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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.

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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.


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^ Salamanders get +5 Toughness and +5 Intelligence and...

* Salamanders characters gain the Promethean Cult Demeanour.

* Bonus Talent: Salamanders characters begin play with the Resistance (Heat) Talent.

* Fire-Born Solo Mode Ability.

Fire-Born:

* Type: Passive
* Required Rank: 1
* Effects: The Salamanders speak of themselves as Fire-Born, referring not only to their volcanic home world but also to their skill with the crafts of forge and furnace. The Salamanders hold that all battle is a test of their skill, determination, and endurance: a crucible within which the strong are forged and the weak are annihilated. The Battle-Brother may either add the Proven (2) Quality (see page 96) to, or remove one of the Unreliable, Unbalanced, or Unwieldy qualities from any one weapon he possesses either as Standard Issue or as an item of Signature Wargear, due to his skill at creating and maintaining his wargear.

Improvement: At Rank 3 and above, the Battle-Brother’s stoicism grants him an increased resistance to fire, he no longer suffers the effects of being lit on fire. At Rank 5 and above, the Battle-Brother becomes so self-reliant that his Kill-Team does not suffer any loss of Cohesion from any attack, effect, or event that affects him. At Rank 7 and above, all enemies successfully set on fire by an attack by the Battle-Brother take 2d10 Damage (with no reduction from armour) per round instead of the normal amount for being set on fire.

Proven Quality for Fire-Born:

Weapons with a Proven quality always inflict massive damage and treat any die roll for damage lower than the Proven rating (as indicated by the number in parentheses) as if it were the Proven rating instead.
Thus a Proven (3) weapon would treat any die roll of 1 or 2 as a 3 for the purposes of calculating damage.

The Promethean Cult:

The Promethean Cult is a Demeanour unique to Space Marines from the
Salamanders Chapter.

The body of wisdom by which the people of Nocturne and by extension the Salamanders live is known as the Promethean Cult. Salamanders Battle-Brothers are the product of a unique combination of genetics and tradition; the result is the perfect warrior.

This perfect example of the Promethean Warrior embodies many principles. One of the most important is self-reliance, for the people of Nocturne lived on their savage world for countless generations before the coming of the Emperor. Even then, they never succumbed to the temptation to tame their cruel environment for they knew it made them stronger.

Another major principle of the Promethean Cult is that a warrior must never give up, whatever the odds. While all Space Marines are stubborn and resolute in pursuing their objectives, the Salamanders display this trait to the point of obstinacy. Vulkan himself would not abandon his kill when competing with the Emperor in disguise, even though it could have cost him his life, and all of the Salamanders are equally intransigent. They are stubborn in defence and relentless in attack, though this sometimes leads to them taking disproportionate casualties when others would have withdrawn to pursue alternative tactics.

In addition to these essential qualities of the Promethean Warrior, the Salamanders are extremely sturdy, and their favoured fighting styles promote toughness and the ability to stand in the face of overwhelming odds over those of speed or manoeuvrability. They train their bodies relentlessly, building constitution and muscle density in favour of
reaction time.

In temperament, the Promethean Warrior is level-headed and wise, seeking excellence in all he undertakes. Though he never makes a decision rashly, he rarely changes it once his mind is made up, though others may counsel him to do so. He believes that hardship and adversity are inevitable, and a price worth paying if the body and the soul are to be tempered so that both can withstand the inevitable final confrontation. Salamanders are also loyal to a fault, holding personal honour above all else. It has been noted on numerous occasions that the Salamanders, unlike almost all other Chapters, show compassion for ordinary humans. Perhaps because they maintain family and community ties even after their initiation into the Chapter, the Salamanders often prove themselves to be far more human than many, despite their fearsome appearance. Above all else, the Salamanders believe that their Primarch will one day return, and that all of Humanity will benefit from their shining example.


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Black Templar Assault Marine and a Librarian in the same Deathwatch squad? This can only go downhill from here, brothers...