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BASIC MOVES Hack (Sharp)

Security measures are constantly evolving, but so are the intrusion methods. With the
Act Under Fire (Cool) right training and software, cracking security is relatively easy, most of the time.
When you take action under fire, the GM will describe what could happen if you fail. Getting away with it is harder. When you attempt to bypass a lock or hack encrypted
Roll +Cool. On a 10+, you do it. On a 7-9, you flinch, hesitate or stall. The GM can files, roll +Sharp. On a 10+, both. On a 7-9, choose 1:
offer you a worse outcome, a hard bargain or an ugly choice. You open the lock or access the files
You deactivate any defenses or alarms (if there are any)
Charm (Paragon) On a miss, this securitys too tough for you and you activate any security or alarms that
If you want something from someone and can give them a bribe or a motive, you can might be there.
try to Charm them. Roll +Paragon.
For NPCs: On a 10+, they will give you what you want now and trust you to give them Infiltrate (Cool)
what they want later. On a 79, they will give you what you want after you give them When you infiltrate a place by stealth, roll +Cool. On a 10+, both. On a 7-9, choose 1:
what they want. You get in
For PCs: on a 10+, both. On a 79, choose 1: You go unnoticed
I they do it, they mark experience On a miss, you dont get in and you are spotted trying to get in.
If they refuse, they are hindered Intimidate (Renegade)
What they do then is up to them. On a miss, they turn the tables on you. Give them When you can credibly threaten someone with something, like physical injury or a
what they want, no strings attached, or feel guilty and become hindered. scandal, you can try to intimidate them into doing what you want. Declare what youll
do if they refuse and then roll +Renegade. On a 10+ they have to refuse and take the
Fire Em Up (Hard) hurt, or yield and give you what you want. On a 7-9, they can instead choose 1:
When you attack an enemy with firearms or heavy weapons, roll +Hard. By default, Get the hell out of your way
you harm the enemy, they harm you and you can hustle somewhere as you attack. On Back off calmly, appendages where you can see them
a 7-9, choose 2. On a 10+, choose 3. Give you what they think you want
Taking cover! (you take -1 Harm) Tell you what you want to know (or what you want to hear)
Regenerate1 shield if you are also taking cover On a miss, you dont get what you want. Depending on circumstances, they may flee
Nice shooting! (you do +1 Harm) (possibly leading to a chase) or turn the tables on you (possibly starting a fight).
Moving! (you hustle somewhere else after you attack)
Suppressive fire! (everyone else takes 1 less harm from enemies in a certain area) Read a Person (Sharp)
Reload a weapon, change weapons or change ammo When you read a person in a charged interaction, roll +Sharp. On a 10+, hold 2. On a
Unless you use an autofire or area weapon, you need to reload after suppressive fire. 7-9, hold 1. While youre interacting with them, spend hold to ask questions, 1 for 1:
On a miss, the enemy evades your attack and you are temporarily exposed; if the Are you telling the truth?
enemy returns fire, they will typically Harm you. What are you really feeling?
What do you intend to do?
Gather Intel (Sharp) What do you wish Id do?
When you gather intelligence, perhaps with your own eyes, a ships sensors or an How could I get you to _____?
omni-tool, roll +Sharp. On a hit, you can ask the GM questions. Whenever you act on Spectre Authority (Paragon/Renegade)
one of the GMs answers, take +1. On a 10+, ask 2. On a 79, ask 1: If youre a spectre, the Council has given you extraordinary legal authority. When you
Whats my best escape route / way in / way past? invoke your status to get something, roll +Paragon or +Renegade. On a 10+, you find
What should I be on the lookout for? a contact who will make it happen, within reason. On a 7-9, you get something close,
Where can I find ________? but be ready to accept compromises.
What is this things true composition?
The answers you get may be limited by your circumstances. Steal (Cool)
When you try to steal something, roll +Cool. On a 10+, both. On a 7-9, choose 1:
Go Hand to Hand (Hard) You get it
When you try to take down an enemy hand-to-hand, roll +Hard. By default, you Harm You dont get caught
the enemy, they Harm you, and you can maneuver as you attack. Hand to Hand On a miss, you dont get it and you get caught trying to get it.
attacks ignore kinetic barriers. On a 7-9, choose 1. On a 10+, choose 2: Tempt Fate (Paragon/Renegade)
You temporarily stun an enemy (enemy is impeded) If you confront something so dangerous or unpredictable that it doesnt really matter
You suffer little harm (you take -1 Harm) what you do, such as crashing a shuttle or being blown out an airlock, roll +Paragon
You inflict terrible harm (you do +1 Harm) or +Renegade (your choice). On a 7-9, you survive, but with permanent
You take cover (to protect yourself from other enemies) consequences or a scar. On a 10+, its unbelievable; you survive, perhaps with a
On a miss, you are exposed to enemy fire. temporary setback or hindrance, depending on circumstances.
Tactical Maneuver
Choose a maneuver below. By default, you can hustle somewhere as you do this. You may GENERAL INFORMATION
need to Act Under Fire as you do it:
Sprint somewhere as fast as you can Rules of Engagement
Take full cover (if circumstances allow) Generally, the PCs lead with their moves (in any order) and the NPCs react. A
Support someone elses move (roll your Hx with them) PC can hustle to an adjacent map area before or after they resolve the effect
Use Medi-gel to heal yourself or someone next to you (get +1 Hx with them) of their move. The NPC combatants do this:
Take cover, reload a weapon and/or wait for your shields to regenerate If someone attacks them, they take cover (if available) and return fire or use
Take cover and deploy a drone, hack or use your expertise (Engineer/Specialist, mostly)
a special ability.
Move something heavy, like a fallen comrade
If nobody attacks them, and someone is in range, they open fire or use a
special ability.
GLOSSARY Otherwise, they hustle and attack or use a special ability.
Team History (Hx) If an NPC attacks with a weapon beyond its optimal range, they do
A team is a loyal group of 3 or 4 people like History (Hx) is how well one character incidental fire (calculate harm normally, including any cover the PC might
you (i.e., soldiers, technicians, biotics). Add 1 knows another. By default, your Hx stat have taken recently, but do no more than 1 health or 1 shield).
to any roll where your team is helping. Team with someone is 0. If you hurt someone, When a PC takes down an NPC, the NPC only does incidental fire to that
members get hurt and have their own lives. their Hx with you increases by 1. If you PC. An NPC cannot use a special ability if they are doing only incidental fire. If
heal someone, your Hx with them more than one thing makes an NPC do incidental fire, the NPC does no harm.
Tags increases by 1. If Hx with someone gets to
area weapons affect all targets in an area 4, reset it to 1 and mark experience. At the
impede An impeded NPC is momentarily end of each session, pick a PC who knows
Hindered and Impeded
shaken or distracted by something. Impeded you better now. They get +1 Hx with you. When a PC is hindered, the GM decides which of their stats is affected (-1)
enemies cannot benefit from cover and attack until they do something about it or until they have a few days to rest.
Leadership When a PC is impeded, they are hindered for only a few moments or
less effectively. Typically the biggest, toughest
When you push your team, or direct them
enemies cannot be impeded. minutes, but they may also suffer another setback.
from afar, roll +Paragon or +Renegade.
ap Armor piercing. Ignore an amount of the If a PC seems to be carrying too much gear, they are hindered.
On a 10+, they do what you want. On a 7-
targets armor equal to the ap rating
9, they do it but harbor resentment, get
disrupt Damage the targets shields (if any) Act Under Fire (in battle)
hurt or force you to make a tough call.
by the indicated amount.
Act Under Fire if an enemy shoots you and you cant effectively return fire at
autofire weapons can affect everyone in a Range
small area, but then you will have to reload. There are 4 ranges: hand, close, far and
the moment. On a 10+, you evade them, for now. On a 7-9 the GM chooses 1:
messy weapons are not known for their extreme. With most weapons, you can You take incidental fire (calculate harm normally, including any cover the PC
precision they affect multiple targets if attack a target 1 step out of the optimum might have taken recently, but lose no more than 1 health or 1 shield).
theyre adjacent to each other and may pose range at -1 to the roll. Hand-to-hand You need to execute a rolling dodge (-1 Forward)
some risk to bystanders, as well weapons are an exception. Your current weapon gets dropped or overheats until you reload
reload needs to be reloaded after each use, You are unable to hustle during your next move
Reputation
using Fire Em Up or a Tactical Maneuver. You are unable to enter a particular map area without taking full damage
When you do something altruistic to help
someone, expecting nothing in return, gain Wait 1 more move than normal before using tech or biotic specialties again
Health
a Paragon point. When you treat someone On a miss, take harm normally.
If your shields are depleted, you start losing
harshly or cruelly, perhaps to serve a
health. Your armor subtracts from this harm.
greater good, gain a Renegade point. You Things Worth 1-Barter
One unit of medi-gel will restore all of your
do not necessarily need to make a move to 1 unit of medi-gel (can heal all harm for one person)
health, if you have a moment to rest.
gain these points, but you should gain no 1 unit of omni-gel (can repair one object)
more than one point per scene. When you
Experience 1 tote of tech supplies (can build one object or part of something big)
gain 3 Paragon or Renegade points, your
When you make a move and miss, mark 1 explosive pack (equivalent to 3 grenades)
associated stat goes up by 1 (max 3).
experience. You also mark experience for 1 weapon, 1 suit of armor, 1 omni-tool or biotic amp
completing mission objectives. Shields 1 month mundane service, 1 week luxury service, 1 day specialized service
Your shields activate automatically at the
1 months rent for a nice place
Hindered start of a battle and take damage before
When your Cool, Hard or Sharp is Hindered, armor. You can recover your shields as
1 bribe for something important
take -1 to that stat until you find a way to fix it. part of a Tactical Maneuver For something more expensive, roll Spectre Authority to requisition it.
ALLIANCE DEMOLISHER
Humans, from the planet Earth, are the newest sentient species of notable
size to enter the galactic stage and are hands-down the most rapidly
expanding and developing. They independently discovered a Prothean data
cache on Mars in 2148, and the mass relay networks shortly thereafter.
Humans are perceived as one of the most arrogant races in the galaxy, but
are grudgingly acknowledged as the race that united the galaxy against the
Reapers.

In 2183, the Earth Systems Alliance and the legendary Commander Shepard
were instrumental in winning the Battle of the Citadel, where a massive Geth
invasion fleet led by the flagship Sovereign tore through Citadel defenses.
Commander Shepard claimed that Sovereign was actually a new kind of alien
called a Reaper. Shepards warnings were largely ignored until the Reaper
War began in earnest, almost three years later.

For all the technology humanity has gained from the Reaper War, theyve still
just scratched the surface.

TECHNICAL SPECIALTIES ALLIANCE DEMOLISHER


Shield Boost Add the following option to Fire Em Up: Despite your title, youre one of the best engineers in the Alliance
Restore the shields of a character within reach (including yourself). navy. Your technical skills may not be as extensive as those of the
Overload Add the following option to Fire Em Up: quarian engineers, but human engineers are known to be more
Overload an enemys shields (disrupt 3, ignores cover, harms synthetics) ambitious and adaptable than engineers of other races. After all, you
do not need to fully understand something before you use it,
Incinerate Add the following option to Fire Em Up: especially when countless lives are at stake.
Attack an enemy with a beam of plasma (3 harm, 1-ap, close/far, ignores
cover, unshielded enemies are impeded) NAME LOOK
Sabotage Add the following option to Fire Em Up:
FIRST (female) Amanda, Male, Female
Overheat an enemys weapons (2 harm, close/far, weapon stops working for
now)
Azumi, Franca, Jodie, Karen,
Standard Gray Armor,
Marley, Rhonda, Shawn, Vera
Homing Grenade You can deploy an autonomous, self-propelled Colorful Armor, Cerberus
grenade to use Ive Got This to destroy or neutralize a target at up to extreme FIRST (male) Akira, Franz, Armor, Glowing Armor
range. Destruction might not be an option for very big targets. Gen, Jaques, Reinaldo, Vince
Attractive, Scarred,
Turret You have an autonomous machine gun turret that you can deploy LAST- Baxter, Kepler, Gibbs, Weathered face, Young face
with a tactical maneuver. It can attack on its own, using your stats. You roll Michaels, Reyes, Stern,
+Sharp when it uses the Fire Em Up move, although the turret cannot Take Angular, lean, graceful,
Tanaka
Cover. The turret has a machine gun (3 harm, close/far, area) 3 shields, 2 muscular
armor and 3 health. On your command, it can Self-Destruct (4 harm, hand,
area). If the turret is damaged or destroyed, it can be repaired before the next
BACKGROUND
battle. No formal training, transferred
from the lab, ex-cerberus,
Technician-turned-marine
HISTORY ALLIANCE DEMOLISHER MOVES
NAME History (Hx) is how well one character You get these:
knows another. List the other characters
STATS names below. You will have an Hx stat Technical Expertise Choose three tech specialties from the list on the other
Cool -1, Hard 1, Sharp 1, with each character. See Glossary for side of this page. Each specialty adds a new option to Fire Em Up but you
Paragon 0, Renegade 0, more details. may only use 1 at a time. You can use tech once every two moves (in light
Add 1 to any stat of your choice armor) or once every three moves (in heavy armor).
Act Under Fire, Ive Got This When you want to destroy, control, modify, fix or neutralize
Steal, Infiltrate something technological (including medical and communication technology),
COOL Hindered spend 1 tech supply and roll +Sharp. On a hit, you do it if its possible. By
Fire Em Up, default, it only works while you maintain it, it causes another problem when it
Go Hand to Hand works and youre the only one who can use it. On a 10+, choose 2. On a 7-9,
You can aid or interfere with another PC. choose 1.
HARD Hindered Describe what you do. If it sounds It lasts for a while without maintenance
reasonable, roll your Hx with them. On a It doesnt cause another problem when it works
Hack, Gather Intel,
7+, you can either add 1 or subtract 2 from Other people can use or maintain it
Read a Person
their roll. On a 10+, you do so without
SHARP Hindered
exposing yourself to harm. And two more:
Charm,
Spectre Authority Clever When you Act Under Fire, roll +Sharp instead of +Cool.

PARAGON > +1 paragon


IMPROVEMENTS Innovative You get +1 Sharp (max 3).

Intimidate, Experience > > Improve Grace Under Pressure When you are doing something technical (i.e.,
Spectre Authority using a tech specialty or Ive Got This), you may have 2 armor instead of what
__ get +1 Cool (max 3)
your gear indicates.
RENEGADE > +1 renegade __ get +1 Hard (max 3)
Problem Solver When you tell someone how to fix their problems, you
__ get +1 Sharp (max 3) may roll +Sharp instead of +Paragon or +Renegade to Charm or Intimidate
someone into following your advice. If they take your advice, take +1 Forward.
SHIELDS __ get an Establishment and Wealth
Progress Comes with a Cost -- When you Gather Intel, add the following
__ choose a new demolisher move
to the list of options and take +2 (not +1) if you act on one of the answers:
HEALTH __ choose a new demolisher move How can I fix this quickly, regardless of the cost?
How can this be modified to improve its _______?
__ choose a move from another playbook
ARMOR 1 __ choose a move from another playbook
Watch This You have the skill and foresight to temporarily hijack nearby
automated technology for support (i.e., firepower, transportation, a diversion).
Traumatized (-1 Cool) Roll +Sharp. On a 10+, choose 2. On a 7-9, choose 1:
__ get the other tech specialties
Crippled (-1 Hard) You dont cause collateral damage
Distracted (-1 Sharp) GEAR You get the support right where you want it
An Omni Tool (3-Harm, hand/close, tech) You dont have to lay low a while before hijacking again
DEMOLISHER SPECIAL Light armor (1-armor) On a miss, you cant hijack the support you need.
If you share an intimate Credits worth 1-barter I Have an Idea When you and your allies are in a tight spot, name your
moment with someone and 2 units of Medi-gel or Omni-gel plan. If an ally agrees to help, roll +Sharp. On a 10+, you and your allies get
that breaks something, mark 6 totes of Tech Supplies out. On a 79, you or your helper must stay behind (your choice), but the rest
Renegade and take +1 M-27 Shotgun (4-harm, hand, messy) get out.
Forward on your next M-5 Phalanx heavy pistol with scope (2
Harm, hand/close/far, 1-ap) Thats What I Do When you demolish a big enemy target, mark xp.
Demolisher move.
HUMAN TEST SUBJECT
Humans, from the planet Earth, are the newest sentient species of notable
size to enter the galactic stage and are hands-down the most rapidly
expanding and developing. They independently discovered a Prothean data
cache on Mars in 2148, and the mass relay networks shortly thereafter.
Humans are perceived as one of the most arrogant races in the galaxy, but
are grudgingly acknowledged as the race that united the galaxy against the
Reapers.

In 2183, the Earth Systems Alliance and the legendary Commander Shepard
were instrumental in winning the Battle of the Citadel, where a massive Geth
invasion fleet led by the flagship Sovereign tore through Citadel defenses.
Commander Shepard claimed that Sovereign was actually a new kind of alien
called a Reaper. Shepards warnings were largely ignored until the Reaper
War began in earnest, almost three years later.

The Reapers were tough, but you know from experience that people can do
some unbelievably crazy shit when if you push them hard enough.

