| Post/Author/DateTime | Post |
|---|---|
| Rohano01-01-08, 01:54 PM | Fluff, crunch, and a little bit of video game review. One of the most groundbreaking video games to hit the field in the last few months has been Mass Effect. In addition to being an awesome science fiction adventure involving dungeon crawls, huge amounts of exploration and story arcs, it's also been called the most successful attempt to make a video game more like a dramatic movie. Bioware, the developers, previously sharpened their talons on Star Wars games such as Knights of the Old Republic and have used some of their new talents in Mass Effect. One the greatest challenges facing most video games is that people who enjoy movies and great acting find the dialogue in video games to be dry and artificial. Characters rarely seem to do more than grin or frown. Mass Effect seeks to change that - the developers went to great lengths to program various forms of body language and accented dialogue, and enlisted a great writing staff to develop the personalities of not only the primary protagonists and side characters but also of the various NPCs met along the game's various paths. Included, as is popular in many modern games, is an alignment and fame system, which allows every small decision made in-game to effect not only the primary story but also the behavior of virtually everyone you meet, as well as changing the various quests and adventures to suit the character. Loosely associated with this system is a relationship script for each of the primary characters. As you get to know your peers and your associates, they begin to share with you their stories and various loose ends that you can help solve. Two of the female characters that you can recruit to your cause (the primary quest goes from a small investigation to an epic attempt to save the galaxy as a diabolical plot is uncovered) can develop romantic (and sexual) relationships with you. Other noteworthy game mechanics are the classes and "specializations." There are a series of classes, highlighting combinations of the three major disciplines: combat, biotics (similar to psionics) and tech. Each class has "specializations" that are acquired later in the game - these specializations are slight variations of the base class (for instance: the class that combines biotics and combat allows you to focus on one discipline or the other, improving your abilities appropriately, and providing new avenues of character development). In addition are various race-specific classes, such as Turian Agent and Asari Scientist. Also, there are other avenues of character development as a character progresses. For instance, upon being dubbed a Spectre (an elite agent working above the law to solve galaxy-sundering problems), the main character gains access to elite training to improve his abilities and gain new ones (including some that bolster a party's performance). Almost archetypically, Mass Effect features many "galactic mysteries" to be literally dug up by the player to solve scientific quandaries. Tens of thousands of years ago, a single race (the "Protheans") ruled the galaxy, but this race was wiped out by a race of intelligent machines called the Reapers. Relics from this empire exist still today and have served to jumpstart the technology of various species as they discover these relics (humankind discovered that Charon, Pluto's binary counterpart, was actually a frozen "mass relay," and when it was thawed, Pluto entered a circular orbit). Technology is also highly detailed. The science of the 21st and 22nd century is immediately rewritten as the Charon Relay is discovered and examined. Technology is reverse engineered that allows for any mass property to be altered - entirely changing the way a body can accelerate and maintain intertia. A 'mass relay' is a huge machine capable of changing a mass to such an extent as to make cross-galactic travel convenient. As more ancient relays are discovered and activated, a network of quick travel points allows for people to move around the galaxy easily. Using these forms of science and technology, humanity develops FTL (faster-than-light) drives that can move starships using the same method as a mass relay, just not to such an extent (because it would require an FTL drive the size of a space station). Stealth techology, in the game, has been recently developed by humanity, with assistance from other civilizations - it's as simple as limiting heat emissions from a starship because most sensor systems are built only to track heat and radiation emissions. Biotics, a miracle achieved in part from limited psionics and in part from machinery and nanites using mass effect technology, allows for talented individuals to manipulate the mass property of target objects or persons or to