me cortex+ v3.2 net
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Rules
Rolling Dice:Players Roll a dice from:
Affiliation Reputation Distinction (D8 or D4) Race Power Set Class Power set Gear Power Set Skill or Specialities Assets/resources Opponent Stress Complications on opponent
Before you roll, Plot Points may be spent to Push your dice pool with a d6. Add in an extra trait from a trait group (i.e., two powers from a Power Set, or two Distinctions). Add a stunt die for your Power Set or Specialty. Activate certain special effects (SFX) in a Power Set.
After You Roll, Plot Points may be spent to Add an extra die from your roll to your total. Keep an extra effect die. Activate an opportunity rolled by the Watcher. Activate certain special effects (SFX) in a Power Set. Use an effect die from a reaction roll. Change stress youve taken to another type.
During a Transition Scene, Plot Points may be spent to Add a resource die linked to a Specialty.
Plot Points may be earned when You sse a Distinction negatively. You activate a Limit on a Power Set. You have an opportunity on your dice activated by the Watcher or another player to add to the doom
pool. The watcher gives you one.
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Character Creation
Affiliations
Choose 1 at d10, 1 at d8 and 1 and d6.
Assault Suppo rt Specialist
The Direct ApproachHelping the team,
hindering the enemyThe other stuff
Physical and MentalAttacks
Complications andTeam Assets
Personal Assets andSkill use
Distinctions
Choose a race and class Distinction .
Create a character concept. This must include the race and possibly thecharacters class
Examples: Noble Turian Warrior, Curious Human Explorer, Devious SalarianSmuggler, Asari Huntress in pursuit of Justice
Choose three further distinctions from these possible:
Trouble. Pick a distinction that represents a recurring problem. This could bea character flaw, a nemesis or a person that complicates things.
Background. Choose a distinction that represents the childhood, upbringingand training of the character.
Turning Point/ first adventure. Choose a distinction to define the momentthe character became a hero. This could be an adventure, mission or someother event.
Personality. Choose a distinction that represents how the character acts orlooks.
Catch-phrase/Saying. Choose something that the character likes to say. Values. Choose something based on one of the following:
o Dutyo Faitho Funo Glory
o Guilto Justiceo Loyaltyo Love
o Powero Revengeo Trutho Wealth
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How are these used?
1. If used for something relevant, roll a d8.2. If used as a potential problem, gain a PP and toll a d4.3. These can be used against you; either the opponent gains a d8,
something bad happens or you have act a particular way: you gain a PP.This is caused a compel.
Power Sets Races, classes and gear
Characters have three powers sets
One based on their race, one for class, and one based on gearEach provides powers, sfx and limits.
If a racial power lists one die value that power is optional and the value is themaximum, if it lists two those are the max and the min.
All races have a racial limit. They gain a PP if affected by a a special racialevent or play their racial animosities.
If characters would have repeated powers (Biotics) split them up so they varybetween the sets.
Gear depends on class.
Spending
Balanced
Write down all powers and SFX.maximum spend of 30 dice between Powers sets, SFX and Skills
Narrative
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Set character as whatever is needed.Check dice ranksd6 - Average - has the ability, but nothing speciald8 - Enhanced - Near Peakd10 - High - Peak for most abilitiesd12 - Ultra - Beyond the norms! Must be a special reason for this.
New Powers
IntellectWillpowerCharisma
AppearanceDexterity Aim
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Skills
There are 13 Skills
AcrobaticsBioticBusinessCombatCosmicCovertCrimeEmpathyMedicalMenacePilotingScience Tech
Each can be taken at Trained (d6), Expert (d8 or 2d6) and Master (d10 or 2d8or 3d6).
These can be used to create resources at one die less than their main level.
Characters start with 5-20 die steps of skills (d6 costs 1 etc) Including skillsgained from class.
You can then choose 3 specialities at d12, d10, d8, which must be higherthan the relevant skill. Note some specialities come up twice.
Acrobatics - (Dodge, Jumping, climbing, freerunning)Biotic- (Telekinesis, Barrier, Warp, Slam, Charge, Mental) Business (Trade, valuing, contacts) Combat - (Pistol, SMG, Shotgun, sniper, Assault rifle, Melee, Tactics) Cosmic (Specfic Race or Planet, History,)Covert - ( Stealth, Hacking, Theft, sniper, disguise) Crime (contacts, Legal system, cons, Deceit) Empathy (Persuade, Bluff, Read people, charm, Seduce) Medical (First Aid, Diseases, poisons) Menace - (Taunt, intimidate, Psych-out)
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Piloting - (Fighter, Freighter, Cruiser, Ships systems, Ground craft) Science - (Specfic area of Knowledge, Genetics)Tech - (Hacking, Computers, Omni-Tool, Repair, Modify).
Races
ASARISuggested Distinctions Courtesan, Politican, Justicar, Polite, RestrainedSuggested skills Science, Biotic, EmpathyPowers Biotics d6-d10
Intellect d10, Charisma d10, Appearance d10Sfx Longevity Asari typically live up to 1,000 years old.Limits Asari disliked by Krogans and suffer penalties on
contact with.
