Help me make a Mass Effect d20 round 1: Races


Conversions

Sovereign Court

1 person marked this as a favorite.

Here's the thing, i work 12 hour shifts, of which nothing happens for at least 6. So i have time to kill, and i have decided to make the rules for Mass Effect, using Pathfinder as a base, and also using the p20 modern rules as an even bigger base. I've also decided to cannibalize some other rules, like making biotics work like the force in Star Wars Saga edition.

Here's the links for the srds:

Pathfinder Here

Modern Here

Mass Effect wiki Here

Now for the first round of things, i have decided to make the races. A couple of points first:
- The races aren't supposed to be balanced. They are not balanced in the game, and i see no reason to balance them in the RPG. It would do some no justice. Mostly Krogan.
- Give any suggestions you think appropriate, and if i accept yours, i will credit you in the finalized PDF version, which will be free and all mentions of copyright will be in it blah blah. I might even shoot bioware an e-mail asking their permission for this later on.
- No, i will not give a single race darkvision
- Also, i will be using Wound Point/Kinetic Barrier instead of hp. It's like wound/vitality but instead of vitality, there is shield points.

So, moving on, THE RACES!!!

Asari

+2 Wis, +2 Cha, -2 Str Asari are both observant and personable, but physically weak.
Speed: 30ft.
Appealing: Asari add +2 to any Diplomacy or Bluff check made against non-asari. Bonus is doubled if the check is for purposes of seduction.
Melding: Asari can connect with the nervous system of a creature they touch, and share memories and emotions, either theirs or the creature's. This ability allows the asari to confer a +2 bonus on any skill that the asari has ranks in to the creature for one hour, or the asari to gain a +2 bonus from the creature, on any skill that the creature has ranks in, also for one hour. The ability however leaves the asari staggered for 10 minutes afterwards.This is also how they mate but that is not important.
Natural biotic: All asari gain biotic potential as a bonus feat. They also gain a +2 bonus to their biotics skill check.

Batarian

+2 Str, +2 Wis, -2 Int Batarians are strong and observant, but not very smart.
Speed: 30ft.
Animal handler: Batarians are naturally skillful with animals, expecially varren. They are rarely found without animals around them. They add +2 to any handle animal checks. This bonus increases to +4 when used on varren.
Low-light vision: Batarians see twice as far in conditions of dim lighting.
Quad eyed: Their four eyes gives batarians acute vision which grants them a +2 bonus to perception checks. Also, if rolling a fortitude save not to be blinded by any effect or ability, batarians roll 2d20 and choose the higher result. This is explained by them being able to close one set of eyes before the flash went off. But, they suffer a -1 penalty to attack rolls for the duration of which they would be blinded, because they loose a part of their depth perception.

Human

+2 to any ability score Humans are versatile and talented in many fields.
1 bonus skill rank per level
1 bonus feat at 1st level

Krogan

+4 Str, +2 Con, -2 Int, -2 Cha Krogan are exceptionally strong and tough, but not very smart or personable.
Speed: 30ft.
Blood rage: Sometimes, when secondary organs kick in, not all higher brain functions remain active, and the krogan enters a state called blood rage. While in blood rage, the krogan gains 4 points to his strength and constitution, is unable to speak or understand speech and will attempt to engage the nearest creature in melee combat, without regatrds as to if that creature is an ally or an enemy. This rage lasts for a number of rounds equal to the krogan's new constitution modifier.
Deadly charge: Krogan add +2 to attack rolls when charging (in addition to the +2 charger already gains), and deal an additional 1d6 points of damage on a successful hit with a melee weapon.
Environmental ressistance: Krogan exist comfortably in hot or cold environments without the need for any kind of protection. If the atmospheric conditions are severe enough for creatures to take damage, they will also take damage, but need not roll fortitude saves for fatigue.
Secondary organs: Krogan have a large number of secondary and tertiary organs that activate when major trauma to the primary ones is suffered. When a krogan is brought below 0 wound points for the first time during a combat, his secondary organs kick in restoring him back to full health and giving him fast healing 5 for a number of rounds equal to his constitution modifier. But this triggering of secondary organs has a 25% chance to drive the krogan into a blood rage. Also, krogan are incredibly hard to paralyze due to their secondary nervous system. They roll 2d20 and choose the higher die for a save vs paralysis.
Tough hide: Krogan are impervious to minor cuts and bruises. They have DR 2/-.
Widely spaced eyes: Even though krogan are one of the most dangerous species of alien in the galaxy, their home planet Tuchanka was and is filled with even more dangerous flora and fauna. So, krogan have evolved widely spaced eyes that give them almost 240 degee vision, not unlike a prey animal. This makes krogan unflankable, unless 4 creatures surround the krogan.

Quarian

+2 Con, +2 Int, -2 Cha Quarians are tough and smart, but not good with people.
Speed: 30ft.
Envirosuit: Quarians all wear high tech environmentally sealed suits that protect them from the outside elements. While wearing a suit, a quarian is immune to effects of inhaled gases (poison, disease or something similar) thanks to their robust filtering systems, and they have an independent air supply that lasts for two hours. Every time a quarian takes wound damage, there is a chance that the suit will rupture and expose the quarian to the outside elements. The quarian must make a DC 10 reflex save when this happens, and if successful, compartments are sealed and foam closes the hole, and the rupture does not occur. Every time after that when the quarian takes wound damage, the DC raises by 2.After the quarian has spent 4 hours repairing the suit, the DC again drops to 10. If a reflex save is failed, the suit ruptures exposing the quarian to the outside air, or vacuum.
No immune system: Prolonged life in the migrant fleet has stripped quarians of their already weak immune system. Quarians automaticaly fail any save made to resist contracting a disease. When the time comes to roll a save to shake the disease off, quarians cannot use their fortitude save for the ordeal, they must get medical treatment, and only a doctor can help them get better.
Tech savants: All quarians at least learn basic tech skills, but the species as a whole shows a remarkable aptitude for technology. Quarians add a +2 bonus to any skill checks related to technology.

