Strangers in a Strange Land [Mass Effect]

Jemnite - Himura Kenshin
Taking a bit of inspiration from Shadows in Starlight here.

Name: Himura Kenshin (Shinta)
Appearance: [Casual]
Virtue: "I can make a difference."
Even a single man can make a difference. If just one can be saved, even if it's just one, it was worth it. Always rise to the occasion to help others. There is no nobler cause than to help someone else.

Vice: "This is my fault, and you shouldn't get involved."
Solve all problems on your own. You don't need to burden your friends with your own troubles. It is your mistakes that caused them, and you will fix them on your own.

Pillars:
"I will atone for the blood on my hands." [4]
In the war, many died at this one's blade. Perhaps they were on opposites side of the war. It does not matter. This one must spend his life to repent for his crimes. He must never draw his blade to kill again.

"I failed because I was weak." [1]
There were many lives this one could have saved, if this one had not been too weak. Many lives lost to pay the price of this one's weakness. It will not happen again. This one must become stronger.

"I can change the world with this blade." [0]
This one once believed that a single blade could help change the world. This once learned otherwise. Even if this once stains a blade with the blood of hundreds, nothing really changes.

Assets:
Force Capable.
Force Theory.
Force training techniques.
Lightsaber.
Cortosis Kote (gauntlets).
Worn Traveling Gear.

125 (Force) + 15 (lightsaber) + 15 (Cortosis Kote) + 1 (Worm Traveling Gear) = 156

Force: Telekinesis
Unskilled(Starting) -> Can move small stuff like a book.
Trainee(2 Points) -> Can move bigger, heavier objects. Precision is also higher (to make an example, one now can constrict a ribcage, but not just the neck).
Trained(4 Points) - > Bigger size, greater precision (normal force choke), can affect multiple targets.
Professional(8 Points) -> There are not that many things you can't move, everything else is upgraded too.
Expert(16 Points) -> Going into the same league of Yoda or Sidious.

Force: Enhancement
Unskilled(Starting) -> Faster, stronger, more durable and able to jump higher. But not by much, it is almost unnoticeable in fact.
Trainee(2 Points) -> As good as one can get by their race standard.
Trained(4 Points) - > What most Jedi were seen do.
Professional(8 Points) -> Jedi Master level.
Expert(16 Points) - > Yoda or Sidious.

Force: Mind
Unskilled(Starting) -> Can generally sense high emotional levels.
Trainee(2 Points) -> Has a better idea of what the other is feeling, and can influence it to a point.
Trained(4 Points) - > Standard Jedi mind trick with all it's limitations.
Professional(8 Points) -> The mind trick is faster and not as obvious (less handwaving and robot like repeats of the order).
Expert(16 Points) - > Only a vague gesture is needed and the response is more natural like.

Force: Lightsaber Combat
Unskilled(Starting) -> Can wave it in the enemy's general direction and - if the Force is willing - not lose a limb in the process.
Trainee(2 Points) -> Nowhere near an accomplished swordsman, but skilled enough to be dangerous.
Trained(4 Points) - > Competent in the use of the lightsaber and capable of deflecting blaster shots with a reasonable degree of success.
Professional(8 Points) -> Darth Maul level of skill.
Expert(16 Points) - > Dooku.

Force: Esoteric - Precognition
Unskilled(Starting) -> Intuitive insights about incoming important events (stock broker able to correctly guess the flow of the market by instinct).
Trainee(2 Points) -> Flashes about certain events, start of combat precog.
Trained(4 Points) - > Jedi Knight.
Professional(8 Points) -> Jedi Master.
Expert(16 Points) - > Sidious or Yoda.

Force: Esoteric - Stealth
Unskilled(Starting) -> Concealment of Force Presence
Trainee(2 Points) -> Suppression of presence, force and otherwise.
Trained(4 Points) - > Disruption of sensory equipment, fades into background.
Professional(8 Points) -> Disruption of senses and equipment, fades from general awareness.
Expert(16 Points) - > Total erasure of audio, visual, and equipment trails.

Unarmed Combat:
Unskilled(Starting) -> You punch people and they hurt.
Trainee(2 Points) -> Basic stances, moves, and forms. Capable of taking down several unarmed untrained fighters without injury.
Trained(4 Points) - > Advanced stances, moves, and forms. Able to defeat several trained or armed fighters without injury.
Professional(8 Points) -> Lightning fast kicks, punches, capable of taking down armed and trained foes without injury.
Expert(16 Points) - > One inch punch.

Disguise:
Unskilled(Starting) -> Application of makeup is a success.
Trainee(2 Points) -> Able to fool most people, will not stand up to increased scrutiny.
Trained(4 Points) - > Able to stand up to investigation, will fail under interrogation.
Professional(8 Points) -> Will stand up to general interrogation.
Expert(16 Points) - > Unpiercable except by the most skilled interrogators.

Interrogation:
Unskilled(Starting) -> Able to get a drunk dude in a bar to spill his guts. Can force information from someone who's already scared.
Trainee(2 Points) -> Able to glean some details from a normal conversation. Can force information from weak willed people.
Trained(4 Points) - > Able to force information out of most people. Elites will not budge.
Professional(8 Points) -> Able to force information out of everyone but the toughest nuts.
Expert(16 Points) - > Even the hardest nut will crack, unless prepared in some way.
 
Name: Maldoon the Mind Flayer
Appearance:
This strange humanoid-shaped being stands at six-foot-three, slightly taller than a normal human. Its flesh is rubbery and greenish-mauve, glistening with slime. The creature's head looks rather like a six-tentacled octopus, made all the more horrible by a pair of bloated white eyes. Known as a Ulitharid, a more advanced version of the standard Illithid ("Mind Flayer"), Maldoon is a creature that often adorns himself in rather lavish fashion.

Adorned in heavy silks that leave him rather out-of-place compared to the synthetic materials of Mass Effect, his facial tendrils are further decorated in elaborate gold rings encrusted with gemstones in a fashion that makes the facial appendages appear more akin to a fleshy Asari beard than his primary form of attack.


Virtue:
Prudence
Vice: Greed
Pillars:

In terms of beliefs, Maldoon possesses the keen and fervent belief in his inherent superiorty over all other species. After all, if it was not his providence to rule, then why would he have the ability to grow with such immense power and keen intellect? Indeed, Maldoon is very much a god to these petty races, and shall no doubt find his ego assuaged in their defenselessness against the might of all Illithid kind!

Of course, being born as an Ulitharid has its benefits, and he has worked to hone himself into a prime example of his species. Not only fit for rulership, he has worked to develop his power over the arcane and -- in time -- the universe!

A God Am I: 2
Natural-Born Ruler: 2
Master of Sorcery: 1

Assets:
Ring of Blinking: A special ring which allows the Ulitharid to "blink" back and forth between the Material Plane and the Ethereal Plane, rendering a 50% chance for all physical attacks to miss him, as well as a host of other interesting effects (as the Mind Flayer physically shifts from one plane of existence to the other in rapid succession.) [10 Points]


Superb Bracers of Armor: Crafted from heavily gilded and intricately shaped gold, they surround the wearer with an invisible but tangible field of force, shielding the Mind Flayer from attacks both ranged and melee. [5 Points]

Extraction: The not-so-rare-and-ancient technique of Mind Flayers everywhere, by which they latch on the tendrils of their head onto the head of an opponent in a fashion not unlike the face-loving aliens of a certain film series. Once their face tentacles are latched on, a Mind Flayer may extract the brain of the subject -- killing them instantly and absorbing all of the knowledge within their mind and adding it to their own (though they gain no direct skills this way. Knowing how to knock a bow is different from actually doing it.) Alternatively, they may instead inject the person's brain with Illithid tadpoles, turning them into the permanent thrall and slave of the Mind Flayer until they eventually morph into another Illithid. [100 Points]

Psionics (Theory): An inherent ability of Illithids, psionics is the intersection of the arcane and the mental. While many consider it a magic of itself, it is a magic of the mind -- a sort of natural thinking sorcery that Illithids employ and other races can eventually be taught in, provided their minds are resilient enough to withstand the rigors. Pushing too hard can often prove fatal, though the effects are quite prominent. [25 Points]
  • Requires a high intellect to be effective in (either via natural intelligence or artificial enhancements.)
  • Overusage of abilities or pushing past physical limits can result in brain damage or potential fatal hemorrhaging.
  • Psionics is not inhibited by energy fields or raw materials, but instead interacts directly on the mental level. Lead or certain exotic materials can interfere with (or amplify in the case of the latter) psionic energies and activities, however.
  • Anything with any sort of intelligence or mind can be influenced by direct psionics, though telekinesis/pyrokinesis/other "mental made physical" psionics can affect robots and other such machines.

84 Skill Points:
Combat:
Tactics 4 (8)
Strategy 4 (8)
Hand-to-Hand 4 (8)
Psionics 5 (16)

Total: 40

Diplomacy:
Intimidate 3 (4)
Diplomacy 3 (4)
Psionic Teaching 4 (8)

Total: 16

Technical:
Psicraft 5 (16)

Total: 16

Knowledge:
Strategy 4 (8)
Engineering 3 (4)
The Planes 3 (4)

Total: 16

Other:

All spent!
 
