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Old 09-26-2012, 05:32 PM   Top  -  End  -  #1
Yora
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Default Fantasy Mass Effect d20

Fantasy Mass Effect d20


Medieval Salarian by DaveRapoza

Like Star Wars, Mass Effect really works a lot like many fantasy settings with lots of high tech gaedgets thrown in. The technobabble is much more up to date for the 2010s, but it's still about gathering the free people of the galaxy to fight against demon abomination from outer space and the distant past, and their endless hordes of zombies. And I really like the setting.

This isn't intended to be actually used as a campaign, but rather to see what interesting and possibly new things one can find for fantasy worlds, once the layer of high-tech is removed. I like how the setting is designed and I really would like to figure out what things once can take from it to make a fantasy setting with a similar feel. I just found out that the wonderful world of Dark Sun is pretty much a straight adaptation of a 100 year old science-fiction novel with some new things thrown in. So why not see what happens when you do something similar again?

For practical reasons, basically the SRD and the fact that I know the system inside out, this will be d20 based. Mostly D&D 3.5e with a good measure of Pathfinder thrown in.

First, a tally of what things need to be converted:

Races
  • Asari
  • Batarian
  • Drell
  • Elcor
  • Geth
  • Hanar
  • Human
  • Krogan
  • Quarian
  • Salarian
  • Turian
  • Volus
  • Vorcha
Classes
  • Adept
  • Engineer
  • Infiltrator
  • Sentinel
  • Soldier
  • Vanguard
Maybe the special classes for the species get some kinds of specialization if it seems worth the extra work.

Monsters
  • Abomination (Exploding Husk)
  • Ardat-Yakshi
  • Banshee (Asari Husk)
  • Brute (Krogan Husk)
  • Cannibal (Batarian Husk)
  • Collector
  • Geth Armature
  • Geth Colossus
  • Geth Destroyer
  • Harvester (Flying Husk)
  • Husk
  • Keeper
  • Marauder (Turian Husk)
  • Rachni Soldier
  • Rachni Worker
  • Ravager (Rachni Soldier Husk)
  • Scion (Greater Husk)
  • Swarmer (Rachni Worker Husk)
  • Varren
  • And of course the Greater and Lesser Reaper and Thresher Maw, just for the heck of it.

Other Stuff
  • Biotics
  • Equipment
  • Planets
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Last edited by Yora : 09-27-2012 at 05:27 AM.
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Old 09-26-2012, 05:53 PM   Top  -  End  -  #2
Yora
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Default Re: Fantasy Mass Effect d20

So some first thoughts from me:

I know, that's me. But I think something pre-medieval would work well here. Since we always just get to see a single location on every planet, the planets could indeed be single cities and towns. And I think something like the Greek City states could work really quite well. Also, this would make it easier to have massive stretches of unpopulated land and sea between them and effectively make each location a planet isolated from the others.
And since we're already talking about the Aegean Sea here, space ships can easily be turned into regular ships. Not every location needs to be an island, but with no roads, going down the river, along the coast, and up another river would probably still be much faster than carrying goods on mules through the wilderness.

Asari: I think their strange biology doesn't work in a more mundane fantasy setting. I think it's much better to have them be a normal race with males and females and they are just so androgynous and egalitarian that it doesn't really make a difference. Unless some people demand really loudly that you absolutely can't have Asari that are not able to reproduce with everything that talks.
The natural magic ability is easy.
Salarians: I really would like to avoid steam machines. So instead maybe make the Salarians alchemists? There's a lot of crazy stuff you can do with that.
Geth: I suppose the geth could be some kind of warforged, but personally I'd prefer a race of aberrations based on primitive creatures.
Quarians: The big question is "Alchemy or Magic"? With Asari there's already a naturally magical race, but Salarians might be hogging alchemy equally well. Maybe something completely else, but I would rather keep things simple.
Hanar: I don't have a single clue...

Soldier: Basic fighter, good enough.
Engineer: Just take a rogue.
Infiltrator: Ranger wouldn't be bad, I think.
Adept: I am very much for psion. Biotics is Psionics and there aren't really that many psi-only settings around anyway.
Vanguard: Psychic Warrior of course!
Sentinel: I am not sure. I think I would give Wilder a shot. I never had Kaidan and Jacob for a moment more than I really have to. But Wilders have psionics and some hit points, skills, weapons, and armor. Maybe someone has some cool ideas for an alternative to Wild Surge?