Salarian

+2 Dex, +2 Int, -2 Con salarians are nimble and smart, but frail.
Speed: 30ft normal, 20ft. swim
Amphibian: A salarian can breathe underwater, treats swim as a class skill and has a swim speed. +8 swim
Big eyes: Salarians have a +2 bonus to perception checks. They also count 20 feet around them as dimly lit when they are in total dakrness.
Fast metabolism: Salarians heal at twice the normal rate than other creatures do. They also roll two dice for saves vs. poison and disease and take the better roll. They need only one hour of sleep per day, and when dropped below 0 WP, they loose 2 points per round instead of one. However, they rarely live past 40.
Low-light vision: Salarians see twice as far as humans in conditions of dim light.
Total devotion: Salarians choose three class skills. They add +2 to skill checks with those skills.

Turian

+2 Strength, +2 Cha, -2 Wis Turians are strong and charismatic but a little short sighted.
Speed: 40ft.
Military doctrine: All turians are required to serve the military at one time. They are all proficient with asault rifles and light armor.
Predator Eyesight: Turians have a +2 bonus to Perception.
Rigid: Once a Turian is set on doing something, he is set. Turians gain +2 to their will saves against effect that would control them in some way, and raise diplomacy DCs of other creatures trying to change their mind by 2.
Radiation resistance: Turians treat mildly irradiated areas as not irradiated at all.
Natural weapon: Claws on their hands deal 1d6 points of damage and are considered a natural attack

Vorcha

+2 Str, +2 Dex, -2 Int, -2 Cha Vorcha are strong and quick but kind of dumb and unpleasant to be around.
Speed: 30ft.
Adaptation: Vorcha can evolve to adapt to a certain environment or condition. Once in their life, they can decide to adapt to an environment or condition. If they adapt to a certain environment, they gain elemental resistance 5 pertaining to that environment. If they adapt to a certain condition, they may gain (DR 2/-, +1 inherent bonus to any one physical ability score, +2 natural armor bonus, darkvision, immunity to one condition, +10 foot increase in speed...etc) Once the choice is made, it cannot be made again and the vorcha is stuck with that improvement.
Fast healing: Vorcha have fast healing 5
Regeneration: Vorcha can regenerate destroyed limbs, damaged organs, plucked out eyes and similar damage. It takes a week for an eye to grow back, and four weeks for a limb to grow back.

Now some of this stuff might seem a little unintelligible, but bear with me, i mostly write this stuff during night shifts...and sometimes i get sleepy...


Few questions I have on the ability score adjustments

Why do Quarians get a bonus on their Constitution? They are pretty much described as a frail race with NO immune system, that doesn't exactly say a +2 to con for me.

The Batarians I would give a +2 STR, +2 CON, and a -2 CHA, they are pretty much described as a physically imposing race, who basiacally have no need to talk to almost any other race due to the perceived slights they believe the Council gave them.

The Vorcha I like, especially since they are becoming my favorite race in the series due to the Solider class in multiplayer, so no complaints there

I'm not sure about the way you describe the Turians as short-sighted, I get the idea they look at the angles to every situation, especially military strategies, I mean unleashing the Genophage was not something thought about quickly and just done with.

But I like what you're doing with this, and if you need any help feel free to send me a message so we can discuss it in more depth

Sovereign Court

Actualy, the quarians, aside from the immune system thing are described as tougher then humans when taking punishment is in order. And as they automatically fail saves vs. disease, their con mod will not enter the equation there.

I like the Batarian thing...

As for turians...didn't really know what penalty to give them...maybe i will go the human way and just give them a +2 to any stat...


I get the idea that the Quarians toughness is more due to the suits that basically keep them alive than their bodies being tougher than a baseline human, while playing ME3 multiplayer earlier and talking to my cousins I basically realized that the some of the races are just space expys for basic fantasy race tropes

Salarians - Only one I'm not 100% on.
Krogan - Orcs
Quarians - Gnomes, especially of the tinker variety
Asari - Elves
Turians - Dwarves
Vorcha - Goblins

Try just re-skinning those races and playing around with the racial abilities


Another thing I just thought of, at least when you get to the classes, the magus would make an interesting base to build a vanguard


I'm not saying it's not a great idea, and I don't want to discourage you from doing it or anything, but just so you know, there are some people who did a mass effect conversion for the (2010 ENnie award winning) Diaspora system - you can find links to the rulebook pdf, charsheet and discusion thread over here.

You might want to take a look at it, because it's really well made.
And even if you end up not liking it, you might still get some inspiration out of it for your d20 version. :)


http://masseffectd20.wikidot.com/

Sovereign Court

Yeah, i don't like diaspora...might use something that is good though

Don't like what the vikidot rules did either...might use something that is good...

@ SwnyNerdgasm

I hate re-skinning stuff...it' easier true, but i like to make things.

Also with classes. Since i will be using mostly rules from the modern, i will be making archetypes of the base class and changing most of stuff...


You might want to check out http://masseffectd20.wikidot.com/ they have some cool stuff there, borrowed some for my DragonStar games.

Community / Forums / Pathfinder / Pathfinder First Edition / Conversions / Help me make a Mass Effect d20 round 1: Races All Messageboards

Want to post a reply? Sign in.
Recent threads in Conversions