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imp_fireball
2009-07-12, 09:45 PM
Depending on input, I might implement other aspects of the game into D20 - right now I'm shooting for a D&D 3.5e implementation.

So, for now, here's the races.

Note that none of the text is formatted (was created in google documents), so if I'm not feeling lazy, I might do that later (unless someone else is willing to format size and style for me, heh).

Elcor Citizen
Large Humanoid (Elcor)
Hit Dice 6d8+3 (30 hp)
Speed 10ft. (2 squares)
Initiative: -1
Armor Class 17; touch 9; flat-footed 18
(Natural Armor +8, -1 DEX)
Base Attack/Grapple +3/+11
Attack Standard attack slam +7 (1d6+4, 20/x2)
Full-Attack Full attack slam +7 (1 slam/arm, two arms; 1d6+4, 20/x2)
Space 10ft.; Reach 15ft.
Special Attacks None
Special Qualities Mule Supreme, Caution
Saves Fort +2 Ref +4 Will +4
Abilities Str 18, Dex 8, Con 11, Int 11, Wis 15, Cha 9
Skills Survival +5, Listen +5, Spot +5, Diplomacy +5
Feats Skill Focus: Diplomacy, Toughness, Power Attack
Environment Any, or zones of High Gravity
Organisation Usually Alone, or Group (2 - 6)
Challenge Rating 2
Treasure Standard
Alignment Any
Advancement by character class; Favored Class Any (or none)
Level Adjustment +1

Combat

Elcor are usually too slow in both mind and body to respond appropriately in combat. As such, they rarely are seen fighting however if the matter rises, they will approach an enemy deliberately with shoulder mounted, VI guided, powerful weapon mounts. As such, Elcor fight much like walking turrets than actual soldiers. Their natural armor defeats the need to take cover in a firefight as others do. Without the high tech advantage of VI guidance, an Elcor, assuming, may corner a hapless victim and crush them with their great natural strength.

Elcor are a slow and deliberate race. Their government is highly conservative and court proceedings are carefully reviewed in great length before any judgement is passed. Elcor habitually plan decades ahead of any important action they wish to take. Elcor have the distinctive habit of vocalizing their current emotion before saying what they wish to say (ie. if one is concerned about a plan they might say, "Concerned. I fear for the outcome this might bring."). Elcor have no discernible mouths, although it is assumed that they eat, breathe and sleep. They are typically 8-10ft. tall, and appear to slouch forward - while this does not give them greater length than other large humanoids, they do have greater reach.

In addition to their native language, Elcor also generally automatically speak common, as those who travel have been known to desire representing their race in a positive light - and even if this isn't the case, it has nonetheless become tradition to learn a common tongue.

Elcor have the following racial features:

- +8 STR, +4 WIS, -2 CHA, -2 DEX

Their high-gravity homeworld has left them cautious and incredibly strong and few can match an Elcor in foresight; Elcor speak in monotone and ultimately find it hard to express emotion to other races, however, and their conservative nature has ultimately factored into carefulness that limits reflex responses.

- Size Large; Elcor have additional reach beyond most large humanoids

- +8 Natural Armor

- 10ft. Move Speed

- Natural Attacks (one slam/arm, two arms; 1d6 each)

- 6d8 racial HD (humanoid levels)

- Mule Supreme (Ex)

While they do suffer armor check penalties as every other race, Elcor are not penalized in speed for wearing medium or heavy armor nor from carrying greater than a light load. They also do not suffer armor check penalties for carrying greater than a light load.

- Caution

Elcor are a notably slow race. As such, their actions in combat (aside from move actions to do with movement between spaces) are considered one step higher in regards to time consumption. Thus, a standard action becomes a full action, a move action becomes a standard action, a swift action becomes a move action, etc. Full actions usually take until the next round to take affect and consume a move action for that round.
----

Turian Warrior
Medium Humanoid (Turian)
Hit Dice 1d8+1 (5 hp)
Speed 40ft. (8 squares)
Initiative: +4
Armor Class 14; touch 10; flat-footed 14
(Armor +4)
Base Attack/Grapple +1/+2
Attack Longsword +2 (1d8+1) or Talon +2 (1d4+1)
Full-Attack Full attack Longsword +2 (1d8+1) or Talon +2 (1d4+1)
Space 5ft.; Reach 5ft.
Special Attacks None
Special Qualities Adaptation
Saves Fort +2 Ref +0 Will +0
Abilities Str 13, Dex 10, Con 13, Int 10, Wis 11, Cha 9
Skills Spot +4, Knowledge: Martial Lore +6, Tumble +2
Feats Improved Initiative
Environment Any
Organisation Squad (3 - 16) or Formation (18 - 200+)
Challenge Rating 1/2
Treasure Standard
Alignment Any
Advancement by character class; Favored Class Any Martial Class
Level Adjustment +0

Combat

A Turian is deliberate and crafty in taking down foes. When alone, they enjoy hunting and sneaking up on enemies, but in groups they take advantage of numbers to overpower individual victims. If a Turian thinks he's over his head, he'll typically try to summon reinforcements.

Turians are a part of a government that demands military service of its citizens and much in the way of expectation of the individual rather than actual law. Because of this, all Turians know about the military and all can fight if needed - many have at least one level in a martial class. The ideal Turian is noble and honorable, and many actually live up to this vision simply because of what the state demands of its citizens.

Turians typically stand over six feet tall, have two long, proportionately thick fingers and an opposable thumb on each hand - each tipped with talons - and a set of mandibles around their mouths. The most distinguishing feature of turians is their metallic carapace, which is a result of their evolution. Turian features are avian, making them resemble humanoid birds or raptors. Turians (like Quarians) require dextro-amino acids and most food suited for humans pass through their bodies, providing zero nutrition.

