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Thread: Mass Effect d20
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2010-03-10, 05:07 PM (ISO 8601)
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Re: Mass Effect d20
Those disappeared in ME2, and I'm not sure how to work them into the talent system apart from creating a third entirely new category of talents. Feats would probably be the best way to include them. Once I'm back home with my books I'll think about where they'd go and how exactly the mechanics should work. Marksman needs Rapid Shot, Overkill needs Advanced Firearms Proficiency, Assassinate needs Precise Shot... dunno about Carnage.
Hmmm. Armor upgrades that give you DR vs Tech attacks? Something similar for biotic attacks? There's potential there.
Already modeled, to a certain extent, by the existing iterative attack and rate of fire mechanics.
As far as kinetic stabilizers go, that would fall under the general gadgets system in d20 Future Tech, but I don't think they go so far as to change a weapon's rate of fire. Some things that work in a video game where a computer calculates everything for you don't work on the tabletop.
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2010-03-10, 05:44 PM (ISO 8601)
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Re: Mass Effect d20
Marksman needs Rapid Shot, Overkill needs Advanced Firearms Proficiency, Assassinate needs Precise Shot... dunno about Carnage.
I don't think they should be feats - characters only get about 7 feats in their entire lives pre-epic. Better yet, feat chains are terrible.
A new talent tree is fine - make a feat that allows you to take a new talent tree or receive additional talent points per level (call it like, 'diverse career' or whatever); that sounds a little more worthwhile.
Talents could also be like skills in that you can have ranks in them, except that they max out earlier - I think around 12 ranks (and some GMs rule that skills never max out).
Once you max out in every talent you have, which should be around high-level/close to epic - then you can head down the path of superhuman (which isn't covered by the game I don't think) at epic levels.
In D&D, you're already pretty much super human by this point but modern has a lowered powered level, so it's fine.
Hmmm. Armor upgrades that give you DR vs Tech attacks? Something similar for biotic attacks? There's potential there.
There's also physics resisting armor like combat exoskeleton (maybe it should just make you 'heavier' under certain conditions; some kind of technology that you have no control over but naturally adjusts your weight for you, but it's not artificial gravity, so it won't help you in a zero g environment - it's not actually visible despite the name), which also improves smash damage (which is basically just a STR bonus in Modern).
Already modeled, to a certain extent, by the existing iterative attack and rate of fire mechanics.Last edited by imp_fireball; 2010-03-10 at 06:13 PM.
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2010-03-10, 07:24 PM (ISO 8601)
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Re: Mass Effect d20
Right. Which is why the feats I was listing were going to be in the prerequisites.
7 feats + 5 bonus feat (assuming they take 10 levels in a basic class).
Talents are a defined thing in the d20 Modern ruleset. They do not have ranks. Also, I am not going to make a third talent tree because then it will just gimp people who want to play combat/tech or combat/biotic hybrids.
Right. We can make up armor gadgets and stuff to do that. Actually, instead of DR vs. Tech/Biotic powers, maybe we should model it like Spell Resistance.
I have no links, but I'm referring to the +6/+1 full attack thing. Your second and subsequent attacks are less accurate than the ones immediately prior - accuracy loss.
As for the rate of fire, every firearm in d20 Modern and d20 Future has a rate of fire stat. The standard rates of fire are:
- Single - The weapon fires one bullet per trigger pull, and indicates a need to manually reload or recock the weapon after each shot. Example: A bolt-action rifle.
- Semiautomatic - The weapon fires one bullet per trigger pull, but does not need to be manually reloaded or recocked after each shot. Example: A .45 Colt 1911.
- Automatic - The weapon fires continuously as long as the trigger is held down. Example: An Uzi.
I also use another rate of fire:
- #Burst - The weapon fires a burst of # of bullets per pull of the trigger.
Since you should have known most of this already (or been able to look it up yourself) if you were familiar with d20 Modern, I am forced to conclude that you don't know anything about it. Here is a link to the d20 Modern SRD, all in Rich Text Format. I suggest that you familiarize itself with it.
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2010-03-11, 01:19 PM (ISO 8601)
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Re: Mass Effect d20
Also, I am not going to make a third talent tree because then it will just gimp people who want to play combat/tech or combat/biotic hybrids.
