Editing Mass: the Effecting/You Were Born For This

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The usual assumption in nWoD games is that player characters begin at the starting power level of an nWoD mortal's capabilities with their template's special abilities bolted on top. It is certainly viable to start at that level with Mass: The Effecting but you may find it more worthwhile to begin with characters who are already more experienced and proficient, with more attribute, skill and merit dots to spend. Here are our rough guidelines for possible starting points:
 
The usual assumption in nWoD games is that player characters begin at the starting power level of an nWoD mortal's capabilities with their template's special abilities bolted on top. It is certainly viable to start at that level with Mass: The Effecting but you may find it more worthwhile to begin with characters who are already more experienced and proficient, with more attribute, skill and merit dots to spend. Here are our rough guidelines for possible starting points:
  
''Recruit'': 12 Attribute dots, 22 Skill dots, 3 Specialisations and 7 Merit dots. This is the standard nWoD starting array.<br>
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''Recruit'': 12 attribute dots, 22 skill dots, 3 specialisations and 7 merit dots. This is the standard nWoD starting array.<br>
''Seasoned'': 15 Attribute dots, 26 Skill dots, 4 Specialisations, 9 Merit dots<br>
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''Veteran'': 18 attribute dots, 30 skill dots, 5 specialisations and 12 merit dots. We recommend this.<br>
''Veteran'': 18 Attribute dots, 30 Skill dots, 5 Specialisations and 12 Merit dots. We recommend this.<br>
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''Sit up and take note, Reapers'': 24 attribute dots, 40 skill dots, 7 specialisations and 20 merit dots.<br>  
''Grizzled'': 21 Attribute dots, 35 Skill dots, 6 Specialisations, 16 Merit dots<br>
 
''Sit up and take note, Reapers'': 24 Attribute dots, 40 Skill dots, 7 Specialisations and 20 Merit dots.<br>  
 
  
  
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''Batarian'': Iron Stamina, Unnerving Gaze<br>
 
''Batarian'': Iron Stamina, Unnerving Gaze<br>
 
''Drell'': Adaptation (Arid), Direction Sense, Eidetic Memory<br>
 
''Drell'': Adaptation (Arid), Direction Sense, Eidetic Memory<br>
''Elcor'': Adaptation (High-G), Enormous<br>
 
''Hanar'': Multiple Limbs, Water Breather<br>
 
 
''Human'': Natural Immunity<br>
 
''Human'': Natural Immunity<br>
''Krogan'': Iron Stamina, Iron Stomach, Natural Immunity, Quick Healer, Radiation Resistance, Strong Lungs, Toxin Resistance<br>
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''Krogan'': Iron Stamina, Iron Stomach, Natural Immunity, Quick Healer, Strong Lungs, Toxin Resistance<br>
 
''Quarian'': Technophile<br>
 
''Quarian'': Technophile<br>
 
''Salarian'': Fast Reflexes, Water Breather<br>
 
''Salarian'': Fast Reflexes, Water Breather<br>
 
''Turian'': Radiation Resistance<br>
 
''Turian'': Radiation Resistance<br>
''Volus'': Adaptation (High-G), Ammonia Breather<br>
 
 
''Vorcha'': Adaptation (any one), Natural Immunity, Quick Healer<br>
 
''Vorcha'': Adaptation (any one), Natural Immunity, Quick Healer<br>
  
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Politics<br>
 
Politics<br>
 
Science<br>
 
Science<br>
 
  
 
In the Mental category, Engineering deals with mechanical and technological hardware, while Interfacing covers computers, hacking and so forth.
 
In the Mental category, Engineering deals with mechanical and technological hardware, while Interfacing covers computers, hacking and so forth.
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Stealth<br>
 
Stealth<br>
 
Survival<br>
 
Survival<br>
 
  
 
In the Physical category, Assault subsumes the Brawl and Weaponry skills from the core nWoD system. Covert covers the skill applications that were under Larceny in the core ruleset, along with other elements of espionage and circumventing security systems. Piloting covers the control of all small vehicles, whether ground, air, sea or space, that can be meaningfully controlled by one or two people.
 
In the Physical category, Assault subsumes the Brawl and Weaponry skills from the core nWoD system. Covert covers the skill applications that were under Larceny in the core ruleset, along with other elements of espionage and circumventing security systems. Piloting covers the control of all small vehicles, whether ground, air, sea or space, that can be meaningfully controlled by one or two people.
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Socialise<br>
 
Socialise<br>
 
Subterfuge<br>
 
Subterfuge<br>
 
  
 
In the Social category, Business covers the social and mercantile know-how for running businesses, operating in the commercial world, and bartering or brokering a hard deal. Contacts consumes the role previously taken by the merit of the same name, representing your character's influence, contacts, broad knowledge of how to network and likelihood of having a suitable contact in a given situation.
 
