Showing posts with label NPC. Show all posts
Showing posts with label NPC. Show all posts

Monday, March 25, 2013

A taste of things to come...

The update is coming really soon, but unfortunately due to limited time it will not feature the Tresher Maw and some requested enemies. The Geth are pretty much the same as presented here on the blog. The Reaper forces have been overhauled so the stats have changed, and I dropped all non canon creatures like the salarian husk. Mechs will feature the Rampart mech but I dropped the idea of introducing the Orca and Ogre mechs, from Mass Effect Infiltrator., sice they are almost the same as YMIR and LOKI. The mercenary corporations will feature Blood Pack, Blue Suns, CAT6, Eclipse and Talons. Asari Commando and the Krogan Battlemaster are also featured and updated, as are the Varren and Rachni. There will be also a new Biotic power called nova which is used by the Banshee. I don't know how long exactly it is going to take me, but I hope it won't be long. Here is a new Reaper unit taht will be featured in the 2.0 core rule book.

Cannibal
Cannibals are front-line Reaper units created from corrupted batarians. The nickname refers to their propensity to devour the bodies of fallen comrades. This triggers a biochemical process through which the cannibals spontaneously heal themselves and grow new chitinous armor. The transformation also appears to give cannibals a greater awareness of their surroundings, leading to more strategic behavior and careful use of battlefield cover.

Initiative: 5
DR:12 KB:0 HP:32 DV:12 BD:20
Dexterity 3D+1 Knowledge 0 Mechanical 0 Perception 3D Strength 4D Technical 0
Move 9
Ranged 3D+9        - Automatic Arm Cannon Range:30m Damage:5D
Brawling 4D+6 Damage: 4D+8
Cannibalize. Cannibals have the ability to regenerate health by consuming other fallen enemies on the battlefield. For every 2 rounds spent on eating corpses they gain 6 HP.
Frag Grenade. Cannibals may fire a frag grenade every 6 rounds. The grenade deals 5D damage on 3 meter radius, the range is 20 meters.

Thursday, March 21, 2013

Friends and Foes! Mostly Foes!

In preparation is an update on most of the enemies you may encounter in Mass Effect! The 2.0 will include:
Cerberus; Mechs: YMIR, FENRIS, LOKI, Ogre, Orcus, Rampart; Reaper Forces : Husks, Marauders, Cannibals, Ravagers, Brutes, Banshees, Harvesters. Geth: Trooper, Hopper, Juggernaut, Prime, Armature. Mercenaries: Blood Pack, Blue Suns, CAT6, Eclipse, Talons. Critters: Varren, Rachni and maybe even the Thresher Maw!
If You have any suggestions please comment or drop me a mail!

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.

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.

Monday, January 28, 2013

Have you ever faced an asari commando unit before?

The asari commandos are one of the best trained special forces in the known universe. They are powerful asari biotics who form the elite of the asari military. Often in the maiden stages of their lives, they usually fight in small groups using guerrilla tactics. Commandos dress in distinctive brown uniforms and are usually armed with shotguns or assault rifles. They are considered amongst the finest individual warriors in the galaxy, comparable to Krogan Battlemasters. This is a characteristic of a foot soldier in the ranks of the asari special forces.




Asari Commando
Initiative: 17
DR:9 KB:12 HP:32 DV:20 BDV:17 MDV:17 Brawling/Melee Damage:3
Dexterity 3D Knowledge 3D Mechanical 2D  Perception 4D Strength 3D Technical 2D Biotic:3D
Move 10
Brawling 3D+8
Melee 3D+8
Ranged 3D+12 (+18 when using shotgun or assault rifle)

Asari wear a special armor designed specially for the special forces, it can not be bought.