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Depends on how you define the size of a company(it's pretty variable), but if he's alone fighting several hundred trained Mass Effect soldiers with combined arms, he probably isn't going to win in any kind of situation when the enemy forces can make full use of their superior numbers.
Well, if we could reduce it to a pure melee fight he'd have good chances, but that ain't gonna happen.
Note that this assumes that they aren't going to run after they start suffering losses at a rather daunting rate and do bring anti-armor(or at the very least, anti-krogan) weaponry to bear. He is gonna avoid a charge à la Last Samurai if he can, after all.

With Urban Warfare and hordes of Khornate Cultists on his side? This probably needs the involvement of another player or an NPC on par with the PCs to take out directly(ie without invoking the chunky salsa rule with big ordnance).


That being said, I based his very... robust... power level off the fact that an Evangelion with an S2 engine, ie a walking I WIN card, even if the enemy is willing and able to deploy orbital bombardment, is 200 asset points and me being willing to spend a 100.

EDIT : this is my estimation of what I think is appropriate, I'm open to tweaking things.

I think you're seriously underestimating Mass Effect and the capabilities of modern warfare. You could absolutely run a pretty strong insurgency, but any kind of concerted military effort will squash you. Like, let this be a general warning to all players, if you mess with the big guys (the governments) enough they start caring about you, you will enter a living hell, even if you survive.

Further, a WFRP character is inherently ill-suited towards fighting enemies as well-trained and well-equipped as ME troops, simply because you're ultimately from a pre-industrial paradigm.

This means your stuff will be comparatively cheaper, of course, which is good for you! But if you feel like making waves as chaos, prepare to die.

Besides, ME has hero equivalents too.

Name: Ordo Hereticus Inquisitor Velayne von Astarkia
Appearance:

Virtue:
Humanities Guardian: Velayn is totally committed to her role as an Inquisitor. Despite the great difficulty it has placed on her, preventing her from forming personal attachments or lead anything resembling a normal life, she is utterly to Humanity. She will gladly lay down her life in service to Humanity, and will defend it at any cost, using any resource at her disposal.

Vice:
Human Above All Others: The Imperial Cult teaches that it is Humanity's destiny to inherit the stars, to rest control from the foul Xenos without, and the Heretic within. Velayn believes this will all her heart, and needless to say this makes working with Xeno's...even when united in a common goal...difficult to say the least.

Pillars:
- The Imperial Cult (3): Velayne is a fervent believer in the Cult of the Emperor, while not quite to the burning faith present in some of her peers, she has seen far to many people to the tempting lies of the ruinous powers for that level of blind faith, she still believes in the Emperor's Divinity wholeheartedly and follow's the Cult's teachings with every breath.
- The Primacy of the Imperium (1): As much as she believes in the Emperor, Velayne is not quite so wholehearted in her support for the worldly Imperium. While she will gladly lay down her life for the Imperium she is not blind to its flaws. It is not a perfect system by any means, but the Imperium does what it can to fight the ever-growing darkness and despite its imperfection, it is Humanities best defense against the Heretic, the Xeno and the Traitor
- Inquisition Mandate (1): While Velayne takes her duties as an Inquisitor very seriously, she is not blind to the black marks on the Organization's history, nor does she believe that Inquisitors are infallible. she has fought to many of her own Order turned traitor, corrupted by their desire to fight Chaos...with Chaos.

Skills: 24/24 Points (+60)
Combat:
- Infantry Combat (16)
- Tactics (8)
- Strategic Command (8)

Diplomacy:
- Interrogation (8)
- Politics (16)
- Charismatic Leadership (8)

Technical:
- Equipment Maintenance (4)

Knowledge:
- The Imperial Cult (16)

Starting Assets
200/200 Points (-60)
- Bolt Pistol + Ammo
- Inferno Pisol + Ammo
- Power Sword (Just Item)
- Artificer Armor Sororitas-Style (Just Item)
- Rosarius (Just Item)
- Imperial Prayer Items (Purity Seals, Prayer Book, Holy Oils etc.)

Any Comments? Costs and Such, i was wondering if I had enough to have as few SoB lackey's to tag along...

Nothing looks immediately problematic. I'm not entirely sure what benefit "The Imperial Cult" skill could grant you though! If it has no utility, you might want to just roll it into fluff.

The Emperor ain't here, after all.

I'm very interested in taking part and although it's too late in my time-zone for me to post a full character sheet, I'll nonetheless post a brief summary of my ideas for a character:

Brotherhood of Nod Commander
A character that would work as a force-multiplier in combat, despite not physically doing any fighting, through Tactics and Strategy (with an emphasis on being a sneaky bastard). They would basically take it upon themselves to rebuild Nod from scratch, and as such would ideally end-up as somewhat of an Illusive Man-esque character (spy network and all). Transferred technology would likely include Nod cloaking tech (better than Mass Effect stealth systems), lasers, possibly cybernetics and, of course, Tiberium.

I'm also considering having a senior member of the Black Hand as a field leader and 'right-hand man', as well as either a Shadow or Commando as an elite, lone operative.

Shouldn't be a problem, at least as a concept.

Taking a bit of inspiration from Shadows in Starlight here.

Name: Himura Kenshin (Shinta)
Appearance: [Casual]
Virtue: "I can make a difference."
Even a single man can make a difference. If just one can be saved, even if it's just one, it was worth it. Always rise to the occasion to help others. There is no nobler cause than to help someone else.

Vice: "This is my fault, and you shouldn't get involved."
Solve all problems on your own. You don't need to burden your friends with your own troubles. It is your mistakes that caused them, and you will fix them on your own.

Pillars:
"I will atone for the blood on my hands." [4]
In the war, many died at this one's blade. Perhaps they were on opposites side of the war. It does not matter. This one must spend his life to repent for his crimes. He must never draw his blade to kill again.

"I failed because I was weak." [1]
There were many lives this one could have saved, if this one had not been too weak. Many lives lost to pay the price of this one's weakness. It will not happen again. This one must become stronger.

"I can change the world with this blade." [0]
This one once believed that a single blade could help change the world. This once learned otherwise. Even if this once stains a blade with the blood of hundreds, nothing really changes.

Assets:
Force Capable.
Force Theory.
Force training techniques.
Lightsaber.
Cortosis Kote (gauntlets).
Worn Traveling Gear.

125 (Force) + 15 (lightsaber) + 15 (Cortosis Kote) + 1 (Worm Traveling Gear) = 156

Force: Telekinesis
Unskilled(Starting) -> Can move small stuff like a book.
Trainee(2 Points) -> Can move bigger, heavier objects. Precision is also higher (to make an example, one now can constrict a ribcage, but not just the neck).
Trained(4 Points) - > Bigger size, greater precision (normal force choke), can affect multiple targets.
Professional(8 Points) -> There are not that many things you can't move, everything else is upgraded too.
Expert(16 Points) -> Going into the same league of Yoda or Sidious.

Force: Enhancement
Unskilled(Starting) -> Faster, stronger, more durable and able to jump higher. But not by much, it is almost unnoticeable in fact.
Trainee(2 Points) -> As good as one can get by their race standard.
Trained(4 Points) - > What most Jedi were seen do.
Professional(8 Points) -> Jedi Master level.
Expert(16 Points) - > Yoda or Sidious.

Force: Mind
Unskilled(Starting) -> Can generally sense high emotional levels.
Trainee(2 Points) -> Has a better idea of what the other is feeling, and can influence it to a point.
Trained(4 Points) - > Standard Jedi mind trick with all it's limitations.
Professional(8 Points) -> The mind trick is faster and not as obvious (less handwaving and robot like repeats of the order).
Expert(16 Points) - > Only a vague gesture is needed and the response is more natural like.

Force: Lightsaber Combat
Unskilled(Starting) -> Can wave it in the enemy's general direction and - if the Force is willing - not lose a limb in the process.
Trainee(2 Points) -> Nowhere near an accomplished swordsman, but skilled enough to be dangerous.
Trained(4 Points) - > Competent in the use of the lightsaber and capable of deflecting blaster shots with a reasonable degree of success.
Professional(8 Points) -> Darth Maul level of skill.
Expert(16 Points) - > Dooku.

Force: Esoteric - Precognition
Unskilled(Starting) -> Intuitive insights about incoming important events (stock broker able to correctly guess the flow of the market by instinct).
Trainee(2 Points) -> Flashes about certain events, start of combat precog.
Trained(4 Points) - > Jedi Knight.
Professional(8 Points) -> Jedi Master.
Expert(16 Points) - > Sidious or Yoda.

Force: Esoteric - Stealth
Unskilled(Starting) -> Concealment of Force Presence
Trainee(2 Points) -> Suppression of presence, force and otherwise.
Trained(4 Points) - > Disruption of sensory equipment, fades into background.
Professional(8 Points) -> Disruption of senses and equipment, fades from general awareness.
Expert(16 Points) - > Total erasure of audio, visual, and equipment trails.

Unarmed Combat:
Unskilled(Starting) -> You punch people and they hurt.
Trainee(2 Points) -> Basic stances, moves, and forms. Capable of taking down several unarmed untrained fighters without injury.
Trained(4 Points) - > Advanced stances, moves, and forms. Able to defeat several trained or armed fighters without injury.
Professional(8 Points) -> Lightning fast kicks, punches, capable of taking down armed and trained foes without injury.
Expert(16 Points) - > One inch punch.

