Author Topic: [Version 1.0.2] Mass Effect - Genesys Setting  (Read 1930 times)

BluSunrize

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[Version 1.0.2] Mass Effect - Genesys Setting
« on: January 27, 2021, 05:12:11 pm »

In the year 2148, explorers on Mars discovered the remains of an ancient spacefaring civilization. In the decades that followed, these mysterious artifacts revealed startling new technologies, enabling travel to the furthest stars. The basis for this incredible technology was a force that controlled the very fabric of space and time.

They called it the greatest discovery in human history.

The civilizations of the galaxy call it... MASS EFFECT


This is a fan project and unaffiliated with BioWare or EA International. Please don't sue me, kthx



Hey everyone!

For the past 6 months, I've been composing a Mass Effect setting for the Genesys RPG. I was inspired by a campaign in that very setting that I've been running for a good year and a half. We originally started with another community made setting document, but as our campaign progressed, there were too many things we felt didn't fit entirely or didn't work smoothly rules wise, so I set out in an attempt to give the community a finished and well rounded representation of BioWare's science fiction world for Genesys.

 

The main goals here was to make things slim and generalized. Rather than provide profiles for every single weapon from the ME franchise, this setting's approach uses generic templates such as "Heavy Pistol", but introduces a weapon making (similar to craftsmanship from Terrinoth) that modifies this profile further. Thus, a Carnifex can still feel different from a Predator!

 

Apart from an impressive armory and pages full of gear and equipment, this book also features:
  • 14 unique PC species, including the often overlooked Hanar and Elcor, as well as the mysterious Protheans and even Artificial Intelligences
  • 11 different careers to start your characters with
  • A load of talents, some borrowed from existing Genesys material (Terrinoth and Beanstalk), some ported from SWRPG, and some completely custom!
  • Biotics and Tech powers in the form of two different adaptions of Genesys' magic:
    • Biotics function similar to normal magic, spending strain to cast "spells"
    • Tech powers require no strain, but a PC can only "prepare" a limited number of them, based on the capacity of their omni-tool
  • 20 different vehicles, all of them generalized; ranging from Mechs, over Rovers to Corvettes and Dreadnoughts
  • More than 80 adversaries, from all lifestyles and regions of the galaxy
  • And a Game Master chapter which offers insight into running military campaigns, some example plot hooks and a section dedicated to the terrifying Reaper threat.

 

The PDF is fully bookmarked to all its chapters and sub-sections, so downloading is a lot better than viewing it in GDrive ^^

 
I hope that the 150 pages I have compiled by now serve as help and inspiration for anyone here who wants to run their own adventures in the Milky Way. (And maybe even Andromeda down the line. I have some plans for that :D )

 

And for those of you not satisfied with just one galaxy, why don't you take a trip to

 


 


It's only a small (30 pages) expansion on the setting, but it features Angara as a playable species, some new Talents, more guns, more gear, 4 new factions, and over 20 new adversaries!


 

Lastly, a massive thanks goes to everyone involved in designing, playtesting, offering advice.
  • The 4 other nerds that I play this with every week; Thanks guys %u2764%uFE0F
  • The Genesys discord for all the support and encouragement
  • J. Scott Zumwalt for the wonderful AffinityPublisher template
  • Guillaume Tardif for the awesome front cover


Changelogs
Mass Effect Version 1.0.2
  •     Page 20: "Operating at Full Capacity" now works within the Genesys limits for characteristics; minimum of 1, maximum of 5.
  •     Page 51: Fixed the spelling of the Reegar Carbine
  •     Page 67: Fixed some spelling errors in the paragraph about hardpoints
  •     Page 103: Fixed an incorrect dice display for the Turian Spectre's Knowledge (Warfare) skill
Mass Effect Version 1.0.1
  •     Page 2: Changed "Cover Art" to "Cover Arrangement" as requested
  •     Page 4/5: wrote new introduction text
  •     Page 7: fixed missing background
  •     Page 11: specified that Hanar's second maneuver does not exceed the limit of 2
  •     Page 17: fixed Volus referring to a non-existant skill
  •     Page 47: gave Light Machine Guns the Inaccurate 1 quality
  •     Page 48/49: replaced Sticky Grenade with High Explose Grenade (Sticky is in the Andromeda expansion now)
  •     Page 52: changed Phase Caster weapons to grant Phasic 2 instead of Phasic 1
  •     Page 52: changed SpecOps weapons to only cost 10 times as much
  •     Page 65: clarified that ammo upgrades are consumable
  •     Page 66: explicitely stated that Emergency Repair Patches work on vacuum-sealed suits
  •     Page 67: added Enhanced Optics to the table
  •     Page 101: fixed missing Vicious rating on the Asari Justicar's Reave
  •     Page 113: gave the Humanoid Infiltration Unit a unique ability, "Shocking Reveal" to make combat against them more exciting
  •     Page 123: fixed Yahg using a Krogan textblock
  •     Page 126: changed Banshee's grapple to be an ability, since it's only a talent in Terrinoth
[close]
« Last Edit: February 08, 2021, 12:41:37 pm by BluSunrize »
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Sturn

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Re: [Version 1.0.2] Mass Effect - Genesys Setting
« Reply #1 on: January 27, 2021, 07:45:28 pm »
Thanks for coming here and sharing this! We need some traffic to get this forum going and this could help!
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Seam

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Re: [Version 1.0.2] Mass Effect - Genesys Setting
« Reply #2 on: January 28, 2021, 07:51:08 am »
Thank you!
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