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MASS EFFECT: a personal hack through Symbaroum

Rock Werks 2021 version 0.9

My thanks to BioWare, EA and everyone involved in making Mass Effect and the entirety of the franchise. Having been exposed
to it in 2007, it is still resonating with me well into 2021.

My thanks go to Team Symbaroum and Free League for creating a game with the brooding darkness that I am reapplying to the
Mass Effect Universe.

I do not claim the rights to any of the Copyrighted names or concepts within this document, they are properties of

Bioware, EA, Free League and their respective owners. This is fan made, unofficial and noncommercial.

It will be helpful tp personally own a copy of Symbaroum for the full rules, as this document focusses on threats and
opportunities one might encounter in the Mass Effect Universe.

TABLE OF CONTENTS
Happy gaming, until the Reapers come for you

Tab
Basics................................................................................................................2
Species..............................................................................................................4
Attributes.........................................................................................................8
Character Sheet...............................................................................................12
Abilities.............................................................................................................10
Work Sheet.......................................................................................................12
Equipment........................................................................................................14
Player Rules.....................................................................................................16
Foes...................................................................................................................18

MASS EFFECT TIMELINE


This is the timeline of the Mass Effect universe. All dates are in BCE and CE.
Note: Numerous events are backdated during conversation, via Codex entries, or some other
means from the time the stories are set: 2183 to 2186 CE for the Shepard trilogy, 2819 CE
for Mass Effect: Andromeda, and the like. These aren't often given exact dates. Unless an exact
date is given for an event, the following outlines how to handle approximate dates.
Prehistoric Times (Unknown BCE - c. 1,000,000,000 BCE)
Unknown BCE

The Leviathans dominate the Milky Way, enthralling every new sapient race they encounter and
protecting them in return for tribute. The Leviathans consider themselves the galaxy's first and
only apex race.
After observing that their subservient races create synthetic races who consistently and violently
rebel, the Leviathans create an Intelligence to seek a way to permanently preserve organic life.
The Intelligence constructs an army of "pawns" to gather genetic information throughout the
galaxy.
The Intelligence betrays the Leviathans, using its pawns to slaughter them for their genetic
material to create Harbinger, the first Reaper. Thus begins the cyclical harvest of the galaxy's
intelligent organic life by the Reapers, part of a vast experiment conducted by the Intelligence to
fulfill its mandate.
The Intelligence builds the mass relay network to increase the efficiency of the cycles, allowing
galactic civilizations to develop faster and more consistently between harvests.
Pre-Prothean Times (c. 1,000,000,000 BCE - c. 68,000 BCE)
c. 1,000,000,000 BCE
The Leviathan of Dis, a Reaper, is killed by the Leviathans. Its corpse comes to rest on the
planet Jartar and remains undisturbed for nearly one billion years.
c. 37,000,000 BCE
An unknown spacefaring race fires a mass accelerator round at a Reaper near the
planet Mnemosyne. The round penetrates the Reaper, disabling it, and continues moving through
space, eventually striking the planet Klendagon and creating the geological feature there known
as the Great Rift Valley.
c. 298,000 BCE
The ancient Arthenn race flourish in the Zelene system, living on the planet Helyme until being
destroyed in an unknown event that wiped out all complex life on the planet. They also
maintained a presence on other planets in the system including Epho, which bears the scars of an
ancient orbital bombardment, and Gaelon, which may have been mined for helium-3.
c. 125,000 BCE
Ancient spacefaring races called the Thoi'han and Inusannon fight over the planet Eingana,
littering the planet with the debris of hundreds of starships. Refined element zero scattered by
broken drive cores contaminates the environment, causing many native species to go extinct and
those that survive to show a tendency to develop biotic powers.
Pre-Council Times (c. 68,000 BCE - 500 BCE)
c. 68,000 BCE
The Protheans achieve spaceflight and discover mass effect technology from the ruins of the
extinct inusannon. They go on to establish a galaxy-wide civilization linked by the mass
relay network with the Citadel as their capital.
At some point, the Protheans encounter a hostile race of machine intelligences that endanger
their existence. To combat this threat, the Protheans aggressively assimilate many other
spacefaring organic races into their empire. The Prothean Empire is able to fend off the machines
in a conflict known as the "Metacon War".
c. 48,000 BCE: Fall of the Protheans
The Prothean Empire collapses with the arrival of the Reapers through the Citadel. Although the
Protheans had learned of the Reapers' existence from studying the ruins of previous civilizations
and had begun to prepare, they were nonetheless caught off-guard. Over the next several
centuries, the Protheans fight the Reapers system by system, world by world, and city by city. In
the end, it is not enough. The Reapers methodically wipe out the remaining Protheans, as well
as other contemporary races, and depart the galaxy to await the next cycle.
c. 13,000 BCE
The T of Palaven begin to develop civilization around this time.
c. 6000 BCE
Seeking to escape the imminent explosion of their sun, an alien race constructs an AI-
managed starship equipped with supercomputers containing a virtual world, into which some one
billion of the aliens transfer their consciousnesses. The starship begins a journey throughout the
galaxy which lasts for the next 8,000 years.
c. 1900 BCE
Tuchanka, the K homeworld, enters the nuclear age. In a global conflict, weapons of mass
destruction are released, triggering a nuclear winter. In the resulting devastation, krogan society
devolves into a collection of warring clans.
c. 1800 BCE
A supernova propels the Mu Relay, the only point of access to the remote Pangaea Expanse, out
of position. Concealed somewhere in the dense nebula formed by the supernova, the relay's
position is effectively lost for centuries. Later, the Rachni rediscover the relay.
580 BCE
After developing faster-than-light spacefaring capabilities based upon Prothean technology,
the Asari begin to explore the mass relay network, and eventually discover the
huge Citadel space station at a hub of many mass relays.
520 BCE
The Salarians discover the Citadel and open diplomatic relations with the asari.
Council Era - Formation (500 BCE - 1 CE)
500 BCE: Founding of the Citadel Council

