Showing posts with label Mass Effect. Show all posts
Showing posts with label Mass Effect. Show all posts

Sunday, February 17, 2013

Mass Effect Rogue Space Wrap-Up

A rogue Geth, a Quarian, and a Turian walk into a bar...
There was a bit of a hiatus but just last night the boys and I wrapped up our roleplaying game of Mass Effect using the excellent Rogue Space rules.

I've talked about Rogue Space  quite a bit in the past, but to reiterate here; it's a great game.  It's put out by a gamer just like us, is dirt cheap, and let's you hit the table fast and furious without a lot of being bogged down by the rules.  Check it out here.  I would also be remiss if I did not mention the excellent, fan-assisted source material that SeƱor Swenson has been cranking out for Rogue Space found here.

Anyway, this was a short story arc of a campaign, just something to get the players into some sci-fi dice rolling.  I think it lasted three nights all told?  Rumor has it those knuckleheads over at Minions of the Monster Master have some actual play episodes of the game.  It concluded on an open-ended note, so there's definitely room in the future for more adventures of the crew.  Below are some eye-candy shots for the players to put a visual with some of the things they encountered last night.

Above we have the Normandy, which was blown up in our game mind you, and in the distance is the massive Citadel.  The Citadel was found tech left over by an ancient alien race.  It is seat to the galactic council, the four races that make up said council being the four races that stumbled upon it.  It's not just a space station, it's huge, small moon-sized huge.

This is a mass relay, also left behind by the same ancient aliens who built the Citadel, presumably.  These mass relays are all over the galaxy and make FTL travel between systems possible.  Without these, galactic expansion would not be nonexistent.

credit goes to "Raven" over at the Mass Effect Universe forums for this image
Finally we have the Voidbat.  As I mentioned, I blew up the Normandy in the game.  I wanted the group to start off on the same path as the main character from the videogame series, but didn't want them stuck to it.  What's a crew without a ship?  So here we a have a modestly sized, modestly armed vessel of Turian design and manufacture.  The group had three working options at the starport to commandeer and escape the planet; a huge and slow Salarian cargo hauler "Swollen With Nutrients", a fast and tiny Batarian attack fighter "Seeker of Woe", and this one which was a nice compromise between the first two. 

We set out what we planned on, a short little sci-fi RPG romp in a fun universe.  There are no plans at this time to return, but anything is possible.  If we do, there's a ship and plenty of source material ready to roll.  Until next time, enjoy!

Wednesday, May 23, 2012

MERS: Weaponry


Probably one of the easiest conversions so far for Mass Effect Rogue Space has been in the weapons department. In the Rogue Space rulebook there is a very large selection of weapons, both melee and ranged. I just took the ME equivalent, figured out which Rogue Space gun was the closest in scope, and mashed up the two with some minor tweaks as needed. If you haven't figured out by now, I take the laid back approach to conversion, not the "easy" route mind you, just not the "going to reinvent the wheel from scratch" route either.

Stat blocks for Rogue Space weapons are fairly straight forward as well. As for ammo, since everything in the ME universe seems to run off of thermal clips, we will just keep track of how many rounds a particular gun holds, then reload with these universal thermal clips.

M-3 Predator Pistol: DAM (L), Range (M), Ammo (12)

Manufactured by Elanus Risk Control, the Predator is valued as a powerful, deadly, and relatively inexpensive weapon. While it is not generally deployed in the military, due to commonality of kinetic barriers, it’s still very popular in the Terminus Systems where these defenses are less common.

M-5 Phalanx Heavy Pistol: DAM (M), Range (S), Ammo (15)

The M5 Phalanx is the product of the Alliance's Offensive Handgun Project that developed a close-in weapon to be used on armored or shielded targets with no loss of stopping power in comparison to the soldier's assault rifle. The Phalanx enjoys a ballistics advantage even over most "hand cannons" and features an integral laser sight which is highly visible even in bright lighting conditions.

M-23 Katana Shotgun: DAM (M), Range (M), Ammo (5)

Common military shotgun. Deadly at short range, but ineffective at long range. Very effective versus shields and biotic barriers, but weak versus armor. Manufactured by Ariake Technologies, the Katana is a common mercenary weapon.

