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[Marvel Heroic Roleplaying] As The Citadel Turns

Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
edited May 2013 in Critical Failures
Massive spoilers herein. If you have not beaten Mass Effect 3, either do so, watch an LP, or leave. Or be spoiled, I guess. Spoilers also for Mass Effect 2 and all DLC.



Still here? Okay.

The Reaper War has ended, with the destruction of the Reapers (and only them). With the destruction of their main base, along with most of their forces, Cerberus appears to be shattered, though it is possible some troops survived. Commander Shepard and her crew are now enjoying a very long leave, and the Normandy is once again in drydock being repaired from damage undertaken on Earth. The geth and quarians are reconciled, and the genophage has been cured.

Naturally, everything is not hunky-dory. Much was destroyed during the war, and many systems are having trouble keeping order and rebuilding. That’s where you come in. You’ve been chosen to be part of the Reconstruction Task Force, to keep the galaxy’s frayed seams from ripping apart.

We’ll be using the Marvel Heroic RPG system, since it gives plenty of room for roleplaying and minimizes bookkeeping while being much faster to set up than Dresden Files, and also more adaptable to Mass Effect. I would prefer to do this as real-time game sessions, but I understand that people live in different timezones and have various working hours, so PbP may be the only option.

Helpful sources: Basic approach to combining Mass Effect and MHRPG, Suggested implementations of racial abilities, Writeups of several prominent weapons, Character sheets for the ME1 crew.

I will not be using the relationships from P. K. Sullivan’s system, and I don’t see myself replacing Affiliation with Paragon/Renegade either. Other than that, these should help you make a character. Generally, you should have one or two powersets for direct combat maneuvers, like Incinerate and Warp, and another for racial and personal strengths, like armor, military training, agility, et cetera.

Acceptable races: human, asari, turian, salarian, quarian, volus, hanar, elcor, batarian, geth, krogan, vorcha.

All characters should have a backstory, including name, race, what they did before and during the Reaper War, and why they’re joining the task force.

@delmain, @jdarksun, @Houn, and @”Albino Bunny” are in, if they so desire. I’m willing to take up to five players total.

*Semi-brief explanation of MHRPG:
In short: each character has three Distinctions (special qualities that are sometimes a hindrance and sometimes helpful), such as Liara being a former archaeologist and current Shadow Broker, Garrus' history in C-Sec and Omega, Jack's relationship to Cerberus, Kasumi's kleptomania, etc. These qualities define the character as being different from other people, but aren't used directly in combat.

Each character also has one to three powersets: usually two to three related abilities that go beyond what normal people can do, such as Garrus' skill with sniper and assault rifles, Kasumi's Shadow Strike, Kaidan's biotic and tech powers (such as Reave), and Grunt's durability. These are for combat and other tests of the characters' abilities -- anything on a cooldown in the game fits here, as well as general abilities like the military training Ashley and James received, Thane's eidetic memory, and Liara's ability to meld.

Characters also have skills, and here the translation is more general: instead of relating to specific things the characters can do or attributes of their personality/life, characters are either decent at something, very good, or exceptional. Garrus would be exceptional at Combat, Leadership, and Criminal activities, the last due to his experience on the other side, whereas Kasumi would be exceptional at Covert, Tech, and Acrobatics. Lest you worry, characters need not be specialized in Combat to be handy in a fight; dealing damage directly is good, but setting up to help someone else do even more works just as well.

Last, we have milestones, which represent character arcs and personal development, split into three different stages, with a choice at the last stage. For example, Liara might have gotten 1 XP for meeting Shepard after Vasir bombed the building, 3 XP for beginning the assault on the Shadow Broker's ship, and 10 XP for either setting the whole operation to self-destruct or stepping in as the new Shadow Broker. You want two sets of these, with the first step of each being fairly easy (and probably achievable several times before the last is possible), the second being more difficult (and less common), and the third reflecting a major change in the character's life, beliefs, or attitude. You may wish to choose one of the milestones relevant to this campaign.

Recovery Corps Bulwark

1 XP: Embark on a mission for the Recovery Corps.
3 XP: Take stress or incapacitate two opponents during a mission.
10 XP: Join the Corps permanently, or decide to leave after your six months are up.

Krogan Survivor

1 XP: Rejoice in the end of the genophage with at least one witness (i.e. not in private).
3 XP: Discuss either the original deployment or the cure with a turian or salarian without coming to blows.
10 XP: Mate with a krogan female to create more future warriors, or decide to continue working to prove the cure was right.

Quarian Ambassador

1 XP: Talk about Rannoch with someone else.
3 XP: Form a strong personal or professional relationship with a member of a Council race (human, asari, turian, or salarian).
10 XP: Put yourself at considerable personal risk to help a non-quarian, or leave your team and return to the Fleet.