The Citadel Council is formed. The Asari and Salarians together colonize the Citadel and
establish it as a center of the galactic community, led by the Council. This year is also known as
0 GS, the beginning of the Galactic Standard (GS) timeline.
As a gesture of openness with their new Asari allies, the Salarian Union opens the records of
the League of One. Under threat, the League responds by assassinating every member of the
Union's inner cabinet; Special Tasks Group operatives then hunt down and eliminate the League.
c. 300 BCE
The volus begin exploring and colonizing the stars shortly after discovering FTL.
First contact is made with the Volus. Eventually, the Citadel Council commissions the Volus to
draw up the Unified Banking Act, which establishes a standard galactic currency known as
the credit and links all galactic economies.
The Turian Unification War occurs. The increasingly isolated and xenophobic colonies on the
frontiers of turian space go to war with each other. After years of fighting, the Turian Hierarchy
sweeps in and pacifies the remaining factions. Animosity between Turian colonies continues for
decades.
The Council grants the Volus the honor of being the first non-Council species with an embassy at
the Citadel, rather than a Council seat.
First contact is made with the Batarians. They are granted an embassy a century later.
The Asari discover the Elcor home system and help the Elcor locate and activate their
nearest mass relay. "Within one Elcor lifetime" they establish a regular trade route to the Citadel
and are granted an embassy.
First contact is made with the Hanar and the Quarians. Both races are later granted embassies.
Council Era - War and Rebellion (1 CE - 900 CE)
1 CE: The Rachni Wars

The Rachni, a species of highly intelligent hive-minded insects, are discovered when a Citadel
expedition opens a dormant mass relay leading to their star systems. The Rachni prove to be
hostile and begin a war with the rest of the galaxy. Negotiation with the Rachni Queens is
impossible because they cannot be contacted in their underground nests on the toxic Rachni
worlds.
80 CE
The Rachni Wars continue. The Salarians make first contact with and uplift the
primitive Krogan, manipulating them into acting as soldiers for the Citadel Council. The Krogan
prove able to survive the harsh environments of the Rachni worlds and pursue the Rachni into
their nests, systematically eradicating queens and eggs.
300 CE
The Rachni are declared extinct. In gratitude for their aid during the Rachni Wars, the Council
rewards the Krogan a new homeworld. Free of the harsh environment of Tuchanka, the Krogan
population explodes.
300 - 700 CE
The Krogan begin to expand exponentially, colonizing many new worlds. Growing concerns
about their expansion lead to the founding of the Special Tactics and Reconnaissance branch of
the Citadel.
693 CE
Beelo Gurji, a Salarian operative, is appointed the first Spectre by the Citadel Council.
700 CE: The Krogan Rebellions
Nakmor Drack is born.
Krogan warlords leverage veterans of the Rachni Wars to annex territory from other races
in Citadel space. Eventually the Council demands withdrawal from the Asari colony of Lusia,
but the Krogan refuse. A preemptive strike is made on Krogan infrastructures by the Spectres.
The Krogan Rebellions begin.
The Citadel Council makes first contact with the Turians around this time and persuades them to
aid in the war. After the Krogan respond to the initial Turian offensive by devastating Turian
colonies with weapons of mass destruction, the Turians vow to stop the Krogan from ever
becoming a threat again.
Sometime after the Turians join the galactic community, the Volus are accepted as a client race
of the Turian Hierarchy.
710 CE
The Turians unleash a Salarian-engineered bio-weapon known as the Genophage on the Krogan.
The Krogan population starts its decline.
800 CE
The Krogan Rebellions end, though scattered Krogan insurgent actions continue for decades. The
Turians fill the military and peacekeeping niche left by the decimated Krogan.
The Citadel Conventions are drawn up in the wake of the conflict.
Council Era - Expansion (900 CE - 2157 CE)
900 CE
The Turians are granted a seat on the Citadel Council in recognition for their service in the
Krogan Rebellions.
1380s CE
Extensive and unchecked industrial expansion on the Drell homeworld Rakhana begins taking a
significant toll on the planet's environment.
1600 CE
The first sightings of the Collectors are reported in the Terminus Systems. In Citadel space, the
claims are dismissed as unsubstantiated rumors and tall tales.
1755 CE
Samara's three daughters are diagnosed as Ardat-Yakshi. Rila and Falere accept exile,
but Morinth flees. Samara takes the oaths of the Asari Justicars and pursues her errant daughter
for the next 430 years.
c. 1858 CE
The oldest Geth log is time-stamped around this time, on Quarian creator year 2463, third day of
Fal'tash, Waxing Moon.
c. 1873 CE
The oldest Geth audio-visual log dates from approximately this time, 15 years after their oldest
log.
On Quarian creator year 2485, 18th day of Lun'shal, New Moon, the Geth record the first
instance of their creators growing frightened when a unit inquires if Geth have souls.
1880s CE
Aria T'Loak arrives on Omega, a space station in the Terminus Systems regarded as the region's
nominal capital. Aria is hired by the station's warlord as an enforcer and quickly becomes one of
his most trusted lieutenants.