Turians have the following racial features:

- Size Medium

- 40ft. move speed

- Turians are automatically proficient with a martial weapon of their choice

- Natural Attacks (two talons; 1d4 each)

- +4 bonus to Knowledge: Martial Lore checks

Turians that are old enough to adventure typically have served in the military or are demanded to learn of its intricacies prior to inevitable service.

- Adaptation (Ex)

A Turian's metallic carapace allows them to survive radiation exposure and similar affects for a decent period longer than however long a human can live in such conditions. Turians receive a +6 to FORT saves against poison absorbed through the skin or radiation. If such an environment does not demand a FORT save, CON check (or anything else rolled), they will always survive longer than humans, at a period determined at GM discretion.
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Krogan Warrior
Medium Humanoid (Krogan)
Hit Dice 4d8+8 (26 hp)
Speed 30ft. (6 squares)
Initiative: -1
Armor Class 20; touch 9; flat-footed 21
(Traditional Breastplate; Armor +5, Natural Armor +6, -1 DEX)
Base Attack/Grapple +3/+9
Attack Composite Longbow +2 (1d8+2) or Slam +5 (1d10+3*)
Full-Attack Full attack Composite Longbow +2 (1d8+2) or Slam +5 (1d10+3*)
Space 5ft.; Reach 5ft.
Special Attacks None
Special Qualities Alertness, Powerful Build, Adaptation, Acid, Cold and Fire Resistance 5, +6 to FORT saves versus paralysis, Moderate Fortification
Saves Fort +5 Ref +1 Will +1
Abilities Str 15, Dex 8, Con 15, Int 10, Wis 11, Cha 10
Skills Spot +6, Listen +6, Survival +4, Jump +4
Feats Power Attack, Improved Overrun
Environment Any
Organisation Alone or Group (2-6)
Challenge Rating 2
Treasure Standard
Alignment Any
Advancement by character class; Favored Class Barbarian (and its derivatives) or Any Psionic Martial (if they have the wild talent feat)
Level Adjustment +1

Combat
*Krogan typically slam with the bulk of their bodies, and thus utilize 1.5 times their STR bonus.

With the genophage's inevitable gradual extinction of the Krogan, Krogan are now typically hired as mercenaries - this being perhaps their only contribution to the other races. Battlemasters, Krogan that utilize biotics (a specific list of psionic powers) and have Wild Talent as the feat are more rare and often fight alone but are nonetheless awesome to behold in combat efficiency. Prior to the Genophage, the Krogan were brutal warmongers that waged nuclear war for 2000 years and often favored 'human wave' tactical maneuvers (or in this case, 'krogan wave'). Krogan have humps that can store nutrients as a camel and are thus similar in ability to survive extended periods without food or water.

It is quite likely that a Krogan that adventures has met his fair share of combat, and because many Krogan survive as mercenaries - a job that involves interacting with other species in the universe - Krogan, in addition to any tribal tongue, automatically speak common.

Krogan have the following racial features:

- 3d8 racial HD (humanoid levels)

- +4 STR, +4 CON, -2 DEX

Krogan are tough and powerful, but somewhat uncoordinated.

- Alertness as the feat listing in the D20SRD

- Powerful build as the racial quality

Krogan often use motion and mass in combat to their great advantage.

- Adaptation as the Turian racial listing (see above)

- Acid, Cold and Fire Resistance 5

- +6 to FORT saves versus paralysis

Krogan have a secondary nervous system using a neuroconductive fluid, meaning they are almost impossible to paralyze.

- Moderate Fortification

Krogan, beyond their thick hides, are quite capable of sustaining wounds due to what are often redundant organs. Treat as moderate fortification, ordinarily provided for armor/shields in regards to surviving critical hits. Does not stack with moderate/light fortification provided by armor or shields.
-----

Salarian Commoner
Medium Humanoid (Salarian)
Hit Dice 1d4 (2 hp)
Speed 30ft. (6 squares)
Initiative: +0
Armor Class 10; touch 10; flat-footed 10
(No bonuses)
Base Attack/Grapple +0/+0
Attack Dagger +0 (1d4)
Full-Attack Full attack Dagger +0 (1d4)
Space 5ft.; Reach 5ft.
Special Attacks None
Special Qualities Restless, Imprinting, Quick of Thought
Saves Fort +0 Ref +0 Will -1
Abilities Str 11, Dex 10, Con 11, Int 12, Wis 9, Cha 10
Skills Bluff +6, Knowledge: Local +5, Gather Information +6
Feats Investigator
Environment Any
Organisation Alone or Group (3-30)
Challenge Rating 1/2
Treasure Standard
Alignment Any
Advancement by character class; Favored Class Rogue (and its derivatives), Factotum (and its derivatives), and Engineer (and its derivatives; note that the Engineer is a home brewed class)
Level Adjustment +0

Combat

Salarians typically use a great variety of tactics in assaulting enemies. They will often sneak up and strike quickly and efficiently before the enemy has a chance to respond or be aware of their presence. If the enemy has information concerning their said tactics, an offense in that period is often viewed as suicidal. Frontal assaults are likely regarded as an exercise in pure idiocy - quite different from the ancient Krogan opinion.

The salarians are a bi-pedal race of aliens, with tall, elongated bodies suited for their high metabolism. Their heads are tall and thin, with horn-like appendages protruding from the top of their skulls. Their skin varies in color, but is mostly a shade of blue or grey. However, this does not apply to all salarians, as some are brightly colored, ranging from light red to green.