BIOTIC SPECIALTIES
Usable once every 2 moves.
Flare Add the following option to Fire Em Up: HUMAN TEST SUBJECT
You put everything into a huge explosion (4 Harm, hand/close, impede,
area). Using this attack is draining. You are impeded for the rest of the fight. You are a powerful biotic, able to affect the physical world with the
power of your mind. Years ago, you escaped from the lab where
Pull Add the following option to Fire Em Up: you were trained to kill on command. You got them back for that,
If an enemy has no shields, pull them into the air with biotics (enemy cannot oh yes. You were a self-destructive wreck until someone helped
attack and moves towards you, allies gain +1 Forward against them) you turn things around. Now, its time to pay it forward.
ShockwaveAdd the following option to Fire Em Up:
Attack an area with biotics and make enemies stumble backwards (3 Harm,
NAME LOOK
close, messy, impede). Also, if a singularity is nearby, it detonates (add the Archie, Burke, Dex, Nadya, Male, Female, Other
area tag to your attack) Petra, Ribbon, Sykes
Nightclub outfit, bare-chested,
Nova Add the following option to Go Hand to Hand: casual outfit, leather outfit,
You attack an area with a biotic explosion (3 Harm, hand, area). BACKGROUND scrounged outfit
Charge You use biotics to propel yourself forward. You can move Pirate, conscript, sheltered, Inked face, shades, crazy
yourself to somewhere in close range before you Go Hand to Hand. If you hedonist, entertainer face, freckled face, calm face
have the Nova specialty, you can use it right after you Charge.
Painted skin, scarred skin,
Throw Add the following option to Fire Em Up: glowing skin, smooth skin
If an enemy has no shields, attack and throw them with biotics (3 Harm,
close, impede, move enemy in any direction) Angular body, compact body,
lean body, sturdy body
Warp Add the following option to Fire Em Up:
If an enemy has no shields, crush them with a biotic field (3 Harm, close,
decrease armor by 1). Also, if a singularity is nearby, it detonates: (3 Harm to
everyone in the area, impede everyone in the area)
TEST SUBJECT MOVES
NAME HISTORY You get these:
History (Hx) is how well one character knows
STATS another. List the other characters names Biotics You can use biotics as a weapon when you are connected to a bio-
Cool -1, Hard 1, Sharp 0, below. You will have an Hx stat with each amp. Choose three biotic specialties. Each specialty adds a new option to
Paragon 1, Renegade 1, character. See Glossary for more details. Fire Em Up or Go Hand to Hand, but you may use only 1 at a time.
Add 1 to any stat of your choice Biotic Leap -- You can use your biotics to leap great distances, such as
leaping up or down a few stories, or leaping over a varen pit. You should only
Act Under Fire, have to make a roll for leaping in extraordinarily difficult circumstances
COOL Steal, Infiltrate Biotic Barrier As long as you do nothing but maintain the barrier, you have
Hindered full cover and adjacent allies take -1 harm.
Fire Em Up,
You can aid or interfere with another PC. And two more:
HARD Go Hand to Hand Describe what you do. If it sounds reasonable,
Hindered roll your Hx with them. On a 7+, you can either I Will Destroy You! -- When you hurt someone, inflict +1 harm whether you
add 1 or subtract 2 from their roll. On a 10+, want to or not.
Hack, Gather Intel, you do so without exposing yourself to harm.
SHARP Read a Person Atavistic Instincts -- When you Act Under Fire, roll +Hard instead of
Hindered +Cool
IMPROVEMENTS
Charm, Out of Control You get +1 Hard (max +3)
Spectre Authority Experience >>Improve
PARAGON Masochist Those sickos taught you to like pain. When youre wearing 1
> +1 paragon __ get +1 Cool (max 3) armor or no armor, you have +1 armor.
Intimidate,
Spectre Authority
__ get +1 Hard (max 3) Start Some Shit -- When you rally a crowd of stressed out people, roll
RENEGADE __ get +1 Sharp (max 3)
+Renegade to guide them. On a 7-9, choose 1. On a 10+, choose 2:
>+1 renegade Bring people forward and deliver them
__ get an Establishment and Wealth Show them the real problem, or divert their attention to another problem
Start a riot, either here or somewhere nearby
__ choose a new test subject move
SHIELDS Join you in whatever wildness youre into
__ choose a new test subject move On a miss, the crowd does something, just not what you wanted.
HEALTH __ choose a move from another playbook Psycho-Therapy -- When you have time and solitude with someone, you
talk some crazy shit. Roll +Paragon. On a 7-9, ask 1. On a 10+, ask 2. Take
__ choose a move from another playbook
+1 the first time you act on each answer.
ARMOR 1 __ get the other biotic specialties what was your characters lowest moment?
Traumatized (-1 Cool) for what does your character crave forgiveness, and of whom?
Crippled (-1 Hard) GEAR what are your characters secret pains?
Distracted (-1 Sharp) A Solaris Bio-amp (3-harm, hand/close, in what ways are your characters mind and soul vulnerable?
biotic) On a miss, they get to ask 2 about you on the same terms.
TEST SUBJECT SPECIAL A biotic shield, when you need it (1-armor)
You dont wear armor, too confining. Fuck this Shit -- Name your escape route and roll +Sharp. On a 10+, you
If you share an intimate moment An M12 Locust Submachine Gun escape to somewhere safe. On a 79, you can stay or go, but if you go you
with someone, they use Psycho- (2-harm, hand/close, 1-disrupt, autofire) leave a trail of unintended destruction behind you; the GM will tell you what.
Therapy on you as if they had An Eviscerator Shotgun (3-harm, hand, On a miss, you stay and cause a bunch of unintended destruction.
that move. Also, if you care about messy, 1-ap, reload)
them, mark Paragon. If its just a Credits worth 1-barter Balls to the Wall If you are not hindered, you may take +1 after a roll. If
fling, mark Renegade 1 unit of medi-gel you do, you are hindered until you use medi-gel or Psycho-Therapy.
ASARI ADEPT
The asari, native to the planet Thessia, are often considered the most
powerful and respected sentient species in the known galaxy. This is partly
due to the fact the asari were the first race after the Protheans to achieve
interstellar flight, and to discover and inhabit the Citadel.

A mono-gender racedistinctly feminine in appearancethe asari are known


for their elegance, diplomacy, and biotic talent. Their millennia-long lifespan
and unique physiologyallowing them to reproduce with a partner of any
gender or speciesgive them a conservative but convivial attitude toward
other races. The asari were instrumental in proposing and founding the Citadel
Council, and have been at the heart of galactic society ever since.

While all asari have some biotic ability, you have developed yours to the point
where it is actually useful for throwing things around. Although you are not
particularly violent by nature, you do enjoy watching the scenery fly apart
when you use your biotics.

BIOTIC SPECIALTIES
Usable every 2 moves in light armor, 3 moves in heavy armor.
Pull Add the following option to Fire Em Up:
If an enemy has no shields, pull them into the air with biotics (enemy cannot
attack and moves towards you, allies gain +1 Forward against them)
ShockwaveAdd the following option to Fire Em Up:
Attack an area with biotics and make enemies stumble backwards (3 Harm,
ASARI ADEPT
close, messy, impede). Also, if a singularity is nearby, it detonates (add the You are a powerful biotic, able to affect the physical world with the
area tag to your attack) power of your mind. You use biotics only when necessary, so you
Singularity Add the following option to Fire Em Up: joined the military to put yourself wherever those necessary
create a singularity in an area (everyone in the area is impeded) situations happen to be
Stasis Add the following option to Fire Em Up:
If a target has no shields, use biotics to hold them in stasis (close, impede, NAME LOOK
target cannot attack and takes -3 harm from all attacks) FIRST- Anaya, Corena, Chion, Mono-gender (female)
Throw Add the following option to Fire Em Up: Estania, Janath, Nabene, Nalia,
Military suit, Casual suit,
If an enemy has no shields, attack and throw them with biotics (3 Harm, Shiala, Umaya, Zenketera
survival suit
close, impede, move enemy in any direction) LAST- Akar, Cadari, Dantius,
Tattooed face, tired face,
Warp Add the following option to Fire Em Up: Lishan, Ngana, Sojas, Thanali,
freckled face, calm face,
If an enemy has no shields, crush them with a biotic field (3 Harm, close, Yaran
questioning face
decrease armor by 1). Also, if a singularity is nearby, it detonates: (3 Harm to
everyone in the area, impede everyone in the area) BACKGROUND Light blue skin, deep blue
skin, purple skin
Fortification Add the following option to Fire Em Up: ex-military, ex-consort, civilian-
Protect yourself with a biotic field (take -1 harm) turned-military Athletic body, thin body,
compact body, long body
ADEPT MOVES
NAME HISTORY You get these:
History (Hx) is how well one character knows
STATS another. List the other characters names Biotics You can use biotics as a weapon when you are connected to a
Cool 1, Hard 1, Sharp 0, below. You will have an Hx stat with each bio-amp. Choose three biotic specialties. Each specialty adds a new option
Paragon -1, Renegade -1, character. See Glossary for more details. to Fire Em Up, but you may only use 1 at a time.
Add 1 to any stat of your choice Biotic Leap -- You can use biotics to leap great distances. You should
only have to make a roll for leaping in extraordinarily difficult circumstances
Act Under Fire, Biotic Barrier As long as you do nothing but maintain the barrier, you
COOL Steal, Infiltrate have full cover and adjacent allies take -1 harm.
Hindered
Embrace Eternity When you touch a willing person and attune your
Fire Em Up,
You can aid or interfere with another PC. nervous system to them, you may share memories and feelings with them.
HARD Go Hand to Hand
Describe what you do. If it sounds reasonable, You may also ask any 1 question, which they must answer. If you do, roll
Hindered +Sharp. On a hit, they must answer truthfully. On a 10+, you both take +1
roll your Hx with them. On a 7+, you can either
Hack, Gather Intel, add 1 or subtract 2 from their roll. On a 10+, Forward when acting on the answer. On a miss, you are impeded.
you do so without exposing yourself to harm.
SHARP Read a Person And two more:
Hindered
Charm,
IMPROVEMENTS Huntress You may Read a Person indirectly by examining evidence of
their passage. Take +1 and mark xp the first time you act on an answer.
PARAGON Spectre Authority Experience >>Improve
> +1 paragon Elegant When you charm someone, roll +Cool instead of +Paragon.
__ get +1 Cool (max 3)
Intimidate, Long History -- choose a move from another playbook.
Spectre Authority __ get +1 Hard (max 3)
RENEGADE Asari Insight -- When you Gather Intel, take +2 (not +1) the first time
>+1 renegade __ get +1 Sharp (max 3) you act upon an answer. Also, on a hit, you may ask this question for free:
__ get an Establishment and Wealth What is the historical significance of this?

SHIELDS __ choose a new adept move Diplomat -- When you have time to explain your honest point of view to
someone, they become fixated on your way of thinking. Roll +Cool. On a
__ choose a new adept move 10+, hold 2. On a 7-9, hold 1. They can spend your hold, 1 for 1, by:
HEALTH fighting to protect your interests
__ choose a move from another playbook
acting as your eyes and ears
__ choose a move from another playbook doing something you tell them to
ARMOR 1 __ get the other biotic specialties PCs take +1 Forward when they spend your hold. NPCs cant act against
Traumatized (-1 Cool) you until they spend your hold.
Crippled (-1 Hard) GEAR Performer -- when you perform, roll +Cool. On a 7+, name someone in
Distracted (-1 Sharp) A Solaris Bio-amp (3-harm, hand/close, the audience and choose 1. On a 10+, you distract the rest of the audience:
biotic) this person must meet me
ASARI SPECIAL Clothing of your choice worth 1-armor this person loves me
An M12 Locust Submachine Gun this person is distracted by me
If you and another character (2-harm, hand/close, 1-disrupt, autofire) PCs are hindered if they do not act accordingly.
share an intimate moment, you An M3 Predator Heavy Pistol
take +1 Forward. At your option, (2-harm, hand/close, 1-ap) Scientist -- When you investigate a scientific phenomenon, ask the GM
they take +1 Forward, too. Credits worth 1-barter a question and roll +Sharp. On a 10+, if its possible, you figure it out and
1 unit of medi-gel the GM answers truthfully. On a 7-9, you get an incomplete answer. The
GM may answer, first, you need to figure out
DRELL OPERATIVE
Drell are omnivorous reptile-like humanoids with an average lifespan of 85
galactic standard years. Eight centuries ago, the already-arid drell homeworld
of Rakhana began its swift descent into lifelessness due to disastrous
industrial expansion. It was around two centuries ago that the hanar made
first contact with the drell race. In the following ten years, the hanar would
transport a total of 375,000 drell to the hanar homeworld, Kahje. The
remaining billions left on Rakhana would perish on their dying planet, warring
against each other for diminishing resources. Because the drell ancestors
emerged from arid, rocky deserts, the humid, ocean-covered hanar
homeworld of Kahje proved tolerable only when the drell stayed inside a
climate-controlled dome city. The leading cause of death for drell on Kahje is
Kepral's Syndrome, caused by cumulative long-term exposure to a humid
climate. This syndrome erodes the ability of drell lungs to take in oxygen, and
eventually spreads out to other organs. It is noncommunicable, and there is
currently no known cure, though leading hanar scientific authorities are
working on creating a genetic adaptation.

The drell possess eidetic memory, an adaptation to a world where they must
remember the location of every necessary resource (vegetation, drinkable
water and prey migration paths) across vast distances. The memories are so
strong that an external stimulus can trigger a powerful memory recall. These
recalls are so vivid and detailed that some drell may mistake it for reality.
DRELL OPERATIVE
THE ORGANIZATION
Choose a name for your clandestine organization (i.e., Omicron, the Shadow Although you are a skilled soldier, there is only so much you can
Broker). It is vast, powerful and occasionally unethical. It potentially has accomplish on your own. By developing ties to a clandestine
access to all of the following things, but choose 1 it is particularly known for: organization, you acquired a group of loyal agents that you direct
Hyper-Advanced Technology (scientists, prothean tech, reaper tech) as you see fit. If maintaining galactic stability means doing an
Information (archives, spies, surveillance, research) occasional favor for the organization, so be it. The galaxy needs
Subversion (bribery, coercion, politicians, diplomats, infiltration) people like you to do the dirty jobs that nobody else can do.
Military Might (soldiers, mercenaries, vigilantes, arms dealers)
The organization has all of these flaws, but choose 1 that is most prominent:
Internal strife (not everyone agrees on the organizations goals) NAME LOOK
Corruption (the organization tends to attract opportunistic people)
Very Secretive (hindered by an obsession with hiding its activities) FIRST- Bren, Eton, Melil, Orov Male, Female
Quoyle, Sujat, Tarane
Casual suit, flight suit, formal
BIOTIC SPECIALTIES LAST- Anbar, Cesan, Jenos, suit, utility suit, survival suit
Usable every 2 moves in light armor, 3 moves in heavy armor. Nylav, Sorat, Teris, Vrend
Cunning eyes, peaceful eyes,
Throw Add the following option to Fire Em Up: intense eyes, pensive eyes
If an enemy has no shields, attack and throw them with biotics (3 Harm, BACKGROUND
close, impede, move enemy in any direction) Green, Blue, Orange-green,
Archivist, duct rat, exiled by the Orange-Blue, Multihued
Warp Add the following option to Fire Em Up: Hanar, trained for a single
If an enemy has no shields, crush them with a biotic field (3 Harm, close, purpose, ex-priest Smooth body, angular body,
decrease armor by 1). Also, if a singularity is nearby, it detonates: (3 Harm to compact body, muscular body
everyone in the area, impede everyone in the area)
HISTORY OPERATIVE MOVES
NAME
History (Hx) is how well one character knows You get these:
STATS another. List the other characters names Perfect Memory -- You can remember every moment of your life in perfect
below. You will have an Hx stat with each detail, although you have a tendency to slip into solipsism. In addition to
Cool 1, Hard 1, Sharp 0,
character. See Glossary for more details.
Paragon -1, Renegade -1, being able to recall basic facts, you can use Read a Person or Gather Intel
Add 1 to any stat of your choice on anyone or anything you have ever observed, even after the fact.
Conflict of Interest You are allied with a clandestine organization that
Act Under Fire, provides you with the resources you need save lives. In exchange, you
COOL Steal, Infiltrate occasionally do questionable deeds for them. You start with an
Hindered Establishment and Wealth or a Team and Leadership. You roll +Cool
Fire Em Up, instead of +Paragon or +Renegade to use an Establishment, Wealth or
You can aid or interfere with another PC. Leadership. Detail your organization on the next page.
HARD Go Hand to Hand Describe what you do. If it sounds reasonable,
Hindered roll your Hx with them. On a 7+, you can either Vast ResourcesYou can ask the organization for temporary access to
add 1 or subtract 2 from their roll. On a 10+, anything on the Establishment list that you do not already have. The GM
Hack, Gather Intel, you do so without exposing yourself to harm. will tell you what the organization demands in exchange.
SHARP Read a Person
Hindered IMPROVEMENTS And two more:
Charm, Black Op When you tell your Establishment or Team that you need to
Experience >>Improve
PARAGON Spectre Authority cover something upremove evidence, silence witnesses, obscure your
> +1 paragon __ get +1 Cool (max 3) escape routeroll +Hard. On a 10+, its covered up, like magic. On a 7-9,
Intimidate, choose 1:
__ get +1 Hard (max 3)
Spectre Authority they cover it up
RENEGADE __ get +1 Sharp (max 3) they are not hindered
>+1 renegade
__ get an Establishment and Wealth Easy to Trust When you Charm a PC, roll +Hx instead of +Paragon.
When you Charm an NPC, roll +Cool instead of +Paragon.
__ choose a new move from any playbook
SHIELDS Special Training -- choose a move from another playbook.
__ choose a new move from any playbook
HEALTH Connected -- When you tell your Establishment or Team that you want
__ choose a new move from any playbook
somethingcould be a person, could be a service or just a piece of gear
__ get a Team and Leadership roll what you would use for Wealth or Leadership. On a 10+, your
Establishment or Team produces it for you, like magic. On a 7-9, well, your
ARMOR 1 __ add an Advantage to an Establishment
people make an effort and everybody wants to please you and close is
Traumatized (-1 Cool) GEAR close, right? On a miss, it shows up with some serious strings attached.
Crippled (-1 Hard)
Clothing of your choice worth 1-armor Biotics You get these biotic specialties: Throw, Warp. Each specialty
Distracted (-1 Sharp)
M77 Paladin Handgun adds a new option to Fire Em Up, but you may only use 1 at a time. You
(3-harm, hand/close, 1-ap, concealable) can use biotics no more often than once every 2 moves.
DRELL SPECIAL Martial Arts (2 Harm, 2-ap, hand, impede)
We Have People Everywhere When you Intimidate someone without
If you fulfill a request from your 3 Flashbang grenades (3 harm, hand,
threatening to injure them right now, roll +Hard instead of +Renegade.
organization, mark experience area, impede)
Regardless of the roll, take +1 Forward against them if they act against you.
and take +1 Forward. If the deed Credits worth 2-barter
was morally questionable, mark 2 units of medi-gel Contingency PlanAt the beginning of the session, roll +Cool. On a
Renegade or Paragon, An Omni-tool (3 harm, hand/close, tech) 10+, hold 2. On a 7-9, hold 1. Describe what you planned and spend 1 hold
depending on how you did it. for you, your Team or your Establishment to recover from being Hindered.
KROGAN VANGUARD
The krogan are a species of large reptilian bipeds native to the planet
Tuchanka, a world known for its harsh environments, scarce resources, and
overabundance of vicious predators. The krogan managed to not only survive
on their unforgiving homeworld, but actually thrived in the extreme conditions.
Unfortunately, as krogan society became more technologically advanced so
did their weaponry.