Husks: Come on, guys! Undead!!!
Reapers: Undead Aberration Outsider Constructs. No clue how, but somehow it has to be made to work.
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Old 09-27-2012, 05:23 AM   Top  -  End  -  #3
Yora
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Default Re: Fantasy Mass Effect d20

Races
First draft.
Since in D&D humans are generally considered to be by far superior to anything else, having a few races with +2 to two ability scores and -2 to one ability score should be okay, if they don't have any other special features.
Many races still need more features to make them somewhat balanced.

Does anyone know of a good d20 conversion for compairison?

Asari
  • +2 Intelligence, +2 Charisma, -2 Strength, -2 Constitution
  • Speed: 30 feet.
  • Low-light vision
  • Naturally Psionic: Asari gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.

Batarian
  • +2 Strength, -2 Charisma
  • Speed: 30 feet.
  • Extra Eyes: This feature of its anatomy gives a batarian a +2 racial bonus on Spot checks.
  • +2 morale bonus on saving throws against fear.

Drell
  • +2 Dexterity, -2 Charisma
  • Speed: 30 feet.
  • Darkvision 60 ft.
  • +2 racial bonus to Hide and Move Silently checks.
  • +1 Natural Armor.
  • Fire Acclimated: Drell have a +2 racial bonus on saving throws against all fire spells and effects. Drell are accustomed to enduring high temperatures.

Human
  • Speed: 30 feet.
  • Extra Feat: 1 extra feat at 1st level.
  • Extra Skill Points: 4 extra skill points at 1st level and 1 extra skill point at each additional level.

Krogan
  • +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence
  • Speed: 30 feet.
  • +2 Natural Armor.
  • Weapon Familiarity: Krogans may treat hand axes, batleaxes, greataxes, short swords, longswords, scrimitars, falchions, and greatswords as simple weapons.
  • Powerful Build: The physical stature of krogans lets them function in many ways as if they were one size category larger.
  • Whenever a krogan is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the krogan is treated as one size larger if doing so is advantageous to him.
  • A krogan is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A krogan can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
  • +2 morale bonus on saving throws against fear.

Quarian
  • +2 Dexterity, +2 Intelligence, -2 Constitution
  • Speed: 30 feet.
  • Low-light vision

Salarian
  • +2 Intelligence, -2 Constitution
  • Speed: 30 feet.
  • Low-light vision
  • Breath underwater: Salarians can breath in water as well as air.

Turian
  • Speed: 30 feet.
  • +2 Natural Armor.
  • Weapon and Armor Proficiencies: All turians are proficients with all simple weapons, light armor, and shields (except tower shields).

Volus
  • +2 Intelligence, -2 Strength
  • Small: As a Small creature, a volus gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Speed: 20 feet. However, volus can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
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Old 09-27-2012, 10:36 PM   Top  -  End  -  #4
Domriso
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Default Re: Fantasy Mass Effect d20

I would actually argue that the Asari should remain unisexed. It was one of the more interesting aspects of the race, and I think it could be imported fairly wholesale to a fantasy setting without issue.

The races as you present them seem pretty good. My only question would be why did you give the Drell a -2 to Charisma?

I've also been attempting to think of interesting things to give to the different races. This is what I've got so far:

Drell
The Drell are special because they have perfect memory. I would give some form of ability that grants bonuses to Knowledge checks, and maybe give a negative ability related to their tendency towards solipsism.

Krogan
One of my favorite parts of the Krogan is their multiple organ system redundancy. Having two nervous systems, two hearts, four testicles, and more makes them very hard to kill. I would give them some form of Fortification ability, since if one organ is damaged there's others to take over. Maybe give them immunity to death from massive damage, or a resistance of some form, since it would be much harder to kill them in that way.

Quarians
The Quarians are natural technicians, so I would try to give them bonuses to the Craft skill, and maybe some form of bonuses to magic items? Haven't thought this one through as much.

As for the rest, nothing comes immediately to mind. However, what about statting up more of the races? The Geth would be a fun one, and the Vorcha are creepily interesting. The Yahg would work perfectly as an orc or ogre stand-in. The elcor are one of my favorite races of all, though they might be weird to stat up. The Hanar are strange as well, but could be interesting as aquatic races. In addition, the Protheans would be a great Elf-stand in, and the Rachni would make a fun non-humanoid race.

