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==Tech Talents== Advanced technology permeates the fabric of society in Mass Effect, and is a key part of life for any technician, engineer, scientist or doctor. Omni-tools are common, multi-purpose personal computational devices that serve as micro-fabrication facilities, interfacing tools and diagnostic systems. Those with the knowledge and skill can use their omni-tool to run enhanced programmes and VIs that can hack, overload or scan to great effect. The different tech talents are called Processes. The four Processes are Engineering, Interfacing, Medicine and Science, and each is associated with the Mental skill of the same name. Each point in a Process allows the character to run a single programme of that type concurrently on their omni-tool. Unlike Disciplines and Regimens, the exact programme run in the Process slot is not permanent and can be easily changed for other programmes of a similar kind. ''Using Tech Powers'': A character's omni-tool possesses a library of stored programmes to draw upon. An omni-tool has a Library Size trait, as listed under its entry in the Elkoss Combine Catalogue; this is the number of stored programmes it can hold for ''each'' Process talent that the user has dots in. Programmes in the library are inactive until put into a Process slot. ''For example, a character with 2 dots in both the Engineering and Medicine Processes whose omni-tool has Library Size 6 can have 6 Engineering and 6 Medicine programmes stored in their library.'' The character has a number of Process slots equal to their dots in that Process; each slot can run one programme from the omni-tool's library in it. Programmes come in two types β running and charged. Running programmes are passive, giving a bonus or opening up an option as long as they are in a slot. Charged programmes are expended when they are used, and remain expended for the rest of the scene; they rely on stored power that needs to recharge, need to take time to fabricate some complex new materials, or are otherwise unavailable. An expended charged programme remains in its Process slot. ''For example, a character with 3 dots in the Engineering Process and 1 dot in the Medicine Process could have Shield Modulation, Shield Boost and Overload in his Engineering slots and Defibrillator Pulse in his Medicine slot.'' A programme ''can'' be put into multiple Process slots, but running programmes give no benefit for doing so. In the case of a charged programme, running it in multiple slots essentially makes multiple uses available per scene. Whenever dice rolls are called for by a tech power and refer to Engineering, Interfacing, Medicine or Science, they refer to the character's skill dots and not the dots in that Process talent. ''Swapping Programmes'': A character can swap out any programme in a slot for any other programme available in their omni-tool's library between scenes or in situations where there is no time pressure, without needing to roll. During action or combat, swapping programmes is considerably more difficult, especially if the omni-tool's processors are already busy running a dozen other programmes at the same time. Doing so is a full action for the character's turn, wherein they must make roll Intelligence + the skill associated with the Process in question, with a penalty equal to the number of running programmes of that Process currently active. An expended programme's slot cannot be replaced in this way during a scene, but a running programme or an unexpended charged programme can be. ''For example, a character with 3 dots in the Engineering Process, 4 dots in the Engineering skill and 3 dots of Intelligence has two running programmes and a charged programme in their Process slots. During combat, they want to replace one of the running programmes with a more situation-appropriate charged programme. Doing so requires that they roll Intelligence + Engineering, a dice pool of 7, with a penalty of -2 dice for the two running programmes. This leaves them with 5 dice; any success means they have successfully swapped the running programme to the new charged programme.'' ''Changing Libraries'': A character may wish to change the programmes they have available in their omni-tool's library. This requires that they either access a database with more programmes archived in it, or that they write a new programme themselves. The latter is time-consuming and very difficult, whereas the former often incurs the cost of purchasing licenses for a programme from a company. Many employers provide access to basic programmes to their staff, such as the line of Analysis programmes; getting access to a more questionable programme such as Overload is somewhat more difficult, requiring either money or military or criminal contacts. '''Tech Process Keywords''' Each programme's entry includes a number