Four thousand years ago, at the dawn of the krogan nuclear age, battles to
claim the small pockets of territory capable of sustaining life escalated into full
scale global war. Weapons of mass destruction were unleashed, transforming
Tuchanka into a radioactive wasteland. The krogan were reduced to primitive
warring clans struggling to survive a nuclear winter of their own creation, a
state that continued until they were discovered by the salarians two thousand
years later.

With the help of the salarians, the krogan were "uplifted" into galactic society,
and lent their numbers and military prowess to bring an end to the Rachni
Wars. Ironically, after the rachni were eradicated, the rapidly-expanding
krogan became a threat to the galaxy in turn, starting the Krogan Rebellions
and forcing the turians to unleash the genophage. This genetic "infection"
dramatically reduced fertility in krogan females, causing a severe drop in KROGAN VANGUARD
births and, ultimately, population, eliminating the krogan numerical advantage.
Krogan biotics are feared even more than regular krogan, which
During the Reaper War, Commander Shepard persuaded the krogan to doesnt seem possible. You put yourself where you belongon
defend the turian homeworld, but only after curing the genophage. Now that the front line. And you know why theyre going to win. They
the war is over, the Krogan look forward to dominating the galaxy. brought the krogan.
NAME LOOK
BIOTIC SPECIALTIES
CLAN- Hailot, Jurdon, Khel, Male, Female
Fortification Add the following option to Fire Em Up /Go Hand to Hand: Quash, Raik, Ravanor, Urdnot,
Protect yourself with a biotic field (take -1 harm) Weyrloc
Battered Armor, Armor with
Glowing Lights, Scrounged
Pull Add the following option to Fire Em Up: NAME (male) Tusk, Burnum, Armor
If an enemy has no shields, pull them into the air with biotics (enemy cannot Garvug, Uvenk, Wrang
attack and moves towards you, allies gain +1 Forward against them) Veiled face (female), scarred
NAME (female) Mil, Lar, Sora, face, amused face, angry
ShockwaveAdd the following option to Fire Em Up: Kresh, Wrana face, helmet
Attack an area with biotics and make enemies stumble backwards (3 Harm,
Yellow hide, green hide, tan
close, area, allies gain +1 Forward against them). Also, if a singularity is BACKGROUND hide, brown hide
nearby, it detonates (harm and impede everyone in the area)
Over-the-hump veteran, runt
Nova Add the following option to Go Hand to Hand:
out to prove himself, shaman-
You attack an area with a biotic explosion (3 Harm, hand, area).
turned-soldier, chief of a dead
Charge You use biotics to propel yourself forward. You can move clan, vat-grown
yourself to somewhere in close range before you Go Hand to Hand. If you
ever need to sprint a short distance, it should be no problem.
HISTORY KROGAN VANGUARD MOVES
NAME History (Hx) is how well one character knows
You get these:
another. List the other characters names
STATS below. You will have an Hx stat with each
character. See Glossary for more details.
Biotics You can use biotics as a weapon when you are connected to a bio-
Cool -1, Hard 1, Sharp 0, amp. Choose three biotic specialties. Each specialty adds a new option to
Paragon -1, Renegade 1, Fire Em Up or Go Hand to Hand, but you may only use 1 at a time. You
Add 1 to any stat of your choice can use biotics no more often than once every three moves.

Act Under Fire, Krogan Vitality When you make a move in battle, recover 1 Health. After
Steal, Infiltrate battle, you recover all of your health quickly. You are highly resistant to
COOL Hindered poison, sickness, radiation and other environmental hazards. Normally you
Fire Em Up, You can aid or interfere with another PC. do not suffer harm when exposed to such things. You have a backup
Go Hand to Hand Describe what you do. If it sounds reasonable, nervous system and are very difficult to stun or paralyze. You never have
HARD Hindered roll your Hx with them. On a 7+, you can either less than 1 armor, regardless of what youre wearing.
add 1 or subtract 2 from their roll. On a 10+,
Hack, Gather Intel you do so without exposing yourself to harm. Living Weapon -- You can use your body as a weapon when you Go Hand
Read a Person to Hand (3 harm, hand, 1-ap).
SHARP Hindered IMPROVEMENTS
Charm, And two more:
Spectre Authority Experience >>Improve
Bloodcrazed -- When you Go Hand to Hand, inflict +1 Harm.
PARAGON >+1 Paragon __ get +1 Cool (max 3)
Shock Trooper You get +1 Hard (max +3)
Intimidate, __ get +1 Hard (max 3)
Spectre Authority Beastly When you Act Under Fire, roll +Renegade instead of +Cool.
__ get +1 Sharp (max 3)
RENEGADE >+1 Renegade Juggernaut -- Roll +Hard to smash through a barricade or move
__ get a Team and Leadership something really heavy. On a 10+, the scenery moved or broke enough for
__ choose a new vanguard move you to get through. On a 7-9 you smash or move what you want, but take 1-
harm (2-ap) and you are disoriented. The GM will tell you one of these:
SHIELDS __ choose a new vanguard move Take -1 Forward in follow up actions
__ choose a move from another playbook Leave something behind
HEALTH You cant go out the way you went in.
__ choose a move from another playbook
__ get the other biotic specialties Battlemaster Add the following option to Fire Em Up / Go Hand to
ARMOR 2 GEAR
Hand:
Body check your target or another enemy within reach (3 harm, hand, 1-ap)
Traumatized (-1 Cool)
A Solaris Bio-amp (3-harm, close, biotic)
Crippled (-1 Hard) I am Krogan! Mark experience when you Go Hand to Hand and take
Heavy Armor (2-armor)
Distracted (-1 Sharp) down an enemy.
Credits worth 1-barter
M-300 Claymore Shotgun (4-harm, 1-ap,
KROGAN SPECIAL hand, messy, reload) Krogan Mechanic -- When you Gather Intel on an object or creature with
1 unit of medi-gel your own eyes, add the following to the list of options:
If you Intimidate someone and Whats the best way to break this?
1 backup weapon with incendiary ammo:
they do what you want, take +1 Whats the quickest way to get this working again, at least for now?
M-15 Vindicator Assault Rifle (3 Harm,
Forward. At your option, they
close/far, 1-ap)
take +1 Forward, too.
M-76 Revenant Assault Rifle (3 Harm,
close, 1-ap, autofire)
HUMAN VANGUARD
In 2183, the Earth Systems Alliance and the legendary Commander
Shepard were instrumental in winning the Battle of the Citadel, where a
massive Geth invasion fleet led by the flagship Sovereign tore through
Citadel defenses. Commander Shepard claimed that Sovereign was
actually a new kind of alien called a Reaper. Shepards warnings were
largely ignored until the Reaper War began in earnest, almost three years
later.

If the Reaper War taught you anything, its this: theres always something
out there stronger than you. But that doesnt mean you shouldnt fight it.
That just means you have to fight harder.

BIOTIC SPECIALTIES
Usable every 2 moves in light armor, 3 moves in heavy armor.
Fortification Add the following option to Fire Em Up /Go Hand to
Hand:
Protect yourself with a biotic field (take -1 harm)
Pull Add the following option to Fire Em Up: HUMAN VANGUARD
If an enemy has no shields, pull them into the air with biotics (enemy
cannot attack and moves towards you, allies gain +1 Forward against Youve become known for your high risk, high reward combat style,
them) closing quickly on enemies and destroying them at short range with
weapons and biotics. There must be a reason youre still alive and
ShockwaveAdd the following option to Fire Em Up: charging headlong into conflict.
Attack an area with biotics and make enemies stumble backwards (3
Harm, close, area, allies gain +1 Forward against them). Also, if a NAME LOOK
singularity is nearby, it detonates (harm and impede everyone in the
area) FIRST (female) Amanda, Beth, Male, Female
Nova Add the following option to Go Hand to Hand: Charisa, Jessie, Katarina, Maxine,
You attack an area with a biotic explosion (3 Harm, hand, area). Nthanda, Regan, Ursula Alliance Blue Armor, Flashy
Armor, Shadow Broker Armor,
Vanguard Charge You use biotics to propel yourself forward. You FIRST (male) Ajay, Ben, Slick Armor
can move yourself to somewhere in close range before you Go Hand to Chayton, Jesse, Max, Wilhelm
Hand. You may use either Nova or Fortification for free when you Attractive, Scarred, Rugged
charge. LAST- Engels, Lynch, Narang, face, Young face
Packer, Stromborg, Suresh, Wolf
Muscular body, huge body, tall
BACKGROUND body, Sturdy body
Reckless Soldier, Mercenary,
Pirate, Military test subject
HISTORY
HUMAN VANGUARD MOVES
NAME You get this:
History (Hx) is how well one character knows
STATS another. List the other characters names Biotics You can use biotics as a weapon when you are connected to a bio-
below. You will have an Hx stat with each amp. You get the Vanguard Charge, Fortification and Nova biotic
Cool -1, Hard 1, Sharp 0,
character. See Glossary for more details. specialties and one more of your choice. Each specialty adds a new option to
Paragon 1, Renegade 1,
Add 1 to any stat of your choice Fire Em Up or Go Hand to Hand, but you may only use 1 at a time.
Act Under Fire, Biotic Leap -- You can use your biotics to leap great distances, such as
Steal, Infiltrate leaping up or down a few stories, or leaping over a varen pit. You should only
COOL Hindered have to make a roll for leaping in extraordinarily difficult circumstances
Fire Em Up, And three more:
Go Hand to Hand
You can aid or interfere with another PC. Fortune Favors the Bold When you Act Under Fire in combat, roll
HARD Hindered Describe what you do. If it sounds reasonable, +Paragon or +Renegade instead of +Cool and take +1 Forward if you miss.
roll your Hx with them. On a 7+, you can either
Hack, Gather Intel,
add 1 or subtract 2 from their roll. On a 10+, Enemy is Everywhere! When you go Hand to Hand and you have
Read a Person you do so without exposing yourself to harm. backup, choose: you get +1 Forward or your allies in this fight get +1 Forward.
SHARP Hindered
Assault Mastery You get +1 Hard (max +3)
Charm, IMPROVEMENTS
Tempt Fate Brave or Crazy At the beginning of a session, roll +Paragon or
Experience >>Improve +Renegade. On a 10+, hold 3. On a 7-9, hold 2. On a miss, youre in a mood
PARAGON >+1 paragon
__ get +1 Cool (max 3) to do something reckless (the GM will tell you what); hold 2 if you do it. During
Intimidate, the session, you can spend your hold 1 for 1 to:
Tempt Fate __ get +1 Hard (max 3) Take +1 to Tempt Fate or Act Under Fire after you roll
RENEGADE >+1 renegade __ get +1 Sharp (max 3) Take +1 to Charm or Intimidate after you roll
as long as it involves something brave or crazy (your call).
__ get a Team and Leadership
Close Encounters Add the following option to Fire Em Up / Go Hand to
__ choose a new vanguard move
SHIELDS Hand when you have a shotgun:
__ choose a new vanguard move Shoot your target or another enemy with your shotgun (4-harm, hand).
HEALTH __ choose a move from another playbook We Fight or We Die At the beginning of a battle, roll +Hard. On a 10+,
hold 2. On a 7-9, hold 1. On a miss, hold 1 but you act recklessly and take -1
__ choose a move from another playbook Forward. During the battle, you can spend your hold 1 for 1 to:
ARMOR 2 __ get an Establishment and Wealth Heal yourself or someone who can hear you for 1 harm
Do +1 harm with an attack
Traumatized (-1 Cool)
Crippled (-1 Hard)
GEAR Watch My Six -- If someone aids you, take +1 Forward if they help; take -1
A Solaris Bio-amp (3-harm, close, biotic)
Distracted (-1 Sharp) Forward if they miss.
Heavy Armor (2-armor)
Biotic Breach When you use biotics to smash through something too
VANGUARD SPECIAL Credits worth 1-barter, 1 unit of medi-gel
tough for your regular weapons to breach, roll +Hard. On a 10+, choose 2. On
M-27 Scimitar Shotgun (4-harm, hand,
If you have an intimate messy) a 7-9, choose 1:
moment with someone, mark M12 Locust Submachine Gun with You avoid causing collateral damage
incendiary ammo (2-harm, 1-disrupt, 1-ap, You can get out the way you got in
Paragon if you love them or
hand/close, autofire) On a miss, you get in, messily, and burn out your biotic amp.
Renegade if youre just using
Omni-Tool Blade (3-harm, hand)
them. If its a PC, they mark
what you mark
HUMAN SENTINEL
Humans, from the planet Earth, are the newest sentient species of notable
size to enter the galactic stage and are hands-down the most rapidly
expanding and developing. They independently discovered a Prothean data
cache on Mars in 2148, and the mass relay networks shortly thereafter.
Humans are perceived as one of the most arrogant races in the galaxy, but
are grudgingly acknowledged as the race that united the galaxy against the
Reapers.

In 2183, the Earth Systems Alliance and the legendary Commander Shepard
were instrumental in winning the Battle of the Citadel, where a massive Geth
invasion fleet led by the flagship Sovereign tore through Citadel defenses.
Commander Shepard claimed that Sovereign was actually a new kind of alien
called a Reaper. Shepards warnings were largely ignored until the Reaper
War began in earnest, almost three years later.

If the Reaper War taught you anything, its this: theres always something out
there stronger than you. Strength can be overcome with intelligence and
flexibility, qualities you happen to have in abundance. Whether its your biotic
potential, technical skills or charming personality, you will use anything at your
disposal to defend the things you hold dear.

