SPACE JESUS: MASS EFFECT FAWTL

Game Master Freehold DM

Commander Shepard made the ultimate sacrifice to [red energy]DESTROY [/red energy] the Reapers. Eight years later, the survivors of the war seek to put the galaxy back together.


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Human, Genetically Engineered Shields: 4 ☺ ☺ ☻ ☻ Armor: 1 ☺ Stress: 6 ☺ ☺ ☺ ☺ ☺ ☺ Fate Points: 3

"Can you guys trace the signal back somehow? Use this little guy to lead us to his monitor? " Hestia suggests.


Hestia Harper wrote:
"Can you guys trace the signal back somehow? Use this little guy to lead us to his monitor? " Hestia suggests.

at that, the little fellow stops being so adorable and runs off with nary a bark or whine. He heads back in the direction you were all planning to go anyway.


Female Human Soldier
Who is that masked DM? wrote:
Hestia Harper wrote:
"Can you guys trace the signal back somehow? Use this little guy to lead us to his monitor? " Hestia suggests.
at that, the little fellow stops being so adorable and runs off with nary a bark or whine. He heads back in the direction you were all planning to go anyway.

"Well, I guess that answers that question..."

Grace begins walking in the direction that the creature went, and motions the others to follow, rifle at the ready.


Human, Genetically Engineered Shields: 4 ☺ ☺ ☻ ☻ Armor: 1 ☺ Stress: 6 ☺ ☺ ☺ ☺ ☺ ☺ Fate Points: 3

"Come into my parlor, said the Salarian to the fly," Hestia murmurs quietly, falling into formation behind Grace.


Male Salarian Engineer

Dern follows Hestia. "We should have killed it when we had the chance..." he says to no one in particular.


Human, Genetically Engineered Shields: 4 ☺ ☺ ☻ ☻ Armor: 1 ☺ Stress: 6 ☺ ☺ ☺ ☺ ☺ ☺ Fate Points: 3

"It's not too late."


The sounds of distant yelping akin to a puppy followed by deep, almost angry growls and shifting movement belies the young biotics optimism.


Human, Genetically Engineered Shields: 4 ☺ ☺ ☻ ☻ Armor: 1 ☺ Stress: 6 ☺ ☺ ☺ ☺ ☺ ☺ Fate Points: 3

"Keep going?" Hestia shines her light further into the darkness.


Male Salarian Engineer

Dern nods his assent to the others.


Female Human Soldier
Hestia Harper wrote:
"Keep going?" Hestia shines her light further into the darkness.

"'Keep your eyes open, but don't be afraid.' That's what my old squad leader used to say back in the war. Let's go take a look, yeah?"


They do not give you the chance. A pack of varren a little larger than the previous(numbering eight) boils out of the darkness, growling and slavering. These varren look ready for a fight, a very real difference from the former, slovenly bunch.

Time for this game's version of initiative, folks


Human, Genetically Engineered Shields: 4 ☺ ☺ ☻ ☻ Armor: 1 ☺ Stress: 6 ☺ ☺ ☺ ☺ ☺ ☺ Fate Points: 3

That's just Alertness? Mine's +2.


Female Human Soldier

Alertness +2

Now here's the part where we all have to figure out how combat works in this game...


Human, Genetically Engineered Shields: 4 ☺ ☺ ☻ ☻ Armor: 1 ☺ Stress: 6 ☺ ☺ ☺ ☺ ☺ ☺ Fate Points: 3

Does Dern still have his grenade launcher? That was a quick and efficient way to do combat.


Male Salarian Engineer

I do, but initiative is still a thing. And against more formidable opponents, it would only cause a point of stress.

My Alertness is +0


1 person marked this as a favorite.
Grace Wright wrote:

Alertness +2

Now here's the part where we all have to figure out how combat works in this game...

We'll fake it till we make it.


If I am reading this right, and I think I am, higher resolve resolves ties with respect to alertness. So I believe the order of battle will be Hestia, Grace, Gir, Zinnius, and then the varren(of which there are eight). This will be a bit more serious combat, but nothing the party can't handle, especially with the way this combat system works. If Gir is unable to play, I will run his character. Hestia, start us off.