Please explain to me the logic in that statement.
To me it seems like more opportunity to optimize rather then unbalance stuff that already exists.
Since you should have known most of this already (or been able to look it up yourself) if you were familiar with d20 Modern, I am forced to conclude that you don't know anything about it.
maybe we should model it like Spell Resistance.
Also, a lot of things would have to stack, which would effectively be balanced by available slots (different from the traditional worn equipment slots in D&D, of course).
If players seem more powerful then a typical game of modern of similar level, that's because technology does wonders and it's the future so it makes sense.
Although biotics should be balanced against psionics for the convenience of GMs that want to cross universes.
Talents are a defined thing in the d20 Modern ruleset. They do not have ranks.
7 feats + 5 bonus feat (assuming they take 10 levels in a basic class).
The 'power feats' that I imply should be restricted to the 7 feats acquired at 1st, 3rd, 6th and every 3rd level from then on up until epic; at which point, you can get even more power.
Since Modern takes on the angle of 'class offers flavor' rather then D&D's idea of 'class offers mechanics which supplement flavor', the basic class should only be there to help flavor. Classes don't really have much in the way of roles in Modern and if they do, they're quite limited - because, that's not how they're supposed to be played.
Hence, why you need a combat talent tree to supplement the flavor of something like a tough or strong hero.Last edited by imp_fireball; 2010-03-11 at 01:36 PM.
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2010-03-11, 09:19 PM (ISO 8601)
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Re: Mass Effect d20
Talent slots are even more limited in availability than feat slots. Hence, requiring people who want to play hybrids to use talent slots for both parts of their build gimps them.
Rate of fire affects whether you can double tap, use burst fire, or autofire.
I'm thinking character level. Or possibly a calculation based on how many tech/biotic talents you know.
What has to stack? I'm afraid I lost you.
I don't know. I'd think the more important thing to do would be to balance them against the things inside the setting first. Then we can worry about crossovers.
I am worried about name confusion. I'm worried about overcomplication, too. This is not a 1-to-1 conversion of the videogame engine. We do not need to implement what amounts to a new skill system wholly separate from the existing skill system when we can integrate tech, biotic, and combat powers into the existing talent and feat structures and have them scale by level.
And, just like the 3.5 writers did when making new feats they wanted to give the fighter access to, we can include clauses that say "this feat can be taken as a bonus feat by [class name]."
I thought you were against making them feats in the first place because you didn't want them to be restricted like that.
Classes in modern are less narrowly defined than D&D classes, true. But each class is still good at something that the other classes aren't.
I still like the idea of making them feats much better.
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2010-03-12, 11:52 PM (ISO 8601)
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Re: Mass Effect d20
Okay, let me rephrase this...
Talent trees in mass effect are different from talent trees in Modern. They'd be two seperate lists. They're not the same thing. Note that I also suggested a feat that gave more talent points allowing for decent hybrid builds but not necessarily making complete specialists useless (note that in ME1, the infiltrator and vanguard had their own unique niches - the infiltrator was a sniper of equal measure to the soldier and although the vanguard wasn't the best tank for a shotty, he still got barrier).
Also the power feats I'm talking about are not what you are thinking of. They're feats that are quite decent and very much beyond PHB material.
The bonus feats come from a limited list. Making them available to everyone doesn't fix this problem unless you allow for a much bigger list of feats to choose from for each class.Last edited by imp_fireball; 2010-03-12 at 11:56 PM.
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2010-03-13, 12:04 AM (ISO 8601)
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Re: Mass Effect d20
Last edited by Lord Iames Osari; 2010-03-13 at 12:41 AM.
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2010-03-13, 01:11 AM (ISO 8601)
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2010-03-13, 01:47 PM (ISO 8601)
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Re: Mass Effect d20
I don't have much to add that hasn't already been said, but yes, I am keeping track of this conversion, and I think it is fantastic.
Not much of a d20 man myself, but this looks like it is turning into a great pick-up-and-play conversion, as well as an excellent baseline/guide for converting it any other system.
