[Through the Relay and Far Away]: A Mass Effect d20 Campaign Recruitment


Recruitment

1 to 50 of 87 << first < prev | 1 | 2 | next > last >>

2 people marked this as a favorite.

So I find myself over the weekend, replaying Mass Effect 2 because my gaming console reset itself and it hit me harder than a charging krogan: "Are there any Mass Effect Tabletop RPGs?"

The question had me pause the game and hop onto my computer. A few Google searches later, and I find that there are SEVERAL fanmade Mass Effect RPGS that exist within the internet! Now, I couldn't just sit around and wait for the school year to start and return to my RPG club. I have to NEED TO play it. Because God knows that we're all still butt-hurt over ME3's less-than-satisfactory ending.

This is where you come in. Link to Creator Site is here. There is a link on the page where you can download the rulebook.

Criteria:

1) Four/Five people will be chosen to play test.

2) As a d20 conversion, several components of Character Creation are similar. Generate stats using the 4d6 approach, dropping the lowest number and adding the three highest numbers together. You may re-roll a single stat and assign the numbers freely.

3) No Race/Class restrictions, but I will only accept ONE PC with a Sentient Geth background because of obvious reasons. Please keep that in mind when creating a character.

4) Use the "Average" starting GP credits provided in the Class Description.

5) Because of a lack of a formal "alignment system" in the Rulebook, Paragon/Renegade points will be the way to go. You can have an "alignment" if you want to, but know that the prioritization goes to Par/Ren points. Start with 20 points and distribute them freely between Par/Ren as you see fit.

6) Starting Level will be at 3. You guys have seen some bad things in the galaxy, but have pulled through regardless.

--------

One more thing...

When in the Mass Effect Timeline do you want to play?

1) Before the Storm {Any time Pre-ME3}

2) Galaxy at War {ME3 Events}

3) Rebuilding what was Lost {Post ME3}

* My custom ending: Shepard fires the Crucible without the brat's Catalyst's interference -destroying the Reapers and their Forces w/o killing the Geth/EDI- gets evacuated in time and crashes on unknown planet with crew. They are rebuilding the Normandy SR-2 and most likely will not be seen by the PCs if you chose to play in this timeline.


Hi,

Glad to see someone else also using this system. I'm in a home group where we play with this system on an irregular basis (same group plays several campaigns in different systems so we alternate a lot :))

Was thinking of trying my hand at creating a character for this.
I have one question though :
You state use the "average" starting credits provided in the class description, but our starting level is at 3. The level 1 average credits & the level 3 "wealth by level", is quite different from each other (for reference, it's on page number 190 in the book (actual number, not pdf page number). Is this done to deliberately lower our starting equipment?

I would also like to note some important differences between this system and others (like pathfinder/d&d3.5/other d20 systems), as well as some features that we mostly came to understand during gameplay :
- You have 2 actions per turn & 1 free action. Those 2 actions could be move & move, shoot & shoot, shoot & move, .... You can also exchange your 2 actions for one full-round action.
- Read the Attack actions section on page number 177, it's really important to note how much recoil you take on which actions.
- Cover is very important in this game. Armor does not provide you any added benefit to not getting hit. So it's all about cover, DEX mod to defense, the Dodge feat (which is sadly still the single target version of 3.5), Combat expertise and bonus to defense for the amount of feet you moved during your turn. (Just found out by skimming the pdf, that you can use a rolling dodge once per round against melee attack or ranged touch attacks if you have the tumble skill ... which also adds +2 to your defense for that round, not stacking with the bonus from moving around though)
- For those playing mostly pathfinder, skill system is also back to 3.5, with some added setting specific skills.

Anyway, here's my stat array :
Stat 1: 4d6 - 1 ⇒ (4, 3, 5, 1) - 1 = 12
Stat 2: 4d6 - 1 ⇒ (6, 4, 1, 3) - 1 = 13
Stat 3: 4d6 - 3 ⇒ (3, 5, 3, 6) - 3 = 14
Stat 4: 4d6 - 1 ⇒ (3, 1, 4, 3) - 1 = 10
Stat 5: 4d6 - 3 ⇒ (5, 3, 3, 5) - 3 = 13
Stat 6: 4d6 - 3 ⇒ (4, 6, 3, 6) - 3 = 16

Reroll stat 4: 4d6 - 1 ⇒ (6, 1, 3, 6) - 1 = 15


Hmm, I'm thinking Drell Assassin, if I'm reading the rules right.

Stat 1: 4d6 ⇒ (5, 6, 1, 4) = 16 -> 15
Stat 2: 4d6 ⇒ (5, 6, 3, 6) = 20 -> 17
Stat 3: 4d6 ⇒ (4, 1, 4, 2) = 11 -> 10
Stat 4: 4d6 ⇒ (1, 6, 2, 1) = 10 -> 9
Stat 5: 4d6 ⇒ (4, 4, 5, 4) = 17 -> 13
Stat 6: 4d6 ⇒ (4, 3, 1, 6) = 14 -> 13

Rerolling 9

Stat 4: 4d6 ⇒ (4, 3, 2, 3) = 12 -> 10

So, 17, 15, 13, 13, 10, 10. Workable set, surely.

11 Str (10 + Racial +1)
18 Dex (17 + 3rd Level boost)
10 Con (10)
13 Int (13)
15 Wis (15)
14 Cha (13 + Racial +1)

Probably going sniper route... Be a day or two before I can do up the entire character...


greetings Fenwick... Lets see what the rolls dictate.

14d6 ⇒ (5, 5, 6, 4) = 20=16
24d6 ⇒ (4, 4, 4, 5) = 17=13
34d6 ⇒ (2, 3, 1, 5) = 11=10
44d6 ⇒ (4, 6, 1, 2) = 13=12
54d6 ⇒ (1, 6, 6, 4) = 17=16
64d6 ⇒ (5, 4, 1, 1) = 11=10 X reroll 4d6 ⇒ (1, 5, 5, 1) = 12=11


Ho-ly crap!

I'm really excited someone else found this. I've been trying to get my home group to play, but we've yet to finish the AP we're on, and they don't want to jump around.

I would be stoked to play. Not sure yet what I will run as I need to look over the manual. I typically have internet access all day at work, so posting frequently won't be a problem.

