Difference between revisions of "NWod Mass Effect/Archetype Merits"

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==Biotics==  
 
==Biotics==  
  
Split into Distortion, Integration and Kinetics.
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Split into Distortion, Integration and Kinetics. Every dot in a Discipline unlocks a single power from it, and uses of any power under a Discipline are at Resolve + Discipline rating. Player gets to choose what power(s), there's no 'ladder'.
  
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.
 
  
'''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.
+
===Distortion===
  
'''Integration''' is personal barriers of different kinds, AoE shields, Stasis and the Vanguard-style charge.
+
'''Warp'''
  
'''Kinetics''' is Push/Throw/Slam, the general telekinesis power, and personal TK - slowfalls or even limited flight.  
+
A basic biotic attack. Intention here is something that is a) worth using rather than a gun under some circumstances but not all while b) works to give a different flavour than a regular shooting attack. Key aspects of the power that I want to emulate are good against armour and explodes when hits a biotic effect.
  
 +
Works as a ranged attack (range to be decided – something mid-ranged I think) using an attack pool of Resolve + Distortion. Damage is Resolve in lethal levels, ignoring Armour. However, Warp half damage against a target with any levels of Shields remaining, although it works fine against biotic Barriers.
  
==Tactics==
+
Successes on the attack roll do not add to damage. Instead, if Warp is used against a target already undergoing a biotic effect there's an explosion of radius equal to successes rolled in yards, dealing damage equal to Resolve to anyone in the radius.
 +
 
 +
''Cost'': 1 level of bashing damage
 +
 
 +
 
 +
'''Reave'''
 +
 
 +
A single-target crippling attack. Not interested in emulating the damaging effects of Reave – would rather go with the crippling emphasis.
 +
 
 +
Works as a mid-ranged power but rather than an attack roll it's an opposed roll of Resolve + Distortion vs target's Stamina. Failure means that the target suffers wound penalties as if they had their boxes filled out (ie -3 – note that this isn't cumulative if the target is already suffering wound penalties). Effect lasts for a number of rounds equal to Resolve.
 +
 
 +
''Cost'': 1 level of bashing damage
 +
 
 +
 
 +
'''Singularity'''
 +
 
 +
An AoE penalty-applier. Singularity as per the computer game is too potent for this, really; instead, consider the gravity effect of the spacetime distortion to be a very strong pull but not a yank-off-floor strength power.
 +
 
 +
Mid-ranged (or maybe short-ranged?) power. Pick your target point and roll Resolve + Distortion; result is number of rounds it lasts. Affects an area Resolve x 5 yards in radius. Anyone in area must make a Strength + Athletics test against 'defence' of biotic's Resolve to move in any direction other than towards the middle, successes are number of yards they can go. Everyone in area gets pulled 5 yards towards middle every round.
 +
 
 +
''Cost'': 1 point of Willpower
 +
 
 +
 
 +
'''Scramble'''
 +
 
 +
A close-range AoE thrashing tangle of gravitic pulses. This is a personal defence/close assault power.
 +
 
 +
Affects an area of Resolve x 3 yards radius around the biotic. Roll Resolve + Distortion to see how many turns the power lasts. Inflicts a -2 penalty to Speed and on all attack rolls and Athletics rolls made by anyone other than the biotic in the area of effect.
 +
 
 +
''Cost'': 1 point of Willpower.
 +
 
 +
 
 +
'''Haze'''
 +
 
 +
A 'barrier' type of power actually caused by intense mass effect distortions in a shell.
 +
 
 +
Affects an area Resolve x 5 yards in radius. Roll Resolve + Distortion – the effect lasts for a number of rounds equal to successes. Anyone attempting to perceive (hearing, sight or any other form of sense, including radar etc) suffers a penalty to all rolls to do so equal to the biotic's Resolve – and indeed need to make such rolls in the first place. To the outside world, the barrier haze looks like warped, shimmering glass.
 +
 
