The Curious Affair of The Cardinal

Hercule Pyro
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Hercule Pyro
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Joined: 2:04 PM - Oct 13, 2004

1:55 PM - Apr 02, 2011 #1

The Curious Affair of The Cardinal

A Mass Effect adventure for five players

The adventure uses the Dungeons & Dragons 4th Edition/Gamma World rules, with heavy modification. For the most part, it’s Gamma World mechanics, although with several modifications.

Rules
New Mechanics
Equipment
Races and Classes
Character Sheet

The Campaign
The Brief
The Cast
Encounters
Supplementary Material
Last edited by Hercule Pyro on 1:35 PM - Apr 16, 2011, edited 1 time in total.
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Hercule Pyro
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Hercule Pyro
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Joined: 2:04 PM - Oct 13, 2004

2:06 PM - Apr 02, 2011 #2

New Mechanics
Ammo Rolls
On a critical miss, you’re out of ammo for that weapon until you can get another Thermal Clip.

MediGel
MediGel replaces your Second Wind, although you can only use it if you have any MediGel on you, or another character uses what they have on you. However, you may find more around, or perhaps purchase some from a reputable vendor.

Critical Hits
On a Critical hit, when you have two Critical Hit powers, select which one you wish to apply. You cannot apply both.
Last edited by Hercule Pyro on 3:01 PM - Apr 02, 2011, edited 1 time in total.
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Hercule Pyro
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Joined: 2:04 PM - Oct 13, 2004

2:28 PM - Apr 02, 2011 #3

Equipment

Weapons
The numerous weapons function as Firearms in terms of the Gamma World rules, although they ignore the existing rules for ammunition in favour of the Ammo Rolls mentioned earlier. Any further notes or special rules are included in the entry for each weapon

Pistol (1 Slot)
Dex/Int; +4 Accuracy; 1D8 Physical; Range 10

Heavy Pistol (1 Slot)
Str/Con; +2 Accuracy; 2D6 Physical; Range 10

Submachine Gun (1 Slot)
Dex/Int; +2 Accuracy; 2D6 Physical; Range 10

Shotgun (2 Slots)
Str/Con; +4 Accuracy; 3D6 Physical; Range 5

Assault Rifle (2 Slots)
Dex/Str/Con/Int; + 4 Accuracy; 2D10 Physical; Range 20

Sniper Rifle (2 Slots)
Dex/Int; +6 Accuracy; 2D8 Physical; Range 30
+1D6 Physical on a Critical Hit; On targets within 10, +0 Accuracy.

Mark II Biotic Amp
+2 Accuracy with Biotic Powers. Does not use ammunition.

Weapon Upgrades
Each weapon has a number of upgrade slots (Usually one or two), where you can modify it in some fashion. Whilst you can change upgrades, doing so consumes any upgrades already in the slot.
Heat-Sink: Ignores ammo roll on a 4+; With 2, it ignores ammo rolls entirely.
Gun-Sight: +1 Range, may not have more than one, may only be used with Pistols, Assault Rifles and Sniper Rifles.
Scram Rail: +1 Damage per Level; With 2, it also does D6 extra Damage per level on a Critical Strike.
Stabiliser: +1 To Hit per Level.
Combat Sensor: +5 Perception.

Armour
Armour follows the same basic rules, although everyone has at least Light Armour. In addition, every Armour type has one Upgrade Slot.

Light Armour
+3 AC. May add your Dexterity Modifier to AC as well.

Medium Armour
+5 AC.

Heavy Armour
+7 AC.

Armour Upgrades
Unlike weapon upgrades, when you attach one of these to your Armour, it's permanent. So choose wisely.

Combat Exoskeleton (Heavy Armour)
+2 AC, +2 Strength, -1 Acrobatics, -1 Stealth

Kinetic Barrier
Resist Your Level x 5 physical damage. After absorbing that much damage, they burn out, and cannot be used again. If they are not burned out by the end of an Encounter, they recharge and the amount of damage they can absorb is reset.

Armour Plating (Medium or Heavy Armour)
+3 AC

Kinetic Exoskeleton (Light or Medium Armour)
+2 Move, +2 Reflex, +1 Acrobatics
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Hercule Pyro
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Joined: 2:04 PM - Oct 13, 2004

2:33 PM - Apr 02, 2011 #4

Races

This is just the selection so far. This will expand as needed.