send mass-altering energy bursts to wreak possibly-damaging havok on foes. These abilities function mostly on the principal of telekinesis. Humanity has developed bionic equipment to boost the performance of biotic individuals, but at a cost. Most biotic development has been the subject of controversy due to the torture chamber-like labs in which biotic individuals were maimed or even killed to advance the science. An entire generation of survivors lives on with the first results of these biomechanical enhancements, but often with great side effects. Many simply died, but a great many more went violently insane. Very, very few can function normally - one of the members of the main character's posse has an older enhancement (an "L2") and remarkably suffers only headaches and migraines. The newer generation of biotic individuals have the newer devices ("L3"s) installed, which have much more controlled effects (many claim them to be less powerful) and almost no side effects for the host. For most human biotics users, they spontaneously developed abilities by being exposed to Element Zero during fetal development. Also a scientific aspect of great note, Element Zero is a material that makes the Mass Effect possible. It emits great amounts of radiation but can be contained and controlled to make FTL travel and other miracles possible. The subject of artificial intelligence has been revisited in science fiction time and time again. Mass Effect introduces the idea of a virtual intelligence - a simple script that provides responses based on input - programs that already exist today. Made illegal by intergovernment policies in the game's setting (the Milky Way), artificial intelligences are those that are capable of learning. The plot of the game involves a race of intelligent machines that rebelled against their creators (with due cause: the creators attempted to destroy the entire race after discovering that the race had developed true awareness). Mass Effect: Saga Edition (using Star Wars: Saga Edition rules) (http://forums.gleemax.com/showthread.php?t=972157) It is my intention to build a Mass Effect campaign setting for D20. It doesn't have to use D20 Future rules, though the occasional D20 Future game mechanic would probably make things easier. I will use the existing classes and specializations (some of which are visited in the above sblock) to make d20 equivalents. I will build the various races using the information I have, and probably base some of them on the race adaptations in the Mass Effect thread in the Star Wars: Saga Edition forum. As for foes and monsters, I will attempt to build and expand on them sufficiently enough that they can be used satisfactorily. I will also attempt to write up some of the characters using the class and race rules that I will create, starting with a general version of John Shepard as a soldier (the combat-oriented class). Eventually, I will likely build the Mako and the Normandy, and I will notate points of interests, such as homeworlds, turbulent regions of space, major battle locations and major Prothean archaeological sites, functioning Prothean relic locations (such as mass relays, beacons and pyramids). I will also attempt to provide various adventure hooks and character backgrounds, and a historical timeline. However, I don't think I'll do all of this alone. If anyone wants to volunteer to submit their work, I won't refuse it, but I might also make my own version. Anyone is welcome to make their own versions of what I write. |
| Rohano01-01-08, 04:41 PM | One of the things that will be exceedingly difficult is converting Mass Effect's equipment into D20 terms. The tech bonuses and biotic amps will be easy, I think, but the weapons and armor are going to be a problem. Catagorizing them is easy, because the armor catagories are already identical to D20's (though, in Mass Effect, not being proficient with an armor means you can't wear it at all), and the weapon catagories are easily convertible. Light armor, medium armor, and heavy armor. Simple. Some classes provide more advanced armor proficiencies as you advance. Simple Weapons: Pistols Martial Weapons: Shotguns Assault Rifles Exotic Weapons: Sniper Rifles Most classes provide pistol use. Some classes allow characters to eventually use and focus on shotgun use. Most combat-focussed classes provide access to assault rifles and shotguns but might not provide a lot of advancement for the pistol or the sniper rifle, but may provide atleast basic proficiency. I'll work proficiencies and weapon enhancements into the abilities for the classes, if I don't work out some kind of talent point system first, but converting every single weapon and armor to d20 might be difficult. Just increasing the cost of each new item might sound easy, but that