Naturally, only the first can be taken by anyone.

I am here from 10 AM EST to 12 PM if you need help or want to talk.

Characters:

jdarksun: Urdnot Earp, krogan battlemaster
Delmain: Torak, elcor vanguard
Houn: Morhe Izzik, salarian infiltrator
Albino Bunny: Lea'Foris nar Doray, quarian engineer
Capfalcon: Alner'Haran vas Tonbay, quarian soldier
LockedOnTarget: Stacy "Spitfire" Sellinger, human biotic

Captain Carrot on
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Posts

  • DelmainDelmain Registered User regular
    Exuberant: I am glad this game got off it's feet.

  • Albino BunnyAlbino Bunny Jackie Registered User regular
    edited March 2013
    The beacon was slow, but it was lit. I'm here, I'll formalise all the stuff we jammed about in IRC into writting and put it down. I'm presuming I'm keeping most of my sheet from before as opposed to using the stuff in that cheat sheet (though I do want to pinch the Quarian social stuff and Envirosuit stuff).

    For Arc pistol by the way is:

    Arc Pistol: d6
    SFX: charged shot, boost the effect die's size by one. This shot fails if any ones are rolled in the dice pool.

    Working?

    EDIT:

    Pfft, just saw the Quarian Ambassador plot arc.

    Definitely not aimed at Lea'Foris, not at all :3

    Albino Bunny on
  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    Hmm, that's quite interesting. I like your translation of the mechanic; taking a round would make sense literally given that that's how you charge a shot, but the core concept of the charge is risk, and I think your version works well.

    Most of the sheet does work, though I'd combine the drone into the Omni-tool powerset and add a Migrant Fleet training powerset for intelligence and such so you can roll with two powers.

  • Albino BunnyAlbino Bunny Jackie Registered User regular
    What sort of powers would I have on the migrant fleet training power set?

    And how would I combine the drone into the Omni tool set.

    Also these were the specific things I was planning to add as 'racials' from that site:

    Environmental Resistance d8
    SFX: Environment Suit. Step up or double Environmental Resistance (1PP for both), then shutdown. Recover on an Opportunity.
    Limit: Spacerat. Step up Social stress to gain 1 PP.
    Limit: Suit Puncture: Shut down Environmental Resistance when you take physical trauma until you recover from that trauma.

    Though I'm not sure where they'd go, under a power just labeled 'Quarian' I suppose?

  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    To combine them, you just cut the drone and its SFX and limits and copy it into the omni-tool set.

    Migrant Fleet Upbringing:
    d8 Enhanced Intelligence, d8 Environmental Resistance, d6 Contortion
    SFX Duck and Cover! On reaction rolls to physical stress attacks, add Contortion to the dice pool.
    SFX: Environment Suit. Step up or double Environmental Resistance (1PP for both), then shutdown. Recover on an Opportunity.
    Limit: Spacerat. Step up Social stress to gain 1 PP.
    Limit: Suit Puncture: Shut down Environmental Resistance when you take physical trauma until you recover from that trauma.
    Limit: Smarty-Pants. d8 Enhanced Intelligence may be used as d4 when appropriate for 1 pp.

    Does that look good?

  • Albino BunnyAlbino Bunny Jackie Registered User regular
    Yep, I'll get to a final draft for you to look over tommorow.

    We have anything character wise than Houn's dibs on the Salarian Engineer?

  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    Delmain was bursting with joy when I said he could play an elcor, so he might pick that, and Capfalcon is working on a male quarian soldier right now.

  • Albino BunnyAlbino Bunny Jackie Registered User regular
    We have an Elcor? Fucking baller.

    Though I have to say, between the geek, the two space Gypsies and the species PHYSICALLY INCAPABLE OF ADDING TONE TO THEIR VOICE.

    We have the most socially awkward party ever. The most.

  • LockedOnTargetLockedOnTarget Registered User regular
    I am interested, but am wondering what you would do if it was live sessions? Text or voice chat?

  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
  • LockedOnTargetLockedOnTarget Registered User regular
    In that case am I very interested. Voice doesn't work for me well because I have roommates to consider.

  • HounHoun Registered User regular
    Ok, WIP, but this is where I'm at so far:
    Salarian Infiltrator

    Affiliations:
    Solo: d10
    Buddy: d8
    Team: d6

    Distinctions:
    - Tactical Thinker
    - Married to the Job
    - Covert Operative

    Power Sets:
    Arms and Ammunition
    Traits: Black Widow Sniper Rifle d10, M-11 Suppressor Pistol d6, OmniBlade d8
    SFX: Incindiary Ammo. Add a d6 Burning Complication to enemy on successful hit.
    SFX: Cryo Ammo. Add a d6 Chilled Complication to enemy on successful hit.
    SFX: Disrupter Ammo. Add a d6 Stunned Complication to enemy on successful hit.
    Limit: Thermal Clips. <Not sure how this will work, though>
    Limit: Gear. <Again, not sure on how this works.>

    Tactical Cloak
    Traits: Invisibility d10
    SFX: ...
    Limit: Gear. <...>

    Specialties:
    Weapons Expert (Subset of Combat)
    Covert Master
    Crime Expert
    Tech Expert
    Vehicle Expert

    Milestones:
    ?