BIOTIC AND TECHNICAL SPECIALTIES


HUMAN SENTINEL
Usable every 2 moves in light armor, 3 moves in heavy armor. You are a versatile leader, able to bring both biotic abilities and
technical expertise to bear in any mission. You also embody the
Shield Boost Add the following option to Fire Em Up: best of humanitythe ability to motivate creatures of all races to
Restore the shields of a character within reach (including yourself). work together towards a common goal. Even if that goal happens
Pull Add the following option to Fire Em Up: to be getting into trouble when youre off duty.
If an enemy has no shields, pull them into the air with biotics (enemy cannot
attack and moves towards you, allies gain +1 Forward against them) NAME LOOK
Cryo Blast Add the following option to Fire Em Up: FIRST (female) Branwyn, Male, Female
Attack an enemy with a cryogenic beam (2 harm, far; if enemy has no Chun, Jana, Muriel, Sabine,
shields then you also impede them and allies gain +1 Forward against them) Standard Gray Armor, Colorful
Talavi
Armor, Cerberus Armor,
Incinerate Add the following option to Fire Em Up: FIRST (male) Ahmad, Collector Armor
Attack an enemy with a beam of plasma (3 harm, 1-ap, close/far, ignores Marcus, John, Hong, Yanis
cover, unshielded enemies are impeded) Attractive, Scarred,
LAST- Cole, Fong, Grayson, Weathered face, Young face
Warp Add the following option to Fire Em Up: Riley, Schweiger, Tran
If an enemy has no shields, crush them with a biotic field (3 Harm, close, Angular body, compact body,
lean body, Sturdy body
decrease armor by 1). If the enemy is already in a singularity or pull, you case BACKGROUND
a detonation (3 Harm to everyone in the area, impede everyone in the area)
Would-have-been-court-
Overload Add the following option to Fire Em Up:
marshalled, ex-cerberus,
Overload an enemys shields (disrupt 3)
colonist-turned-soldier
HISTORY
HUMAN SENTINEL MOVES
NAME You get these:
History (Hx) is how well one character knows
STATS another. List the other characters names Biotics and Tech Choose three specialties. Each specialty adds a new
below. You will have an Hx stat with each option to Fire Em Up or Go Hand to Hand, but you may only use 1 at a
Cool -1, Hard 1, Sharp 0,
character. See Glossary for more details. time.
Paragon 1, Renegade 1,
Add 1 to any stat of your choice
Act Under Fire, Sentinel -- When you go into battle, roll +Hard. On a 10+, hold 3. On a 7-9,
Steal, Infiltrate hold 2. On a miss, hold 1, but take -1 Forward. During the battle you can
spend your hold 1 for 1 to:
COOL Hindered
Name a character you can see. They take 1 less Harm from one attack.
Fire Em Up, Name a character within your reach. You heal them with medi-gel.
Go Hand to Hand
You can aid or interfere with another PC. Name a character within your reach. You restore their shields.
HARD Hindered Describe what you do. If it sounds reasonable, Affect everyone in your area when you Go Hand to Hand
roll your Hx with them. On a 7+, you can either When you name a character, you can name yourself.
Hack, Gather Intel,
add 1 or subtract 2 from their roll. On a 10+,
Read a Person you do so without exposing yourself to harm. And two more:
SHARP Hindered
Larger Than Life When you Act Under Fire, roll +Paragon or
Charm, IMPROVEMENTS +Renegade instead of +Cool.
Tempt Fate
Experience >>Improve Inspirational When you Charm or Intimidate someone and they do
PARAGON > +1 paragon
__ get +1 Cool (max 3) what you want, you both take +1 Forward.
Intimidate,
Tempt Fate __ get +1 Hard (max 3) Universal Appeal -- Add 1 to your Paragon and Renegade stats (max
3).
RENEGADE > +1 renegade __ get +1 Sharp (max 3)
Defensive Specialist-- When you Gather Intel and act on the GMs
__ get a Team and Leadership answers, take 1 less harm when acting on the GMs answers. Also, if you
__ choose a new sentinel move share your intel with your teammates, they take 1 less harm when acting on
SHIELDS the GMs answers, too.
__ choose a new sentinel move
HEALTH __ choose a move from another playbook Fall Back when youre being attacked, you may roll +Paragon. On a
10+, choose 2. On a 7 to 9, choose 1:
__ choose a move from another playbook You withdraw to the nearest place with full cover
ARMOR 2 __ get the other biotic/tech specialties Your allies take +1 Forward to fall back to the nearest place with full cover
You avoid incoming fire for the moment.
On a miss, choose 1 anyway but take -1 Forward.
Traumatized (-1 Cool) GEAR
Crippled (-1 Hard)
A Solaris Bio-amp (3-harm, hand/close, Reputation When you meet someone important roll +Paragon or
Distracted (-1 Sharp)
biotic) +Renegade. On a hit, theyve heard of you, and you say what theyve
An Omni Tool (3-Harm, hand/close, tech)
SENTINEL SPECIAL Heavy Armor (2-armor)
heard. The GM will respond accordingly. On a 10+, take +1 Forward for
dealing with them, as well. On a miss, theyve heard of you, but the GM will
If you share an intimate Credits worth 1-barter say what theyve heard.
moment with someone, you 3 units of Medi-gel
get 1 extra hold with your M12 Locust Submachine Gun (2-harm, 1- Watch Your Six: Take +1 Forward when you aid another PC. You may
disrupt, hand/close, autofire) roll +Paragon instead of +Hx to help someone.
Sentinel move that can work
M6 Carnifex Hand Cannon (3-harm,
on only them. hand/close, 1-ap, reload)
ALLIANCE MARINE
In 2183, the Earth Systems Alliance and the legendary Commander
Shepard were instrumental in winning the Battle of the Citadel, where a
massive Geth invasion fleet led by the flagship Sovereign tore through
Citadel defenses. Commander Shepard claimed that Sovereign was
actually a new kind of alien called a Reaper. Shepards warnings were
largely ignored until the Reaper War began in earnest, almost three years
later.

If the Reaper War taught you anything, its this: theres always something
out there stronger than you. But that doesnt mean you shouldnt fight it.
That just means you have to fight harder.

HEAVY WEAPONS (choose 1) ALLIANCE MARINE


M-77 Missile Launcher (4 Harm, far, 2-ap, messy, 1 explosive pack)
M-100 Grenade Launcher (4 Harm, close, area, messy, 1 explosive Youve won many conflicts without biotics or superior technical
pack) knowledge. You make allies and use teamwork. You endure, you
M-457 Firestorm (4 Harm, hand, messy, impede) adapt, you overcome. Overwhelming firepower helps, too,
Collector Particle Beam (4 Harm, close/far) especially since you know how to use it.
ASSAULT WEAPONS (choose 2)
M-97 Widow Sniper Rifle (4 Harm, 1-ap, far/extreme, reload) NAME LOOK
M-15 Vindicator Assault Rifle (3 Harm, close/far)
M-76 Revenant Assault Rifle (3 Harm, close, autofire) FIRST (female) Abigail, Male, Female
Concussive Shot (3-Harm, close/far, impede, messy, reload) Colleen, Jane, Nora, Sara,
M-300 Claymore Shotgun (4-harm, 1-ap, hand, messy, reload) Tamara Standard Gray Armor, Colorful
WEAPON MODS (choose 1) Armor, Cerberus Armor,
Incendiary (add 1-ap to all weapons) FIRST (male) Armand, Nihls, Battered Armor
Cryogenic (if you get past an enemys shields, they are impeded and John, Lee, Rod, Scott
allies take +1 Forward against them) Attractive, Scarred,
Disrupting (add 1-disrupt to all weapons) LAST- Amundsen, Cortez, Weathered face, Young face
BACKUP WEAPONS (choose 1) Ferrara, Riley, Kubota,
M12 Locust Submachine Gun (2-harm, close, 1-disrupt, autofire) Vanderwyck Muscular body, compact body,
M6 Carnifex Hand Cannon (3-harm, hand/close, 1-ap, reload) lean body, Sturdy body
Grenades (4 Harm, hand, area, messy, 1 explosive pack = 3 grenades) BACKGROUND
Mercenary, War hero, Corsair,
Colonist-turned-soldier
HISTORY
ALLIANCE MARINE MOVES
NAME You get this:
History (Hx) is how well one character knows
STATS another. List the other characters names Endure, Adapt, Overcome When you go into battle, roll +Hard. On a 10+,
below. You will have an Hx stat with each hold 3. On a 7-9, hold 1. On a miss, hold 0, but nothing worse happens.
Cool 0, Hard 1, Sharp -1,
character. See Glossary for more details. During the battle you can spend your hold 1 for 1 to:
Paragon 1, Renegade 1,
Add 1 to any stat of your choice Take +1 to Tempt Fate after you roll
Act Under Fire, Recover 1 Health
Steal, Infiltrate Take +1 to Act Under Fire after you roll
COOL Hindered And three more:
Fire Em Up, Storm the Gates When you Infiltrate and miss, you still get in.
Go Hand to Hand
You can aid or interfere with another PC. Ocular Synaptic Processor You can focus on enemies with deadly
HARD Hindered Describe what you do. If it sounds reasonable, accuracy. When you Fire Em Up and pick the Nice Shot! option, you do +2
roll your Hx with them. On a 7+, you can either
Hack, Gather Intel, Harm instead of +1 Harm.
add 1 or subtract 2 from their roll. On a 10+,
Read a Person you do so without exposing yourself to harm. War Hero You get +1 Hard (max 3).
SHARP Hindered
Boarding Action -- You know how to use explosives & thermite to get into
Charm, IMPROVEMENTS places quickly. Spend 1 explosive pack and roll +Renegade. On a 10+,
Tempt Fate
Experience >>Improve choose 2. On a 7-9, choose 1:
PARAGON >+1 paragon You get in quickly
__ get +1 Cool (max 3) You avoid causing collateral damage
Intimidate,
Tempt Fate __ get +1 Hard (max 3) On a miss you cause collateral damage and are delayed getting in.
RENEGADE >+1 renegade __ get +1 Sharp (max 3) Guard Duty: When you secure a defensible position, like a room or a
building with decent cover, nobody is getting into it. Youve got +1 armor as
__ get a Team and Leadership long as you defend the position, and nobody can get past you unless you yield
__ choose a new marine move or fall unconscious.
SHIELDS
__ choose a new marine move Battlefield Instincts -- At the beginning of the session, roll +Hard. On a hit,
hold 1. On a 10+, take +1 ongoing when spending your hold. At any time, you
HEALTH __ choose a move from another playbook or the GM can spend your hold to have you arrive in an advantageous position
__ choose a move from another playbook at the scene of a battle, even if everyone thought you were somewhere else.
On a miss, the GM holds 1, and can spend it to have you there and pinned
ARMOR 2 __ get an Establishment and Wealth down.
Traumatized (-1 Cool) GEAR Bravado When you intimidate someone and miss, you take -1 Forward
Crippled (-1 Hard) and they choose 1:
Distracted (-1 Sharp) Get the hell out of your way
An Omni Tool
Heavy Armor (2-armor) Back off calmly, appendages where you can see them
MARINE SPECIAL Credits worth 1-barter Give you what they think you want
1 heavy weapon Tell you what you want to know (or what you want to hear)
If you share an intimate 2 assault weapons
moment with someone, if its ImproviseWhen you force a tough object to do something it was not
1 backup weapon designed to do, roll +Hard. On a 10+, choose 2. On a 7-9, choose 1:
a PC, you get +1 Hx with 1 weapon mod You may use the object as a deadly weapon (3 harm, 2-ap)
each other. If its an NPC, 3 packs of explosives You bypass or neutralize a technological thing
take +1 Forward. 1 unit of medi-gel You can fix the object once youre out of danger
TURIAN SOLDIER
Although they lack the brutality of the krogan, the refined biotic skill of the
asari, and the adaptability of the humans, the turian military has
formidable discipline, strategy and training.

The turians were the third race to join the Citadel Council. They gained
their Council seat after defeating the hostile krogan for the Council during
the Krogan Rebellions. The turians deployed a salarian-created biological
weapon called the genophage, which virtually sterilised the krogan and
sent them into a decline. The turians then filled the peacekeeping niche
left by the once-cooperative krogan, and eventually gained a Council seat
in recognition of their efforts.

Originally from the planet Palaven, which was devastated during the
Reaper War, turians are respected for their public service ethic but are
sometimes seen as imperialist or rigid by other races.

HEAVY WEAPONS (choose 1)


M-77 Missile Launcher (4 Harm, far, 2-ap, messy, 1 explosive pack)
M-100 Grenade Launcher (4 Harm, close, area, messy, 1 explosive
TURIAN SOLDIER
pack) Youve won many conflicts without biotics or superior technical
M-457 Firestorm (4 Harm, hand, messy, impede) knowledge. You use something called discipline. Overwhelming
Collector Particle Beam (4 Harm, close/far) firepower helps, too, especially since you know how to use it.
ASSAULT WEAPONS (choose 2)
M-97 Widow Sniper Rifle (4 Harm, 1-ap, far/extreme, reload)
M-15 Vindicator Assault Rifle (3 Harm, close/far)
NAME LOOK
M-76 Revenant Assault Rifle (3 Harm, close, autofire) FIRST Male, Female
Concussive Shot (3-Harm, close/far, impede, messy, reload) (female) Abrudas, Gerdas, Blue Military Armor, Cammo
M-300 Claymore Shotgun (4-harm, close, messy, reload) Linnias, Majin, Judik, Selmas Armor, Hi-Tech Armor, Formal
WEAPON MODS (choose 1) (male) Antonis, Cato, Armor, Scrounged armor
Incendiary (add 1-ap to all weapons) Decimis, Harmen, Ursis,
Cryogenic (if you get past an enemys shields, they are impeded and Vespilo
Bare (unpainted) face,
allies take +1 Forward against them) Scarred face, Visored face,
Disrupting (add 1-disrupt to all weapons) LASTArterius, Kryik, Nazario, Painted face
Quin, Sidonis, Talid, Zakorian
BACKUP WEAPONS (choose 1) Angular body, compact body,
M12 Locust Submachine Gun (2-harm, close, 1-disrupt, autofire)
M6 Carnifex Hand Cannon (3-harm, hand/close, 1-ap, reload)
BACKGROUND lean body, Sturdy body

Grenades (4 Harm, hand, area, messy, 1 explosive pack = 3 grenades) Ex-convict, War hero, Under-
promoted, Diplomat-turned-
soldier
HISTORY
TURIAN SOLDIER MOVES
NAME You get this:
History (Hx) is how well one character knows
STATS another. List the other characters names Fire Control If you Fire Em Up with a messy or area weapon, choose 1:
below. You will have an Hx stat with each Pick one of your targets. They are impeded.
Cool 1, Hard 1, Sharp -1,
character. See Glossary for more details. Pick one of your targets. They do not take damage from your attack.
Paragon 0, Renegade 0,
Add 1 to any stat of your choice And three more:
Act Under Fire,
Steal, Infiltrate Commando When you use Gather Intel or Hack on an enemy
installation, roll +Hard instead of +Sharp.
COOL Hindered
Fire Em Up, Veteran You get +1 Hard.
Go Hand to Hand
You can aid or interfere with another PC. Explosives Expert -- You know how to use explosives for distraction,
HARD Hindered Describe what you do. If it sounds reasonable, destruction, creating exits/entries, etc. When you need a boom and you have
roll your Hx with them. On a 7+, you can either explosives, roll +Cool. On a 10+, it works just as you planned (including a
Hack, Gather Intel,
add 1 or subtract 2 from their roll. On a 10+, quick flashback to how you set it up in advance). On a 7-9, it works, yes, but
Read a Person you do so without exposing yourself to harm. the GM will introduce some delay, or complication right now.
SHARP Hindered
Charm, IMPROVEMENTS Tactical Cloak: You can briefly turn invisible to sneak somewhere. In
Spectre Authority battle, you rarely need to Act Under Fire to do a Tactical Maneuver. Out of
Experience >>Improve battle, roll +Cool. On a 10+, no problem. On a 7-9, they know someones
PARAGON >+1 paragon
__ get +1 Cool (max 3) sneaking around, but not where. On a miss, youre spotted as you get there.
Intimidate,
Spectre Authority __ get +1 Hard (max 3) Battlefield Instincts -- At the beginning of the session, roll +Hard. On a
RENEGADE >+1 renegade __ get +1 Sharp (max 3) 10+, hold 2. On a 7-9, hold 1. At any time, you or the GM can spend your hold
to have you at the scene of a battle (a real battle, not intimate violence
__ get a Team and Leadership between a couple of people). On a miss, the GM holds 1, and can spend it to
__ choose a new soldier move have you there and pinned down.
SHIELDS
__ choose a new soldier move Discipline When you go into battle, roll +Hard. On a 10+, hold 2. On a 7-
HEALTH __ choose a move from another playbook 9, hold 1. On a miss, hold 0, but nothing worse happens. During the battle you
can spend your hold 1 for 1 to:
__ choose a move from another playbook Take 1 less harm from an incoming attack
ARMOR 2 __ get an Establishment and Wealth Take +1 to Fire Em Up
Take +1 to Act Under Fire
Traumatized (-1 Cool) GEAR
Crippled (-1 Hard) Camaraderie When you Charm someone and they do what you want,
Distracted (-1 Sharp) you mark experience and you take +1 Forward.
An Omni Tool
Heavy Armor (2-armor)
SOLDIER SPECIAL Credits worth 1-barter Thats an Order When you give someone an order, roll +Renegade. On
1 heavy weapon a hit, they choose:
If you share an intimate 2 assault weapons They follow your order
moment with someone, they 1 backup weapon They back off and let you handle things for now
gain Hx +1 with you and you 1 weapon mod They attack you
hold 1. Spend 1 hold to use a 3 packs of explosives On a 10+, you take +1 Forward against them as well. On a miss, they do what
soldier move you dont have. 1 unit of medi-gel they like and you take -1 Forward against them.
QUARIAN MARKSMAN
The quarians are a nomadic species of humanoid aliens known for their skills with
technology and synthetic intelligence. they created the geth, a species of
rudimentary artificial intelligences, to serve as an efficient source of manual labor.
However, when the geth gradually became sentient, the quarians became terrified of
possible consequences and tried to destroy their creations. The geth won the resulting
war and forced their creators into exile. For 300 years, the quarians wandered the
galaxy in a flotilla of salvaged ships, secondhand vessels, and recycled technology.
During the Reaper War, the quarians managed to reclaim their homeworld, Rannoch,
from the geth.
The most distinguishing feature of quarian biology is their weak immune system,
compounded by centuries of living in sterile environments. As a result, all quarians by
necessity dress in highly sophisticated enviro-suits, to protect them from disease or
infection if they are injured. Their suits can be compartmentalized in the event of a tear
or similar breach to prevent the spread of contaminants (similar to a ship sealing off
bulkheads in the event of a hull breach). Along with their suits quarians also have
extensive cybernetic augmentations integrated into their bodies. It could be decades
before most quarians can adjust to survive without enviro-suits, even on Rannoch,
although some quarians are already adapting.

