Monday, February 25, 2013

The Reckoning Trailer

The new stuff will find its way into future editions of Mass Effect d6 LeDiton

breaker 1-9 this here is the Rubber Duck

Kowloon Class Freighter
Kowloon Class vessels are basic freighter starships originally designed (and mostly used) by humans. Each ship is built on
a standard design, likely for easy mass production. They generally carry a large cargo bay with smaller compartments for additional passenger haulage, but their design means these compartments can be swapped or exchanged to customize the ship. Kowloon-class ships are hardy but carry no armaments and only a standard engine core. Unfortunately this makes them easy prey for privateers or mercenary bands looking for a quick score.


Length: 150 meters  Skill: Starship Piloting   Crew: 2-4  Passengers: 24
Cargo Capacity: 3000 metric tons Altitude: Space
Consumables: 1 Year  Cost: 10000000   Availability: Common
Move: 350(1,000 km/h)
Speed: 4
FTL Charge Saturation: 120h
FTL Discharge: 24 h
DR: 34 KB: 16 HP: 220
Sensors: Active 80 / Passive 300

Athabasca Class Freighter
Externally, this freighter class's configuration may be mistaken for the smaller Kowloon Class freighters. However, the Athabasca Class freighter is a multi-level starship. It is lightly armored and lacks armaments, and can be attacked and boarded very quickly. The internal arrangement of Athabasca Class freighters differs from ship to ship. The freighter's bridge is located on the upper level and is positioned forward of the engine core and cargo holds. This engine core is a two level room housing four reactors and an engineering console. Access into the ship isthrough airlocks and an emergency airlock located in the main cargo hold.

Length: 170 meters  Skill: Starship Piloting   Crew: 4-6  Passengers: 36
Cargo Capacity: 6000 metric tons Altitude: Space
Consumables: 2 Years  Cost: 15000000   Availability: Common
Move: 350(1,000 km/h)
Speed: 4
FTL Charge Saturation: 100h
FTL Discharge: 24 h
DR: 36 KB: 16 HP: 300
Sensors: Active 80 / Passive 300

Thursday, February 21, 2013

Bogies six o'clock! (Fixed Again!)

To answer a demand, here are some more starship stats for fighters. They are single-pilot combat craft, light enough that they can be economically fitted with powerful eezo cores, making them capable of greater acceleration and sharper maneuvers than the larger vessels. Thanks to those small ships the dynamic of space battlefields has changed immensely. The small fighters can outmaneuver the big mass accelerator cannons and with the use of disrupt torpedos punch holes in the kinetic barriers of dreadnoughts. They are the reason behind the invention of the GARDIAN system. Mostly used on escort and scout missions, they also are a crucial tool in every space battle.
SX3 Alliance Fighter
The SX3 is the third generation space fighter. It’s primary design was based on turain blueprints, but over the time the alliance engineers tailored it more for humans. It has a dual helios thruster module which in case of an emergency gives the fighter a speed advantage. The armor and durability were sacrificed for weight and maneuverability, but thanks to that the fighter handles well in space as in atmosphere. SX3 has four hardpoints under the wings and two fixed mass accelerator cannons. The hardpoints are universal and can be fitted with various types of torpedoes or rockets, the most popular being the disrupt torpedo as it is common that the fighters fly mainly as support for bigger vessels. As most small craft the SX3 has a very limited sensor array adapted mostly for target search purposes, due to its size it lacks the identify option.

Length: 10 meters
Skill: Starship Piloting
Crew: 1
Passengers: 0
Cargo Capacity: 150 kilograms
Altitude: Space
Cost: 3000000
Availability: Restricted
Move: 670(2,000 km/h) Speed: 9
DR: 24 KB: 30 HP: 120
Sensors: Active 60
Weapons:
Dual Mass Accelerator Cannon
Fire Arc: front arc Skill: Starship Gunnery Range: 400 meters Damage: 9D (Ignores DR of beings)
4 Hardpoints

Turian Fighter
Turian fighters are of older design than their alliance counterparts. They differ in many ways, first of all they can be staffed with a gunner, which gives the pilot great advantage as he no longer has to concentrate on weapons and shield systems. Secondly the turians have an older engine system with only one thruster so the fighter lacks the maneuver capacity of the human design. The wings of the their fighter have no external hardpoints and are used as landing gear, thus all weapon systems but the mass accelerator cannon are hidden in a weapon bay in the lower middle part of the vessel. The turian made fighter is more resilient then the SX3 and has superior armor, can carry more additional weapons (6 hardpoints) and has better sensors.

Length: 9 meters
Skill: Starship Piloting
Crew: 1-2
Passengers: 0
Cargo Capacity: 200 kilograms
Altitude: Space
Cost: 2500000
Availability: Restricted
Move: 580(1,700km/h) Speed:7
DR: 30 KB: 30 HP: 150
Sensors: Active 80 Passive 160
Weapons:
Mass Accelerator Cannon
Fire Arc: front arc Skill: Starship Gunnery Range: 400 meters Damage: 9D (Ignores DR of beings)
6 Hardpoints

Monday, February 18, 2013

The Krogan Battlemaster

So yes, the krogan are superior to any other species on the battlefield. Maybe they are not so skilled with guns as other races but when it comes close combat, you will want to be somewhere else. Typical human or asari has no chance in melee or brawl with a krogan, so the trick is not to let them near you. It is not a mistake that I designed them to be a little overpowered compared to the rest of the races, but that is exactly why the salarians and the turians unleashed the genophage on the krogan species.
If you are GMing a group and one of the players wants to have a bioticly gifted krogan, think about it carefully. For one the krogan are extremely rare (1:1000000) and the biotics among them are almost an impossible occurrence. Than there is the team balance to consider, as the krogan will be possibly the toughest warrior in the group. The road to a true krogan battlemaster should be a long and dangerous one, filled with challenges and glorious battles. You have to remember that this species is divided into clans that wage war for supremacy with one another. After the genophage the fights became more fierce as the krogan had to fight for the fertile females, which are regarded as the highest good, an ultimate prize and a sign of status. The culture and psychology of the krogan pushes them to constant conflict as they are selfish and independent. Typical krogan respects only strength and looks always for a challenge, searching for a formidable foe that can be conquered. Honor as it is commonly understood is an empty phrase as they use any means necessary to archive their goals, deceit, murder and backstabbing are all accepted as a normal methods of battle. There are exceptions of course, but they are very rare.

