Posted: Wed Apr 18, 2012 3:12 pm Post subject: Mass Effect: Ascension - A Conversion for Savage Worlds
I know that there are several conversions available, but I wasn't really a fan of how powers were handled in any of them, so a friend of mine and I worked up our own. Inside you will find:
New rules mechanics and adjustments for Savage Worlds
- Shields
- Heavy Armor (Additions)
- Arcing Fire
- Biotic Explosions
- Cool Down System
- Knocked Back/Pulled Rules
- Unreliable Weapon Rules
Races
Skills
Edges
Advances (Adjusted)
Class System
Battle Skills
Equipment
Weapons/Armor
Rules for Cheap/Common/Military-Grade Weapons and Armor
Weapon and Armor Mods
I know that class systems go against the grain where Savage Worlds is concerned, but it was something that we wanted to maintain from the videogame, as we liked the feel of it. We've play-tested it thoroughly, and are pretty happy with where it's at. Our first campaign starts this Friday.
Enjoy (see next post for link).
The GM Screen Add-on contains weapon info, quick access rules for ME-specific mechanics, and quick NPC templates.
Last edited by relasine on Wed Apr 18, 2012 5:13 pm; edited 4 times in total
I like your approach of the tech, weapon, and biotic talents as independent die that with each tier they become more advanced
Thanks. We wanted to maintain that concept from the video game, and we're pretty happy with how that part came out.
Combining combat abilities with the skill system took a while to get to. Originally, we had planned on using the power system as a foundation for how things like Warp or Incinerate were learned, but it just seemed simpler to incorporate those abilities into the existing skill system.
The only concern from there was that players would be hurting for skill points, so we gave characters the class-exclusive core skill for free at d4, the two extra skill points when the character is rolled, and the extra free skill point every other advance. We messed around with builds a lot and found that to be the sweet spot.
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