Human, Genetically Engineered Shields: 4 ☺ ☺ ☻ ☻ Armor: 1 ☺ Stress: 6 ☺ ☺ ☺ ☺ ☺ ☺ Fate Points: 3

Naturally, we get started when I'm not at home and don't have the ME RPG on my laptop. :P I think she'd try to put up a barrier, but I'm not sure cause can't read the description. I might be able to stop at home tomorrow and figure out a post. If barrier makes sense and you want to roll for me for whatever is necessary to keep things moving, go ahead. Otherwise, I'll try to get it tomorrow.


Human, Genetically Engineered Shields: 4 ☺ ☺ ☻ ☻ Armor: 1 ☺ Stress: 6 ☺ ☺ ☺ ☺ ☺ ☺ Fate Points: 3

Reave: 4d3 - 8 + 5 ⇒ (3, 1, 3, 3) - 8 + 5 = 7

A blue glow surrounds Hestia and lashes out towards the biggest varren she can see as soon as it comes within range.

OK, this is an attack on an opponent up to Range: 3 away as a Damage: 2 effect, defending with Biotics or Resolve. Hestia gets DR 1 until next exchange. I'm not sure what to do with the list of options after the Reave ability (p 129). They each have an invoke and compel. Do I need to spend a point to invoke one of them if I want the additional damage/DR/whatever?


Female Human Soldier

Grace drops to one knee, taking careful aim with her rifle at the lead varren.

Guns: 4d3 - 8 + 4 + 2 ⇒ (2, 1, 2, 1) - 8 + 4 + 2 = 4

Damage: 5; target is STUNNED if Grace's attack roll was two or more higher than opposing roll.

Invokes MARKSMAN, DISRUPTOR AMMO. I'm assuming the varren are too close to use STAY ON TARGET effectively?

I have no idea whether or not I'm doing this right.


Holy crap, the pdf is working.

The young biotic reaches out and scourges the varren with some unknown energy, it convulses in pain, but is still in the fight as much as ever.
This varren will be known as "Hestia's Varren" for purposes of identifcation in combat. It takes 2 Stress. To the best of my knowledge, yes, you have to spend a point to use the abilities listed.


Human, Genetically Engineered Shields: 4 ☺ ☺ ☻ ☻ Armor: 1 ☺ Stress: 6 ☺ ☺ ☺ ☺ ☺ ☺ Fate Points: 3

The varren gets to defend with Biotics or Resolve. I think if it fails badly, it takes more stress from my roll of 7, one for each 5 that is above its roll. I think.

I found another skill that says I can add an ability for free, so I guess if it's not specified, it's an FP to use an ability, like any normal Invoke.

Grats on your PC returning to life!


Grace Wright wrote:

Grace drops to one knee, taking careful aim with her rifle at the lead varren.

[dice="Guns]4d3 - 8 + 4 + 2

Damage: 5; target is STUNNED if Grace's attack roll was two or more higher than opposing roll.

Invokes MARKSMAN, DISRUPTOR AMMO. I'm assuming the varren are too close to use STAY ON TARGET effectively?

I have no idea whether or not I'm doing this right.

No problem, we are all learning as we play

You are familiar with the phrase "chunky salsa", and that is exactly what happens to this varren. Only seven remain to oppose you.


Hestia Harper wrote:

The varren gets to defend with Biotics or Resolve. I think if it fails badly, it takes more stress from my roll of 7, one for each 5 that is above its roll. I think.

I found another skill that says I can add an ability for free, so I guess if it's not specified, it's an FP to use an ability, like any normal Invoke.

Grats on your PC returning to life!

In that case, Hestia's Varren takes 3 stress, not 2. And thank you!!!


Male Salarian Engineer

Dern quickly activates his tech armor and draws his pistol.

Activate tech armor.

Systems: 4d3 - 8 + 5 ⇒ (3, 2, 2, 3) - 8 + 5 = 7

Dern has +3 armor, but recharge times are increased by 1, until such time as he chooses to detonate.