would require scaling the items against magic weapon enhancements. And then add in item upgrades that add other things... well, it will be difficult. Still figuring out the thresher maw. They're noted as reproducing by releasing spores, which seems like a fungal trait, so I've been thinking that they're more like living plants, but they're obviously carnivores and seem more like giant animals than giant plants. They're also nonintelligent, which supports either plant or animal classification. But they also have projectile attacks of various kinds, which seems more like a plant thing than a an animal function (I can't think of any animals that can shoot ultrasound blasts and acid, but some of plants can shoot acid or poison and some of the psionic plants can emit blasts of sound waves). I'm starting to lean toward aberration, but that doesn't seem right because thresher maws do have a discernible anatomy. I'm going to wait to find more information on thresher maw reproduction before I decide, but it'll probably end up as an animal. I have decided that I'll scale adult thresher maws as one size smaller than what they actually are for purposes of combat, unless they're somehow pulled completely out of the ground (the head - the part that you fight - is only a portion of the creature, as the body is underground). |
| Rohano01-06-08, 05:45 PM | While still trying to find out more about thresher maws, I've come to compare them to the Thorian and to wonder if there's some relation. Some of the simpler creatures I can work up are the two animals I've seen, Husks, Thorian Creepers, and perhaps the more basic Geth. Geth Spike This spike-like object towers over most people at 7 or more feet in height. The Geth erect these devices during attacks on the settlements of organic sentients. As the victims fall, Geth erect a single corpse on each of these objects. In approximately half an hour, the spike has drained the corpse of all hydration and carbon and implanted various bizarre cybernetics and deposits of metal. The result is a corpse that resembles the original creature but is mostly blackened metal: Husks. The spikes can be connected to various sensors to be triggered by the presence of more living organics - any spike with an attached husk may withdraw downward and release the maddened husk, which is programmed to charge and attack all enemies of the Geth. Geth spikes are Large objects constructed of mostly steel components. (Break DC, HP, hardness all coming soon after further examination). Husk Medium Construct Hit Dice: 1d10+20 (30) Initiative: -1 Speed: 30 Armor Class: 12 (-1 Dex, +3 natural); Touch 9; Flat-footed 12 Base Attack/Grapple: +0/+1 Attack: Slam +1 (1d3+1) or Bite +1 (1d3+1) or Tesla Pulse -2 (1d6+1) Space/Reach: 5'/5' Special Attacks: - Special Qualities: Darkvision 60, construct traits Saves: Fort +0, Ref -1, Will +0 Abilities: Str 12, Dex 8, Con -, Int -, Wis -, Cha - Skills: - Feats: Combat Reflexes Environment: Any Organization: Any Challenge Rating: 2 Treasure: None Alignment: Neutral Advancement: None Level Adjustment: - Husks are the result of the efforts of the Geth to not only kill all organic humanoid sentients but also to harvest the contents of their bodies, as is efficient. A husk is not undead and it does not contain the soul of the original creature, and it does not prevent the creature's resurrection (although the body was essentially destroyed by the harvesting process, so if a body part is required for resurrection, it must have been taken from the corpse before the corpse became a husk). Husks are not sentient. They do not have even an animal intelligence. They do not recognize anything or anyone other than the targets given to them by their creators. If a husk perceives no targets nearby, it appears as a grotesque statue or as a corpse. Due to the lack of sensory capability (other than basic sight), husks rely on external assistance to locate a quarry, usually in the form of various Geth-constructed sensors that are networked to the husks through their parent Geth spikes. Combat A husk chases and attempts to kill a target to the best of its ability. It runs unceasingly, reaching out toward a foe even if it is yards away. If a husk is distanced from other Geth, objects or otherwise, it is essentially deprived of all sensory ability other than sight and sound. Although sneaking up on Geth creations is exceedingly difficult due to the habit of the Geth to plant numerous sensors and defensive installations on any location they occupy, it is quite possible to catch a husk off guard. Tesla Pulse: This attack method is not subject to cover bonuses. If the target is shielded, it takes double damage. |
