Showing posts with label Mass Effect RPG. Show all posts
Showing posts with label Mass Effect RPG. Show all posts

Tuesday, 5 July 2011

Alliance and Quarians: Rebel Miniatures

Rebel Miniatures produce a number of fine 15mm ranges, but it's their sci-fi range (unsurprisingly) that offer the most to Mass Effect Gamers.
While I've been busily painting away to produce an Alliance Armoured Infantry Platoon assembled from the very awesome New Israeli 15mm line from Ground Zero Games,  the Rebel Miniature's Earth Force range very nearly came up trumps.
Two products from the Earth Force Range and most of the Sahadeen range are of particular interest for gaming in Mass Effect universe:

The following images are all from the Renegade Miniatures website and are used without permission.

Earth Force:
  
Earth Force Armoured Troops:


To my mind, the armour on these miniatures is extremely evocative of the few glimpses we receive in the ME universe of Alliance Marine armour. The pack costs $10.95 in US money and for that you receive 21 of these nifty looking miniatures in the five poses shown.
The main draw-back for me (and the reason they didn't make the cut as my Alliance Marine miniatures of choice) is the limited number of poses and the distinct lack of squad or fire team level support weapons. Normally I would  still pick up a pack to represent Alliance Special Forces troops, but instead I'll probably use them as human mercenaries, pirates, private security or Cerebus troops instead. Why? Because the next featured Rebel Miniatures pack is even more evocative of Mass Effect humans (and Shepherd in particular) than these guys.

Earth Force Infiltrators:

While the Armoured Troops above remind me of the various Alliance Marines encountered in the original ME (normally found lying face down in a pool of their own blood) this set is perfect to represent Shepherd, Ashley, Kaiden and similar Alliance N1-7 types. The N, as any ME fan knows, being the Occupational Speciality Code for Special Forces. 
Like the similarly priced Armoured Troops the set suffers from a lack of variety in sculpts and an even more distinct lack of weapons variations. In ME terms, they would all appear to be wielding shotguns. Weapon swaps are easy enough given the way these sculpts are posed however (if a bit fiddly at 15mm scale) so this factor is not as limiting for our purposes as the weapons-load of the Earth Force Armoured Troops. I'll be picking up a pack of these guys (but only one) to convert and paint as human character models for my ME roleplaying game (fortunately there are male and female sculpts in evidence). The rest will see use on the table-top as an Earth Alliance Marine Special Forces team or possibly even as Alliance Corsairs. They also come as nifty bike set as well (not pictured).

Sahadeen Army
Moving on we come to the Sahadeen Army range, also by Rebel Miniatures. The entire range of four sets (excluding the tent set) are ideal for use as Quarians with just one or two simple caveats. Firstly, while most of the figures are hooded and masked, several are bare-headed. However, this is easy to fix with a little milli-put. Secondly, they are distinctly lacking in armour plating in ME terms, being limited to obvious shoulder and knee pieces (though the chest could arguably- also be painted as armour plates in some places). However given that Quarian armour is somewhat intricate in terms of decoration over practical functionality, this should not be too much of  a problem to overcome providing the right palette is used on cloth areas. Finally, although masked, none of the miniatures wear a full face visor. Again, easy enough to solve by simply covering the miniatures face and cloth mask with a flat piece of milli-put.
Now on to the miniatures.

Sahadeen War Maidens:
These miniatures have to be the pick of the range for me. Though only four poses are shown in the image, five are listed in the product description. Again, 21 miniatures for $10.95 US. Three of the four poses depicted have the advantage of already being hooded and masked, so very little conversion work will be required to get these figures looking in a Quarian way.  Weapon choice is (again) limited, a very common situation with Rebel Miniatures, but these would make for good Engineer character types. Possibly adepts or infiltrators as well with the right weapon swaps. Tali could use shotguns in ME and ME2 -and those Earth Force Infiltrators with their "shotguns" would look great with War Maiden pistols and vice versa. For me this is a great little set and excellent value for money.

Sahadeen Infantry:
Use these to represent the male members of the Quarian fleet. Like so many Rebel Miniature's products, they come in packs of 21, five poses, for $10.95. Three of the five poses are masked and hooded and require little work with the milli-put to convert into Quarians. Of the other two, one is holding the same long-arm as the three hooded troops. The fifth and final miniature appears to be a leader figure wielding a pistol. There's not much to say about these guys that hasn't already been mentioned in previous paragraphs except to say they are, likewise, a very nice set of sculpts and excellent value for money.

