Mass Effect: From the Ashes House Rules: Difference between revisions
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* Omnitools may also be upgraded with various weaponry. However, due to the larger use of omni-gel used, as well as built-in limitations, an omnitool may only support a certain number of weapons. An omnitool can support two (2) weapon "slots", though some weapons take up both slots. | * Omnitools may also be upgraded with various weaponry. However, due to the larger use of omni-gel used, as well as built-in limitations, an omnitool may only support a certain number of weapons. An omnitool can support two (2) weapon "slots", though some weapons take up both slots. | ||
* Omnitool weaponry require special skills to use. (See new skills on this page) | * Omnitool weaponry require special skills to use. (See new skills on this page) | ||
* With the exception of the omniblade, all omni-tool weaponry comes with a cooldown before being triggered again. | * With the exception of the omniblade, all omni-tool weaponry comes with a cooldown before being triggered again. The 'Cooldown' column refers to how often per round it can be used. Slashes indicate skipped rounds. For example, 1/2 means one use every two rounds. | ||
{| border="1" cellpadding="5" cellspacing="0" | {| border="1" cellpadding="5" cellspacing="0" | ||
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|'''Availability''' | |'''Availability''' | ||
|'''License<br />Cost''' | |'''License<br />Cost''' | ||
|'''Cooldown''' | |||
|'''Notes''' | |'''Notes''' | ||
|- | |- | ||
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|7R | |7R | ||
|200 | |200 | ||
|Acts as combat knife (p. 423) | |(unlimited) | ||
|Acts as combat knife (p. 423). | |||
|- | |- | ||
|Omni-bow (light) | |Omni-bow (light) | ||
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|2 | |2 | ||
|300 | |300 | ||
|1 | |||
|Acts as light crossbow firing a bolt (p. 424) | |Acts as light crossbow firing a bolt (p. 424) | ||
|- | |- | ||
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|4R | |4R | ||
|500 | |500 | ||
|1 | |||
|Acts as medium crossbow firing a bolt (p. 424) | |Acts as medium crossbow firing a bolt (p. 424) | ||
|- | |- | ||
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|8R | |8R | ||
|1000 | |1000 | ||
|1 | |||
|Acts as heavy crossbow firing a bolt (p. 424) | |Acts as heavy crossbow firing a bolt (p. 424) | ||
|- | |- | ||
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|11F | |11F | ||
|2000 | |2000 | ||
|1/2 | |||
|Acts as fragmentation grenade (p. 435) | |Acts as fragmentation grenade (p. 435) | ||
|- | |- | ||
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|11F | |11F | ||
|2000 | |2000 | ||
|1/2 | |||
|Acts as high explosive grenade (p. 435) | |Acts as high explosive grenade (p. 435) | ||
|- | |- | ||
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|4R | |4R | ||
|800 | |800 | ||
|1/2 | |||
|Acts as smoke grenade (p. 435) | |Acts as smoke grenade (p. 435) | ||
|- | |- | ||
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|6R | |6R | ||
|1200 | |1200 | ||
|1/3 | |||
|Acts as thermal grenade (p. 435) | |Acts as thermal grenade (p. 435) | ||
|- | |- | ||
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|16F | |16F | ||
|2300 | |2300 | ||
|1/2 | |||
|Acts as Shiawase Blazer (Run & Gun pp. 49-50) | |Acts as Shiawase Blazer (Run & Gun pp. 49-50) | ||
|} | |} |
Revision as of 15:58, 20 August 2014
Mass Effect: From the Ashes | |
---|---|
GM | |
Mark | |
Game Time | |
Pre-production | |
Characters | |
TBD | |
Setting | |
The Citadel and Galactic Governance Council Races Factbook Rise of Corporations · Rise of Dragons The Matrix · Technological Advancements | |
Resources | |
House Rules · Character Gen Rules |
General Notes
- The general setting of Shadowrun has carried over
- All Magic-related references, Qualities, equipment, spells, lore, and other rules are removed
- All gear is subject to GM veto for failing to be appropriate to the Mass Effect setting
New Gear
Omni-Tool
The venerable omni-tool is still around and in wide use. The standard omnitool combines numerous pieces of equipment from the Gear section in SR5:
- Commlink (integrated into omni-tool; you still must pay for this)
- Credit account access (all transactions are wireless and digital)
- Your idenitification (SIN numbers)
- Camera
- Image-link
- Directional microphone
- Omni-directional microphone
- Flashlight
- Minifacturing fabricator
- This can make small hand-held tools if the blueprints are licensed
Common upgrades:
- Medigel applicator (trauma and stim patches in SR5)
- Many gear items (sensors, small hand-held items, security, breaking and entering) can be used to 'upgrade' the omni-tool. There are too many items for a complete list; ask the GM.
