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MassEffect RPG

M&M Conversion

Character Creation
Mixed Dresden/Starblazer creation

Phases and Aspects


Run through these phases
1 Concept, race and class.
Create a character concept aspect. This must include the race and possibly
the characters class
Examples:
Noble Turian Warrior
Curious Human Explorer
Devious Salarian Smuggler
Asari Huntress in pursuit of Justice
2 Choose a Trouble Aspect
Pick an aspect that represents a recurring problem. This could be a character
flaw, a nemesis or a person that complicates things.
3 Background
Choose 2 Aspects that represent the childhood, upbringing and training of
the character.
4 Turning Point/ first adventure
Choose 2 aspects to define the moment the character became a hero. This
could be an adventure, mission or some other event.
5 Guest Starring
Your character should turn up in two other characters backstories or turning
points. Choose an aspect for each of these.

ME1

Chris Challacombe

MassEffect RPG

M&M Conversion

Skills
25 Points. Superb(5),Great(4), Good(3), Fair(2), Average(1)
(see race and class)
Choose skills from the following list:
Academics
Alertness
Athletics
Larceny
Contacting
Deceit
Drive
Empathy
Endurance
Engineering
CQC
Gambling
Guns
Intimidation
Investigation
Leadership
Might
Pilot
Rapport
Resolve
Resources
Science
Stealth
Survival
Starship
engineering
Starship Gunnery
Starship Pilot
Starship Systems
Electronics
Medical
Computers

Science Only

NEW
NEW See
science trappings
NEW See
Science trappings

Electronics (To Do)


Repairing, disabling or modifying any electronic device.

Decryption
Used to unlock sealed doors, bypass security alarms, and access secure systems,

ME2

Chris Challacombe

MassEffect RPG

M&M Conversion

it can also be used to augment another character's computer(space) check. Multiple


Redundancy: use my Tech Training to gain a +1 on computer skill checks during the
damage control phase of space combat.

Electronics
Due to the highly technical nature of most devices, MG Omni-tools can be used to disable a
free tag gained on any of their equipment of any ally in the same zone as you, as a combat
action (this prevents an opponent using the aspect to your allys disadvantage).
Jamming
Broadcasting a signal that mimics the properties of solar interference, this talent allows the
user to reduce the effectiveness of enemy scanners, causing a - 1 penalty to alertness
checks. This talent may be taken multiple times, granting a cumulative penalty to alertness
checks.
Repair
The diagnostic tools in a MG Omni-tool allow a character with ranks in repair to substitute
their ranks in tech training to the skill roll instead. The character must have at least one rank
in the repair skill to use this talent.
Medical Stunts
Medicine
The advanced scanners in a MG Omnitool allow a character with ranks in medicine to
substitute their ranks in tech training to the skill roll instead. The character must have at least
one rank in the medicine skill to use this talent.
First Aid
Used in this way, the MG Omni-tool lets you disable a free tag gained from the Health stress
track of any ally in the same zone as you, as a combat action (this prevents an opponent
using the Consequence to your allys disadvantage). The character must have at least one
rank in the medicine skill to use this talent.

Stunts
Choose up to 4 stunts. Each stunt reduces Fate point refresh by 1 from the
starting value of 10.
Stunts fall under 1 of 4 types:
Concentration Gain +1 when using skill in a particular manner
e.g. shotguns, blades, biology, repairing armour
Specialisation Gain +2 when using a skill in a very specific way
e.g. Claymore shotgun, Katana, asari biology, fixing shield generators
Skill swap Use one skill in place of another to do a task
e.g. using athletics to throw things,
Benefit Extra resources, equipment.

Powers
Biotic and combat tech powers must be picked as a skill, and cost one
refresh. These powers come with some abilities as trappings and then extra
abilities must be bought as stunts.
Combat powers can be bought as stunts.

ME3

Chris Challacombe

MassEffect RPG

M&M Conversion

Equipment
Players start with mediocre equipment and class equipment.