Disguise:
Unskilled(Starting) -> Application of makeup is a success.
Trainee(2 Points) -> Able to fool most people, will not stand up to increased scrutiny.
Trained(4 Points) - > Able to stand up to investigation, will fail under interrogation.
Professional(8 Points) -> Will stand up to general interrogation.
Expert(16 Points) - > Unpiercable except by the most skilled interrogators.

Interrogation:
Unskilled(Starting) -> Able to get a drunk dude in a bar to spill his guts. Can force information from someone who's already scared.
Trainee(2 Points) -> Able to glean some details from a normal conversation. Can force information from weak willed people.
Trained(4 Points) - > Able to force information out of most people. Elites will not budge.
Professional(8 Points) -> Able to force information out of everyone but the toughest nuts.
Expert(16 Points) - > Even the hardest nut will crack, unless prepared in some way.

Looks perfectly fine.

Name: Maldoon the Mind Flayer
Appearance:
This strange humanoid-shaped being stands at six-foot-three, slightly taller than a normal human. Its flesh is rubbery and greenish-mauve, glistening with slime. The creature's head looks rather like a six-tentacled octopus, made all the more horrible by a pair of bloated white eyes. Known as a Ulitharid, a more advanced version of the standard Illithid ("Mind Flayer"), Maldoon is a creature that often adorns himself in rather lavish fashion.

Adorned in heavy silks that leave him rather out-of-place compared to the synthetic materials of Mass Effect, his facial tendrils are further decorated in elaborate gold rings encrusted with gemstones in a fashion that makes the facial appendages appear more akin to a fleshy Asari beard than his primary form of attack.


Virtue: Prudence
Vice: Greed
Pillars:

In terms of beliefs, Maldoon possesses the keen and fervent belief in his inherent superiorty over all other species. After all, if it was not his providence to rule, then why would he have the ability to grow with such immense power and keen intellect? Indeed, Maldoon is very much a god to these petty races, and shall no doubt find his ego assuaged in their defenselessness against the might of all Illithid kind!

Of course, being born as an Ulitharid has its benefits, and he has worked to hone himself into a prime example of his species. Not only fit for rulership, he has worked to develop his power over the arcane and -- in time -- the universe!

A God Am I: 2
Natural-Born Ruler: 2
Master of Sorcery: 1

Assets:
Ring of Blinking: A special ring which allows the Ulitharid to "blink" back and forth between the Material Plane and the Ethereal Plane, rendering a 50% chance for all physical attacks to miss him, as well as a host of other interesting effects (as the Mind Flayer physically shifts from one plane of existence to the other in rapid succession.) [10 Points]
[Theory: 5 Points]
[Blueprint: 5 Points]


Superb Bracers of Armor: Crafted from heavily gilded and intricately shaped gold, they surround the wearer with an invisible but tangible field of force, shielding the Mind Flayer from attacks both ranged and melee. [5 Points]

199 Skill Points:
Combat:
Infantry Tactics 4 (8)
Strategy 5 (16)
Hand-to-Hand 4 (8)
Extraction 5 (16)*
*The not-so-rare-and-ancient technique of Mind Flayers everywhere, by which they latch on the tendrils of their head onto the head of an opponent in a fashion not unlike the face-loving aliens of a certain film series. Once their face tentacles are latched on, a Mind Flayer may extract the brain of the subject -- killing them instantly and absorbing all of the knowledge within their mind and adding it to their own (though they gain no direct skills this way. Knowing how to knock a bow is different from actually doing it.) Alternatively, they may instead inject the person's brain with Illithid tadpoles, turning them into the permanent thrall and slave of the Mind Flayer until they eventually morph into another Illithid.
Spellcraft 5 (16)
Evocation 4 (8)Psionics 5 (16)

Total: 88

Diplomacy:
Intimidate 3 (4)
Diplomacy 3 (4)
Arcane Teaching 4 (8)

Total: 16

Technical:
Psicraft 5 (16)
Spellcraft 5 (16)
Architecture 3 (4)

Total: 36

Knowledge:
Strategy 4 (8)
Spellcraft 5 (16)
Engineering 4 (8)
Architecture 4 (8)
The Planes 5 (16)

Total: 56

Other:

Total Spent: 196. 3 points unused! Woo? Obviously most of my skills go into knowledge of tricky things which will have no influence on my plans whatsoever. Hope ya like, feel free to critique!

Um, do you realize that your character as statted doesn't have any Mind Flayer abilities or ability to cast magic? Because they don't.

I know this is a little bit counterintuitive, but we use Assets for everything. Having the ability to cast spells is an Asset and needs to be priced as such. Depending on the type of magic, spells themselves may be lesser Assets too. And brain-gobbling is absolutely a high-level Asset because getting people's memories is a major advantage.
 
I think you're seriously underestimating Mass Effect and the capabilities of modern warfare. You could absolutely run a pretty strong insurgency, but any kind of concerted military effort will squash you. Like, let this be a general warning to all players, if you mess with the big guys (the governments) enough they start caring about you, you will enter a living hell, even if you survive.

Further, a WFRP character is inherently ill-suited towards fighting enemies as well-trained and well-equipped as ME troops, simply because you're ultimately from a pre-industrial paradigm.

This means your stuff will be comparatively cheaper, of course, which is good for you! But if you feel like making waves as chaos, prepare to die.

Besides, ME has hero equivalents too.



Nothing looks immediately problematic. I'm not entirely sure what benefit "The Imperial Cult" skill could grant you though! If it has no utility, you might want to just roll it into fluff.

The Emperor ain't here, after all.



Shouldn't be a problem, at least as a concept.



Looks perfectly fine.



Um, do you realize that your character as statted doesn't have any Mind Flayer abilities or ability to cast magic? Because they don't.

I know this is a little bit counterintuitive, but we use Assets for everything. Having the ability to cast spells is an Asset and needs to be priced as such. Depending on the type of magic, spells themselves may be lesser Assets too. And brain-gobbling is absolutely a high-level Asset because getting people's memories is a major advantage.
Don't skills fall under the Assets territory as well? Or did I goof up somewhere in interpreting how the rules are transcribed? Because my understanding is that Assets are what you have (items, blueprints, theoretical things), and the Skills are where you apply what you have (The spells, which I think I placed in there three or four separate ways), plus the brain-munching that I put out as a top-level skill because that's really the biggest (and main) advantage of playing a Mind Flayer.

Thank you for the help!
 
Skills are how you apply things, yes, but you actually need it codified that you have it first! That's why Force users need to pay 25 points to even have the Force, and then they get to buy skills to do things with it.

(they're also buying the training methods (blueprints) and the science and theory (theory) for it so they're full masters, basically, but strictly speaking they just need 25 points and the skills)

The reason for this is partially that the Force is a fuzzy thing. You have it, and then you learn how to do things with it by practising hard. A comparable powerset would be Avatar the Last Airbender-style bending. Buy "I am a Bender" as an Asset for ~N points, then grab some skills to represent that you're good at Bending.

For magic, especially D&D-style magic, the rules end up a bit different, because the scope of the effects is so large. The system can't practically speaking incorporate all those spells without breaking, so we have to pick out the specific ones available, and then let you slowly gain more if you buy Magic (Theory) for N points.

This is in part a balancing issue. Lots of magic is too good to just be something we can let slide with a couple of 16 point skills. At the highest end, it's easily a 100 point things because it breaks the setting incredibly hard, and then we want you to buy some skills for using it on top of that.

To take the other thing, brain-munchies, this is a high end ability that grants both extensive access to otherwise inaccessible information, and also mind control. I'd probably price that as three separate things. The ability to extract memories by killing people is likely an 80 point thing. The ability to outright mindcontrol people is definitely a 100 point thing, unless there are severe downsides. Mindcontrolled people turning into new Mind Flayers with this same powerset is definitely also in the 70+ points range, and may not deserve an Item cost reduction since it's really more a Blueprint, mechanically speaking. So a cost estimate of maybe 150 points for just being a Mind Flayer unless there are severe disadvantages I don't know about.
 
Skills are how you apply things, yes, but you actually need it codified that you have it first! That's why Force users need to pay 25 points to even have the Force, and then they get to buy skills to do things with it.

(they're also buying the training methods (blueprints) and the science and theory (theory) for it so they're full masters, basically, but strictly speaking they just need 25 points and the skills)

The reason for this is partially that the Force is a fuzzy thing. You have it, and then you learn how to do things with it by practising hard. A comparable powerset would be Avatar the Last Airbender-style bending. Buy "I am a Bender" as an Asset for ~N points, then grab some skills to represent that you're good at Bending.

For magic, especially D&D-style magic, the rules end up a bit different, because the scope of the effects is so large. The system can't practically speaking incorporate all those spells without breaking, so we have to pick out the specific ones available, and then let you slowly gain more if you buy Magic (Theory) for N points.

This is in part a balancing issue. Lots of magic is too good to just be something we can let slide with a couple of 16 point skills. At the highest end, it's easily a 100 point things because it breaks the setting incredibly hard, and then we want you to buy some skills for using it on top of that.

