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− | =Archetype Merits=
| + | This is now defunct. Please see [[Mass:_the_Effecting |Mass: the Effecting]]. |
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− | Rough ideas for the different Archetype Merits:
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− | '''Tactics''': Split into Command, Assault, Firepower and Resilience.
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− | Tactics is basically new capabilities or boosts to skills. It doesn't rely on skill rolls to use. Each dot of a particular Tactics Merit basically unlocks another option from that Merit's list, ie someone with Command 2 generates two bonus dice per scene that can be spent in two different ways that he's picked off a list.
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− | Command basically offers bonus dice that can be used by the entire squad in increasingly varied ways as the character gets more dots in the Merit - mostly combat-focused, obviously. Assault is the Adrenaline Rush / charging / short range mayhem / reflexes / fitness collection of powers. Firepower is self-explanatory - suppressive fire, picking out weak-spots, laying down crossfires and generally offering gun-based battlefield control. Resilience is again self-explanatory, the Merit tree that lets a fighter be a triple-hard bastard - get more out of armour, extra health levels, fighting on despite grievous wounds etc.
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− | '''Tech''': Split into Engineering, Interface, Science & Medicine.
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− | Tech builds off skills. Using Tech Merits generally either requires a skill roll (ie Science rolls for the Science Merits) or affects an
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− | existing skill roll (ie a Merit that gives you 9-again on Medicine rolls). Again, each dot lets you pick a particular power out of that Merit, so a three-dot Engineering Merit might grant Overload, Shield Boost and Vehicle Expert powers.
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− | These are mostly self-explanatory; they also include more non-combat options than the Tactics skills. Engineering includes various shield-boosting and -breaking, gear-based enhancements, etc. Interface gives you hacking-on-the-fly to bork peoples' comms or subvert robots, research-boosters, etc. Science gives you unstable materials use - ie the Incinerate & Cryo type powers - alongside enhanced scientific analysis capabilities. Medicine obviously boosts healing for yourself & others, as well as toxin stuff.
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− | '''Biotics''': Split into Distortion, Integration and Manipulation.
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− | Biotics runs off Resolve + Merit Dots in the relevant merit. Having dots in a particular discipline gives you access to all that discipline's capabilities but you may not be all that great at them if you only have a dot or two, and some will be harder than others. Biotics use generally requires an activation roll, and can come with significant costs, but also tend to be quite potent.
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− | Distortion is Warp, Reave et al - the powers that fuck you up, as well as a few possibilities for stuff that wouldn't work in the computer game. Integration is personal barriers of different kinds, AoE shields, Stasis and the Vanguard-style charge. Manipulation is Push/Throw/Slam, the general telekinesis power, and personal TK - slowfalls or even limited flight.
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− | [[NWoD_Mass_Effect |Back to main page]]<br>
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