    Basic Concepts:
    - STG Operative
    - Sniper, Covert
    - Resourceful, works to control situation as much as possible, but can easily adapt.
    - Military career, no attachments, "Married to the job"
    - Slight problems with authority, tends to work best when handed an objective and set free.

  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    edited March 2013
    Alner’Haran vas Tonbay, Quarian Soldier

    Affiliations: Solo d8, Buddy d6, Team d10

    Distinctions: Turian Comrade, No Rest for the Wanderers, Quarian Soldier

    Quarian
    Enhanced Intellect d8, Enhanced Senses d6, Environmental Resistance d8
    SFX: Environment Suit. Step up or double Environmental Resistance (1PP for both), then shutdown. Recover on an Opportunity.
    Limit: Spacerat. Step up Social stress to gain 1 PP.
    Limit: Suit Puncture: Shut down Environmental Resistance when you take physical trauma until you recover from that trauma.

    Combat Tech
    Arc Grenade d8, Incinerate d6, Enhanced Durability d10, Enhanced Strength d8
    SFX Area Attack.
    SFX Tactical Scan. Each other ally may step up their smallest die or gain a d6 for any offensive actions they take until your next turn.
    SFX: Adrenaline Rush. Add a die from the Doom Pool to your attack action, then step up the die and return it to the doom pool. 1PP
    Limit: Exhausted. Shut down any Soldier power to gain 1 PP. Recover on Opportunity.

    Phaeston Assault Rifle
    Burst Fire d8
    SFX: Tactics. Step up effect die and gain a d6 when creating complications like Covering Fire and Suppression.
    SFX: Marksman. Step up power for two rounds. Cancles need to Reload and shuts down Combat Tech. 1PP
    Limit: Reload. May be used for three turns before d12 Needs to Reload complication.

    Specialties: Tech Expert (d8), Psyche Expert (d8), Combat Master (d10), Medical Expert (d8), Cosmic Expert (d8)

    Quarian Loner
    1XP: Talk about Rannoch with someone else.
    3XP: Form a strong personal or professional relationship with another Quarian.
    10XP: Fight to protect the Quarians or allow them to be hurt for the greater good.

    Adrenaline Junkie
    1XP: Spoil for a fight.
    3XP: Draw your weapon when a situation is clearly deteriorating.
    10XP: Keep your cool to help a civilian or teammate under fire, or abandon them to pursue a fleeing enemy

    *Spent most of his pilgrimage with Turians
    *Caught a ride back home on a Turian Cruiser when Reaper War broke out.
    *Served as engineer and trooper in Reaper War with the Turians
    *After the war, returned to Rannoch.
    *Rebuilding the planet was painfully slow.
    *Joined the Task Force to do something constructive with his love for a good fight.

    Capfalcon on
  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Possible Milestone for Houn

    Black Bag Ops
    1 XP when you first use your Covert Specialty in a scene and succeed.
    3 XP when you convince a team member to make a painful or difficult choice.
    10 XP when you either sacrifice a team member in a critical moment or sacrifice yourself for them.

  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    'Sacrifice' there would not necessarily mean death, just having a real chance thereof.

  • HounHoun Registered User regular
    Ok, version .2:
    Salarian Infiltrator

    Affiliations:
    Solo: d10
    Buddy: d6
    Team: d8

    Distinctions:
    - Man with the Plan
    - Married to the Job
    - Like I Was Never Here

    Power Sets:
    Black Widow Sniper Rifle
    Traits: Sniper Rifle Shot d10
    SFX: Incindiary Ammo. Add a d6 Burning Complication to enemy on successful hit.
    SFX: Cryo Ammo. Add a d6 Chilled Complication to enemy on successful hit.
    SFX: Disrupter Ammo. Add a d6 Stunned Complication to enemy on successful hit.
    SFX: Unload: Add 2d8 to the dice pool and in return add a 'reloading' complication
    Limit: Reload. Gun may be used for 3 turns before d12 Needs to Reload complication.
    Limit: Gear. Shutdown Power Set and gain 1 PP. Take an action vs. doom pool to recover.