1895 CE: The Geth War


The Geth, machines created by the Quarians as a source of cheap labor, become self-aware.
Fearing a Geth uprising, the Quarians begin dismantling them. The Geth revolt against their
Quarian masters. In the resulting conflict--known to the Geth as the Morning War--the Geth
systematically drive the Quarians from their own worlds. The surviving Quarians are reduced to
living as spacefaring nomads aboard the Migrant Fleet. Contrary to expectations, the Geth do not
venture outside the former Quarian systems into wider Citadel space, instead isolating
themselves from the rest of the galaxy behind the Perseus Veil. As punishment for creating the
Geth, the Citadel Council closes the quarian embassy on the Citadel.
1921 CE
The Geth begin construction of a megastructure designed to house and simultaneously run every
Geth program in existence. Completion of the megastructure, which would allow the geth to
maximize their collective processing capacity, is the long-term goal of geth civilization.
1980s CE
The Drell make first contact with the Hanar around this time. With their homeworld Rakhana
severely depleted and no spaceflight capability, the drell were poised for a massive population
crash by 2025 CE. Agreeing to help, the Hanar mount a large-scale rescue operation and
evacuate approximately 375,000 Drell to their own homeworld, Kahje, over the following
decade. The remaining 11 billion Drell on Rakhana gradually perish, warring over the last
reserves of food and water. Also, Aria T'Loak assumes control of Omega after defeating the
space station's previous warlord in single combat. She mockingly bestows the title "Patriarch" on
the broken Krogan, and uses him as a reminder to her enemies of her power.
2016 CE
ExoMars - First ESA probe landing on Mars (contact lost)
2018 CE
BepiColombo — First ESA mission to Mercury
2022 CE
Juice — First ESA mission to the Jupiter system
2069 CE
July 20: Armstrong Outpost at Shackleton Crater is formally founded as the first human
settlement on Luna, on the 100th anniversary of the first lunar landing.
2077 CE
Liara T'Soni is born.
2103 CE
The European Space Agency's Lowell City in Eos Chasma becomes the first permanent human
settlement on Mars.
2125 CE
The Yahg, an intelligent pre-spaceflight race, are discovered on the planet Parnack. Ambassadors
representing the Citadel Council arrive on the planet and attempt to open diplomatic contact.
After the ambassadors are killed by the predatory Yahg, the Council ceases all contact with the
Yahg and declares Parnack off-limits.
Not long after the Yahg are discovered, one Yahg is captured for the Shadow Broker to study.
With the Broker's assistance, the Yahg rapidly ascends within the Broker's organization as
"Operative Kechlu". Eventually, the Broker becomes wary of "Operative Kechlu" and attempts
to have him terminated, but the order is sent too late. The Yahg assumes the mantle of the
Shadow Broker and directs the organization for the next sixty years.
2129 CE
Alec Ryder is born.
2134 CE
Steven Hackett is born.
2137 CE
David Anderson is born. The Eldfell-Ashland Energy Corporation demonstrates helium-3 fuel
extraction from the atmosphere of Saturn.
2139 CE
Saren Arterius is born.
Kahlee Sanders is born.
2143 CE
Construction of Gagarin Station (Jump Zero) begins beyond the orbit of Pluto.
2146 CE
Thane Krios is born.
2147 CE
Trace amounts of element zero are discovered on Mars.
2148 CE: Humanity Discovers Mass Effect Physics
Humanity discovers a small cache of highly advanced Prothean technology hidden deep beneath
the surface of Mars on the south polar region of Promethei Planum. Building on the remnants of
this long extinct race, humans quickly explore the science of mass effect fields, leading to the
development of faster than light travel and beginning detailed exploration of the Sol system.
2149 CE