Quarian
Quarian Traits: Intelligence; Dexterity
Skill Bonus: +4 bonus to Mechanics, +4 bonus to Science
“I fuckin’ ‘ate Quarians”: -4 Interaction with non-Quarians.

Racial Traits
During any skill challenges based around hacking computers, jury-rigging machinery, or any other similar technological feat, Quarians may take one more attempt to pass any such challenge than any other class (For example, a Human may have three chances to hack the computer lock on a door. A Quarian may have four chances).

“Always carry a spare!”
Quarians may fire for one more round if they fail an Ammo roll.

Volus
Volus Traits: Intelligence; Wisdom
Skill Bonus: +4 bonus to Conspiracy, +4 bonus to Perception
“Not in the face! *kssh* Not in the face!”: -4 Athletics, -4 Acrobatics

Racial Traits
“Best deals *kssh* anywhere!”
Volus always manage to haggle at least 10% off the asking price of any item (Or at least buy it at cost), and usually can sell items for 10% more than what is initially offered. Whilst this is under optimal circumstances, depending on the conditions, they may be able to get more or less.

“Pick on someone *kssh* your own size!”
Hostile NPCs will always attack any other race if they are closer to, or equal distance from, them and a Volus. In other words, unless the Volus is right in front of them and shooting them in the legs with a shotgun, they will focus on other targets. Enemies controlled by an external force and artificial foes (VI’s, Geth) may just opt for whatever is closest, though.

Elcor
Elcor Traits; Constitution; Strength
Skill Bonus: +4 bonus to Science, +4 bonus to Athletics
“Weary sigh: I will get there when I am good and ready.”: -1 Speed

Racial Traits
Elcor cannot be knocked Prone. Nor can they opt to be Prone. If a condition (Like Unconscious) includes it, just ignore the part about Prone and apply the rest.

“Boastful proclamation: I am Heavy Weapons Elcor, and this is my weapon.”
Elcor weaponry tends to be on the heavy side, usually the equivalent of infantry support weapons and upwards. They can carry support weaponry, and their equipment is +1 Damage (As it’s a heavier equivalent, and most other users would struggle to lift it, or would break their limbs using it).

Turian
Turian Traits; Dexterity, Strength
Skill Bonus: +4 Athletics; +4 Perception
Auxiliary: Turians may use any weapon, regardless of class.

Racial Traits
“I have a bad feeling about this…”
Turians may reroll a Perception roll at the start of an Encounter. They must accept the second, even if it’s worse than the original.

“On my mark!”
Encounter * Standard
Ranged Weapon
Target: One Creature
Effect: Each ally within five squares of you may make a Basic Ranged Attack against the same target.
Attack: Level + 4 + Weapon Accuracy vs. AC
Hit: Weapon + Level physical damage.
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Hercule Pyro
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2:36 PM - Apr 02, 2011 #5

Classes
This is just the selection so far. This will expand as needed.

Soldier
Heavy Armour: Soldiers may wear and use Light, Medium or Heavy Armour.
Weapons Expert: The Soldier may use any weapon.
Critical Hit (Level 2): Incendiary Rounds On a Critical Hit with a Ranged Weapon, the attack deals a further D10 damage and the target takes ongoing 5 Fire damage (Save ends).
Critical Hit (Level 4): Concussive Shot On a Critical Hit with a Ranged Weapon, the attack deals a further D6 Damage and the target is Stunned.

Bold Attack (Level 1)

Grenade (Level 1)

Tactical Assault (Level 3)

Sustained Fire (Level 5)
Encounter * Standard Action
Ranged Weapon
Target: One Creature
Attack: Standard Ranged Attack
Effect: If the attack hits, you may make a further Standard Ranged Attack. If that hits, you may make a further one. And so on. if you make more than two Standard Ranged Attacks using this, you automatically make an Ammo Save (Saving throw, on a failure, you run out of ammunition). If you make more than four Standard Ranged attacks using this, you automatically run out of ammunition.