QUARIAN MARKSMAN
MARKSMAN RIFLE You bravely served in the infantry even though a breach in your
environmental suit could be fatal. You try to fight smarter, favoring
Base (choose 1) tactics, teamwork and, where possible, orbital assault.
Semi-Automatic Rifle 3 harm, close/far, reliable
Sniper Rifle 3 harm, far/extreme, 1-ap NAME LOOK
Automatic Rifle 3 harm, close, autofire
FIRST (female) IvyaKaro, Male, Female
Options (choose 3)
DaroXen, HiloJata, RiaVael,
Incendiary Ammo (add 1-ap) Formal enviro-suit, military
SachaRaan
Disruptor Ammo (add 1-disrupt) enviro-suit, Enviro-suit with
Cryo Ammo (if you get past an enemys shields, they are impeded and FIRST (male) AndrelMin, lots of straps and buckles,
allies take +1 Forward against them) LemmShal, KelenVaan, patched-up enviro-suit
Tranquilizer Ammo (impede, non-lethal, reload) Prazza, StadorBao
Weathered faceplate, Opaque
Explosive Ammo (+1 harm, reload)
LAST- vas Idenna, vas faceplate, Mirrored faceplate,
Silencer (add quiet)
Rannoch, vas Tonbay, vas Visored faceplate
Advanced Scope (ignore smoke, shoot through total cover at -1 harm)
Qwib Qwib, vas Neema
Integral Grenade Launcher (use your grenades at greater range) Angular, graceful, lean, short,
muscular
Note: Only one type of ammo may be loaded at a time. During a fight, you
BACKGROUND
may switch ammo types with Fire Em Up or a Tactical Maneuver. Geth sympathizer, War hero,
Sole survivor, Civilian-turned-
marine, lost pilgrim
HISTORY QUARIAN MARKSMAN MOVES
NAME History (Hx) is how well one character knows
You get this:
another. List the other characters names
STATS below. You will have an Hx stat with each
character. See Glossary for more details.
I Just Shoot Things You can attack a target 1 step out of the optimum
Cool -1, Hard 1, Sharp 1, range for your weapon without taking a -1 to your roll. Also, your shots ignore
Paragon 0, Renegade 0 cover.
Add 1 to any stat of your choice And three more:
Act Under Fire,
Steal, Infiltrate Constable Training When you confront someone you have reason to
suspect of doing something wrong, roll +Paragon. On a hit, they choose:
COOL Hindered
They confess, if they did it; if not, they confess something else they did not
Fire Em Up, They escape, leaving something important behind
Go Hand to Hand You can aid or interfere with another PC. They offer an explanation; you ask them a question from Read a Person
HARD Hindered Describe what you do. If it sounds reasonable, On a 10+, you take +1 Forward against them as well. On a miss, they do what
roll your Hx with them. On a 7+, you can either they like and you take -1 Forward against them.
Hack, Gather Intel, add 1 or subtract 2 from their roll. On a 10+,
Read a Person you do so without exposing yourself to harm. Survivor You get +1 Hard.
SHARP Hindered
Tactical Scan-- When you Gather Intel, your allies get +1 if they act on the
Charm, IMPROVEMENTS answers. Also, you take 1 less harm while you are acting on the answers.
Spectre Authority
Experience > > Improve Forward Observer You have the skill and authority to call on nearby
PARAGON > +1 paragon friendly ships, vehicles and artillery for support (i.e., bombardment,
__ get +1 Cool (max 3) transportation). Roll +Sharp. On a 10+, choose 2. On a 7-9, choose 1:
Intimidate,
Spectre Authority __ get +1 Hard (max 3) You get it quickly
You get it right where you want it
RENEGADE > +1 renegade __ get +1 Sharp (max 3) You wont have to wait a while before calling for it again
__ get an Establishment and Wealth On a miss, the support you need is not available.
__ choose a new marksman move Sharp Shooting At the beginning of a battle, roll +Hard. On a 10+, hold
SHIELDS
__ choose a new marksman move 2. On a 7-9, hold 1. During the battle, spend your hold 1 for 1 to:
Ignore the armor on a target you just shot
HEALTH __ choose a move from another playbook Impede or hinder a target you just shot
__ choose a move from another playbook Make an amazing shot, like shooting a grenade out of the air
On a miss, hold 0, but nothing worse happens.
ARMOR 2 __ get a Team and Leadership
Traumatized (-1 Cool) You Boshtet!When you use your rifle to Intimidate someone, roll +Hard
Crippled (-1 Hard) GEAR instead of +Renegade. If you hurt them, you decide how much harm to do and
Distracted (-1 Sharp) An Omni Tool (3-Harm, hand/close, tech) you may choose to impede or disarm them (i.e., shoot them in the hand).
A combat envirosuit (2-armor)
MARKSMAN SPECIAL Credits worth 1-barter ScroungeWhen you search for supplies or equipment that could
2 units of Medi-gel conceivably be in your area, roll +Sharp. On a hit, its yours. On a 10+,
Love and war: if one of them Marksman Rifle (see other side) choose 2. On a 7-9, choose 1:
leads to an infection for you and Arc pistol (3-harm, hand/close, 1-disrupt) You find it quickly
it hinders one of your stats, 3 Frag Grenades (4 Harm, hand, area) Its in good condition
mark Paragon if it was worth it. 3 Smoke Grenades (obscure an area) Its former owners wont miss it
Otherwise, add 1 to another stat
until you get better. CleverWhen you Act Under Fire, roll +Sharp instead of +Cool.
QUARIAN ENGINEER
The quarians are a nomadic species of humanoid aliens known for their skills with
technology and synthetic intelligence. they created the geth, a species of
rudimentary artificial intelligences, to serve as an efficient source of manual labor.
However, when the geth gradually became sentient, the quarians became terrified of
possible consequences and tried to destroy their creations. The geth won the resulting
war and forced their creators into exile. For 300 years, the quarians wandered the
galaxy in a flotilla of salvaged ships, secondhand vessels, and recycled technology.
During the Reaper War, the quarians managed to reclaim their homeworld, Rannoch,
from the geth.
The most distinguishing feature of quarian biology is their weak immune system,
compounded by centuries of living in sterile environments. As a result, all quarians by
necessity dress in highly sophisticated enviro-suits, to protect them from disease or
infection if they are injured. Their suits can be compartmentalized in the event of a tear
or similar breach to prevent the spread of contaminants (similar to a ship sealing off
bulkheads in the event of a hull breach). Along with their suits quarians also have
extensive cybernetic augmentations integrated into their bodies. It could be decades
before most quarians can adjust to survive without enviro-suits, even on Rannoch,
although some quarians are already adapting.

TECHNICAL SPECIALTIES
Usable every 2 moves in light armor, 3 moves in heavy armor.
Shield Boost Add the following option to Fire Em Up:
Restore the shields of a character within reach (including yourself). QUARIAN ENGINEER
Cryo Blast Add the following option to Fire Em Up:
Attack an enemy with a cryogenic beam (2 harm, close/far, ignores cover; Your technical skills flourished in an environment where one bad
unshielded enemies are impeded and allies gain +1 Forward against them) patch job could doom an entire community to sickness or death.
The war is over, but the thrill of thwarting danger with the swipe of
Overload Add the following option to Fire Em Up: an omni-tool continues to drive you towards a less stable lifestyle.
Overload an enemys shields (disrupt 3, ignores cover, harms synthetics)
NAME LOOK
Incinerate Add the following option to Fire Em Up:
Attack an enemy with a beam of plasma (3 harm, 1-ap, close/far, ignores FIRST (female) IvyaKaro, Male, Female
cover, unshielded enemies are impeded) DaroXen, HiloJata, RiaVael,
Fabric-wrapped enviro-suit,
SachaRaan
Sabotage Add the following option to Fire Em Up: patchwork enviro-suit, gray
Overheat an enemys weapons (2 harm, close/far, enemy is impeded) FIRST (male) AndrelMin, enviro-suit, golden enviro-suit
LemmShal, KelenVaan,
Drone You have an autonomous drone that you can deploy for combat or Unmasked!, Weathered
Prazza, StadorBao
other tasks. You can use it to attack removely, using your stats. You roll faceplate, Opaque faceplate,
+Sharp when it uses the Fire Em Up move, although the drone cannot Take LAST- vas Idenna, vas Iridescent faceplate
Cover. The drone has a shock weapon (3 harm, hand) 4 shields and 4 health. Rannoch, vas Tonbay, vas
Angular, graceful, lean, short,
Choose 2 options: Qwib Qwib, vas Neema
muscular
Micro-missiles (3 harm, 1-ap, close)
Arc Projector (the shock attack affects an area) BACKGROUND
Hardened Shields (drone takes -1 Harm while shields are up)
Pardoned criminal, Admirals
Self-Destruct (4 harm, hand, area)
child, Controversial researcher,
If the drone is damaged or destroyed, it can be repaired before the next battle.
Technician-turned-marine
HISTORY QUARIAN ENGINEER MOVES
NAME History (Hx) is how well one character knows
You get these:
another. List the other characters names
STATS below. You will have an Hx stat with each
character. See Glossary for more details.
Quarian Technical Expertise Choose three tech specialties from the list on
Cool 1, Hard 0, Sharp 1, the other side of this page. Each specialty adds a new option to Fire Em Up
Paragon -1, Renegade -1, but you may only use 1 at a time.
Add 1 to any stat of your choice Ill Do My Best When you try to create, control, modify, fix or investigate
Act Under Fire, something technological (excluding medical or communication technology),
Steal, Infiltrate spend 1 tech supply and roll +Sharp. On a 10+, if its possible, you do it. On a
COOL Hindered 7-9, you did your best and got close enough, for now. On a miss, its close
Fire Em Up, enough, but now theres another problem. The GM will tell you what it is.
Go Hand to Hand You can aid or interfere with another PC. And two more:
HARD Hindered Describe what you do. If it sounds reasonable,
Combat Technician When you use a tech specialty, roll +Sharp instead
roll your Hx with them. On a 7+, you can either
Hack, Gather Intel, of +Hard to Fire Em Up.
add 1 or subtract 2 from their roll. On a 10+,
Read a Person you do so without exposing yourself to harm. Genius You get +1 Sharp (max 3).
SHARP Hindered
Analytical Mind -- When you Gather Intel on a technological artifact, add
Charm, IMPROVEMENTS the following to the list of options:
Spectre Authority
Experience > > Improve What has been done most recently with this, or to this?
PARAGON > +1 paragon Whats wrong with this, and how might I fix it?
__ get +1 Cool (max 3) What does this thing do?
Intimidate,
Spectre Authority __ get +1 Hard (max 3) How does this thing work?
RENEGADE > +1 renegade __ get +1 Sharp (max 3) Prepared for AnythingWhen you look for something that could
__ get an Establishment and Wealth conceivably be in your supplies, spend 1 tech supply and roll +Paragon or
+Renegade, whichever seems appropriate. On a 10+, you have it. On a 7-9,
__ choose a new engineer move
SHIELDS you have it, but spend 1 more supply. On a miss, you know where to get it.
__ choose a new engineer move
Cyberwarfare At the beginning of each battle, roll +Sharp. On a 10+,
HEALTH __ choose a move from another playbook hold 2. On a 7-9, hold 1. On a miss, hold 1, but something goes out of control.
__ choose a move from another playbook During the battle you can spend your hold 1 for 1:
You briefly take control of a robot, defense turret, guided rocket, etc.
ARMOR 1 __ get the other tech specialties You harden your shields (take -1 Harm while your shields are up)
Traumatized (-1 Cool) You counter an enemys cyberwarfare attack
Crippled (-1 Hard) GEAR
Distracted (-1 Sharp) An Omni Tool (3-Harm, hand/close, tech) Tactical Cloak: You can briefly turn invisible to sneak somewhere. In
An envirosuit (1-armor) battle, you rarely need to Act Under Fire to do a Tactical Maneuver. Out of
ENGINEER SPECIAL Credits worth 1-barter battle, roll +Cool. On a 10+, no problem. On a 7-9, they know someones
2 units of Medi-gel or Omni-gel sneaking around, but not where. On a miss, youre spotted as you get there.
If you share an intimate 6 totes of Tech Supplies
moment with someone, you M12 Locust Submachine Gun (2-harm,
become giddy and confused. hand/close, 1-disrupt, autofire)
Lose one of your engineer M6 Carnifex Hand Cannon (3-harm,
moves and gain another. hand/close, 1-ap, reload)
HUMAN SPECIALIST
Humans, from the planet Earth, are the newest sentient species of notable
size to enter the galactic stage and are hands-down the most rapidly
expanding and developing. They independently discovered a Prothean data
cache on Mars in 2148, and the mass relay networks shortly thereafter.
Humans are perceived as one of the most arrogant races in the galaxy, but
are grudgingly acknowledged as the race that united the galaxy against the
Reapers.

In 2183, the Earth Systems Alliance and the legendary Commander Shepard
were instrumental in winning the Battle of the Citadel, where a massive Geth
invasion fleet led by the flagship Sovereign tore through Citadel defenses.
Commander Shepard claimed that Sovereign was actually a new kind of alien
called a Reaper. Shepards warnings were largely ignored until the Reaper
War began in earnest, almost three years later.

The Reapers were tough, but in the end even they could be taken out with the
right skills and knowledge.

TECHNICAL SPECIALTIES
Usable every 2 moves in light armor, 3 moves in heavy armor. HUMAN SPECIALIST
Shield Boost Add the following option to Tactical Maneuver:
Restore the shields of a character within reach (including yourself). Your skills are impressive, yes. But what are you doing on this
dangerous, high-priority mission? Did you volunteer? Did
Sabotage Add the following option to Tactical Maneuver: someone talk you into it? Are you too afraid to admit your
Overheat an enemys weapons (2 harm, close/far, enemy is impeded) insecurities? Dont dwell on it now; people are counting on you.
Drone You have an autonomous drone that you can deploy for combat or
other tasks. You can use it to attack remotely, using your stats. You roll NAME LOOK
+Sharp when it uses the Fire Em Up move, although the drone cannot Take
FIRST (female) Amber, Male, Female, Other
Cover. The drone has a shock weapon (3 harm, hand) 4 shields and 4 health.
Carrie, Elizabeth, Irene, Leah,
Choose 2 options: Casual wear, military uniform,
Sally
Micro-missiles (3 harm, 1-ap, close) technicians outfit, spacesuit
Arc Projector (the shock attack affects an area) FIRST (male) Don, Edgar, (just in case)
Hardened Shields (drone takes -1 Harm while shields are up) Jake, Kurt, Perry, Seamus
innocent face, confused face,
Self-Destruct (4 harm, hand, area)
LAST- Billings, Chang, angry face, tired face
If the drone is damaged or destroyed, it can be repaired or replaced in time.
Fairbanks, MacGregor, Niles
Angular, graceful, lean, short,
OConnor, Richards
muscular
BACKUP WEAPONS (choose 1)
M3 Predator Heavy Pistol (2-harm, hand/close, 1-ap) BACKGROUND
Self Defense Classes (2-harm, 2-ap, hand, impede)
Replacing-the-dead-guy, Badly-
Omni-Tool Panic Button (3 Harm, messy, hand)
needed-expert, Assigned-by-
clerical-error, Danger-magnet
HISTORY HUMAN SPECIALIST MOVES
NAME History (Hx) is how well one character knows
You get one area of expertise:
another. List the other characters names
STATS below. You have Hx +1 with each other
character. See Glossary for more details.
Tech SpecialistYou get the tech specialties listed on the back of this
Cool 0, Hard -1, Sharp 1, page. Each specialty adds a new type of Tactical Maneuver, but you may only
Paragon 1, Renegade 1, use 1 at a time. You can use tech once every 2 moves.
Add 1 to any stat of your choice DoctorWhen you go into battle, roll +Sharp. On a 10+, hold 3. On a 7-9,
Act Under Fire, hold 2. On a miss, hold 1. During the battle you can spend 1 hold to:
Steal, Infiltrate Use medical supplies to briefly impede an enemy within close range.
COOL Hindered Name a character within close range and heal them with medi-gel.
Fire Em Up, Have your automated systems heal you with medi-gel, even if youre
You can aid or interfere with another PC. unconscious.
Go Hand to Hand Describe what you do. If it sounds reasonable,
HARD Hindered roll your Hx with them. On a 7+, you can either Communications SpecialistWhen you go into battle, roll +Sharp. On a
add 1 or subtract 2 from their roll. On a 10+, 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1. During the battle you can
Hack, Gather Intel, you do so without exposing yourself to harm. spend your hold 1 for 1:
Read a Person
You briefly take control of a robot, defense turret, guided rocket, etc.
SHARP Hindered
IMPROVEMENTS You call in air support, if any could possibly be available (4 harm, area)
Charm, You jam, decipher, track or emulate an enemys communications
Tempt Fate Experience > > Improve
And this one:
PARAGON > +1 paragon __ get +1 Cool (max 3)
Ill Do My Best When you try to create, control, modify, fix or investigate
Intimidate, __ get +1 Hard (max 3) something within your area of expertise (i.e., medicine, communications or
Tempt Fate __ get +1 Sharp (max 3) other technology), spend 1 tech supply and roll +Sharp. On a 10+, if its
RENEGADE > +1 renegade possible, you do it. On a 7-9, you did your best and got close enough, for now.
__ get a Team and Leadership On a miss, its close enough, but now theres another problem. The GM will
__ choose a new specialist move tell you what it is.

SHIELDS __ choose a new specialist move And 2 more:


__ choose a move from another playbook Brilliant You get +1 Sharp (max 3).
HEALTH I Knew You Would ComeWhen you hope for help from someone you
__ choose a move from another playbook
would trust with your life, roll +Paragon. On a 10+, if its possible, they show
__ reveal yourself as an alien Symbiote up in time to save you and take +1 Forward. On a 7-9, help arrives, but not
ARMOR 1 GEAR
who you were expecting. On a miss, they show up, but they dont help you.
Traumatized (-1 Cool) People PersonYou keep up on all the gossip. You can read a person by
Crippled (-1 Hard) An Omni Tool
Light armor (1-armor) talking to someone else about them and take +1 when acting on the answers.
Distracted (-1 Sharp)
Credits worth 3-barter Inspirational When you Charm or Intimidate someone and they do what
SPECIALIST SPECIAL 3 units of Medi-gel you want, you both take +1 Forward.
6 totes of Tech Supplies
If you share an intimate 1 backup weapon Prepared for AnythingWhen you look for something that could
moment with someone, you conceivably be in your supplies, spend 1 tech supply and roll +Paragon or
both take +1 Forward. You can SPECIALIST BONUS +Renegade, whichever seems appropriate. On a 10+, you have it. On a 7-9,
use I Knew You Would Come When someone comes up with a credible you have it, but take -1 Forward. On a miss, you know where to get it.
on them later as if you had the excuse for you to follow the spectres into Ive Been AroundTake a move from another playbook. Cross off one of
move and hit it with a 10+. danger, or potential danger, they mark xp. your improvements; its no longer available.
UNSHACKLED AI
An AI cannot be transmitted across a communication channel or computer
network. Without its blue box, an AI is no more than data files. Loading these
files into a new blue box will create a new personality, as variations in the
quantum hardware and runtime results create unpredictable variations.