Stat 1: 4d6 ⇒ (1, 3, 4, 4) = 12 =11
Stat 2: 4d6 ⇒ (1, 3, 6, 4) = 14 =13
Stat 3: 4d6 ⇒ (2, 4, 3, 6) = 15 =13
Stat 4: 4d6 ⇒ (5, 1, 6, 3) = 15 =14
Stat 5: 4d6 ⇒ (5, 6, 3, 5) = 19 =16
Stat 6: 4d6 ⇒ (1, 5, 2, 3) = 11 =10

Re-roll stat 6

Reroll for 6: 4d6 ⇒ (6, 6, 2, 4) = 18 =16


I'll probably submit as an engineer, or variant thereof.


dotting for interest!...

4d6 ⇒ (5, 5, 3, 5) = 18 - 15
4d6 ⇒ (2, 2, 3, 6) = 13 - 11
4d6 ⇒ (2, 2, 5, 5) = 14 - 12
4d6 ⇒ (6, 4, 6, 3) = 19 - 16
4d6 ⇒ (3, 1, 5, 4) = 13 - 12
4d6 ⇒ (6, 3, 5, 4) = 18 - 15


I am thinking a Volus Protector Merc. In theory he would be an assassin, but his cowardice means he spends so much time preparing for the perfect moment it rarely works out financially :p

stat: 4d6 ⇒ (4, 4, 3, 6) = 17 14
stat: 4d6 ⇒ (5, 3, 5, 1) = 14 13
stat: 4d6 ⇒ (3, 4, 5, 3) = 15 12
stat: 4d6 ⇒ (5, 5, 6, 6) = 22 17
stat: 4d6 ⇒ (5, 2, 6, 4) = 17 15
stat: 4d6 ⇒ (4, 6, 1, 1) = 12 11

reroll #6: 4d6 ⇒ (6, 3, 6, 2) = 17 15

Nice rolls, so it should work mechanically. Will look at the system and build him up and post him today or tomorrow.

I don't suppose anyone knows of a printer friendly version of the rules? Easier for me to digest on paper.

Scarab Sages

Dotting for interest. Been looking for a solid sci-fi campaign. Will have to review the rules. To note, I've only actually played through the whole ME1 game.

4d6 ⇒ (6, 5, 5, 3) = 19 = 16
4d6 ⇒ (1, 6, 6, 6) = 19 = 18
4d6 ⇒ (3, 2, 3, 1) = 9 = 8
4d6 ⇒ (1, 3, 5, 5) = 14 = 13
4d6 ⇒ (4, 1, 3, 1) = 9 = 8
4d6 ⇒ (4, 2, 4, 3) = 13 = 11

Reroll: 4d6 ⇒ (2, 1, 2, 5) = 10 = 9


4d6 ⇒ (4, 2, 4, 3) = 13 11
4d6 ⇒ (1, 1, 1, 6) = 9 8
4d6 ⇒ (4, 6, 1, 2) = 13 12
4d6 ⇒ (6, 6, 1, 5) = 18 17
4d6 ⇒ (4, 4, 1, 1) = 10 9
4d6 ⇒ (5, 3, 1, 6) = 15 14
Reroll
4d6 ⇒ (3, 6, 6, 1) = 16 15

Might try a krogan Battlemaster.


@Theorythmus: Yeah, sorry about the confusion. Start off with average level gear/thingy.

@Doomguide: On the website, there should be a print-friendly version.

(Posting from my phone)


Salarian Engineer it will be. Focusing on pistols most likely. I should have full character posted sometime today.

MDT:

Hey Buddy!

I was Rodric (the cavalier) in the Kingmaker game that you played Ravboom in for a bit. Good to see you again.


Geriatric:

Heya! Nice to see you as well. Glad my brain is working better than it was back then. :)


How would you like for us to determine HP?

Also, will you be allowing re-training of feats down the road?


Take the full hit die for your first level. After that, just roll here on the message boards to determine HP. Give me a few days to think about the feat issue, okay? Thanks.

(Sent from my iPhone)


O_O I'm in!!!

But... when is your recruitment deadline? I'm gonna have to recap on ME and browse through the manual.


No definite deadline for now.


HP2: 1d6 ⇒ 6
HP3: 1d6 ⇒ 5

sweet!


I think this is complete.

11 Str (10 + Racial +1)
18 Dex (17 + 3rd Level boost)
10 Con (10)
15 Int (15)
13 Wis (13)
14 Cha (13 + Racial +1)

Offense
Biotic Points : 6
Tech Points : 6
BAB : +2

Defense
Fort/Ref/Will : +3/+7/+4

Special Abilities
Martial Artist rank (1)
Assassination (2)
Biotic Enhancement (1)
Overload (1)
Concussive Shot (1)
Far Shooting (1 step)

Feats:

1st : Alertness
2nd : Point Blank Shot
3rd : Precise Shooting

Proficiencies:

Weapon, Armor and Ammo Proficiency: Proficient with all pistols, sniper rifles and light armor. He can also apply any ammo specialization increase to the following ammo types: disruptor ammo or chemical ammo.

Equipment:

Starting Credits : 115
M-3 Predator 280 1d5 1d6 ×2 7 SA 2 -2 15 30 2 3 lbs
M-97 Viper 3,450 1d8 1d10 ×3 13 SA 2 -2 6 150 10 14 lbs
Scorpion 1,150 1 15 +4 25% chance of negating critical hits and sneak attacks 27 lbs
UA1 0 210 8
Basic OmniTool 50 1.5 lbs
OT : +1 Electronics 100
OT : +1 Piloting 100
OT : +1 Damping 100
OT : +1 Decryption 100
OT : Flashlight 200
OT : Games 50
OT : Radar 300
OT : Improved Radar 1000
OT : Motion Detector 200
OT : Improved Motion Detector 200
SNiper Magazine Upgrade +1 Round 300
Datapad 75
Medigel x2 100

M-3 Predator: A reliable, accurate sidearm. Manufactured by Elanus Risk Control, the Predator is valued as a powerful, deadly, and relatively inexpensive weapon. While it is not generally deployed in the military, it’s still very popular in the Terminus Systems. It is 1 feet long in its normal form.