To take the other thing, brain-munchies, this is a high end ability that grants both extensive access to otherwise inaccessible information, and also mind control. I'd probably price that as three separate things. The ability to extract memories by killing people is likely an 80 point thing. The ability to outright mindcontrol people is definitely a 100 point thing, unless there are severe downsides. Mindcontrolled people turning into new Mind Flayers with this same powerset is definitely also in the 70+ points range, and may not deserve an Item cost reduction since it's really more a Blueprint, mechanically speaking. So a cost estimate of maybe 150 points for just being a Mind Flayer unless there are severe disadvantages I don't know about.
Oh! Now I get it! :D

Thanks! I'm gonna edit my sheet up a bit in that case. As far as creating new Mind Flayers, I think that's an ability a bit beyond the scope of the game (since we're only going a few years) unless you wanna say that's a heavily accelerated process for whatever reason. So would it just be 100 points, or some split of 100-120 range for being able to extract brains and their knowledge and to do the mind dominance bit?

As far as "Magic" goes, I'm tempted to say that I'd just go pure Psionics in that case, since hard "Magic" really is a pretty setting/reality breaking thing in this case. Could just be a matter as simple as him not having access to his full range of powers, and working to regain his arcane abilities perhaps? It's one of his weakest Pillars, after all, and it could be a matter of ego for him more than anything. ("It may be a mere cantrip now, but just wait until it's complete!")

Okay, I edited and updated my original sheet. Any thoughts? Better? Worse? Things to change? Feel free to critique away! I'm eager to do what I can to hopefully get in!
 
If it wouldn't come up inside of a decade no matter what, then the cost is generally waived to some extent. Things that would take concerted effort over five or so years are at the edge of what we care to price, because they're endgame content one way or another.

The game is set for a soft cap of six years, or 24 turns, but in practice it may move in either direction up to probably one to two years - a maximum of probably eight turns more or less. This will only happen if there are ongoing events that really need to be resolved. Everything else goes in Epilogue stuff.

So if no new Mind Flayers will result, 100 points for "I can mind control people and eat their memories" seems reasonable enough, especially with the restriction that you actually need to grab their heads. Better get cracking on finding ways to bypass hardsuit helmets!

You'll have to describe the actual, practical implications of having Psionics for it to be priced. If you can split it up into components that'd be great too.

I'll have to chat with Mighty to go further at this point, I think.
 
Hardsuit helmets shall be my direst foes!

Updated my sheet with a bit more on Psionics. Way I see it, six years is way too short for more Mind Flayers short of shenanigans regaining portals.

Hopefully you find the sheet to your liking! I have some interesting ideas in mind as to what directions a Mind Flayer can go in Mass Effect!
 
I think you're seriously underestimating Mass Effect and the capabilities of modern warfare. You could absolutely run a pretty strong insurgency, but any kind of concerted military effort will squash you. Like, let this be a general warning to all players, if you mess with the big guys (the governments) enough they start caring about you, you will enter a living hell, even if you survive.

Further, a WFRP character is inherently ill-suited towards fighting enemies as well-trained and well-equipped as ME troops, simply because you're ultimately from a pre-industrial paradigm.

This means your stuff will be comparatively cheaper, of course, which is good for you! But if you feel like making waves as chaos, prepare to die.

Besides, ME has hero equivalents too.

I was taking into account the idea that most ME forces wouldn't expect him to be tougher than a big Krogan, and since if we're being accurate to how insanely tough a Chaos Lord is, he'll need several rocket hits/Widow headshots to be put down and once in melee range he'll easily kill one guy a second. That has got to have a devastating effect on morale, an effect I was banking on in my estimate.

Yeah, Azatesh will probably need to devote several actions to get his knowledge up to snuff, but don't dismiss him as a backwater hack who is going to stare in incomprehension at anything but Rennaissance level tactics. The impact of spaceships will probably take a while to enter his skull, but Warhammer does have a lot of schizo tech, including Imperial Steam Tanks and everything the Skaven produce(machine gun teams, flamethrowers, anti-materiel rifles...).

The point I had was that he'd walk over most of the opposition Shepard faces during his adventures, where even if the enemy is throwing a lot at you, you aren't dealing with more than a few dozen foes at a time.
 
Alright I edited my second app a bit. Say, if take a few lackey type character, do they get their own asset pool or do I have to share them on one character?
 
Shame on you for wasting a chance to post the famous Monty Python Bit.

Double shame on you for not doing it yourself :p.

I was taking into account the idea that most ME forces wouldn't expect him to be tougher than a big Krogan, and since if we're being accurate to how insanely tough a Chaos Lord is, he'll need several rocket hits/Widow headshots to be put down and once in melee range he'll easily kill one guy a second. That has got to have a devastating effect on morale, an effect I was banking on in my estimate.

Yeah, Azatesh will probably need to devote several actions to get his knowledge up to snuff, but don't dismiss him as a backwater hack who is going to stare in incomprehension at anything but Rennaissance level tactics. The impact of spaceships will probably take a while to enter his skull, but Warhammer does have a lot of schizo tech, including Imperial Steam Tanks and everything the Skaven produce(machine gun teams, flamethrowers, anti-materiel rifles...).

The point I had was that he'd walk over most of the opposition Shepard faces during his adventures, where even if the enemy is throwing a lot at you, you aren't dealing with more than a few dozen foes at a time.

:wtf:

I think you are taking the gameplay as gospel, please don't.
 
In this system, what Shepard does in the game roughly corresponds to spec ops troops doing a surgical strike and forcing their opponents into a succession of squad-scale fights, occasionally mixed up with a platoon-level one. They maintain a high pace and have excellent advantages (and do not actually deploy as just three people at a time), and do their very best to not stand and fight straight slugging matches.

With how good Shepard and Shepard's team is, they can conceivably manage to destroy even a company-scale foes like this, through defeat in detail. However if they can't amass all their advantages (including surprise) the disparity in firepower screws them up.

A Mass Effect company roughly consists of probably some 100 soldiers, equipped with a mix of decent quality gear, mostly assault rifles and sidearms, but also heavy weapons, snipers, the occasional shotgun and lots of tech people. They'll have some ~10 or so IFVs comparable to the Mako, and it's not implausible for them to also have one or two gunships for CAS. All of them are heavily networked, and they have very good C3I training and equipment. They also probably have a ton of drones.

This is a lot of gun, and a level of tactical sophistication that's honestly pretty troublesome. To reliably beat an opponent like this with less people, you need either some kind of nigh insurmountable firepower advantage, or lots and lots of cheating. If you're lucky, it's actually a shitty merc outfit that doesn't know how to exploit the advantages against foes that can realistically threaten them. If you're unlucky, they're turians.

Don't get in a war with the hierarchy. Seriously.

The moment we bump up to battalion-scale, things get really ugly. This is when you can plausibly have serious support elements, like a frigate or cruiser in orbit providing firesupport, or integrated artillery, or flights of gunships. ME doesn't really do tanks much because fleet battles are far more decisive, but if you're fucking with Krogans, this is when they'll roll out their tanks too. Cruise missiles also make their appearance here, though they'll still be rare until the regiment-scale.

Rei and Asuka, with the current loadout, can conceivably fight it out with company-scale foes at least five times. More if there are no survivors and no recovered intelligence on the Lambda Driver. Battalion level without backup is survivable, but not winnable. It's simply not possible to kill that many people before the 30 minute timelimit on the Lambda Driver runs out.

For permanent, persistent abilities that cannot be taken away and have none of the other inconvenient side effects of being a mecha, I'd generally say that for about 100 points (divided by 2 for Item only for actual price 50) you can reliably engage platoon-scale foes and expect to win at least first couple of fights, and just basically fuck people up on the squad-scale.

The theoretical Evangelion Unit I mentioned hits Regiment-scale and Army-scale, and is actually competitive there (it should be, since the supporting technology would be worth 400 points!), but ultimately suffers from being impossible to replicate, expensive to maintain, and really inconvenient to use.
 
With what you said Usandru I'm honestly tempted to not use the good captain. While he may have impenetrable physical Shields and close to superhuman skills, he sounds like he operates on Shepard Levels where the world really really really out scales him
 
You'll have to describe what things the various bits of Theory would let you develop. Or at least how "good" they are.
Well, Laser Theory would be refined to the point of being capable of developing a Basic Inertial Dampening System, a Mag-light sized Laser capable of cutting through three-inch steel plate at weaponised rates. Electromagnetic Manipulation would allow me to high-jack mechanical systems, such as Safe Locks, or Car Breaks, or Heavy Machinery, and control it. As well as disable Electronic Equipment.

Nano-technology would provide Nanites with the capability of effectively instantaneous repair of small-arms fire, along with the ability to stop penetration of anything short of dedicated Anti-Armour Weaponry. It would also provide rapid transformation ability like this, and again ~20 seconds later, to things like Ironhide's Ute from Bayformers on top of more minimal changes.

Material Science would provide a Car Chassis of taking this hit with absolutely no damage. And a material that is capable of taking direct rocket hits without breaching, albeit internal components being damaged by shockwaves and the like.

AI would be stable AI running on commercially available 'normal' technology. No Quantum Blue-box or the like required.
 