Following information from the translated data cache on Mars, humans discover
that Charon, Pluto's moon, is actually a massive piece of dormant Prothean technology, a mass
relay, encased in ice. Once activated, Jon Grissom leads the first team of explorers through the
relay, which instantaneously transports them to another relay in Arcturus, 36 light-years away.
The explorers discover that the mass relays are part of a vast network, making travel across the
galaxy possible.
The Systems Alliance charter is signed by the eighteen largest nations on Earth. The Alliance
soon becomes the military and exploratory spearhead of humanity.
2150 CE
Miranda Lawson is born.
The Systems Alliance begins the first surveys for colonization prospects outside the Sol System.
One of these surveys discovers the planet Terra Nova.
2151 CE
To defend its expanding territory, humanity begins constructing a massive military fleet
and space station at Arcturus, the nexus of several key mass relays, even though they have yet to
encounter another intelligent spacefaring race.
An accident at Singapore International Spaceport exposes hundreds of humans to dust-
form element zero. Roughly 30% of the children born in Singapore after element zero exposure
suffer from cancerous growths. After his mother is exposed during the accident, Kaidan
Alenko is born later that year with biotic potential.
2152 CE
The Delta Pavonis Foundation, a major consortium based on Earth, begins settlement of
humanity's first extra-solar colony world, the planet Demeter. Later that year, additional colonies
are founded on Eden Prime and Terra Nova.
Thane Krios is submitted for training as an assassin under the Hanar.
2154 CE
April 11: Shepard is born.
There is a second publicized accident involving the exposure of humans to element zero.
2155 CE
Saren Arterius is promoted to active service in the Turian military at the age of 16.
The Systems Alliance occupies completed portions of Arcturus Station, intended to become the
Alliance's headquarters. Jeff "Joker" Moreau is born.
2156 CE
Arcturus Station is formally inaugurated. A small number of human children exposed to element
zero exhibit minor telekinetic abilities. Kai Leng is born.
Council Era - Advent of Humanity (2157 CE - 2183 CE)
2157 CE
Pluto's orbit becomes circularized as a result of mass relay operations.
Jacob Taylor is born.
David Anderson graduates from Officer Candidate School with the rank of Second Lieutenant.
2157 CE: The First Contact War
Humanity makes violent first contact with another spacefaring race: the Turians. The Turians
observe human explorers attempting to activate a dormant mass relay, a practice forbidden by
galactic law after the Rachni Wars, and attack. Over the next three months, a brief but tense
conflict known by humans as the First Contact War and by Turians as the Relay 314 Incident
ensues.
Admiral Jon Grissom travels to Arcturus Station to congratulate graduates of the Systems
Alliance's N7 training program and meets David Anderson. Grissom announces that an unknown
alien force has attacked an Alliance post at the colony of Shanxi.
The First Contact War culminates in the Turian siege and occupation of Shanxi, the first human
world to fall to an alien race. Admiral Kastanie Drescher leads the Second Fleet in battle against
Shanxi's occupiers one month later, catching the Turians by surprise and evicting them from the
planet.
The Turians prepare for a full-scale war against humanity, but this draws the attention of
the Citadel Council. The Council intervenes before hostilities escalate further, revealing the
existence of the greater galactic community to humanity and brokering a peace between them
and the Turians.
While aiding the human resistance effort on Turian-occupied Shanxi, mercenary Jack
Harper becomes embroiled in a plot by Turian general Desolas Arterius to use an ancient alien
artifact, the Arca Monolith, to convert the Turian race into an army of invincible "Meta-Turians".
Harper convinces Desolas' brother Saren of the dangers of the Monolith, which is "devolving"
the Turians into mindless beings under the Monolith's control. To protect his people, Saren
orders the destruction of the building holding the Monolith, Temple Palaven, with Desolas and
the Meta-Turians inside. Later, having realized that humanity and the galaxy face dark times
ahead, Harper founds the human-survivalist organization Cerberus, publishes its manifesto, and
assumes the identity of the Illusive Man.
An anonymous extranet manifesto is published following the end of the First Contact War. The
manifesto calls for an army, a "Cerberus", to be established to defend humanity against
inevitable alien attacks. Derided as "survivalist rhetoric written by an illusive man”, the
manifesto is quickly forgotten by the media.
2158 CE
Humans learn the potential of biotics. An international effort to track element zero exposures