M-92 Mantis Sniper Rifle: DAM (M), Range (L), Ammo (5)

Manufactured by Devlon Industries, the Mantis is primarily used by police and planetary militia groups. The prevalence of kinetic barriers has made this weapon less popular with the military, but it is used more frequently in the Terminus systems where these defenses are less common.

M-4 Shuriken Machine Pistol: DAM (L), Range (M), Ammo (24)

As kinetic barriers have grown in popularity, so has the popularity of submachine guns. Manufactured by the Elkoss Combine, the Shuriken machine pistol has a reputation for being deadly and easy to use, but is weak against armor.

Krogan Combat Axe: Damage (M), Range (Melee)

The Krogan combat axe is both a ceremonial symbol as well as a devastating hand-to-hand weapon. Made of modern synthetic polymers and carbides, it is able to penetrate the toughest of armored opponents, especially with the full strength of a Krogan behind it.

Combat Knife: DAM (L), Range (S)

The standard combat knife comes in many forms but the premise is universally the same; it slices, it dices. Often carried as part of the soldier's kit, the combat knife is useful as a tool, a hand-to-hand weapon, and more. In the right hands it can also be used as a thrown weapon, albeit with a severely limited range.

Across the Mass Effect franchise there are dozens of rifles, pistols, and more. On top of that you further modify your weapons with all manner of additional equipment like scopes, barrels, heat sinks, and more. Then there's a half dozen different ammo loads to boot. Needless to say, this only scratches the very tip of the iceberg when it comes to ME weapon conversions. It's enough to get the troopers, err, players started however, and once they start bagging some Geth they'll get upgrades I'm sure. Speaking of Geth, next time we will look at putting these bad guys on paper to duke it out with the NPCs.

Monday, May 21, 2012

MERS: Krogan, Quarian, and Batarians


Today we're going to look at playable alien options for Rogue Space in the Mass Effect universe. In addition to the above three alien races, the obvious fourth option is good ole human. Races in Mass Effect are broken down into two categories; those aligned with the Citadel Council, and those who are not (for a variety of reasons). Here's a great wiki link detailing them. If you're in with the council you're pretty much with the "in" crowd and enjoy the greatest freedoms and privileges across controlled space. If you're not a council race however you're going to find suspicion, profiling, and sometimes outright hostility levied your way.

For the type of campaign I am hoping to craft I opted to put the 'rogue' in Rogue Space. Much like the crew of the Serenity, I'm hoping my players will tend towards the fringe, making due with whatever odd jobs that come along regardless of what side legality those jobs fall on. Of course I couldn't help but stack the deck with Krogan (savages), Quarians (techno-thieves), and Batarians (terrorists). All unjust stereotypes, true, but perhaps there's a grain of truth to them? Alien races in Rogue Space just come with a few tweaks and starting perks, of course the big in-game difference is that you're playing an alien.

Krogan: Gain +2 HP and +1 Fight at character creation in addition to starting class attributes. Krogan have the Headbutt ability, allowing them to make one headbutt attack per encounter. A successful hit deals a massive 2d6 points of physical damage.










Quarian: Gain +1 Scientific at character creation in addition to starting class attributes. Quarians have the Bypass ability, giving them a +2 situational modifier when attempting to access, alter, or bypass electronic and computer devices. It should be noted that Quarians have to exist inside an environmental vacc-suit. To keep things simple in-game this will be a player constraint in terms of roleplaying instead of an actual (and potentially fatal) game mechanic.



Batarian: Gain +1 Acquiring at character creation in addition to starting class attributes. Batarians have the Far Shot ability, allowing them to gain +1 to hit when firing at Long range and +2 to hit at Far Range, offsetting ATK modifiers to a degree.

Given how many viable races are still out there, there's a lot more room to add these to the list. I personally would like to see Drell, Turian, and Volus thrown into the mix. Although they didn't make the cut as a starting PC race (all Council races were off-limits) there's no reason I won't be statting them up in the future. Next time around we're going to look at Rogue Space stats for Mass Effect weaponry. Until then, enjoy!