With what you said Usandru I'm honestly tempted to not use the good captain. While he may have impenetrable physical Shields and close to superhuman skills, he sounds like he operates on Shepard Levels where the world really really really out scales him

Shepard scale is still potentially useful, make no mistake! As long as your objective isn't to destroy the enemy, but simply to achieve your objectives, you can get a lot of mileage out of just vastly outperforming your competition on small scales and not engaging with opponents where you know you can't win.

You're right though that if you really want to influence things, you're best off getting some kind of organization. If you could outfit a company-scale unit with good DEWs, for instance, you suddenly have a unit that can probably manage battalion-scale despite being smaller. Blueprints, and to a lesser extent Theory, are very much where the money, power and prestige is. Personal power versus organizational power.

Also keep in mind that you can still get organizational scale stuff just by leveraging personal power correctly. There are many options.
 
Shepard scale is still potentially useful, make no mistake! As long as your objective isn't to destroy the enemy, but simply to achieve your objectives, you can get a lot of mileage out of just vastly outperforming your competition on small scales and not engaging with opponents where you know you can't win.

You're right though that if you really want to influence things, you're best off getting some kind of organization. If you could outfit a company-scale unit with good DEWs, for instance, you suddenly have a unit that can probably manage battalion-scale despite being smaller. Blueprints, and to a lesser extent Theory, are very much where the money, power and prestige is. Personal power versus organizational power.

Also keep in mind that you can still get organizational scale stuff just by leveraging personal power correctly. There are many options.
You make me wish for Iron Man again. You know what I'm gonna make Tony my character.

I'll stat something up later. I really don't have the time right now
 
I just had a magnificent idea.

HK-47

Someone must choose him. Please. Think of the wonderful carnage hilarity!
 
Uncompleted sheet. Putting it here since I need sleep and Some thoughts for the Asset list
Name: Tony Stark

Appearance: {Link later}

Virtue: If I can build it, there's a way
"Most people don't know me. They think I'm glamor or arrogant or rude or charismatic. But the truth is I'm a artist. A Builder. I don't do people. I can get by but to tell you the truth it's not something I'm naturally good at. But if you give me the tools, the time, the resources, I will carve a path to a bloody future."

Vice:

Pillars:
Skills:
Research
Engineering

DIPLOMACY
Charisma () <Inspiration Speeches>

Assets:
Innovation Genius
Arc Reactor Theory
 
Can anyone give me an indication on how many asset points I've used up for each of my character's? Since that'd be very helpful in determining if I can take a few extra lackeys along for the ride.
 
Name: Flynn Walker
Appearance: [Casual] [Combat]
Virtue: "Blank Slate"
They say I'm a hard man to get a handle on. Maybe they're right- I'm not much of a talker. But I like it that way. People can't help but talk to someone who seems on the verge of siding with them after all. It's precarious balance, but I've found the rewards are worth it.

Vice: "The Cost of Victory"
How many have I been forced to slay for the sake of peace? Angels of heaven, demons of hell, deities of the land. It mattered not. To break the cycle of freedom and order, of destruction and stagnation, I even took up arms against my comrades. There was no price too high for the sake of salvation.

Pillars:
"Humanity" (3)
The choices I have made; the sacrifices I have had to suffer, it has all been in the name of humanity. The angels demand we obey without question and sacrifice those not chosen. The demons clamor for a world of chaos, where the strong rule and the weak are crushed. I refused both, and placed my faith in humanity, that it could rise against either extremes.

"Protector of the Masses" (1)
I was born of the Casualries caste, the laborers and workers of Mikado. When I became a Samurai, it was for their sake that I fought demons. And as I walked through the ruins of Tokyo, it was for the hopes of the survivors who clung to life that I continued my battles.

"The Middle Path" (1)
No matter how dire the situation, there is always another choice. It's just a matter of looking hard enough and fighting with all you have.

Skills: 24/24 Points (+34)
Combat
Infantry Combat: Professional (-8)
Tactics: Professional (-8)
Demon Usage: Professional (-8)
SMT Magic: Professional (-8)
Diplomacy
Persuasion: Professional (-8)
Bluff: Professional (-8)
Charisma: Professional (-8)
Knowledge
Occult/Summoning: Trainee (-2)
Other
AI Burroughs (-10)
Skills: 24/24 Points
Technical
Demon Summoning: Expert (-16)
Knowledge
Occult/Summoning: Professional (-8)​
Starting Assets
200/200 Points (-34)

Demon Summoning Principles
Base Value: 100 (Details the theories and principles behind replicating summoning rituals via the Demon Summoning Program, as well as how to communicate with and store demonic entities digitally)
Theory: 1x
Total: 100 Points

DEMOuntable Next Integrated Capability Armor (DEMONICA)
Base Value: 30 (Created for the Counter-Demon Force, the Demonica was made to survive in a wide variety of enviroments while protecting it's wearers from demonic attacks. Built to grow with it's user, the suit is easily modified and upgradable.)
Item: 0.5x
Total: 15

Gauntlet COMP
Base Value: 60 (Housing the artificial intelligence Burroughs, the Gauntlet COMP contains an evergrowing database gathered through time and experience as well as applications and programs that let the user do anything from navigation to fusing demons to casting magic)
Item: 0.5x
Total: 30

Plasma Rifle
Base Value: 40 (Recovered from a fallen bunker of the Counter-Demon Force, this energy weapon was the cutting edge of technology at the time, built to defeat demons that shrugged off conventional weaponry.)
Item: 0.5x
Total: 20

Samurai Uniform
Base Value: 2 (The traditional uniform of the Samurai of the Eastern Kingdom of Mikado.)
Item: 0.5x
Total: 1

Based on the information you gave me, I agree with the pricing.

Name: 1st Lt. Nathan Fullerton
Appearance: [Armor] [Regular]
Virtue:
Iron Will: Lt. Fullerton is not someone who backs down from a challenge, or gives up when the going gets rough. He will push past whatever challenge attempts to stop, he will never give up, he will never go quietly. When he takes on a task he will see it completed or he will die in the attempt...and he's not dead yet, despite many attempts to the contrary.

Vice:
Ruthless: Any ideals that Lt. Fullerton may have had died in the destruction of Stuttgart at the hands of the Scrin. Watching as thousands of innocents were butchered by otherworldly invaders left the young Commando scarred. All that was left was an absolute will to complete the task at hand, no matter how brutal or destructive that task might be as long as he feels it is for the greater good. In pursuit of his goals he is almost completely without scruples.

Pillars:
- Duty without Honor (3): To live the shadowy life of a Commando is not a life for someone uncomfortable with the dirty realities of the world. It is a cold and thankless task, fraught with moral dilemmas, that nevertheless requires absolute loyalty to the GDI cause.
- Defender of Humanity (1): The war against the Scrin has stirred something with the Commando, a decision to defend Humanity, not just GDI from the evils that threaten it from without...and within.
- Power through Peace (1): Despite everything he has been through, Fullerton still has some degree of respect for GDI's founding ethos as a peace-keeping organization and he agrees that peace and stability are goals to strive for
Skills: 24/24 Points (+28)
Combat:
- Special Operations (16)
- Tactics (8)
Diplomacy:
- Interrogation (8)
- Leadership (8)
Technical:
- Field Maintenance (4)
- Information Security (4)
- Structural Engineering (4)
Knowledge:
Starting Assets
200/200 Points (200-16 = 172)
- GD-39X Rail Carbine
- Mitsubishi Kevlar5 Poly-Ceramic PA-X Unit w/ Integrated Data General Rugged System (DGRS) Sensor Fusion Helmet system and a hard point mounting system with an integrated Dai Nippon Skunk Works PCS/Jenner jump jet unit.
- Experimental Nanite Injections: Provide durability, healing factor and reaction times orders of magnitude above human norm, especially when used in conjunction with body armor
- General Electric EX-27 Personnel Mounted Explosive Manufacturing Unit: Utilizes advanced nanite technology to manufacture high explosives and detonators from raw materials, providing an effectively indefinite supply of explosives

I had some trouble with this one so any comments or suggestions would be great.

Now, I have a few more ideas, namely something from 40k, debating between Stormtrooper, Sister of Battle, or an Inquisitor. How would Psykers work?

GD-39X Rail Carbine
->20 Points - I'm assuming it's equal to a fairly high-end ME mass accelerator. Pricier to due to not relying on eezo
Mitsubishi Kevlar5 Poly-Ceramic PA-X Unit w/ Integrated Data General Rugged System (DGRS) Sensor Fusion Helmet system and a hard point mounting system with an integrated Dai Nippon Skunk Works PCS/Jenner jump jet unit.
->10 Points. Heavy armour, sensors probably comparable to ME equivalents and has jetpacks, but no barriers.
Experimental Nanite Injections
->70 Points. This shit be seriously crazy, yo.*
General Electric EX-27 Personnel Mounted Explosive Manufacturing Unit
->70 Points. This shit be equally crazy, yo.*

*Cost is somewhat tentative and might change.

