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Mass Effect

Conversion Rules for Traveller: Mongoose Publishing Edition


1st Edition complete credit to Jacobkosh, Obsidian Portal.
Edited and compiled by Norman Lowe

Races

Asari: Automatically roll for Bio, +1 Dex, +1 Soc, -1 Str, -1 End. The Long
View: Asari begin at age 100, and career terms represent twenty-year intervals
rather than four-year ones; Asari who fail survival rolls are assumed to have
spent 2 + 3d6 years in that term. Asari do not begin making aging rolls until the
age of 220, and may ignore age-related penalties for entering careers (but not
term-related ones). All advancement rolls suffer a -2 DM.
Batarian: +1 Str, +1 End, +1 Int, -1 Edu, -2 Soc (unless among other Batarians).
Drell: Automatically roll for Bio, +1 Str, +1 Dex, -2 End.The Compact: Drell
player characters begin with a Hanar contact.
Human: May choose to roll for Bio. A New Breed: Humans who roll for Biotic
scores are limited to a maximum of 4 career terms.
Krogan: +2 Str, +2 End, -2 Int, -2 Edu, -2 Soc (unless intimidating someone, in
which case +2). At character creation, a Krogan may trade their +2 End bonus
for the ability to roll a Biotic score. Krogan begin at age 20 and career terms
represent twenty-year intervals rather than four-year ones; Krogan who fail
survival rolls are assumed to have spent 2 + 3d6 years in that term. Life of
Violence: Krogan do not make aging rolls, and may ignore age-related penalties
for entering careers (but not term-related ones), but must use the optional Iron
Man system on page 40; if they fail a survival roll, the character is dead.
Quarian: +1 Int, +1 Edu, -2 End, -2 Soc (unless around other Quarians). Always
begin with Vacc Suit 1.Pilgrimage: Quarians must take Drifter for their first term,
but receive a +2 DM for that survival roll.
Salarian: -2 Str, -2 End, +2 Int, +2 Edu. Rapid Metabolism: Salarian PCs roll
twice on skill tables for each career term, but begin making aging rolls after the
second term at 2d6-5.
Turian: Automatically roll for Bio, -1 Dex, +1 End. Team Spirit: Turian characters
must take Agent (law enforcement or intelligence), Army, Marines, or Navy for
their first term. All Turian player characters begin with a Turian contact.

Biotics
Abilities that allow the mental manipulation of mass effect fields exist, actual
psionics do not. The sole exception is Asari joining, a quasi-telepathic process which
is limited to skin contact, requires the conscious consent of both parties, and conveys
gestalt impressions, physical stimuli, and emotional states rather than detailed
information. Since joining has no combat or conflict-resolution applications, there are no
game rules attached to it.

Travel
FTL spaceships use the Warp Drive variant rules on page 109 for intra-cluster travel.
Commercial craft are powered by fusion or cheap fission engines, while military craft
use antimatter.
Travel between star clusters or across galactic distances employs Mass Relays. Mass
Relay travel is effectively instantaneous and requires no special power source or space
drive, as the Relays themselves do the work. Relay travel is accomplished by making a
standard-difficulty Astrogation check to plot a course, a routine Communications check
to transmit that course to the Relay, and a standard Piloting check to move into
position.

Skills and Specialities


The vast majority of Traveller skills are represented in Mass Effect; the following list
covers the very few exceptions:

Art has a new specialty, Art (cooking), representing the characters ability to
cook tasty and nourishing food for several species.
Engineer (Jump Drive) is now Engineer (FTL Drive) and refers to the operation
and maintenance of a ships mass effect fields and Element Zero core.
Gun Combat (Energy Rifle) and (Energy Pistol) do not exist, as energy and laser
weapons are not a significant factor in Mass Effect.
The Language skill has the following specialties: Asari Dialects, Batarian
Dialects, Drell Dialects, Elcor Body Language, Geth Binary, Hanar
Bioluminescence, Human Dialects, Krogan Dialects, Quarian Dialects, Salarian
Dialects, Turian Dialects, and Written Prothean.
Life Sciences (Psionicology) is now Life Sciences (Biotics).Space Sciences has a
new specialty, Space Sciences (Mass Effect), which represents study of the exotic
Element Zero and its uses.
The Steward skill does not exist. Characters who receive it during creation may
re-roll that skill roll.