Saturday, May 19, 2012

MERS: Classes, Biotics, and Engineering.


MERS = Mass Effect Rogue Space. Know it, love it.

Our second roleplaying session set in the Mass Effect universe and using the Rogue Space rules is scheduled for this evening. To that end it's high-time I started putting out the material I've cranked out to help facilitate the marriage of these great rules and fantastic setting. Before tackling races however we're going to look at the classes of Rogue Space and how we can mash those up with the classes of Mass Effect. For many of my MERS conversions I look to the multiplayer part of ME3 because it's boiled down and streamlined.

There are three classes in Rogue Space; warrior, rogue, and technician. Just to keep more in line with ME sounding terms I simply changed their names to soldier, scoundrel, and engineer. There is benefit to what class you play in the form of how many hit points you start with and a bonus skill point to one of their abilities. These three classes, other than a name change, remain mechanically the same.

Rogue Space also has optional rules for Psionics, however these aren't a Mass Effect staple. ME has something just as good however and can be implemented with little effort; biotics. The term biotics refers to the ability for some lifeforms to create mass effect fields using Element Zero nodules embedded in body tissues. These powers are accessed and augmented by using bio-amps. Biotic individuals can knock enemies over from a distance, lift them into the air, generate gravitational vortices to tear obstacles or enemies apart, or create protective barriers.

Biotic mechanics are simple and operate almost identical to Rogue Space's core psionic mechanics. I tried to give most of the players at least one biotic power too, since its so prevalent in the videogame. Below are the mechanics and the powers I've selected for use:


Using Biotics: Roll 2d6, plus Empathy score, vs. TN. May ‘push’ biotics by expending HP, whether or not it is successful. To retry a failed power in the same turn costs 1HP, or to boost an attempt spend 1HP per point added to the roll.

  • Warp: You create a rapidly shifting mass effect field to hurl at the target, effectively tearing it apart. Range is M and damage depends on field intensity and TN: L (TN7), M (TN9), V (TN11), 2d6+2 (TN13) *basically it's a ranged attack
  • Barrier: You surround yourself with a high-gravity mass effect field, strengthening your current shields or providing them for those without. Effect lasts until bonus shield strength is depleted. TN: L (TN7), M (TN9), V (TN11), 2d6+2 (TN13) *bonus shield strength is depleted once you have taken damage equal to the bonus shield points generated
  • Pull: You use Pull to generate a mass-lowering field, moving your target around the battlefield. Your TN determines how far the target is moved: one space (TN7), two spaces (TN9), three spaces (TN11), four spaces (TN13) *spaces defined here are specific to your game whether it's on a grid map, represented in inches, in-game feet, or what have you
In the videogame there is little mechanical difference between hurling biotics at the enemy and using tech-based powers against the enemy. To that end Technician skills are handled almost exactly like Biotics. Losing hit points when "pushing" your powers here represents the extra strain and surge feedback when performing these maneuvers.

Using Engineering: Roll 2d6, plus Scientific score vs. TN. May ‘push’ Engineering by expending HP, whether or not it is successful. To retry a failed power in the same turn costs 1HP, or to boost an attempt spend 1HP per point added to the roll.
  • Combat Drone: You spawn a tech drone that draws enemy fire and can electronically stun targets and/or damage their shields. Your TN determines how powerful the drone is: MV is equal to half that of the user (TN7), MV equal to user (TN9), MV equal to user plus two and can fire (L) damage at (S) range (TN11), as before but will short out target shields upon successful hit (TN13) *I patterned this power dort of after the 'summon animal' psionic power, but it obviously has more bite to it, obviously at low-powered levels it's just a recon drone but as your TN gets higher it begins to acquire offensive capabilities
  • Incinerate: You fire a high-explosive plasma round from your Omni-tool at your target inflicting immediate and lingering damage. Range is L and ignores 50% or lower cover defense. Lingering damage and effectiveness depends on your TN. 2kL and d2 lingering damage for one round (TN7), 1d6 and d4 lingering damage for two rounds (TN9), 2dH and d4 lingering damage for three rounds (TN11), 2d6+2 and d6 lingering damage for three rounds (TN13) *Another ranged attack where you are the point of origin
So there you have the classes of MERS, and the powers associated with both Biotics and Engineering. There's a lot more powers to choose from that can be converted for future use. In the next installment we're going to look at what playable races there are to pick from and what special racial abilties they may bring with them to the table. Until then, enjoy!