M-97 Viper: The Viper is a semi-automatic, rapid-fire sniper rifle manufactured by Rosenkov Materials. Rosenkov developed a patented automated-release system that assists with thermal-clip ejection, shortening the Viper’s reload time. This rifle is popular with military snipers, who appreciate a long-range gun that can snap off multiple shots in the blink of an eye. The M-97 Viper’s shots are weaker against Shield HP or Plating HP, dealing -1 point of damage per shot against those types of protection. It is 3 ft and 3 inches long in its normal form.

Scorpion: Produced by Hahne- Kedar, the scorpion armor was designed to provide greater protection to weak spots on the wearer’s body. The armor’s main colors are usually white with light-brown camouflage themes while the secondary color is black.

Skills:

Class Skills : Balance (Dex), Biotics (Int), Bluff (Cha), Climb (Str), Damping (Int), Decryption (Int), Disguise (Cha), Electronics (Int), Gamble (Cha), Hide (Dex), Investigate (Int), Jump (Str), Knowledge (tactics), Listen (Wis), Move Silently (Dex), Piloting (Int), Repair (Int), Search (Int), Sleight of Hand (Dex), Spot (Wis) and Survival (Wis)

Skill Points : (8 x 4 1st Level) + (8 x 2 level 2 & 3) = 48 Skill Points
Max Rank : 6

Balance (Dex) : +5 (1 Ranks + 4 Dex)
Biotics (Int) : +5 (3 Rank + 2 Int)
Bluff (Cha) : +3 (1 Rank + 2 Cha)
Climb (Str) : +1 (1 Rank + 0 Str)
Damping (Int) : +3 (1 Rank + 2 Int)
Decryption (Int) : +3 (1 Rank + 2 Int)
Disguise (Cha) : +3 (1 Rank + 2 Cha)
Electronics (Int) : +7 (5 Ranks + 2 Int)
Gamble (Cha) : +3 (1 Rank + 2 Cha)
Hide (Dex) : +9 (5 Ranks + 4 Dex)
Investigate (Int) : +4 (2 Ranks + 2 Int)
Jump (Str) : +2 (1 Rank + 1 Str)
Knowledge (tactics) : +3 (1 Rank + 2 Int)
Listen (Wis) : +6 (2 Ranks + 1 Wis + 3 Feat)
Move Silently (Dex) : +9 (5 Ranks + 4 Dex)
Piloting (Int) : +6 (4 Ranks + 2 Int)
Repair (Int) : +2 (1 Rank + 2 Int)
Search (Int) : +6 (4 Ranks + 2 Int)
Sleight of Hand (Dex) : +5 (1 Ranks + 4 Dex)
Spot (Wis) : +9 (5 Ranks + 1 Wis +3 Feat)
Survival (Wis) : +2 (1 Rank + 1 Wis)

Drell Racial Package:

Drell Racial Traits
• Physical characteristics: a drell gains a +1 bonus Strength and Charisma.
• Medium: As Medium creatures, drell have no special bonuses or penalties due to their size.
• Normal Speed: Drell speed is 30 feet.
• Heat Resistant: Drells gain a +5 bonus on all checks made to resist heat effects and reduce the Hazardous level of any heat-related Hazardous environment by 1.
• Perfect Memory: The drell’s eidetic memory allows them to recall any thing they lived, heard, seen or sensed with perfect detail. This memory is so detailed they can even remember the humidity of the air or even the smell of a situation that occurred years ago (although only memories after birth can be recalled). This powerful feature gives them a stronger sense of self, thus granting a +2 bonus on Will saving throws. With one action the drell can relieve a specific memory in his mind and remain in a trance, almost unaware of what goes on around them, for as long as they desire. This is also useful to avoid suffering, as remembering a pleasant memory can greatly help them resist pain effects. In game terms, they gain a +2 bonus on all saves against pain effects.
This eidetic memory has some disadvantages, however. The first is the longer they relieve a memory, the easier it is for them to lose grasp of reality. Relieving a 5 minute memory forces a Will save DC 10. Failure indicates the drell loses grasp of reality falling unconscious for at least one hour, time which they spend reliving that and related memories. For each additional 5 minutes of the memory recalled, the DC
increases by 1. Will saves are rolled each 5 minutes of the memory recalled.
The other disadvantage is the possibility of the drell recalling a pleasant memory involuntarily when faced with a psychological traumatic experience (such as losing a loved one or being tortured). To avoid this happening, the Drell must make a Will save (GM sets the DC, depending on how traumatic the experience was, but usually is between 15 and 20) or he automatically recalls a pleasant memory to avoid dealing with the trauma. If this happens, the DC to avoid losing grasp of reality increases by 5. The drell is also able to describe, through speech, the memory he is currently reliving (drell’s choice). Also note that thoughts and memories are processed in one’s brain at tremendous speed. It is impossible to determine with precision the exact time it takes to remember 5 minutes of a memory but you can assume that a drell has the ability to shorten or extend the time he would require, but with a maximum of 25 minutes and a minimum of 1 minute of real time for each 5 minutes of the memory.
• Hyoid Throat Bone: Thanks to their special hyoid bone in their throats, drell can inflate their
throats thus becoming more resistant to suffocation. They gain a +4 bonus on saves against suffocation effects.
• Random height: male 4’ 5” + 2d10; female 4’ 3” + 2d10
• Random weight: male 120 lb + (result of 2d10 from height) × 2d4; female 90 lb + (result of 2d10 from height) × 2d4


Just noticed that they really updated the pdf, was still using the original (doesn't change much for what i was using from it though :))
Does mean that most of the page references I gave were to wrong pages, my apologies for that.

Going to try and finish my Turian Soldier now.

@mdt, character looks solid, but i found a few things of note :
- you need a first aid dispenser for your medi-gel kits (costs 20 credits, weighs 1 lb and can hold 5 medi-gel kits, as without it you cannot use them to heal someone)
- I think you are currently on a medium load (strength 11 gives you the following load limits : light 38 lbs or less | medium 39-76 lbs | heavy 77-115 lbs. Your equipment comes together at 46,5 lbs (47,5 if you count the missing dispenser), which mean you suffer the penalties for a medium load, namely : -3 load penalty on all skills that suffer this penalty, cooldown of all powers & abilities increases by 1 action, speed reduced by 5 ft & can only run x4 speed.
- Not that it really matters but you haven't bought any thermal clips. You can carry up to 12+number of ranged weapons of clips normally. Some armors & other equipment upgrade that number. They cost 1 credit each and have no significant weight.
- I come out at 47 skill points of the 48 available, so you get to put one more somewhere as you only took class skills if I'm not mistaken. :)


Yeah, but my main weapon is heavy (something bout a 5 foot rifle. :)

The scorpion was the cheapest decent armor I could afford. I suppose I could get rid of the improved radar and sniper magazine upgrade and buy phoenix armor instead, that would save 12 lbs.