Gear
Medigel requires a combat action to use and heals 3 characteristic points plus 1 for
every rank in Medic (including rank 0), divided however the receiving character wishes.
Example: Sandra uses Medigel on Victus. Sandra has Medic 2, so the Medigel heals six
characteristic points.
Omni-Tools and Biotic Amps are required to activate Tech and Biotic abilities
respectively. Omni-Tools must be earned during character creation or purchased with
credits; characters with Biotics training are assumed to possess amps at the start of
play, but in the rare event that a character develops biotic powers in the course of play,
they will have to undergo the costly surgery to install a biotic amp before they may
access these powers. Rare, high-quality amps and tools are known to exist and may
confer special benefits, such as DM bonuses to attacks or discounts on power point
usage.

Item

Description

Mas
s

Cost
(Cr.)

Armax Arsenal
Gemini Amp

Biotic powers deal an additional 1 damage.

20,00
0

Kassa
Fabrication
Polaris Amp

Grants +1 to an already-known biotic skill. Cannot raise


skills above a maximum of 3.

25,00
0

Sirta Foundation
Unity Amp

Failed biotic power uses cost no points.

30,00
0

Serrice Council
Savant Amp

Grants a previously unknown biotic power at rank 1. The


granted power may be changed by flashing and updating
the firmware (routine computer check, 10-60 minutes).

40,00
0

Armali Council
Prodigy Amp

Reduces the cost of biotic powers by 1 point (minimum


0).

45,00
0

Council SpectreX Amp

Warped targets take 2d6 damage from attacks. Requires


a Contact or Ally in the Spectres to purchase. May not be
taken as a Benefit.

75,00
0

Aldrin Labs
Bluewire OmniTool

The most basic Omni-Tool. May be taken as a Benefit. In


high demand: may be traded in for up to 35,000Cr.

1 kg

45,00
0

Kassa
Fabrication
Polaris OmniTool

Improved power source. Adds 1 to the damage of any


Tech Attack.

1 kg

50,00
0

Ariake
Technologies
Logic Arrest
Omni-Tool

Highly efficient computational architecture. Sabotage


incoming grenades or rockets without penalty. The DM
penalty for hurrying Computer or Engineering skill
checks is reduced by 1.

1 kg

55,00
0

Elkoss Combine
Cipher Omni-Tool

Highly customizable. Can add +1 to any one of the


following skills: Computers, Engineering, Mechanic,
Physical Science, Life Science, Space Science. This bonus
may be changed by flashing and updating the firmware
(routine computer check, 10-60 minutes).

1 kg

60,00
0

Armali Council
Nexus Omni-Tool

Heavier-duty fabrication module. Can manufacture a


Large Blade for melee attacks.

2 kg

60,00
0

Serrice Council
Savant OmniTool

Advanced power source. Adds damage to any Tech


Attack equal to the Effect of the skill check.

1.5
kg

65,00
0

Flashlight

May be added to any armor or underslung to any


weapon without using an upgrade slot. Projects a 6m
spot of bright white light out to 100m.

15

High-Energy
Ration Bar

Provides 3000 calories as well as protein and vitamins;


restores 1d6 Biotic points up to twice per day. Available
in dextro- or levo-protein varieties.

20

Medi-Gel

Stored in an Omni-Tool. Significant action to use; heals 3

50

+ Effect characteristic points.

Armour & Shields


Much of the effectiveness of armour derives from the kinetic barriers (shields) it
generates. Therefore, all protective gear has two listed protection values Armour and
Shields and the sum of these two values is the armours base damage resistance.
Every successful ranged attack reduces the Shield value by 1, to a minimum of 0; if the
defender spends two consecutive minor actions in cover and is not hit by further fire,
the barrier capacitor recharges and the Shield value returns to its maximum.
Shield strength is not counted when defending against melee attacks. Be on guard
against charging Krogan!
The vast majority of armour worn in Mass Effect is Combat Armour of one level or
another. Battle Dress is extremely rare and experimental. All Combat Armours come
equipped with Eye Protection, Magnetic Grapples, and TL 11Computer Weave.
Ablative Armour and Reflective Armour do not exist as laser weapons are not a
significant factor in most of the Mass Effect universe.

Armour Type

Armo
ur

Shiel
ds

Required Skill

Mas
s

Slo
ts

Cost
(Cr.)

