Mass Effect: Agents House Rules
Mass Effect: Agents | |
---|---|
GM | |
Mark | |
Game Time | |
4th Saturday of the month | |
Characters | |
Argyle Mann Rahl'Temo Nar Whal Tyrus Kieren MacLeod Koll'Rinn Nar Teema Lauren |
General Notes
- All Magic-related Qualities, rules, equipment, spells are redacted. A new Biotics Quality and rules are listed below
- All Technomancer-related Qualities, rules, equipment are redacted.
- All types of Armor are redacted. See rules below.
- All gear is subject to GM veto for failing to be appropriate to the Mass Effect setting
Species Changes
Players may only be a member of the following races, along with their stats:
Race | BPs | BOD | AGI | REA | STR | CHA | INT | LOG | WIL | INI |
Human | 0 | 1/6(9) | 1/6(9) | 1/6(9) | 1/6(9) | 1/6(9) | 1/6(9) | 1/6(9) | 1/6(9) | 2/12(18) |
Asari | 20 | 1/6(9) | 2/7(10) | 1/6(9) | 1/6(9) | 3/18[12] | 1/6(9) | 1/6(9) | 1/6(9) | 2/12(18) |
Turian | 10 | 2/7(10) | 1/6(9) | 1/6(9) | 2/7(10) | 1/6(9) | 1/6(9) | 1/6(9) | 1/6(9) | 2/12(18) |
Krogan | 30 | 5/10(15) | 1/6(9) | 1/6(9) | 5/10(15) | 1/4(6) | 1/5(7) | 1/5(7) | 2/7(10) | 2/11(16) |
Quarian | 0 | 1/6(9) | 1/6(9) | 1/6(9) | 1/5(7) | 1/6(9) | 1/6(9) | 2/7(10) | 1/6(9) | 2/12(18) |
Salarian | 0 | 1/5(7) | 1/6(9) | 2/7(10) | 1/5(7) | 1/6(9) | 1/6(9) | 2/7(10) | 1/6(9) | 3/14(20) |
Volus | +5 | 1/5(7) | 1/5(7) | 1/6(9) | 1/5(7) | 2/7(10) | 1/6(9) | 1/6(9) | 1/6(9) | 2/12(18) |
Batarian | 10 | 1/6(9) | 1/6(9) | 2/7(10) | 1/6(9) | 1/6(9) | 1/6(9) | 1/6(9) | 1/6(9) | 3/13(19) |
Drell | 10 | 1/6(9) | 1/6(9) | 1/6(9) | 2/7(10) | 1/6(9) | 1/6(9) | 1/6(9) | 1/6(9) | 2/12(18) |
Notes:
- Humans receive +1 Edge
- Asari can buy the Biotics Positive Quality for 5 BP less
- Turians receive a free 5 BP contact in the Turian military due to all Turians serving in the military
- Krogans always do Physical damage in melee
- Quarians receive a free 5 BP contact in the Migrant Fleet (their former ship’s captain)
- Salarians receive the Analytic Mind quality (Runner’s Companion, p. 96) , giving bonus to puzzle solving and evidence analysis
- Volus receive +5 BPs due to stat penalties (as though their species included a Negative Quality)
- Drell automatically succeed on all memory checks and cannot take any Negative Qualities that impact or require such a check
Skill Changes
The following skills have been removed:
- Archery
- Assensing
- Counterspelling
- Pilot Anthroform
- Enchanting
- Astral Combat
- Banishing
- Binding
- Ritual Spellcasting
- Spellcasting
- Summoning
The following skills have been changed:
- Arcana becomes Biotic Engineering
The following Biotics skills have been added:
- Throw
- Warp
- Levitation
- Barriers
These skills all relate to biotic powers. They do not have any specializations, and they are not a part of a skill group. They must all be purchased separately.
Gear, General
The following changes are made to gear:
- Commlinks become Omni-tools.