of keywords in brackets after its name. These indicate how the power works. ''Ammo'': This power is targeted on a single ranged weapon that the character is carrying; only that weapon gains the benefit of the ammo for the programme's duration. ''Attack'': This power attacks a target in some way. Attacks can only be activated on the user's own turn, even if reflexive. Unless otherwise stated, these attacks ignore cover, environmental or range penalties but do require the target to be visible. ''Chain'': If multiple slots of this power are ready, they may all be expended in one go. Resolve the first one as normal; additional slots can then be expended on new targets within 25 yards of the last, and cannot affect the same target twice in one chain use. ''Drone'': This power affects a remote drone that the character has active. A remote drone may only be under the effect of one Drone power at a time. ''Instant'': This power is activated as an instant action. ''Reflexive'': This power is activated as a reflexive action. ''Scan'': This power allows the character to replace Composure with another skill in a Perception check for the purposes of detecting particular substances or systems. These scans can still suffer from various penalties to the Perception check and, while they can detect through some solid materials, suffer increasing degradation of signal the further they have to go. ===Engineering=== Engineering programmes focus on improving hardware and mechanical processes, whether vehicles and armour or shield modulations. ''Charged Programmes'' '''Armour Power Surge (Reflexive)''': May only be used if the character is in armour. Roll Wits + Engineering, granting a +1 bonus to Speed, Defence, Initiative and Armour level for a number of rounds equal to successes.<br> '''Armour Piercing Ammo (Ammo, Reflexive)''': Roll Wits + Engineering; the chosen weapon gains the AP1 trait for a number of rounds equal to 1 + successes rolled.<br> '''Concussive Shot (Reflexive)''': The next attack with a firearm that the character makes gains the Concussive trait, and applies the Concussive effect against anyone within 10 yards of the target; however, the attack may not be made with aiming or autofire.<br> '''Damage Assessment Protocols (Instant)''': Roll Intelligence + Engineering to analyse a single vehicle within 200 yards; success means that the character is immediately aware of how much Structure and Shield damage it has taken and how many Structure and Shield points it has left, as well as any penalties that damage has inflicted on its Piloting dice pools.<br> '''Emergency Infiltration Protocol (Reflexive)''': If the character has a tactical cloak, they may expend the programme to immediately establish its stealth field.<br> '''Fortification (Reflexive)''': Roll Wits + Engineering to increase the character's Armour by the number of successes rolled for 1 round.<br> '''Neural Shock (Attack, Reflexive)''': Range 200 yards; roll Intelligence + Engineering vs target's Stamina, stunning the target for 1 round on a success.<br> '''Overload (Attack, Chain, Reflexive)''': Range 500 yards; roll Intelligence + Engineering, dealing damage to the target's Shields equal to successes rolled. Overload does no damage to health levels.<br> '''Recoil Compensation VI (Reflexive)''': Roll Wits + Engineering; the character gains the Multi-Target weapon trait on a single autofire weapon for a number of rounds equal to successes.<br> '''Shield Boost (Chain, Reflexive)''': Range 100 yards; roll Wits + Engineering, restoring a number of lost Shield points on the target equal to successes rolled.<br> '''Sticky Grenade Shell Fabricator (Reflexive)''': This programme can be used when the character throws a grenade; the grenade will stick to whatever surface it is thrown or placed on, and can be detonated as a reflexive action by the character at any point within a number of rounds equal to Engineering dots, after which it detonates automatically.<br> '''Structural Exploitation Analysis (Instant)''': Range 500 yards; roll Intelligence + Engineering with a -2 penalty if the target is on the move and a -4 penalty if it is an aircraft or spacecraft. Success grants the character AP4 on any attack they make against the target in the following round.<br> '''Submission Net (Attack, Reflexive)''': Range 100 yards; roll Wits + Engineering, success means that the target is affected as if hit by a weapon with the Entangle trait.<br> '''Vehicle Power Surge (Reflexive)''': May only be used if the character is in a vehicle. Roll Wits + Engineering, granting a +2 bonus to Piloting rolls and a +5 bonus to vehicle Speed for a number of rounds equal to successes.<br> ''Running Programmes'' '''Engineering Analysis''': Grants the 9-again rule to Engineering skill checks, other than for the use of charged Engineering programmes.