mass effect age 1.03

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    Mass Effect AGE By Clemens Kander

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    What will you find in here? You wont find the basic rules of Dragon Age RPG in here. This is an expansion to the original game, that takes the AGE mechanics and puts it into the Mass Effect universe. You will find new rules or rule adaptions (like the Health/Armor/Shield mechanic for example) new classes, talents, Biotic and Tech abilities, items and adversaries. You will find new focuses, but you wont find an explanation about focuses in general, what bonuses they give or how they work exactly. You wont find rules for basic, opposed and advanced ability tests or combat mechanics. You will find new stunts, but I will not enlighten you on how to generate and use stunt points. All of those rules are included in Dragon Age RPG Set 1. It is a great game, it is fun and thrilling, so one thing you will definately find here is a recommendation to buy it. Please not that I personally am not affiliated with GreenRonin Publishing or BioWare this is purely a fan project, and once youve got the Dragon Age RPG, you will be free to use this expansion as you like. If you have suggestions or wishes for future editions, feel free to visit the Mass Effect AGE thread on the Green Ronin forums (http://www.greenronin.com/phpBB2/viewtopic.php?f=33&t=10703) and leave a comment.

    Skills . . . p. 3

    Backgrounds . . . p. 5

    Classes . . . p. 15

    Talents . . . p. 25

    Specializations . . . p. 30

    Powers . . . p. 34

    Biotics . . . p. 34

    Tech . . . p. 38

    Equipment . . . p. 42

    Actions and Stunts . . . p. 48 Adversaries . . . p. 50 Changelog . . . p. 54 Credits . . . p . 55

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    Skills Biotics: Body, Kinetic Fields, Telekinesis Communication: Bargaining, Deception, Disguise, Etiquette, Gambling, Investigation, Leadership, Performance, Persuasion, Seduction, Diplomacy Constitution: Drinking, Running, Stamina, Environmental Resistance Cunning: Archaeology, Cryptography, Cultural Lore, Economy, Evaluation, Humanities, Military Lore, Natural Sciences, Navigation, Religious Lore, Research Dexterity: Acrobatics, Crafting, Driving, Grenades, Initiative, Legerdemain, Omni-Blades, Pistols, Shotguns, Sneaking, Sub-Machine Guns, Visual Arts Perception: Assault Rifles, Empathy, Hearing, Searching, Seeing, Smelling, Sniper Rifles, Tracking Strength: Brawling, Climbing, Heavy Weaponry, Intimidation, Jumping, Might Tech: Synthethics, Arms Tech, Engineering, First Aid, Hacking, Shield Tech, Stealth Willpower: Courage, Faith, Memory, Morale, Self-Discipline

    What's new? The Biotics ability boosts your characters capability when using biotic techniques, such as Barrier, Slam or Warp. Biotics (Body): Enhances Biotic techniques which directly affect the body, such as Charge, Dominate, Reave and Warp. Biotics (Kinetic Fields): Enhances Biotic techniques which create kinetic fields, either in defense or as an attack, such as Barrier, Nova, Shockwave and Stasis. Biotics (Telekinesis): Enhances Biotic techniques which involve hurling persons and things around, such as Pull, Singularity, Slam and Throw. Communication (Diplomacy): This affects your ability to avoid diplomatic incidents and to negotiate with your opponent. Constitution (Environmental Resistance): Resilience against environmental hazards, like radiation, heat or frost. Cunning (Archaeology): Your ability to find and dig up ancient ruins and artifacts. Cunning (Economy): You are proficient in the field of financial affairs. Cunning (Humanities): Includes philosophy, history, literature and the like. Cunning (Natural Sciences): Your prowess in the natural sciences, such as biology, physics, et cetera. This focus may be dispersed into several unique focuses (p.e. Cunning (Biology)) at the DM's discretion. Dexterity (Omni-Blades): Making an attack with the melee Omni-Blade. Dexterity (Pistols): Aiming and shooting with pistols. Dexterity (Sneaking): Moving unseen and unheard without the use of stealth generators. Dexterity (Shotguns): Aiming and shooting with shotguns. Dexterity (Sub-Machine Guns): Aiming and shooting with sub-machine guns.

