Mass Effect: From the Ashes House Rules

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Mass Effect: From the Ashes
Mass effect logo.jpg
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

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 25,000 credits