Emergency Vaccsuit

Vacc Suit 0

5kg

7,000

Reinforced Street
Clothing

4kg

500

Elkoss Combine
Peacekeeper Flak
Jacket

5kg

2500

Devlon Liberator
Armor (HEV)

Vacc Suit 1

6kg

20,00
0

Elanus Risk Control


Duelist Armor

Vacc Suit 0

8kg

20,00
0

Devlon Explorer Armor


(HEV)

Vacc Suit 1

10k
g

30,00
0

Serrice Council
Phantom Armor

5kg

35,00
0

Devlon Survivor Armor


(HEV)

Vacc Suit 1

11k
g

105,0
00

Ariake Technologies
Scorpion Armor

Vacc Suit 0

12k
g

85,00
0

Kassa Fabrication
Inferno Armor (HEV)

Vacc Suit 1

12k
g

175,0
00

Batarian State Arms


Terminus Armor

Vacc Suit 1

14k
g

200,0
00

Rosenkov Materials
Titan Armor

Vacc Suit 0 or
Battle Dress 0

12

350,0
00

Armax Arsenal
Predator X Armor

Battle Dress 0

12k
g

700,0
00

Ariake Technologies
Mercenary X Armor

Battle Dress 1
or Vacc Suit 2

14k
g

600,0
00

Weapons, Ammo & Modifications


The overwhelming majority of firearms in Mass Effect are slug throwers that function as
Pistols, Autopistols, Shotguns or ACRs. Sniper Rifles are available; their statlines are
detailed in Weapons and Armor and their relevant skill is Gun Combat (sniper rifle).
They feature a new Ranged (sniper) range classification:

Weapon

Person
al

Clos
e

Shor
t

Mediu
m

Lon
g

Very
Long

Distant

Sniper

-3

-2

-1

+0

+1

+0

-1

Some exotic energy weapons, such as Collector Lasers and Geth Plasma Shotguns, do
exist, but are not available for purchase and are unlikely to be encountered by most
PCs.
Most slugthrowers in Mass Effect have effectively unlimited ammunition; the Magazine
value is a measure of the number of shots a gun may fire in a combat before it must

cool (the user may elect to not fire that weapon for a full round, perhaps using a skill or
a second sidearm; alternatively, the user may spend a minor action to actively vent a
portion of the weapons coolant, swapping in a new thermal clip).
All Traveller melee weapons are available in Mass Effect.
Some Traveller heavy weapons are available in Mass Effect, but have been reflavoured somewhat; to supplement them, an assortment of new heavy weapons
has been created to model the choices available in the Mass Effect games. PGMPs
and FGMPs do not exist, as such, but their stat lines may be used to represent
exotic or rare heavy weaponry such as Geth armature plasma cannons.
All weapons and armours have slots to accommodate various off-the-shelf optional
modifications. Most have two slots; some more specialized or rare items have one or
none, while commonplace gear may feature as many as three. Modifications encompass
the choices listed on pages 89 and 102 as well as other, more setting-specific options
detailed in Weapons and Armour.

Pistols
Range

Damage

Auto

Recoil

Mass

Magazine

Slots

Cost (Cr.)

M-3
Predator

Ranged
(pistol)

3d6

No

0.5kg

18

200

M-5
Phalanx

Ranged
(pistol)

3d6

No

-1

0.5kg

18

400

M-6
Carnifex

Ranged
(pistol)

3d6+3

No

1kg

600

M-4
Shuriken

Ranged
(pistol)

3d6-3

1kg

24

500

M-9
Tempest

Ranged
(pistol)

3d6

2kg

24

750

M-12
Locust

Ranged
(pistol)

3d6

-1

1kg

36

1000

Ranged

3d6

3kg

18

1000

SMGs

Assault
Rifles
M-8

Avenger

(assault
weapon)

M-15
Vindicator

Ranged
(rifle)

4d6-3

5kg

12

1500

M-76
Revenant

Ranged
(assault
weapon)

3d6

8kg

24

4000

M-96
Mattock

Ranged
(assault
weapon)

3d6+3

No

5kg

24

3500

Range

Damag
e

Auto

Recoil

Mass

Magazine

Slots

Cost (Cr)

M-23
Katana

Ranged
(shotgun
)

4d6

4g

200

M-27
Scimitar

Ranged
(shotgun
)

4d6+3

No

5kg

800

Haliat
Tornado

Ranged
(shotgun
)

4d6

5kg

18

1000

M-92
Mantis

Ranged
(sniper)

5d6

No

7kg

5000

M-29
Incisor

Ranged
(sniper)

4d6+3

6kg

12

5500

M-97 Viper

Ranged
(sniper)

5d6

No

7kg

6000

M-98
Widow

Ranged
(sniper)

5d6+3

No

9kg

15000

Shotgun
s

Sniper
Rifles

Grenades

Range

Damage

Mass

Blast Radius

Frag

Ranged (thrown)

5d6/3d6/1d6

0.5kg

3m/6m/9m

30

Smoke

Ranged (thrown)

None

0.5kg

6m

15

Stun

Ranged (thrown)

3d6

0.5kg

6m

30

Modifications

Cost (Cr.)

Type

Description

Cost
(Cr.)