<br> '''Engineering Fabrication Patterns''': Always counts as a tool with a +1 equipment bonus for engineering purposes.<br> '''Omni-Blade Power Rerouting''': Increases the damage rating of an omni-blade, omni-shield or biotic lash by 1, and grants the 9-again rule on attacks made with it.<br> '''Rig-Drone Programming (Drone)''': The character's remote drone grants an increased +2 teamwork bonus to Engineering skill rolls, rather than the usual +1.<br> '''Shield Drone Programming (Drone)''': The character's remote drone grants a +2 bonus to the maximum Shield points of all allies within 20 yards.<br> '''Shield Modulation (Reflexive)''': The character can reflexively restore 1 Shield point on their turn, as long as they have not lost any Shield points since their last turn.<br> '''Vehicle Control Subsystems''': Grants the 9-again rule to Piloting checks.<br> ===Interfacing=== Interfacing programmes include routines for research, data analysis, scanning and hacking; for interfacing experts, information and its denial is the name of the game. Interfacing programmes that target encrypted or otherwise protected systems are likely to suffer significant penalties to their dice pools. Note that Interfacing programmes are ''not'' the limit of what can be done via hacking and interfacing, just the immediate or short-term pre-packaged programmes that can be unleashed for rapid results. ''Charged Programmes'' '''Bug Sweep (Instant, Scan)''': Roll Wits + Interfacing to detect bugs within a 25 yard radius.<br> '''Codebreaker VI (Instant)''': Roll Intelligence + Interfacing; listen in to a single communications channel for successes in minutes without being detected.<br> '''Disrupter Ammo (Ammo, Reflexive)''': Roll Wits + Interfacing; the chosen weapon gains the Disrupt 1 trait for a number of rounds equal to 1 + successes rolled.<br> '''Haywire (Reflexive)''': Range 500 yards; roll Intelligence + Interfacing, affecting an area of up to successes x 5 yards in radius. All technological devices within this area suffer a -1 penalty for use for 2 rounds, including firearms' attack dice pools.<br> '''Homing VI Insert (Reflexive)''': This programme may be used reflexively when throwing a grenade; the grenade gains the Auto-Targeting weapons trait.<br> '''Lock-Hack (Reflexive)''': Allows the character to make an extended roll to brute-force hack an electronic locking system open, with each roll representing one turn of work. This is a crude electronic intrusion and will trigger alarms or alerts to the system, but it gets the job done quickly.<br> '''Manufacture Bug (Instant)''': Creates a single standard visual & audio bug that can be placed and connected to via the character's omni-tool.<br> '''Mask (Reflexive)''': Roll Wits + Interfacing; the character becomes undetectable and untraceable on a network or through technological scans for data signals, for a number of minutes equal to successes rolled.<br> '''Overheat (Chain, Reflexive)''': Range 300 yards; roll Intelligence + Interfacing to target a single weapon, with a -1 penalty for sidearms or a -2 penalty for longarms; success immediately expends the full capacity of the current loaded heat clip. This programme may be used reflexively against a target is about to make an attack action, leaving them pulling the trigger for no effect; this imposes an additional -5 penalty to the programme's activation roll.<br> '''Quick-Launch Chaos Virus (Instant)''': Range 500 yards; targets a tactical network or communications node. Roll Intelligence + Interfacing; the chaos virus affects the node for successes in minutes, forcing a Perception check with a -3 penalty for all attempts to communicate via the node during that time.<br> '''Subvert Synthetic (Instant)''': Range 500 yards; roll Wits + Interfacing opposed by a target synthetic or AI's Wits + remaining Shield points. Success gives the character control of the synthetic for a number of rounds equal to successes.<br> '''Tactical Scan (Instant, Scan)''': Range 500 yards; roll Wits + Interfacing against a single target. Success reveals the target's current Armour and remaining Shield levels. All allies on the same tactical network benefit from a +1 bonus to attack rolls against the target for one round.<br> ''Running Programmes'' '''Interfacing Analysis''': Grants the 9-again rule to Interfacing skill checks, other than for the use of charged Interfacing programmes.<br> '''Interfacing Fabrication Patterns''': Always counts as a tool with a +1 equipment bonus for interfacing purposes.<br> '''Passive Scanning Programme (Scan)''': Roll Wits+Interfacing for Perception rolls to detect and ID active network systems within 100 yards, including active programmes running on omni-tools, armour and weaponry. Can pick up signals from further if they are particularly strong.<br> '''Rapid Data Analysis VI''': Research time is halved when attempting to acquire or piece together information from technological data sources.