Stress
Players have 4 stress boxes as default.
Levels of endurance/resolve grant extra boxes
Average/Fair, 5 boxes, Good/Great, 6 boxes.

ME4

Chris Challacombe

MassEffect RPG

M&M Conversion

Races
Races
To pick a race choose an aspect which includes the race of choice.
Certain Races have special racial stunts which can only be chosen by that
race.
Races also have a suggested list of skills, and some have compulsory skills
and stunts.

ME5

Chris Challacombe

MassEffect RPG

M&M Conversion

Asari
The asari were the first species to
discover the Citadel. When the
salarians arrived, it was the asari
who proposed the establishment of
the Citadel Council to maintain
peace throughout the galaxy. Since
then, the asari have served as the
mediators and centrists of the
Council.
An all-female race, the asari
reproduce through a form of
parthenogenesis. They can attune
their nervous system to that of
another individual of any gender,
and of any species, to reproduce.
This capability has led to unseemly
and inaccurate rumours about asari
promiscuity.
Asari can live for over 1,000 years, passing through three stages of life. In
the Maiden stage, they wander restlessly, seeking new knowledge and
experience. When the Matron stage begins, they "meld" with interesting
partners to produce their offspring. This ends when they reach the Matriarch
stage, where they assume the roles of leaders and councillors.

ASARI

TEMPLATE

Compulsory: Biotic Power (skill and power)


Skills:
Academics, Medical, Science, Empathy, Rapport
Classes:
Biotic, Vanguard
Cost

-1 Refresh

Biotic
All asari are born biotics.

Longevity Asari typically live up to 1,000 years old.

ME6

Chris Challacombe

MassEffect RPG

M&M Conversion

Batarians

In the early
2160s, the
Alliance
began
aggressive
colonization
of worlds in
the Skyllian Verge, much to the dismay of the batarians who had been
developing the region for several decades. In 2171, the batarians petitioned
the Council to declare the Verge a "zone of batarian interest". The Council
refused, however, declaring unsettled worlds in the region open to human
colonization.
In protest, the batarians closed their Council embassy and severed official
diplomatic relations with the Council, effectively becoming a rogue state.
They instigated a proxy war in the Verge by funneling money and weapons
to criminal organizations, urging them to strike at human colonies.
Hostilities peaked with the Skyllian Blitz of 2176, an attack on the human
capital of Elysium by batarian-funded pirates and slavers. In 2178, the
Alliance retaliated with a crushing assault on the moon of Torfan, long used
as a staging base by batarian-backed criminals. In the aftermath, the
batarians retreated into their own systems, and are now rarely seen in
Citadel space.

BATARIAN

TEMPLATE

Compulsory:
Skills:
Guns, Fists, intimidate
Classes:
Soldier
Batarians can not be biotic
Cost
0 Refresh

ME7

Chris Challacombe

MassEffect RPG

M&M Conversion

Drell
Drell are omnivorous
reptile-like humanoids with
an average life span of 85
galactic standard years.
They give live birth to their
young who are capable of
eating solid food from the
moment they are born. Drell
appearance is very similar
to asari and humans, but
their muscle tissue is
slightly denser than that of
humans giving them a wiry
strength. Many of their more reptilian features are concealed, like a three
chambered heart with a muscular ridge that is capable of shunting
oxygenated or deoxygenated blood as needed.
One unique characteristic, however, is the hybrid bone in their throats which
allows them to inflate their throats and priduce vocal sounds outside the
human range. Would-be assassins have noted that these two features make
drell extremely hard to strangle or suffocate.
Because the drell ancestors emerged from arid, rocky deserts the humid
ocean-covered hanar homeworld of Kahje proved tolerable only when the
drell stayed inside a climate-controlled dome city. Due to this huge disparity
in the two species' homeworld environments the leading cause of death
among drells on Kahje is a bacterial lung disease called Kepra's Syndrome.
Within a generation of the drell's arrival on the planet the disease had
become resistant to hanar antibiotics and other advanced treatments. Once
an infection settles in, death is slow but imminent. Transplants may buy time,
but as the infection spreads to other major organs there comes a point of
diminishing returns and eventual system failure.