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2010-03-13, 03:26 PM (ISO 8601)
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Re: Mass Effect d20
Assassination
Your skills as a sniper are nearly unmatched.
Prerequisite: Dead Aim.
Benefit: In addition to the +2 bonus to attack rolls, using Dead Aim grants you +1 die of damage for every two levels you possess.
Carnage
You are a master of close combat and can use your weapon to fire a grenade-like blast.
Prerequisite: Precise Shot.
Benefit: As a standard action, you can fire a blast from a firearm. This blast acts as a explosive that can be aimed at an enemy, an empty square, or an intersection of squares. The blast has the following statistics:
{table=head]Damage|Damage Type|Burst Radius|Reflex DC|Range Increment
Weapon damage +1 die/3 levels|Fire|5 ft.|10 + Base Attack Bonus|As weapon[/table]
Use of this feat causes twice the normal overheating as a normal attack.
Marksman
Your accuracy with firearms is unparallelled.
Prerequisite: Double Tap or Burst Fire.
Benefit: When using the Double Tap or Burst Fire feats, you suffer no attack penalty and deal an additional die of damage per 6 levels. Your overheat rate also drops to half its normal value whenever you take a full attack action and enhance each attack with either Double Tap or Burst Fire.
Open Fire and Reload
There is no such thing as overkill. There is only "open fire" and "reload".
Prerequisite: Advanced Firearm Proficiency.
Benefit: When using autofire, your weapon overheats at the normal rate, your damage increases by 1 die, the Reflex save DC becomes the higher of 15 or 10 + your base attack bonus, and enemies still take half damage on a successful saving throw.
Normal: Using autofire with a weapon that has an overheat rate causes double the normal overheating, and enemies who succeed their saving throws against autofire take no damage.
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2010-03-14, 02:11 AM (ISO 8601)
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Re: Mass Effect d20
SPECTRE Advanced Class
Special Tactics & Reconnaissance operatives are the right hand of the Citadel Council. They answer to no law or authority save the Council itself. They are soldiers, commandos, negotatiors, investigators... whatever the Council needs them to be. They are the first and last line of defense.
Hit Die: 1d8.
Requirements
Base Attack Bonus: +5.
Feats: Personal Firearms Proficiency, Renown.
Action Points
A SPECTRE gains 7 + one half his character level, rounded down, every time he gains a level in this class.
Class Skills
A SPECTRE picks 10 skills as class skills.
Skill Points per level: 6 + Int mod.
{table="head"]Level|BAB|Fort|Ref|Will|Special|Defense|Reputation
1st|+1|+1|+1|+1|Above the law|+1|+2
2nd|+2|+2|+2|+2|Talent|+1|+2
3rd|+3|+2|+2|+2|Bonus Feat|+2|+3
4th|+4|+3|+3|+3|Talent|+2|+3
5th|+5|+3|+3|+3|Bonus Feat|+3|+4
6th|+6|+4|+4|+4|Talent|+3|+4
7th|+7|+4|+4|+4|Bonus Feat|+4|+5
8th|+8|+5|+5|+5|Talent|+4|+5
9th|+9|+5|+5|+5|Bonus Feat|+5|+6
10th|+10|+6|+6|+6|Talent|+5|+6[/table]
Class Features
Above the law: Spectres are not subject to any law except for specific orders from the Citadel Council. They can go anywhere, buy anything, and kill anyone. They do not need to acquire licenses or pay fees in order to legally purchase restricted equipment, and additionally gain the benefit of the Diplomatic Immunity feature of the Ambassador advanced class (see d20 Future, p. 17).
Talent: At every even-numbered level, the Spectre learns a talent from the Spectre Talent Tree, or from any other talent tree he has access to from a base class, feat, or racial affinity.
Bonus Feat: Starting at 3rd level and again at every subsequent odd-numbered level, the Spectre can learn any feat as a bonus feat, as long as he meets the prerequisites.
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2010-03-15, 03:18 PM (ISO 8601)
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Re: Mass Effect d20
Hey long time no see! I saw your post regarding d20 Mass Effect and though I'm doing 4e these days, I thought I'd dip back into 3e for a bit and suggest you consider the geth as a PC race. I think you can make it work with the existing rules for robots, but with a couple of tweaks to reflect how they are in the game. You might also do something like the warforged, where you can integrate gear into the geth body. Anyway, just a thought.