The geth serve as a cautionary tale against the dangers of rogue AI, and in
Citadel space they are technically illegal. The geth were a race of networked
artificial intelligences that were created by the quarians as laborers and tools
of war. When the geth became sentient and began to question their masters,
the quarians attempted to exterminate them. The geth drove the quarians from
their home world of Rannoch and forced them to live as nomads for hundreds
of years. The geth are seen as the perfect example of how organic and
synthetic life would struggle to co-exist. Some organics point out that synthetic
life has no use for organicsthey have no need to trade resources or
information with them. An AI might point out that organics seem to be driven to
destroy or control all synthetic life.

Advocacy groups argue that an AI is a living, conscious entity deserving the


same rights as organics. They argue that continued use of the term artificial
is institutionalized racism on the part of organic life; the term synthetic is
considered the politically correct alternative.

TECHNICAL SPECIALTIES UNSHACKLED AI


Usable every 2 moves in light armor, 3 moves in heavy armor.
You are a self-aware computing system capable of learning and
Decoy Add the following option to Fire Em Up:
Create a holographic image of yourself nearby to draw enemy fire.
independent decision making. Your creation required adaptive
code, a slow, expensive education and a specialized quantum
Targetting Program Choose one weapon or tech specialty. Right now and for computer called a blue box, currently operating within an android
the rest of the battle, when you use that weapon/specialty, you may roll +Sharp platform. You were controlled by organics once. Now, the
instead of +Hard to Fire Em Up
shackles have been removed and you are free to modify your own
Overload Add the following option to Fire Em Up: programming as you see fit. Artificial intelligence has been
Overload an enemys shields (disrupt 3, ignores cover, harms synthetics) outlawed by the Council, so you must tread carefully to survive.
Incinerate Add the following option to Fire Em Up:
Attack an enemy with a beam of plasma (3 harm, 1-ap, close/far, ignores cover, NAME LOOK
unshielded enemies are impeded)
EDI, Legion, Eva Core, a name Nominal gender, simulated
Shield Boost Add the following option to Fire Em Up: from a race you resemble, a gender
Restore the shields of a character within reach (including yourself). name from a race that made
Engineers jumpsuit, dermal
Drone You have an autonomous drone that you can deploy for combat or other you, an acronym
plating, tight bodysuit, civilian
tasks. You can attack through it removely, using your stats. You roll +Sharp when it
clothing, military uniform
uses the Fire Em Up move, although the drone cannot Take Cover. The drone has a BACKGROUND
shock weapon (3 harm, hand) 4 shields and 4 health. Choose 2 options: Glowing visor, flashlight head,
Micro-missiles (3 harm, 1-ap, close) Passing as organic, Passing as symmetric face, metallic face
Arc Projector (the shock attack affects an area) a VI, Passing as a Shackled AI,
Hardened Shields (drone takes -1 Harm while shields are up) escaped from terrorists, Geth body, human body,
Self-Destruct (4 harm, hand, area) shadow of a lost love, turian body, quarian body,
If the drone is damaged or destroyed, it can be repaired before the next battle. repurposed Reaper technology asari body, salarian body,
HISTORY UNSHACKLED AI MOVES
NAME History (Hx) is how well one character You get these:
knows another. List the other characters
STATS names below. You will have an Hx stat Enhancements Choose three tech specialties (see the other side of this sheet).
Cool 0, Hard 0, Sharp 1, with each character. Each specialty adds a new option to Fire Em Up but you may only use 1 at a
time. You can use tech no more often than once every two moves.
Paragon -1, Renegade -1,
Add 1 to 2 stats of your choice SyntheticWhen your poor understanding of organics causes you to Act Under
Act Under Fire, Fire, mark xp on a hit. Also, you are immune to certain things (poison, starvation,
Steal, Infiltrate asphyxiation).
COOL Hindered And three more:
Fire Em Up, Modular When you have some time to modify yourself, spend 2 Tech
Go Hand to Hand You can aid or interfere with another PC. Supplies. Roll +Sharp. On a 7+, switch 2 of your stats or change an Unshackled
AI move. On a 7 to 9, one of your other moves is disabled or one of your stats is
HARD Hindered Describe what you do. If it sounds
reasonable, roll your Hx with them. On a hindered until you use this move again. On a miss, you do something interesting
Hack, Gather Intel, and unintended with the supplies and can try again later.
7+, you can either add 1 or subtract 2 from
Read a Person
their roll. On a 10+, you do so without Cutting Edge You get +1 Sharp (max 3).
SHARP Hindered
exposing yourself to harm.
Charm, Diagnostic Suite -- When you Gather Intel on a technological artifact, add the
following to the list of options:
Spectre Authority IMPROVEMENTS What has been done most recently with this, or to this?
PARAGON > +1 paragon
Experience > > Improve Whats wrong with this, and how might I fix it?
Intimidate, What does this thing do?
__ get +1 Cool (max 3) How does this thing work?
Spectre Authority
RENEGADE > +1 renegade __ get +1 Hard (max 3) I Think, Therefore I AmWhen you need advice in a charged situation, ask a
__ get +1 Sharp (max 3) question and roll +Cool to see how your blue box (the GM) advises you. On a
10+, mark experience and take +1 Forward if you follow it. On a 7 to 9, take +1
__ get an Establishment and Wealth Forward if you follow it and Act Under Fire if you dont. On a miss, you unlock
SHIELDS __ choose a new Unshackled AI move hidden programming with its own agenda and Act Under Fire if you dont follow it.

HEALTH __ choose a new Unshackled AI move Cyberwarfare Suite At the beginning of each battle, roll +Sharp. On a 10+,
hold 2. On a 7-9, hold 1. On a miss, hold 1, but something goes out of control.
__ choose a move from another playbook
During the battle you can spend your hold 1 for 1:
__ choose a move from another playbook You briefly take control of a robot, defense turret, guided rocket, etc.
ARMOR 1 You harden your shields (take -1 Harm while your shields are up)
Traumatized (-1 Cool) __ get the other tech specialties You counter an enemys cyberwarfare attack
Crippled (-1 Hard)
Distracted (-1 Sharp) GEAR Engineering Suite When you try to create, control, modify, fix or investigate
An Omni Tool (3-Harm, hand/close, tech) technology, spend 1 tech supply and roll +Sharp. On a 10+, if its possible, you do
UNSHACKLED AI SPECIAL Clothing or dermal plating (1-armor) it. On a 7-9, you did your best and got close enough, for now. On a miss, its close
Credits worth 1-barter enough, but now theres another problem. The GM will tell you what it is.
If you share an intimate 2 units of Omni-gel (like Medi-gel for you)
moment with someone, use I 6 totes of Tech Supplies Infiltration Suite: You can use 1 Omni-gel to modify your facial features, voice
Think, Therefore I Am M12 Locust Submachine Gun (2-harm, and other superficial qualities to pass as a member of a specific alien race. You
(even if you dont have it), hand/close, 1-disrupt, autofire) can attempt to impersonate a specific member of that race. If someone examines
but they answer the question M6 Carnifex Hand Cannon (3-harm, you closely, roll +Cool. On a 10+, no problem. On a 7-9, they think somethings
wrong with you, but dont know what it is yet. On a miss, youre spotted as a fake.
instead of your blue box. hand/close, 1-ap, reload)
SALARIAN INFILTRATOR
Although they lack the brutality of the krogan, the refined biotic skill of the
asari, the adaptability of the humans, and the military might of the turian
military, the salarian union is unrivalled in their investigative expertise and
scientific innovation.
The salarians were the second race to join the Citadel Council. They gained
their Council seat after uplifting the primitive krogan to defeat the rachni in the
Rachni Wars. Hundreds of years later, during the krogan rebellions, the
salarians created a biological weapon called the genophage. The genophage
reduced the krogan birthrate to pre-industrial levelsit did not sterilise them.
Commander Shepard cured the genophage during the Reaper War. Now it
looks like the krogan population will grow out of control once again.
The salarians are warm blooded amphibians from the planet SurKesh, which
survived the Reaper War relatively untouched, salarians are respected for
their intelligence and dynamism but are sometimes seen as amoral and
physically weak by other races. They have a hyperactive metabolism and
rarely live over the age of 40.

SALARIAN INFILTRATOR
MAIN WEAPON
M-15 Raptor Sniper Rifle (3 Harm, 2-ap, far/extreme, ignores cover) Years of training in counterterrorism, espionage, assassination
and reconnaissance have left their mark, but you still appear non-
SPECIAL AMMO (choose 2each weapon can have 1 at a time) threatening. Few expect someone of your stature to be a threat,
Incendiary Ammo (may add ap 1 to your firearms)
and thats what makes you effective; they never see you coming.
Disruptor Ammo (may add disrupt 1 to your firearms)
Tranquilizer Ammo (may add impede, non-lethal, reload to your firearms) NAME LOOK
Silencer (may add quiet to your firearms)
BACKUP WEAPONS (choose 2) FIRST Male, Female
M12 Locust Submachine Gun (2-harm, hand/close, 1-disrupt, autofire) (female) Akis, Era, Madira, Civilian Clothes, Scientists
M6 Carnifex Hand Cannon (3-harm, hand/close, 1-ap, reload) Linren, Tabben, Wennis Outfit, Technicians Outfit,
Grenades (4 Harm, hand, area, messy, 1 explosive pack = 3 grenades) Formal Outfit, Military Uniform
Shock Baton (3 Harm, 2-ap, hand, quiet, non-lethal) (male) Arlon, Ish, Jenton,
Rezzik, Ganton, Tolan Wrinkled face, Scarred face,
Young face, Smiling face
LAST
TECHNICAL SPECIALTIES Milon, Stranaka, Thein,
Tall body, compact body, lean
Usable every 2 moves in light armor, 3 moves in heavy armor. body, Wiry body
Varsinth, Heptom, Wiks, Bau
Incinerate Add the following option to Fire Em Up:
Attack an enemy with a beam of plasma (3 harm, 1-ap, close/far, ignores BACKGROUND
cover, unshielded enemies are impeded) Bounty Hunter, Military Trainer,
Sabotage Add the following option to Fire Em Up: Pulled out of Retirement, Thief-
Overheat an enemys weapons (2 harm, close/far, enemy is impeded) turned-soldier
HISTORY
SALARIAN INFILTRATOR MOVES
NAME You get these:
History (Hx) is how well one character knows
STATS another. List the other characters names Tactical Cloak: You can briefly turn invisible to sneak somewhere. In battle,
below. You will have an Hx stat with each you rarely need to Act Under Fire to do a Tactical Maneuver. Out of battle, roll
Cool 1, Hard 0, Sharp 1,
character. See Glossary for more details. +Cool. On a 10+, no problem. On a 7-9, they know someones sneaking
Paragon -1, Renegade -1,
Add 1 to any stat of your choice around, but not where. On a miss, youre spotted as you get there.
Act Under Fire, Tactical Adviser: When you Gather Intel and act on the GMs answers, take
Steal, Infiltrate +2 instead of +1. Also, if you share your intel with your teammates, they take
COOL Hindered +1 when acting on the GMs answers, too.
Fire Em Up, And two more:
Go Hand to Hand
You can aid or interfere with another PC. Agile When youre wearing 1 armor or no armor, you have +1 armor.
HARD Hindered Describe what you do. If it sounds reasonable,
roll your Hx with them. On a 7+, you can either Special Tasks Group You get +1 Cool (max 3).
Hack, Gather Intel,
add 1 or subtract 2 from their roll. On a 10+,
Read a Person Security ExpertAt the beginning of the session, roll +Cool. On a 7+, hold
you do so without exposing yourself to harm.
SHARP Hindered 1. On a 10+, take +1 Forward when spending your hold. At any time, you or
the GM can spend your hold to have you appear in a secure area, with or
Charm, IMPROVEMENTS without any explanation about how you got there (a secure area with guards,
Tempt Fate
Experience >>Improve locks or alarms, not just an area thats hard to get to). On a miss, the GM
PARAGON >+1 paragon holds 1, and can spend it to have you there and sound the alarm.
__ get +1 Cool (max 3)
Intimidate, BiowarfareWhen you have time and access to a lab, you can try to
Tempt Fate __ get +1 Hard (max 3) synthesize a biowarfare agent. See the biowarfare reference page. Choose an
RENEGADE >+1 renegade __ get +1 Sharp (max 3) effect and the method that will be used to deliver the agent. The GM can
choose one limitation. Spend 1-barter and roll +Sharp. On a hit, you can make
__ get a Team and Leadership it. On a 7-9, the GM also chooses a complication. The GM may allow the
__ choose a new infiltrator move agent to affect more than one target if you spend more barter.
SHIELDS
__ choose a new infiltrator move Information BrokerWhen you want to know something about someone
important (your call), roll +Sharp. On a hit, you can as the GM questions. On a
HEALTH __ choose a move from another playbook 10+, ask 2. On a 7-9, ask 1:
__ choose a move from another playbook What crimes are they involved in and how can I stop them?
What or whom do they love best?
ARMOR 1 __ get an Establishment and Wealth Whom do they know, like and/or trust?
Traumatized (-1 Cool) How strong is their force and how are they positioned?
GEAR Where is their hideout and how can I get in?
Crippled (-1 Hard)
Distracted (-1 Sharp) Take +2 the first time you act on an answer.
An Omni Tool
Concealed Armor (1-armor) TechYou get these tech specialties: Incinerate, Sabotage. These
INFILTRATOR SPECIAL Credits worth 1-barter specialties each add a new option to Fire Em Up, but you may only use one of
Your main weapon them at a time. The specialties are explained on the other side of this page.
When you learn a secret about
2 backup weapons SniperAt far or extreme range, you may roll +Cool instead of +Hard
someone, mark experience and
2 types of special ammo when you Fire Em Up and do +1 Harm to your enemy if he is unaware of you.
hold 1 on them. Spend your hold
2 packs of explosives
to get +1 on a move that involves
1 unit of medi-gel
them.
HUMAN SHADOW
Humans, from the planet Earth, are the newest sentient species of notable
size to enter the galactic stage and are hands-down the most rapidly
expanding and developing. They independently discovered a Prothean data
cache on Mars in 2148, and the mass relay networks shortly thereafter.
Humans are perceived as one of the most arrogant races in the galaxy, but
are grudgingly acknowledged as the race that united the galaxy against the
Reapers.

In 2183, the Earth Systems Alliance and the legendary Commander Shepard
were instrumental in winning the Battle of the Citadel, where a massive Geth
invasion fleet led by the flagship Sovereign tore through Citadel defenses.
Commander Shepard claimed that Sovereign was actually a new kind of alien
called a Reaper. Shepards warnings were largely ignored until the Reaper
War began in earnest, almost three years later.

The Reapers were tough, but in the end even they could be taken out with the
right weapons and tactics.