- Medikits, once purchased, become integrated into your omni-tool
- Ammo: Non-standard does not exist. Instead, “heat sinks” exist for weapons and cost an amount equal to the weapon’s full magazine at standard ammunition prices. Ammunition for other weapons (e.g. Grenades) should be handled normally.
- Armor and weapons carry Mass Effect-related names (see Appendix A)
Armor
All armor listed in the Shadowrun books is redacted. Instead, these rules will replace it.
- All armor is assumed to be similar to the Mass Effect game. With a helmet on, the armor is fully vacuum-sealed, relatively form-fitting
- Armor is now rated for Armor and Shields
- Armor: Good against both Ballistic and Impact hits, damage is resisted with Body + Armor. Characters may not have an Armor score that exceeds (Body x 3). See modification rules below on how to trade for Shield or Shield Regen to keep below this limit.
- Shields: Shields recharge at a rate of 2/round. If an attack is only partially absorbed by Shields (i.e. It goes through), the remaining Shields balance is added to the Resistance check at a rate of +1 per 2 Shields
- Barrier: Biotics add the Force of their Barrier to their current and maximum Shields rating at time of use. Subsequently Shields regenerate at +1 per round, up to the new maximum.
- Throw: Reduces effective BODY by 4 for determining knockdown, but has no effect on a target with active Shields.
Armor Statistics:
Armor Type | Armor | Shields | Shield Regen | Cost | Availability |
Light | 12 | 8 | 2 | 2,000 | 2 |
Medium | 14 | 10 | 2 | 5,000 | 8 |
Heavy | 16 | 12 | 2 | 10,000 | 12 |
Armor Modifications:
Quality | Armor Modifier | Shield Modifier | Cost Multiplier |
Standard | -- | — | x 1.0 |
Second-Hand | -1 | -2 | x 0.5 |
Alphaware | +1 | +2 | x 2.0 |
Betaware | +2 | +4 | x 5.0 |
Deltaware | +3 | +6 | x 10.0 |
The Armor score can be modified to grant additional Shields or Shield Regen. Shields and Shield Regen cannot be traded for more Armor.
1 point of Armor can be traded for:
- 2 points of Shields; OR
- 1 point of Shield Regen
This way, a Human with a BODY of 4 (and can only wear up to 12 points of Armor) can get the Benefits of wearing Heavy Armor (Armor 16, Shields 12), by modifying it in the following fashion:
- Trade 2 points of Armor for 4 points of Shield
- Trade 2 points of Armor for 2 points of Shield Regen
The final stats for this Heavy Armor becomes: Armor 12, Shields 16, Shield Regen 4
Armor and Shield Combat Example:
Suppose a sniper is shooting at an asari biotic. The sniper is using a rifle that has a damage rating of 7P with -3 AP, has an Agility of 4 and a Longarms of 4. It's a smartgun. The Asari is wearing Medium Alphaware armor (15 Armor, 12 Shields) and has a Barrier up (Force 4). The Asari's Reaction is 4.
The sniper decides to make a Called Shot, taking a -2 Penalty to his dice pool in exchange for +2 DV. He rolls his total dice pool of 8 (Agility 4 + Longarms 4 + smartgun 2 - Called Shot 2) and gets 3 hits. The Asari rolls her dice pool of 4 (Reaction 4) and gets 2 hits.
Now, at this point the Asari would usually have to resist 10S (the damage not exceeding her Armor rating), but since her Shields exceed the total damage (currently her Shields stand at 12 armor + 4 Barrier), no resist rolls are required; the damage is simply deducted from her Shields.
The Asari's Shields are down to 6. If she gets hit again by the same sniper, the damage will probably exceed her remaining Shields, and she'll have to roll to resist the damage. Luckily for her, even the partial shields will provide a bonus to her resist damage pool.