Salarian eyes are large, oval and have thin membranes in place of eyelids. Their eyes are not brightly colored, and they appear to have no iris, making their eyes more like those of an amphibian's than a mammal.


Salarians have the following racial features:


- +2 INT, -2 WIS


Salarians are intense, quick thinkers but often get in over their heads in certain circumstances.


- Restless (Ex)


Salarians have hyper metabolisms and are considered fully rested after only one hour of sleep per day. They do not suffer secondary effects from poisons.

- Imprinting (Ex)


Salarians have photographic memories and rarely forget a fact. This functions as a photographic memory for any other creature. Determined at GM discretion, Salarians will typically remember things more often than characters of other races. This is especially useful for such things as recalling the traits of a location necessary to properly teleport, ie.


- Quick of Thought (Trait)


Salarians think in such rapid succession that they typically know more than they're letting on. Salarians receive a +2 racial bonus to bluff checks.

-----


Asari Matron
Medium Humanoid (Asari)
Hit Dice 1d4 (2 hp)
Speed 30ft. (6 squares)
Initiative: +0
Armor Class 10; touch 10; flat-footed 10
(No bonuses)
Base Attack/Grapple +0/+0
Attack Dagger +0 (1d4)
Full-Attack Full attack Dagger +0 (1d4)
Space 5ft.; Reach 5ft.
Special Attacks None
Special Qualities Wild Talent, Psi-like Abilities
Saves Fort +0 Ref +0 Will +1
Abilities Str 11, Dex 10, Con 11, Int 10, Wis 13, Cha 12
Skills Diplomacy +5, Gather Information +5
Feats Autonomous
Environment Usually The Citadel or within an Asari fleet
Organisation Alone or Group (2-10)
Challenge Rating 1/2
Treasure Standard
Alignment Any
Advancement by character class; Favored Class Any Psychic
Level Adjustment +0

Combat


Those that are trained (often trained well and for decades if trained at all), fight with a dancer's grace, utilizing what are a variety of feats to do with mobility. Others make great assassins. Fighting a learned huntress one on one is almost un-winnable for the hapless other, but at the same time, Asari do not excel in defensive warfare and will typically balk at an assault that involves great numbers of an enemy.


Asari are monogendered, closely resembling blue/purple skinned human women, however they lack any sort of body hair, their heads instead bearing flaps of skin that have the appearance of folding appendages. Asari are tribal, but advanced and long living due to a robust, regenerative cellular system - however they do not actually heal any faster than other races.


Due to their means of reproduction through 'merging', a process that can be conducted with a member of any race, Asari make decent biotics - culture demands that, coupled with extensive martial training, a huntress will learn how to make use of some of her biotic potential (most soldiers have levels in psychic/martial classes). Asari commandos utilize this combination to particularly lethal effect. Asari can live for up to 1000 years. Beyond any tribal tongues, Asari automatically know common due to a culture that encourages association with other races.


Asari have the following racial features:


- +2 CHA, +2 WIS


Asari are a communal, inclusive race, naturally making them adept at expressing their thoughts to others. Their long life has developed in them a philosophy of the 'long view', which is exemplified by a tendency to look ahead; matriarchs of the Citadel Council have been known to make presently 'incomprehensible decisions' that only unveil a logical means decades, or centuries into the future.


- Wild Talent, as the feat descriptor in the D20SRD


- Psi-like Abilities
1/day: Share Consciousness (must be willing). Manifester level equal to HD.

Share Consciousness functions as Read Thoughts, however it affects only one target. It is also more 'intense' in that it involves the ability to discern details of whatever enters a target's mind (a prior spell affect, something the target may have witnessed, etc.) that the target themselves might not know about. Share Consciousness, with an appropriate concentration check at GM discretion, can also be made to clear a target's mind and allow them to remember past details. If insanity rules are used, Share Consciousness can potentially provide immediate relief to restore the most recent loss of sanity points in a target as an alternative to more lengthy therapy. The concentration DC to do so is 20, with failure indicating that the manifester, having witnessed what the target witnessed, also takes that amount of sanity damage.
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Quarian Pilgrim
Medium Humanoid (Quarian)
Hit Dice 1d4 (2 hp)
Speed 30ft. (6 squares)
Initiative: +0
Armor Class 13; touch 10; flat-footed 13
(Light Metal Layers, Armor +3)
Base Attack/Grapple +0/+0
Attack Dagger +0 (1d4)
Full-Attack Full attack Dagger +0 (1d4)
Space 5ft.; Reach 5ft.
Special Attacks None
Special Qualities Nomad
Saves Fort +0 Ref +0 Will +1
Abilities Str 11, Dex 10, Con 11, Int 10, Wis 11, Cha 10
Skills Search +7, Techcraft +8
Feats Skill Focus: Search
Environment The Flotilla/Migrant Fleet (unless on their pilgrimage, in which case Any)
Organisation Alone or Communion (100+)
Challenge Rating 1/2
Treasure Standard
Alignment Any
Advancement by character class; Favored Class Rogue (and its derivatives), Urban Ranger variant (or any other scavenger/survivalist related class), and Engineer (and its derivatives; note that the Engineer is a home brewed class)
Level Adjustment +0

Combat


Quarians are generally shorter and of slighter build than humans, but taller than dwarves. They dress in a scavenged assortment of materials, hiding their faces behind visors, goggles, or breathing masks. Over the generations quarians' immune systems have atrophied due to the years in the sterile environment of the Migrant Fleet. As such, quarians are always given various vaccinations and immunizations to help ward off disease. However, they still refuse to remove their suits as to not take the risk.

