Like my recent revision of my
Savage Worlds: The Elder Scrolls to
Adventure Edition, I am intending to do the same with my Mass Effect conversion. Since I don't want to get rid of all my work (and it's nice to have an archive copy), here's the Deluxe edition work
This is an updated set of rules for Savage Worlds: Mass Effect, based on feedback I've received and, hopefully, actual playtest changes that need to be made. It was written with the
Savage Worlds Deluxe Edition and a lot of help from the
Mass Effect Wiki. I'm open to comments and suggestions on how to update the rules and make them better fit Mass Effect and Savage Worlds.
Races:
Human: Humans start with the Lucky edge and one other of choice, but also have the Flaw: Outsider. While a growing power in the galaxy, the human rise to power has created a number of enemies.
Salarian: Salarians slight build results in them having the Small hindrance. However, their quick minds mean they begin with a d6 in Smarts, and the Quick Edge.
Turian: Turians begin the game with a d6 in both Fighting and Shooting to represent their military training.
Asari: All Asari begin with a single novice Biotic Power of choice, 5 Power Points, and a d4 in the Biotics skill. If they choose they Arcane Background: Biotics, they gain these in addition to the powers provided by the background. Asari also have Mind Reading as a bonus power. Mind Reading is a separate skill from Biotics, based on Spirit, and begins at a d4. Asari have strong personalities, however, and have a minor personality hindrance, usually tied to their stage in life (Maidens tend to be Curious; Matrons tend to be Cautious).
Krogan: Krogan are perpetual Outsiders, but all have the Healing Power, which functions only for themselves, and operates off their Vigor attribute. This is a free action every 10 minutes. They begin with a d6 in Vigor, but their Smarts requires two points per dot to increase at character creation. All are considered to have the Brawny Edge.
Quarian: Quarians begin play with a d6 in the Repair skill, but also have the Outsider flaw and a -4 against poison and disease. However, the also begin with an environmental suit, which provides +2 Armor, +2 against negative environmental conditions, and negates their penalty against poison and disease unless breached. Armor designed for Quarians takes this suit into account.
Drell: Drell have a +4 to resist heat. They also have an Eidictic Memory, allowing them to recall any information they have been exposed to; this results in a +2 to all knowledge skill checks, including common knowledge. However, their memory can be triggered involuntarily whenever they roll a 1 (on either die) while making a Knowledge or Smarts test, requiring a Spirit roll lest they fall into a fugue state and 4 point penalty to all trait rolls while in the grip of memory. With success, there is only a 2 point penalty. With a raise, there is no penalty. A Bennie may be spent to remove the penalty, as well. Checks against the fugue state may be made every round during combat, or every minute when out of combat, and the fugue will last until either two successes are made, or a success and a raise.
Hanar: Hanar are fully aquatic, and thus cannot drown, move at full speed while swimming, and have a d6 in swimming at character creation. They likewise possess four additional limbs, allowing them to take multiple actions. They also secrete poisons from their limbs, allowing them to paralyze in hand to hand combat. They move by means of levitation packs powered by mass effect fields, giving them the equivalent of Flight. However, they also possess significant disadvantages. As jellyfish, they lack physical strength, so their Strength can never advance beyond 1d6, and requires two points to raise at character creation, or two advances during gameplay. Their Vigor and Agility likewise require two points per step, but do not have caps. Their stilted speech and strong religious beliefs also marks them as Outsiders.
Elcor: Elcor move very slowly, having a base pace of 3 and only a d4 running die. Likewise, they are unusually Cautious, compared to most other species. Their speech patterns cause them to be regarded as Outsiders, and their slow reactions require that they spend 2 points per upgrade to Agility, with a cap of d6. However, they have great strength, beginning with a d8 and able to increase it to d12+2 through normal advancement. They are also quite large, gaining +1 to Size, and tough, gaining +2 to Armor and the Brawny Edge. They also have a base d6 in Vigor.
Batarian: Batarians have a rough reputation, resulting in Outsider status, but they also begin with a d6 in Intimidation. They have also earned the racial enmity of Humans, bringing their penalty to Charisma regarding humans to a -4. Unsurprisingly, they have exceptional vision, getting a +2 to Notice when vision is involved, and the equivalent of low-light vision.