I'll get some more clips and medigel dispenser.

Hmm, I thought I'd counted the skill points correctly. Oh well, at least it's a mistake in my favor instead of spending too many. :)


I know your pain. In the home group I'm in, I'm a salarian Infiltrator. Had to take a high enough strength to not run into the same problem ;) + the fact that I was wanting to use some of the heavier sniper rifles at some point in that game.

I was also wrong on the total weight by 1 lb (missed your datapad), but with the drop of the improved radar & going to phoenix armor, you should come out at 36 lbs, which gets you under that light load limit :)

Here's my basic crunch for my currently unnamed Turian Soldier:
STR 15
DEX 18 (16+2 racial)
CON 14 (13+1 3rd lvl boost)
INT 13
WIS 16 (14+2 racial)
CHA 10 (12-2 racial)

Offense
BAB +3

Defense
Fort: 5 (3 + 2 CON) Ref: 5 (1 + 4 DEX) Will: 5 (1 + 3 WIS + 1 racial)

Specilizations & powers:

Overkill 4 (Rank 4 choice = Duration)
Disruptor Ammo 1
shield boost

Feats:

Point Blank Shot
Precise Shooting
Coordinated Shooting

Equipment:

Weapon: Phaeston weight 7, clip 50, A5, 1d5 x2, range 60 ft, recoil -2, 1870 credits
13 thermal clip at 1 | -
Armor: General Medium Armor, DR 2, shields 40, fibers +4, 40 lbs, customizable V;C;S;A;L, 5710 credits

Base Omni-Tool 50 credits, 0.5 lbs
Omni-tool Flash-Light 200 credits
+1 bonus to First Aid checks 100 credits
language translator software 20 credits
first aid dispenser 20 credits, 1 lb (up to 5 medi-gel kits)
repair kit dispenser 20, 1 lb (up to 5 repair kits)
1 medi-gel kits at 50 credits, 0.5 lb

27 credits left, carried weight : 50 lbs
Carrying capacity : light 66 lbs or less | medium 67-133 lbs | heavy 134-200 lbs.

skills:

The Soldier class skills (and the key ability for each skill) are
Balance (Dex), Climb (Str), First Aid (Wis), Heavy Weapons
(Int), Jump (Str), Knowledge (tactics) (Int), Listen (Wis),
Piloting (Int), Repair (Int) Spot (Wis), Swim (Str)

Legend: [ranks]+Ability mod+other
Balance [0]+4+2
Climb [1]+2
First Aid [3]+3+1
Heavy Weapons [1]+1+2
Jump [0]+2+2
Know(tactics) [1]+1+2
Listen [3]+3
Piloting [1]+1+2
Repair [1]+1
Spot [3]+3
Swim [1]+2
Tumble [5]+4

Feel free to check if for any errors.


Don't see any.

I wonder if the GM would allow some obvious gear from PF to translate, like MW Backpacks (+1 carry str).


forgot to roll my character's hp.
Soldier Hp for lvl 2 & 3: 2d10 ⇒ (9, 7) = 16


I'll give it a shot.
4d6 ⇒ (3, 3, 3, 3) = 12=9
4d6 ⇒ (4, 4, 2, 1) = 11=10
4d6 ⇒ (4, 5, 4, 1) = 14=13
4d6 ⇒ (4, 6, 4, 4) = 18=14
4d6 ⇒ (2, 5, 3, 4) = 14=12
4d6 ⇒ (2, 1, 4, 1) = 8=7

Reroll #6: 4d6 ⇒ (3, 4, 3, 1) = 11=10

Going with a salarian tech-type character


sorry for not getting final character posted up yet.

It's been taking me longer than usual since I'm not as familiar with these rules.

Also, work has been crazy, but I should have my char up soon.


Like I said: no definite deadline. But I finally decided to stick you guys in the middle of the war against the Reapers. So the timeline your going to be romping through will be during the events of Mass Effect 3. I will begin building a campaign for you, just as you will be building characters.

Here's what my Shepard did, just for the record:

Commander John Shepard (Paragrade)

• Mass Effect 1
o Spared the Rachni Queen
o Sacrificed Kadian on Virmire
o Romanced Liara
o Saved the Council
o Appointed Anderson as Councilor

• Mass Effect 2
o Loyalty of All Crew (only Renegade ending was for Kasumi)
o Romanced Tali
o Rescued David from {Project Overlord}
o Collector Base
• All Normandy Upgrades
• Rescued the Crew Immediately
• Blew up the Base
o Delayed the Arrival
• Mass Effect 3
o Completed all Side/N7 Missions
o Recruited Javik
o Cured genophage
o Negotiated peace between Geth and Quarians
o Chased down Leviathan
o Stopped Citadel Conspiracy
o Liberated Omega from Cerberus (Paragon Ending)
o Romanced Tali

THE ENDING: The Crucible works just as planned, killing the Reapers and their forces with no further consequence aside from damaging the Mass Relays. However, Commander Shepard is MIA and the SR2 crashes on an alien world, with the crew still alive.

You will begin gameplay at a bar near the fringes of the universe on the planet of [insert name here]. Try to figure out how you got there, okay?

Peace out for now.


Very interested in this, will make a character tonight and post it here. Thinking of playing a Turian sentinel.


Stat 1: 4d6 ⇒ (6, 3, 1, 1) = 11
Stat 2: 4d6 ⇒ (4, 3, 1, 6) = 14
Stat 3: 4d6 ⇒ (4, 4, 1, 1) = 10
Stat 4: 4d6 ⇒ (5, 5, 1, 3) = 14
Stat 5: 4d6 ⇒ (6, 3, 1, 1) = 11
Stat 6: 4d6 ⇒ (2, 4, 6, 3) = 15


rerolling the 10
Stat 3: 4d6 ⇒ (1, 4, 1, 3) = 9


Health: 2d6 ⇒ (5, 2) = 7


Sacraz here as Alestia Calis, Asari scientist, my character sheet and fluff is in my profile, if you want any aditional info, more background, personality, etc, ask me.