Special Abilities:
One of the weapon dependent combat talents.
Precision

Time Taken: none
Prerequisites: Grenades +9
This Talent allows a character to place a thrown grenade more precisely. Grenades thrown by the player have additional 1D damage.
Combat Armor
Time Taken: None
Prerequisites: Stamina +9
Lessen the penalties for wearing armor. You ignore the first -3 for Dexterity skills.
Shield Boost
Time Taken: action
Prerequisites: Combat Armor Talent
This Talent allows a character to recharge their failed shields. To activate, make a moderate roll Stamina. If successful, recharge your shields +3. For every 5 points above the difficulty, recharge another +3.
Barrier
Time Taken: one round
Prerequisites: Biotic 1D
The main defensive Talent for Biotic Specialists is Barrier. With this skill a character can make one roll and if successful has the potential to negate damage. When activated roll your Barrier and Biotic. Note the total. When taking damage, the opponent rolls damage as normal and subtracts your roll for the Barrier Talent. Any remaining damage is rolled vs. the character's defense as normal. The Barrier protects the user from a 90 degree arc in front of him.
Warp
Time Taken: action
Prerequisites: Biotic 2D
Warp is a biotic talent that lowers the armor on a target, increasing the damage the enemy takes. Roll Biotic and Warp versus the targets defense (for characters Strength, vehicles hull). If successful, the target looses 50% of his armor DR. Additionally target takes +1D damage from all attacks against it. This power lasts one Round and one Round for every +5 against the target.
Lift
Time Taken: action
Prerequisites: Biotic 3D
This Talent allows a character to violently toss one object or person into the air. If used against another character or their weapon the defense roll is that character's Strength. If used against an object the difficulty is 10 for the first 25kg of the object and an additional 5 for every 25kg. If successful, the object or person is lifted to a height of D x 2 meters and floats there for the remainder of the round, falling back to the ground at the start of the next round. For every 5 points roll above the targets defense roll it floats in the air for an additional round. While floating a character must make a very difficult Dexterity test to do any actions. Lift has a range of Dx5 meters.

Monday, January 21, 2013

Zombies ... I mean Husks! (FIXED)

Husks are the aggressive, mindless foot soldiers of the Reaper armies. They are created by impaling either living or dead beings on mechanical spikes that rapidly extract water and trace minerals and replace them with cybernetics. These cybernetics reanimate the lifeless flesh and tissue, transforming the bodies into horrifying killing machines.
The Reapers use large groups of husks to overwhelm the enemy. The husks' inability to feel pain, as well as their tendency to attack in groups, makes them particularly deadly adversaries.


Human Husk
Initiative: 5
DR:2 KB:3 HP:27 DV:12 BD:18
Dexterity 2D Kowledge 0D Mechanical 0D Perception 2D+1 Strength 3D Technical 0D
Brawling 3D+8 Damage: 3D+8 
Climbing 2D+9 always versus easy.
Move 9

Saturday, January 19, 2013

The Big One

Geth Armature
The Geth Armature is a mobile anti-vehicle and anti-personnel unit employed in high-risk areas, often dropped directly from a Geth Dropship. Armatures are sentient, synthetic lifeforms capable of independent thought, learning and action. When inactive, Armatures fold into a compact state, allowing them to be packed into containers, or place themselves in small spaces. This feature, combined with their armaments, makes Armatures perfect for garrison forces or for ambushes. rmed with superior firepower and a Siege Pulse assault cannon, this geth is easily a match for the armored vehicles of other races. Its main armament is deadly but slow to recharge, but the Geth Armature compensates by knocking down infantry with a smaller secondary weapon.

Initiative: 8 (special)
DR:22 KB:16 HP:50 DV:20 BD:30
Ranged Weapons:4D+8
- Geth Pulse Rifle: Range:30m Damage:5D+3
- Siege Pulse Weapon Range:60m Damage:8D(+2D vs Organics)

Search:3D+9 (special)
Dexterity:4D Knowledge:1D Mechanical:3D Perception:3D Strength:8D Technical:2D
Move: 10
Synthetic: Geth are immune to poisons, gases, do not eat, drink or sleep and can survive in vaccum.
Network AI: For additional Geth beyond the 1st each gains +1 Search and +1 Initiative.
Technology Aptitude: All Geth get +6 to Secruity, Electronic Devices and Synthetics.
Shield Boost: Geth Prime regenerates full Kinetic Barriers every 2 rounds.

Friday, January 18, 2013

Prime


Geth Prime (Red)
Geth Primes are heavy geth platforms that serve as command units on the battlefield. Larger and more powerful than any other geth infantry platform, Primes are equipped with heavy armor and shields, specialized abilities and a variety of deadly weapons.