I'll try to think of other abilities as well.
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Old 09-27-2012, 10:50 PM   Top  -  End  -  #5
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Default Re: Fantasy Mass Effect d20

First, I fully support this idea and this project.

Second... how are you going to have this work in a fantasy setting? Is it all going to be one massive planet? How will the whole storyline of a number of races work? (IE, the Krogan being made by the Salarians, the Genophage, the Omega4, the relays themselves).

I think it could be pretty awesome, though...
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Old 09-27-2012, 10:52 PM   Top  -  End  -  #6
Luzahn
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Default Re: Fantasy Mass Effect d20

For Drell, maybe +2 to any knowledge, -2 concentration?

And the Volus never seemed abnormally intelligent, certainty not to Salarian levels. Maybe give them Charisma instead, to reflect their skill as merchants?
An appraise bonus would suit them as well.

Last edited by Luzahn : 09-27-2012 at 11:23 PM.
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Old 09-28-2012, 03:44 PM   Top  -  End  -  #7
SamBurke
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Default Re: Fantasy Mass Effect d20

Also, a further question. ME 1, 2, and 3 had some drastic differences. First, in art style, second, in play locations, and finally, in tone. The first game was dramatic, but in the way that a better-written Star Trek would have been. It was talky and techy, with some moral choices in there and interesting things. TWO, though, kicked it up into a dire level, as you have to maneuver the people on your crew, decide the fate of thousands of sentient beings, and save the galaxy, from the go. Oh, and come back from the dead.

Three... well that's obviously different.

So the question is, which tone are you going for? I prefer 2, as you can't have a constant world of 3 without dumbing down the impact, and One didn't have the moral punchiness. Still, just asking what sort of tone you want the world (planets?) to set.
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Old 09-29-2012, 01:30 AM   Top  -  End  -  #8
Domriso
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Default Re: Fantasy Mass Effect d20

Right, so this is the fruits of my research.

Elcor
The Elcor at first seem somewhat opposed to being a playable race, but I think they'd be a fun one. Standing on their balled up fists, the Elcor move slowly compared to other races. Give them Stability, 20 feet speed, a bonus to Strength and Constitution, but a penalty to Dexterity and Charisma (since they can't express normal behaviors), and the Scent ability and you probably have a good race.

Hanar
The best way to use the Hanar, in my opinion, would be to make them an aquatic race. Give them a Swim speed, bonuses to Appraise, a unique language (it's based on bioluminescence), and a natural toxin attack and you're good. In Mass Effect, the Hanar use technology to generate mass effect fields to float, so I would say give them a somewhat advanced magical culture that has allowed them to move outside of the water, but very slowly.

Keepers
This is a weird one, but I would love to see the Keepers (pre-Reaper influence) as a race. Obviously they are tauric creatures, almost like a reversed Thri-keen. Make them insectoid, minorly telepathic, with bonuses to Craft (and maybe some other additions) and a bonus to Will saves, and you've got a unique race.

Krogan
In addition to my previous comments on the Krogan's organ redundancy, another nice feature is their hump, which serves the same purpose as a camel's. Giving some kind of elongated survival ability would fit this well, because they store nutrients in their hump.

Salarians
Right off the bat, these guys are fun. Hyper-metabolism, so much so that they require only 1 hour of sleep a day, should make for a useful trait.

The other fun fact is that they possess photographic memories; not like the Drell's eidetic memory, which experience memories as real life, but simply the ability to memorize information well.

Turians
While the Turians do possess a metallic exoskeleton, they also possess talons on both their feet and hands. I'd add a natural attack to them and call it a day.

Vorcha
I love the Vorcha, because they're creepy, adaptive and dangerous. I mean, look at those teeth! Their natural healing rate is much higher than a normal creatures, though not really fast healing or regeneration level. I'd throw a much higher natural healing rate, immunity to disease, and then a special ability something like this:

Adaptivity: The Vorcha's body has evolved to quickly adapt to external stimuli, in a manner quick enough to allow them to survive in dangerous environments. So long as a Vorcha spends at least one month in a dangerous environment, they gain the ability to survive in that environment. This applies to normal environments and planar environments.