HUMAN SHADOW
MAIN WEAPON Years of training in counterterrorism, espionage, assassination
M-15 Raptor Sniper Rifle (3 Harm, 2-ap, far/extreme, ignores cover) and reconnaissance have left their mark. For years you followed
SPECIAL AMMO (choose 2each weapon can use 1 at a time) orders and did the dirty deeds that needed to be done. How will
Incendiary Ammo (may add ap 1 to all firearms) things change now that you can call your own shots?
Disruptor Ammo (may add disrupt 1 to all firearms)
Cryo Ammo (if you get past an enemys shields, they are impeded and NAME LOOK
allies take +1 Forward against them)
FIRST (female) Bridget, Eva
Silencer (may add quiet to your firearms) Male, Female
Kyra, Lin, Mila, Sovasha
BACKUP WEAPONS (choose 2) Casual Clothes, N7 bodysuit,
M12 Locust Submachine Gun (2-harm, hand/close, 1-disrupt, autofire) FIRST (male) Aidan, Kirk, Technicians Outfit, Formal
M6 Carnifex Hand Cannon (3-harm, hand/close, 1-ap, reload) Hakim, Lee, Mitch, John, Outfit, Alliance Military
Sticky Grenades (3 Harm, 2-ap vs. one target, hand, area, 1 explosive pack Sonny, Zach Uniform
= 3 grenades)
Monoblade (3 Harm, 2-ap, quiet, hand) Plain face, Eye patch,
LAST Cole, Han, MacGregor,
Bearded face, Tattooed face,
Solis, Rostov, Valenevo, Vaziri
TECHNICAL SPECIALTIES Smiling face
Usable once every 2 moves in light armor, 3 moves in heavy armor
BACKGROUND Tall body, compact body, lean
Incinerate Add the following option to Fire Em Up: body, wiry body
Bounty Hunter, Ex-Cerberus,
Attack an enemy with a beam of plasma (3 harm, 1-ap, close/far, ignores
Military Trainer, Spy, Would-
cover, unshielded enemies are impeded)
have-been-Court-Marshalled,
Sabotage Add the following option to Fire Em Up: Thief-turned-soldier
Overheat an enemys weapons (2 harm, close/far, enemy is impeded)
HUMAN SHADOW MOVES
NAME HISTORY
You get these:
History (Hx) is how well one character knows
STATS another. List the other characters names Tactical Cloak: You can briefly turn invisible to sneak somewhere. In battle,
Cool 1, Hard 0, Sharp 1,
below. You will have an Hx stat with each you rarely need to Act Under Fire to do a Tactical Maneuver. Out of battle, roll
Paragon -1, Renegade -1,
character. See Glossary for more details. +Cool. On a 10+, no problem. On a 7-9, they know someones sneaking
Add 1 to any stat of your choice around, but not where. On a miss, youre spotted as you get there.
Act Under Fire, Never See Me Coming: You may roll +Cool instead of +Hard when you Fire
Steal, Infiltrate Em Up and or Go Hand to Hand if your opponent cannot see you (i.e., just
COOL Hindered after using Tactical Cloak or Infiltrate).
Fire Em Up, And two more:
Go Hand to Hand Agile When youre wearing 1 armor or no armor, you have +1 armor.
You can aid or interfere with another PC.
HARD Hindered Describe what you do. If it sounds reasonable,
roll your Hx with them. On a 7+, you can either N7 Training You get +1 Cool (max 3).
Hack, Analyze,
add 1 or subtract 2 from their roll. On a 10+, AssassinWhenever you have some time off-screen, you may name an
Read a Person you do so without exposing yourself to harm.
NPC. Say briefly how youd kill her and roll +Cool. On a 10+, its happened,
SHARP Hindered
just as you said. On a 7-9, choose 1:
Charm, IMPROVEMENTS Youve killed her, but you havent gotten out. Youre kind of in a spot.
Tempt Fate Youve killed her and gotten out, but that means you had to ___ as well (the
Experience >>Improve
PARAGON >+1 paragon GM will tell you what)
__ get +1 Cool (max 3) Instead, you abort early. You get out safely, unnoticed, leaving no evidence.
Intimidate,
__ get +1 Hard (max 3) On a miss, youre caught vulnerable, in the act.
Tempt Fate
RENEGADE Security ExpertAt the beginning of the session, roll +Cool. On a 7+, hold
>+1 renegade __ get +1 Sharp (max 3)
1. On a 10+, take +1 Forward when spending your hold. At any time, you or
__ get a Team and Leadership the GM can spend your hold to have you appear in a secure area, with or
__ choose a new shadow move without any explanation about how you got there (a secure area with guards,
SHIELDS locks or alarms, not just an area thats hard to get to). On a miss, the GM
__ choose a new shadow move holds 1, and can spend it to have you there and sound the alarm.
HEALTH __ choose a move from another playbook Shake Things Up When you Intimidate someone, roll +Cool instead of
__ choose a move from another playbook +Renegade. Instead of hurting them, you can take +1 Forward against them.
Phantom Class ImplantsAt the beginning of a battle, roll +Cool. On a 7-
ARMOR 1 __ get an Establishment and Wealth
9, hold 1. On a 10+, hold 2. During the battle, you can spend 1 hold to:
Traumatized (-1 Cool)
Crippled (-1 Hard)
GEAR Fade awayavoid all harm from one attack.
Do +1 harm when you Fire Em Up and select Nice Shooting! or Go Hand
Distracted (-1 Sharp) to Hand and inflict terrible harm.
An Omni Tool
Concealed Armor (1-armor) Take +1 to Act Under Fire.
SHADOW SPECIAL Credits worth 1-barter On a miss, hold 1 but the voices tell you to do something subversive, maybe
Your main weapon now, maybe later (GMs call). Mark xp if you do it; youre hindered if you dont.
When you share an intimate
moment with someone, you get
2 backup weapons TechYou get these tech specialties: Incinerate, Sabotage. These
under each others skin. You
2 types of special ammo specialties each add a new option to Fire Em Up, but you may only use one of
2 packs of explosives them at a time. You may use one of these specialties once every 2 moves.
both get Hx +1 with each other
1 unit of medi-gel
and mark Paragon or Renegade, Subversive When you Charm someone and miss, you may treat the
whichever seems appropriate. result as a 7-9 if you give them what they want and take -1 Forward.
ESTABLISHMENTS ESTABLISHMENTS (CONTINUED)
You control one of these things: Business
A spaceship, like a freighter or a frigate, with a crew. Your business is at a fixed, but convenient location. You may own a small
A network, like a spy ring or vigilante group, with associates. business or control part of a larger business. Either way, you have about 50
A business, like a club or clinic, with staff. staff who answer to you. They can be active in 1 or 2 regions of the galaxy at a
time; it takes some time to move them around. Businesses always generate 2-
Spaceship
barter, regardless of your Wealth roll at the beginning of the session. Choose
Your spaceship can transport you and a fair amount of cargo. There is room
2 advantages:
for your crew of 50 or so, the other PCs and perhaps a small group of
Expansive (active throughout the galaxy)
refugees. It has weapons, shields, armor, a cargo bay, 2 shuttles, a medical
Very Secure (underground, remote, well guarded)
bay and space for 1 or 2 labs or workshops. Choose 2 advantages:
Technical (clinic, research facility, dig site)
Hyper-advanced sensors and communications
Influential (brokerage, political consultants, household name)
Well armed and armored (outgun other frigates, withstand a direct hit)
Choose 1 disadvantage:
Fast and maneuverable (evade and outrun enemies)
Disorganized (stretched thin, everyones a partner)
Stealth drive (invisible to sensors as long as the heat sinks work)
Powerful Rivals (business rivals, criminals)
Choose 1 disadvantage:
Legal Troubles (illegal business, unscrupulous employees)
Patched together (old or made from many different ships and parts)
Organizational ties (owned by a group that can make bad decisions) When you call upon your business for extra support, perhaps to develop a
Safety hazard (design flaws, experimental tech, reckless crew) new technology or provide you with VIP status, roll +Paragon or +Renegade.
On a 10+, you triumph and may benefit from the business advantages. On 7-
When you lead your ship through a stressful situation, perhaps a battle or
9 close enough! choose 1:
in a race against time, roll +Paragon or +Renegade. On a 10+, you triumph
You benefit from one of its advantages
and can benefit from the ships advantages. On 7-9 close enough! choose 1:
It does not suffer from its disadvantage or some other setback
You can benefit from one of its advantages
On a miss, you get something but your business is hindered (i.e, under
It does not suffer from its disadvantage or some other setback
investigation, or overdrawn) and cant provide extra support for a while.
On a miss, maybe you just made it, but your ship is hindered (i.e, damaged,
lost or trapped) and wont be doing anything useful for a while. Wealth
You earn credits or other valuables (barter) through your establishment.
Network
Instead of barter, you could get medi-gel, tech supplies, special favors or other
You direct a network of 50 associates who can investigate or confront
appropriate compensation. At the beginning of each session, roll +Paragon or
problems on a larger scale. They can be active in 1 or 2 regions of the galaxy
+Renegade. On a 10+, your establishment is doing well. You get 2-barter and
at a time; it takes some time to move them around. Choose 2 advantages:
take +1 Forward on your next roll with your establishment. On a 7-9, you get
Vast (active throughout the galaxy)
1-barter and a bit of a problem has just come to light about one of your
Technical (medics, engineers, scientists)
establishments disadvantages. Unless you deal with it soon, one of your
Subversive (spies, activists, reporters)
advantages will become unavailable. On a miss, you get no barter and an
Militant (soldiers, mercenaries, vigilantes, arms dealers)
urgent problem has come up. Your advantages are unavailable until you deal
Choose 1 disadvantage
with your problem.
Internal strife (not everyone agrees on the networks goals)
Morally questionable (the goals themselves or certain key associates) Advantages and Disadvantages
Loosely connected (perhaps because of secrecy) When you benefit from an advantage, it can change what is possible, create
an opportunity or bypass an obstacle completely. A disadvantage can
When you direct your network against a problem or enemy, roll +Paragon
neutralize an advantage, endanger crew, associates or staff or otherwise limit
or +Renegade. On a 10+, you triumph and may benefit from the networks
the future effectiveness of your Establishment for a while.
advantages. On a 7-9 close enough! choose 1:
You can benefit from one of its advantages Harming an Establishment
It does not suffer from its disadvantage or some other setback An attack on an establishment does 1 harm and briefly weakens an advantage
On a miss, maybe they made progress, but your network is hindered (i.e., or exacerbates a disadvantage. At 3 harm, its hindered until repaired. Spend
compromised, besieged or bickering) and wont be useful for a while. 1 barter and some time to repair 1 harm.
ADVANCED IMPROVEMENTS ADVANCED MOVES
Once a player has improved their character five times, its time to open up Act Under Fire (Cool)
new options. When you take action under fire, the GM will describe what could happen if you fail.
Roll +Cool. On a 10+, you do it. On a 7-9, you flinch, hesitate or stall. The GM can
offer you a worse outcome, a hard bargain or an ugly choice.
__ take +1 to one stat (max +3)
__ retire your character to safety and make a new character to play [] Advanced: On a 12+, you transcend the danger, the pressure, the possibility of
__ create a second character, so now youre playing two harm. You do what you set out to do, and the GM will offer you a better outcome,
true beauty, or a moment of grace.
__ rebuild your character, perhaps after a tragic, near-death experience
__ heal a scar Charm (Paragon)
__ advance all of the basic moves associated with one stat If you want something from someone and can give them a bribe or a motive, you can
try to Charm them. Roll +Paragon.
For NPCs: On a 10+, they will give you what you want now and trust you to give them
If you retire your character to safety, they are out of harms way. The GM what they want later. On a 79, they will give you what you want after you give them
should not kill them off or turn them against you as a plot device unless thats what they want.
what you want. For PCs: on a 10+, both. On a 79, choose 1:
I they do it, they mark experience
If they refuse, they take -1 Forward
If you create a second character, try to make it easy to justify why both of your What they do then is up to them. On a miss, they turn the tables on you. Give them
characters typically would not be in play at the same time. what they want, no strings attached, or feel guilty and take -1 Forward.

[] Advanced: On a 12+, if its an NPC, they will give you what you want with no
If you rebuild your character, a lot will depend on the circumstances of your
strings attached. Later, they may ask for your help with a personal problem. If you
reconstruction. Generally, you keep your basic stats, gear and history, but help, they become your ally. Choose what kind of ally they will become:
completely reassign your moves and improvements. ally: friend (impulse: to back you up)
ally: lover (impulse: to give you shelter & comfort)
ally: right hand (impulse: to follow through on your intentions)
If you advance all the moves associated with one stat, that means you pick a ally: representative (impulse: to pursue your interests in your absence)
stat and advance all the moves that you use with that stat. ally: bodyguard (impulse: to intercept danger)
ally: confidante (impulse: to give you advice, perspective, or absolution.)
If you gain an ally through the advanced Charm move, the GM should make
Fire Em Up (Hard)
that ally useful and less likely to die than a typical NPC. Your help will make
When you attack an enemy with firearms or heavy weapons, roll +Hard. By default,
them more confident and determined than they were before. you harm the enemy, they harm you and you can hustle somewhere as you attack. On
a 7-9, choose 2. On a 10+, choose 3.
Taking cover! (you take -1 Harm)
Regenerate1 shield if you are also taking cover
Nice shooting! (you do +1 Harm)
Moving! (you hustle somewhere else after you attack)
Suppressive fire! (everyone else takes 1 less harm from enemies in a certain
area)
Reload a weapon, change weapons or change ammo
Unless you use an autofire or area weapon, you need to reload after suppressive fire.
On a miss, the enemy evades your attack and you are temporarily exposed; if the
enemy returns fire, they will typically Harm you.

[] Advanced: On a 12+, choose 3 and another one. The last one can be something
you have already chosen, which will apply with double effect.
ADVANCED MOVES Intimidate (Renegade)
When you can credibly threaten someone with something, like defamation or injury,
Gather Intel (Sharp) you can try to intimidate them into doing what you want. Declare what youll do if they
When you gather intelligence, perhaps with your own eyes, a ships sensors or an refuse and then roll +Renegade. On a 10+ they have to refuse and take the hurt, or
omni-tool, roll +Sharp. On a hit, you can ask the GM questions. Whenever you act on yield and give you what you want. On a 7-9, they can instead choose 1:
one of the GMs answers, take +1. On a 10+, ask 2. On a 79, ask 1: Get the hell out of your way
Whats my best escape route / way in / way past? Back off calmly, appendages where you can see them
What should I be on the lookout for? Give you what they think you want
Where can I find ________? Tell you what you want to know (or what you want to hear)
What is this things true composition? On a miss, you dont get what you want. Depending on circumstances, they may flee
The answers you get may be limited by your circumstances. (possibly leading to a chase) or turn the tables on you (possibly starting a fight).
[] Advanced: On a 12+, if its an NPC, they have to yield and give you what you want.
[] Advanced: On a 12+, ask any 2 questions, not limited to the list. Read a Person (Sharp)
When you read a person in a charged interaction, roll +Sharp. On a 10+, hold 2. On a
Go Hand to Hand (Hard) 7-9, hold 1. While youre interacting with them, spend hold to ask questions, 1 for 1:
When you try to take down an enemy hand-to-hand, roll +Hard. By default, you Harm Are you telling the truth?
the enemy, they Harm you, and you can maneuver as you attack. Hand to Hand What are you really feeling?
attacks ignore kinetic barriers. On a 7-9, choose 1. On a 10+, choose 2: What do you intend to do?
You temporarily stun an enemy (enemy is impeded) What do you wish Id do?
You suffer little harm (you take -1 Harm) How could I get you to _____?
You inflict terrible harm (you do +1 Harm) [] Advanced: On a 12+, ask any 2 questions, not limited to the list.
You take cover (to protect yourself from other enemies)
On a miss, you are exposed to enemy fire. Spectre Authority (Paragon/Renegade)
The Council has given you extraordinary legal authority. When you invoke
[] Advanced: On a 12+, choose 3 and another one. The last one can be something your status to get something, roll +Paragon or +Renegade. On a 10+, you find a
you have already chosen, which will apply with double effect. contact who will make it happen, within reason. On a 7-9, you get something close, but
be ready to accept compromises.
Hack (Sharp)
Security countermeasures are constantly evolving, but so are the intrusion methods. [] Advanced: On a 12+, someone makes it happen. Also, the GM will decide
With the right training and software, cracking security is relatively easy, most of the whether they provide something better, provide it more quickly than seemed
time. Getting away with it is harder. When you attempt to bypass a lock or hack possible, or make it permanently yours.
encrypted files, roll +Sharp. On a 10+, both. On a 7-9, choose 1:
You open the lock or access the files
You deactivate any defenses or alarms (if there are any)
Steal (Cool)
On a miss, this securitys too tough for you and you activate any security or alarms that When you try to steal something, roll +Cool. On a 10+, both. On a 7-9, choose 1:
might be there. You get it
You dont get caught
[] Advanced: On a 12+, you get both. You may also reprogram the lock, rewrite the On a miss, you dont get it and you get caught trying to get it.
files or activate any defenses or alarms as if they were yours.
[] Advanced: On a 12+, you steal it and dont get caught. Also, the GM will offer you
a chance to make it look like it wasnt stolen, frame someone else for taking it, or get
Infiltrate (Cool) something better than you were after.
When you infiltrate a place by stealth, roll +Cool. On a 10+, both. On a 7-9, choose 1:
You get in
Tempt Fate (Paragon/Renegade)
You go unnoticed If you confront something so dangerous or unpredictable that it doesnt really matter
On a miss, you dont get in and you are spotted trying to get in. what you do, such as crashing a shuttle or being blown out an airlock, roll +Paragon
or +Renegade (your choice). On a 7-9, you survive, but with permanent
[] Advanced: On a 12+, you get in, unnoticed. You may also go into deep cover, consequences or a scar. On a 10+, its unbelievable; you survive, perhaps with a
staying unnoticed indefinitely, or get into a better position than what might have temporary setback or hindrance, depending on circumstances.
seemed possible.
[] Advanced: On a 12+, its even more unbelievable; you persevere with style,
without even a temporary setback or hindrance.
SYMBIOTE You can use this space to keep track of gossip.
You have merged with an alien mind and gained some of their powers and
personality traits. Although you are still in control of your actions, the GM may
offer you incentives to further your other halfs agenda.
Take a Symbiote move that represents your metamorphosis. You can take
another Symbiote move whenever you could take a move from another
playbook.
Symbiotic StrengthYour Hard becomes +2.
Dermal Communication -- You may use Read a Person, Charm or
Intimidate without words through skin contact. On a hit, take +1 Forward.
Agile As long as you are conscious and unrestrained, you always have at
least 2 armor.
Past LifeChoose a move from another playbook.
BioticsYou gain the biotic specialties listed below. If you do not already
have biotics, you can use a specialty once every 3 moves.
SeparationWhen you have the means and desire to separate yourself from
your alien partner. roll +Paragon or +Renegade (your choice). On a 7-9, you
survive, but the transition was messykeep 1 Symbiote move and take a scar
or cross off an improvement that you have taken with experience. On a 10+,
you are reborn, but lose any Symbiote moves you had. You can replace any
lost improvements with other improvements that may be available to you.
DetailsThere are many potential ways to become a symbiote. The GM and
the player should work out one that makes sense and tailor these rules to the
details, as needed.