    M-11 Suppressor Pistol
    Traits: M-11 Suppressor Pistol d6
    SFX: Incindiary Ammo. Add a d6 Burning Complication to enemy on successful hit.
    SFX: Cryo Ammo. Add a d6 Chilled Complication to enemy on successful hit.
    SFX: Disrupter Ammo. Add a d6 Stunned Complication to enemy on successful hit.
    SFX: Unload: Add 2d8 to the dice pool and in return add a 'reloading' complication
    Limit: Reload. Gun may be used for 6 turns before d12 Needs to Reload complication.
    Limit: Gear. Shutdown Power Set and gain 1 PP. Take an action vs. doom pool to recover.

    Tactical Cloak
    Traits: Invisibility d10
    SFX: Boosted Shot. Requires Active Tactical Cloak. Add 1d6 to a Sniper Rifle or 1d4 to Pistol, then shut down Tactical Cloak.
    Limit: Powered Device. Tactical Cloak's Invisibility Trait can only run for two consecutive turns, then shut down Tactical Cloak.
    Limit: Recharge. After Tactical Cloak is shut down, it requires an action against the doom pool or one round for the omni-tool to activate it again.

    STG Operative
    Enhanced Intellect d10, Enhanced Reflexes d6, Military Discipline d6
    SFX: "I can break these codes!" Step up or double Enhanced Intellect (1PP for both), then shutdown. Recover on an Opportunity.
    SFX: "Hold the Line!" When using Military Discipline in your dice pool, redirect physical or mental stress to emotional stress.
    Limit: Limited Lifespan. Step up physical stress to gain 1 PP.


    Specialties:
    Combat Expert
    Covert Master
    Crime Expert
    Tech Expert
    Vehicle Expert

    Milestones:
    Black Bag Ops
    1 XP: when you first use your Covert Specialty in a scene and succeed.
    3 XP: when you convince a team member to make a painful or difficult choice.
    10 XP: when you either sacrifice a team member in a critical moment or sacrifice yourself for them.

    Recovery Corps Bulwark
    1 XP: Embark on a mission for the Recovery Corps.
    3 XP: Take stress or incapacitate two opponents during a mission.
    10 XP: Join the Corps permanently, or decide to leave after your six months are up.

    Pretty happy with where it's at now, unless anyone has any further ideas on the mechanicals here, I'm going to move into naming and backstory.

  • jdarksunjdarksun Struggler CORegistered User regular
    Color me interested! Maybe a Krogan, maybe a Geth?

  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    A krogan would be good, add a bit of muscle and beefiness to the party. (I have a feeling nobody's even considering making a human. :P)

  • LockedOnTargetLockedOnTarget Registered User regular
    I might! Humans are cool!

  • DelmainDelmain Registered User regular
    I was only semi-serious about making an elcor.

    I'm only going to do it if the party is going to be kinda funny. If we're aiming for a more serious group, I don't want to play one. Too many real world problems with rolling elcor.

  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    edited March 2013
    Awww. I'm aiming for a fair amount of humor, with one scenery-chewing villain coming up after two or three sessions, but it's hard not to be fairly serious when you folks are running around shooting people. Unless you want to handwave them as being rubber bullets or whatever, but that would be weird.

    And remember the elcor sidequest in 3. "Not enough."

    Captain Carrot on
  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    I mean, the only reason elcor played such a small part in the trilogy was their lack of importance and the difficulty in animating them. Neither of those really applies here. They're not inherently funny.

  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    On an unrelated note, bear in mind that it would be nice for the party to be fairly rounded skill-wise. Nobody here is good at anything technical but, well, tech. I'm not saying that Delmain and company should make lawyers and doctors, it's just something to think about.

  • LockedOnTargetLockedOnTarget Registered User regular
    So it seems like the group could use a biotic, eh?

  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    Oh, and reference points for specialties:

    Acrobatic: Expert - Samara, Master - Kasumi
    Business: Expert - Miranda, Master - TIM
    Combat: Expert - Cerberus crew, Master - Virtually every squadmate
    Cosmic: Expert - Garrus, Master - Samara
    Covert: Expert - Garrus, Master - Kasumi
    Crime: Expert - Jack, Master - Garrus
    Medical: Expert - Miranda, Master - Mordin
    Menace: Expert - Ashley, Master - Wrex
    Biotic: Expert - Kaidan, Master - Jack
    Psych: Expert - Kasumi, Master - Shepard
    Science: Expert - Chakwas, Master - Tali
    Tech: Expert - Garrus, Master - Legion
    Vehicle: Expert - Cortez, Master - Joker

    Hope that helps!

  • LockedOnTargetLockedOnTarget Registered User regular
    Brainstorming. Thinking of a brash, young, thrillseeking human biotic master thief who was eventually caught but ended up helping out her captors when the invasion hit and was offered a spot in military service in exchange for a pardon.