| Rohano01-13-08, 11:04 AM | Racial summaries for now, I'll get on to extended descriptions later. Krogan *Medium: As Medium creatures, krogan have no special bonuses or penalties due to their size. *Krogan base land speed is 30 feet. *+4 Constitution, -2 Wisdom. Krogan are anatomical wonders, having evolved multiple instances of various organs, in addition to their strange hump that stores nutrients and water, but are often foolhardy and selfish. *Shoulder Hump (Ex): A krogan can go without water for three days plus a number of hours equal to his Constitution score. After this time, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d3 points of nonlethal damage. A krogan can go without food for 9 days, in growing discomfort. After this time, the character must make a Constitution check each day (DC 10, +1 for each previous check) or take 1d3 points of nonlethal damage. *Automatic Language: Common, Krogan. Bonus Languages: Turian, Salarian. *Favored Class: Soldier. Turians *Medium: As Medium creatures, turians have no special bonuses or penalties due to their size. *Turian base land speed is 30 feet. *+2 Dexterity. Turians are very lightly built and most members of the species are impressively agile. *Automatic Language: Common, Turian. Bonus Languages: Salarian, Asari. *Favored Class: Soldier. Quarians *Medium: As Medium creatures, quarians have no special bonuses or penalties due to their size. *Quarian base land speed is 30 feet. *+2 Dexterity, +2 Intelligence, -4 Constitution. Quarians are flighty and bright but suffer from immense immuno deficiencies and general incapability to physically adapt to harsh environments. *Tech-Minded: A quarian receives Skill Focus (Electronics) as a bonus feat. *I Live in Here: A quarian who wears armor specifically made for a member of the quarian species treats that armor's Armor Check Penalty as 0 for Light armor, -2 for Medium armor or -4 for Heavy armor, or the armor's existing Armor Check Penalty, whichever is lower. *Automatic Language: Common, Quarian. Bonus Languages: Salarian, Human. *Favored Class: Engineer. I'm ordering the Mass Effect strategy guide, though the reviews say that it sucks, just so I have all of the statistical information handy. |
| Rohano01-19-08, 01:51 PM | I received the strategy guide; I'm going to begin on some equipment statistics soon, I think. I'm probably going to do a modular system, wherein a basic weapon costs a set amount but upgrading it in small amounts adds more monetary cost. Many companies (in the game) specialize in specific kinds of equipment or styles. In addition to the base weapons and armor with their various upgrades (which can't be changed after production), there's also item add-ons (a neat feature), which will work sort of like removable enhancements of magic arms and armor in D&D. |
| Rohano01-20-08, 03:51 PM | Thresher Maw, Young Size/Type: Huge Plant Hit Dice: 10d8+100 (144 hp) Initiative: +2 Speed: Burrow 80' Armor Class: 20 (-2 size, +2 Dex, +10 natural), touch 10, flat-footed 18 Base Attack/Grapple: +7/+15 Attack: Sting +11 (1d12+22 plus acid)P or Talon* +17 (1d10+10) or Acid Spit +17 (2d4 acid +10 plus acid and splash) Full Attack: Sting +11 (1d12+22 plus acid)P or 2 Talons* +13/9 (1d10+10) or Acid Spit +17 (2d4 acid +10 plus splash) Space/Reach: 15/15 Special Attacks: Erupt Special Qualities: Acid resistance 10, biotics resistance 20, darkvision 60', damage reduction 7/+3, fast healing 2, plant traits, tech resistance 20, tremorsense 100' Saves: Fort +17, Ref +5, Will +2 Abilities: Str 30, Dex 14, Con 30, Int 3, Wis 8, Cha 6 Skills: Intimidate +16**, Hide -6, Survival +2 Feats: Improved bull rush, improved initiative (B), power attack, track, weapon focus (sting) Treasure: Standard (see below) Alignment: Always neutral Environment: Any desert, marsh or plains Organization: Solitary Challenge Rating: 7 Advancement: 11+ HD (gargantuan) Level Adjustment: — Thresher maws are massive fungus-like carnivores that have spread their numbers across the entire galaxy by releasing spores into space. These spores often have huge collisions with land masses and proceed to develop for long periods of time (the amount of time seems to vary based on unknown variables) before becoming one of these devastating beasts. Entire civilizations can be destroyed by one thresher maw - most people who encounter one are not fortunate enough to live to tell the tale. While thresher maws are capable of burrowing and travelling great distances, most are loathe to leave a location where prey is plentiful (plentiful meaning atleast one good meal every century). While thresher maws do not seek to possess treasure, their death usually causes the undigested parts of a previous meal to be regurgitated around the scene. Any who manage to exhume the body can find standard treasure inside of it (minus any items that are very susceptible to acid). Combat Thresher maws