Omni-tools have an omni-gel reserve of 100 units. This can be upgraded:
Device | Availability | Cost | Notes |
Omni-gel (per unit) | -- | 1 | Widely available in most settled areas |
Omni-gel reservoir (Rating 1-6) | Rating x 4 | Rating x 5,000 | Each rating adds +50 units to the reservoir |
Weaponized Omni-Tools
- Omnitools may also be upgraded with various weaponry. However, due to the larger use of omni-gel used, as well as built-in limitations, an omnitool may only support a certain number of weapons. An omnitool can support two (2) weapon "slots", though some weapons take up both slots.
- Omnitool weaponry require special skills to use. (See new skills on this page)
- With the exception of the omniblade, all omni-tool weaponry comes with a cooldown before being triggered again. The 'Cooldown' column refers to how often per round it can be used. Slashes indicate skipped rounds. For example, 1/2 means one use every two rounds.
Device | Omni-tool slots |
Omni-gel per use |
Availability | License Cost |
Cooldown | Notes |
Omni-blade | 1 | 1 | 7R | 200 | (unlimited) | Acts as combat knife (p. 423). |
Omni-bow (light) | 1 | 5 | 2 | 300 | 1 | Acts as light crossbow firing a bolt (p. 424) |
Omni-bow (medium) | 2 | 5 | 4R | 500 | 1 | Acts as medium crossbow firing a bolt (p. 424) |
Omni-bow (heavy) | 2 | 5 | 8R | 1000 | 1 | Acts as heavy crossbow firing a bolt (p. 424) |
Fragmentation minigrenade | 2 | 100 | 11F | 2000 | 1/2 | Acts as fragmentation grenade (p. 435) |
High explosive minigrenade | 2 | 100 | 11F | 2000 | 1/2 | Acts as high explosive grenade (p. 435) |
Smoke minigrenade | 2 | 40 | 4R | 800 | 1/2 | Acts as smoke grenade (p. 435) |
Thermal smoke minigrenade | 2 | 60 | 6R | 1200 | 1/3 | Acts as thermal grenade (p. 435) |
Flamer | 2 | 40 | 16F | 2300 | 1/2 | Acts as Shiawase Blazer (Run & Gun pp. 49-50) |
Muses
See Technological Advancements article for a description of muses.
Muses have the following attributes all at 3: Reaction, Willpower, Logic, Intuition, Charisma
Muses have the following derived attributes:
- Intiative 6 + 3d6 (muses are assumed to always be in cold-sim)
- Mental Limit 4
- Social Limit 3
- Physical Limit N/A
- Matrix Damage Limit 10
Muses have the following skills:
- Academic Knowledge: Psychology (specialization: user's species) 3
- Professional Knowledge: Accounting 3
- Hardware 1
- Software 1
- Computer 2
- Perception 2
- Plus 3 other Knowledge skills at 2
For all other unlisted attributes (e.g. Firewall, Data Processing) assume a value of 3.
Ghostrider Module
See Technological Advancements article for a description of ghostrider modules.
A ghostriding muse or AI's attributes and skills are capped by the Rating of the module. For instance, you have a Rating 3 Ghostrider Module with a Geth hitchhiker who has attributes of 4 and skills at 4. If the Geth wishes to make a perception check, normally this would be 8, but in thise case it will be 6: both the attribute and the skill are capped at 3 prior to creating the dice pool.
Ghosrider Modules have the following profile:
Device | Essence | Availability | Cost |
Ghostrider Module (Rating 1-6) | Rating x 0.1 | Rating x 3R | Rating x 15,000 credits |