I love the mass effect series of games (albeit less so than I used too, after the way they decided to end the last one), and was inspired to attempt a conversion of ETOE after running across a topic over on the D20 radio forums: http://www.d20radio.com/forums/viewtopic.php?f=168&t=11765&sid=866f27c0e25b568976bde85d167634da&start=15. I hoping that I could bounce ideas off the ETOE community and get some feedback.
I feel that the theme of EOTE is perfectly fitting for Mass Effect 2, and waned to continue using that variant of the setting and theme in the material I am converting.
Thus far I have ideas for:
-Using the Kinetic Barriers as another form of Wound threshold on top often current threshold, 'Shield Threshold'.
-Using Biotics like force powers (much like the topic above suggested),but writing them so that if you do not buy the Biotic rating at Character generation you (baring your death, and complete surgical/Cybernetic resurrection) cannot buy into them later.
-Separating staring XP into two distinct pools, one to buy attributes (roughly enough to take an attribute from One all the way to Four), and one to buy skills (you may keep half of your unspent XP points from Attributes for skills).
-An optional "terms" system for character creation.
As for Races I decided to start with A, and then took the Asari template off of the D20 radio forums started to rework it a bit. Thus far I have rewritten the meld ability, and swapped Presence 3 for Cunning 3. I am not thrilled thus far with my wording of the rules for the 'Meld' ability, and have yet to cut the starting XP into separate pools.
Asari
Characteristic Ratings:
Brawn 1
Presence 2
Intellect 2
Cunning 3
Agility 2
Willpower 2
Wound Threshold: 10+Brawn
Strain Threshold: 12+Willpower
Starting Experience: 90 XP
Special Abilities:
Asari begin the game with one rank in either Charm or Coordination. They still may not train Charm or Coordination above rank 2 during character creation.
Natural Biotics: All Asari are born with the ability to use biotics without the need for an implant. They begin play with a Biotics Rating of 1.
Meld: Asari are able to attune their nervous systems to that of another individuals; allowing for the sending and receiving electrical impulses directly through the skin and effectively rendering (albeit momentarily) the central nervous systems of both participants into one unified system. It is this ability that allows the Asari to act as “contact telepaths”.
-an Asari, may attempt meld with another character: [spend One "Biotic" Point, two if Opposed] Should the character be a willing participant, the meld may occur automatically, under duress/stressful conditions the characters may make and opposed Discipline test (in the case of a forced melding the active player uses Coerce rather than Discipline), with both participants suffering a single strain for each advantage or threat rolled by their opposites.
-Once melded the two characters may freely exchange surface thoughts to one another. Each participant may attempt to conceal information from one another, via a Difficult Discipline test, inflicting strain or suffering strain based on the number of uncancelled Advantage, or Threat on the dice respectively.
- [spend One "Biotic" Point] This ability may also be used to recover lost or suppressed memories via a Hard Discipline test. Each uncancelled Threat inflicts strain on both participants, or may disrupt the memory causing the information to become unreliable. Each uncancelled Advantage may shape the memory into a more coherent thought, providing more information, well Triumph results in a full restoration of the lost or suppressed memory in question.
-Edited the Asari 'Meld' ability
Edited by Collinsas