begins. Roughly 10% of recorded exposed children show indications of biotic ability.
April 14: Ashley Williams is born.
2159 CE
Saren Arterius becomes the youngest Turian to be inducted into the Spectres.
The Systems Alliance purchases Gagarin Station for a fraction of its construction cost, and
converts the facility into a biotic research and training facility.
2160 CE
The Systems Alliance Parliament is formed.
With the existence of human biotics firmly established, the Biotic Acclimation and Temperance
Training (BAaT) program is set up on Gagarin Station to train potential candidates and develop
biotic implants.
The biotic drug red sand is first used.
The Blue Suns mercenary group is founded by Zaeed Massani and Vido Santiago in the Skyllian
Verge. Kasumi Goto is born.
2161 CE
Amid concerns over gene therapy and genetic modifications being misused, the Systems
Alliance Parliament passes the Sudham-Wolcott Genetic Heritage Act. It imposes sharp
restrictions on controversial uses of genetic engineering, but provides government subsidies for
beneficial applications. Tali'Zorah nar Rayya is born. Jack is born.
2162 CE
Construction of Arcturus Station is completed.
A survey team working for Batarian entrepreneur Edan Had'dah discovers a
mysterious artifact orbiting an unnamed planet near the Perseus Veil.
2163 CE
The Alliance secretly begins illegal AI research at a base on Sidon with Dr. Shu Qian as project
leader. Lt. Kahlee Sanders is assigned as a tech analyst.
The first experimental L1 biotic implants are used in humans.
A series of starship drive failures are orchestrated above populated areas on human colony
worlds, causing widespread exposures to element zero. This results in a second generation of
humans born with biotic potential.
The Leviathan of Dis, a genetically-engineered living starship believed to be nearly a billion
years old, is discovered by a Batarian survey team on the planet Jartar. The Leviathan disappears
under dubious circumstances after a Batarian Dreadnought passes through the Dis system.
Alec Ryder's twin children are born.
2164 CE
Ivor Johnstagg is sentenced to 21 years in prison for attempting to assassinate Venta Tox, the
Volus ambassador to the Citadel. Although Johnstagg claims to be acting on behalf of the radical
human political party Eternal Earth, no connection is found and Johnstagg is diagnosed with
paranoid schizophrenia. Backlash from the assassination attempt jeopardizes the Systems
Alliance's bid for an embassy on the Citadel.
2165 CE
Humanity continues to expand, founding more colonies and establishing trade alliances with
many of the other species who recognize the authority of the Citadel Council. In 2165 CE, the
Council makes official recognition of humanity's growing power and influence in the galactic
community. Humanity is granted an embassy on the Citadel, the political and economic heart of
the galaxy. Tensions grow between humans and Batarians as they compete for territory in
the Skyllian Verge.
After an Alliance research station at Sidon is attacked, David Anderson searches for those
responsible alongside Kahlee Sanders, and discovers an Alliance scientist, Dr. Shu Qian, was
conducting illegal AI research to unlock the secrets behind a mysterious artifact discovered near
the Perseus Veil. Eventually, Anderson is assigned to work with Saren Arterius to track down
Dr. Qian and his Batarian supporter, Edan Had'dah. However, Saren instead kills both Dr. Qian
and Had'dah, blames Anderson for the mission's failure, and uses Dr. Qian's research to search
for the artifact himself.
Terrorists steal antimatter from the Alliance cruiser SSV Geneva. The sole figure arrested names
his sponsor "Cerberus". This is the first such incident of sabotage connected to the Cerberus
organization.
After a disagreement between Vido Santiago and Zaeed Massani over hiring Batarians into
the Blue Suns, Vido betrays Zaeed and leaves him for dead. All records of Zaeed's involvement
in the Blue Suns are erased.
Jack is abducted by Cerberus agents on Eden Prime. They fake her death and take her to the
Teltin Facility on Pragia as part of a project intended to improve biotic potential in humans.
2166 CE
Commander Vyrnnus, a Turian mercenary, is hired to oversee the training of human biotics
at BAaT.
2167 CE
L2 biotic implants are first developed and used in humans. Kaidan Alenko is among the first to
receive the new implants. The magazine Fornax is launched.
2168 CE
Kaidan Alenko accidentally kills Commander Vyrnnus after being provoked. The diplomatic
fallout with the Turians results in BAaT being shut down a year later.
Shepard receives secondary exposure to element zero. Permanent biotic inclination manifests.
2170 CE
The human colony of Mindoir is attacked by Batarian slavers. Many colonists are killed or
captured.
Another human colony, Yandoa, suffers catastrophic dust-form element zero exposure to its
atmosphere when an Eldfell-Ashland Energy ship explodes in orbit. Many children suffer birth