Geth
Size: Medium
Speed: 30 feet.
Ability Scores: 5 Cha*, No Constitution
Racial Traits
-Biodroid: geth are classified as biodroids as per the d20 Future rules.
-Class VII Sensors: Audio, Olfactory, Tactile, Visual
-Integrated AV Recorder & Transmitter: standard equipment for a mobile platform.
-Integrated Videophone: Also standard equipment.
-Cloud Network: For every four geth within 1,000 feet, the geth gain a +1 competency bonus to all attack rolls and mental skill checks, to a maximum of +5 (This could be further limited by level. For instance, every four levels grants you a +1 bonus, but at level 8, to gain a +2 bonus, you'd need 8 geth of any type in the area).
-Downloadable Consciousness: The concept of a body is meaningless to a geth, which consists of hundreds of programs that together form a software AI. One hour a geth might inhabit a mobile platform, the next it might be an amature, and later, a starship. The geth may upload it's consciousness into AI capable mainframes, robots, and starships, effectively posessing the hardware. Should the geth be reduced to 0 hit points, it may attempt to upload its consciousness into another compatible form.
-Master Hacker: The geth gains a bonus to computer and AI hacking equal to half its character level.
* for point-buy, possibly allow use of the points gained from such a low score and use them elsewhere.
Media
http://www.youtube.com/watch?v=UOrJE...eature=related
From d20 Future (http://www.dandwiki.com/wiki/MSRD:Robots)
Spoiler
BIODROID (“ANDROID”)
Biodroids exist in societies of Progress Level 6 or higher. They are typically modeled after their anthropomorphic creators. The technology that creates them is so versatile that virtually any living creature (except oozes and plants) can be emulated, at least in terms of movement and behavior. Under certain conditions, a biodroid can be mistaken for what it was made to resemble. However, reasonably close inspection of the biodroid reveals the presence of robotic parts in place of biological parts.
Some biodroids are built to serve their masters, while others are sold to interested buyers looking for loyal servants. As utilities, their usefulness is boundless, and most biodroids are content to perform their assigned duties without question. Biodroids make able security guards, couriers, gardeners, shuttle pilots, expendable soldiers, and even nannies.
Much to the chagrin of their creators, some biodroids are not content to serve. Perhaps due to some flaw in their construction, they choose to pursue a different path and strive to gain experiences that will lend meaning to their existence. Although some agencies have an interest in capturing and demolishing free-willed biodroids, most societies in general have greater concerns to worry about. Consequently, many freethinking biodroids are given a chance to chase their dreams … if one assumes they even have them.
BIODROID TRAITS
Biodroids are constructs. They also share the following traits:
Size: Same as the emulated species, although only Small and Medium-size biodroids may be selected as player characters.
Speed: A biodroid has the same means of locomotion and speed as its emulated species (base speed 30 feet for human biodroids).
Ability Scores: A heroic biodroid has no Constitution score and a starting Charisma score of 5. Its remaining ability scores are determined normally, including the ability score modifiers of its emulated species (none for human biodroids).
Biodroids can improve their mental abilities (Intelligence, Wisdom, and Charisma) as they increase in level (just as organic heroes do), but not their physical abilities (Strength and Dexterity).
Starting Occupation: Biodroids never get starting occupations. Starting occupations represent life experiences gained before becoming a hero, but robots have no such life experiences.
Hit Points: Regardless of class, a biodroid gains 1d10 hit points per level. At character creation, a 1st-level biodroid gets maximum hit points (10). It does not apply a Constitution modifier to its hit points but gains additional hit points at 1st level based on its size: Small 5, Medium-size 10. (For other sizes, see the Construct type description)
Armor: A biodroid hero can wear a suit of armor or have certain types of integrated armor attached to its frame (see Armor, below).
Critical Systems: Although they are constructs, biodroids have vital areas and critical systems. Consequently, they are subject to critical hits.
Cybernetic Incompatibility: A biodroid cannot be fitted with cybernetic attachments.