DRELL

TEMPLATE

Compulsory: None
Skills:
Stealth, athletics, guns, fists
Classes:
Soldier, Infiltrator
Drell have excellent memories. Anything related to
memory can be tagged from the Drell racial aspect.
Cost
-1 Refresh

ME8

Chris Challacombe

MassEffect RPG

M&M Conversion

Humans
The Systems Alliance is an
independent supranational
government representing
the interests of humanity
as a whole. The Alliance is
responsible for the
governance and defense of
all extra-solar colonies and
stations.
The Alliance grew out of
the various nation space
programs as a matter of
practicality. Sol's planets had been explored and exploited through
piecemeal nation efforts. The expense of colonizing entire new solar systems
could not be met by any one country. With humans knowing that alien
contact was inevitable, there was enough political will to jointly fund an
international effort.
Still, the Alliance was often disregarded by those on Earth until the First
Contact War. While the national governments dithered and bickered over who
should lead the effort to liberate Shanxi, the Alliance fleet struck decisively.
Post-War public approval gave the Alliance the credibility to establish its own
Parliament and become the galactic face of humanity.

HUMAN

TEMPLATE

Compulsory: None
Skills:
Any
Classes:
Any
Cost

ME9

0 Refresh

Chris Challacombe

MassEffect RPG

M&M Conversion

Krogan
The krogan evolved in a hostile and
vicious environment. Until the invention
of gunpowder weapons, "eaten by
predators" was still the number one
cause of krogan fatalities. Afterwards, it
was "death by gunshot".
When the salarians discovered them,
the krogan were a brutal, primitive
species struggling to survive a selfinflicted nuclear winter. The salarians
culturally uplifted them, teaching them
to use and build modern technology so
they could serve as soldiers in the
Rachni War.
Liberated from the harsh conditions of their homeworld, the quick-breeding krogan
experienced an unprecedented population explosion. They began to colonize
nearby worlds, even though these worlds were already inhabited. The Krogan
Rebellions lasted nearly a century, only ending when the turians unleashed the
genophage, a salarian-developed bioweapon that crushed all krogan resistance.
The genophage makes only one in 1,000 pregnancies viable, and today the krogan
are a slowly dying breed. Understandably, the krogan harbor a grudge against all
other species, especially the turians.
Natural Armour
Krogans have Natural Armour 2 (-1 refresh)
Resistance
Krogans have Limited immunity to Poison and disease.
Drawbacks
Genophage
Though it is not foremost on the mind of every krogan, the species is slowly dying
out. If you are a fertile female, you are not adventuring. Period. You are mating to
let the species live just a bit longer. Otherwise, you act with the sort of reckless
abandon of a terminally ill person, knowing that your species is going to die anyway.
This is primarily a roleplaying Trait and as such has no PP value.

Krogan

TEMPLATE

Compulsory: Might and endurance skills


Skills:
Fists, intimidation, Guns
Classes:
Soldier, Vanguard, Battlemaster
Krogan can be biotics known as Battlemasters
Cost
-1 Refresh

ME10

Chris Challacombe

MassEffect RPG

M&M Conversion

Quarian
Driven from their home system by the geth nearly three centuries ago, most
quarians now live aboard the Migrant Fleet, a flotilla of fifty thousand vessels
ranging in size from passenger shuttles to mobile space stations. Home to
17 million quarians, the flotilla understandably has scarce resources.
Because of this, each quarian must go on a rite of passage known as the
Pilgrimage when they come of age. They leave the fleet and only return once
they have found something of value they can bring back to their people.
Other species tend to look down on the quarians for creating the geth and
for the negative impact their fleet has when it enters a system. This has led
to many myths and rumors about the quarians, including the belief that
underneath their clothes and breathing masks, they are actually cybernetic
creatures: a
combination of
organic and
synthetic parts.
Attuned to
Technology
Quarians are adept
with most
technology and
excel at jury-rigging.

