I created a page for my previous Savage Worlds Mass Effect posts, cleaned up and with most of the redundancies and errors removed. As I get more feedback (or, as I call it, "Validate me, you bastards!"), I'll fix problems, and hopefully keep a change log.
http://rpgcrank.blogspot.com/p/savage-worlds-mass-effect.html
Wednesday, March 26, 2014
Tuesday, March 25, 2014
Savage Worlds Mass Effect: Gear
Most Savage Worlds Mass Effect gear is similar to modern and futuristic gear in the Savage Worlds Explorer's Edition, pages 48-56. Many things function differently, but have similar statistics.
Monday, March 24, 2014
Savage Worlds Mass Effect: Powers
For those wondering, I will eventually compile these into a single document, edited into something a lot clearer. First, a basic overview of the two Arcane Backgrounds, then considering the individual powers.
Tech v. Biotics
While there's an obvious in-universe reason for the difference between the two, Tech and Biotics share many of the same powers. What's the differences?
1) Tech is not unique. Everyone can take the Tech skill, even without the Arcane Background. Tech represents the advanced technology of the Mass Effect Universe, and most people have a passing familiarity with it. The Arcane Background, however, represents a real flair with tech, being able to manipulate devices to share power pools and enact unique powers without necessarily having a device that does exactly that. With Tech, ANYONE can try to hack a computer with their omni-tool, use an acid-thrower weapon, create barriers with a portable barrier emitter, or activate the shields on their armor; someone with the Arcane Background might be able to use a Mind Reading power to simply learn executive level-passwords, or use their omni-tool to throw bolts of acid, create barriers, or create shields on armor that doesn't have it. The Arcane Background is Flexibility with tech, and the ability to learn new tricks.
2) Biotics have a bit of extra power. Though most biotics prefer to keep their slow replacing, natural points for emergencies, they can all make use of bio-amps for a pool of freely usable power points. While 500 credits isn't cheap, it's affordable to a lot of people and biotics find those 10 points to be enough for most uses. If someone has both Arcane Backgrounds, they can use Power Points from other objects to recharge their Bio-Amps; recharging a bio-amp from another device requires an action and a successful Tech check.
Tech v. Biotics
While there's an obvious in-universe reason for the difference between the two, Tech and Biotics share many of the same powers. What's the differences?
1) Tech is not unique. Everyone can take the Tech skill, even without the Arcane Background. Tech represents the advanced technology of the Mass Effect Universe, and most people have a passing familiarity with it. The Arcane Background, however, represents a real flair with tech, being able to manipulate devices to share power pools and enact unique powers without necessarily having a device that does exactly that. With Tech, ANYONE can try to hack a computer with their omni-tool, use an acid-thrower weapon, create barriers with a portable barrier emitter, or activate the shields on their armor; someone with the Arcane Background might be able to use a Mind Reading power to simply learn executive level-passwords, or use their omni-tool to throw bolts of acid, create barriers, or create shields on armor that doesn't have it. The Arcane Background is Flexibility with tech, and the ability to learn new tricks.
2) Biotics have a bit of extra power. Though most biotics prefer to keep their slow replacing, natural points for emergencies, they can all make use of bio-amps for a pool of freely usable power points. While 500 credits isn't cheap, it's affordable to a lot of people and biotics find those 10 points to be enough for most uses. If someone has both Arcane Backgrounds, they can use Power Points from other objects to recharge their Bio-Amps; recharging a bio-amp from another device requires an action and a successful Tech check.
Monday, March 17, 2014
Edges and Hindrances in SW Mass Effect
We're looking at beginning a SW Mass Effect game, soon, and so I've been looking at a few Edges and Hindrances for what they might mean in the ME universe.
Now, one thing I should make clear; anyone, whether they have the Arcane Background: Tech or not, may learn and use the Tech skill. However, that is ONLY to use powers built into devices; you can use Tech to turn on shields in your military-grade armor (i.e. Activate the Armor Power built in). If you have the Arcane Background, you can use your learned Armor power to create shields whenever you have an omni-tool. Without the background, you can learn no powers, only use the ones already there. Civilian omni-tools only include the Healing and Speak Language powers, allowing them to dispense medi-gel and translate most common languages.
Now, one thing I should make clear; anyone, whether they have the Arcane Background: Tech or not, may learn and use the Tech skill. However, that is ONLY to use powers built into devices; you can use Tech to turn on shields in your military-grade armor (i.e. Activate the Armor Power built in). If you have the Arcane Background, you can use your learned Armor power to create shields whenever you have an omni-tool. Without the background, you can learn no powers, only use the ones already there. Civilian omni-tools only include the Healing and Speak Language powers, allowing them to dispense medi-gel and translate most common languages.
Tuesday, March 4, 2014
GM's Day
This is something I wrote in 2009 for GMs Day. As GMs Day rolls around (on March 4th of each year), remember to thank the people who make your fun possible; GMs, designers (both professional and homebrew), and the players who aren't dicks.
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