Sahadeen  Gun Team and Heavy Weapons Team:
These final two sets are what round-out the collection and make the Sahadeen range a playable Quarian army for Mass Effect. The Gun Team. Six excellent figures - 2 spotters, 2 gunners and 2 "support troops" (that's coolant-clip loaders and barrel-changers to you and me) for just $4.99. My only niggle with this set is that the gunner seems rather exposed and naked. This can easily be solved by adding some cover to the base. After all, if he didn't have a rock to hide behind, he'd be lying down and ignoring the tripod. Best of all, they're all masked. So less conversion work required (though the spotters visor will be a bit fiddly to fit around those binoculars).

Finally we have the Heavy Weapons Team: $3.49 US for six (arguably eight) miniatures: 2 sniper teams, 2 squad support weapons (SWA analogues) and 2 missile launchers. Great value for money and vital for rounding out all those long-arm equipped troopers into balanced squads and fireteams. In this last case, fully half the sculpts have their hoods pulled back and sculpting the visor on the spotter figure is going to be an issue, but otherwise a fantastic little set at a great price, though you'll need several to round out your Quarian army.

Sunday, 3 July 2011

Mass Effect PCs: Asari

Elder states-beings of the Citadel Races, the Asari have resided on the Citadel longer than any other extant race other than the Keepers. One of the two founding races of the Citadel Council, the Asari have always served as the mediators and centrists of the Council races.

The Asari  race is entirely female. Asari reproduce through a form of parthenogenesis in which they attune their nervous system to that of another individual of any gender, and of any species, to reproduce. Consequently, Asari have a not entirely justifiable reputation as a somewhat sexually promiscuous race.
Asari can live for over 1,000 years, though few do due to a variety of causes such as accident, war and disease. In the Maiden stage of their lives, Asari often wander restlessly, seeking new knowledge and broadening their life experience. When the Matron stage begins, they "meld" with suitable partners to produce and raise offspring, believing that the child inherits the best qualities of the "father" (which, contrary to common rumour, can obviously be another Asari). Finally, Asari who out-live their body's fertility progress to the third and final stage of life, the Matriarch stage. At this point an Asari assumes the role of a respected leader and councilor.

Due to some biological quirks, Asari appear to be attractive to many races, not merely humans. For example, the tentacle like head-structure on the back of their skulls reminds many Tuarians of Tuarian bone-plates. Even Salurians seem to find Asari skin tones attractive and pleasing, despite not being a particularly sexually-driven race.

The in-born Asari ability to manipulate their own nervous system in order to reproduce makes them a race of powerful biotics. The very process of learning how to control ones own Nervous System has much in common with the basic biotic training systems of other races.

Due to their long and productive life cycle, Asari rarely make hasty decisions, at least in comparison to other races. Asari far prefer to take the "long-view" in any decision making process. Few Asari are comfortable in taking decisive action, preferring a long period of study and observation to making a rapid decision that may later prove io have been ill-considered.This is the source of their traditionally centrist views. That is, a certain desire to maintain the status quo in matters of military, economic and political balance.

Internally, Asari government relies on Consensus. Having evolved from the government of city-states on their home-world of Thessia, any and all Asari are expected (and frequently do) offer comment on all levels of governance, from the city-level to the highest reaches of inter-planetary and Citadel rule. However, in nearly all cases, the opinions of he younger Asari taking part in any discussion almost always defer to those of the Matriarchs present.

Cascade Failure Rules
  
Asari Modifiers:
  • All Asari begin play as multi-classed characters with two class choices. At least one class choice must be Kinetic or Empath, to reflect their early biotic training and abilities. All experience point awards must be split between the two classes, though it is not required that the xp be split equally.
  • +2 to Kinetic Saving Throw
  • Charm counts as a class skill for all Asari characters.

Tuesday, 28 June 2011

Mass Effect RP: Nailing The Campaign Concept

When running a Mass Effect RP it would be all too simple to simply sit back, relax and bring in the old tried-and-tested "Free Trader" campaign model, where the characters are a pick-n-mix of races and cultures united by the simple goal of making money.

Yet this simple concept has always had it's flaws. For example, how many merchant ships plying the seas of the modern world regularly abandon contracts to go haring off on some wild-goose chase in search of adventure? Not many. Factor in the complete lack of over-riding campaign direction in simply flying around trying to sells tuff and you've lost my interest completely. Yeah, that's right. I'm that guy who hated Elite back in high-school.

There's nothing wrong with a free-trader style game, it's just not my thing. Yet despite that, Sand-box style play is my favorite type of campaign. However, for me there has to be a decent, over-riding reason for the characters to work and fight together. In my soon to begin OSRIC "Expeditionary campaign [link] the twenty odd characters have all been ship-wrecked on a strange island.

Luckily, in the Mass Effect universe there are plenty of options to explain the existence of a (traditionaly) mixed-race, mixed-background adventuring party.All of which fit the themes and tropes of the Mass Effect universe.