Biotics
Quality
A new Quality is introduced:
Biotic Cost: 15 BP A character with this quality is a biotic. They possess the necessary distribution of eezo throughout their nervous system, and have had surgery to implant a bio-amp (which is what allows them to coordinate the element zero nodules). The character starts with a Biotics attribute of 1. This may be increased like any other attribute. The Biotics attribute is used in conjunction with the various biotic skills to activate biotic powers.
Bio-Amps
A biotic may purchase an upgraded bio-amp. In game terms, this is a Power Focus. The price of a bio-amp includes the cost of the surgery, which is fairly routine at this point.
Biotic Powers
All biotics know the following powers (though they must purchase the appropriate skill to use them):
Throw Skill Powers:
Throw (Indirect)
Type: P • Range: LOS • Damage: S • Duration: I • DV: (F ÷ 2)
Throw Field (Indirect, Area)
Type: P • Range: LOS(A) • Damage: S • Duration: I • DV: (F ÷ 2) + 2
This power batters the target(s) with a mass effect field, inflicting Stun damage. Damage from Throw and Throw Field is resisted by Body + 1/2 Armor. For determining Knockdown, the target's Body takes a -4 penalty. Throw and Throw Field have no effect upon targets with active Shields.
Warp Skill Powers:
Warp (Indirect)
Type: P • Range: LOS • Damage: P • Duration: I • DV: (F ÷ 2) + 1
Warp Field (Indirect, Area)
Type: P • Range: LOS(A) • Damage: P • Duration: I • DV: (F ÷ 2) + 3
This power uses a mass effect field to weaken the target(s) molecular bonds. Damage from Warp and Warp Field is resisted by Body + 1/2 Armor.
Barrier Skill Powers:
Barrier (Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 3
This power creates a glowing mass effect field around the subject that protects against Physical damage. Barrier adds +Force to the subject's effective Shield maximum, and as long as Barrier is active the subject's Shields recharge at +1 per round.
Mana/Physical Barrier (Environmental, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 3
Barrier creates a glowing, translucent force-field with both 1 point of Armor and Structure rating per hit (see Barriers, p.*194). The user can form the barrier as a dome with a radius and height equal to the power’s normal radius. The user can also form a wall with a height and length equal to the power’s Force. The user can adjust size of the barrier the same as the radius of an area power (p.*183).
Physical Barrier creates a physical wall. Anything the size of a molecule (or less) can pass through the barrier, including air or other gases. Anything bigger treats the barrier as a normal physical wall. Attacks directed through a barrier have a –1 dice pool visibility penalty. The barrier can be brought down by physical attacks, but as long as it is sustained it regenerates damage quickly—any reductions in Structure Rating are restored at the beginning of the next Combat Turn. If the barrier is penetrated, however, it collapses and the power ends.
Levitate Skill Powers:
Levitate (Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 1
Levitate allows the user to telekinetically lift a person or object and move it around. The user must achieve a threshold on the Levitation Test equal to 1 per 200 kg of the subject’s mass. The subject of the power can be moved anywhere in the user’s line of sight at a Movement rate equal to the power’s Force x net Levitation hits in meters per turn. Objects flung into other things should be handled as a Ranged Attack Test (see Fling), inflicting a number of boxes of Stun damage as decided by the gamemaster (especially sharp or dangerous objects may do Physical damage at the gamemaster’s discretion).
If the user is attempting to levitate an item held by a living being, make an Opposed Test between the power’s Force x 2 and the holder’s Strength + Body. The user must have at least 1 net hit to levitate the item away. If the user is attempting to levitate an unwilling living being, the Opposed Test uses the target’s Strength + Body. You can use this power to levitate yourself, if desired.
Appendix A: Armor and Weapon Manufacturers
- Armax Arsenal
- Ariake Technologies
- Batarian State Arms
- Cerberus Skunkworks
- Devlon Industries
- Elanus Risk Control Services
- Hahne-Kedar
- Haliat Armory
- Jormangund Technology
- Kass Fabrication
- Rosenkov Materials
- Elkoss Combine
- Aldrin Labs
- Serrice Council
- Sirta Foundation