defects; thirty-seven biotic children are born, including Gillian Grayson. Biotic training for
humans is outsourced to the military, selected R&D companies, and renamed divisions of the
defunct Conatix Industries.
L3 biotic implants are developed after L2 implants prove to be dangerous.
The first A-61 Mantis Gunships are produced.
2171 CE
In protest at the refusal of the Citadel Council to limit human expansion in the Skyllian Verge,
the Batarians close their embassy, withdraw into their home systems, and effectively become a
rogue state. Shepard is officially detected as a biotic and fitted with L3 implants.
Cerberus assassinates Pope Clement XVI on Earth via rosary beads coated with toxic substances;
his death is attributed to age and heart failure. His successor, Pope Leo XIV, espouses beliefs
more in-line with Cerberus' ideals.
2172 CE
April 11: Shepard enlists in the Alliance military.
November 14: Kai Leng enlists in the Alliance military.
On Gagarin Station, "Eliza" becomes the first sapient AI created in the Systems Alliance.
2173 CE
A fly-by over the world of Armeni discovers odd surface protrusions. Upon closer inspection,
they are identified as elaborate crypts made by the Zeioph, an extinct spacefaring race. Various
human universities seek to perform excavation, but Council laws that hold burial sites as
sacrosanct prevent this. An ongoing debate over the issue ensues.
Terra Firma is involved in a Nashan Stellar Dynamics kickbacks scandal, forcing Inez Simmons,
the current party leader, to resign. Charles Saracino becomes the new party leader after his
opponent, Claude Menneau, is assassinated by Cerberus operatives while en route to Shanxi.
Publicly, Menneau's disappearance is never explained.
Kaidan Alenko enlists in the Alliance military.
2174 CE
Ashley Williams enlists in the Alliance military.
2175 CE
On a survey mission to 2175 Aeia, an important colonization prospect for the Systems Alliance,
the MSV Hugo Gernsback disappears and is presumed destroyed.
Cerberus covertly contacts Michael Moser Lang, a political dissident on Earth, and provides him
with funding to purchase weapons. Cerberus continues to monitor him after contact ends. One
year later, Lang assassinates United North American States president Enrique Aguilar and
Chinese People's Federation premier Ying Xiong. The resulting political shuffle benefits
Cerberus' shell companies and plans for the Systems Alliance Parliament.
2176 CE
Batarian-funded pirates and criminals launch a surprise attack, later known as the Skyllian Blitz,
on the human colony of Elysium. The assault is repulsed by the Alliance Navy and ground
teams.
The Jon Grissom Academy is commissioned over Elysium, and becomes home to the Alliance's
new biotic training program, the Ascension Project.
The Anhur Rebellions, a civil war waged over the practice of slavery, begin on
the human and Batarian colony world of Anhur and spread throughout the Amun system.
Abolitionism supporters hire the Eclipse mercenary group to fight the batarian pro-slavery
Na'hesit faction.
James Vega enlists in the Alliance military.
Kai Leng is awarded the N7 designation by the Alliance's Interplanetary Combatives Academy,
but later that year he is dishonorably discharged and imprisoned for first-degree murder.
Miners at the T-GES Mineral Works facility on Mahavid uncover a Leviathan artifact. The
miners are enthralled by the Leviathans for the next ten years and are used to carry out numerous
experiments.
2177 CE
During a recon mission to find a missing colonial pioneer team on Akuze, a unit of fifty Alliance
marines is wiped out by thresher maws.
2178 CE
In retaliation for the Skyllian Blitz, the Alliance launches a major offensive against the moon
of Torfan and destroys the criminal bases there, mostly populated by Batarians. The threat
against human colonies from Batarian extremists is curtailed.
The Alliance tracks several pirate FTL exit vectors over a period of six months using covert
monitoring devices planted on Theshaca's moons, leading the Alliance Navy to eight major
pirate anchorages. Since the "Theshaca Raids", no ships from the Terminus Systems have
entered the Hong system.
A lethal airborne virus sweeps through the Quarian Migrant Fleet. Tali'Zorah nar Rayya's mother
is among the casualties.
The Anhur Rebellions end with the abolitionist forces in power, and the reconstruction
of Anhur commences.
2182 CE
Admiral Kahoku of the Systems Alliance begins investigating suspected Cerberus activities.
2183 CE
Humans and Turians collaborate on an engineering project co-sponsored by the Citadel Council:
an experimental frigate with a prototype stealth system, the SSV Normandy. David Anderson is
given command of the ship, and Commander Shepard is assigned as executive officer.
Jeff "Joker" Moreau is assigned as the pilot of the SSV Normandy.
Mass Effect (2183 CE - 2186 CE)
2183 CE: The Eden Prime War