Free invoke: MERCURIAL ARMOR for +1 armor and +1 detonation damage when the time comes. Armor bonus +3 for total armor 4.


The salarian glows as orange energy envelopes him. Even the most spindly of fellows looks intimidating when they reveal themselves to be a sentinel, and Dern is no exception

Gir's turn incoming, followed by varren


Gir opens up with a pistol that seems to appear out of nowhere in his thin fingers. 4d3 - 8 + 3 ⇒ (2, 2, 2, 2) - 8 + 3 = 3

the varren designated "Gir's varren" is injured by the heavy pistol blast.


Female Human Soldier

On her next action:

After the first kill, Grace calmly switches her focus to the next-closest varren, takes careful aim, and fires off another shot.

Guns: 4d3 - 8 + 4 + 2 ⇒ (2, 3, 1, 1) - 8 + 4 + 2 = 5; invoking MARKSMAN and DISRUPTOR AMMO.

Damage: 6; target is STUNNED if Grace's attack roll was two or more higher than opposing roll.


Human, Genetically Engineered Shields: 4 ☺ ☺ ☻ ☻ Armor: 1 ☺ Stress: 6 ☺ ☺ ☺ ☺ ☺ ☺ Fate Points: 3

Hestia continues to focus on "her" varren, this time attempting to force it into battle against its pack.

Dominate, fair (+2): 4d3 - 8 + 5 ⇒ (2, 1, 3, 2) - 8 + 5 = 5

Beats difficulty by 3 shifts. Success, duration 1 (3/3). Block = 3. Target can try to break the block with Biotics or Resolve as a free action each turn. I don't know when that free action occurs. It looks like a Good result on the roll lasts 1 exchange and can be immediately negated with a Resolve of 3 or better. Biotics suck.

I'm trying to figure out biotic powers using the singularity example on page 120. So far, it looks to me like they've made at least 2 mistakes. They said shift 3 on the attack generates spin, but spin description on p 174 says it's on defensive rolls ONLY. And they gave the singularity a duration of 3 exchanges for a shift of 3, when the singularity description says it's 1 exchange/2 shifts, for a duration of 3 - unless you get a duration of 1 by default and shifts add to it. This system is hard enough to figure out without examples being borked!

Reave recharge: 3


The varren fall upon the team like a wave of muscle and teeth. They leap over fallen brothers to assault Grace, Zinnius, Hestia, and Gir. Two will attack each PC, with one attacking Gir. The lower numbered varren is considered to be the one the party member is attacking first i.e. "Hestia's Varren". Still trying to figure out the system a bit...
Varren 1 vs Grace, Fight: 4d3 - 8 + 3 ⇒ (3, 2, 2, 2) - 8 + 3 = 4
Varren 2 vs Grace Fight: 4d3 - 8 + 3 ⇒ (3, 2, 1, 2) - 8 + 3 = 3

Varren 3 vs Hestia Fight: 4d3 - 8 + 3 ⇒ (1, 1, 3, 2) - 8 + 3 = 2
Varren 4 vs Hestia Fight: 4d3 - 8 + 3 ⇒ (3, 2, 3, 3) - 8 + 3 = 6

Varren 5 vs Zinnius Fight: 4d3 - 8 + 3 ⇒ (2, 2, 3, 3) - 8 + 3 = 5
Varren 6 vs Zinnius Fight: 4d3 - 8 + 3 ⇒ (3, 2, 3, 2) - 8 + 3 = 5

Varren 7 vs Gir Fight: 4d3 - 8 + 3 ⇒ (1, 3, 3, 3) - 8 + 3 = 5


Female Human Soldier
Who is that masked DM? wrote:

The varren fall upon the team like a wave of muscle and teeth. They leap over fallen brothers to assault Grace, Zinnius, Hestia, and Gir. Two will attack each PC, with one attacking Gir. Still trying to figure out the system a bit...