 +
''Cost'': 1 level of bashing damage.
 +
 
 +
 
 +
===Integration===
 +
 
 +
 
 +
 
 +
===Kinetics===
 +
 
 +
A note here – unlike in the Mass Effect games, the effects that grab people do not render them totally helpless and limp (that kind of total neutralisation is the realm of Stasis). They can still move, look around, shout and, indeed, try to aim and pull a trigger while flailing around (for appropriate penalties of course).
 +
 
 +
There will be some extra modifiers for using these on really big and heavy things.
 +
 
 +
 
 +
'''Lift'''
 +
 
 +
The basic screw-someone-over Kinetic technique. Grab someone, pull them up into the air; the key thing about this power is that, as with Lift and Pull, it's a focus on using mass effect fields to get someone up and hold them rather than applying biotics to intense force.
 +
 
 +
Affects a single target at mid-range. Roll Resolve + Kinetics (with a penalty equal to the number of Shield/Barrier health levels the target currently has) to lift the target a number of yards equal to successes. A gentle drift can be applied to the target as they are lifted, so they will move 1 yard per round in a particular direction. The power can be maintained for a number of turns equal to biotic's Resolve.
 +
 
 +
''Cost'': 1 level of bashing damage.
 +
 
 +
 
 +
'''Throw'''
 +
 
 +
Applied force. This power can also be used to pick up heavy things and throw them at people.
 +
 
 +
Affects a single target at mid-range. Roll Resolve + Kinetics (penalty for remaining Shield/Barrier levels again) to hurl the target successes x 5 yards distance (and dealing bashing damage equal to successes if the target ends up impacting into something, maybe lethal damage if they're thrown into something really vicious). Target must make a Dexterity + Athletics check to recover and avoid knock-down, with a penalty to the dice pool equal to the Biotic's Resolve.
 +
 
 +
If used to chuck stuff at people, it's basically a ranged attack dealing bashing (generally) damage equal to successes. Bigger, heavier stuff is a penalty to the attack roll but may add one or two levels of damage.
 +
 
 +
Using Throw on someone already under the effect of a mass effect field (ie Glide or Lift) = added hilarity. Get some bonus dice or throw them further or something.
 +
 
 +
''Cost'': 1 level of bashing damage.
 +
 
 +
 
 +
'''Slam'''
 +
 
 +
And here's a Kinetic direct-damage power, using a quick bit of finesse with very powerful mass effect fields to pick up and slam the target into something very hard indeed. Similar end-effect to Warp, really; let's make this one more costly (a Willpower point) for a slightly bigger package of stuff (potential higher damage and prone). Makes Slam better against unarmoured targets, whereas Warp comes into its own vs Armoured and Barrier'd targets.
 +
 
 +
Affects a single target at short range. Roll Resolve + Manipulation (penalty for remain Shield/Barrier levels again) as a ranged attack roll, dealing Resolve in lethal levels of damage and leaving the target prone. Note that unlike Warp, successes do add to damage.
 +
 
 +
''Cost'': 1 Willpower point.
 +
 
 +
 
 +
'''Shockwave'''
 +
 
 +
A pseudo-AoE effect. We've got a weird design space here to manoeuver in as we've already covered the knockdown effect with Slam and Throw, and want to avoid too much repetition on a theme.
 +
 
 +
Sends out an AoE pulse in one direction, range of Resolve x 5 yards and 5 yards wide. Roll Resolve + Manipulation once and apply the results against Strength rolls for every target with no Shields/Barriers in the area; any targets beaten are knocked down. Shielded/Barriered targets take 1 point of damage against their defences as a the kinetic strike assails them.
 +
 
 +
''Cost'': 1 Willpower point
  
Split into Assault, Command, Firepower and Resilience.
 
  
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.
+
'''Glide'''
  
'''Assault''' is the Adrenaline Rush / charging / short range mayhem / reflexes / fitness collection of powers.
+
This is the slowfall/semi-flying shown by a few biotics – the power of Manipulation applied to the self from an 'outward' technique, rather than the inner strengthening of Integration. This one will be straightforwards.
  
'''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.
+
Roll Resolve + Manipulation; this is the number of turns the biotic can slowfall for, at any speed below that of normal falling speed. They can move sideways in any direction up to their Resolve in yards per turn, as long as they continue to have some downward velocity.
  