Curious as to what my stats would be. I'd love to play a boisterous Krogan Vanguard, or perhaps a human Adept.

Str 4d6 ⇒ (1, 1, 5, 5) = 12
Dex 4d6 ⇒ (5, 1, 3, 5) = 14
Con 4d6 ⇒ (6, 6, 2, 5) = 19
Int 4d6 ⇒ (4, 3, 3, 4) = 14
Wis 4d6 ⇒ (2, 4, 4, 5) = 15
Cha 4d6 ⇒ (3, 5, 2, 4) = 14

Hmm, very balanced. Maybe I can get Str higher:

Str reroll 4d6 ⇒ (3, 2, 5, 1) = 11

High Con is pushing me toward being a bruiser of some sort, maybe a Krogan Sentinel with tech armor...hmm.


It's not roll in order, you can arrange the rolled stats freely.
Hope that helps.


Here is my Salarian Scientist

Str 8(10-2 Racial)
Dex 15 (13+2Racial)
Con 10 (12-2Racial)
Int 18 (14+4Racial)
Wis 10 (9+1Level)
Cha 10

Offense:
BAB +1
Tech 16

Weapon: M-6 Carnifex(SA 1, R -3, ammo 20, 50ft)
One-Shot: +2
Double Tap: -1
Critical:20/x3
Damage:1d12
Special: +1 extra damage per shot against plating

Defense:
Fort +1, Ref +5 (1 +2Dex, +2Feat), Wis 3
Shield HP:30
HP: (3d6)
Resistance: Reduces damage from Biotic, Combat, and Tech powers by 2

Specializations:
Neural Shock(Rank 1)(Fort DC17)
Duration of Paralysis: 1 round Cost: 2 points

Cryo Blast(Rank 2)(Fort DC19)
Duration of freeze and chill: 1 action
Chilled character's speed is reduced by 5ft
Radius:Target is frozen, adjected creatures are chilled
Cooldown: 3 actions Cost: 2 tech points

Incenrate(Rank 2)
Damage Dealt: 2d6+1d6 per action while in flames
Damage dealt to Plating: +50%
Cost 2: tech points Cooldown: 4 actions

Chemical Ammo(Rank 1)
Damage: 1d3 per action

Skill:
First Aid(6) +7, Know(Biology)(5) +12, Know(Behaviour)(4)+8, Research(Biology)(5) +9, Electronics(6) +10, Decryption(6) +10, Know(Tech)(4) +8, Know(Physics)(4) +8, Know(History)(4) +8, Know(Current Events)(4) +8, Medicine(6) +15, Search(6) +10

Feat:
Lightning Reflexes, Medical Practitioner, Point-Blank Shot, photographic memory

Gear:
Phoenix Light Armour, M-6 Carnifex pistol(Ultralight materials I), First Aid Dispenser, medi-gel kit x4, omni-tool(+1 to First Aid, flashlight, omni-blade, system scan, +1 tech point, health-scan), language translator, 4 creds, 23 lbs(Light load)


I'll run for the Sentient Geth slot :)

Stat 1: 4d6 ⇒ (6, 1, 3, 1) = 11
Stat 2: 4d6 ⇒ (2, 1, 3, 6) = 12
Stat 3: 4d6 ⇒ (1, 2, 5, 3) = 11
Stat 4: 4d6 ⇒ (4, 5, 3, 2) = 14
Stat 5: 4d6 ⇒ (4, 1, 5, 5) = 15
Stat 6: 4d6 ⇒ (2, 5, 4, 4) = 15

Reroll Stat 1: 4d6 ⇒ (4, 2, 1, 2) = 9
dat reroll... T_T

Anyways, I'll figure out a way to bring out the AI from this.


@Saltykid, I think you miscalculated some things in your equipment :
phoenix light armor : 2510 +10% (extra cost for adapting it to salarian physique) = 2761 credits & 15 lbs
carnifex : 2255 credits & 5 lbs
ultra light materials 1 : 500 credits & -0.5 lb weight to carnifex
first aid dispenser 20 credits & 1 lb
4 first Aid kits : 200 credits & 2 lbs (50 credits & 0.5 lbs per kit)

omnitool 50 credits & 0.5
language translator software 20 credits
+1 bonus to first aid +100 credits
omni-tool flash-light +200 credits
+1 tech point +250 credits
omni-blade 1000 credits & 1 lb
system's scan +600 credits
health scan +600 credits
This would all total too : 8556 credits (starting credits is 8080) & weight of 24 lbs instead of 23 lbs.

Another thing I noticed is that you haven't bought thermal clips for the carnifex, you can carry 12 on your person & 1 in your gun. They cost 1 credit each & have no weight.


Is this still going or am I missing something?

Anyway, here is the basic crunch again and the background for my Turian Mercenary (Soldier) :

Secundus, basic crunch:

STR 15
DEX 18 (16+2 racial)
CON 14 (13+1 3rd lvl boost)
INT 13
WIS 16 (14+2 racial)
CHA 10 (12-2 racial)

Offense
BAB +3
Melee : Unarmed Strike +5 1d3+2 x2
Ranged : Phaeston

Defense
Fort: 5 (3 + 2 CON) Ref: 5 (1 + 4 DEX) Will: 5 (1 + 3 WIS + 1 racial)
Base AC : 14
HP : 32 (10+9+7+(2x3)) 30 if hp from con are not retroactive!.