Krogan Battlemaster
Initiative: 18
DR:18* KB:12* HP:38 DV:20 BDV:24 MDV:24 MD:14+6(battle cleaver)
Dexterity:3D Knowledge:2D Mechanical:1D Perception:3D Strength:6D Technical:1D
Move: 10
Biotic: 3D with talents mostly used for dealing damage
Fighting skills are in the range of 10-12 even up to 18
*with Warlord armor

As you can see the battlemaster has stats close to a vehicle.

Tuesday, February 12, 2013

Have you lost your paragon?


I'm realy disapointed. BioWare has set a very high quality standard with their Mass Effect franchise but here the quality is medium at best. I expected much more from Production I.G. maybe somethig along the lines of "Samurai Champloo" or "Ghost in the Shell".
The animiation is not fluent and the detail of the drawings is like in a kids anime on cartoon network. The krogan look like toys and the "commandos" like teenagers. The computer generated backrounds are overall poor. The slowmo shots and dodgy action sequences don't make up for the weak one-liners.
The movie tells the story of events on Fehl Prime and what happened to Vega before Mass Effect 3. The plot is maybe the strongest point of this production. But the producers made a critical error letting it be directed by Astushi Takeuchi, who is maybe a great animation and cocneptual artist but he fails as a director completeley.
It's sad that the chance of getting to a broather audience through other media has been ruined.

Wednesday, February 6, 2013

Javik and other Protheans

After playing Mass Effect 3 I got inspired to incorporate
a prothean into my campaign.

Vern is one of the million protheans that supposed to wake up and lead the young races against the reapers. Due to
a massive power loss in the life pod systems most of the protheans did not survive the fifty thousand year long sleep. The pods were placed on remote worlds, some on the very edge of the known galaxy like Illos. Part of them where hidden on unhabited worlds, others on worlds habited by races with very small civilizational progress. The planets were carefully chosen so that the awakened protheans would have some kind of support for their fight against the Reapers. Many of the dormant were soldiers, others were scouts and scientists, most of them biotic, since the reapers were far more advanced technologicaly. On the chosen worlds, stashes of equipement were placed, vast databaks of valueble information stored and vaults
hidden to be used as base of operations. It is impossible to determine why the power supply failed, probably it was the work of the reapers or a design flaw of the system, but majoryty of the pods had to be shut down. VI's which kept overwatch over the operation, were programmed to perserve as many pods as possible, for as long as possible. The plan failed and only a hadfull of the million are still in stasis, many of them will never wake unless they are found.

There is no option to play a protheans for my players as I find it would be very difficult to balance protheans against other races. Javik seems to be of similar power level as others characters in Mass Effect but after hearing his comments in the game and reading the fluff in the wikia I decided that protheans should have an advantage over other species in the game. This is what I came up with.


Protheans 
Attribute Dice: 19D 
Dexterity: 2D+1/4D+1
Knowledge: 2D/4D
Mechanical: 2D/4D
Perception: 2D+2/4D+2
Strength: 2D/4D
Technical: 2D/4D
Move: 10/12

Unique Abilities
Awareness: Thanks to the two pairs of eyes the protheans are very aware of their surroundings giving them +3 bonus to initiative.

Thick Carapace: Protheans bodies are covered with a thick, layered carapace that gives them +2 to their natural damage resistance.

Experience Transfer: By touching something or someone, a Prothean can recall its experiences. This ability enables to transfer complex ideas, with a Prothean being capable of learning a new skill or foreign language with a single touch. Protheans may learn new skills at 1 point cost and may also recall experiences and memories of others by paying 1 character point. In that case the GM is required to disclose any information from the target to the player.

Imperial Guard: Due to the nature of the time period all adults were required to serve in the imperial military. All protheans start with +2 to Dexterity: Ranged, Strength: Melee, Knowledge: Tactics and Perception: Command skills (maximum of 6).

Synthetic Hatred: Protheans condemn all synthetic life forms, they believe it is the root of all evil that has befallen them. Protheans will go out of their way to destroy any synthetic.

Cosmic Imperative: Protheans believe it to be the driving force in the universe and that the strong must flourish by dominating the weak for the greater good of all. That is why they are very headstrong in their pursuits. It is almost impossible to persuade a prothean to change a chosen course of action(add 2 levels of difficulty to any standard roll).


Unique Equipement:
Kinetic Stasis: Protheans possess elaborate mass-effect defense grids using barrier curtains and a kind of personal defense shield that acts like an energy bubble. It surrounds and levitates the individual who activated it. While inside, the person is impervious to harm but helpless, similar to a biotic stasis field talent. The field lasts for 3 rounds and has a cool-down of 10 rounds.

Prothean Particle Rifle: Is a very unique weapon that cannot overheat. It has an effective fire range of 40 meters and a 300 shot capacity. Damage of this rifle is 5D+6.

Prothean Imperial Armor: The armor is an mixture of exotic alloys. It gives a great deal of protection retaining a lot of flexibility. Its DR is 8 and the kinetic barriers last 12 points of damage.