    What would you think of a biotic character who specialized in using their powers for movement-related stuff? Basically a natural acrobat who uses biotic powers to enhance her own agility/speed and move things around the battlefield to use for cover/distractions/evasion/weapons and so on. Maybe ditch warp-style powers in favor of something like how Samara can kinda sorta fly a little bit. Basically I'm thinking someone who mostly uses biotics for pushing and pulling...wether it's herself, enemies, or objects.

    Specialty-wise we'd have someone with crime and business due to her experience and connections.

  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    I like it! Probably have Biotic Mobility and Biotic Control powersets, both with SFX favoring complications and assets over damage, with Acrobatic and Combat at Expert and maybe Business, coupled with Master Biotic, Crime, and maybe Business.

  • HounHoun Registered User regular
    edited March 2013
    Ok, done-ish, pending Watcher Approval.



    Jaeto Volanon Chuuts Recitat Morhe Izzik

    Affiliations
    Solo: d10
    Buddy: d6
    Team: d8

    Distinctions
    Man with the Plan
    Married to the Job
    Like I Was Never Here

    Power Sets
    Black Widow Sniper Rifle
    Traits: Sniper Rifle Shot d10
    SFX: Incindiary Ammo. Add a d6 Burning Complication to enemy on successful hit.
    SFX: Cryo Ammo. Add a d6 Chilled Complication to enemy on successful hit.
    SFX: Disrupter Ammo. Add a d6 Stunned Complication to enemy on successful hit.
    SFX: Unload: Add 2d8 to the dice pool and in return add a 'reloading' complication
    Limit: Reload. Gun may be used for 3 turns before d12 Needs to Reload complication.
    Limit: Gear. Shutdown Power Set and gain 1 PP. Take an action vs. doom pool to recover.

    M-11 Suppressor Pistol
    Traits: M-11 Suppressor Pistol d6
    SFX: Incindiary Ammo. Add a d6 Burning Complication to enemy on successful hit.
    SFX: Cryo Ammo. Add a d6 Chilled Complication to enemy on successful hit.
    SFX: Disrupter Ammo. Add a d6 Stunned Complication to enemy on successful hit.
    SFX: Headshot. On roll, one maxed die may be re-rolled and the new value added to it's previous result.
    SFX: Unload: Add 2d8 to the dice pool and in return add a 'reloading' complication
    Limit: Reload. Gun may be used for 6 turns before d12 Needs to Reload complication.
    Limit: Gear. Shutdown Power Set and gain 1 PP. Take an action vs. doom pool to recover.

    Tactical Cloak
    Traits: Invisibility d10
    SFX: Boosted Shot. Requires Active Tactical Cloak. Add 1d6 to a Sniper Rifle or 1d4 to Pistol, then shut down Tactical Cloak.
    Limit: Powered Device. Tactical Cloak's Invisibility Trait can only run for two consecutive turns, then shut down Tactical Cloak.
    Limit: Recharge. After Tactical Cloak is shut down, it requires an action against the doom pool or one round for the omni-tool to activate it again.

    STG Operative
    Enhanced Intellect d10, Enhanced Reflexes d6, Military Discipline d6, Hyperactive Metabolism d10
    SFX: "I can break these codes!" Step up or double Enhanced Intellect (1PP for both), then shutdown. Recover on an Opportunity.
    SFX: "Hold the Line!" When using Military Discipline in your dice pool, redirect physical or mental stress to emotional stress.
    Limit: Limited Lifespan. Step up physical stress to gain 1 PP.

    Specialties
    Combat Expert
    Covert Master
    Crime Expert
    Tech Expert
    Vehicle Expert

    Milestones
    Black Bag Ops
    1 XP: when you first use your Covert Specialty in a scene and succeed.
    3 XP: when you convince a team member to make a painful or difficult choice.
    10 XP: when you either sacrifice a team member in a critical moment or sacrifice yourself for them.

    Recovery Corps Bulwark
    1 XP: Embark on a mission for the Recovery Corps.
    3 XP: Take stress or incapacitate two opponents during a mission.
    10 XP: Join the Corps permanently, or decide to leave after your six months are up.

    History
    Morhe Izzik was always better at taking things apart than putting them together; as he seemed to lack his species' common drive for invention, it was little suprise when he enlisted. With a calculating demeanor, deadly aim, and knack for decrypting cyphers, he was quickly assigned to the 4th Infiltration Regiment STG where he completed three tours of duty in seperate campaigns aimed at weakening Batarian influences in the Terminus Systems. Afterwards, he was transfered to [REDACTED], an STG division tasked with [REDACTED], largely working solo ops, mostly involving sabotage, espionage, and [REDACTED].

    While it seems clear to many that Izzik's career goal is to eventually attain Spectre status, he was declined in two seperate nominations.