The human colony of Eden Prime is attacked by the Geth, initiating a wider conflict between
humans and Geth known as the Eden Prime War. After exposing the involvement of
rogue Spectre Saren Arterius in the attack, Commander Shepard and the crew of the SSV
Normandy pursue Saren in his search for the Conduit, later revealed to be part of a larger plan
orchestrated by the Reaper Sovereign to return its kind to the galaxy. While Shepard follows
Saren through the legendary Mu Relay to the Conduit, Sovereign and a Geth fleet assault
the Citadel. Shepard defeats Saren and the Alliance Navy destroys Sovereign, preventing the
release of the Reapers. The Citadel Council is irrevocably changed by Shepard's decisions.
Jacob Taylor and Miranda Lawson prevent an assassination attempt on the Citadel
Council by Batarian terrorists.
Aria T'Loak interrupts a meeting between Blue Suns mercenaries and the Collectors on Omega,
and learns that the Collectors have a dangerous interest in humanity.
One month after the Battle of the Citadel, the SSV Normandy is attacked and destroyed by an
unidentified assailant, resulting in the death of Commander Shepard. Later, the Systems Alliance
officially declares Shepard "killed in action".
L4 biotic implants are developed.
Two months after the Battle of the Citadel, galactic society is still in flux over the changes to the
Council and kept unaware of the true nature of Sovereign, the Citadel, and the mass
relays. Cerberus pushes ahead with plans for both the Ascension Project and the Quarian Migrant
Fleet, but is foiled by the actions of Kahlee Sanders and Paul Grayson. After an attack by
Cerberus forces, the Migrant Fleet changes its conservative policy, sending ships away from the
Flotilla to look for new homeworlds or possibly a dormant Reaper.
Commander Shepard's body is recovered by Blue Suns mercenaries for the Shadow Broker, who
has been hired by the Collectors. Cerberus eventually obtains the body with the help of Liara
T'Soni and begins work on the Lazarus Project.
The Systems Alliance dispatches several special forces units to aid the colony of Fehl Prime,
which is under attack by Blood Pack forces. Most units are shot down before landing, but Delta
Squad survives and defeats the Blood Pack. The Alliance assigns Delta Squad to guard the
colony.
2184 CE
The Eden Prime War comes to a close. Although most Geth forces in Citadel space were
destroyed in the Battle of the Citadel, holdouts yet remain. The Alliance Navy reduces its patrols,
relying instead on civilian ships to report any geth activity. Raids are carried out against
identified Geth outposts, but the conflict is essentially over.
The Raloi of the planet Turvess launch their first space telescope and discover the Asari cruiser
Azedes in their system. The Asari make first contact with the Raloi, who are formally
welcomed into the galactic community the following year.
The biological weapon EHE, or "exotic humanoid encephalopathy", is used by the human
terrorist organization Totenkopf in an attack on Gagarin Station. The Alliance cruiser SSV
Manila is deployed to monitor the asteroid Israfil, the supposed origin of the miroorganisms used
to produce EHE.
The freighter MSV Estevanico is attacked by Blood Pack mercenaries and crashes into the
planet Zanethu. The Alliance crew on board were among the first humans to encounter
the Vorcha race.
A clone of Commander Shepard, developed by Cerberus for testing purposes alongside the
original's under reconstruction body, is stolen by the deserter Rasa from the Lazarus Research
Station.
L5 biotic implants are developed. December 29: Fehl Prime's disappearance becomes known to
the general public although Collector involvement is still seen as a conspiracy theory. December
31: Armali Children's Almanac informs readers about differing human attitudes to new year
festivities.
2185 CE
Fehl Prime is attacked by the Collectors after a Cerberus agent hoping to discover their
intentions signals them. Most of Delta Squad is lost during the battle for the colony, but they
succeed in disabling the Collector ship. Delta Squad member James Vega chooses to rescue the
Asari Treeya, who possessed vital intel on the Collectors, leaving the colonists to die aboard the
Collector ship when it crashes on the planet's surface.
Commander Shepard is revived and tasked by the Illusive Man to investigate the mysterious
disappearances of entire human colonies in the Terminus Systems. Investigation of the attacked
colony of Freedom's Progress reveals the enigmatic Collectors from beyond the Omega 4
Relay to be responsible for the disappearances. After assembling a capable team, Commander
Shepard uses a captured Reaper IFF to safely traverse the relay and infiltrate the Collector base.
Shepard succeeds in eliminating the Collector threat, saving humanity throughout the galaxy
from certain destruction.
February 10: A dangerously close flyby of the comet CR1331 Kingu devastates the Hanar colony
of Belan.
February 15: Rumors of Commander Shepard's activities on Omega surface although
downplayed as hallex-induced hallucinations.
March 28: A coalition of the corporations Binary Helix, Sonax Industries, and Guanghui
Solutions invades the Krogan and Vorcha-populated world of Garvug.
April 28: The Vallum Blast annihilates much of the capital city of the Turian colony of Taetrus.
In retaliation, Taetrian colonial and Turian Hierarchy troops declare war on the separatist group
responsible for the attack.
Liara T'Soni locates the Shadow Broker's concealed base on the planet Hagalaz. The Shadow
Broker, exposed as a Yahg, is killed. Liara takes control of the Broker's organization, intending
to use the Broker's vast information network to aid Shepard's fight against the Reapers.
December 7: Biologists discover the Kirik, an insect-like species with biotic capabilities, on the
arid world of Ekram. After the Kirik exhibit signs of intelligence, experts and officials debate
whether or not the Kirik should be uplifted.