Ammo, AP

all
slugthrowers

Armoured targets take a minimum of 1 damage


per die. Ammo mods do not count against a
weapons slot limit. Limit 1 ammo mod per
weapon. Ammo type may be switched as a minor
action.

1500

Ammo, Cryo

all
slugthrowers

Targets initiative decreases by 5.

1000

Ammo, Disruptor

all
slugthrowers

Target takes a -1 DM to attacks for one round.

1000

Ammo, Incendiary

all
slugthrowers

Damage rolls of 1 may be rerolled.

2500

Ammo, Warp

all
slugthrowers

Targets BIO score is reduced by 1.

2000

Bullpup Frame

all guns

Reduces personal- and short-range penalties by 2


DM.

12,000

Combat Optics

all guns

Reduces long range penalties by 1 DM.

10,000

Targeting VI

all guns

Adds an extra +1 DM to any aimed shot.

15,000

Suppressor

slugthrowers
with no Auto
score

-4 DM to detect shots fired by this weapon.

2,500

Heat Sink

all guns

Improves magazine value by 50% (rounded down).

8,000

Frictionless
Materials

all guns

Doubles magazine value. Does not stack with Heat


Sink.

25,000

Kinetic Stabilizer

all guns

Reduces weapons recoil by 1.

5,000

Scram Rail

Auto value of
1 or better

Adds 2 to weapons Auto score.

30,000

Bayonet

all firearms

Allows weapon to count as a Blade for melee


purposes.

2,000

Reinforced Stock

all firearms

Allows weapon to count as a Bludgeon for melee


purposes.

500

Lightweight
Materials

all firearms

Halves the weapons mass.

9,000

Hardened Weave

all armors

Adds 1 to Protection value. Does not stack with the


other two of this type.

12,000

Ablative Coating

all armors

Adds 2 to Protection value. Does not stack with the


other two of this type.

30,000

Energized Plating

all armors

Adds 3 to Protection value. Does not stack with the


other two of this type.

75,000

First Aid Interface

all armors

Regenerate 1 characteristic point per round if no


damage is taken. Does not stack with the other
two of this type.

20,000

Medical Interface

all armors

Regenerate 1 characteristic point per round. Does


not stack with the other two of this type.

50,000

Medical
Exoskeleton

all armors

Regenerate 2 characteristic points per round. Does


not stack with the other two of this type.

110,000

Motorized Joints

all armors of
Protection 7+

+1 to melee damage. Does not stack with the


other two of this type.

10,000

Exoskeleton

all armors of
Protection 7+

+2 to melee damage. Does not stack with the


other two of this type.

25,000

Combat
Exoskeleton

all armors of
Protection 7+

+3 to melee damage. Does not stack with the


other two of this type.

60,000

N/B/C Shielding

nonHEVarmors

Armor gains the HEVproperty.

8,000

10

Shield Battery

all armors

Adds 1 to Protection value against non-melee


attacks. Does not stack with the other two of this
type.

6,000

Shield Modulator

all armors

Adds 2 to Protection value against non-melee


attacks. Does not stack with the other two of this
type.

20,000

Shield Interface

all armors

Adds 3 to Protection value against non-melee


attacks. Does not stack with the other two of this
type.

50,000

Biotic Battery

all armors

Adds 1 BIO point (does not improveBIO modifier).


Does not stack with the other two of this type.

13,000

Biotic Modulator

all armors

Adds 2 BIO points (does not improveBIO modifier).


Does not stack with the other two of this type.

30,000

Biotic Interface

all armors

Adds 3 BIO points (does not improveBIO modifier).


Does not stack with the other two of this type.

70,000

Concealment Field

all armors

Adds +2 to Stealth DM. Does not stack with the


other two of this type.

20,000

Stealth Field

all armors

Adds +3 to Stealth DM. Does not stack with the


other two of this type.

40,000

Infiltration Field

all armors

Adds +4 to Stealth DM. Does not stack with the


other two of this type.

100,000

Ammo
Compartment

all armors

Allows wearer to carry 50% more heavy weapon


ammo.

15,000

Ammo Tank

all armors

Allows wearer to carry 100% more heavy weapon


ammo.

40,000

Experimental
Materials

all armors

Armors mass is reduced 25%.

12,000

Exotic Materials

all armors

Armors mass is halved.

30,000

Benefit Rolls
Ship Shares: If the game being played does not accommodate a mortgaged ship,
characters who roll a Ship Shares result may opt to receive the equivalent of that roll on
the Cash table instead, even if their three Cash rolls have been used. For variable values
of Ship Shares (1d3 Ship Shares, etc.) the character receives that cash value multiplied
by the variable number.