BATARIANSuggestedDistinctions
Violent, Terrorist, Aggresive, Pirate, Slaver, Criminal
Suggested skills CombatPowers Strength d8.Willpower d8, Stamina d6Sfx None.Limits Batarian . Humans and batarians have a great dislike for
each other. Many races distrust Batarians and view themas mercenaries and criminals.
HUMAN
DRELLSuggested Distinctions Loner, Wanderer, Silent, Observant, WatcherSuggested skills Combat, covertPowers Senses d6-d10, Reflexes d8.Sfx Drell have excellent memories. Can remember events
for a PP. Limits Drell . Drell cannot be cured of diseases once infected.
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Suggested DistinctionsSuggested skills AnyPowers Intellect, Charisma, willpower d8
Strength, Stamina, reflexes d6SfxLimits Human. Viewed as impetuous and nieve by most races
and hated by batarians.
KroganSuggested Distinctions Mighty, Berserk, Angry, Hothead, DourSuggested skills Combat, Menace
Powers Strength d6-d10, Stamina d6-d10, Durability d6-d10.Resistance ( Poison and disease )d6-d10
Sfx Natural ArmourKrogans reduce physical stress by one die step.
Limits Krogan . Most races fear and distrust Krogans.
QUARIANSuggestedDistinctions
Explorer, Pilgrim, Mr Fix-it, Nervous, Migrant
Suggested skills Tech, PilotingPowers Tech power d6-d10
Reflexes d8, Intellect d8Sfx When Quarians make assets from tech parts there are
worth a die step more than normalLimits Quarian
Complex NeedsQuarian biology prevents them from eating any food madeby other species with the exception of turians.Also, Quarians have no immune systems. They must wearspecial environment suits when out in the open on otherplanets or on space stations, with the exception ofspecialized rooms with volus life support systems.
Eerie Presence/ReputationMost people regard the quarians with mistrust because of thecreation of the geth and the subsequent self-imposed
isolation of the quarian people. First impressions are almostalways negative.
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SalarianSuggested
Distinctions
Distracted, hyperactive, observer
Suggested skills Empathy, covert, Piloting, SciencePowers Senses d8, Reflexes d6-d8, speed d6, intellect d8,
charisma d8Sfx None.Limits Salarian. Hated by the krogan.
Short-LivedA typical salarian lifespan is roughly 40 years.
TURIANSuggestedDistinctions
Cop, Determined, Disciplined, Honorable
Suggested skills Covert, CombatPowers Senses d8, willpower d8, intellect d6Sfx
Limits TurianComplex NeedsTurian biology prevents them from eating any foodmade by other species with the exception of quarians.
VOLUSSuggested
Distinctions
Money grabbing, Rich, Banker, Merchant
Suggested skills BusinessPowers Intellect d6-d8, charisma d6Sfx /Limits Volus
Complex NeedsThe high-pressure, ammonia-based atmosphere of theirhome planet makes the volus incapable of breathing the
air that other species do or enjoying their food. They must
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wear special environment suits when out in the open onother planets or on space stations, with the exception ofspecialized rooms with volus life support systems.CowardThough not exactly cowardly, their frail and undexterousphysique lends to them getting away from violence morethan other species.Little PersonThe volus are shorter than other species, at about two-thirds their height or shorter.
VORCHASuggestedDistinctions
Vicious, Scavenger, Refugee, Outcast
Suggested skills Combat, menacePowers Stamina d6-d10, Durability d6, Speed d8, Strength d6,
Reflexes d8Weapon d6 (claws)
Sfx Regeneration
Recover 1step of stress every beat, and all stressoutside of a scene for cost of a PP.Environmental AdaptionImmunity to one environmental condition, limited .The immunity changes after a week in a hostileenvironment. A player may pick a specific type ofenvironment that the character is already resistant tobefore the game begins.
Limits VorchaShort-LivedA typical vorcha lifespan is roughly 20 years.Out for BloodVorcha communicate primarily through violence. Assuch, if words just aren't cutting it, teeth, guns, clubs,and whatever else is handy will.
Classes
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Each class provides a number of D6 skills and a choice of powers.Spend 5 points on class powers
SOLDIERPower Options Carnage, Overkill, Concussive shot, Adrenaline rush,
FortificationSkills at D6 Combat, MenaceGear 3 weapons of any type.
