Design Space

I’m starting this part of the wiki to give people an idea of what I am trying to do, and what may be coming in the future. As you may have noticed, I am trying to convert the Mass Effect setting to the Saga system used by the newest version of the Star Wars RPG. I am doing this because I am familiar with the system, but also because there was a good conversion available for the system.
I think I’ve gotten most of the basic character creation stuff down; classes required few alterations besides the addition of the Adept, which is really just a changed version of the Jedi class. The basic Mass Effect classes are pretty easily done; Soldiers are Soldiers, Adepts are Adepts, and I think Scouts map most closely to Engineers. Vanguards are just multiclassed Soldier/Adepts, Sentinels are Scout/Adepts, and Infiltrators and Scout/Soldiers. The Noble and Scoundrel classes give a bit more flexibility to players who don’t want to build pure combat characters.
I think I’ve gotten most of the available, viable alien species down, though I don’t know if all the statistics fit very well; for a lot of it I am relying on the previous conversion document, as I’ve never done something of this magnitude conversion-wise. I omitted the Hanar because, while interesting, they don’t seem to really be able to do much on their own, or at least not that we have seen; it is a species I’d like to have more info on to get a better idea as to their viability as a PC species, but as of now, they’re out, and I didn’t know of any others to add.
Equipment is a bit more complicated, I think; hopefully it all makes sense, but Mass Effect has equipment as a more important part of the setting than Star Wars, so it necessarily entails more detail. I dropped the overheating mechanics from the earlier conversion document for the thermal clips of Mass Effect 2, but I thought the weapon, armor, and equipment customization from the first Mass Effect were a more interesting, so I used those instead.
Prestige/Advanced Classes are an interesting thing to look at. If you use the options from Mass Effect 2, there are technically 12 Advanced Classes, 2 for each basic class, but they weren’t really very fleshed out, so I think at least starting with just the original 6 from the first Mass Effect works. Of the 6, at least a couple can be effectively mapped to existing prestige classes; the Shock Trooper maps well to the Elite Trooper PrC, and while I don’t have the books containing them, the Medic would seem to map with the Medic PrC, the Commando to the Pathfinder, Saboteur, or Infiltrator PrCs, the Operative to perhaps the Military Engineer PrC; the Bastion and Nemesis advanced classes are both problematic, but perhaps they could be converted from a changed Jedi PrC, and there is a Bastion talent tree already, so that could help.
If you’re looking for Prestige Classes that would fit with Mass Effect and are printed in Star Wars Saga Edition material, I’ll try to point them out: Ace Pilot, Bounty Hunter, Crime Lord, Elite Trooper, Officer are all in the Saga Core Rulebook; Enforcer, Infiltrator, Master Privateer, Medic, and Saboteur are in the Force Unleashed sourcebook; Corporate Agent and Gladiator are in the Knights of the Old Republic sourcebook; the Assassin and Outlaw are in the Scum and Villainy sourcebook.
As for setting, there is a lot of info available on the Mass Effect wiki – it would probably be easy to just take a minor world from either of the Mass Effect games and expand on it to use for a base of operations or a destination. The Citadel or Omega Station would probably make good bases of operation, and there’s plenty of information on those.
I’m not really sure what else to add at this point, but I’m sure someone will have some idea as to what else is needed.

Design Space

Mass Effect: Horizon Storm KnightVeritas