In addition, the Vorcha can artificially use this ability to reinforce themselves. By specifically damaging themselves in strategic ways, a Vorcha can gain one of the following abilities, but can only possess one at any point in time. It takes a week of constant application to change this bonus:

Elemental Resistance (Acid, Cold, Electricity, Fire, Negative Energy, Positive Energy, Sonic)
Damage Reduction 3/ (Bludgeoning, Piercing, Slashing)
+5 bonus to poisons

----

That's what I've got now. I'm still looking around, so I might add onto this later.
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Old 09-29-2012, 05:57 PM   Top  -  End  -  #9
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Default Re: Fantasy Mass Effect d20

Note that the metallic Turian skin doesn't provide natural armor. From a wiki:

"Their reflective plate-like skin makes turians less susceptible to long-term, low-level radiation exposure, but they do not possess any sort of "natural armor"."

You could work something in with the reflectiveness, though. Turian are also notably disciplined, coming from that martial culture; We could give them a bonus to will save.


And for the Hanar, they are the most religious species in Mass Effect, we could give them bonuses to that instead of arcane sources of land survival. Blessings of the gods, and so forth.

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Old 09-30-2012, 02:25 AM   Top  -  End  -  #10
Yora
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Default Re: Fantasy Mass Effect d20

Quote:
Originally Posted by Domriso View Post
Quarians
The Quarians are natural technicians, so I would try to give them bonuses to the Craft skill, and maybe some form of bonuses to magic items? Haven't thought this one through as much.
Making them some kind of smiths and miners like dwarves could be a really cool idea.

In d20, even horses and ogres get a natural armor bonus, so I think giving one to turians is quite justified. This would be swords and arrows, not hypersonic tungsten particles fired by mass accelerators.

Making Krogans exactly as described would probably demand a huge Level Adjustment and I would like to avoid that. Though in their case, racial paragon levels might be neccessary.
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Old 09-30-2012, 03:06 AM   Top  -  End  -  #11
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Default Re: Fantasy Mass Effect d20

Sentinel is definitely Psy Rogue.



Kroooooooggggggaaaaaaaannnnnnn!

Definitely need a racial paragon class. Somewhere in the 5-6 level range. So that at low levels someone could, in fact, be pure KROOOOOOOOOOOGGGGGGGGGGAAAAAAAAAAAAAANNNNNNNNNNNN!

Ahem.


Turians, maybe a small amount of SR, or deflection bonus against rays?


You also would need Protheans.


Because Jamacian accent, mon.
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Old 09-30-2012, 11:48 AM   Top  -  End  -  #12
Luzahn
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Default Re: Fantasy Mass Effect d20

Would giving the Krogan an additional -2 to wisdom balance it out, or are we just making it better for min/maxing? I mean, they did nuke their homeworld into oblivion.

Removing the weapon familiarity could also help. The Krogan are violent, but they have never been depicted as particularly skilled with weaponry. They rely on their own physical prowess.

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Old 09-30-2012, 01:31 PM   Top  -  End  -  #13
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Default Re: Fantasy Mass Effect d20

personally when i think about the Asari i think about their mono gender it's really their defining feature otherwise their just another magically inclined race. i would make them fae or something and have their reproductive cycle be explicitly magical.

I think many of these races could benefit from some paragon levels or higher la so you could give them more of the racial abilities associated with them.
krogan in particular should have massive str scores and high fortification and possible ferocity or rage.
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Old 10-01-2012, 08:27 AM   Top  -  End  -  #14
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Default Re: Fantasy Mass Effect d20

Pic related.

Now, more stuff. I think Asari should have a floating ability bonus, if they remain the "Can produce child with anyone" species. That fits the idea fairly well.


Protheans, maybe something like +Dex, +Int, -Cha, and given some weapon profs/other benefits for Proud Warrior Race.
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Old 10-02-2012, 09:00 AM   Top  -  End  -  #15
Yora
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Default Re: Fantasy Mass Effect d20

Sorry about not replying as much as I wanted to. I am in the middle of moving and starting at a new university, so I never know how much time and focus I have for certain things.
But for my part, this was started mostly as a kind of brainstorming anyway, so feel free to run with it and make up stats as you like, it wouldn't be interfering with anything I have planned.
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Old 10-17-2012, 09:28 AM   Top  -  End  -  #16
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Default Re: Fantasy Mass Effect d20

I think an important point about this setting is the geography. Are we going with the traditional fantasy continental map, maybe with a mediterranean-type "lake"? Or an archipelago design? The discovery of new peoples who have never been met before is much more appropriate for an archipelago map, but on the other hand, might actually render the exercise fairly pointless. If you just relabel "planet" as "island," then the whole story won't need to change much, but if an actual continent-type map is used, more thought needs to be put into changing the history of the world.