Quarians have an endoskeleton, teeth, and two eyes with eyelids and tear-ducts. Females have mammary glands. Quarians may have evolved along similar lines as Earth's higher primates, much as Australia's koalas developed like Africa's leaf-eating prosimians: a phenomenon called convergent evolution.
Like turians, the quarians are a dextro-protein species of reverse chirality from humans and asari. The food of levo-protein races such as humans or asari is at best inedible and at worst poisonous. Quarians have a common tongue that all within the Migrant Fleet understand. Races besides Quarian are usually not allowed entry into any vessel in the migrant fleet due to fear of outside contamination. Despite having fled their homeworld, and being nomadic by nature, the Quarians rarely truly leave 'home', although they do change vessels after the pilgrimage phase of their lives. Quarians have no automatic languages aside from their racial tongue.


Quarians have the following racial features:


- +4 Knowledge: Science and Technology and Techcraft checks


Most Quarians grew up with a knowledge of technology out of survival necessity and Quarians, as a species, have tinkered for many centuries. If a campaign does not use 'Knowledge: Science and Technology' or 'Techcraft', the GM can instead allow the +4 modifiers to be applied to 'Knowledge: Architecture and Engineering' and Search checks


- Nomad


50% additional wealth bonus (applied only to starting wealth rolled), however the additional starting money acquired through this bonus can only be used to purchased Quarian made goods and materials. The concept behind this is that first level Quarians that adventure (whether on their pilgrimage or some other means) take whatever is needed with them from the Flotilla for free since Quarian life is less economically centered and more survivalist albeit governed under martial law (if you want it, take it... you're friends/family will provide for you if you're lucky assuming you aren't too much of a burden). Quarians made goods and materials are derived from the migrant fleet, and are unique. The sample +3 AC light armor in the above listing (light metal materials) includes the option of something to conceal the face and a breathing mask as well as room for speech - it also effectively seals the body from the environments hazardous to Quarians outside of the flotilla. All Quarian armor is made in this manner and a proper list can be put together at GM discretion. For balance reasons, while providing some minor advantages, this list is generally subpar to the standard list provided to other players and does not include weapons; the armor is made to eliminate the only penalty to being a Quarian, ie.


- -4 penalty to FORT saves and CON checks versus disease, poison, toxins, chemicals/etc., unless wearing special sealed armor (can be purchased in a 'Quarian goods' list with bonus money at first level).

-------


Volus Merchant
Medium Humanoid (Volus)
Hit Dice 2d4 (5 hp)
Speed 30ft. (6 squares)
Initiative: +0
Armor Class 14; touch 10; flat-footed 14
(Protective Suit, Armor +4)
Base Attack/Grapple +1/+1
Attack Dagger +0 (1d4)
Full-Attack Full attack Dagger +0 (1d4)
Space 5ft.; Reach 5ft.
Special Attacks None
Special Qualities Noncombatant, Sealed
Saves Fort +0 Ref +0 Will +1
Abilities Str 11, Dex 10, Con 11, Int 10, Wis 11, Cha 10
Skills Knowledge: Local +6, Gather Information +6
Feats Investigator
Environment Ammonia based environment or Any
Organisation Alone or Band (2-4)
Challenge Rating 1/2
Treasure Standard
Alignment Any
Advancement by character class; Favored Class Any

Level Adjustment +0

Combat


Volus typically avoid combat whenever they can. If necessary and able, their way of combat will revolve around the use of tools and technology as a means to an end; whether it means escape or a quick death for the enemy.


Short and stocky, Volus hail from Irune, which possesses a high-pressure greenhouse atmosphere able to support an ammonia-based biochemistry. As a result, the volus must wear pressure suits and breathers when dealing with other species. In addition to any tribal tongue, Volus also speak common, since any who adventure likely participate in highly social occupations with other races. Because many are inclined to monetary trades, most likely survive as brokers, economists and the like.

Volus have the following racial features:

- Noncombatant as the flaw in the D20SRD. Because all Volus have this flaw as part of their species, they cannot take it twice. Volus do not acquire any bonus feats for this flaw.

- Sealed

In ordinary environments suitable for humans, the pressure is too low for a Volus - never mind that they suffocate, their bodies expand and split open! Exposure results in 6d6 vacuum damage/round (or equivalent damage related to low pressure) - a full round is needed to take the damage, giving the Volus time during the round of Exposure to take whatever action necessary to cover up.

- +2 to Knowledge: Local checks. Volus typically learn the ropes of a social environment since it is required to deal business in an area. Most Volus grow up naturally acquiring this trait, as they have bartered continuously upon their homeworld for centuries.

- Double Starting Wealth. A Volus that adventures typically brings lots of value with him, since there is little else of value he can offer - at least to begin with.
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Hanar
Medium Aberration (Hanar)
Hit Dice 1d8 (4 hp)
Speed 30ft. (6 squares with standard mass effect field; 0ft. with none); 30ft. (swim)
Initiative: +0
Armor Class 10; touch 10; flat-footed 10
Base Attack/Grapple +0/-2
Attack None
Full-Attack None
Space 5ft.; Reach 5ft.
Special Attacks None
Special Qualities Non-humanoid, Aquatic Racial Features (amphibious), Unmoving
Saves Fort +0 Ref +0 Will +0
Abilities Str 7, Dex 10, Con 11, Int 10, Wis 11, Cha 12
Skills Diplomacy +3, Sense Motive +4
Feats Alertness
Environment Aquatic low-gravity or any
Organisation Alone or Grouping (5 - 80)
Challenge Rating 1/2
Treasure Standard
Alignment Any
Advancement by character class; Favored Class None

Level Adjustment +0

Combat


Few weapons are manufactured for the likeness of Hanar. Although quite confrontational towards persuasive others, it is likely that Hanar avoid combat whenever they can unless the situation is to their extreme advantage (ie. combat while submerged).