QUARIAN

TEMPLATE

Compulsory: Electronics, starship engineering


Skills:
Starship pilot, computers, starship systems, Combat Tech
Power
Classes:
Engineer
The Quarian aspect can be tagged for use of technology
and compelled for its drawbacks (below)
Cost
-1 Refresh
Drawbacks
Complex Needs
Quarian biology prevents them from eating any food made by other species with the
exception of turians.
Also, Quarians have no immune systems. They must wear special environment suits
when out in the open on other planets or on space stations, with the exception of
specialized rooms with volus life support systems.
Eerie Presence/Reputation
Most people regard the quarians with mistrust because of the creation of the geth
and the subsequent self-imposed isolation of the quarian people. First impressions
are almost always negative.

ME11

Chris Challacombe

MassEffect RPG

M&M Conversion

Salarian
The second species to join the Citadel,
the salarians are warm-blooded
amphibians with a hyperactive
metabolism. Salarians think fast, talk fast,
and move fast. To salarians, other species
seem sluggish and dull-witted.
Unfortunately, their metabolic speed
leaves them with a relatively short life
span; salarians over the age of 40 are a
rarity.
The salarians were responsible for
advancing the development of the
primitive krogan species to use as
soldiers during the Rachni Wars. They
were also behind the creation of the
genophage bioweapon the turians used to
quell the Krogan Rebellions several
centuries later.
Salarians are known for their
observational capacity and non-linear
thinking. This manifests as an aptitude
for research and espionage. They are
constantly experimenting and inventing,
and it is generally accepted that they
always know more than they're letting on.

Drawbacks
Short-Lived
A typical salarian lifespan is roughly 40 years.

SALARIAN

TEMPLATE

Compulsory:
Skills:
Rapport, Resources, Computers, Science, Stealth
Classes:
Engineer, infiltrator
Cost

ME12

0 Refresh

Chris Challacombe

MassEffect RPG

M&M Conversion

Turian
Roughly 1,200
years ago, the
turians were invited
to join the Citadel
Council to fulfill
the role of galactic
peacekeepers. The
turians have the
largest fleet in
Citadel space, and
they make up the
single largest portion of the Council's military forces.
As their territory and influence has spread, the turians have come to rely on
the salarians for military intelligence and the asari for diplomacy. Despite a
somewhat colonial attitude towards the rest of the galaxy, the ruling
Hierarchy understands they would lose more than they would gain if the
other two races were ever removed.
Turians come from an autocratic society that values discipline and possesses
a strong sense of personal and collective honor. There is lingering animosity
between turians and humans over the First Contact War of 2157, which is
known as the "Relay 314 Incident" to the turians. Officially, however, the two
species are allies and they enjoy civil, if cool, diplomatic relations.

TURIAN

TEMPLATE

Compulsory: None
Skills:
Guns, Stealth, leadership
Classes:
Soldier, infiltrator
Cost

0 Refresh

Drawbacks
Complex Needs
Turian biology prevents them from eating any food made by other species
with the exception of quarians.

ME13

Chris Challacombe

MassEffect RPG

M&M Conversion

Volus
The volus are a member species of the Citadel
with their own embassy, but they are also a client
race of the turians. Centuries ago, they were
voluntarily absorbed into the Hierarchy,
effectively trading their mercantile prowess for
turian military protection.
Irune, their homeworld, lies far beyond the
normal life zone of its star. However, the world
has a high-pressure greenhouse atmosphere that
traps enough heat to support an ammonia-based
biochemistry. As a result, the volus must wear
pressure suits and breathers when dealing with
other species as conventional nitrogen/oxygen
air mixtures are poisonous to them, and in the low pressure atmospheres
tolerable to most species, their flesh will actually split open.
Volus culture is tribal, bartering lands and even people to gain status. This
culture of exchange inclines them to economic pursuits. It was the volus who
authored the Unified Banking Act, and they continue to monitor and balance
the Citadel economy.