Ideas:
- Krogan as Foederati, hired initially by the Salarians. They become overrelied upon and nearly destroy the Citadel (or whatever we're calling the tripartite alliance of turian/asari/salarian), much like what happened in the very last days of the Roman Empire. Instead, the turians enact some kind of magical curse, originally devised by the salarians.

- Obviously, the turians are not!Romans (highly militarized society with a strong emphasis on meritocracy, law and order, and an egalitarian legal system) and the asari are not!Greeks (republican city-states in loose federations). The salarians seem like fairly strong monarchists with dynastic politics. Perhaps they could be excellent sailors, rather than just intelligencers, so that they have some serious military capability. Krogans are tribal clans, perhaps germanic or pictish in culture and typology.

- Deities. There are some established religions in the main peoples of the game, but they tend to follow the real world policy of having contradictory conceptions of the divine. The asari could have a combined monistic/henotheistic faith where they believe the goddess Athame is sort of their ticket to enlightenment, but other peoples may have other ways; alternatively, the worship of their racial deity (Athame) is contrasted with a new, philosophical religion (siarism). The turians are fairly into ancestor worship/animism, maybe draw on the Nyambe orisha system there. The salarians seem fairly atheistic, so they could just be left that way, perhaps with some minor adjustments to account for a world where the gods are obviously real.

- Afterlife. A big can of worms. Known afterlives, especially afterlives which clearly have a sorting method very strongly encourage behavior in accordance with the rules of sorting (adoption of a particular deity, behaving in a Good way to get the Good afterlife, etc). Reincarnation, de facto nonexistence (e.g. Dolurrh), or simply an unknown afterlife (which gods don't make claims about), works best, I think.
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Old 10-17-2012, 03:06 PM   Top  -  End  -  #17
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Default Re: Fantasy Mass Effect d20

I skimmed and didn't see anyone address this, but I'll admit I didn't look nearly close enough. I'm currently on my phone, so I'll check back later, but on the topic of the Mass Relays;

I have been toying with the idea of doing a Fantasy Mass Effect for a while, even got my players to express their interest in it. The way I was going to approach the different planets and relays was to have a very large planet, earthlike in nature, but something closer to the size of Jupiter. The many different planets, at least the important ones like the various homeworlds, would be supercontinents.

The relays themselves would be ancient teleportation circles, like the ones seen here. The citadel would be some ancient, magic powered fortress, perhaps floating if you really want to give it that otherworldly, forgotten feel.
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Old 10-17-2012, 06:33 PM   Top  -  End  -  #18
Domriso
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Default Re: Fantasy Mass Effect d20

So, here is the results of my research over the past few days. Most of it is direct facts, some of it is assumptions I've made because of lack of information. Then I have how I would implement the fantasy-versions of the Mass Effect races underneath them.

My take on the Fantasy Mass Effect is that the different races evolved separately on the same world, ya know, basic fantasy genre. I’m assuming there is some form of planar arrangement, but I’m not assuming anything specific about it except that they somehow exist and can be traveled to (and, my personal thought is that the Reapers would make perfect creatures from the Far Realm or a similar locale). So, that is how I am informing my fantasifying of the many races.

As for the actual set up of the world, I do like the archipelago idea, or at least continents that are largely separated. The Relays would work perfectly in this sense as being massive teleportation rings that allow travel between continents (you could go with the idea that it took a certain amount of intellectual progress before they figured out what the teleportation rings did, or how to activate them).

Religion is another interesting topic. I almost always treat religion as an unknowable. Divine beings might exist and appear, but they do not necessarily confirm or deny any religion, mostly because the divine beings that appear are not the deities themselves, but just angels or the like.

Looking at the Mass Effect races and their mythologies (which I detail more below), the interesting part is that most of it seems very vague. Even the most religion, the hanar, mostly preach worship from afar. Look at the batarians; all we know of them is that they have a coded book of religious text. That's like saying that Christians have a bible. Very, very vague.