The Spectre Model:

 Probably the most obvious choice. One or more members of the party are Spectres. The rest are his agents. This model is somewhat similar to the "Throne Agents" model of the Inquisitor RPG, and lends itself well to a Mass Effect roleplaying campaign. The Spectre might be an actual member of the group (like Shepherd and his crew), or an NPC directing the group from the shadows of a different world or even a space craft (like the Illusive Man and Cerberus. The only real issue with having a Spectre as a PC is the very real risk of abuse. What's to stop a Spectre from simply requisitioning everything he needs, from an experimental ship to an entire army (or armada)? The answer is to either have the team working under circumstances that precludes having the Spectre blow his cover (still risky; if things go wrong her can still call in the big guns) or have the Spectre operate outside Council space. Outside council space (say beyond a newly re-opened relay) not only won't his Spectre status serve to impress anyone save other ex-pats from council space, the locals probably won't even know what a Spectre is.

This latter option is the direction my campaign will be taking, with a PC Spectre and his crew pursuing a wanted war-criminal beyond the bounds of Council Space.

The Cerberus Model:
Cerberus has already shown itself willing to work with non-humans, and most of the Cerberus personnel encountered in ME2 lack the xeno-phobia the organisation is supposedly famous for. Of course, it could just be that the Illusive Man was smart enough to pick the least racist members of his group to work with Shepherd. But even so, justification exists for a humano-centric team furthering this groups goals with a few alien allies or mercenaries in tow. Such a campaign model has a wealth of RP opportunities. A Spectre, for example, goes where he is needed. But it wouldn't be too hard to establish a Cerberus team working out of a particular station or planet if you wanted to spend more time establishing certain locations and local NPC's.

Finally, Cerberus might be the only "militant private interest group" we really know about thus far, but that's not to say the other races don't have a similar organisation (perhaps with the goal of acquiring a council place for the member races in question) working for them.

The Merc Model:
The players are all mercs working for a group such as the Blood Pack, Blue Suns or Eclipse. The main difficulty here being that mercs rarely get the chance to further their own interests or chase up personal quests. They go where the money is. This style of campaign has a lot of pros's, but tends to limit player choice to picking what contract to accept (if they happen to be senior members of a large group or the only members of a small team) and missions ultimately tend to have a lack of variety. The "mission of the week" syndrome tends to rear it's ugly head all too quickly using this campaign style. This sort of campaign is very apt for an episodic play style, but if that's not what your group is after the Merc template can very quickly become limiting. One way around this is to use long-term or open-target contracts rather than one-mission, specific-target contracts . These offer the PC's a great deal more latitude in determining how (and when) to fulfill the mission.

For example, a long-term contract to "de-stabilise Synapse corporation activities on this world to facilitate a buy-out of Corporate assets" offers a lot more lee-way and room for initiative and character-growth than a short-term: " Attack this particular synapse factory and put it out of action." The first contract lets the characters choose other options than a straight up fire-fight to meet their goals and also gives the players a sense of accomplishment. They can see the gradual effects that their activities are having on the game world. The second contract would have railroaded them into a fight, more or less forcing them off-planet immediately afterwords and preventing them from a glimpse of the big picture.



The Corsair/Asari Commando/Special Tasks Group Model:
 We know that the various council races all have special military and para-military units they use to take on and overcome challenges that conventional military or espionage elements could not handle. The only real difference between these groups and Spectres is, as far as I can see, that Spectres have more legal power, more-back up and work for the benefit of the galaxy as a whole (or at least the Citadel races). Whereas these groups work on behalf of their own governments, albeit occasionally being assigned other tasks at the request of the Citadel Council, much like the STG task force on Vermire.

This sort of campaign has many of the same pros-and-cons as the Merc format above, save that the PC's at least know their employer isn't going to screw-them behind their backs (in the military, when you're "employer" is screwing you, they at least have the decency to do it to your face and make it sound like they're actually doing you a favour). However, the different groups listed above each seem to have their own flavour and way of doing things. The STG seems most like a traditional Special Forces unit, albiet one with scientists and the like. The Asari Commando units on the other hand, have a "tribal" command structure and tend to carry out espionage and strike missions. The Corsairs, it seems (from the vague references made by Jacob in Mass Effect 2) work more like privateers, posing as private citizens but secretly in the pay of the Earth government.
Unlike the other Special Forces options, the Corsairs option could conceivably include characters from other races and distinctly non-military backgrounds, perhaps unaware of who their captain and senior officers really work for.
Out of all the listed options in this section, the Corsair model is probably the most playable. Using this model, the characters will be able to pursue their own goals, (including trade, if the party is in to that sort of thing) as well as performing secret missions on behalf of the Alliance Fleet.

Note: All images copyright BioWare and EA