VOLUS

TEMPLATE

Compulsory: None
Skills:
Resources, Deceit, contacting
Classes:
Volus Drawbacks can be compelled via the aspect
Cost
-1 Refresh
Drawbacks
Complex Needs
The high-pressure, ammonia-based atmosphere of their home planet makes
the volus incapable of breathing the air that other species do or enjoying
their food. They must wear special environment suits when out in the open
on other planets or on space stations, with the exception of specialized
rooms with volus life support systems.
Coward
Though not exactly cowardly, their frail and undexterous physique lends to
them getting away from violence more than other species.
Little Person
The volus are shorter than other species, at about two-thirds their height or
shorter.

ME14

Chris Challacombe

MassEffect RPG

M&M Conversion

Vorcha
Although they resemble a mammal-reptile cross,
the vorcha have no terrestrial analogue. They
are humaniod in form, but vorcha have
"clusters" of non-defferentiated neoblast cells,
like those of Earth's planarian worms. Damaged
vorcha cells mature into specialized structures
to alleviate injury or stress.
Transformationns include thicker skin following
injury, lung adaptation for barely-breathable
atmospheres, and stronger cardio-skeletal
muscle under high gravity. Skull capacity and
brain size do not change, and vorcha rarely
make more than one somatic overhual.
Vorcha assault each frequently, causing their
young to gain strength, intelligence, and resilience. As a result, vorcha see inflicting and
receiving pain as normal communication. Few vorcha study professions, in part because
their average life expectancy is only 20 years. Because vorcha can eat and breathe nearly
anything, they can live almost anywhere, but racism prevents them from integrating into
most societies that dismiss them as vermin. They have few employment options beyond
krogan mercenary bands.

VORCHA

TEMPLATE

Compulsory:
Skills:
Guns, Endurance
Classes:
Soldier
Cost

-2 Refresh

Regeneration
Vorcha heal abnormally fast while their cells specialize into whatever is
needed. They can recover from any consequence and heal mild
consequences as an action. (-2 refresh)
Environmental Adaption
Immunity to one environmental condition, limited.
The immunity changes after a week in a hostile environment. A player may
pick a specific type of environment that the character is already resistant to
before the game begins.
Drawbacks
Short-Lived
A typical vorcha lifespan is roughly 20 years.
Out for Blood
Vorcha communicate primarily through violence. As such, if words just aren't
cutting it, teeth, guns, clubs, and whatever else is handy will.

ME15

Chris Challacombe

MassEffect RPG

M&M Conversion

CLASSES
After choosing a race, players must choose a class template.
These classes have key skills which must be taken and some suggested skills.
Certain stunts can only be taken by certain classes.

Soldier
Key Skills:
Suggested
skills:
Equipment:
Stunt
Options
Cost

TEMPLATE
Guns, Endurance
Fists, Survival, Might
N-7 medium armour, Avenger assault rifle , Edge Pistol
Adrenaline Rush, Carnage, Immunity
0 Refresh.

Infiltrator
Key Skills:
Suggested
skills:
Equipment:
Stunt
Options
Cost

TEMPLATE

Stealth, Guns, Combat Tech Power + Stealth field


Athletics, computers, electronics, Burglary,
N-7 Light armour , Mantis Sniper Rifle, Shuriken SMG
Neural shock, Assasinate
-2 refresh (combat tech + stealth field)

Engineer
Key Skills:
Suggested
skills:
Equipment:
Stunt
Options
Cost

TEMPLATE

Electronics, Combat Tech power


Starship engineering, Engineering, computers
N-7 Light armour, Predator Heavy Pistol, Shuriken SMG
AI hacking, Incinerate, CryoBlast, combat Drone, Tech shield
-1 refresh