Specilizations & powers:
Overkill 4 (Rank 4 choice = Duration)
Disruptor Ammo 1
shield boost

Feats:
Point Blank Shot
Precise Shooting
Coordinated Shooting

Equipment:
Weapon: Phaeston weight 7, clip 50, A5, 1d5 x2, range 60 ft, recoil -2, 1870 credits
13 thermal clip at 1 | -

Armor: General Medium Armor, DR 2, shields 40, fibers +4, 40 lbs, customizable V;C;S;A;L, 5710 credits

Base Omni-Tool 50 credits, 0.5 lbs
Omni-tool Flash-Light 200 credits
+1 bonus to First Aid checks 100 credits
language translator software 20 credits
first aid dispenser 20 credits, 1 lb (up to 5 medi-gel kits)
repair kit dispenser 20, 1 lb (up to 5 repair kits)
1 medi-gel kits at 50 credits, 0.5 lb

27 credits left, carried weight : 50 lbs
Carrying capacity : light 66 lbs or less | medium 67-133 lbs | heavy 134-200 lbs.

skills:
The Soldier class skills (and the key ability for each skill) are
Balance (Dex), Climb (Str), First Aid (Wis), Heavy Weapons
(Int), Jump (Str), Knowledge (tactics) (Int), Listen (Wis),
Piloting (Int), Repair (Int) Spot (Wis), Swim (Str)
Legend: [ranks]+Ability mod+other

Balance [0]+4+2
Climb [1]+2
First Aid [3]+3+1
Heavy Weapons [1]+1+2
Jump [0]+2+2
Know(tactics) [1]+1+2
Listen [3]+3
Piloting [1]+1+2
Repair [1]+1
Spot [3]+3
Swim [1]+2
Tumble [5]+4

Secundus' Background:

Secundus' story is very simple. Born a soldier, always a soldier. Doesn't mean you can't decide what you are willing to risk your life for and more specifically for how much.
He was born on Invictus, where he led a typical Turian life. Entered bootcamp at 15. Served in a field unit till the age of 30, officially becoming part of the Reserves. Due to his military training he is a very disciplined fighter and is a no-nonsense kind of individual. Despite of this, he got quite bored with the job he had, basicly being law enforcement on the planet. Looking for a challenge and a better pay, he left Invictus and became a mercenary.
It has been several years since then and although he nowadays mostly gets hired as security detail, he at least is seeing more of the universe then he did while being on Invictus.

This is why we now find him sitting in a bar near the fringes of the universe, looking for his next job.


I believe the original poster has either lost interest, or had something happen in RL. Scanning his alias list, he last posted on the 20th, and last posted in the other game he's running on the 9th.


Hope he's coming back. Sounded very promising :)


I didn't lose interest. I just got back from a camping trip and have been a bit busy getting ready for college. I'm still making the campaign and seeing of other people are still interested in submitting characters, but I am willing to advance to selecting players if we're all good to go.


Hope you had a nice camping trip :)

I'm fine with waiting or going to selecting players.


There wasn't much activity while you were out, so I think we should go to selection.


still here and will make a character if it isn't too late... Last week's internet was hell, this week has been remarkably improved reading through the pdf right now...


@Alestia Calis,

I checked your character, hope you don't mind. There seem to be some problems with the sheet. Due to the explanations of my findings it became a bit big, so I spoilered it to avoid a wall of text.

overview:

Stats:
- This is possibly not an error depending on what the GM decides, but I would think that with the stat reroll you could take the highest of the two rolls if your reroll would come up lower than the original, in that case you would have strength 7 instead of 6.
- You haven't seem to have applied your lvl 3 stat enhancement. This means 1 of your stats can be 1 higher then they are now.

Defenses:
- I'm not certain how you got to the following saves of FORT +5, REF +5 and WILL +3. From my calculations based on your class & stats it would be FORT +0 (+1 from class, -1 from 8 CON), REF +2 (+1 from class, +1 from 12 DEX) and WILL +5 (+3 from class, +2 from 15 WIS).
- Not an error, but something to take into account. Most armors have something called Enhanced fibers. The +X under that section is a bonus on all your saves vs Powers.

Powers & points:
- How do you get to 7 tech points? It's lvl (3) x INT mod (+1) +1 (from class), which comes out at 4.
- You have taken Biotic Kinesis on rank 2, but for rank 2 and higher powers the requirements go up by 2 for skills & by 1 for BAB, unless otherwise noted. This would require requires Biotics 8 & Knowledge(Physics) 4, which is currently impossible.
- You have a total of 5 biotic specializations and 2 tech specializations. Due to the fact you can't have Biotic Kinesis on 2, you are missing at least 1 tech specialization and 2 biotic specializations.
Current breakdown seems to be :
Biotic Specializations :
lvl 1 : Throw(1) & ?
lvl 2 : Throw(2)
lvl 3 : Pull(1) & Biotic Kinesis(1)
extra biotic specialization through feat : ?
Tech Specializations :
lvl 1 : Incinerate(1) & Overload(1)
lvl 3 : ?

Skills:
- If my calculations are correct, you seem to have used 47 skillpoints, where you normally should only have 42 skillpoints at lvl 3.
- Research requires you to specify the area in which you are trained (each can be taken separately), similar to Knowledge and Perform.

Equipment:
- First the positive news, you have used the average starting credits for lvl 1 characters, which the GM had originally stated, but the GM had later said that we should go by the wealth by level chart, and this would mean 8080 credits.
- You forgot to buy the first aid dispenser, which costs 20 credits and weighs 1 lb. You need this item, otherwise you cannot use the medikits.
- You might also want to buy the language translator software, which costs 20 credits and weighs nothing. Otherwise you won't understand most people you come across.
- Your current total weight is 22,5 lbs. The load limits for a STR 6 character are : 20 or less for light load, 21-40 lbs for medium load and 41-60 lbs for heavy load. This mean you suffer the penalties for a medium load, namely : -3 load penalty on all skills that suffer this penalty, cooldown of all powers & abilities increases by 1 action, speed reduced by 5 ft & can only run x4 speed.
Possible solution for this problem is buying a better/lighter set of armor due to the extra credits you have.

If anyone has a question concerning character creation in this system, feel free to ask. I don't know everything, but I have some experience in this specific roleplay system, so I might be able to help.


Thanks for the info Theorythmus, will get around to changing that ASAP.


alright here we go...

Early life:

Mallene was born on Thessia, she was a an ordinary child living an ordinary life... Then she went in for a medical appointment at age 38 and said medical appointment revealed her active Ardat-Yakshi genetics. Her mother was ashamed, but worse her grandmother was furious and decided to correct the issue...

Mallene was not sent to gilded cages called "Monasteries", she was sent to the hellish prison known as the "Demon Mines" on the ice world of Trategos. There the most "troublesome" Ardat-Yakshi were sent to work and die in what amounted to an open air prison, if anyone left the prison base they would die out in the cold. If anyone slacked off on work her room would be denied heat and she would die as the cold set in...