The hanar 'stand' slightly taller than a human, although most of their height is in their long tentacles which have three fingers at the base. However the invertebrate, water-native hanar cannot support their own weight in normal gravity. When interacting with mainstream galactic society, they rely on contra-gravitic levitation packs that use mass effect fields. Their limbs can grip tightly, but are not strong enough to lift more than a few hundred grams each.

There is no discernible difference between male and female hanar.


The hanar communicate using sophisticated patterns of bioluminescence - which other species need machine assistance to translate - and speak with scrupulous precision and excessive politeness - often deferring to themselves as 'this one' or the impersonal 'it', since first person referral is considered rude among them (they are fine with introductions that include their 'face name'; the 'soul name' is never revealed to those of associate diplomatic relation or lower). They have no bonus automatic languages beyond this means of communication. Although Hanar have no distinctive organs necessary for such function, and being of the appearance of large jellyfish, they can listen, speak and perform all other tasks that other races are typically capable of (except what is limited under 'Non-humanoid' in the template).


Hanar have the following racial features:


- +2 CHA, -4 STR


Hanar are known for intense politeness when speaking, but are feeble, even when combining the force of all their tentacles.


- -2 to diplomacy checks


Hanar can often be viewed as irritating or arrogant in regards to their intolerance for improper speech common among other races.


- Non-humanoid


Although their six tentacles can lift and grip any item, Hanar do not walk or climb as other races do. Without an appropriate mass effect field, they cannot move on land; however with one, they can float up a surface at move speed without a climb check, but cannot jump.


- Hanar are amphibious and have all of the features of an aquatic race. They can swim without the need for a mass effect field.


- Unmoving


Hanar are quite steadfast in their position and beliefs. Hanar have a +4 racial modifier to resist being intimidated.

--------


Geth Trooper
Medium Construct (Geth)
Hit Dice 1d10 +20 (25 hp)
Speed 30ft. (6 squares)
Initiative: +0
Armor Class 12; touch 10; flat-footed 12
(Natural Armor +2)
Base Attack/Grapple +1/+2
Attack Assault Rifle +3 (2d4 piercing) or Pistol +2 (2d4 piercing)
Full-Attack Full attack Assault Rifle +3 (2d4 piercing) or Pistol +2 (2d4 piercing)
Space 5ft.; Reach 5ft.
Special Attacks None
Special Qualities Geth Qualities
Saves Fort - Ref +1 Will -2
Abilities Str 13, Dex 12, Con -, Int 4, Wis 6, Cha 8
Skills Listen +2
Feats Weapon Focus: Assault Rifle
Environment Any
Organisation Pair (2-4) or War Band (12 - 100+)
Challenge Rating 1/2
Treasure Standard
Alignment Any
Advancement by character class; Favored Class Any

Level Adjustment +0

Combat


Geth in general are violent and aggressive. They will attack any that aren't geth on sight, and depending on their role (trooper, shocktrooper, destroyer, armature, etc.), they might attack at range with small arms or plasma armaments, or close in for the kill.


Geth have the following racial features:

- Geth Net

It is unknown whether some Geth are inherently more intuitive than others (the penalties/bonuses above are speculative of a humanoid trooper), but it is nonetheless common Quarian knowledge that Geth receive increased processing power with the presence of more Geth within a few miles. Greater processing power allows Geth to receive bonuses to INT and WIS at GM discretion and there is no maximum to this bonus - also note that a bonus to INT means that Geth can receive temporary skill points and skill ranks (of the GM's choosing), and thus Geth 'social tactics' can revolve around this. The Geth Net is not a hive mind however - Geth still retain individuality and are not aware of other Geth; merely, their CPUs essentially pic up signals and conjoin to become mightier. Geth are typically narrow minded in their goals and ways of going about things despite however high their (always temporary according to circumstances) INT and WIS scores might become - they don't regard life or experience in the same way as the organic races do.

Geth Failsafe

When a Geth is destroyed, it adds a +12 to the Techcraft DC to have its memory core properly salvaged. If a Geth remains dead for more than a few minutes, the memory core will melt beyond repair.


Talent Conversion (first attempt)

Occupations

Occupations correspond with a character's actual class. Occupations, like classes, have benefits and negatives, but are much less balanced. To take an occupation, a character must become a part of an association (ie. Systems Alliance Marines). Their are two aspects to occupation progression: Association Rank and Occupation Training.

Occupation training is an alternative to investing ranks in skills while association rank uses the normal rank rules for associations in RAW. Talents are also specific to use of that ability (ie. 'marksman' may only be used with pistols and cannot be used with any other weapon/firearm type).

Simple Firearm Flesh Out

Ammunition: Firearms have no ammunition in the 22nd century. Instead, the only thing to worry about is overheating. Overheating occurs when a weapon is fired consistently for concurrent rounds.

Overheat: Overheat is listed in the weapon description as 'shots before overheat'. When the number of shots involved in consistent fire for concurrent rounds exceeds this, the weapon overheats and enters a cooldown period in which the weapon cannot be fired.

Cooldown Period: Cooldown period is listed in the weapon description (in rounds or 'actions' if not taking up a full round). Cooldown period does not always apply when a weapon has fully overheated. At GM discretion, it can apply when a weapon is 'half-way' or of any other fraction of the necessary amount of concurrent shots required for an overheat.