Sentinel
Key Skills:
Suggested
skills:
Equipment:
Stunt
Options
Cost
ME16

TEMPLATE
Endurance, Combat Tech Power, Biotic Power
Guns, fists, Leadership, electronics
N-7 Light armour, Predator Heavy Pistol, Shuriken SMG
Warp, Tech shield,
-2 refresh (unless asari, then -1)
Chris Challacombe

MassEffect RPG

M&M Conversion

Biotic
Key Skills:
Suggested
skills:
Equipment:
Stunt
Options
Cost

TEMPLATE
Biotic Power
Athletics, endurance, empathy
N-7 Light armour , Predator Heavy Pistol, Shuriken SMG
Singularity, Barrier, Warp
-1 refresh (unless asari)

Vanguard
Key Skills:
Suggested
skills:
Equipment:
Stunt
Options
Cost

ME17

TEMPLATE

Biotic Power
Endurance, Guns, Fists, Might, endurance
N-7 Light armour, Edge Pistol, Shuriken SMG, Scimitar Shotgun
Barrier, Biotic Charge, Carnage
-1 refresh (unless biotic)

Chris Challacombe

MassEffect RPG

M&M Conversion

Biotics

Biotics is poth a power and


a skill. To be biotic you
must take it as a skill and
pay the cost of a stunt.

No Biotic power can be


used in 2 consecutive turns.

Note - Many biotic powers


do not work on shielded
targets.

Some biotic abilities count


as trappings, the rest must
be taken as stunts.

Biotic attacks do a
minimum of 1 Harm, before
armour or shields are
applied.

Trappings
 Telekinesis
You can move small items, as if with your own hand, but at a distance. This doesnt
include fine manipulations such as picking a lock or writing.

 Magic Hand
You can use Telekinesis to attack, or perform maneuvers placing temporary aspects
like Tripped!, Knocked off Balance, or Somebody Shoved Me!

 Lift
Using Lift will cause enemies to float helplessly in the air, making them more
vulnerable to attack. Place an appropriate Aspect on the target as you would for a
maneuver. This effect conserves the momentum of its target, so a charging enemy
will rush over the characters heads, and so on. Requires a biotic attack as normal.

 Pull
In combat, this effect is mostly used to bring opponents closer, launching them
towards the biotic and knocking them over, rendering them helpless when they
land. Shift an enemy one zone on a successful activation, and place an appropriate
Aspect lasting till the characters next turn. Requires a biotic attack as normal.

ME18

Chris Challacombe

MassEffect RPG

M&M Conversion

 Throw
In combat, this effect is mostly used to keep opponents at a distance, by either
launching them away or knocking them over, rendering them helpless when they
land. Shift an enemy one zone on a successful activation, and place an appropriate
Aspect lasting till the characters next turn. Requires a biotic attack as normal.

Stunts
Barrier
Using this effect creates a barrier against the skin to protect against energy weapon
attacks. When activated, add 2 to the effective Shields of the character for the
purposes of the defense roll damage. This effect lasts until is has absorbed the
users biotic level in damage.

 Telekinetic Shield
You can also use Barrier to block or defend against physical attacks.

Levitate (Telekinesis)
You can lift yourself or another person telekinetically. See the Might Lifting Table on
page 99 to determine the difficulty.

Slam
This effect lifts the target before smashing them into the ground. Treat it as an
attack of Biotics against might or athletics. The target then also has a prone aspect
placed on them for a round. For the cost of a fate point this power can either affect
up to 3 targets in close proximity, or have penetration 3.

Crush
This Effect crushes the target in a vice like field. Treat this as an attack of Biotics
against might. This does not work on shielded targets, but does ignore armour.

Warp
This effect lowers the armour on a target, increasing the damage the enemy takes,
as well as dealing damage over time. When activated, subtract 2 from the effective
armour rating of the target for the purposes of their defensive rolls. If the same
target is Warped for two consecutive turns, any damage to the target generates one
additional shift before consequences are applied to represent the damaging nature
of the mass effect field. A roll to hit is still required.