A hundred years in the mines:

Year after year, decade after decade Mallene labored on. She watched with growing apathy as so many other laborers died, either from the cold, despair or suicide. Mallene became very fast and hardened by her years of slavery, yet her body withered as the cold and almost non existent rations took their toll over the decades...

The Day of Destiny:

It was a cold, harsh day. Mallene once again began working the mines, her barely functional tools slowly digging out precious ores to be sent somewhere... Then they struck, a massive droning sounded and the Reapers arrived. Comets crashed into the Demon Mines and disgorged the ground forces of the Reapers to begin their harvest of the Ardat-Yakshi.

The guard was startled by the sounds and Mallene took her chance, she used her drill to pierce the weak point in the guard's armor, between the neck and the head... Mallene grabbed the M-8 Avenger of her captor and made a run for it, she managed to commandeer a ground vehicle and flee as the slaughter echoed around her...

Mallene would hole out for the remainder of the Reaper War, she would fight and kill Reapers alongside other Asari who simply knew or learned too "much". When the war was over Mallene would make her way off planet and join the Eclipse mercenary group where her natural talents were honed to their logical extremes...

Personality:

Mallene is at her core a simple being, she has only two altars to which she gives devotion: Survival and Freedom. Mallene is not a cheerful nor optimistic individual, yet she has an almost terrifying will to survive. Yet despite her natural apathy Mallene does actually see hope... the justicars are almost extinct, a wide open galaxy beckons...

Goals:

Mallene has ultimately one long term goal, become a (safely) Retired Monster. It doesn't have to be a super rich retirement, just one that can give her a nice, middle class lifestyle...and allow her to drink herself into oblivion. Mallene would also likely retire to either Omega or a frontier world, she desires anonymity. The Justicars may be virtually extinct but there is no need to draw undo attention to herself...

http://tvtropes.org/pmwiki/pmwiki.php/Main/RetiredMonster

Appearance:

Mallene looks far older then her scant 138 years would suggest, years of war, stress and pain have taken a once active and playful child and turned her into a woman who is simply tired and spent.

This would be her appearance, except the face would be more strained and the skin color less "vibrant"...

http://masseffect.wikia.com/wiki/Careena

Stats:

Medium organic (asari) Class: Asari Huntress lvl 3
Senses: Listen +10, Spot +10
Initiative: +4
Speed: 30 ft

DEFENSE STATISTICS
Defense: 14 (+4 Dex), touch 14, flat-footed 10
Shield HP: 15 Shield HP DR: 1
HP: (3d8) HP DR: 2
Resistances: +25% chance of negating critical hits
and sneak attacks (from Scorpion Light Armor)
Fortitude: +4 (only +0 vs. environmental effects)
Reflex: +11 (only +7 vs. environmental effects)
Will: +5

OFFENSE STATISTICS
Base Attack/Grapple: +2/+3
Space/Reach: 5 ft/5 ft
Weapon: M-8 Avenger (A 4, R -3, ammo 40, 60 ft)
One-Shot: +6
Double-Tap: +3
Auto-Fire 1st action: +3
Auto-Fire 2nd action: 0+
Full-Auto Fire 1st action: +3
Full-Auto Fire 2nd action: +0
Full-Auto Fire 3rd action: -3
Critical: 20/×2
Damage: 1d4
POWER STATISTICS (5 in maintenance from Biotic Enhancement
and Barrier)
Biotic Points: 7

Combat Powers
Overkill (rank 2)
Disruptor Ammo(rank 2)

Biotic Powers
Barrier (rank 2)
Biotic Enhancement (rank 2)

GENERAL STATISTICS
Str: 11 (13-2) Dex: 18 (16+2) Con: 9 (11-2) Int: 10 Wis: 19 (16+3) Cha: 14 (12+2)
Feats: Dodge, Mobility, Ardat-Yakshi
Skills: Spot 10+, Listen 10+, Survival 10+, Biotics 6+

Morality: Paragon +0, Renegade +20
Ability Points: 12
SPECIAL ABILITIES
Melding: DC 23 or die
EQUIPMENT 1560
Scorpion Armor (1150), M-8 Avenger (385), 25 credits.

I'm new to these rules so if someone could review my stat block it would be appreciated... GM this character was designed for post war but if your willing to handwave how she escaped Trategos she could easily serve in a War campaign as well, GM do you like the character?


I'll do a full review of the character when I'm at my home computer and not on this laptop at my parent's place.
I have already noticed a few things, which you might be able to change already :
- As I stated for Alestia Calis, although the GM initially had stated average starting credits (as shown with class), he changed it to the WBL for a lvl 3 character, which is 8080 credits.
You might want to look at other people's characters what they have bought as you are missing a few of the essentials, such as an Omni-Tool (as far as I remember most people have one, even those not busy with tech stuff), language translator software (to understand other people than asari) and possible a first aid dispenser with medi-gel kits. (Can still use it even without ranks in first-aid)
- Like I stated to others, be mindful of your carrying capacity as having a medium load increases ability cooldown.
- You will have to ask the GM if you can take the Ardat-Yakshi feat, as it's in the section of "achievement" feats, which is an optional section and thus only allowed if the GM says so.
- Although your biotic powers can work together, do note that you need to pay the power cost and then have enough points for the maintenance. So I'm thinking you will not be able to have the barrier & biotic enhancement active, or at least not if you enhance to full capacity.
(I must say though, that the rules on maintenance aren't that clear in the book.)

Hope this helps already


Update: because of a lack of internet in the area I am vacationing in (the airport had free wifi, thank God for small mercies) there will be a slight delay when I can begin selections until I make it back in...actually, I should be able to post again within a few days. Until then, kudos!


ok here is the revised backstory and stats...

Origins:

Mallene was born on a small frontier colony which bordered asari space, she was an intelligent child. Mallene proved to have a knack for electronics and was in many ways a jack of all trades, while life was hard on the colony Mallene thrived until the one fateful night...

Mallene had just turned forty and her mother like she had done in Mallene's early childhood would meld with her daughter to impart knowledge and memories... This time around however her mother as she touched Mallene suddenly began to have a seizure and in a minute was dead.

Mallene knew what had occurred and tried to flee but the Justicars were too quick...

The Prison:

Mallene was captured by Justicar Phora and was sent to the icy hell of Trategos, she was sent to an anonymous prison camp on the planet's coldest reaches. This prison camp was for the worst of asari society and apparently Justicar Phora had decided that Mallene qualified...