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    Dexterity (Visual Arts): Drawing a picture, sculpting a statue out of rock, forming something out of clay. May be dispersed into unique focuses at the DM's discretion. Perception (Assault Rifles): Aiming and shooting with assault rifles. Perception (Sniper Rifles): Aiming and shooting with sniper rifles. Strength (Heavy Weaponry): Aiming and shooting heavy weapons, such as rocket launchers, grenade launchers, cryo blasters and other experimental heavy weapons. The Tech ability resembles your prowess when using Tech powers, such as Combat Drone, Overload or Incinerate, but also determines your proficiency when handling electronic circuits or mass effect technology of any sort. Tech (Synthetics): Improves your ability to interact with VIs and AIs. The Tech powers Combat Drone and AI Hacking profit from this focus. Tech (Arms Tech): Applies when deploying experimental weapon technology, such as Cryo Blast, Damping Field and Incineration Tech. Also useful when disarming bombs and mines. Tech (First Aid): Using Medi-Gel to heal allies, as well as deploying neural tech to hinder the enemy. Enhances Neural Shock and the First Aid tech power. Tech (Hacking): Hacking omni-tools, computers and terminals, as well as bypassing electronic circuits to open locked doors, safes etc. Tech (Shield Tech): Enhances powers related to shielding technology, such as Energy Drain, Shield Boost, Overload and Tech Armor. Tech (Stealth): Using a stealth generator. Willpower (Memory): The ability to reach and access distant memories.

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    Backgrounds

    Asari Asari Maiden Asari live through three stages in their lives, of which being a maiden is the very first. Asari maiden are often curious and feel an urge to experience the galaxy and foreign cultures. They tend to become explores, to satisfiy their need for discovery, but often also take up a job as dancers in clubs (of whatever sort) to meet a variety of people.

    Add 1 to your Biotics ability. All asari are gifted biotics. Pick one of the following ability focuses: Communication (Seduction) or Cunning (Cultural Lore), You are an asari. Even though they are mono-gendered, all asari bodies resemble females. Pick the Biotic class. You are between 100 and 350 years old. Roll twice on the Asari Maiden table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

    Asari Maiden

    2D6 Roll Benefit

    2 +1 Dexterity

    3-4 Communication (Performance)

    5 Dexterity (Legerdemain)

    6 Perception (Empathy)

    7-8 +1 Cunning

    9 Dexterity (Acrobatics)

    10-11 Cunning (Natural Sciences)

    12 +1 Perception

    Asari Matron The second stage of Asari life is the matron. Asari matrons tend to be family-oriented, often settling down and founding a home. Yet there are matrons who disenjoy this lifestyle and rather continue the travels they started in their maiden stage, often as elite soldiers or mercenaries.

    Add 1 to your Biotics ability. All asari are gifted biotics.

    Pick one of the following ability focuses: Communication (Diplomacy) or Willpower (Faith).

    You are an asari. Even though they are mono-gendered, all asari bodies resemble females.

    Pick the Biotic class.

    You are between 300 and 700 years old.

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    Asari Matron

    2D6 Roll Benefit

    2 +1 Cunning

    3-4 Communication (Etiquette)

    5 Cunning (Religious Lore)

    6 Dexterity (Visual Arts)

    7-8 +1 Perception

    9 Perception (Empathy)

    10-11 Cunning (Cultural Lore)

    12 +1 Willpower

    Roll once on the Asari Matron table and once on the Asari Maiden table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

    Batarians Average batarians can not be encountered outside baratian space. The paranoid batarian government has forbidden its citizen to leave the baratrian Hegemony. Thusly, batarians met in the Terminus systems or the Traverse are either soldiers, criminals or in some cases both. Batarians are shrewd negotiators, and their reputation in the galaxy isnt one of the very best. In fact, they are known as notorious slavers, a profession the Citadel Council harshly opposes. Batarians are also known for their anti-human attitude.

    Add 1 to your Perception ability. Batarians have four eyes, and those are not just for show.

    Pick one of the following ability focuses: Perception (Seeing) or Communication (Bargaining).

    You are batarian.

    Pick a class: Combat or Tech.

    Roll twice on the Batarian table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

    Batarian

    2D6 Roll Benefit

    2 +1 Communication

    3-4 Cunning (Evaluation)

    5 Strength (Brawling)

    6 Constitution (Drinking)

    7-8 +1 Strength

    9 Communication (Deception)

    10-11 Tech (Engineering)

    12 +1 Willpower

    Drell The drell are a bipedal reptiloid species, originating from the planet Rakhana. The already dry planet had become unliveable on about two centuries ago, which led to the hanar rescuing approximately 375.000 drell and bringing them to their own homeworld on Kahje. Those drell and the hanar have lived in a close relationship since then, so close that many young drell even adopt the hanar beliefs of the Enkindlers.

    Add 1 to your Strength ability. Even though drell are of the same stature as humans and asari, their dense muscle tissue giv