Varren 1 vs Grace, Fight: 4d3 - 8 + 3 ⇒ (3, 2, 2, 2) - 8 + 3 = 4
Varren 2 vs Grace Fight: 4d3 - 8 + 3 ⇒ (3, 2, 1, 2) - 8 + 3 = 3

There are a few ways this could be played, based on how I'm reading the rules (for reference, see Core Rules, pages 174-180):

If Grace has no time to take action in response:
Grace cancels her readied action* and makes an opposed Fight roll to defend against each attacker.

Grace grapples with the pair of varren, attempting to fend off their snapping jaws.

Fight (1): 4d3 - 8 + 2 ⇒ (2, 3, 1, 3) - 8 + 2 = 3
Fight (2): 4d3 - 8 + 2 ⇒ (3, 2, 2, 2) - 8 + 2 = 3

If Grace is able to take a single action before the defense:
Grace cancels her readied action* and makes an opposed Fight roll to defend against each attacker (see above), and:

As the pair of varren fall upon her, Grace drops her rifle, and a bright orange energy blade unfolds from her right gauntlet.

Activates omni-blade as a supplemental action, one or both Fight rolls are at -1.

If Grace is able to use a skill other than Fight to make an opposed roll:
Grace cancels her readied action and makes an opposed Guns roll to defend against each attacker (see Core Rules p.177).

Guns (1): 4d3 - 8 + 4 + 2 ⇒ (3, 2, 1, 2) - 8 + 4 + 2 = 6
Guns (2): 4d3 - 8 + 4 + 2 ⇒ (1, 3, 2, 1) - 8 + 4 + 2 = 5

As the pair of varren fall upon her, Grace raises her rifle and fires point-blank into the creatures.

Damage (if applicable): 5; any roll that has two or more net (+) results places a STUNNED aspect on the target until the end of the exchange.

The ambiguous passage in question:

"Mass Effect RPG Core Rules p. 177 wrote:

The attacker wants...|To physically harm

So he uses...|Fight or Guns
And the defender can use...|Athletics, Fight, or Guns

Hey, if it works in ME3 multiplayer...


Indeed the rules for this game are all over the book.

I will rule that you do have time to make an action, and it is up to you if you counter with a single action(option 2) or with guns(option 3).


Human, Genetically Engineered Shields: 4 ☺ ☺ ☻ ☻ Armor: 1 ☺ Stress: 6 ☺ ☺ ☺ ☺ ☺ ☺ Fate Points: 3

Varren 3 has to make a Biotics or Resolve check against Hestia's attempt to dominate it (DC 5) or attack one of its fellows.


Female Human Soldier
Who is that masked DM? wrote:

Indeed the rules for this game are all over the book.

I will rule that you do have time to make an action, and it is up to you if you counter with a single action(option 2) or with guns(option 3).

Definitely going to go with the +4 in Guns as opposed to the +2 in Fight (with a -1 penalty). As far as the rules being all over the book goes, I think that's more due to the game being based more on "rule of cool" than on actual die rolls.

Grace Wright wrote:

Grace cancels her readied action and makes an opposed Guns roll to defend against each attacker (see Core Rules p.177).

Guns (1): 4d3 - 8 + 4 + 2 ⇒ (3, 2, 1, 2) - 8 + 4 + 2 = 6
Guns (2): 4d3 - 8 + 4 + 2 ⇒ (1, 3, 2, 1) - 8 + 4 + 2 = 5

As the pair of varren fall upon her, Grace raises her rifle and fires point-blank into the creatures.

Damage (if applicable): 5; any roll that has two or more net (+) results places a STUNNED aspect on the target until the end of the exchange.


Hestia Harper wrote:
Varren 3 has to make a Biotics or Resolve check against Hestia's attempt to dominate it (DC 5) or attack one of its fellows.

Resolve(or reasonable facsimile): 4d3 - 8 + 1 ⇒ (2, 3, 1, 3) - 8 + 1 = 2


One of the varren, overcome by some kind of bloodlust, turns on it's fellows and attacks!

I will rule that it attacks Varren 4 to keep things neat. Varren 4 takes 2 stress


Yes, please. Dungeon Master Player 15/Dungeon Master 13/Monk 2(I'm out of practice!)
Grace Wright wrote:
Who is that masked DM? wrote:

Indeed the rules for this game are all over the book.