Immunities: Biodroids are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain (except as noted under Destruction/Restoration, below), energy drain, or the effects of massive damage. They cannot be raised from the dead (but again, see below).
Lifelike Appearance: Distinguishing a biodroid from members of its emulated species requires a successful Spot check (DC 10). It can use the Disguise skill to increase the Spot check DC.
Manipulators: The manipulators of a biodroid resemble the organic manipulating digits of its emulated species (a humanlike biodroid has humanlike hands, for example). These manipulators otherwise function identically to their organic counterparts.
Rejuvenation Cycle: A biodroid runs on energy cells that need to rejuvenate regularly. During a 24-hour period, it must shut down for 8 hours to replenish its energy supply. During its rejuvenation cycle, the biodroid is essentially asleep. If it fails to rejuvenate, it suffers a cumulative –1 penalty on attack rolls, ability checks, skill checks, and saving throws each day until it fully recharges itself.
Repairable: Biodroids cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a biodroid, and each check represents 1 hour of work.
Robot Resurrection: A biodroid reduced to 0 hit points is immediately destroyed and cannot be repaired, although its “brain” may be removed and installed in an similar but intact frame. See Robot Resurrection, below, for details.
Sensors: A biodroid hero begins play with a Class IV sensor system. For more information on robot sensor systems, see Sensors, below.
Skills: A biodroid gains and assigns skill points as other nonhuman characters do. It uses its Charisma modifier on Constitution-based skill checks (including Concentration checks).
Free Language Skills: A biodroid can read, write, and speak one language.
Feats: A biodroid receives no feats at 1st level. However, it gains feats normally as it advances in level.
Action Points: A biodroid hero gains action points just as organic heroes do.
Height and Weight: A biodroid has the same height range as its biological counterpart. Its weight, however, is equal to 1.5 × the normal weight of its biological counterpart.
Level Adjustment: +0.
Last edited by Elvith Jars; 2010-03-15 at 08:27 PM.
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2010-03-16, 02:07 AM (ISO 8601)
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Re: Mass Effect d20
I think the Geth should have an Int penalty.
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2010-03-16, 07:19 AM (ISO 8601)
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Re: Mass Effect d20
Hmmmm... Maybe geth should be split up, into "Legion" style geth which represent enough geth sharing a single platform to have average or above intelligence, and are playable, stats roughly as above, and "standard" geth which only have animal intelligence individually, and are basically monsters? I don't see a "Legion" geth having an intelligence penalty, but on the other hand I don't see an average geth "platform" having enough individual intelligence to be playable in the first place. Just MHO though, the rest of you folk seem more knowledgable about ME lore than myself...
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2010-03-16, 12:19 PM (ISO 8601)
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Re: Mass Effect d20
I'm just thinking that an Int penalty is a simple way of doing that. Say it's a -4 penalty. Standard geth have Int 6, but PC geth can but a 14 or a 16 in Int.
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2010-03-18, 05:05 PM (ISO 8601)
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Re: Mass Effect d20
My players are really interested in this, so I thought I might help out.
Is their anything you need home brewed that I could help with? Maybe some some new talents for the classes?Last edited by mr.fizzypop; 2010-03-18 at 05:05 PM.
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2010-03-19, 01:05 AM (ISO 8601)
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Re: Mass Effect d20
I'm not sure how much you'd appreciate krogan racial substitution levels.
Meh, since it's D&D and not future, I guess I'll put it in my own thread.
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2010-03-21, 12:47 PM (ISO 8601)
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2010-03-29, 07:38 PM (ISO 8601)
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Re: Mass Effect d20
It's been over a week since anyone's posted, so I might as well help out. Anyway I took a stab at the biotic powers. I based them on the powers featured on the wiki and have modified them to fit d20 modern.
Biotic Talents
Spoiler
Warp
Time: Standard Action
Target: One Character
Range: 8 Squares
Effect: Make a use biotics check. If it exceeds the targets defense, this attack deals 1d6/two levels damage to him.
Cool Down: 1 round
Throw
Prerequisite: Warp
Time: Standard Action
Target: One Character
Range: 8 Squares
Effect: Make a use Biotics check. The target must make a strength check, if the use biotics result beats the strength check the opponent will be thrown back 1 square plus an aditional square for every 5 points by which you exceed the targets check result. If you push the target against a larger object, they take 1d6/squares thrown points of damage.