Heavy ArmourBasic Omni-tool (d6)
ADEPTPower Options Biotic Control, Throw, Shockwave, singularity, WarpSkills at D6 BioticGear 1 Light weapon, 1 heavy weapon
Light Armour
Basic Omni-tool (d6)
ENGINEERPower Options AI Hacking, Damping, Overload, Incinerate, Cryo-blast,
Combat Drone, Energy DrainSkills at D6 Tech
Gear 2 weapons of any type.Medium ArmourMil-spec Omni-tool (d8)
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INFILTRATORPower Options Overload, Cryo-blast, Sabotage, Marksman, Stealth
FieldSkills at D6 Tech, Covert, CombatGear Assault rifle, Sniper-rifle and one light gun
Light ArmourMil-spec Omni-tool (d8)
VANGUARD
Power Options Concussive Shot, Shockwave, Telekinesis, Charge,Skills at D6 Biotic, CombatGear 2 weapons of any type
Medium ArmourBasic Omni-tool (d6)
SENTINELPower Options Overload, Cryo-blast, Tech Field, Warp, ThrowSkills at D6 Tech, bioticGear 2 weapons of any type.
Light ArmourMil-spec Omni-tool (d8)
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Biotic Powers
All biotic Powers have the following limits and SFX:
No Biotic Power can be used in 2 consecutive turns. Biotic powers do not work on shielded targets.
(unless stated) SFX shutdown. Shutdown a power for 1PP.
Regain on an opportunity or at a transistionscene.
Biotic abilities
Base POWERS
Biotic Control = Kinetic ControlDominate = Mind controlMind Reading = TelepathyBarrier = DurabilityLevitate = Movement (levitate)
SFX Lift / Pull Afflict bonus on floating complications Singularity - Area Attack. Stasis - Afflict bonus on In Stasis complications, but that can also
be used as a defense by the target.
Attack Powers
Each of the following is a variation on Biotic Attack . Anyone who can has onecan take Biotic attack and then the relevant SFX.
ThrowSFX Afflict bonus on floating /thrown complications.
Slam
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CrushSFX = If target has Armour durability, step down their die by two
steps. Warp Shockwave:
SFX =Area affect. Does work against shielded targets. Charge (Melee Attack)
Tech
Tech abilities have the following SFX and Limits:
No Tech Power can be used in 2 consecutive turns. Tech powers do not work on shielded targets. (unless stated) SFX shutdown. Shutdown a power for 1PP. Regain on an opportunity or
at a transistion scene.
Tech Powers
Base POWERS
Damping = Energy Control AI Hacking = Tech control Tech Shield = Durability Stealth Field = InvisibilityCombat Drone = Sorcery
SFX Create a combat drone asset and step up by one die.
Attack PowersEach of the following is a variation on Tech Attack . Anyone who can has onecan take Tech attack and then the relevant SFX.
OverloadSFX Step up effect die by one against synthetics or two if causing shield
stress.Limit Step down effect die by one against non-synthetics .
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Energy DrainSFX any stress done can be used to remove users shield stress, or tocreate a boosted shields asset. Limit only effective against shielded targets.
SabotageSFX Afflict - step up Effect die to place weapon malfunctioncomplication OR pay 1PP to remove weapons with the gear limit.Limit cannot work against targets without modern weaponry, orsynthetics.
Neural Shock (does mental damage)
IncinerateSFX Step up damage against targets with armor durability .
Cryo BlastSFX Step up complication of frozen placed on target.
Combat Powers
All combat powers have limit: recharge time of one round in between uses. Some Only work with specific weapon. If that dice is not rolled in the
power cannot be used.
Carnage Attack - Shotgun
Overkill attack - Assault rifle / SMG
Immunity / Fortification = Durability
Adrenaline Rush = Reflexes
Marksman attack, Pistol/Heavy Pistol/Sniper-Rifle
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Assassination Attack , Sniper rifle
Concussive Shot Attack, Shotgun/AssaultRifle
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Weapons and Armor
All weapons and Armor have the gear limit.
All weapons have limit:Mutually Exclusive Shutdown weapon to switch to another Firearm.
All Guns have limit:Out of Ammo Shutdown Gun and gain 1 PP. Take an action against the Doom pool torecover
Guns
Basic Versions
Pistol d6Heavy Pistol d8SMG d6 SFX-Area Attack Assault Rifle d6 SFX-Area Attack Heavy Assault Rifle d10Shotgun 2d8Sniper Rifle d10
Named Versions
M-3 Predator d6 pistolM-6 Carnifex d8 pistolM-5 Phalanx d8 pistolM-23 Katana d8 ShotgunM-27 Scimitar d10 ShotgunM-300 Claymore d10 ShotgunM-29 Incisor d10 Sniper RifleM-92 Mantis d12 Sniper RifleM-97 Viper d12 Sniper RifleM-8 Avenger d6 Assault RifleM-15 Vindicator d10 Assault RifleM-76 Revenant d8 Assault RifleM-4 Shuriken d6 SMGM-9 Tempest d8 SMGM-12 Locust d6 SMG
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Melee
Fists - no diceBiotics - see TalentsForce weapons - d6.Omni-Blade d6
Armor
All armor provides shields stress. All damage is applied to shields. Once the shieldsare stressed out then damage is applied as normal.
Basic Armour
Light Armour d6 DurabilityMedium Armour d8 DurabilityHeavy Armour d10 Durability. Strength d8.