'''Firepower''' is self-explanatory - suppressive fire, picking out weak-spots, laying down crossfires and generally offering gun-based battlefield control.  
+
For a -3 penalty to the roll, the biotic can choose to glide up to Resolve yards per turn in any direction instead of just slowfalling.
  
'''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.
+
''Cost'': 1 level of bashing damage.
  
  
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'''Science''' gives you unstable materials use - ie the Incinerate & Cryo type powers - alongside enhanced scientific analysis capabilities.
 
'''Science''' gives you unstable materials use - ie the Incinerate & Cryo type powers - alongside enhanced scientific analysis capabilities.
  
 +
 +
==Training==
 +
 +
Split into Assault, Command, Firepower and Resilience.
 +
 +
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.
 +
 +
'''Assault''' is the Adrenaline Rush / charging / short range mayhem / reflexes / fitness collection of powers.
 +
 +
'''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. 
 +
 +
'''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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Revision as of 11:44, 18 February 2012

Archetype Merits

Rough ideas for the different Archetype Merits.


Biotics

Split into Distortion, Integration and Kinetics. Every dot in a Discipline unlocks a single power from it, and uses of any power under a Discipline are at Resolve + Discipline rating. Player gets to choose what power(s), there's no 'ladder'.


Distortion

Warp

A basic biotic attack. Intention here is something that is a) worth using rather than a gun under some circumstances but not all while b) works to give a different flavour than a regular shooting attack. Key aspects of the power that I want to emulate are good against armour and explodes when hits a biotic effect.

Works as a ranged attack (range to be decided – something mid-ranged I think) using an attack pool of Resolve + Distortion. Damage is Resolve in lethal levels, ignoring Armour. However, Warp half damage against a target with any levels of Shields remaining, although it works fine against biotic Barriers.

Successes on the attack roll do not add to damage. Instead, if Warp is used against a target already undergoing a biotic effect there's an explosion of radius equal to successes rolled in yards, dealing damage equal to Resolve to anyone in the radius.

Cost: 1 level of bashing damage


Reave

A single-target crippling attack. Not interested in emulating the damaging effects of Reave – would rather go with the crippling emphasis.

Works as a mid-ranged power but rather than an attack roll it's an opposed roll of Resolve + Distortion vs target's Stamina. Failure means that the target suffers wound penalties as if they had their boxes filled out (ie -3 – note that this isn't cumulative if the target is already suffering wound penalties). Effect lasts for a number of rounds equal to Resolve.

Cost: 1 level of bashing damage


Singularity

An AoE penalty-applier. Singularity as per the computer game is too potent for this, really; instead, consider the gravity effect of the spacetime distortion to be a very strong pull but not a yank-off-floor strength power.

Mid-ranged (or maybe short-ranged?) power. Pick your target point and roll Resolve + Distortion; result is number of rounds it lasts. Affects an area Resolve x 5 yards in radius. Anyone in area must make a Strength + Athletics test against 'defence' of biotic's Resolve to move in any direction other than towards the middle, successes are number of yards they can go. Everyone in area gets pulled 5 yards towards middle every round.

Cost: 1 point of Willpower


Scramble

A close-range AoE thrashing tangle of gravitic pulses. This is a personal defence/close assault power.

Affects an area of Resolve x 3 yards radius around the biotic. Roll Resolve + Distortion to see how many turns the power lasts. Inflicts a -2 penalty to Speed and on all attack rolls and Athletics rolls made by anyone other than the biotic in the area of effect.

Cost: 1 point of Willpower.


Haze

A 'barrier' type of power actually caused by intense mass effect distortions in a shell.

Affects an area Resolve x 5 yards in radius. Roll Resolve + Distortion – the effect lasts for a number of rounds equal to successes. Anyone attempting to perceive (hearing, sight or any other form of sense, including radar etc) suffers a penalty to all rolls to do so equal to the biotic's Resolve – and indeed need to make such rolls in the first place. To the outside world, the barrier haze looks like warped, shimmering glass.

Cost: 1 level of bashing damage.