Spoiler
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Old 10-18-2012, 08:02 AM   Top  -  End  -  #19
Cyclone231
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Default Re: Fantasy Mass Effect d20

I don't think sticking too closely to the biology is advisable. A good deal of the biology is clearly designed with the sci-fi and video game setting in mind (in particular, the hanar and volus, but to some extent all of them) and doesn't readily transfer over to a fantasy setting.

I think it's better to look at the "purpose" and "meaning" of the obviously SF-y stuff and just transfer it over to a fantasy setting. The hanar are like they are to render them basically incapable of being a threat to people outside of water. The volus are like they are to render them basically incapable of being a threat to people outside of their native environment. I'd go with having the hanar as being strongly water-based amphibians, with limited (though not nonexistent) melee abilities on land. The volus would perhaps have some malus that reduces their ability outside of their home island/country based on the absence of something necessary that exists only in their home environment; alternatively, give them light sensitivity. I'm still not quite sure about even this though; in the ME games, those are just interesting flavor bits. In an actual P&P RPG, those mechanics exist pretty much purely to penalize PCs interested in playing a hanar or volus.

As to respective power levels... eh. I'd lower everyone's. Even though some of the races are supposed to be huge military badasses, it's stated somewhere that human soldiers are the products of a huge number of enhancements (if I recall correctly, anyways), which kind-of explains how Shepard can take on a Krogan in melee combat and win. It's entirely possible that other races are like this, though I don't know. In any case, to exactly go with the representation in the ME canon, the asari and krogan would probably wind up with LA (or even hit dice!), which is like acid to playability.
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Old 10-18-2012, 08:05 PM   Top  -  End  -  #20
awa
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Default Re: Fantasy Mass Effect d20

thing is maybe krogan should have some hit dice even in setting their almost never basic troops like in the second game the specific krogan mercenary group was mostly those stupid fangy mouth guys who name escapes me or big dogs krogan were always the elite.

Racial hit dice or la are only a problem when they are not balanced with good abilities.
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Old 10-18-2012, 10:17 PM   Top  -  End  -  #21
Domriso
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Default Re: Fantasy Mass Effect d20

I disagree on changing the biology very much. I've done a similar thing as this, taking a sci-fi game's species and making them fantasy, but reworking them to not be exact copies, and what happened was that they became their own races. It was no longer the original races in a new locale, it was a bunch of new races in a new locale. Changing the races too much makes them quite a bit divided from the original (which is the same reason I disagreed with making the asari an androgynous race rather than the all-female race they are in the games).

This isn't to say that changing the races a little bit is a bad idea. I did the same thing when I suggested making the quarians sickly, but not nearly as sickly as they are presented in the games (because it would make them basically unplayable). However, the basic concepts remain the same, just shifted a bit. So, while I could see making the hanar a little bit more physically powerful, though probably not making them amphibious, because that alters them just a bit too much for me.
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Geomancy, Runic Magic, probably more at a later date:
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Ever heard of the Ultimate Classes? They're pretty sweet. Check them out here.
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Old 10-19-2012, 06:00 PM   Top  -  End  -  #22
Cyclone231
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Default Re: Fantasy Mass Effect d20

Quote:
Originally Posted by Domriso View Post
I disagree on changing the biology very much. I've done a similar thing as this, taking a sci-fi game's species and making them fantasy, but reworking them to not be exact copies, and what happened was that they became their own races. It was no longer the original races in a new locale, it was a bunch of new races in a new locale. Changing the races too much makes them quite a bit divided from the original (which is the same reason I disagreed with making the asari an androgynous race rather than the all-female race they are in the games).
I generally agree, but "race (with meaningful involvement in human politics) that can't survive or operate in human environments without mechanical aid" is very much a science fiction concept - indeed, it's probably the most peculiarly SF concept I can think of.
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Old 10-20-2012, 08:58 AM   Top  -  End  -  #23
awa
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Default Re: Fantasy Mass Effect d20

nothing wrong with aquatic races that cant function well on land merfolk are seriously hampered on land but can breath air.
aboleth Kapoacinth, locath, water naga, merro, scrag, and dragon turtle all breath water and suffocate on land.
and a kraken can neither breath air or walk on land.

just give them a way to get water breathing and levitate at an early level like a racial class.

Last edited by awa : 10-20-2012 at 08:59 AM.
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