<br> '''Scout Drone Programming (Drone)''': The character's remote drone grants a +2 bonus to Perception checks, including those made via scans, and can transmit full video feeds and readouts as long as it is within comms range of the character.<br> '''Secure Routines''': Any attempts to hack equipment or systems that the character controls suffer a penalty equal to their Interfacing skill.<br> '''Vehicle Interface Programming''': Grants 9-again to Perception checks made with a vehicle's sensors and scanners. <br> '''Sys-Drone Programming''': The character's remote drone grants an increased +2 teamwork bonus to Interfacing skill rolls, rather than the usual +1.<br> ===Medicine=== Medical programmes largely focus on subsystems for monitoring patients, administering emergency assistance and aiding with recovery from injuries and sickness; they also augment medical and biological analysis facilities. Medical programmes can ignore their normal range restrictions when used on another character on the same tactical network. ''Charged Programmes'' '''Adrenal Injection System (Reflexive)''': Increases the character's Dexterity score by 1 for a number of rounds equal to Medicine skill dots. This also affects all allies linked in via a tactical network.<br> '''Clotting Agent Overseer VI (Reflexive)''': When the character or an ally on the same tactical network would start to bleed to death due to being injured, this programme may immediately be expended instead of the automatic use of a medi-gel dose to stop the bleeding.<br> '''Defibrillator Pulse (Reflexive)''': Range 5 yards; roll Intelligence+Medicine, with success returning an unconscious target to consciousness unless they are unable to do so due to an ongoing effect such as being drugged. May be combined with Emergency Medi-Gel Application on the same target with both programmes taking just a single reflexive action.<br> '''Eezo Suppression Dart (Attack, Reflexive)''': Range 100 yards, roll Wits + Medicine as an attack roll affected by normal factors such as cover. The dart has a damage rating of 1L and adds damage from successes as normal but, if it inflicts any damage to health points, it applies a -3 penalty on all biotic Discipline activation rolls by the target for a number of rounds equal the character's Medicine dots.<br> '''Emergency Medi-Gel Application (Reflexive)''': Range 5 yards; roll Intelligence+Medicine with a penalty equal to the target's current wound penalties. On a success, expend one of the target's medi-gel doses for an immediate healing effect of 1L or 3B.<br> '''Hypodermic Dart (Attack, Reflexive)''': Range 100 yards; roll Wits + Medicine as an attack roll affected by normal factors such as cover. The dart has a damage rating of 1L and adds damage from successes as normal but, if it inflicts any damage to health points, it applies a Toxicity 2 poison dealing Bashing damage that forces the target to succeed at a Stamina check or fall unconsciousness.<br> '''Medical Threat Analysis VI (Reflexive)''': Roll Intelligence + Medicine for a quick analysis of any chemical, biological or radioactive hazards present in the environment, the character, or a target within 5 yards; so it can identify if a character has been poisoned, or what the local radioactivity levels are.<br> '''Pheromone Compound Distiller (Reflexive)''': Range 10 yards against a target who the character is engaged in social interaction with; roll Wits + Medicine vs target's Composure + Empathy. Success grants 9-again for a single Persuasion check against the target.<br> '''Shredder Ammo (Ammo, Reflexive)''': Roll Wits + Medicine; the chosen weapon gains the Shredder trait for a number of rounds equal to 1 + successes rolled.<br> '''Social Interaction Enhancer (Reflexive)''': Range 10 yards against a target who the character is engaged in social interaction with; roll Wits + Medicine vs target's Composure + Subterfuge. Success grants a +2 bonus to all social dice pools against that target for the rest of the scene.<br> '''Stimpack (Reflexive)''': Allows the target to ignore wound penalties and grants +3 Speed and +3 to Stamina-based checks for a number of rounds equal to the character's Medicine dots. May be used on any character on the same tactical network.<br> '''Toxic Cleansing Programme (Instant)''': Range 5 yards; roll Intelligence + Medicine vs Toxicity of a poison affecting the target. Success results in the poison being neutralised. Extremely exotic or totally unknown toxins will inflict an additional penalty on the roll.<br> '''Toxic Material Deployment (Attack, Reflexive)''': Range 300 yards; roll Wits + Medicine. Success means that the attack hits, dealing no damage but filling an area around the target of 20 yards radius with caustic fumes for a number of rounds equal to the character's Medicine dots. This acts as a Toxicity 4 poison dealing Lethal damage via inhalation.