre)

Attributes
Str. 14
Dex. 16
Con. 14
Int. 12
Wis. 10
Cha. 8

Skills
Endurance
Initiative
Treat Injury

Talents
Armored Defense

Feats
Armor Proficiency (Light, Medium)
Weapon Proficiency (Pistols, Rifles, Simple)
Rapid Shot

Equipment
Spectre Issue Light Armor
Blaster Rifle

I noticed that the Turian racial abilities are not marked down on the sheet. Make sure to keep track of that stuff, as it might be important.

Also, I noticed that despite having a higher intelligence than dingo's character that he has two more skill points than you. I understand that as a Human, dingo gets an extra skill point, but that should just make you equal.

Seeing as dingo's character already has the treat injury skill, knowledge:tactics might be a better fit to your character.

Lastly, it might be a good idea to purchase some additional starting equipment.
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Chronocide
 Posted: Jul 23 2011, 05:25 PM
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About starting equipment, I'm not really sure what stuff from the SW Saga is appropriate in the ME universe.
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