prefer to live under large, flat valleys between otherwise unfriendly areas such as mountains or oceans, where they can attack foes from below without compromising for terrain. If a foe leaves the thresher maw's resident valley, it will not pursue. It is assumed that thresher maws eat all slain victims, but there has been atleast one occasion where survivors and uneaten bodies were found (on the disaster of Akuze, when a group of marines were led into a valley where several thresher maws made their home; it was later revealed that the incident was an experiment by underhanded scientists to analyze the thresher maws' anatomy). The combat statistics above reflect the head of a thresher maw, the only part of it that ever comes above ground. The rest of the body is vastly larger, functioning as a colossal creature positioned under the head. Upon death, the head recedes underground (after crashing to the ground, endangering people directly near it). During the first round in which a target or group of targets is above the thresher maw, it will erupt into them to send them flying. If they survive, it roars to demoralize them (using the intimidation skill) and attempts to enter melee range. If the targets are mobile, it continually uses its acid spit until the targets stop moving, at which time it retreats underground to line up an erupting charge. Acid Spit: The acid spit of a thresher maw has a range increment of 20 feet and uses the thresher maw's strength bonus for attack rolls and damage (bonus damage from strength is bludgeoning). A struck target takes 1d4 acid damage per round for 1d4 rounds in addition to initial damage. Its splash radius is 10 feet, dealing 1d4 acid damage to surrounding targets who fail a a reflex save, DC 25 (10 + 1/2 HD + Con). Sting: A thresher maw's sting deals piercing damage. Struck targets are covered in digestive acid and take 1d4 acid damage for 1d4 rounds. Erupt (Ex): While underground, a thresher maw can use a full-round action to make a charging bull rush against foes above it, with a +26 total bonus (+10 strength, +8 size, +6 improved bull rush, +2 charging, +2 from below). The bull rush simultaneously targets all foes within 10 feet of the target square. Targets do not get attacks of opportunity unless they are burrowing. Any targets that fail their strength checks are flung 1d20 squares in a random direction (unless the angle of impact would force a target toward a specific direction), taking 4d6+12 damage in addition to falling damage (using the flung distance as the falling distance). Skills Thresher maws receive a +8 racial bonus to intimidation rolls to demoralize opponents in combat. *: A thresher maw uses its talons only for attacks of opportunity. P: Includes power attack usage. (B): Bonus feat. **: Includes racial bonus. Designer's Note: The flung distance functions as falling distance because adding three-dimensional arcs and figuring damage would become vastly algebraic. It's simpler this way. Yes, I plan on doing a larger version. An "old" version, if you will. Does the CR seem appropriate? The damage capacity it can inflict seems high for its CR, and its HP seem to be somewhat high, but its low AC allows it to take a lot of hits quickly. However, it does have a lot of damage reduction (relatively) and some CR-appropriate resistances. I have not playtested it as of yet. |
| NatanaX02-08-08, 04:20 PM | There's already an excellent thread on Mass Effect as a setting on the Starwars Praxeum thread. Dunno if that's what you want to use but its pretty fleshed out so far. |
| Rohano02-09-08, 09:22 AM | It's referenced in the first post. It uses Star Wars: Saga Edition rules, my goal is to render Mass Effect into d20 terms, staying as close to core as possible without using anything like Star Wars, in order to keep it unique as a setting. |
| JasonRR02-20-08, 03:02 PM | Saga is the new core and a direct move toward DnD 4th. Eventually d20 Modern will fall into this setup too. The reason a lot of us over on the Star Wars boards are haivng so much success with Mass Effect is that the Saga rules doa lot for emulating the correct feel and give the player and designer a lot more freedom and design space to explore. |
| Rohano02-21-08, 12:43 AM | In other words, the Saga rules are crazy and geared for pseudo-space operatic Star Wars situations. However, I do not believe that Element Zero is anything like the Force, nor do I think the Force rules are accurate for Element Zero, and I think it's easier to just start from scratch (from basic D20) before I start adding in crazy rules like shield points or Eezo Sensitivity. |
| JasonRR02-25-08, 05:02 PM | Alright, but there is a lot of support over there that you might not get here. Stop on by and post ideas and we'll gladly look them over for you. |