<br> ''Running Programmes'' '''Background Toxicity Monitor''': Grants a +2 bonus to all rolls to resist disease, poison, infection and other biological or chemical agents. Also affects all allies linked in via a tactical network.<br> '''Bioscanner (Scan)''': Roll Wits + Medicine for Perception rolls to detect living organisms or organic matter within 100 yards.<br> '''Decoy-Drone Programming (Drone)''': The drone can deploy a holographic decoy of the character, with life-sign emissions that can fool basic scans and senses. The character can set the decoy on a basic 'idle' animation, can pre-record up to 5 minutes of voice and movement including triggers to activate recorded speech, or can directly steer the drone's projection on a real-time basis. Observers must pass a Perception check with a penalty equal to the character's Medicine skill dots to note that something is off with the decoy; physical interaction will immediately show the decoy to be a projection with the drone at its heart, as will other actions that indicate its true nature.<br> '''Med-Drone Programming (Drone)''': The character's remote drone grants an increased +2 teamwork bonus to Medicine skill rolls, rather than the usual +1.<br> '''Medi-Gel Overseer VI''': When the character uses a charge of medi-gel for healing purposes, on themselves or others, roll Intelligence + Medicine. If successes equal or exceed the target's lost health points, the total Bashing or Lethal ponts healed is increased by 1.<br> '''Medical Analysis''': Grants the 9-again rule to all Medicine skill checks, other than for the use of charged Medicine programmes.<br> '''Medical Fabrication Patterns''': Always counts as a tool with a +1 equipment bonus for medical purposes.<br> '''Polygraph VI''': May be targeted against a single character at a time, with a range of 10 yards; grants the 9-again rule for rolls made to detect if the target is lying.<br> ===Science=== Scientific programmes are often complex systems and containment routines for fabricating, mixing and handling unstable or exotic materials, as well as suites of assessment programmes to analyse the results. ''Charged Programmes'' '''Corrosive Disassembler Deployment (Attack, Reflexive)''': Range 50 yards against an object; roll Wits + Science, dealing successes in damage to the object's Structure and ignoring its Durability.<br> '''Cryo-Material Deployment (Attack, Reflexive)''': Range 300 yards; roll Wits + Science. Success means the attack hits, dealing no damage but dousing the target and an area around them of 15 yard radius in freezing gases. Anyone within the area suffers as if hit by a weapon with the Cryo trait; the main target is affected for an additional 1 round by the trait.<br> '''Defence Matrix (Reflexive)''': Range 100 yards, or any other character on the same tactical network; roll Intelligence + Science. The target gains 1 point of Armour on their shields against attacks with the Cryo, Disrupt, Inferno or Toxicity rules, and inflicts a -3 penalty on any biotics roll that targets them directly. The effect lasts for a number of rounds equal to successes rolled.<br> '''Eezo Disruption Pulse (Instant)''': Range 100 yards, targeting a single biotic technique that is currently in effect; roll Intelligence + Science β the Resolve of the biotic who activated the technique. Success immediately nullifies the technique.<br> '''Hyperscan (Reflexive, Scan)''': Range 100 yards; Roll Intelligence + Science to detect and identify strong energy emissions or unusual matter.<br> '''Incendiary Material Deployment (Attack, Reflexive)''': Range 300 yards; roll Wits + Science. Success means the attack hits, dealing no damage but dousing the target and an area of 15 yard radius around them in flammable materials. The fires burn for a number of turns equal to the character's Science skill dots, dealing 3L damage per turn with the Inferno weapon trait. A target that is able to remove themselves from the area of effect may put out the fire as an instant action on their turn. <br> '''Pattern Recognition Algorithms (Instant)''': Roll Intelligence + Science to identify significant patterns in a set of data or information.<br> '''Rapid Matter Analysis (Instant)''': Roll Intelligence + Science; success grants a full analysis of some sample matter, including chemical composition and properties.<br> '''T-Wave Pulse (Instant, Scan)''': Roll Wits + Science; success allows the character to see through up to 3 feet of common materials for one round.<br> '''Unstable Materials Cache (Reflexive)''': This programme may be expended at the same time as any Attack programme to increase its radius of effect by 10 yards, or to give it a radius of 10 yards of effect if it has none.