Mass Effect: Stardust
create specialization skill lists for each– DONE
- split talent trees and add new talents
- Adept: Teleport, Warp Field (Annihilation Field), Dark Channel, Biotic Sphere;
- Vanguard: Nova, Charge (Improved; Radius or Force/Damage), Biotic Power, Charge (Supreme; Weapon or Power Synergy), Nova (Improved; Radius or Force/Damage), Biotic Arc (Biotic Slash), Nova (Supreme; Pierce or Sustain), Shockwave, Cryo Shot / Incineration Shot, Stunning Blow / Crippling Blow, Toughened / Enduring / Grit, Heroic Fortitude, Revive Shield, Lash, Reave, Biotic Dash
- Biotic Explosion – Is Biotic Blast doing this? Looking for ability to create an explosion when biotics interact with each other: Reave, Warp, etc being affected by allowing affected foe to be “primed” for a number of rounds equal to Willpower (?), the effect of which can be detonated to cause the explosion when another biotic power affects them
- Create Signature Abilities: Biotic Bastion, Unmatched Control
=Rename “Mechanic” to “Machinist” to reflect Tali being such (and is likely more appropriate for the setting)
- not a hard idea; just an idea
- may have been kicked around before but abandoned for unremembered reason; investigate
=Add new stuff from Splat books
- Hired Gun Career Specializations: Enforcer, Demolitionist, Heavy
- Talents: Burly, Fearsome, Heavy Hitter, Heroic Resilience, Improvised Detonation, Improvised Detonation (Improved), Loom, Master Grenadier, Powerful Blast, Rain of Death, Selective Detonation, Steady Nerves, Talk the Talk, Time to Go, Time to Go (Improved), Walk the Walk
- Signature Abilities: Last One Standing, Unmatched Protection
=Add unique Equipment and Gear
- add ME3 guns
- add ME1/ME3 armor (decide which system; named armors in increasing qualities granting specific powers or piecemeal armor granting varied bonuses per piece)
=Possible new Signature Ability for Engineer
- Unmatched System Access – Character can attempt to gain control over the computer systems of an entire complex or starship, piece by piece. This is essentially an extended hacking attempt, where the user challenges the entire ship or building room by room and system by system, ultimately seeking to gain control over whatever they need. For example, a character physically hacks and gains access to an external security panel. They then attempt a separate hack, using the connections within the building’s security to access another security system: the camera covering the room. Upon hacking that camera, they control the feed and are able to look in on the room from that point via holoprojection on their omni-tool or other video-capable device, gaining such advantages as seeing any opposing forces within the room through the feed. They also gain access to the ability to attempt to hack a sentry gun and another security door within the room, and can attempt further hacks to get further into the building.
The character only has access to the computer systems via their initial hack point; moving into the facility and attempting to continue their hack will require they attempt hacking all over again from their new point of access, even if they had accessed a system from the outside, though all successes will persist (for example, they hack the sentry gun, then move into the facility: the sentry gun doesn’t register them as a foe, but they cannot interact with it further unless they attempt to hack it again), and any failure will have obviously negative effects (switching a controlled turret back to target the character and his allies, alarms triggering, losing one degree of access into the system which would require another attempt to regain lost ground, additional difficulty dice or setback dice added to the check to reflect increased security system-wide as automated firewalls go up, etc).
Characters can make a total number of failures while hacking equal to 2 – their skill ranks in Computers before they trigger countermeasures in the computer system and lose all access gained. The difficulty of the hacks increases by 1 for each room the character is physically separated from his current hack target, reflecting redundant but minor security systems building resistance for each of which he moves past, but advantages gained in hacking attempts could grant reduced difficulty or boost dice added to following attempts to hack further, reflecting discovery of a consistent weakness or backdoors in the programming.
Opposing hackers can take one of two tactics against hackers in their systems if they discover the presence of the intruder: attempt a counter-hack to challenge and push the intruder out, or attempt to “slip past” the intruder, discreetly hacking back toward them instead of opposing the progress the intruder has made. If an opposing hacker wants to challenge the intruder, they initiate a contested Computer check against the assailant, ultimately trying to puish them out to the point of access they entered from, or even into the omni-tool they hacked in with. Such contested hacks and omni-tool access attempts are possible for the intruder, as well.
If the opposing hacker instead tries to hack the intruder without detection, they attempt to hack back to the intruder without initiating a contest, seeking to reclaim systems further back in their security systems to hamper the intruder’s efforts, or even try to target the intruder directly, forcing them to abandon their attempt or be hacked themselves. These hack attempts have the same difficulty as that faced by the intruder minus any gained disadvantages they had faced (distance-based difficulty increases or setback dice added due to mistakes, etc). Mistakes made in attempts to reclaim a system alert the intruder to the attempt at an undetected counter-hack, as well as possible additional penalties. The opposing hacker faces distance-related penalties in their own attempt at the counter-hack, but gain a boost die on all Computers checks made within their system due to their familiarity with the programming.
Additional ranks in this talent allow the character to make more increasing numbers of failures in hack attempts in the system before triggering countermeasures.
- “It’s All Just Electricity” (builds from Unmatched System Access, above) – Character can use their omni-tool to hack a wall socket, attempting to access an electrical system in the room with them. This action requires a Computer skill check with a difficulty of 3, plus an additional 1 for each range band the character is from their hack target. If the character is able to hack the target, they are able to treat it as if they’ve bypassed that particular system’s security until kicked out, but cannot access other systems on the grid from their position (they can hack further into the system by interacting with the particular system physically). Each rank of this talent taken reduces the difficulty for the character by 1, to a minimum of 0 (not including range-related penalties). If a character wants to attempt a wireless hack utilizing only their omni-tool, the difficulty is increased by 1, and may have setback dice added to the check if the system is more sophisticated (and boost dice added if their omni-tool is more sophisticated).
The heavier the character’s weapons, the longer the recharge on their powers. To translate that, Encumbrance levels affect those kinds of power use.