Mods: Most weapons (aside from 'master gear'; different from 'masterwork) have room for only two mods. One for the munition that the weapon expels and one for the firearm itself. Mods can do anything from change damage type, to create a special affect. Mods that create a special affect usually are also given a drawback (ie. attack penalties for dealing additional cold damage with cryo rounds).

Weapons: Firearms are generalized into four types, denoting typical small arms: Pistols, shotguns, assault rifles, and sniper rifles. While a GM can rule that some weapons are unique (ie. a pistol that has a 'burst' function), most are assumed for what they are.

Sniper rifles all have long range, and all contain scopes. Assault rifles are all automatic. Pistols are all short-mid range tap precision instruments. Shotguns all deal greater damage at short/point blank range with low overheat ratings and the propensity to 'overwhelm' a target.


Soldiering

Pure soldiers are the backbone of any military. The best can train to fight in any martial style, but preferably are expected to last longer on the battlefield than every other role as well. Upon acquiring the 'soldier' occupation, soldiers typically take on levels in martial classes, as they are hired and expected to excel in that manner - if you aren't a good soldier, you won't see as much rank progression as the next.


Weapon Proficiencies Relations

A soldier can invest skill points to become better in the following weapon types:

Pistols - Pistols can be simple, martial or exotic in nature. They are close- and mid-range weapons designed for a variety of situations, particularly shooting on the move. They lack the automatic fire of Assault Rifles, and do less damage compared to Shotguns or Sniper Rifles.

For every appropriate investment of skill points, your 'level' in pistols increases by a factor of one. Note that this is in no relation to a character's class level and has a maximum limit - representing the apex of training that an occupation in Soldier can offer.

{table]Level|Damage/Attack|Required SP Investment|Special
1|+0/+1|2|-
2|+1/+2|2|-
3|+1/+3|2|Marksman
4|+2/+4|2|Shotguns Talent Progression Unlocked
5|+2/+5|2|-
6|+3/+6|2|-
7|+3/+7|2|-
8|+4/+8|2|Advanced Marksman
9|+4/+9|2|-
10|+5/+10|2|-
11|+5/+11|2|-
12|+6/+12|2|Master Marksman[/table]

Marksman (Ex)

NOTE: Marksman is an extraordinary ability granted through investment in the pistol talent's linear progression.

Once per 8 rounds of combat, as a swift action, you may 'focus' upon a given target in your line of sight. Apply half your attack modifier granted through investment in the pistol talent towards attacking the target of your focus. In addition, you may make one extra attack action with a pistol/round against that target and your pistol is considered to have 30% greater capacity before overheating (multiply 1.3 by 'shots before overheat' to get new rating).

This affect lasts for two rounds and is activated 'at will' as a swift action. Focus can be shifted between targets as a swift action.

Advanced Marksman (Ex)

Same as 'Marksman', however you may now multiply the number of shots/attack action with a pistol by 1.5 - ie. if you have rapid shot, you may shoot twice per standard action. Regular marks man allows you to perform this action twice and combine it into one standard action, meaning you may make four shots in a standard action. Multiply each individual 'attack' by 1.5, and you are allowed to make 6 shots in one standard action.

Finally, shots before overheat with the given pistol is increased by 40% from the original 30% given by 'Marksman'.

Master Marksman (Ex)

Same as 'Marksman', however the number of total shots you can make in a standard action is doubled. Shots before Overheat is reduced by 50% from the original 30%, and the affect lasts for 3 rounds.

Finally, you may switch focus between targets as a special free action that can be performed as many times as you like (must have line of sight, however).
-----

Shotguns

Shotguns can be simple, martial, or exotic in nature. Shotguns are particularly deadly at close range and can grant the Carnage ability by leveling up in them enough.

{table]Level|Damage/Attack|Required SP Investment|Special
1|+0/+1|2|-
2|+1/+2|2|-
3|+1/+3|2|-
4|+2/+4|2|Carnage
5|+2/+5|2|-
6|+3/+6|2|-
7|+3/+7|2|-
8|+4/+8|2|Advanced Carnage
9|+4/+9|2|-
10|+5/+10|2|-
11|+5/+11|2|-
12|+6/+12|2|Master Carnage[/table]

Carnage (Ex)

Your munition expels itself in a fiery blast of plasma particles.

Once per 8 rounds of combat, and at a penalty of 40% reduction in attack bonus granted by investment in the shotgun talent, you may target a specific 10ftx10ft. area - anything occupying the area automatically takes 1.5 times your regular weapon damage rolled with the shotgun. Fire is added to the list of damage types your shotgun inflicts for this specific attack.

Special: An enemy may only make a reflex save for half damage if they have 'improved evasion' where failure means full damage (despite what normally occurs for improved evasion).

Advanced Carnage (Ex)

Same as 'Carnage', but your weapon damage rolled is now double.

Master Carnage (Ex)

Same as 'Carnage', but your weapon damage rolled is now multiplied by a factor of 2.5. Additionally, Carnage now affects a 15ft.x15ft. area.
----

Assault Rifles

Assault Rifles can be Martial or Exotic in nature - Simple ones are usually vastly inferior, race-specific models from the era of pre-colonization for humans.

Assault rifles are designed for any combat situation, allowing for close-, medium-, and even (in the right circumstances) long-range combat. Only soldiers can invest in the Assault Rifle talent to right off the bat, making it special.