Name: Haruto Soma, Kamen Rider Wizard
Appearance: [Portrait/Untransformed], [Wizard Flame Style], [Wizard Hurricane Style], [Wizard Water Style], [Wizard Land Style]
Virtue: "Hope Is Stronger Than Despair"
"I've faced dark times in my life. Losing my parents, going through the Sabbath, seeing the ones I couldn't save. But through it all, I knew that Hope was there. I clung to Hope, and I've become stronger for it. I will never let myself give in to Despair. Not once."
Vice: "Darkness In My Soul"
"I survived the Sabbath, but not unchanged. The source of my power is Dragon, and he is always restless, waiting for a chance to try and push me down a dark path. Even if I don't give in to Despair and become a Phantom, if I don't watch myself I might give in to my anger or other darker emotions, and Dragon might start to influence my actions more directly."
Pillars:
"I will be your Last Hope." (3)
"I have all this power, and I've used it to save many people from giving in to Despair and becoming Phantoms. Even if that's not a threat, I will always be the person who can bring hope to those who have none."
"Power brings responsibility." (1)
"I have this power, I need to use it responsibly. I could do great harm in the world if I wanted, but instead I want to use it to better the people around me. Even if not all of them appreciate what I do."
"I will protect my friends." (1)
"My friends are part of what's given me hope over the years. I've come to a strange place, but I swear I will find my way back to my old friends. And along the way, I will make new friends, and I will use my power to help them, too."
Skills: 24/24 Points
Combat
Infantry Combat: Professional (-8)
Vehicular Driving: Trained (-4)
Diplomacy
Persuasion: Trained (-4)
Public Speaking: Professional, Inspirational Speeches (-8)
Assets: ??/200 Points
-WizarDriver (??): Allows transformation, helps cast spells.
-WizarSwordGun (??): High-caliber pistol that can transform into a sword. Can be used in non-transformed state; power increased when transformed. Can be used to perform a "finisher" for the Style he is transformed into at the time, utilizing elemental damage.
-Machine Winger (??): Stylish high-speed bike with off-road capability.
-Wizard Magic Rings (??): Various rings that can be used to cast a single spell.
--Driver On: Activates the WizarDriver to perform spells, transform, etc.
--Connect: Used to retrieve items, via portal, from other places. Most commonly used for the WizarSwordGun, Machine Winger, and (later on) Drago Timer.
--Defend: Conjures a barrier, with a form/composition dependent on his current transformation state.
--Big: Used to enlarge hands (or, theoretically, feet), or the WizarSwordGun, for extra attack power.
--Copy: Creates mirror duplicate that copies the primary's movements and attacks, with some limited independence. Can also copy his weapon to allow dual wielding.
--Bind: Conjure magical chains to restrain an opponent, with a form/composition dependent on his current transformation state.
--Extend: Elongate a limb to aid in attacks.
--Light: Conjures a blinding flash of light to illuminate dark areas.
--Liquid: Only compatible with Water Style or Water Dragon. Temporarily transmutates Wizard's body into a liquid-like state to make melee attacks useless or to grapple with a foe.
--Drill: Primarily used with Land Style or Land Dragon. Allows Wizard to spin at high speeds to burrow through the ground.
--Dress Up: Changes the wearer's clothes into an outfit appropriate for the setting (i.e., a formal suit for a fancy party, a student's uniform to enter a school).
--Excite: Temporarily enhances Wizard's muscles to spectacular results. If in Rider form, Wizard becomes a hulking giant that can easily destroy minor enemies.
--Fall: Creates a hole for Wizard or anyone/anything else to fall into. If he so wishes it to, Wizard can make the hole appear temporarily to avoid being directly followed.

-Wizard Style Rings (??): Control which form Kamen Rider Wizard manifests when transformed.
--Flame: Flame style, fire element attacks with WizarSwordGun. Offensive-focused form, though mostly balanced, favoring strength and agility.
--Hurricane : Hurricane style, wind/lightning element attacks with WizarSwordGun. Mobility-focused form, with high speed and excellent jumping, but the lowest strength and endurance of the 4 forms. Can briefly hover in place.
--Water: Water style, water element attacks with WizarSwordGun. Agility focused form, with a secondary emphasis on strength. Allows free movement underwater.
--Land: Land style, earth element attacks with WizarSwordGun. Defensive-focused form, with emphasis on strength and endurance, but by far the lowest speed and jumping ability.

-Ring Creation Theory and Blueprints (??)

-Magical Theory (??)

(This is still a draft, and I'm also running with the idea that this is with Haruto already being transposed into ME-verse, meaning he's not around his normal support structure, friends, etc.
With Skills, I tried to go for "really good at fighting unarmed, with his sword, and with his pistol-thing; good at convincing people; really good at inspiring people; good at driving a motorbike". I figure I'll need to add some skill(s) for him maintaining his existing gear and upgrading it (aka making new rings).
I'm not sure how to represent him needing special stone to make his newer rings.
I've ordered the non-style rings in one list, from most desired to least, and then the Style separately.
I have not included the Dragon Styles, Special Ring (which conjures the dragon parts), Blizzard/Thunder/Gravity ring (major elemental attacks, I suppose Flame could have one too), DragoTimer, Infinity Ring, or PlaMonsters (small assistant creatures for spying, tracking, retrieving small items, etc). I figure all of those can be negotiated in at later times. Alternatively, we can begin adding those things in if everything above comes in below-budget still.)
I figured as much. Hopefully the above sheet is good in general, and helps break things down a bit.

Hm. Well, the regular Styles, I'd say all probably have about equal numbers they could beat? If we're talking regular "grunts" (humans, turians, salarians, batarians in average armor with no special abilities or weapons), I'd say...10 or so?
Specialists of the above, probably 3-4.
Same numbers for the Geth.
Krogans, Yahg, Geth Destroyers, Asari Commandos, the like, I'd say 1-3, depending on the particulars of the enemy, how they attacked, etc. Land Style could probably come close to matching Krogans or Yahg for toughness, but probably not really match strength (though it'd be the closest, methinks).
Dragon Styles are pretty close to OP. They would at least double the numbers he could take, and he gets extra utility and power from his dragon part attachments and the souped-up elemental attacks.
All Dragon Style kicked a dude to the Sun.
Infinity Style is even more cray-cray.

Fair enough, though I personally would argue maybe 15. A lot of its power ends up coming from being used while transformed. It also is semi-automatic only, though ammo isn't a thing from what I can tell.

WizarDriver
->50 Points
WizarSwordGun
->20 Points
Machine Winger
->5 Points
Wizard Magic Rings
-Driver On: Activates the WizarDriver to perform spells, transform, etc.
-->Free with WizarDriver
-Connect
-->50-60 Points. How long does it take to retrieve an item and just how much stuff can it store?
-Defend: Conjures a barrier, with a form/composition dependent on his current transformation state.
-->20 Points. Based on wiki, it's probably useful in CQC, but might have questionable utility against ME guns. (Instead of being hit by hypervelocity slivers of metal, you're being hit by hypervelocity globs of of molten metal)
-Big
-->20 Points
-Copy
->30 Points
-Bind
-->20 Points
-Extend
-->20 Points
-Light
-->10 Points
-Liquid
-->20-30 Points. How long does it last?
-Drill
-->30 Points
-Dress Up
-->10 Points
-Excite
-->20-30 Points. How long does the effect last?
-Fall
-->20 Points. What happens to someone stuck in a temporary hole once it disappears, anyway?
Wizard Style Rings
->10 Points for each of these, you start with the Flame style for free
Ring Creation Theory and Blueprints
->50-60. I'm assuming they can only be used in Kamen Rider form, yeah?
Magical Theory
->Could you elaborate on this? Is this the theory for the transformation? What does it do?

Since Usandru suggested I should take a 40k concept if I liked the idea and could make it interesting, I've had the following idea : why not a Warhammer Fantasy character?

In that case, a Khorne-Aligned Chaos Lord(ie, an 8 to 9 feet tall super-viking that could break a Krogan like a twig) who sees it as his holy mission to break the chains of slavery and oppression. And convert them to Khorne as he leads them in an uprising against their masters. Blame Daenerys for that idea. Overall, a pretty nice, if you get past the nine-feet tall murder machine part.

Coming to Khar'Shan this summer.



Character Creation
Name: Azatesh the Unchained
Appearance:

Virtue:
Azatesh was born a mere thrall, the property of another. His entire life was nothing but hardship and death... Until he made his fury manifest and with Khorne-given might rent his chains - and his master - asunder. He abhors slavery and tyranny, believing that only the Gods deserve such devotion and will tirelessly fight against such injustice.


Vice:
Azatesh will not refuse any challenge of martial prowess you pose him. He will probably not recognize any "terms" involved in the challenge, but will not back down from a fight. Similarily, his honor prevents him from simply letting a fight end with both him and his opponent walking away.


Blood for the Blood God, Skulls for the Skull Throne! - 2
He is a faithful warrior of Khorne.

Freedom or Death - 2
Azatesh bows to no one.

The Shadows are your Armour - 1
He used to avoid his master's attention in hopes of subverting him, and at first he tried to subvert the Children of Sigmar through subterfuge, and while it had largely failed him, he is still willing to give it one last try in this blank new world, one not yet used to Chaos.