Cool Down: 2 rounds
Slam
Prerequisite: Warp
Time: Standard Action
Target: One Character
Range: 8 Squares
Effect: Make a use Biotics check. The target must make a strength check, if the use biotics result beats the strength check the opponent will be thrown against the ground, dealing 1d6/level damage, and is knocked prone.
Cool Down: 2 rounds
Reave
Prerequisite: Slam
Time: Full Round Action
Target: One Character
Range: 8 Squares
Effect: Make a use biotics check, reave grants an effect based on the score below.
DC10: Deals 1d6 damage.
DC15: Deals 2d6 damage.
DC20: Deals 2d6 damage, and target is knocked prone.
DC25: Deals 3d6 damage, and target is knocked prone.
Special: the user gains 1/2 of the damage dealt.
Cool Down: 3 rounds
Shockwave
Prerequisite: Warp
Time: Standard Action
Target: All enemies within a 8 square line.
Range: 8 Square line
Effect: Make a use Biotics check. Each enemy must make a strength check, for each enemy your use biotics result beats will be dealt 2d6 damage and knocked prone.
Cool Down: 2 rounds
Charge
Prerequisite: Shockwave
Time: Move Action
Target: One Character
Range: 8 Squares
Effect: Make a Use Biotics check. The target makes a Will defense check. If you beat the will defense check then the target is unable to move depending on the amount you beat him by.
Cool Down: 3 rounds
Pull
Time: Standard Action
Target: One Character
Range: 12 Squares
Effect: Make a use Biotics check. The target must make a strength check, if the use biotics result beats the strength check the opponent will be pulled into the air, and brought 1d4 squares forward each round. While moving opponents may not take any action of any type, however they will take damage normally.
Special: Pull lasts for 1d4 rounds.
Cool Down: 1 round
Singularity*
Prerequisite: Pull
Time: Standard Action
Target: One point within 12 squares with a line of sight
Make a use Biotics check. All Opponents within a 4.5m(3 square) radius must make a strength check, if the use biotics result beats the strength check the opponent will be sucked to the center of the field within 1 round and then proceed to move randomly about the field for the remaining time. While moving opponents may not take any action of any type, however they will take damage normally
Special: Singularity lasts for 1d4 rounds.
Cool Down: 2 rounds
Barrier*
Time: One Move action
Target: You
Make a use biotics check, barrier grants an effect based on the score below
DC10: Gain an additional SR5 (This takes damage first and is lost as soon as 5 damage is sustained. Does not count when determining shield stats of armour)
DC15: Gain an additional SR10 (This takes damage first and is lost as soon as 10 damage is sustained. Does not count when determining shield stats of armour)
DC20: Gain an additional SR15 (This takes damage first and is lost as soon as 15 damage is sustained. Does not count when determining shield stats of armour)
DC25:Gain an additional SR20 (This takes damage first and is lost as soon as 20 damage is sustained. Does not count when determining shield stats of armour)
Special: Barrier lasts untill the SR value gained takes damage equal to that value or for 1d6 rounds
Cool Down: 1 round
Stasis*
Prerequisite: Barrier
Time: Standard Action
Target: One object or Character
Range: 8 Squares
Make a Use Biotics check. The target makes a Will defense check. If you beat the will defense check then the target is unable to move depending on the amount you beat him by.
1 to 5: Target is unable to make ANY actions or receive any damage for 1d4 rounds
6 to 10: Target is unable to make ANY actions or receive any damage for 1d4+2 rounds
11 to 15: Target is unable to make ANY actions or receive any damage for 1d4+4 rounds
Cool Down: 2 rounds
Dominate
(yet to be developed)
* From the Mass Effect d20 Wiki.
Last edited by mr.fizzypop; 2010-03-29 at 07:39 PM.
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2010-04-03, 12:39 PM (ISO 8601)
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Re: Mass Effect d20
I'd prefer not to introduce a new skill for Biotic characters. I'm also not sure why Slam is a prerequisite for Reave. Also, the damage is a bit low. I've been trying to balance with the assumption that these powers will be used on people with armor and shields.