I will rule that you do have time to make an action, and it is up to you if you counter with a single action(option 2) or with guns(option 3).

Definitely going to go with the +4 in Guns as opposed to the +2 in Fight (with a -1 penalty). As far as the rules being all over the book goes, I think that's more due to the game being based more on "rule of cool" than on actual die rolls.

Grace Wright wrote:

Grace cancels her readied action and makes an opposed Guns roll to defend against each attacker (see Core Rules p.177).

Guns (1): 4d3 - 8 + 4 + 2 ⇒ (3, 2, 1, 2) - 8 + 4 + 2 = 6
Guns (2): 4d3 - 8 + 4 + 2 ⇒ (1, 3, 2, 1) - 8 + 4 + 2 = 5

As the pair of varren fall upon her, Grace raises her rifle and fires point-blank into the creatures.

Damage (if applicable): 5; any roll that has two or more net (+) results places a STUNNED aspect on the target until the end of the exchange.

Two more varren collapse under the onslaught. Only 5 remain to accost you, and one of them is clearly wounded badly.


Female Human Soldier

As far as I can tell, spending a Fate point to invoke an aspect can be done basically at any time, but its effect can be vetoed by the GM.

Who is that masked DM? wrote:
Two more varren collapse under the onslaught. Only 5 remain to accost you, and one of them is clearly wounded badly.

As Grace fells two more of the varren with well-placed headshots*, she calls out to the rest of the squad, attempting to rally them against the attacking creatures.

"Hold on, everyone, I've got you! If we all work together, we can do this!"

Spending a Fate point to invoke the high concept WHAT'S A PALADIN? and attempt to give some sort of morale bonus to the rest of the squad. (Fate points remaining until next refresh: 3)

* I guess quick-scoping isn't just something people do in multiplayer...


Human, Genetically Engineered Shields: 4 ☺ ☺ ☻ ☻ Armor: 1 ☺ Stress: 6 ☺ ☺ ☺ ☺ ☺ ☺ Fate Points: 3

Reave recharge: 2
Dominate recharge: 4

Barrier: 4d3 - 8 + 5 ⇒ (3, 2, 1, 1) - 8 + 5 = 4

Hestia clenches one hand, and a film of blue lightning spreads over the surface of her body. Adds 2 to shields Her hands dart to her weapons. She awaits the varren with a pistol in one hand and a knife in the other.

Out of actions. I think when you spend a fate point to invoke, you can tag the scene with a specific bonus, like if you want to give a morale bonus to attacks or something? It should stay active on the scene until the encounter is over. I think.


Male Salarian Engineer

Dern fires a warning shot to scare off the charging varren.

Guns to defend: 4d3 - 8 + 2 ⇒ (2, 2, 3, 3) - 8 + 2 = 4

The biting varren fail to pierce Dern's tech armor. He responds with a blast of molten plasma to sear the nearest varren,

Using Incinerate]

Systems: 4d3 - 8 + 5 ⇒ (3, 2, 1, 1) - 8 + 5 = 4

[ooc]Opposed by Athletics or systems. Weapon 3, penetration 2.


Human, Genetically Engineered Shields: 4 ☺ ☺ ☻ ☻ Armor: 1 ☺ Stress: 6 ☺ ☺ ☺ ☺ ☺ ☺ Fate Points: 3

I was going to take Gir's turn, but can't find what tech powers he's bought. He bought Tech Mastery, so he's set up for powers, but there aren't any listed. Can anyone see them?


Female Human Soldier
Hestia Harper wrote:
I was going to take Gir's turn, but can't find what tech powers he's bought. He bought Tech Mastery, so he's set up for powers, but there aren't any listed. Can anyone see them?

Spoiler:
He's got Decoy and Tactical Cloak, listed under "Stunts." Link

Gir taps his omnitool and another Gir appears nearby, looking and moving exactly like him.

Create shocking decoy, difficulty fair (+2), free aspect.

Systems: 4d3 - 8 + 4 ⇒ (3, 3, 2, 3) - 8 + 4 = 7

Next round - free tag of Grace's encouragement for a +2 to Guns.