    Personality
    Morhe Izzik psychological profile describes him as "the very model of STG"; resourceful, efficient, and committed to finishing the job. Izzik tends to be solitary and stoic, and does not easily open up to others. Izzik tends to work best alone, as his initiative and improvisation are given room to flourish in this environment. In team situations, he tends to take a solo role, such as support, reconnaisance, or covering fire. He notably performs underwhelmingly in pairings; the concept strikes him as "inefficient" and "artificially constraining".

    Prepared, pragmatic, and patriotic, these are the "Principle Ps" that guide him in the field, and at all times, he seeks to use whatever resources are available to him to engineer the situation into whatever outcome is most beneficial to Salarian interests.

    Like most STG agents, years of physical, mental and emotional stress have caused him to develop various quirks and coping mechanisms; while not a religious man, he has adopted the technical forms of Drell meditation, which he tends to practice at the beginning and end of each mission (time permitting). He is also well-read in the subject of Hanar poetry, and is an avid academic collector of classical print pornography of various races; most notably Turrian.

    Abilities and Resources
    As a Active member of STG in good standing, he would normally be empowered to make moderate value requisitions of transportation and equipment to the ends of completing missions, but due to recent galactic events, resources are in short supply. During his years of working in [REDACTED], he managed to make a fair number of contacts throughout the criminal underworld, where he is known by a fair number of aliases.

    Houn on
  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    Background is great, numbers look good. (You'll all be free to change your sheets a bit as we play the first two or three sessions, as we find out what works and what doesn't.)

  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    (I have a feeling nobody's even considering making a human. :P)

    It's weird.

    I always pick a human in D&D, but in SciFi games I never pick a human.

    It may have something to do that Humans in D&D have always been pretty kickass.

  • LockedOnTargetLockedOnTarget Registered User regular
    edited March 2013
    Okay so here's what I'm thinking of as a start, pending approval and my own tweaking. Let me know what you think!

    Name: Stacy "Spitfire" Sellinger

    Affiliations: Solo d10, Buddy d8, Team d6

    Distinctions: Adventurous, Relentlessly Positive, Infamous Criminal

    Power Set - Master Thief:
    d6 Pistol, d8 Enhanced Reflexes, d6 Cybernetic Senses(Goggles), d8 Enhanced Stamina, d6 Basic Omnitool
    SFX: Showoff. Step up or Double a Master Thief power for one action. If that action fails, add a die to the doom pool equal to the normal rating of that power die.
    SFX: Good Under Pressure. In a dice pool containing a Master Thief power, you may replace two dice of equal size with one die +1 step larger.
    Limit: Whoops! When an action with a dice pool containing a Master Thief power and a Crime, Covert, or Tech specialty fails, you may gain 1pp and add your effect die to the doom pool.
    Limit: Gear. Shut down Pistol, Cybernetic Senses, or Basic Omnitool to gain 1pp. Activate an opportunity or take an action against the doom pool to recover.
    Limit: Exhausted. Shut down Enhanced Reflexes or Enhanced Stamina to gain 1pp. Activate an opportunity or take an action against the doom pool to recover.

    Power Set - Biotic Adept:
    d8 Biotic Control, d8 Biotic Mobility, d6 Biotic Barrier, d6 Psychic Defense
    SFX: Fun With Biotics. When using Biotic Control or Biotic Mobility to create an asset or a complication, step up the effect die by one.
    Limit: Conscious Activation. If stressed out, asleep, or unconscious, shut down Biotic Adept. Recover Power Set when stress is recovered or you awake. If Mental Trauma is taken, shut down Biotic Adept until trauma is recovered.
    Limit: Exhausted. Shut down a Biotic Adept power to gain 1pp. Activate an opportunity or take an action against the doom pool to recover.

    Specialties: Acrobatic Master d10, Biotic Expert d8, Business Expert d8, Covert Expert d8, Crime Master d10, Tech Expert d8

    Milestones:

    Caged Bird
    1xp: When you seriously consider doing something illegal while on duty.
    3xp: When you give up the chance to make a break for it to help someone else.
    10xp: When you take the opportunity to abandon your team, or resolve to commit yourself to a new military life

    Adrenaline Junkie
    1xp: When you use your Showoff SFX for the first time in a scene.
    3xp: When you put yourself in serious danger for the sheer thrill of it.
    10xp: When you perform a death-defying stunt that saves the day, or ends up causing an unintentional disaster.

    History: For the past year, a brash, loud, foolishly brave young woman has been a thorn in the collective backsides of Earth's authorities. Given the nickname "Spitfire" for her astonishing energy and devil-may-care attitude, she became an international sensation, snatching valuable trinkets and artifacts everywhere she went. But the truth is, Stacy Sellinger wasn't an evil person. She wasn't doing it out of malice or greed. She just was having way too much fun. She saw the whole thing as a personal challenge to overcome. A mere game. She only stole from those who could afford to lose, and never kept more profit than she needed to get by. Becoming something of an infamous legend, with a growing extranet fanbase, "Spitfire" was quickly becoming something of an underground icon.