{table]Level|Damage/Attack|Required SP Investment|Special
1|+0/+1|2|Overkill
2|+1/+2|2|-
3|+1/+3|2|-
4|+2/+4|2|-
5|+2/+5|2|-
6|+3/+6|2|-
7|+3/+7|2|Sniper Rifles Talent Progression Unlocked
8|+4/+8|2|Advanced Overkill
9|+4/+9|2|-
10|+5/+10|2|-
11|+5/+11|2|-
12|+6/+12|2|Master Overkill[/table]

Overkill (Ex)

Once per 8 rounds of combat, and at a penalty of 20% attack bonus granted by investment in the assault rifles talent progression (always at least 1), you may multiply Shots before Overheat for your assault rifle by a factor of 1.4. This also means that you can expend more bullets in a single attack with your automatic weapon - as a simple convention, multiply the number of bullets expelled by 1.4 and increase damage accordingly.

The affect lasts for 2 rounds.

Advanced Overkill (Ex)

Same as 'Overkill' however the Shots before Overheat/damage multiplier is now 1.5 at a cost of 30% attack bonus granted by investment in the assault rifles talent progression.

Master Overkill (Ex)

Same as 'Overkill' however the Shots before Overheat/damage multiplier is now 1.6 at a cost of 40% attack bonus granted by investment in the assault rifles talent progression.

The affect now lasts for 3 rounds.
-----

Sniper Rifles

Sniper Rifles can be Martial or Exotic in nature - Simple ones are usually vastly inferior, race-specific models from the era of pre-colonization for humans.

Sniper rifles are slow and usually overheat after two shots in quick succession. However, they make up for this in range and damage - better (masterwork or more costly model) sniper rifles retain accuracy at incredible ranges, and they will often kill weaker enemies in one shot. Beware, though; close-range encounters are not recommended, due to the fact that you will more than likely miss any shots in close combat.

Special: Sniper rifles are generally assumed to provide scopes with the weapon itself. Proficiency with the weapon means that the rifle can be used, but the scope can only be utilized if an occupation has 'sniper rifles' listed in potential talents available to be trained for that occupation - no skill points need to actually be invested in the sniper rifle talent for the scope to be used.

If a scope is used, range increment penalties are reduced for the drawback of restricting line of sight for that round to a specific area (often determined by line of effect).

{table]Scope Magnification|Range Increment Penalty Reduction|LoS Restriction
x2|Half total penalties, rounded up|Blind to distance between target and shooter, excluding objects adjacent to shooter
x3|Half total penalties from prior category, rounded up|Only 50% of prior area surrounding target (in radii) from previous category can be glimpsed; blind to everything else
x4|Half total penalties from prior category, rounded up|Blind to everything but target and anything adjacent to target[/table]

NOTE: Depending on line of effect, partial cover AC bonuses can be ignored for targets within a sniper's line of sight (and effect of course). Also, despite the fact that increment penalties can be reduced through magnification, a weapon's maximum range is never increased (unless otherwise stated).

Switching between magnification is a free action, similar to speech, while sighting is a move action that provokes attacks of opportunity. Discontinuing a sighting is a swift action.

Special (again): Enemies within point blank range of a sniper (usually 30ft.) are considered to be 'engaged in melee' for the shooter even though they may not technically be. For this reason, snipers take the usual penalties to ranged attacks (but only with the sniper rifle) for attacking creatures engaged in melee (unless they have the 'precise shot' feat).

{table]Level|Damage/Attack|Required SP Investment|Special
1|+0/+1|2|-
2|+1/+2|2|-
3|+1/+3|2|Assassination
4|+2/+4|2|-
5|+2/+5|2|-
6|+3/+6|2|Sighting is now a swift action with a discontinue a free action, as speech
7|+3/+7|2|-
8|+4/+8|2|Advanced Assassination
9|+4/+9|2|-
10|+5/+10|2|Sighting and reverse is now a free action, as speech
11|+5/+11|2|-
12|+6/+12|2|Master Assassination[/table]

Assassination (Ex)

Once per 8 rounds of combat, and for 3 rounds (or until next shot with a sniper rifle which ends the affect), you may multiply damage rolled with your sniper rifle by a factor of 1.5.

Advanced Assassination (Ex)

Same as Assassination, however you now may multiply damage rolled by a factor of 2.25.

Master Assassination (Ex)

Same as Assassination, however you may now multiply damage rolled by a factor of 3.25.

Shooter's Streak: Alternatively, if sighting, you can declare your next attack a critical (automatic threaten/confirmation) after it hits, however this expends a use of 'Master Assassination'. This special critical affects all creature types.


EDIT: Alright, that's weapon talents for now. Tell me if you like the 'capstones'.

Will take a break (maybe play some good ol' ME on insanity :smallwink:) and return to this later.

imp_fireball
2009-07-12, 10:23 PM
WTB more interesting thread title. :smallsigh:

Cedrass
2009-07-12, 10:35 PM
God I wish there was a Mass Effect Tabletop RPG :(

That being said, I think your races are great, even if the Krogan can't be played at level one :(

AngryRussian16
2009-07-13, 01:13 AM
http://www.giantitp.com/forums/showthread.php?t=72464

They worked out the races pretty well here

mistformsquirrl
2009-07-13, 01:30 AM
Mm... Mass Effect Tabletop... *drool* <. .>

@AngryRussian16 - Neat thread <^_^>

Jeivar
2009-07-13, 01:39 AM
Looks good. But shouldn't Asari have a bonus to Dex, and maybe a penalty to strength?