Integration

Kinetics

A note here – unlike in the Mass Effect games, the effects that grab people do not render them totally helpless and limp (that kind of total neutralisation is the realm of Stasis). They can still move, look around, shout and, indeed, try to aim and pull a trigger while flailing around (for appropriate penalties of course).

There will be some extra modifiers for using these on really big and heavy things.


Lift

The basic screw-someone-over Kinetic technique. Grab someone, pull them up into the air; the key thing about this power is that, as with Lift and Pull, it's a focus on using mass effect fields to get someone up and hold them rather than applying biotics to intense force.

Affects a single target at mid-range. Roll Resolve + Kinetics (with a penalty equal to the number of Shield/Barrier health levels the target currently has) to lift the target a number of yards equal to successes. A gentle drift can be applied to the target as they are lifted, so they will move 1 yard per round in a particular direction. The power can be maintained for a number of turns equal to biotic's Resolve.

Cost: 1 level of bashing damage.


Throw

Applied force. This power can also be used to pick up heavy things and throw them at people.

Affects a single target at mid-range. Roll Resolve + Kinetics (penalty for remaining Shield/Barrier levels again) to hurl the target successes x 5 yards distance (and dealing bashing damage equal to successes if the target ends up impacting into something, maybe lethal damage if they're thrown into something really vicious). Target must make a Dexterity + Athletics check to recover and avoid knock-down, with a penalty to the dice pool equal to the Biotic's Resolve.

If used to chuck stuff at people, it's basically a ranged attack dealing bashing (generally) damage equal to successes. Bigger, heavier stuff is a penalty to the attack roll but may add one or two levels of damage.

Using Throw on someone already under the effect of a mass effect field (ie Glide or Lift) = added hilarity. Get some bonus dice or throw them further or something.

Cost: 1 level of bashing damage.


Slam

And here's a Kinetic direct-damage power, using a quick bit of finesse with very powerful mass effect fields to pick up and slam the target into something very hard indeed. Similar end-effect to Warp, really; let's make this one more costly (a Willpower point) for a slightly bigger package of stuff (potential higher damage and prone). Makes Slam better against unarmoured targets, whereas Warp comes into its own vs Armoured and Barrier'd targets.

Affects a single target at short range. Roll Resolve + Manipulation (penalty for remain Shield/Barrier levels again) as a ranged attack roll, dealing Resolve in lethal levels of damage and leaving the target prone. Note that unlike Warp, successes do add to damage.

Cost: 1 Willpower point.


Shockwave

A pseudo-AoE effect. We've got a weird design space here to manoeuver in as we've already covered the knockdown effect with Slam and Throw, and want to avoid too much repetition on a theme.

Sends out an AoE pulse in one direction, range of Resolve x 5 yards and 5 yards wide. Roll Resolve + Manipulation once and apply the results against Strength rolls for every target with no Shields/Barriers in the area; any targets beaten are knocked down. Shielded/Barriered targets take 1 point of damage against their defences as a the kinetic strike assails them.

Cost: 1 Willpower point


Glide

This is the slowfall/semi-flying shown by a few biotics – the power of Manipulation applied to the self from an 'outward' technique, rather than the inner strengthening of Integration. This one will be straightforwards.

Roll Resolve + Manipulation; this is the number of turns the biotic can slowfall for, at any speed below that of normal falling speed. They can move sideways in any direction up to their Resolve in yards per turn, as long as they continue to have some downward velocity.

For a -3 penalty to the roll, the biotic can choose to glide up to Resolve yards per turn in any direction instead of just slowfalling.

Cost: 1 level of bashing damage.


Tech

Split into Engineering, Interface, Medicine & Science.

Tech builds off skills. Using Tech Merits generally either requires a skill roll (ie Science rolls for the Science Merits) or affects an 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. 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.

Medicine obviously boosts healing for yourself & others, as well as toxin stuff.

Science gives you unstable materials use - ie the Incinerate & Cryo type powers - alongside enhanced scientific analysis capabilities.


Training

Split into Assault, Command, Firepower and Resilience.

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.

Assault is the Adrenaline Rush / charging / short range mayhem / reflexes / fitness collection of powers.

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.

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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