Gir raises his Paladin and takes a shot at the nearest varren, heartened by Grace's encouragement.

Guns: 4d3 - 8 + 3 + 2 ⇒ (2, 2, 1, 1) - 8 + 3 + 2 = 3 for 4 base damage.

Gir's double also raises its shotgun, but the "fire" emerges as a shock to the nearest bad doggie.

Systems: 4d3 - 8 + 4 ⇒ (1, 2, 2, 2) - 8 + 4 = 3 for 2 base damage.

I doubt these rolls get past their defense enough to do shifts and extra damage.


Grace Wright wrote:

As far as I can tell, spending a Fate point to invoke an aspect can be done basically at any time, but its effect can be vetoed by the GM.

Who is that masked DM? wrote:
Two more varren collapse under the onslaught. Only 5 remain to accost you, and one of them is clearly wounded badly.

As Grace fells two more of the varren with well-placed headshots*, she calls out to the rest of the squad, attempting to rally them against the attacking creatures.

"Hold on, everyone, I've got you! If we all work together, we can do this!"

Spending a Fate point to invoke the high concept WHAT'S A PALADIN? and attempt to give some sort of morale bonus to the rest of the squad. (Fate points remaining until next refresh: 3)

* I guess quick-scoping isn't just something people do in multiplayer...

I'm all for this. Did I miss something somewhere where encouragement equals +2?


Zinnius Dern wrote:

Dern fires a warning shot to scare off the charging varren.

Guns to defend: 4d3 - 8 + 2d6d6 - 1d4d3 - 8 + 100d3 - 8 + 1 ⇒ (1, 2, 1, 1) - 8 + (3, 6, 3, 6, 6, 3, 1, 3, 1) - (3, 3) - 8 + (1, 1, 1, 2, 3, 1, 3, 2, 1, 3, 1, 1, 3, 3, 3, 3, 2, 3, 3, 1, 2, 1, 2, 2, 1, 1, 1, 1, 3, 2, 2, 2, 3, 3, 3, 2, 2, 1, 2, 2, 3, 1, 1, 2, 3, 3, 3, 2, 1, 1, 1, 2, 2, 2, 3, 3, 1, 1, 3, 1, 2, 3, 3, 1, 3, 1, 3, 2, 3, 2, 1, 3, 3, 3, 2, 1, 2, 3, 1, 2, 3, 2, 1, 1, 1, 2, 2, 1, 3, 2, 2, 3, 2, 2, 1, 2, 1, 2, 1, 2) - 8 + 1 = 206


Wow. What a glitch. I'm not sure what happened there.


Let's try that again.

Athletics or closest facsimile: 4d3 - 8 + 1 ⇒ (1, 3, 3, 2) - 8 + 1 = 2


The varren falls to the ground, the surprisingly pleasant smell of cooking varren fills the air. Only 4 remain to oppose you.


Hestia Harper wrote:
I was going to take Gir's turn, but can't find what tech powers he's bought. He bought Tech Mastery, so he's set up for powers, but there aren't any listed. Can anyone see them?

Yet another strange thing that happened- I took a turn for Gir, but it didn't show up on my chromebook, and vanished from my phone. I'm guessing the site hiccupped. We will use this turn instead.


Treppa wrote:

Gir taps his omnitool and another Gir appears nearby, looking and moving exactly like him.

Create shocking decoy, difficulty fair (+2), free aspect.

[dice=Systems]4d3-8+4

Next round - free tag of Grace's encouragement for a +2 to Guns.

Gir raises his Paladin and takes a shot at the nearest varren, heartened by Grace's encouragement.

[dice=Guns]4d3-8+3+2 for 4 base damage.

Gir's double also raises its shotgun, but the "fire" emerges as a shock to the nearest bad doggie.

[dice=Systems]4d3-8+4 for 2 base damage.

I doubt these rolls get past their defense enough to do shifts and extra damage.

Indeed, one varren falls to the ground, impaled by the fire from the shotgun. The other one is hurt by the shock, but not badly. Only three remain to oppose you.

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