Hi everyone Been a long time lurker on the boards here, and GMed a very successful Mouse Guard campaign a few months ago, but decided to finally sign up to get some input on this idea I had. So… let me know what you think. I present the beginnings of what I have for a Mass Effect based hack for the Mouse Guard RPG. Input appreciated and requested.
[ul][li] Play must be team-based.
[/li][li] There must be an implacable, over-arching force.
[/li][li] There must be dramatic adventure that focuses on fighting for what you believe in.[/ul]
[/li]Check, check, and check.
Premise
What’s this about? What do characters do in this setting?
The characters play as a team of Spectres (Special Tactics and Reconnaissance), elite agents of the Citadel, the seat of government for a large portion of the galaxy. Spectres are officially above the law, though they fall under the purview of the Council in charge of the Citadel, and are not immune to its censure. They are granted the right to act however they see fit, and rarely have any gone rogue. Those who have gone rogue have their Spectre status stripped, and another Spectre is sent to take care of them… no one else would be up to task. Spectres are chosen from amongst all Citadel races, and are typically the best of the best from among the races’ militaries, however in the past 100 years, Spectre status has been opened to the other races as well, assuming they meet the criteria. It is unknown exactly how many Spectres there are, though there are estimated to be a few hundred.
The year is 2283. 100 years ago, Commander John Shepard was the first human appointed to Spectre status. Though he was able to hold back many threats, he was only truly able to delay, not end, their threats.
Overarching Conflict
What’s the overarching conflict?
The galaxy is always threatened, and it is the Spectres job to keep it safe. The Spectres hold the vigil against the Reapers, an ancient race of sentient biological starships, who lie in wait in the dark space beyond the galaxy. The Reapers have many allies against the Citadel races, including the Collectors (an insect-like race who got their name for prisoner “collections”… all Left Handed Salarians, or all Batarian Twins, or something similar), and the Geth (rogue AIs who have gained sentience, worship the Reapers, and want to assist the Reapers in wiping out all life in the galaxy).
Missions
What kind of missions do the characters go on?
In addition to battling the Reapers, Collectors, and Geth, and any other external threats the Citadel may face, Spectres also:
[ul]
[li]Explore the unknown reaches of the Galaxy
[/li][li]Mediating disputes within Council Space
[/li][li]Acting as couriers for high priority packages for the Citadel
[/li][li]Advancing Citadel interests
[/li][li]Rescuing people and colonies from any threats
[/li][/ul]
Territories
The galaxy is extremely vast.
Placeholder link to Mass Effect Wiki: Milky Way until I get a chance to write more.
Denizens
What creatures or NPCs populate the setting?
Asterisks indicate playable races. Pound signs indicate Antagonist races
The following races have a seat on the Council:
[ul]
[li]Asari*
[/li][li]Drell*
[/li][li]Elcor
[/li][li]Hanar
[/li][li]Humans*
[/li][li]Keepers
[/li][li]Salarians*
[/li][li]Turians*
[/li][li]Volus
[/li][/ul]
The following races do not have a seat on the Council:
[ul]
[li]Batarians*# (Batarians frequently form pirate and raider gangs, and thus can be considered Antagonists, however, most of the population are in fact good people, despite their negative reputation, and are playable).
[/li][li]Collectors#
[/li][li]Geth#
[/li][li]Krogan*
[/li][li]Quarians*
[/li][li]Reapers#
[/li][li]Vorcha#
[/li][li]Yahg#
[/li][/ul]
Nature
What is the unique Nature of your characters?
The Nature mechanic receives a bit of an overhaul to fit into Mass Effect. All characters share the Paragon ideals Nature (Paragon), and each race shares a set of Renegade Nature aspects, Nature (Race). Nature (Paragon) and Nature (Race) may not exceed a combined total of 7. If you are allowed to advance one of these Nature scores, and doing so would cause your total to exceed 7, raise it, and lower the other score by 1.
A player may tap either Nature at any time for one persona point. If the task is within the Nature chosen, Success means no tax on either, and Failure means that Nature is taxed by 1. If the task is not the Nature chosen, Success means that the chosen Nature is taxed by 1, and Failure means that BOTH natures are taxed, the chosen by the margin of failure, and the other by 1. If you can not tax either Nature the required amount, tax it down to 0/0, and then any extra points that needed to be taxed are doubled, then taken from the other Nature.
If, at any time, you reach a rating of 7 in one of your Natures, and maintain that score for the rest of the session, that score drops to 4. You may either submit yourself to a “Winter Session” style Gain a Trait, or, place a check in either the pass or fail (as needed) of 3 separate skills, your choice.
If at any point your total Nature equals 0, your character gives up the fight and retires.
All characters share the following Nature (Paragon):
Sanctity of Life, Stay Your Hand, No Matter the Cost, Open Book
Nature (Human) - Pride, Every Man for Himself, Distrusting, Something to Prove
Nature (Turian) - Stubborn, Imperialist, Disciplined, Bitter
Nature (Asari)- Seduction, The Long View, All is One, Thirst for Power
Nature (Salarian)- Lightning Metabolism, Non-Linear Thinking, Subterfuge, Thirst for Knowledge
Nature (Drell)- Reptilian, Eidetic Memory, Religious, Hanar-Pledged
Nature (Krogan)- Doomed, Aggressive, Unsympathetic, Self-Reliant
Nature (Quarian)- Distrusting, Frailty, Unyielding Loyalty, Nomadic
Nature (Batarian)- Paranoid, Profit-Driven, Mercenary, Subterfuge
Traits
What are the traits for your setting? These are easy to come up with!
New Traits
Death Wish
Amorous
Codex Junkie
Name Changed Traits
Big Paw -> Strong Back
Deep Ear and Sharp Eyed -> Spotter
Guard’s Honor -> Citadel’s Honor
Old Fur -> Old Timer
Removed Traits
Long Tail
Sharptooth
Skills
New Skills
Electronics
Computers
Pilot
Biotics
Charm
Name Changed Skills
Harvester -> Farmer
Healer -> First Aid
Loremouse -> Codex Use
Pathfinder -> Navigation
Carpenter and Stonemason and Smith -> Construction
Boatcrafting -> Maintainance
Removed Skills
Apiarist
I am unsure whether to remove some of the more artsy craft type skills like Glazier and Potter. The debate is whether to remove them entirely or (and this is the way I’m leaning) replacing them with skills like Dance, or Art, or the like.
Name Changed Condition
Replace Hungry and Thirsty with Distracted. Mechanically identical to H&T, Distracted indicates that a character is worried about events occurring elsewhere, or people who may need their help but duty prevents them from helping.
Other Tidbits
New Conflict- Hacking
New Weapon of Wit- Charm
New Weapons- Assault Rifles, Pistols, Shotguns, Sniper Rifles, SMGs, Heavy Weapons
New Combat Manuever- Power
New Biotic Weapons- Lift, Singularity, Stasis, Throw, Warp, Barrier
To-do
Mechanics of the other tidbits
Recruitment
Antagonists
Background info