Mallene would live in this frigid hell for a century, however not all was grim. One inmate, a captured Eclipse commando however took it upon herself to act as something of a surrogate mother/mentor to Mallene. It was from this commando that Mallene learned many things, including how to use her biotic abilities.

Mallene and the commando planned to escape the hellish prison, to do so they hatched an elaborate scheme which took decades. Like the rest of the prisoners they worked the mines often for twelve hours a day, those who didn't work found their previously warm quarters to be as cold as the Trategos night...

Mallene worked upon the outdated, clunky drill that was used to open new tunnels for miners, she was under the constant observation of armed guards yet she still continued with her plan. Each and every day she would filch small components from the drill, items easily hid from the eyes of watchful, hateful guards.

Slowly but surely Mallene gathered enough parts to fashion a crude plasma torch, it was clunky, temperamental and inefficient but it would do. Mallene passed on the torch to her mentor who worked in the more remote reaches of the mines, within a year her mentor created a small, cleverly concealed crawlspace that reached to the camp's landing pad.

The escape:

Mallene and her mentor had a simple, brutal plan to escape Trategos. They would wait until a new shipment of prisoners arrived at the landing pad and when the prisoners disembarked and then commandeer the shuttle.

At first the plan seemed to be working, the prisoners were being escorted by the shuttle guards and were well away from the shuttle by the time they made their move. They quickly boarded the shuttle and killed the pilot, as they lifted off however Mallene had to work the unfamiliar controls and was unable to close the sliding of the shuttle in time...

Shyla Selidenis (her mentor) was shot in the stomach, her body collapsed on the rising deck of the shuttle and only then did Mallene manage to close the sliding doors... But not before she saw the face of the murderer, the cold, emotionless face of Justicar Phora stared at Mallene as the doors slid shut and the shuttle rocketed into the distance.

Joining the Eclipse:

Mallene made her way off planet before Justicar Phora could find her and made for the Terminus Systems, there for a few years Mallene would truly earn her reputation as a jack of all trades. She salvaged all sorts of junk, learned first aid and medicine and also began to study numerous subjects. Her favorites were Biology and Technology, she also learned Physics so as to understand her biotic abilities better.

Then on Omega Mallene saw the Eclipse recruiter and in a heartbeat joined up with them, Mallene breezed through her training. Her lack of skill with weapons was more then made up for by her her technical and biotic skills.

Mallene was made an Eclipse Sentinel and just received her first assignment, she boarded the Eclipse ship Syndriss along with her fellow mercs.

Personality:

Mallene has had it rough from the beginning and is a forceful personality, she is fierce, intelligent and above all else resourceful. Mallene never let's her "hair" down except around her fellow mercs, she would never willingly betray the Eclipse.

Going Forward:

Mallene is going to be a real jack of all trades character, she is going to focus on getting allot of biotic and tech powers along the lines of Neural Shock, Tech Armor, Slam, Reave, Biotic Sphere etc...

Mallene also will serve as an excellent party medic and support character, with her support any other character can shine...

Goals:

Mallene desires to advance in the Eclipse hierarchy, she will probably stay with the mercs for as long as they exist. Mallene wants to advance for two reasons, one because she actually likes the Eclipse they are a band of outcasts in an uncertain world. Two Mallene knows that one day their will be a reckoning with Phora and when that day comes Mallene wants the Eclipse by her side to deliver some cold vengeance.

Mallene also is on the lookout for any strange piece of technology and is always on the lookout for ways to improve her arsenal of weapons, tech and biotics.

Stats:

Medium organic (asari) Class: Asari Sentinel lvl 3
Senses: Listen +3, Spot +3
Initiative: +1
Speed: 30 ft
DEFENSE STATISTICS
Defense: 11 (+1 Dex), touch 11, flat-footed 10
Shield HP: 27 Shield HP DR: 2
HP: 10 (3d6-3) HP DR: 1
Resistances: +25% chance of negating critical hits
and sneak attacks (from Scorpion Light Armor)
Fortitude: +4 (only +0 vs. environmental effects)
Reflex: +6 (only +2 vs. environmental effects)
Will: +8
OFFENSE STATISTICS
Base Attack/Grapple: +1/+1
Space/Reach: 5 ft/5 ft
Weapon: M-3 Predator (SA 3, R -1, ammo 15, 30 ft)
One-Shot: +2
Double-Tap: +1
Auto-Fire 1st action: +2
Auto-Fire 2nd action: +1
Full-Auto Fire 1st action: +0
Full-Auto Fire 2nd action: -1
Full-Auto Fire 3rd action: -2
Critical: 19-20/×2
Damage: 1d6+4
POWER STATISTICS
Biotic Points: 13/ Tech points 10

Tech Powers
Tech Armor (rank 5) (rank 4 Durability, rank 5 Improved Durability)

Biotic Powers
Barrier (rank 1)
Throw (rank 3)
Pull (rank 1)

GENERAL STATISTICS
Str: 10 (12-2) Dex: 12 (10+2) Con: 9 (11-2) Int: 16 Wis: 16 (13+3) Cha: 18 (16+2)
Feats: Ardat-Yakshi, Jack of All Trades, Open Minded
Skills: Biotics 9+, Knowledge (Biology) 9+, First Aid 11+, Electronics 11+, Knowledge (technology) 9+, Medicine 9+, Knowledge (Physics) 9+, Intimidate 8+

Morality: Paragon +0, Renegade +20

Ability Points: 12

SPECIAL ABILITIES
Melding: DC 25 or die

EQUIPMENT 8080
Scorpion Armor IV (1752), M-3 Predator VI (564), Language Translator Software (20), Omni-Tool (Local News-broadcast Receptor, 2+ Electronics, 2+ First Aid, 2650), Medi-Gel kit 5 (250), First Aid Dispenser (20), thermal clips 12 (12) and 2812 credits. Weight 29 lb

hp roll 2d6 - 2 ⇒ (2, 3) - 2 = 3

if anyone spots a hole in my build besides the Ardat Yakshi feat let me know, my fellow players any input on the story and how long she will get with the characters?

1 to 50 of 87 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / [Through the Relay and Far Away]: A Mass Effect d20 Campaign Recruitment All Messageboards

Want to post a reply? Sign in.