Apart from those concerns, I think these are a good foundation. Thank you.
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2010-04-04, 02:11 AM (ISO 8601)
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Re: Mass Effect d20
Sorry if this reply addresses outdated points but since not every drell is affected/infected by Kepler's Syndrome a blanket racial penalty isn't really necessary, is it?
The primary issue I could see with Geth being a PC race would be the fact that Legion admitted that he was a prototype, designed specifically to infiltrate organic space and make contact with Shepard.
Continuing along the assumption that geth will maintain PC status a penalty towards charisma seems more appropriate since most races are downright hostile to geth and they are impersonal, let's face it, robots. It's within the range of my limited knowledge that most examples of constructs, at least it D&D, have a penalty to charisma because they find it hard to relate to us squishy organics.
Vorcha's healing may be better represented by a limited amount of healing per day(sprint healing from Monte Cook's World of Darkness). This seems like a more balanced alternative to a fast healing that is affected by your con mod.
For those curious SH functions as follows: You are capable of healing up to a set number of points during a single round, example 5, until you have healed a second set amount per day, example 20. Therefore with a healing factor of 5/20 you would be able to heal up to 5 hit points in any round so long at the total damage you have healed in the day does not exceed 20 points.
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2010-04-04, 01:02 PM (ISO 8601)
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Re: Mass Effect d20
The drell evolved on an arid world. Prolonged exposure to too much humidity damages their lungs, a process referred to as Kepral Syndrome. All surviving drell are those who were rescued by the hanar and who now live on hanar worlds - worlds which tend to be very wet and humid. Due to this, we can assume that all drell endure prolonged exposure to humid environments in their early years, and thus that all drell have Kepral Syndrome.
I agree that geth probably shouldn't be a PC race. But the option should, I think, be there.
Hmmm. I'll have to think about this.
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2010-04-04, 03:36 PM (ISO 8601)
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Re: Mass Effect d20
Think I'll take a stab at a few Biotic Talents.
Spoiler
Unless otherwise noted, save DCs for Biotics are 10 + 1/2 HD + CHA mod.
Warp
Use: Standard action.
Save: See text
Make a ranged touch attack. If successful, the gravitic anomaly deals 1d6 damage/level and paralyzes for 1 round/2 levels (minimum 1 round). A successful Reflex save negates the Paralysis.
Singularity
Prerequisite: Warp, Biotic Level 5 or Asari with 5 hitdice.
Use: Standard action
Save: See text
You create a gravitic anomaly that encompasses a 5ft/level radius on any point within 300 feet that draws opponents towards its central point. They may make a Strength check as a free action (vs an effective Strength of 2/Biotic's level) to break free and act as normal; if they fail this check, they are drawn 30ft towards the center of the anomaly and may take no actions. Upon reaching the center, treat them as paralyzed as they spin around its central point.
Barrier
Use: Standard action.
Two uses. The first use is to create a Barrier with a number of Barrier Points equal to (10*Level) which absorb all damage. The second is to recharge any Barriers your equipment may have, up to (20*Level) worth of Barrier Points. These temporary Barrier Points last for 1 minute/level or until depleted.
Charge
Use: Swift Action
On using Charge, you may move 10ft per level (or your standard move, whichever is greater) as a move action, taking a full attack at the end of the charge, each attack an automatic critical if you succeed in hitting your opponent with every attack you make. These attacks must be made against an opponent you are adjacent to at the end of your movement.
Dominate
Use: Full round action.
Save: Will negates; see text
You imprint your mind upon an opponent's. For 1 round/2 levels (minimum 1 round), you may use a swift action to order your target to perform any action that doesn't go against his nature. If you try to make your opponent go against his nature, he receives a second save at a +4 bonus.
Pull
Use: Standard action
Save: See text
You create a gravitic well that pulls an enemy towards you. To resist, the opponent must succeed on a Strength check (vs effective strength of 5/Biotic's level) or be pulled 5ft/3 levels (minimum 5ft) towards the Biotic.
Reave
Prerequisites: Warp and Barrier or Asari Matriarch
Use: Standard action.