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Weapon or Scientific Equipment: Characters who roll either of these results may
opt, one time, to take a Bio-Amp upgrade or a basic Omni-Tool.
Ally in the Imperium: The PC receives an ally involved in some way in the Citadel
Council.
Travellers Aid Society: Since the Travellers Aid Society does not exist in the Mass
Effect galaxy, PCs are instead considered to receive the benefits of TAS membership by
earning favour with the mysterious Shadow Broker. The Broker always pays his debts and
PCs who have, wittingly or unwittingly, earned Shadow Brokers Favour find it easier to
obtain lodgings in Class A and B starports and receive a marker from the Brokers agents
once every two months. This non-transferable marker which may take the form of
privileged insider information, a valuable resource, or one-time access to a contact may
be redeemed to gain a +3 DM to one Diplomat, Deception, Investigate, Persuade,
Streetwise, Broker, or Carouse roll, or to add or subtract one from the result of any
experience point roll.

Though combat grows ever more technical, experienced soldiers, mercenaries, fighters
and gunmen know not to place all their trust in gadgets and expert systems. Combat
drills represent the fruits of countless sentient-hours of planning, training, and
experience.
Adrenaline Rush Many soldiers and mercenaries receive genetic modifications that
skirt the edge of Council law to improve their reaction time when it counts small
optimizations to neurotransmitter function or limbic system response while other, more
reckless fighters alter their combat armour to deliver drugs with much the same effect.
As a free action, a character may make an Endurance + Medic or Tactics check to
temporarily act with superhuman speed, gaining an extra significant action in
the current round while sacrificing their significant action in the subsequent round. In
addition, for the next full round, the character may dodge or parry twice without penalty
to initiative or DM, and move 9m (6 squares) per minor action. Prerequisite: Medic 2 or
Tactics 2
Carnage Characters with experience handling military-grade heavy weaponry know
how to jury-rig their firearms mass effect core to turn a personal weapon into a form of
one-shot artillery. The character may, in combat, tune their gun to resist the next single
shots acceleration, slowing the round down and superheating it to slag while still in the
barrel. The resulting discharge is by no means accurate but goes off like a small
grenade wherever it hits, dealing 4d6 + Effect damage in a 1.5-meter radius around the
target. Tuning the gun this way requires a minor action; the shot has recoil 4 and a -1
DM and immediately overheats the weapon used. Prerequisite: Gunner (any) 1 or Heavy
Weapons (any) 2.

12

Concussive Shot Some professional soldiers who have made a thorough study of
modern, mass effect-powered firearms have learned how to alter the shot to reduce its
penetrative properties but increase its lateral force. Before rolling a single-shot attack, a
character may elect to make their shot concussive; they roll damage as normal, but
rather than taking damage, the target is knocked prone if the damage roll exceeds its
Endurance. If used on a target under the effect of a biotic Lift or Singularity, Concussive
Shot functions as a biotic Throw. Prerequisite: Gun Combat (any) 2; this firearm must be
used to make the attack.
Immunity Even with the added safety of kinetic barriers, no soldiers except for
Krogan really relish the thought of charging across an open field of fire. Many of the
more bullet-averse professional fighters spend a lot of time thinking about what they
can do to improve their odds in the clutch, tinkering with their combat armour and
optimizing their barrier capacitors; others simply trust in drug dispensers that will keep
them fighting through all but the most crippling pain. A character who takes a minor
action to activate Immunity may, for the next round of combat, choose to defer up to
twelve points of damage from one attack until the start of their next turn; damage
deferred this way comes due at the start of the characters turn as if from a new
attack. (Example: Victus is wearing armour of protection 5 with 5 shields. On his turn he
activates Immunity. Later that round he is struck by a rocket for 22 damage. He elects
to defer twelve points of that damage; he takes 10 now, and his armor and shields fully
soak it, though his shield is reduced to 4. Next round, the other twelve points come due,
and with protection 5 and shield 4 Victus will take 3 points of damage and his shield will
be reduced to 3.) Prerequisite: Battle Dress 2 or Medic 2
Marksman With a lot of practice, and a little technical aid, highly-trained marksmen
can fire rapid volleys with no appreciable loss of accuracy. A character using a weapon
with no Auto rating who takes a minor action to aim may, in addition to the regular
benefits of the Aim action, fire a burst shot as if the weapon had an Auto rating equal to
their Gun Combat skill. (The gun must still be able to fire that many shots.) However,
the concentration required to use the Marksman drill leaves the shooter unable to
dodge or parry for the following round. Prerequisite: Gun Combat (any) 2; this firearm
must be used to make the attack.

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