AngryRussian16
2009-07-13, 01:58 AM
Honestly, while I can see Salarians with +2 Int, - 2 Wis, but I would have them have +2 Dex as well, as it is often implied in the game that Salarians are very quick, both in mind in body. However, they also imply that Salarians are not warriors, so a -2 Str would probably balance that out

imp_fireball
2009-07-13, 01:18 PM
Honestly, while I can see Salarians with +2 Int, - 2 Wis, but I would have them have +2 Dex as well, as it is often implied in the game that Salarians are very quick, both in mind in body. However, they also imply that Salarians are not warriors, so a -2 Str would probably balance that out

They never mentioned body. Also the INT bonus is enough to make them rogue leaning in a non-magical setting anyway. And yah, I'm aware that they're a wizard's wet dream. Finally, they've got the second largest military in citadel space (Turians on top), so... they probably do have a good bunch of warriors (not straight up damage soakers though, that's a Krogan thing).

Asari don't have any more DEX than humans. They get that way from training.



That being said, I think your races are great, even if the Krogan can't be played at level one :(

Krogan are too awesome for petty level ones. :smallwink:
----

I read the other thread and I'm already of the opinion that mine more corresponds with the wiki although some of the things in there do make sense.

Points to be made:

- Since Elcor don't actually wield their weapons, there's no penalty for large or huge weapons. Just weight. So they could actually carry a collossal nuclear ordnance if they wanted to (the VI would make the attack roll, not them; the VI is basically an animal companion that's also a semi-personality psi-crystal sort of in function). Bad ass, I know. :smallwink:

The +12 to bluff makes sense though.

- Salarians not suffering from secondary poisons was something that went completely over my head. While a I know that a high metabolism can help resist poisons, poison resistance also depends on the body's immune system - the point was never made that they were particularly resilient although negating secondary affects makes sense nonetheless.

- CON penalty for Quarians seems a little cleaner. Also, beginning the game with a bio-suit is also pretty clean for simpletons :smallwink: - although whatever a bio-suit might constitute is unknown; it's implied in the wiki that the Quarians salvage and make everything from scratch, so a bio-suit could easily differ for each individual (all would be relatively simple and 'sealed' however), and ultimately prove more interesting that way... on second thought a lot of it would be aesthetic, aside from slight AC differentiation (between 2 - 4) and in materials used to fashion suit.

- Geth getting reflex and attack bonuses makes sense.

- Hanar having blindsight gets rid of all of the confusion regarding listen/spot and generally needing eyes. I imagine players would agree more with it, so I'll change that too. Bonus INT or diplomacy makes zero sense however. If anything, humans are smarter and more efficient (Hanar are perhaps the most non-productive race and rarely travel to other worlds, read the wiki). Especially since I found Hanar to be rather annoying. :smallannoyed:
----

This is a D&D conversion, not D20 Future.

The reason is that I found that the way mass effect played was sort of in a classic RPG fashion (albeit the minor shooter element) - the 22nd century setting eliminates all the confusion regarding most 'modern' settings attempting to be used in D&D; ie. medigel works a heck of a lot like a potion and for logical reasons too (instead of magical ones; probably even quicker to use than a potion), and much of the other technology 'abilities' were instantaneous as well (sabotage, overload, etc.).

Even more so stressed, flying cars and the like (seen in the citadel) are presumably VI guided, completely eliminating the need for drive rules - rapid transit console becomes a free technology alternative to hiring a mage to teleport the party to another location in a city.

So anyway, that's why this thread exists while that other one persists. Just wanted to make that clear. :D

AngryRussian16
2009-07-13, 04:41 PM
They never mentioned body. g).



Actually, they do.

http://masseffect.wikia.com/wiki/Salarian#Biology

"Salarians are noted for their high speed metabolism, which allows them to function on just one hour of sleep a day. Their minds and bodies work faster than most sapient races, making them seem restless or hyperactive. The drawback of this active metabolism is a short lifespan of around 40 human years. "

Not criticizing your system, just want to help out

Lert, A.
2009-07-13, 07:12 PM
Actually, they do.

http://masseffect.wikia.com/wiki/Salarian#Biology

"Salarians are noted for their high speed metabolism, which allows them to function on just one hour of sleep a day. Their minds and bodies work faster than most sapient races, making them seem restless or hyperactive. The drawback of this active metabolism is a short lifespan of around 40 human years. "

Not criticizing your system, just want to help out

Perhaps Improved Initiative as a bonus feat?

AstralFire
2009-07-13, 07:30 PM
God I wish there was a Mass Effect Tabletop RPG :(

Star Wars Saga can do it pretty well. Recall that biotics are almost exactly the Force operationally when it comes to offensive effects.

Lert, A.
2009-07-13, 08:31 PM
Star Wars Saga can do it pretty well. Recall that biotics are almost exactly the Force operationally when it comes to offensive effects.

Some of the boys have done a good job. (http://forums.gleemax.com/showthread.php?t=972157)

A (semi) complete .pdf version is available in the second post of that thread. Might be a good place to start.

imp_fireball
2009-07-14, 01:07 PM
Their minds and bodies

Metabolism refers to the body and it explains why they age faster. Working and doing are different things. Also resting for 1 hour is crazy enough. :P

I might give them improved initiative, but after all that I'll probably up the LA to +1 and then they won't be as much of a WIZARD'S WET DREAM. :smallamused:

imp_fireball
2009-07-14, 01:21 PM
Star Wars Saga can do it pretty well. Recall that biotics are almost exactly the Force operationally when it comes to offensive effects.

And defensively. Barrier is just using the force to deflect bullets.

But really, I'm thinking of making a specific list of psi-powers and calling it 'biotics' (different from the other psychic disciplines such as telepathy, etc.).

There's actually more to biotics than what the game offers (like precise telekinesis as you discover when talking to Kaidan), but my goal is to go with the game for now.