Chosen of Chaos : Citadel space has known countless extraordinary warriors over the Millenia. From Asari Commandos and Justicars with a lifetime of martial endeavor supporting their martial prowess to Krogan warlords able to snap their enemies like dry twigs. Yet, they have never even come close to knowing the true powess of a Chaos Lord, champion of Centuries of battle in the Chaos Wastes and showered in the unholy blessings of his Dark Patron.
While not able to face down an entire army on his own, Azatesh is a warrior beyond the most terrible nightmares of the Citadel Races, with raw physical might and durability that would make a full-grown Yahg warrior look feeble, the unholy grace of the inhumanly augmented Cerberus Phantoms and raw martial skill beyond mortal keen. He can be slain by a well-prepared foe, but it is no mean task. (I'm willing to spend up to 100 asset points into this. It'd include his armor since it's permanently fused to him.)

Carnage & Slaughter : His twin axes, blessed by Khorne and the blood of countless exceptional warriors. Sharp enough to cut through any armor like tissue paper, they are also supernaturally resistant to damage, allowing Azatesh to use his full strength without ever risking to even scratch them.

Total of 48 points spent
Engine of Destruction - Expert(16) : Specialities in Single Combat and Fighting Hordes of Foes.
Unholy Charisma - Expert(16) : Specialties in Proselytism and Leadership.
Strategic Accumen - Expert(16) : Specialties in Irregular Warfare and Conquest
Tactical Expertise - Expert(16) : Specialties in Shock n' Awe and Ambushes

He's not totally finished, notably because I'm waiting for reactions on the concept and opinions on the Assets.

Chosen of Chaos
->70 Points. Lot of raw power, cannot be taken away, but ultimately trumped by the Power of Friendship. Also, really obvious.

Carnage and Slaughter
->16 Points. Armour Piercing Indestructo-Axes. You could probably replicate them with carbon nanotubes.

Name: Ordo Hereticus Inquisitor Velayne von Astarkia
Appearance:

Virtue:
Humanities Guardian: Velayn is totally committed to her role as an Inquisitor. Despite the great difficulty it has placed on her, preventing her from forming personal attachments or lead anything resembling a normal life, she is utterly to Humanity. She will gladly lay down her life in service to Humanity, and will defend it at any cost, using any resource at her disposal.

Vice:
Human Above All Others: The Imperial Cult teaches that it is Humanity's destiny to inherit the stars, to rest control from the foul Xenos without, and the Heretic within. Velayn believes this will all her heart, and needless to say this makes working with Xeno's...even when united in a common goal...difficult to say the least.

Pillars:
- The Imperial Cult (3): Velayne is a fervent believer in the Cult of the Emperor, while not quite to the burning faith present in some of her peers, she has seen far to many people to the tempting lies of the ruinous powers for that level of blind faith, she still believes in the Emperor's Divinity wholeheartedly and follow's the Cult's teachings with every breath.
- The Primacy of the Imperium (1): As much as she believes in the Emperor, Velayne is not quite so wholehearted in her support for the worldly Imperium. While she will gladly lay down her life for the Imperium she is not blind to its flaws. It is not a perfect system by any means, but the Imperium does what it can to fight the ever-growing darkness and despite its imperfection, it is Humanities best defense against the Heretic, the Xeno and the Traitor
- Inquisition Mandate (1): While Velayne takes her duties as an Inquisitor very seriously, she is not blind to the black marks on the Organization's history, nor does she believe that Inquisitors are infallible. she has fought to many of her own Order turned traitor, corrupted by their desire to fight Chaos...with Chaos.

Skills: 24/24 Points (+60)
Combat:
- Infantry Combat (16)
- Tactics (8)
- Strategic Command (8)

Diplomacy:
- Interrogation (8)
- Politics (16)
- Charismatic Leadership (8)

Technical:
- Equipment Maintenance (4)

Knowledge:

Starting Assets
200/200 Points (-60)
- Bolt Pistol + Ammo
- Inferno Pisol + Ammo
- Power Sword (Just Item)
- Artificer Armor Sororitas-Style (Just Item)
- Rosarius (Just Item)
- Imperial Prayer Items (Purity Seals, Prayer Book, Holy Oils etc.)

Any Comments? Costs and Such, i was wondering if I had enough to have as few SoB lackey's to tag along...
Bolt Pistol + Ammo
->5 Points. It's probably comparable to a Carnifex, at best.
Inferno Pisol + Ammo
->40 Points. Lexicanum claims it's as powerful as a multi-melta...
Power Sword (Just Item)
->30 Points. It's cutting power is certainly impressive, but it's a melee weapon, which sorta limits its utility.
Artificer Armor Sororitas-Style (Just Item)
->20 Points. Lots of armour, powered, fully sealed, but no shields.
Rosarius (Just Item)
->40 Points. A very strong shield, able to resist DEWs, in a very compact package.
Imperial Prayer Items (Purity Seals, Prayer Book, Holy Oils etc.)
->Any special functions? If they're just fluff items, you can get them for free.

Taking a bit of inspiration from Shadows in Starlight here.

Name: Himura Kenshin (Shinta)
Appearance: [Casual]
Virtue: "I can make a difference."
Even a single man can make a difference. If just one can be saved, even if it's just one, it was worth it. Always rise to the occasion to help others. There is no nobler cause than to help someone else.

Vice: "This is my fault, and you shouldn't get involved."
Solve all problems on your own. You don't need to burden your friends with your own troubles. It is your mistakes that caused them, and you will fix them on your own.

Pillars:
"I will atone for the blood on my hands." [4]
In the war, many died at this one's blade. Perhaps they were on opposites side of the war. It does not matter. This one must spend his life to repent for his crimes. He must never draw his blade to kill again.

"I failed because I was weak." [1]
There were many lives this one could have saved, if this one had not been too weak. Many lives lost to pay the price of this one's weakness. It will not happen again. This one must become stronger.

"I can change the world with this blade." [0]
This one once believed that a single blade could help change the world. This once learned otherwise. Even if this once stains a blade with the blood of hundreds, nothing really changes.

Assets:
Force Capable.
Force Theory.
Force training techniques.
Lightsaber.
Cortosis Kote (gauntlets).
Worn Traveling Gear.

125 (Force) + 15 (lightsaber) + 15 (Cortosis Kote) + 1 (Worm Traveling Gear) = 156

Force: Telekinesis
Unskilled(Starting) -> Can move small stuff like a book.
Trainee(2 Points) -> Can move bigger, heavier objects. Precision is also higher (to make an example, one now can constrict a ribcage, but not just the neck).
Trained(4 Points) - > Bigger size, greater precision (normal force choke), can affect multiple targets.
Professional(8 Points) -> There are not that many things you can't move, everything else is upgraded too.
Expert(16 Points) -> Going into the same league of Yoda or Sidious.

Force: Enhancement
Unskilled(Starting) -> Faster, stronger, more durable and able to jump higher. But not by much, it is almost unnoticeable in fact.
Trainee(2 Points) -> As good as one can get by their race standard.
Trained(4 Points) - > What most Jedi were seen do.
Professional(8 Points) -> Jedi Master level.
Expert(16 Points) - > Yoda or Sidious.

Force: Mind
Unskilled(Starting) -> Can generally sense high emotional levels.
Trainee(2 Points) -> Has a better idea of what the other is feeling, and can influence it to a point.
Trained(4 Points) - > Standard Jedi mind trick with all it's limitations.
Professional(8 Points) -> The mind trick is faster and not as obvious (less handwaving and robot like repeats of the order).
Expert(16 Points) - > Only a vague gesture is needed and the response is more natural like.

Force: Lightsaber Combat
Unskilled(Starting) -> Can wave it in the enemy's general direction and - if the Force is willing - not lose a limb in the process.
Trainee(2 Points) -> Nowhere near an accomplished swordsman, but skilled enough to be dangerous.
Trained(4 Points) - > Competent in the use of the lightsaber and capable of deflecting blaster shots with a reasonable degree of success.
Professional(8 Points) -> Darth Maul level of skill.
Expert(16 Points) - > Dooku.

Force: Esoteric - Precognition
Unskilled(Starting) -> Intuitive insights about incoming important events (stock broker able to correctly guess the flow of the market by instinct).
Trainee(2 Points) -> Flashes about certain events, start of combat precog.
Trained(4 Points) - > Jedi Knight.
Professional(8 Points) -> Jedi Master.
Expert(16 Points) - > Sidious or Yoda.

Force: Esoteric - Stealth
Unskilled(Starting) -> Concealment of Force Presence
Trainee(2 Points) -> Suppression of presence, force and otherwise.
Trained(4 Points) - > Disruption of sensory equipment, fades into background.
Professional(8 Points) -> Disruption of senses and equipment, fades from general awareness.
Expert(16 Points) - > Total erasure of audio, visual, and equipment trails.

Unarmed Combat:
Unskilled(Starting) -> You punch people and they hurt.
Trainee(2 Points) -> Basic stances, moves, and forms. Capable of taking down several unarmed untrained fighters without injury.
Trained(4 Points) - > Advanced stances, moves, and forms. Able to defeat several trained or armed fighters without injury.
Professional(8 Points) -> Lightning fast kicks, punches, capable of taking down armed and trained foes without injury.
Expert(16 Points) - > One inch punch.