In the Social category, Business covers the social and mercantile know-how for running businesses, operating in the commercial world, and bartering or brokering a hard deal. Contacts consumes the role previously taken by the merit of the same name, representing your character's influence, contacts, broad knowledge of how to network and likelihood of having a suitable contact in a given situation.
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A few new merits are added to reflect the different species that player characters can hail from.
 
A few new merits are added to reflect the different species that player characters can hail from.
  
 
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'''Adaptation (1 dot)'''<br>
'''Adaptation ()'''<br>
 
 
''Effect'': The Adaptation merit is specific to a particular environment that your character's physiology is suited to, such as Drell who possess Adaptation (Arid), or Vorcha who have adapted to life on a high-gravity world and possess Adaptation (High-G). Your character benefits from a +2 bonus to Survival or Stamina-based dice pools made to deal with that particular environment.
 
''Effect'': The Adaptation merit is specific to a particular environment that your character's physiology is suited to, such as Drell who possess Adaptation (Arid), or Vorcha who have adapted to life on a high-gravity world and possess Adaptation (High-G). Your character benefits from a +2 bonus to Survival or Stamina-based dice pools made to deal with that particular environment.
  
  
'''Embrace Eternity ()'''<br>
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'''Embrace Eternity (1 dot)'''<br>
 
''Effect'': Your character is able to join their nervous system and consciousness with that of another compatible living being. This can be used to share memories and experiences, and may be used for other specific purposes in the case of particular species. Asari possess this merit and use it as part of the process of reproduction; other little-known species may also possess a similar capability.
 
''Effect'': Your character is able to join their nervous system and consciousness with that of another compatible living being. This can be used to share memories and experiences, and may be used for other specific purposes in the case of particular species. Asari possess this merit and use it as part of the process of reproduction; other little-known species may also possess a similar capability.
  
  
'''Enormous (●● or ●●●●)'''<br>
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'''Radiation Resistance (1 dot)''<br>
''Effect'': Your character comes from a species that is markedly larger than most sentient species in the galaxy.  The ●● version of this merit increases your character's Size trait by 1; the ●●●● version increases Size by 2.  An enormous character could ''also'' be a giant amongst their own kind and have the Giant merit as well.
 
 
 
 
 
'''Multiple Limbs (●●)'''<br>
 
''Effect'':  Your character has a large number of gripping limbs beyond the usual count of most sentient species in the galaxy, gaining a +1 bonus to grappling dice pools and to Dexterity-based dice pools where they can put their additional limbs to use.
 
 
 
 
 
'''Radiation Resistance ()'''<br>
 
 
''Effect'': Your character possesses a natural resistance to high levels of radiation, and benefits from a +4 bonus to all Stamina-based checks made to resist the effects of radiation.
 
''Effect'': Your character possesses a natural resistance to high levels of radiation, and benefits from a +4 bonus to all Stamina-based checks made to resist the effects of radiation.
  
  
'''Unnerving Gaze (●●)'''<br>
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'''Unnerving Gaze (2 dots)'''<br>
 
''Effect'': Whether down to having too many eyes to count, a strange and haunting stare, or some other element of your character's countenance that most species find off-putting, they benefit from a +1 bonus to Intimidate or Manipulation-based dice pools when they use their appearance to pressure, hassle or distract others.
 
''Effect'': Whether down to having too many eyes to count, a strange and haunting stare, or some other element of your character's countenance that most species find off-putting, they benefit from a +1 bonus to Intimidate or Manipulation-based dice pools when they use their appearance to pressure, hassle or distract others.
  
  
'''(Substance) Breather (●●)'''<br>
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'''(Substance) Breather (2 dots)'''<br>
 
''Effect'': Your character is able to breathe in a particular substance due to gills or other more exotic adaptations, suffering no ill effects from submersion and carrying no risk of drowning. Salarians normally posses the Water Breather version of this merit, but other stranger races may be able to breath in other forms of atmosphere or fluid.
 
''Effect'': Your character is able to breathe in a particular substance due to gills or other more exotic adaptations, suffering no ill effects from submersion and carrying no risk of drowning. Salarians normally posses the Water Breather version of this merit, but other stranger races may be able to breath in other forms of atmosphere or fluid.
  
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Progressing your character as they gain experience works in the same way as the core nWoD system. Experience point costs for Archetype talents are covered in [[Mass:_the_Effecting/Hard-Won_Experience |Hard-Won Experience]].  
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Progressing your character as they gain experience works in the same way as the core nWoD system. Experience point costs for Archetype talents are covered below, in Hard-Won Experience.  
  
  
 
[[Mass:_the_Effecting |Back to main page]]<br>
 
[[Mass:_the_Effecting |Back to main page]]<br>

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