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Mass: the Effecting/You Were Born For This
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==Archetype== Your character's Archetype is, in nWoD parlance, a minor template that gives them certain abilities and determines how their starting talents are allocated, as well as how many experience points it costs them to buy new talents. Mass: the Effecting player characters possess an unusual level of expertise or capability through either their biotic potential, their combat training or their knack for tech. This is represented through a once-per-session active ability, a passive ability that is always available, and Biotic, Combat Training or Tech talents that unlock new powers and bonuses for the character. Many non-player characters in the setting will also possess some of these talents, and a few even have Archetype templates themselves. Archetypes are not intended to be limiting. A particular Archetype's name does not demand that all members of that Archetype conform to it β not all Soldiers are actual enlisted soldiers, for example β and, if you find that a suitable Archetype offers abilities that aren't suitable for your character, have a think about possible replacements to exchange them for. '''Adept (Biotic)''' Adepts are powerful biotics, able to exert mass effect fields through the practised use of the eezo nodules in their bodies. They may be scientists, soldiers or security experts but they possess a mastery of biotics that few others can rival.<br> ''Talents'': An Adept starts with 6 points of Biotic talents.<br> ''Passive β Biotic Mastery'': An Adept benefits from the 9-again rule on any Resolve + Discipline dice pools made to activate biotics.<br> ''Active β Supreme Will'': Once per session, an Adept can ignore all of the Willpower point and health point costs for one use of a biotic power.<br> '''Engineer (Tech)''' Engineers are experts, skilled practitioners of the technological marvels that permeate every aspect of life. Whether hackers, mechanics, doctors or scientists, Engineers are most in their element when able to use their skills to overcome challenges.<br> ''Talents'': An Engineer starts with 6 points of Tech talents.<br> ''Passive β Right Tool For The Job'': If an Engineer is benefiting from an equipment bonus to a Mental or Physical skill roll, that bonus is increased by +1. Note that a weapon's Damage rating, autofire or aiming bonus is not an equipment bonus.<br> ''Active β Emergency Override'': Once per session, an Engineer can recharge an expended charged programme, or swap an existing programme for another from their omni-tool's library without making a roll. Either use is a reflexive action.<br> '''Infiltrator (Combat Training/Tech)''' Infiltrators come in many forms, from government agents and spies to assassins and recon troopers. Infiltrators excel at circumventing obstacles, whether through outright stealth, social infiltration or the timely use of a hacking programme.<br> ''Talents'': An Infiltrator starts with 3 points of Combat Training talents and 3 points of Tech talents.<br> ''Passive β Espionage'': An Infiltrator benefits from the 9-again rule on Stealth and Covert dice pools.<br> ''Active β From The Shadows'': Once per session, an Infiltrator can treat an attack against an unaware target as a rote action.<br> '''Sentinel (Biotic/Tech)''' Sentinels blend biotic talent with a knack for tech, forging a versatility that serves them well no matter their vocation. Protected by a fusion of biotic and technical defences, and possessed of a keen eye, Sentinels often see success as bodyguards, law enforcers, tech specialists and scientists.<br> ''Talents'': A Sentinel starts with 3 points of Biotic talents and 3 points of Tech talents.<br> ''Passive β Bulwark'': A Sentinel treats their Shield levels as benefiting from 1 point of Armour. This does not have any of the normal penalties associated with Armour.<br> ''Active β Vigilance'': Once per session, a Sentinel may choose to automatically achieve an exceptional success on a Perception check (including checks made via a vehicle's sensors), or on any skill check using a Tech Programme to scan.<br> '''Soldier (Combat Training)''' Soldiers exemplify the best that physical and martial training can achieve. Many Soldiers are naval officers, elite troopers or spec ops commandos, but not all Soldiers are in the military β they may be mercenaries, security professionals, criminals or athletes. Some Soldiers are simply survivors or pioneers on harsh colony worlds, where a wary eye and well-honed reflexes are vital.<br> ''Talents'': A Soldier starts with 6 points of Combat Training talents.<br> ''Passive β Alertness'': A Soldier is never treated as surprised at the beginning of a combat, and can always act in the first round. They can still be ambushed, and don't necessarily know where hidden attackers are positioned.<br> ''Active β Adrenaline Rush'': Once per session, a Soldier can choose to go first in a combat. After Initiative scores have been rolled, the Soldier is moved up to 1 point above the actor with the highest Initiative score, and the Soldier gets to act first. This ability can even be used if the Soldier has been ambushed.<br> '''Vanguard (Biotic/Combat Training)''' Vanguards fuse the physical with the biotic, achieving a mastery of their body and mind that is reinforced with their control of mass effect fields. Vanguards are often shock troopers, martial artists, explorers or participants of any other very physical vocation or hobby.<br> ''Talents'': A Vanguard starts with 3 points of Biotic talents and 3 points of Combat Training talents.<br> ''Passive β Synergy'': A Vanguard's use of mass effect fields in synergy with their body grants them a +2 bonus to Speed, Initiative and to the Damage rating of unarmed melee attacks.<br> ''Active β Shrug It Off'': Once per session, a Vanguard may ignore all damage to their health points from one attack that would otherwise damage them β any damage to Shield points is taken as normal.<br>
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