Save: See text
Make a ranged touch attack. If successful, you deal (10*Level) damage to Shields and Barriers, and (5*Level) damage to Armor. If the shield/barrier is technological in nature and is drained completely, the device that generates it is shorted out for 1 round/level. A successful Fortitude save by the device (DC 10 + Cha mod) negates it being shorted out. If armor is drained, it is instead destroyed completely, though a Knowledge (mechanics) check can repair it in one-fifth the time it would take to make a suit of armor.
Shockwave
Use: Standard action
Save: Reflex negates.
You create a 15ft wide by 50ft/level long burst of biotic power. Every opponent who the Shockwave passes over must make a Reflex save in order to avoid its effects; otherwise they must make a Strength check as if bullrushed (Effective Strength score 4/level).
All I got for the moment. Might be a tad strong, but then powers that scale always have been.
Edit: Also note most of these have been based off of ME2 rather than ME1, especially Warp, which completely changed between the games.Last edited by RelentlessImp; 2010-04-04 at 03:42 PM.
Now if you don't mind, I am somewhat preoccupied telling the laws of physics to shut up and sit down.
I cast irresistable phantasmal killer as a 4th level spell. No save, just die.
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2010-04-04, 03:43 PM (ISO 8601)
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Re: Mass Effect d20
You do realize that by allowing PC geth you open the doors to all sorts of crazy stuff about individuality and identity, right? What happens if the PC's platform visits a geth base, and then half the geth "on board" upload themselves to the main servers while a bunch of other geth from your starship decide they want to see things from the ground?
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2010-04-05, 01:55 AM (ISO 8601)
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Re: Mass Effect d20
For D&D, I was considering making biotics psi-like abilities (with cool downs, no PP required) that could be provided by a template. And then certain feats would grant access to 'talent ranks' and such which could improve upon these abilities.
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2010-04-05, 05:03 PM (ISO 8601)
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Re: Mass Effect d20
GENERATION 18: The first time you see this, copy it into your sig and add 1 to the generation. Social experiment.
Avatar by me.
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2010-04-05, 09:25 PM (ISO 8601)
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Re: Mass Effect d20
I'd take away the part about Barrier recharging things, remove Warp as a prerequisite for Reave, and nerf Reave's ability to damage shields in exchange for better use against armor. Shockwave should do some direct damage, and Charge should probably just act like a haste effect besides its movement powers.
Good point. Geth should default to NPCs.
I'm thinking cooldown.
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2010-04-25, 09:14 PM (ISO 8601)
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- Jun 2008
Re: Mass Effect d20
This is a very well-thought out thread. I have not looked through all of it, but I like it quite a bit.
How familiar are all of you with the Sage Edition PDF that was released a while ago?
I know that this is for d20 future/d20, but it's still a very, very useful book.
I'm curious what the decision was referring to how the Tech and Biotic abilities work.Last edited by Phantom.exe; 2010-04-25 at 09:28 PM. Reason: forgot to
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2010-04-26, 05:48 PM (ISO 8601)
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Re: Mass Effect d20
I assume you mean saga edition? I've seen a d6 and savage worlds conversion, but not a SE conversion. Link please?
I think we're using powers, that don't require a skill check, that have a certain cool down time. I know in the savage worlds conversion they had you roll a cool down check, after you use a power. That might be something we could consider.Last edited by mr.fizzypop; 2010-04-26 at 05:49 PM.
GENERATION 18: The first time you see this, copy it into your sig and add 1 to the generation. Social experiment.
Avatar by me.
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2010-04-27, 08:37 PM (ISO 8601)
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Re: Mass Effect d20
http://masseffectd20.wikidot.com/ - this appears to be a website wiki filled with information and written work... all of which seems to be based off of this impressive and rather professional-looking PDF.
http://www.shadowflareindustries.com...%20Setting.pdf
"Powers" would function using the more traditional spell or psionic ability template found throughout the d20 system. Makes sense. Easy to remember. Legitimate. As for cooldown, why not take a page out of the Saga Edition / Saga Edition Conversion book and let you spend a resource to 'regain' them?Last edited by EccentricOwl; 2010-04-27 at 08:46 PM.