Reave
Reave damages the target and prevents any regeneration. This attack must be rolled
for and can be dodged. The attack has penetration 3, and applies the aspect
cannot regenerate or heal for the rest of the combat. This power does not work
against shielded targets.

Charge:

ME19

Chris Challacombe

MassEffect RPG

M&M Conversion

This power propels the user forward (upto 1 zone) and attacks a target. This power
can be used to pass small obstacles and gaps. The target is attacked with biotics,
and can dodge or block as with a physical attach.

Shockwave:
This power sends out a wave which knocks over multiple targets. One group of
targets are knocked over, having a relevant aspect placed on them. Shockwave does
not require an attack roll.

Singularity:
This gravitational power sucks multiple enemies within a radius to a single area,
leaving them floating helplessly and vulnerable to attack. It can also attract objects
from the environment, such as crates or pieces of furniture. Place an appropriate
Aspect on the target zone as you would for a maneuver. This effect lasts 2 turns, or
until another Biotic effect is used.

Stasis:
This effect causes an enemy to be temporarily locked in a mass effect field, freezing
the target in place and making them unable to attack. Enemies in Stasis also
become impervious to damage. Place an appropriate Aspect on the target as you
would for a maneuver. The effect lasts for one round per shift generated.

Dominate
This is a mental biotic attack against the targets resolve. Any shifts caused by the
attack deal composure stress. If spin is generated the target is now under the users
control, and an appropriate aspect is placed on the target.

Mind Reading
This is a mental biotic attack against the targets resolve. Any shifts caused by the
attack reveal pieces of relevant information. If spin is generated the targets aspects
are revealed.

ME20

Chris Challacombe

MassEffect RPG

M&M Conversion

Tech
To have Tech
abilities, a
character
must take
Tech as a
skill and a
stunt costing
1 refresh.
Some abilities
do not work against shielded opponents.

No Tech ability can be used in 2 consecutive turns.

Note - Many tech ability do not work on shielded targets.

Some Tech abilities count as trappings, the rest must be taken as stunts.

Trappings
Damping
This application of the Military Grade Omni-tool (see below) causes disruptions and
suppression of mass effect fields, and can be used to disrupt Biotics, most common
energy weapons, and even starship systems. Use this Talent defensively to make
Biotic Training checks contested when used on the character or allies in the same
zone, or offensively by placing a "Suppressed by Tech" aspect on an appropriate
target no more than 1 zone away.

Overload
Artificial or synthetic lifeforms attacked with this talent can be shut down for one
round by overloading their power systems. The following round, the target becomes
immune to further overload attempts. Place a "system rebooting" free tag on the
target until the player's next turn.
In addition this power attacks shields. A successful attack deals damage equal to
the tech level of the user. Note this is only applied to tech or armour shields and
not biotic barriers. Spin causes the shields to fail instantly.

Energy Drain
Sophisticated circuitry allows the user to drain energy from an enemys energy
weapon for use in their own. After a successful attack in this manner, the
character's weapon is too hot from the sudden charging to be used immediately,
and must cool down till their next turn. The amount of energy drained in this
manner will never exceed the storage capacity of the character's gun. Duplicate
characters tagged Overheated aspect and place on an enemy, preventing them
from firing till the start of their next turn.

ME21

Chris Challacombe

MassEffect RPG

M&M Conversion

Stunts
Sabotage:
This is an attack against a targets weapon. Test Tech against a difficulty of 3. Shifts
cause the weapon to malfunction, and will not work for a number of rounds equal
to the shifts. Spin causes the weapon to explode and damage the target, treat as
harm equal to the weapons rating.

AI Hacking:
Artificial or synthetic lifeforms attacked with this talent can be subverted for one
round to fire on their own allies by messing with their targeting systems. The
following round, the target becomes immune to further hacking attempts. There
must be multiple enemies present to activate this talent. Place a "targeting
malfunction" free tag on the target until the player's next turn.