Thursday, May 17, 2012

Thor's Day Hero: Tali'Zorah nar Rayya


In the game Mass Effect you can pick and choose your away team, customizing their stats along the way. For me, there was never a mission I didn't take the Quarian super-tech, Tali'Zorah along with me. There's a lot of neat things about this character, starting with her awesome accent of course. Secondly, she's from a nomadic fleet of ships that serves as her mobile homeworld. It's a sealed, sterile environment which has forced her to always be donned in a high-tech sort of hazmat suit.

Even though you never see her face, she never takes her suit off, there's a bit of a romantic hook thrown in there too. So she's an alien with a hot accent, a strong female character, and good with pistols, shotguns, and all manner of machines. Yup, she's a Thor's Day Heroine all right.

Tuesday, May 15, 2012

Mass Effect Rogue Space...Stuff


Thankfully I've brought Rucht on board here at Mik's Minis because let's face it, my own content has been somewhat slim lately. I do have content in the works though, and it goes by the name of Mass Effect Rogue Space. Really I should put Rogue Space first, since that's the engine, but then I couldn't do the anagram MERS, which Rogue Space is known to do!

So, I've got conversion material already finished that I need to post here. It's done, and it's been used in one game already, the next game is due up this Saturday. Here's the material I've got to get out and into your hands:
  • Playable Races (Krogan, Quarian, and Batarian)
  • Weapons (Shuriken pistols, Mantis sniper rifles, and more)
  • Enemies (Geth, Geth, more Geth, and a Husk or two)
  • Adventure conversion from in-game storylines
So that's off the top of my head, there may be more. Also remember to check out the official Rogue Space site as well for the rules. The reason I went with Rogue Space is because it is elegantly quick and easy, and gets you into the game with little fuss making your own conversions a snap to implement. Rock on.

Saturday, March 24, 2012

Mass Effect Comes to an End


I haven't posted a lot of videogame reviews as of late, but why not some Mass Effect 3 action? Considering all of the 'hooplah' surrounding some aspects of it I felt it aprapos. Also, considering the CEO of Bioware recently asked for this very thing, well now I'm obligated. And I've gotta say, I really applaud them for this. They didn't have to hone up to the public outcries, they could've stuck to their guns and defended their hard work.


First and foremost, you don't play the third game in a series without playing the first two. You can get by with some other titles by doing this but Mass Effect is a story, it's a continuous arc starring you as the main character, building off the decisions you make each game. Admittedly, if you want the whole experience, play the first two, but you can really get by with just playing the second one first, there's a lot of hooks in ME2 that directly play into the third one, plus the second installment may be the best of the series.

And there's the rub. Mass Effect 3 is a good game, it's an awesome game really and has some of the biggest in-game decisions to date. It just doesn't measure up in the end. A lot of the exploration has been simplified, which may not have been everybody's bag but I miss it greatly. The action sequences are awesome, while they're happening, but they're a bit too few. If you get into the complete immersion of the game as I do, for every ten minutes of action you're looking at twenty minutes or more of downtime while you run around doing all the dialogue options with your crew and other NPC's as well as upgrading/fiddling with all of your paper-doll options and weapon enhancements.

If you've done your time in the trenches, imported the same character for the past five years, and want to have one last romp...you'll play this game. Chances are you'll like it quite a bit. As for the "controversies", well take them or leave them. One such quibble is the Prothean DLC content that came out the same day. Same day DLC contents is kind of a slap in the consumers' face, I just plopped down sixty bucks but you want another ten for exclusive content? On the same day? It could've been rolled up into the game if it was that finished in development right?