    But all good things come to an end. Stacy took one too many risks, and eventually, she slipped up. She was captured, and imprisoned. Her impressive laundry list was more than enough to put her away for a long, long time...and her status as a quasi-celeb wasn't enough to buy her any mercy.

    Then the Reapers invaded, and everything changed.

    When the invasion hit Earth, the transport carrying Stacy to her new home was hit. In the panic and the chaos, she had her chance to get away.

    But she couldn't do it.

    Her jailer lay trapped underneath a pile of rubble, reaper forces closing in. As much as she wanted her freedom, she just couldn't bring herself to abandon a good man to his death. So she lept into the fray and, with her impressive skills and biotic powers, saved his life. She had lost her chance, and was recaptured.

    But the commanding officer that day saw something in her. He saw something more than just another crook. He saw someone with the talent and compassion to make a difference. So he arranged a deal for her: a full pardon or her crimes, in return for her service. Stacy Sellinger had gone from one of the World's Most Wanted, to an enforcer of the law. And in the aftermath of the invasion, the human race can use as many people with her kind of talents as they can get.

    Personality: Stacy is a wild, untamed woman in love with the rush. She rarely thinks of the consequences of her actions, only living in the now. She has a tendency to always see the best side of things, preferring to stay positive in the face of danger. To her everything is just a challenge to overcome, she's not the type to say "I can't do this".

    She thinks very little of law and order, but believes in right and wrong. Her sense of morality is just a little skewed compared to the average person. She's not one to steal from those that need everything they have, and she's not one to turn her back on someone in need.

    Stacy isn't thrilled with her current situation. She can't help but see law enforcement as oppressors out to ruin her fun. That being said, she made a promise to serve and is having a lot of trouble abandoning her post.

    Abilities and Resources: Stacy has trained herself to peak physical condition. She's incredibly agile, her speed and endurance matched by few. She's also a fairly talented biotic. She mainly uses her powers as a means of enhancing her own physical abilities, or using the battlefield to her advantage. In combat, she prefers to get up close and personal, putting herself at risk to close in on the enemy. Ideally, she would rather bypass a fight altogether. She carries an assortment of tools with her to aid in her work, including a standard-issue omnitool and a pair of goggles with various sensory and information applications. She's also been issued a pistol, but she doesn't care for using it.

    During her career as a criminal she's learned to adapt well to her situation and is good at thinking on the fly. She's also amassed her fair share of underground contacts and knowledge.

    LockedOnTarget on
  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    I really like it! Kind of White Collar in Mass Effect

    Hm. I'm thinking of including armor in Combat Tech, so I'll be a bit beefier in combat and to go with the whole soldier thing.

    I'm thinking of ranking it D8 – Enhanced Strength/D8 – Enhanced Stamina

  • LockedOnTargetLockedOnTarget Registered User regular
    Armor would fit Durability better than Stamina, I'd say.

  • LockedOnTargetLockedOnTarget Registered User regular
    Oh wait @Captain Carrot I just noticed in the OP you said up to three power sets? The RAW for MHR has it at two, so does that mean you're house ruling an increase or is that a typo?

    Figured I'd make sure because if it really is three sets I might split up my physical abilities and my gear.

  • Albino BunnyAlbino Bunny Jackie Registered User regular
    We all tend to have:

    A racial power set
    A weapon power set (or two if you're a combat class)
    A power set related to either tech, biotics or some of the fancier combat powers.

    From what I've gathered. I suppose it probably works out because it's unlikely you'll be using every power in the dice pool.

    Speaking of, fear my ridiculously bloated Omni-Tool Power set (technically I could add the Engineers standard issue Electrical omni-blade:3):
    Lea’Foris nar Doray

    Affiliations: Solo D10, Buddy D8, Team D6

    Distinctions:
    Gearhead
    Daughter of the Fleet
    Tech Junkie

    Power Sets:

    Quarian
    Enhanced Intellect d8, Enhanced Senses d6, Environmental Resistance d8
    SFX: Environment Suit. Step up or double Environmental Resistance (1PP for both), then shutdown. Recover on an Opportunity.
    Limit: Spacerat. Step up Social stress to gain 1 PP.
    Limit: Suit Puncture: Shut down Environmental Resistance when you take physical trauma until you recover from that trauma.