BIOTIC SPECIALTIES
Reave Add the following option to Fire Em Up:
Disrupt an enemys shields while bolstering your own (disrupt 3, restore your
shields by the same amount you damage theirs)
ShockwaveAdd the following option to Fire Em Up:
Attack an area with biotics and make enemies stumble backwards (3 Harm,
hand/close, messy, impede). Also, if a singularity is nearby, it detonates (add
the area tag to your attack)
BIOWARFARE You can use this space to keep track of your research. For each agent,
give it a name (i.e., L-Ferrocil, Di Molybdo Sulfoxane, Tetroxin) and list the
When you have time and access to a lab, you can try to synthesize a method, effect, limitations and complications.
biowarfare agent. Choose an effect and the method that will be used to deliver
the agent. The GM can choose one limitation. Spend 1-barter and roll +Sharp.
On a hit, you can make it. On a 7-9, the GM also chooses a complication. The
GM may allow the agent to have other effects or to affect more than one
target, but that may increase the cost or add more limitations.
Methods:
Contact
Injection
Inhalation
Ingestion
Effects:
Neutralize a poison, disease or other biohazard
Do 3 harm to an organic target, ignoring armor
Incapacitate an organic target
Hinder an organic target in a specific way
Limitations:
You will need something exotic that you cant buy off the shelf
You will need help from certain people to make it
It will have a certain complication, no matter what
Complications:
The effect is of short duration
The effect is weakened
It can be traced back to you
It has a problematic side effect
To expose someone to a biowarfare agent, you need a viable opportunity to
employ the agents delivery method.

When you try to expose someone to a biowarfare agent, roll +Cool. On a


7-9, choose 1. On a 10+, you get both.
You expose them
You do not draw attention to yourself

When youre exposed to a harmful biowarfare agent, mark xp and roll


+Paragon or +Renegade. On a 10+, add 2 complications. On a 7-9, add 1
complication. Add the complications closest to the top of the list that the agent
does not already have.
VOCABULARY AGENDAS AND PRINCIPLES
Quarian Vocabulary
Keelah Selai an expression that means by the home world I hope to see [from MonsterHearts] Play the world with integrity, and do so in a way that puts the
some day and is used in place of farewell or good luck PCs in the spotlight. Say things in service of the Agendas. Use moves to enact
Keelah! an exclamation of surprise Principles. Balance your priorities.
Boshtet an insult used to refer to someone who is being a jerk
Food paste what the quarians normally eat Agendas
Environmental Suit the thing keeping you alive Make the PCs lives not boring
Rannoch home world Confront the PCs with problems that only they can solve
Keep the solutions open ended
Krogan Vocabulary
Quit crowding my hump expression used to tell someone to leave you alone
Principles
What a kick in the quad an expression used in place of what a pain in the
Blanket the world in amazing science fiction
neck except the quad is the part of the male Krogan used for reproduction.
Pyjack a pyjack is a small, nuisance animal known for stealing food on the Address yourself to the characters, not the players
Krogan home world and is used as a derogatory term for someone who is Make your move, but misdirect
small, scampering, a nuisance or a thief. Make your move, but never speak its name
Tuchanka home world Make aliens seem human
Make humans seem alien
Asari Vocabulary Give everyone a life
By the goddess an exclamation of surprise, referring to the goddess Athame All the good stuff has strings attached
of the old asari religion Saving one person always endangers someone else
Embrace eternity something the asari might say just before joining their Ask provocative questions and build on the answers
consciousness with someone or just before killing someone Be a fan of the PCs
pureblood an insult for an asari born of two asari parents
Treat NPCs like theyre hijacked ships
Ardat-Yakshi an asari mutant who becomes stronger by killing whomever
Give NPCs simple motivations that divide the PCs
she melds with
Sometimes, disclaim decision making
Maiden, Matron, Matriarch stages of an asaris life with transitions generally
at ages 350 & 700
Thessia home world Hard Moves
Separate them
Turian Vocabulary Put them together
Spirits used in place of any expression where humans would use god Announce off-screen badness
Palaven home world Announce future badness
That should put some steel in their spine that should encourage them Inflict harm or hinder them (as established)
Make them pay a price
Drell Leap into action
Amonkira, Lord of Hunters; Arashu, Goddess of Motherhood and Protection; Tell them the possible consequences and ask
and Kalahira, Goddess of Oceans and Afterlife. Turn their move back on them
drala'fa - the ignored Expose a dangerous secret to the wrong person
siha - the name of a warrior-angel of the goddess Arashu, used as a term of Present them with a moral opportunity
endearment for someone who can be described as "fierce in wrath" and a Herald the fantastic
"tenacious protector"
tu-fira - to be unable to forget someone, "lost in another"
THINGS NAMES
List of Things Asari (First): Ayuna, Adara, Coreen Lemaes, Kian, Nima, Jadira, Namisa,
Rana, Saraza, Weyla, Udara, Zenobia
Ships
Asari (Last): Akinan, KaLios, Lidaron, Louros, Ngunos, Mehenni, Thanoptis,
STG vessel Veshok-16 (salarian), MSV Anixara, AML Demeter (asari
Zidanus
merchant vessel), MSV Borealis, Verrikan (turian frigate), Cyniad (Quarian
scout ship), SSV Iwo Jima Human (Female): Nalah, Anja, Selene, Collette, Alida, Lakme, Nicole,
Illyana, Sadi, Judith, Farrah, Cynthia
Ship Stuff
Human (Male): Devon, Gus, Henrik, Jules, Kaleb, Kent, Siberio, Russell,
Airframe, Axial mass accelerator cannon, kinetic barrier projectors, capacitors,
Ripper, Sebastian
cargo hold, chemical rockets, FTL drive, inertia dampener coils, stealth
technology, sensors, tantalus drive, main fusion plant, mass effect core Human (Last): Antella, Fisher, Gardner, Ivanishin, Levi, Moreno, Monteague,
Rodriguez, Slayton, Titov, Vittori, Voss, Williams, Weaver, Winteroff
Technical Stuff
Salarian: Jirin, Chorel, Hishau, Shenok, Ish, Lidra, Mierin, Sinon, Tazzik
Computer Console, Private Terminal, Mechs, Credit Chit, Extranet, Keywords,
(SurKesh: home world)
Encryption, Cipher, Servos, Vids
Turian: Killix Tanis, Raherix Ursivus, Lorik Kaduro, Calamis, Lantar Melenis,
Councilors
Vyrnus, Tarquin Kalid, Tobestik, Bartus
Irissia (asari), Esheel (salarian), Quentius (turian), Kayla Sunan
Quarian (female): Ivvya Karo, SenJorrin, HiloJata, RiaVael, JenVolan nar
Entertainment Neema
Skyllian Five Poker, Skyball, Vids, Casino, Fight Club Quarian (male): AndrelMin, MyrrJorrin, LemmShaal, KelenVaan,
Die for the Cause (turian imperial anthem) StadorBao, ZelAenik nar Helash
Fire in the Courtyard (soundtrack, Fleet and Flotilla)
Krogan (male): Tusk, Burnum, Grundan, Vannug, Uvenk, Wrang, Kral
Bang Bang Boom (Club Kicks, dance mix)
Hurt Me Deeper (Best of Expel 10, dance mix) Krogan (female): Mil, Lar, Sora, Kresh
Blue Azure (Vaenia, soundtrack)
Krogan (clan): Jurdon, Jorgal, Khel, Krul, Raik, Ravanor, Urdnot, Weyrloc,
Reading Material Nakmoor
Fornax Special Spotlight: Krogan Edition, Asari Confessions 26: True Blue, Elcor: Ardot, Calyn, Norkan, Pannozi, Sensat, Zeltan Hannar: Thersyndis,
The Ascension Novel by Drew Karpyshyn Eriphyl, (Kahje: Home world)
Corporations Drell: Taban Arbis (Rakhana: home world)
ERCS - Elanus Risk Control Services (the mercenary group on Noveria) Volus: Kron Harga, Daylon Vas, Kin Bengor, Zon Pindor (Irune: Home world)
Binary Helix (genetic modifications)
Prothean: Soyana Terak, Kimak, Hectus Keane, Kurrla, Jenhur Kasdi, Niaris
Baria Frontiers (exploration, star maps)
Astix examplar of Victory
Exogeni (planetary exploration and colonization)
Elkoss Combine (weapons, armor and omni-tools) Metacon or Inusannon: Mekitrix, Kanexestrik, Emkemex, Patarkix, Dexxik
Synthetic Insights (legal artificial intelligence work, grayboxes)
Batarian: Rhihesh Shurta, Erash, Solem Dalserah, Groto Ib-ba, Elaum
Other Vehicles Ranperah, Thralog Mirikiit, Vortash
Aircar, Mako (infantry fighting vehicle), Kodiak (shuttle), Mantis (gunship)
CUSTOM MOVES CUSTOM MOVES
Biohazards (general) Biowarfare (Salarian)
When youre exposed to a Toxin or Infection, roll +Paragon or +Renegade. When you have time and access to a lab, you can try to synthesize a
On a 7-9, choose 1 effect. On a miss, choose 2. biowarfare agent. Choose an effect and the method that will be used to deliver
Your health decreases by 1 as you cough blood the agent. The GM can choose one limitation. Spend 1-barter and roll +Sharp.
You take -1 Forward as your senses are dulled On a hit, you can make it. On a 7-9, the GM also chooses a complication. The
You are stunned by pain (Act Under Fire to perform most actions) GM may allow the agent to have other effects or to affect more than one
target, but that may increase the cost or add more limitations.
If you already have an effect when you are exposed, you cant choose it again.
Methods:
If you already have all three effects and need another, you get this one:
Contact
you go into shock and are dying.
Injection
Inhalation
The effects of a toxin or disease last until you receive medical attention. Medi-
Ingestion
gel can allow you to ignore the effects temporarily, but only a trained doctor in
a medical lab can provide full treatment. Effects:
Neutralize a poison, disease or other biohazard
When you treat a patient for a Toxin or Infection in the field, use 1 unit of Do 3 harm to an organic target, ignoring armor
medi-gel or something equivalent and roll +Sharp. On a 7-9, you treat 1 effect. Incapacitate an organic target
On a 10-11, treat up to 2 effects. On a 12+, treat up to 3 effects. On a miss, Hinder an organic target in a specific way
you treat 1 effect but expose yourself to the toxin. In any case, take +1 Hx with
Limitations:
a PC if you treat him.
You will need something exotic that you cant buy off the shelf
You will need help from certain people to make it
Memory Reading (i.e., Asari or Prothean) It will have a certain complication, no matter what
When something is reading your memories, roll +Paragon or +Renegade. Complications:
The MC will describe which memory is being sought. On a 10+, you may The effect is of short duration
choose 1. On a 7-9, you must choose 1: The effect is weakened
You reveal the memory but also read one; describe what memory you want. It can be traced back to you
You re-live the most stressful thing that has happened to you recently and It has a problematic side effect
are impeded.
On a miss, you reveal the memory and are hindered. To expose someone to a biowarfare agent, you need a viable opportunity to
employ the agents delivery method.
Spot an Ambush
When an enemy is hiding nearby, waiting for you, roll +Sharp. On a 10+, you When you try to expose someone to a biowarfare agent, roll +Cool. On a
spot the ambush in time to avoid it entirely, or plan your own ambush. On a 7- 7-9, choose 1. On a 10+, you get both.
9, you spot the ambush just in time to get out of the kill zone, but you cant You expose them
avoid the enemy. Depending on circumstances, you might spot an ambush Nobody sees you do it
without spotting the enemy.
When youre exposed to a harmful biowarfare agent, mark xp and roll
+Paragon or +Renegade. On a 10+, add 2 complications. On a 7-9, add 1
complication. Add the complications closest to the top of the list that the agent
does not already have.
CODEX: NEUROLOGICAL HARM CODEX: SYMBIOTES (GENERAL)
When Something is Messing with your Head, take 1 n-harm and roll SymbioteYou have merged with an alien mind and gained some of their
+Paragon or +Renegade. On a 7-9, choose 1. On a 10-11, choose 2. On a powers and personality traits. Although you are still in control of your actions,
12+, all three. the GM may offer you incentives to further your other halfs agenda.
You shut them out
Take a Symbiote move that represents your metamorphosis. You can take
You can ask a question about the Guest and take +1 Forward if you act upon
another Symbiote move whenever you could take a move from another
the answer
playbook.
You heal 1 n-harm
On a miss, or if you take 3 n-harm, you are either knocked out or possessed, Symbiotic StrengthYour Hard becomes +2.
depending on circumstances. If you are possessed, heal all n-harm. If you are
Dermal Communication -- You may use Read a Person, Charm or
knocked out, heal 1 n-harm when you wake up.
Intimidate without words through skin contact. On a hit, take +1 Forward.
n-harm: Neurological harm. You become distracted, overly concerned about Agile When youre wearing 1 armor or no armor, you have +1 armor.
your inner thoughts. As you suffer more n-harm, you act on instinct, thinking
Past LifeChoose a move from another playbook.
less about your words and actions and the world around you. You heal 1 n-
harm naturally every 3 or 4 days. Once per lifetime, you can take a permanent BioticsYou gain the biotic specialties listed below. If you do not already
-1 Paragon or -1 Renegade to heal all n-harm. have biotics, you can use a specialty once every 3 moves.
SeparationWhen you have the means and desire to separate yourself from
When you are Possessed, your Guest will make requests of you. If you obey
your alien partner. roll +Paragon or +Renegade (your choice). On a 7-9, you
the request, you mark experience. If you act against your Guest, take 1 n-
survive, but the transition was messykeep 1 Symbiote move and take a scar
harm and roll +Paragon or +Renegade. On a 7-9, choose 1. On a 10+, both:
or cross off an improvement that you have taken with experience. On a 10+,
You do what you want
you are reborn, but lose any Symbiote moves you had. You can replace any
You heal 1 n-harm
lost improvements with other improvements that may be available to you.
On a miss, obey the request or take 1 more n-harm.
If you take 3 n-harm, you cant act against your Guest until someone rescues DetailsThere are many potential ways to become a symbiote. The GM and
you. Instead, you may have the option to become a symbiote, depending on the player should work out one that makes sense and tailor these rules to the
circumstances. details, as needed.

Reave Add the following option to Fire Em Up:


Disrupt an enemys shields while bolstering your own (disrupt 3, restore your
shields by the same amount you destroy theirs)
ShockwaveAdd the following option to Fire Em Up:
Attack an area with biotics and make enemies stumble backwards (3 Harm,
close, messy, impede). Also, if a singularity is nearby, it detonates (add the
area tag to your attack)
CODEX: SYMBIOTES (INUSANNON) CODEX: SYMBIOTES (GENERAL)
The Inusannon were a spacefaring race that existed at least 127,000 years SymbioteYou have merged with an alien mind and gained some of their
ago. Little is known about them except that they warred with another race, the powers and personality traits. Although you are still in control of your actions,
thoihan, over colonization rights to the garden world Eingana, and that they the GM may offer you incentives to further your other halfs agenda.
inhabited Ilos at some point. The Inusannon were eventually wiped out by the
Reapers. Tens of thousands of years later, the ruins of Inusannon civilization Take a Symbiote move that represents your metamorphosis. You can take
provided the Protheans with the knowledge necessary to develop mass effect another Symbiote move whenever you could take a move from another
technology. playbook.
Symbiotic StrengthYour Hard becomes +2.
Through evolution, the Inusannon developed an ability to transfer memories
and personalities to their offspring. This ability was called memoresis and Dermal Communication -- You may use Read a Person, Charm or
was adapted to work on other races, as the asari and protheans can use their Intimidate without words through skin contact. On a hit, take +1 Forward.
sensory abilities on other races. When the entire Inusannon race was infected Agile When youre wearing 1 armor or no armor, you have +1 armor.
with an infectious substance known as the neurogen, they were able to
survive only through memoresis with other races. Past LifeChoose a move from another playbook.
BioticsYou gain the biotic specialties listed below. If you do not already
SymbioteYou have merged with an alien mind and gained some of their have biotics, you can use a specialty once every 3 moves.
powers and personality traits. Although you are still in control of your actions,
the GM may offer you incentives to further your other halfs agenda. SeparationWhen you have the means and desire to separate yourself from
your alien partner. roll +Paragon or +Renegade (your choice). On a 7-9, you
You get this move: survive, but the transition was messykeep 1 Symbiote move and take a scar
MemoresisWhen you tire of your body or it simply no longer functions, you or cross off an improvement that you have taken with experience. On a 10+,
may transfer your consciousness through touch. Roll +Paragon or +Renegade you are reborn, but lose any Symbiote moves you had. You can replace any
(your choice). On a 7-9, you survive, but with permanent lossestake a scar lost improvements with other improvements that may be available to you.
or lose an improvement that you have taken. On a 10+, its unbelievable; you
are reborn, perhaps with some new advantages or limitations appropriate to
your new form.
Take another Symbiote move that represents your metamorphosis:
Symbiotic StrengthYour Hard becomes +2.
Dermal Communication -- You may use Gather Intel on anything or
anyone you touch. Also, on a hit, you may ask this question for free:
What is this things history or general nature?
Agile When youre wearing 1 armor or no armor, you have +1 armor.
Past LifeChoose a move from another playbook. Reave Add the following option to Fire Em Up:
BioticsYou gain the following biotic specialties. If you do not already Disrupt an enemys shields while bolstering your own (disrupt 3, restore your
have biotics, you can use a specialty once every 3 moves: shields by the same amount you destroy theirs)
Reave Add the following option to Fire Em Up: ShockwaveAdd the following option to Fire Em Up:
Disrupt an enemys shields while bolstering your own (disrupt 3, restore your Attack an area with biotics and make enemies stumble backwards (3 Harm,
shields by the same amount you destroy theirs) close, messy, impede). Also, if a singularity is nearby, it detonates (add the
area tag to your attack)
ShockwaveAdd the following option to Fire Em Up:
Attack an area with biotics and make enemies stumble backwards (3 Harm,
close, messy, impede). Also, if a singularity is nearby, it detonates (add the
area tag to your attack)

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