<br> ''Running Programmes'' '''Advanced Drone Systems (Drone)''': The character's remote drone may run ''two'' other Drone programmes on top of Advanced Drone Systems β such as Energy Drone and Decoy Drone, or Lab-Drone Programming and Sys-Drone Programming. These other programmes take slots as normal.<br> '''Energy Drone (Drone)''': The character's remote drone gains the ability to make a 2L ranged attack at targets up to 15 yards away, using the character's Wits + Science as an attack pool. The remote drone may also serve as the origination of any Attack programme instead of the character.<br> '''Energy Projection Modulation''': The character gains a +1 bonus to attack pools made with Attack programmes.<br> '''Environmental Assessment Programme''': The character adds their Science skill dots as a bonus to rolls to resist environmental effects and perceive environmental dangers.<br> '''Environmental Shielding VI''': The character gains 1 point of Armour on their Shield points against attacks with the Cryo, Disrupt, Inferno or Toxicity rules.<br> '''Full Spectrum Sensory Suite''': Grants the 9-again rule to Perception and Investigation checks when the character has the time to carefully go over a location and investigate it closely.<br> '''Lab-Drone Programming (Drone)''': The character's remote drone grants an increased +2 teamwork bonus to Science skill rolls, rather than the usual +1.<br> '''Mass Shielding Matrix''': Inflicts a -3 penalty on any biotics roll that target the character, even if only due to them being in the area of effect.<br> '''Omni-Blade Energy Amp''': Grants either the Inferno or Cryo rule to the character's omni-blade, omni-shield or biotic lash; changing from one to the other is a Reflexive action.<br> '''Scientific Analysis''': Grants the 9-again rule to all Science skill checks, other than for the use of charged Science programmes.<br> '''Scientific Fabrication Patterns''': Always counts as a tool with a +1 equipment bonus for scientific purposes.<br> ===Tech Armour=== Some combatants in the Mass Effect setting make use of what is generally termed 'Tech Armour', a complex modification to the standard mass effect patterns in kinetic barriers. It uses layers of dangerous warping fields in amongst the usual kinetic shields, meaning that incoming attacks may be literally torn apart and spat out in a spray of fragments. Running Tech Armour puts a heavy load on the processors used, and the warping fields cause an excess of energy emissions in the form of light. These emissions are usually harnessed into holographic warnings that alert those nearby to the hazards of flying, shredded bullet fragments. Tech Armour is an exception to several of the normal rules for Tech Programmes. It does not belong to any single Tech skill; nor does it take a single library or programme slot. Instead, Tech Armour takes ''one slot of each of the four Processes'' β so to run Tech Armour, a character must allocate one Engineering, Interfacing, Medicine ''and'' Science Process slot to it. This is also true for storing Tech Armour in an omni-tool's library β it takes a single slot of each Process type. Tech Armour is a running programme that provides 1 point of Armour on the character's Shield levels, affected as normal by the Armour Piercing trait. If at any point the character switches any of the Tech Armour programme slots to another programme, the Tech Armour effect is lost (though it continues to take its other slots until they too are changed). However, a character ''may'' choose to devote even more of their omni-tool's processing power to their Tech Armour. They may do this by allocating an '''additional''', second slot of any Process type to the Tech Armour programme. Doing so gives a benefit depending on which Process slot type was given, and a character may choose to do this with as many or all of the programme types they wish. Potentially, a character may devote up to 8 Process programme slots to Tech Armour, two of each type, and reap all of the advanced benefits of the programme. The benefits of allocating a second slot to Tech Armour depend are as follows: '''Engineering''': Whenever the character's Shield levels are at their maximum, any attack made against them has its AP quality reduced by 1 and loses the 9-again trait, if it has them.<br> '''Interfacing''': Whenever the character's Shield levels are reduced to 0, treat any enemies within 25 yards as if they were hit by a weapon with the Stun trait.<br> '''Medicine''': Whenever the character's Shield levels are reduced to 0, downgrade the damage of the first attack to hit them by one level (so Lethal to Bashing, Aggravated to Lethal). Bashing damage is not downgraded further.<br> '''Science''': As long as the character has any Shield levels, attack rolls made against them with weapons that have the Cryo, Disrupt, Inferno or Toxicity traits suffer an additional -1 penalty.<br> [[Mass:_the_Effecting |Back to main page]]<br>
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