Initiative: 10 (special)
DR:18 KB:12 HP:38 DV:18 BD:24
Ranged Weapons:4D+8
- Geth Pulse Rifle: Range:30m Damage:5D+3
- Geth Distortion Rocket Launcher Range:35m Damage:7D(5m)
Search:3D+9 (special)
Dexterity:4D Knowledge:1D Mechanical:2D Perception:3D Strength:6D Technical:1D
Move: 10
Synthetic: Geth are immune to poisons, gases, do not eat, drink or sleep and can survive in vacuum.
Network AI: For additional Geth beyond the 1st each gains +1 Search and +1 Initiative +1 Ranged.
Technology Aptitude: All Geth get +6 to Secruity, Electronic Devices and Synthetics.
Shield Boost: Geth Prime regenerates full Kinetic Barriers every 2 rounds.

Tech Talents:
Damping
Time Taken: action
3D+9 vs Willpower if successful the target cannot use any Biotic Talent for 2 rounds.

Thursday, January 17, 2013

Geth

Geth Trooper (Pale Green)
Geth Troopers are standard geth infantry. These units are lightly equipped, with no exotic weapons, and are normally found in groups of two or more. They are dark gray in color, with pale green synthetic "flesh" and a bright blue 'flashlight eye'.

Initiative: 6 (special)
DR:6 KB: 6 HP:26 DV:15 BD:12
Ranged Weapons:3D+8 
- Geth Pulse Rifle: Range:30m Damage:5D+3
Search:2D+6 (special)
Dexterity:3D Knowledge:1D Mechanical:2D Perception:2D Strength:3D Technical:1D
Move: 10
Synthetic: Geth are immune to poisons, gases, do not eat, drink or sleep and can survive in vacuum.
Network AI: For additional Geth beyond the 1st each gains +1 Search.
Technology Aptitude: All Geth get +6 to Secruity, Electronic Devices and Synthetics.
Shield Boost: Geth Trooper regenerates full Kinetic Barriers every 2 rounds.

Geth Hopper (White)
The Geth Hopper is a specialized Geth platform, used primarily for stealth attacks, cyber warfare and sabotage. Hoppers are cyber warfare platforms', meaning they have the ability to wreak havoc on computers and weapons with Sabotage, Overload, or Damping. The Hopper's main attack is a powerful laser that comes out of its "eye".

Initiative: 12 (special)
DR:6 KB:6 HP:26 DV:15 BD:12
Ranged Weapons:4D+8

- Laser „eye“: Range:25m Damage:3D
Search:4D+6 (special)
Dexterity:4D Knowledge:1D Mechanical:2D Perception:4D Strength:2D Technical:3D
Move: 12
Synthetic: Geth are immune to poisons, gases, do not eat, drink or sleep and can survive in vacuum.
Network AI: For additional Geth beyond the 1st each gains +1 Search.
Technology Aptitude: All Geth get +6 to Secruity, Electronic Devices and Synthetics.
 

Tech Talents:Damping
Time Taken: action
3D+9 vs Willpower if successful the target cannot use any Biotic Talent for 2 rounds.
Sabotage
Time Taken: action
4D+6 vs 24 if successful, any opponent that targets the user or any other character within 5m of the user, ads one difficulty level to hit you and deducts your one dice from the damage their weapon deals for 1 round, cool-down 4 rounds.
Overload
Time Taken: action
Roll 3D+9 versus targets defense Technical or Willpower to shut down their shields. Overload automatically shut’s down any kinetic barriers of a personal armor.

Geth Juggernaut (Red)
The Geth Juggernaut is a heavy geth infantry platform, recognizable by its red armor, bright red 'flashlight eye' and huge stature. It towers above the ground, an intimidating presence on the battlefield. They're equipped with pulse rifles modified to fire Distortion Rockets.

Initiative: 6 (special)
DR:12 KB: 9 HP:35 DV:15 BD:21
Ranged Weapons:3D+8 

- Geth Pulse Rifle: Range:30m Damage:5D+3
- Geth Distortion Rocket Launcher Range:35m Damage:7D
Search:3D+6 (special)
Dexterity:3D Knowledge:1D Mechanical:2D Perception:3D Strength:5D Technical:1D
Move: 10 Synthetic: Geth are immune to poisons, gases, do not eat, drink or sleep and can survive in vacuum.
Network AI: For additional Geth beyond the 1st each gains +1 Search and +1 Initiative
Technology Aptitude: All Geth get +6 to Secruity, Electronic Devices and Synthetics.
Shield Boost: Geth Juggernaut regenerates full Kinetic Barriers every 2 rounds.