Infiltrator
Medium Armour: The Infiltrator may wear Light or Medium Armour.
Black Ops: The Infiltrator may use Pistols, Heavy Pistols, Submachine Guns and Sniper Rifles.
Critical Hit (Level 2): Stealth Generator On a Critical Hit with a Ranged Weapon, the attack deals a further D6 Damage and if you have already used Tactical Cloak this encounter, you may use it again.
Critical Hit (Level 4): Disruptor Ammunition On a Critical Hit with a Ranged Weapon, the attack deals a further D10 Damage and removes any Kinetic Shields or similar on the Target. Against synthetic creatures, such as Geth or VI constructs like LOKI security robots, it deals an additional D10 damage, for a grand total of D20 additional damage.

Tactical Cloak (Level 1)
Encounter * Minor Action
Personal
Effect: Your are invisible until the end of your next turn, or until you attack.

Keep Moving (Level 1)
"He has to keep moving or he dies - he's like a shark or Bob Dylan."
At-Will * Standard Action
Ranged Weapon
Target: One Creature
Attack: Your Level + 4 + Weapon Accuracy vs. Reflex
Hit: 1[W] + Your Level Physical Damage, and you may shift up to five squares away from the target.

Crippling Shot (Level 3)
At Will * Standard Action
Ranged Weapon
Target: One Creature
Attack: Your Level + 4 + Weapon Accuracy vs. Reflex
Hit: 1[W] + Your Level Physical Damage, and the target grants Combat Advantage until the start of your next turn.

Kill Shot (Level 5)
Encounter * Standard Action
Ranged Weapon
Target: One Creature
Attack: Your Level + 4 + Weapon Accuracy vs. Reflex
Hit: 3[W] + Your Level Physical Damage. On a Critical Hit, it does 4[W] + Your Level Physical Damage.

Adept
Light Armour: Adepts may only use Light Armour.
I am the Weapon: Adepts may only use Pistols, Heavy Pistols, and Biotic Amps.
Critical Hit (Level 2): Warp Ammunition On a Critical Hit with a Ranged Weapon, the attack deals a further 2D8 Damage, removes any Kinetic Barriers on a target, and reduces the target’s AC by 3 for the duration of the Encounter.
Critical Hit (Level 4): Reave On a Critical Hit, the attack deals a further D10 damage, with a further D6 damage for each Kinetic Barrier the target has up.

Warp (Level 1)
At Will * Standard Action
Ranged 5 (Biotic)
Target: One Creature
Attack: Your Level + 4 + Weapon Accuracy vs. Fort
Hit: 1D10 + 4 + Twice Your Level Physical Damage, and the target takes a -2 Penalty to all Defences until the end of your next turn.

Barrier (Level 1)
At Will * Standard Action
Ranged (Biotic)
Target: You or One Ally within 5
Effect: They gain +2 to all Defences until the end of your next turn.

Singularity (Level 3)
Encounter * Standard Action
Area Burst 1 within 5
Target: Each creature within the Burst
Attack: Your Level + 4 + Weapon Accuracy vs. Fort
Hit: 1D8 + Your Level Damage, and the target is Immobilised until the start of your next turn.

Throw (Level 5)
At Will * Standard Action
Ranged 5 (Target 1); Range 5 (From Target 1 to Target 2)
Target: Two Creatures
Attack: Your Level + 4 + Weapon Accuracy vs. Fort
Hit: Target 1 Con + Your Level + Range from Target 1 to Target 2, and both Target 1 and Target 2 are knocked Prone.
Miss: Target 1 is knocked Prone.
Last edited by Hercule Pyro on 2:37 PM - Apr 02, 2011, edited 1 time in total.
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Hercule Pyro
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Joined: 2:04 PM - Oct 13, 2004

2:57 PM - Apr 02, 2011 #6

Character Sheet

Character Name:
Level: 1
XP: 0/500

Race:
Type:
Skill Bonus:
Defence Bonus:
Other:

Class:
Critical Hit Bonus (Level 2):
Critical Hit Bonus (Level 4):

AC:
Fortitude:
Reflex:
Will:

Hit Points:
Bloodied Value:

Strength:
Constitution:
Dexterity:
Intelligence:
Wisdom:
Charisma:

Acrobatics:
Athletics:
Conspiracy:
Insight:
Interaction:
Mechanics:
Nature:
Perception:
Science:
Stealth:

Speed:
Initiative:
Passive Perception:
Passive Insight:

Equipment



Example Character - Koril, Turian Infiltrator
Character Name: Koril
Level: 1
XP: 0/500

Race: Turian
Type: Dexterity, Strength
Skill Bonus: +4 Athletics; +4 Perception
Other: Auxiliary

Class: Infiltrator
Critical Hit Bonus (Level 2): Stealth Generator
Critical Hit Bonus (Level 4): Disruptor Ammunition

AC: 16
Fortitude: 14
Reflex: 15
Will: 12

Hit Points: 25
Bloodied Value: 12

Strength: 16
Constitution: 13
Dexterity: 18
Intelligence: 10
Wisdom: 12
Charisma: 13

Acrobatics: +5
Athletics: +8
Conspiracy: +1
Insight: +2
Interaction: +2
Mechanics: +5
Nature: +2
Perception: +6
Science: +1
Stealth: +5

Speed: 6
Initiative: +5
Passive Perception: 16
Passive Insight: 12

Equipment Medium Armour, Sniper Rifle, Shotgun, Medigel x 1, 100 Credits
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Hercule Pyro
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Hercule Pyro
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Joined: 2:04 PM - Oct 13, 2004

3:08 PM - Apr 02, 2011 #7

The Brief

When? 2183 CE. Two weeks before The Battle of the Citadel.
Where? Omega Station.
Who? You are a mercenary, and a criminal, though not entirely without good points. Through your contacts, you have found that a local crime boss, who goes by the alias “The Cardinal”, has a job going. Word is it won’t be easy, but given what they’re paying, you’d be surprised if it was.
What? The Cardinal, a small-time crime boss with big ideas, has been attempting to establish themselves on Omega. This isn’t easy, but given that they seem to be willing to recruit the best they can afford regardless of species, they seem to be aiming for quality rather than quantity when it comes to henchmen.
This hasn’t gone down terribly well with the rest of Omega’s crime-lords, though a few are willing to establish an alliance against the more powerful organisations. However, Aria doesn’t seem to have a great deal of time for the shadowy Cardinal, and it would seem that she’s in the position to swat the upstart before they become a serious nuisance.

The Cardinal wishes to recruit a team of competent, loyal mercenaries to procure an item for a third party. Acquisition of the item should not be especially taxing, the real job will be locating it.
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Hercule Pyro
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Hercule Pyro
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Joined: 2:04 PM - Oct 13, 2004

3:19 PM - Apr 02, 2011 #8

The Cast

Player Characters
Han'Vassel Nar Great King Toodleybump, Quarian Soldier
Taldier, Turian Soldier
Gurla-Van, Volus Infiltrator
Nohnan, Elcor Adept
Aemilius, Turian Adept

Non-Player Characters

The Cardinal
Who "The Cardinal" is is a mystery. To be honest, what The Cardinal is is a mystery. Appearing from nowhere, with a small pack of hoodlums and thugs with quality equipment from a dozen different sources, they've made a name for themselves as a person to watch. Whilst currently too small to be a threat to the ruling elite (Such as it is) of Omega, The Cardinal seems to have organised the lesser gangs and mobs into a vague alliance that could change the face of the station forever.
The Cardinal's gang is unnamed, and for the most part seems to focus on theft, blackmail and kidnapping. This is how the unnamed third party perhaps came to choose them for the job.
As for The Cardinal themselves, nothing is known. Not their real name, not their gender, not even what species they are. It's entirely possibly there is no single Cardinal, and a group of individuals assume the role. Rumour has it they are a rampant VI, or an intermediary of The Collectors, that shadowy race who've been known to visit Omega for particular... items. More practical people assume that the mystery is a safeguard, to allow The Cardinal to outwit far more powerful enemies, perhaps slipping away into the shadows to resurface when times are more favourable.
Last edited by Hercule Pyro on 9:28 PM - Apr 11, 2011, edited 1 time in total.
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Twib
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Joined: 3:29 AM - Feb 06, 2006

8:38 PM - Apr 02, 2011 #9

I'll get started on my Excel sheet right away while waiting for us to roll our stats
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Kaempfer
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1:50 AM - Apr 03, 2011 #10

Wealp, I decided to whip up a quick drawing of Nohnan. Still working on his backstory.

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