Disguise:
Unskilled(Starting) -> Application of makeup is a success.
Trainee(2 Points) -> Able to fool most people, will not stand up to increased scrutiny.
Trained(4 Points) - > Able to stand up to investigation, will fail under interrogation.
Professional(8 Points) -> Will stand up to general interrogation.
Expert(16 Points) - > Unpiercable except by the most skilled interrogators.

Interrogation:
Unskilled(Starting) -> Able to get a drunk dude in a bar to spill his guts. Can force information from someone who's already scared.
Trainee(2 Points) -> Able to glean some details from a normal conversation. Can force information from weak willed people.
Trained(4 Points) - > Able to force information out of most people. Elites will not budge.
Professional(8 Points) -> Able to force information out of everyone but the toughest nuts.
Expert(16 Points) - > Even the hardest nut will crack, unless prepared in some way.

Name: Maldoon the Mind Flayer
Appearance:
This strange humanoid-shaped being stands at six-foot-three, slightly taller than a normal human. Its flesh is rubbery and greenish-mauve, glistening with slime. The creature's head looks rather like a six-tentacled octopus, made all the more horrible by a pair of bloated white eyes. Known as a Ulitharid, a more advanced version of the standard Illithid ("Mind Flayer"), Maldoon is a creature that often adorns himself in rather lavish fashion.

Adorned in heavy silks that leave him rather out-of-place compared to the synthetic materials of Mass Effect, his facial tendrils are further decorated in elaborate gold rings encrusted with gemstones in a fashion that makes the facial appendages appear more akin to a fleshy Asari beard than his primary form of attack.


Virtue: Prudence
Vice: Greed
Pillars:

In terms of beliefs, Maldoon possesses the keen and fervent belief in his inherent superiorty over all other species. After all, if it was not his providence to rule, then why would he have the ability to grow with such immense power and keen intellect? Indeed, Maldoon is very much a god to these petty races, and shall no doubt find his ego assuaged in their defenselessness against the might of all Illithid kind!

Of course, being born as an Ulitharid has its benefits, and he has worked to hone himself into a prime example of his species. Not only fit for rulership, he has worked to develop his power over the arcane and -- in time -- the universe!

A God Am I: 2
Natural-Born Ruler: 2
Master of Sorcery: 1

Assets:
Ring of Blinking: A special ring which allows the Ulitharid to "blink" back and forth between the Material Plane and the Ethereal Plane, rendering a 50% chance for all physical attacks to miss him, as well as a host of other interesting effects (as the Mind Flayer physically shifts from one plane of existence to the other in rapid succession.) [10 Points]


Superb Bracers of Armor: Crafted from heavily gilded and intricately shaped gold, they surround the wearer with an invisible but tangible field of force, shielding the Mind Flayer from attacks both ranged and melee. [5 Points]

Extraction: The not-so-rare-and-ancient technique of Mind Flayers everywhere, by which they latch on the tendrils of their head onto the head of an opponent in a fashion not unlike the face-loving aliens of a certain film series. Once their face tentacles are latched on, a Mind Flayer may extract the brain of the subject -- killing them instantly and absorbing all of the knowledge within their mind and adding it to their own (though they gain no direct skills this way. Knowing how to knock a bow is different from actually doing it.) Alternatively, they may instead inject the person's brain with Illithid tadpoles, turning them into the permanent thrall and slave of the Mind Flayer until they eventually morph into another Illithid. [100 Points]

Psionics (Theory): An inherent ability of Illithids, psionics is the intersection of the arcane and the mental. While many consider it a magic of itself, it is a magic of the mind -- a sort of natural thinking sorcery that Illithids employ and other races can eventually be taught in, provided their minds are resilient enough to withstand the rigors. Pushing too hard can often prove fatal, though the effects are quite prominent. [25 Points]
  • Requires a high intellect to be effective in (either via natural intelligence or artificial enhancements.)
  • Overusage of abilities or pushing past physical limits can result in brain damage or potential fatal hemorrhaging.
  • Psionics is not inhibited by energy fields or raw materials, but instead interacts directly on the mental level. Lead or certain exotic materials can interfere with (or amplify in the case of the latter) psionic energies and activities, however.
  • Anything with any sort of intelligence or mind can be influenced by direct psionics, though telepathy/pyrokinesis/other "mental made physical" psionics can affect robots and other such machines.

84 Skill Points:
Combat:
Tactics 4 (8)
Strategy 4 (8)
Hand-to-Hand 4 (8)
Psionics 5 (16)

Total: 40

Diplomacy:
Intimidate 3 (4)
Diplomacy 3 (4)
Psionic Teaching 4 (8)

Total: 16

Technical:
Psicraft 5 (16)

Total: 16

Knowledge:
Strategy 4 (8)
Engineering 3 (4)
The Planes 3 (4)

Total: 16

Other:

All spent!
Uncompleted sheet. Putting it here since I need sleep and Some thoughts for the Asset list
Name: Tony Stark
Appearance: {Link later}
Virtue: If I can build it, there's a way
"Most people don't know me. They think I'm glamor or arrogant or rude or charismatic. But the truth is I'm a artist. A Builder. I don't do people. I can get by but to tell you the truth it's not something I'm naturally good at. But if you give me the tools, the time, the resources, I will carve a path to a bloody future."
Vice:
Pillars:
Skills:
Research
Engineering
DIPLOMACY
Charisma () <Inspiration Speeches>
Assets:
Innovation Genius
Arc Reactor Theory
I'll give your sheets a closer look, tomorrow. It's past midnight, here. Sorry.

However, at a glance, yours looks fine, Jemnite.

Nothing looks immediately problematic. I'm not entirely sure what benefit "The Imperial Cult" skill could grant you though! If it has no utility, you might want to just roll it into fluff.

The Emperor ain't here, after all.

It would be helpful when converting all those filthy heretics to the proper Imperial ways, however!



Note: all costs are kinda tentative and might change. They're likely to stay within the same ballpark, however. Additionally, I did not apply the Item cost modifier to anything.
 
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Hmmm, I can't decide whether to buff up my character more, or to bring along lackey's. The Commando, I could drop the infinite C4 machine and easily get 2-3 riflemen to come along for the ride. Same with the Inquisitor. If I don't take the Imperial Cult knowledge I could probably bring along a Sister, or a couple Stormtroopers w/ Bolters.
 
WizarDriver
->50 Points
-Driver On Ring: Activates the WizarDriver to perform spells, transform, etc.
-->Free with WizarDriver
Seems fair. It is kind of his power's catalyst.
WizarSwordGun
->20 Points
Machine Winger
->5 Points
Also fair. So far, that's...75 points. Not bad.
Wizard Magic Rings

-Connect
-->50-60 Points. How long does it take to retrieve an item and just how much stuff can it store?
It's not a pocket dimension, it's a portal. So stuff like the gun, bike, whatever has to be stored somewhere. It's not usually shown in the show, but I'd assume the stuff smaller than the bike was kept in the building he lived in, while the bike was kept out back or something.
He cannot actually travel through it, he has to know where the item was located, and he has to be able to bring it through (so he couldn't, for instance, drag something made of gold or whatever through with just the 1 arm he can bring in).
-Defend: Conjures a barrier, with a form/composition dependent on his current transformation state.
-->20 Points. Based on wiki, it's probably useful in CQC, but might have questionable utility against ME guns. (Instead of being hit by hypervelocity slivers of metal, you're being hit by hypervelocity globs of of molten metal)
I'd argue the shield's effectiveness would vary depending on the round and what element the shield used.
Flame Style shield would probably be the worst for ME weapons, though Hurricane style would probably be pretty close. Nontransformed barrier would likely deflect instead of stop, sort of an "oh no!" thing. Land style is a solid wall of rock, so it'd be fine (befitting the most defensive form), and Water style is a wall of water, so that might work.
-Big
-->20 Points
-Copy
->30 Points
-Bind
-->20 Points
-Extend
-->20 Points
-Light
-->10 Points
Fair enough on all counts.
-Liquid
-->20-30 Points. How long does it last?
5-10 seconds. Basically enough for one or two passes/attacks, get out of a bind, or get in good grappling position.
-Drill
-->30 Points
-Dress Up
-->10 Points
I'd have thought Dress UP would be only 5, but fair enough otherwise.
-Excite
-->20-30 Points. How long does the effect last?
I'd have to check the show, but I'd say it seems like another "use for 5-20 seconds" thing. A temp buff rather than rest-of-the-fight buff.
-Fall
-->20 Points. What happens to someone stuck in a temporary hole once it disappears, anyway?
I think they just get spat back out unharmed.
Wizard Style Rings
->10 Points for each of these, you start with the Flame style for free
Cool beans.
Ring Creation Theory and Blueprints
->50-60. I'm assuming they can only be used in Kamen Rider form, yeah?
The Magic Rings (aka the various spells) can be used in either Rider form or untransformed state. The Style rings, as well as things like the elemental spells I mentioned (but didn't immediately list) and Special Rings can only be done in Rider for, or in the case of the latter, only in Dragon Rider form.
Magical Theory
->Could you elaborate on this? Is this the theory for the transformation? What does it do?
More like better understanding his magic and powers and such. The idea being further study would allow him to better utilize his various powers and whatnot. I mostly threw it on on a whim.
 
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