Neural Shock:
Biological lifeforms attacked with this talent (versus resolve or endurance) can be
paralyzed for one round by disrupting their central nervous systems. Place a
"disoriented and confused" free tag on the target until the player's next turn. If spin
is generated the target also takes health stress equivalent to the number of shifts.

Incinerate:
This attack damages armour and causes damage over time. The attack does not
work against shielded targets. The targets armour rating is reduced by the number
of shifts generated for the rest of the combat. Any extra shifts are applied to the
target as stress. If spin is generated, this damage repeats for an extra turn per spin.

Cryo Blast:
This attack freezes the target in place and makes them vulnerable. The attack does
not work against shields. A successful attack freezes the target and places a free
taggable Frozen and vulnerable to attack aspect on the target. If spin is generated
then the targets armour is reduced by 2 for the duration. The effect lasts one
round.

Tech Shield:
Using this effect creates a extra shield to protect against attacks. When activated,
add 2 to the effective Shields of the character for the purposes of the defense roll
against damage. This effect lasts until is has absorbed the users tech level in
damage.

Stealth Field
This effect costs one fate point. The user blends into the back ground. For a
number of rounds equal to the users Tech level the user cannot be seen unless an
awareness roll against the tech level is passed. Once seen any attacks against the
user can be resisted by dodge + tech.

Combat Drone:
Drones - WIP

ME22

Chris Challacombe

MassEffect RPG

M&M Conversion

Combat Abilities
Combat Abilities work as Stunts. Some only work with certain equipment. All
abilities have a recharge time of one round in between uses.
Carnage

Shotgun

Extensive training with shotguns has given the character the ability to duplicate the
effects of the Weapon Modification Double Tap. Once per scene, this stunt allows
the player to double the Harm rating of one of their weapons for one turn. It then
immediately activates the Overheated tag on the weapon. Use of this stunt may
not be stacked with a weapon that already possesses either the Both Barrels or
Double Tap aspects.

Overkill

Assault rifle / SMG

Extensive training with autofire weapons has given the character the ability to
duplicate the effects of the Weapon Modification Double Tap. Once per scene, this
stunt allows the player to double the Harm rating of one of their weapons for one
turn. It then immediately activates the Overheated tag on the weapon. Use of this
stunt may not be stacked with a weapon that already possesses either the Both
Barrels or Double Tap aspects. This effect may be combined with the weapons
autofire aspect for the cost of a fate point.

Immunity / Fortification
Representing many, many hours of experience under heavy fire, the character
has an instinctual awareness of the flow of a battle allowing them to better protect
themselves in the heat of battle, and regain their balance and protection. Once per
scene, a character with this stunt may gain +4 bonus to armour defense for one
round. By spending a fate point this effect lasts 2 rounds.

Shield Boost
Representing many, many hours of experience under heavy fire, the character
has the awareness to boost their shields and regain their protection. Once per
scene, a character with this stunt whose Shields are down may immediately
recharge them to full.

Adrenaline Rush
At the cost of a fate point the user can make 2 actions this round (but not 2 move
actions). This reflects increased reflexes.

Marksman Pistol/Heavy Pistol


Long term training with Pistols has enabled the character to replicate the effects of
the Weapon Modification Double Tap. With one round of focus, that is without
doing any other action, the player doubles the Harm rating of the weapon for their
next turn. The character must not do anything for that turn except shoot. This
ability may only be used on Pistols, and is not able to be stacked with a weapon that
already possesses either the Both Barrels or Double Tap aspects.

Assassination
Long term training with Sniper Rifles has enabled the character to replicate the
effects of the Weapon Modification Double Tap. With one round of focus, that is
without doing any other action, the player doubles the Harm rating of the weapon
for their next turn. The character must not do anything for that turn except shoot.

ME23

Chris Challacombe

MassEffect RPG

M&M Conversion

This ability may only be used on Sniper Rifle, and is not able to be stacked with a
weapon that already possesses either the Both Barrels or Double Tap aspects.

Concussive Shot
As other abilities

ME24

Chris Challacombe

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