    Combat Omni-Tool Mastery
    d10 Cryo Blast, d10 Sabotage, d10 Overload Combat Drone d-*
    SFX: Cryo Explosion. When a target is Chilled, that effect may be detonated by an appropriate power to inflict d10 physical stress, and either add a d8 Chilled Complication to surrounding enemies, step up that complication to d10 Frozen if already present, or increase d10 Frozen to d12 Block Of Ice. If the target is Frozen, all but the last option are available with the die increased one step.
    SFX: Sabotage: When a target is successfully effected by Sabotage take no stress but are instead affected by either a disarmed or hacked complication
    SFX: Tech Burst. When a target is Stunned, that effect may be detonated by an appropriate power to inflict d10 physical stress, and either add a d8 Stunned Complication to surrounding enemies or inflict d8 physical stress.
    SFX: Area Attack. Add a d6 for each additional opponent, and keep an effect die for each.
    SFX: Burst. Step up an Omni-Tool power, drop the highest die, and use 3 dice for your total.
    Limit: Cooldown. After using two attacks, you may shut down Omni-Tool Mastery for 1 pp. Purchase an opportunity to reactivate. (Am I reading this wrong? Shouldn't it be that the Omni Tool shuts down after 2 attacks then you may purchase a reactivation?)
    *Combat Drone
    d10 Stun, d10 Mobile
    SFX: Combat Advantage. When attacking a target close to you, the Drone gains a d6 and may double the lower of the total dice.
    SFX: Defensive Redirect. When close to you, the Drone may interpose itself in front of you and absorb an attack; if the blow lands, it increases the effect die.
    Limit: Detonate. Shut down Combat Drone and inflict d10 stress or complication on surrounding enemies, or gain 1 pp.
    Limit: AI. The Combat Drone is vulnerable to being hacked and turned against you.
    Limit: Activation. The Combat Drone must be set up to be used, taking 1 turn or 1 pp.

    Arc Pistol: d6
    SFX: Charged shot, may step up the effect dies size on this roll. However if any ones are rolled in the dice pool the action automatically fails.
    Limit: heat sink limitation: After 3 rounds shooting disable the Arc pistol and gain a d12 reloading complication

    Skills:
    Tech 10, Science 8 and Vehicle 10


    Arcs:

    Pilgrimage
    1 XP: Obtain information on something worth bringing back to the fleet.
    3 XP: Leave your team to check it out, or persuade them to accompany you.
    10 XP: Return to the fleet with an offering to complete your pilgrimage, or permanently join a non-quarian crew.

    Quarian Ambassador

    1 XP: Talk about Rannoch with someone else.
    3 XP: Form a strong personal or professional relationship with a member of a Council race (human, asari, turian, or salarian).
    10 XP: Put yourself at considerable personal risk to help a non-quarian, or leave your team and return to the Fleet.

    history: Born and raised as the daughter to the Captain of the Doray, one of the small warships of the fleet Lea'Foris has never not known military life. From a young age she was already assisting in the repairs and maintenance of the Doray's weapons. Her family impressed upon her their stern disliking of the Geth and the Council races.

    At the time a Quarian would usually leave on pilgrimage Lea'Foris was stopped by the start of the Rannoch Crisis. The Doray itself taking part in several space dog fights along with multiple successful roles as Close Air Support for Quarian ground troopers, all with Lea'Foris as a pivotal engineer in the ships triumphs, often times working for hours alone repairing hull breeches while combat trained Quarians manned the guns.

    Respected aboard her ship but not yet among the fleet Lea'Foris was sent out to aid in a Recovery Squad as both pilot and engineer for her Pilgrimage both as a political gesture of support from the Quarians but also as the method most likely to ensure she got to see the galaxy considering the chaos large amounts of it were in.

    Personality: Lea'Foris is almost wholly defined by her love of gadgets and learning new things. In spite of her distrust of non Quarians she still very much wants to interact and learn from them, even if it's doubtful she would trust them fully. Most of the time she remains in her own bunk aboard the ship, happily browsing what's left of the tech market and news productions to while away her time.

  • HounHoun Registered User regular
    In chat, I think the number of power pools came down to "whatever makes sense". I'd originally had both guns in one pool, but it just made it easier to split them up with the way I'd worded the limiters.

    Dig the characters so far. Izzik is going to hate Spitfire. :lol:

  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    Yeah, three powersets. Pretty much everyone has a weapon, a few real powers, and their natural abilities, so you'll almost always be taking two powers at a time, just like in the book, with the exception of Izzik's cloaked shot.

  • LockedOnTargetLockedOnTarget Registered User regular
    @Houn just thought I would make a suggestion. I think making your boosted shot better would be justified. 1d4 is considered by the system to be a negative, because it has a relatively tiny chance of improving your pool and a relatively high chance of increasing doom, so a SFX that is thematically meant to make a shot more powerful doesn't fit well with just getting a d4. Especially when using it shuts down a power. My suggestion is to step it up: d8 for the sniper rifle and d6 for the pistol. Or at the very least step up the boost to pistol shots.

    Up to you and Carrot of course, it just kind of jumped out at me. Really like the data file overall! Especially Hold The Line.

  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    So, Cosmic would be knowledge of other cultures, right?

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