It's the ending that has prompted the internet firestorm. A lot of really good points have been made and through all the noise there is a clearly thought-out rationale behind the criticisms. It was a very contrived ending with three "choices" but each one is so incredibly similar that it doesn't matter which choice is made. And that's the other issue I take with it, with all the choices and freedoms and options you make as a character over three titles and five years the ending takes none of that into account whatsoever. What was the point of all the great game moments if none of it has any impact in the end. You make this character by your actions, no two "Commander Shepards" are the same, yet a generic ending that doesn't make a lot of sense seems to suffice? No, it was inadequate given everything that preceded it.

When it's all said and done I'd give ME3 a 7/10 stars, ME2 on the other hand I'd give an 8.5/10 stars. Sure it's all opinion, but the second one just felt more solid, was more immersive, and didn't completely disregard every action you've had a hand in since the beginning for a contrived ending.

Saturday, June 27, 2009

Thursday, December 25, 2008

Season's Greetings


A little Mass Effect for your holiday tidings...

It's that time of year again, whether it's Christmas, Chanukah, Kwanzaa, or just merely time off from work, I hope it's a good one for you and yours. I promised myself I'd get some work done, some video gaming in, some terrain built, and some miniature painting done while on break...err, so far not so good, haha...


Andrew Colunga's "Monster Claus"

Monday, October 27, 2008

Mass Effect


I'm on the second play-through of Bioware's Mass Effect, and I figured it'd be high time to review it here. Mass Effect has been out for some time, but I only recently came by a copy, and have been playing it whenever free time presents itself. For most games, I am overly methodical; I can take a game that might take twenty hours to beat and turn it into a fifty hour game easy. Usually I explore every nook and cranny, talk to every NPC, run every side mission and quest given to me, and run through my item inventory nonstop. If you're that kind of player, then this game has your number, because you can do all of the above...and more.


It is a combat oriented game, but where it may look like a shooter, it is most certainly a RPG through and through. It has a somewhat engaging storyline that makes you take note and eagerly await the next chapter...or plot twist. It also sports some impressive voice acting, which goes a long way in a video game. Two of the actors of note that come to the top of my head are Keith David and Seth Green. Star Trek vixen, Marina Sirtis has a role, and "Bishop" from one of my all-time favorite movies, Aliens, is also in there. Voice acting, along with an engaging story, great visuals (not stunning mind you, but good nonetheless) and memorable bad guys (see Saren above) make for a great overall experience. You've got an absolute ton of character creation options and classes, as well as a custom visualizer where you can represent your character in almost any size, shape, and shade you want. You'll acquire a team of humans and aliens to take with you on missions as well, and outfitting these guys 'n gals, choosing which complement your character the best, is half the fun.


Although it is an RPG, there is a lot of combat too, so much combat at times I was hoping the game would make up its mind; be a shooter, or be an RPG. Next to the Halo 3 engine, it pales in comparison, but that's not exactly fair since the two games really are separate genres. The flip side to this is that if you're not the mega-hardcore twelve year old button masher, you won't have your butt handed to you every combat, and can enjoy a frenetic firefight without having a nervous breakdown or throwing your controller at the television.


What really puts this ahead in the RPG department is the use of dialogue trees, shown above. Throughout the game your interactions with NPC's take place using this mechanic, and different choices do make a difference in how the story in revealed. You can take the 'nice guy' route and build up paragon points that will give you additional 'charm' dialogue options, or you can be an absolute jerk throughout the game, building up renegade points that open up all new 'intimidate' options. On the second play-through I opted to be the opposite personality type than I did the first time around, and I can see fairly significant differences in both.


In the end, it's a great game, but it does have its flaws. It's most noticeable in combat, when you'll want more out of the engine, but find it lacking. I can't complain about the storyline or the missions though, the main story moves along well and keeps you engaged. Side missions tend to be redundant, but they are side missions, completely optional however. Playing it a second time is cool because you keep your skill levels and combat bonuses, and the enemies are all scaled to your new (much higher) level, giving you a greater challenge, but it's the exact same game, it's gets a tad boring, the only thing you really get out of it are those nifty Xbox achievement 'dings'. If you like a good story and sci-fi zappy goodness, go pick up a used copy. Out of ten stars, I'd give it a solid seven and a half.