2186 CE
January 23: SSV Budapest, an Alliance cruiser that sparked a diplomatic crisis between the Earth
Systems Alliance and the Batarian Hegemony, withdraws from the Bahak system. The Bahak
system is subsequently destroyed following the explosion of its mass relay. An asteroid was sent
to the relay in order to delay the Reapers' invasion. Hundreds of thousands of Batarians living
on Aratoht are obliterated in the blast. Systems Alliance hero Jon Grissom dies. Hundreds of
dignitaries attend Grissom's funeral and a memorial plaque dedicated to him is placed in the Jon
Grissom Academy. After three years on the run, Paul Grayson is captured by Cerberus and
implanted with Reaper technology. Kahlee Sanders and David Anderson attempt to rescue
Grayson by persuading the Turian Hierarchy to raid several vital Cerberus installations, but are
unaware Grayson's body is now under Reaper control. Once free, the Reapers learn of
the Ascension Project and use Grayson to single-handedly attack Grissom Academy, where he is
finally killed by Anderson and Cerberus assassin Kai Leng. In the aftermath, Anderson and
Sanders decide to study Grayson's body to discover how to combat the Reapers. Councilor
Udina asks Captain Bailey to investigate Executor Pallin, claiming that C-Sec has been
compromised and is working against the Citadel Council. The investigation results in Pallin's
death and Bailey's promotion to the rank of Commander, but Bailey is left with reservations
about Pallin's guilt. Gillian Grayson seeks revenge against Cerberus and the Illusive Man for the
death of her father. With the help of a faction of biotic supremacists, she captures Cerberus
assassin Kai Leng to lure the Illusive Man out of hiding by holding Leng for ransom. Her plan
fails, however, and Leng kills her and escapes. Days after the destruction of Bahak, Councilor
Udina publicly denies any Alliance involvement in the affair. Admiral Anderson travels to
Omega to recruit Alliance marine James Vega to guard an incarcerated Commander Shepard.
Aria T'Loak defends Omega from Adjutants unleashed by Cerberus. The Adjutants distract Aria
from Cerberus's true plan: to conquer Omega and maintain exclusive access to the Omega 4
Relay. Aria realizes this and unites the disparate gangs and mercenaries of the station to repel the
Cerberus invaders, but is outsmarted by Cerberus's General Oleg Petrovsky. When he threatens
to destroy Omega, Aria accepts exile and Cerberus takes control of the station.
When a Cerberus alien experimentation facility known as the Barn is attacked
by Turian forces, Randall Ezno, a Cerberus operative enhanced with biotic implants, learns the
truth about the horrific nature of the experiments and discovers his own handler has been made a
test subject. Randal turns against Cerberus and the Barn's Director, fights his way through the
facility, and escapes. He provides the Systems Alliance with intel on his former employers and
swears revenge on the Director.
September 21: A massive influx of Batarian ships in the Exodus Cluster reported by the Alliance
News Network. The newcomers claim their home systems are under attack from an as-yet
unidentified hostile adversary. Khar'shan is reported to be under bombardment and
the Harsa relay blockaded.
September 28: Taetrus goes dark, the culprits confirmed to be the same forces behind the attack
on the Batarians. Primarch Fedorian declares the Turian Hierarchy at war.
Six months after the destruction of the Alpha Relay, the Reapers invade the galaxy
through Batarian space and attack Earth. Commander Shepard escapes and discovers
a Prothean superweapon design on Mars that could end the Reapers' threat once and for all.
October 5: Hierarchy offensive to retake Taetrus reported as failed: four Turian fleets dispatched
to the Mactare relay, Reaper ships emerge from the Trebia relay in a push toward Palaven.
Primarch Fedorian alerts the galaxy to prepare for spotty communications due to destruction of
comm buoys during wartime.
To build the Crucible and take back Earth, Commander Shepard and allies embark on a journey
to unite the various races in the midst of a galaxy-wide war. During the final confrontation with
the Reapers over Earth, the Commander makes a decision that changes the galaxy forever.
WHAT IS MASS EFFECT-SYMBAROUM
TTRPG
Mass Effect is a hack for Symbaroum to allow you to play in the Mass Effect Universe at your
table.
For new players to Symbaroum, but not new to tabletop role-playing games, the unique feature
of Symbaroum is that the game master never rolls dice, which frees up the players to fully
describe their actions and their outcomes. I have made one change to that rule, the game master
secretly rolls iniative for the non-player characters and creates the turn order for combat.
Symbaroum is a dark fantasy setting, the components of which have been hacked to provide a
dark future setting.
Vernacular
Some of the vernacular has been reduced to fit the theme and playstyle of Mass Effect, such that
Symbaroum Traits, Abilities, Mystical Traditions, and Mystical Powers are all simply, Abilities.
Introduction
The Symbaroum roleplaying game is about storytelling in dark world of swords and sorcery and
Mass Effect 5 takes that storytelling to the stars. Both share elements with childhood games of
make-believe and imagination. It’s about picturing the alien landscape beneath the two-sunned
sky and imagining how a lone individual or a team comprised of different galactic species might
react to the challenges that scene presents.
In Mass Effect, each player creates a character and teams up with other characters (played by
friends). Working together, the group might explore a derelict starship, the slums of an inhabited
asteroid, the glorious streets of an advanced civilization, an ancient temple deep in a jungle, or
the steppes of a mining colony. The operatives can solve puzzles, talk with other characters,
battle alien monsters, and discover advanced technologies and relics from a past age.
One player, however, takes on the role of the Game Master, the game’s host and referee. The
game master creates adventures for the characters, who navigate its hazards and decide which
paths to explore. The game master might describe the entrance to a troubled planet, moon or
station, and the players decide what they want their characters to do. Will they jump down to the
hanger bay? Propel themselves with jetpacks? Or use a biotic's powers to increase their mass,
"affixing" themselves to the surface of the asteroid? The players roll the dice to determine if their
actions are successful and then narrate the outcome. The game master is less burdened than from
other game systems, nor must feel the need to hide rolls from the players, gaining more
flexibility and freedom to referee and continue the flow of the action. Thus, making each
adventure exciting and unexpected.
The game has no real end; when one adventure wraps up, another one can begin, creating an
ongoing story called a campaign. Many people who play the game keep their campaigns going
for months or years, meeting with their friends every week or so to pick up the story where they
left off. The characters grow in might as the campaign continues. Each monster defeated, each
adventure completed, and each relic recovered not only adds to the continuing story but also
earns the adventure new capabilities. This increase in power is reflected by where a character’s
chooses to expend its experience points earned from each challenge.
There’s no winning and losing in Mass Effect —at least, not the way those terms are usually
understood. Together, the game master and the players create an exciting story of bold
adventurers who confront deadly perils. Sometimes an adventurer might come to a grisly end,
torn apart by ferocious rachni or done in by a nefarious Cerberus assassin. Even so, the other
adventurers can search for breaking-edge medical experiments to revive (or clone!) their fallen
comrade, or the player might choose to create a new character to carry on. The group might fail
to complete an adventure successfully, but if everyone had a good time and created a memorable
story, they all win.
Not In A Time Long Ago Or In A Galaxy Far Far And Away
Mass Effect, before any expansion updates, is right here in the Milky Way. Not set in a distant
path but in a future with biotics, advanced tech, brave soldiers and fantastic aliens. The Milky
Way of the future has been settled by sentient beings for millennia and numerous clusters, star
systems, and planets have been charted and explored. It's also home to a variety of sentient alien
species, all with their own culture, planets, and colonies, making up a vast galactic community. If
you aren't familiar with the first Mass Effect video games, you can read about major events and
lore at https://masseffect.fandom.com/wiki/Timeline can get you quickly up to speed on the
events of the galaxy.
How to Play
This manual uses Symbaroum as its core rule set. If you have never played Symbaroum, I
recommend that you familiarize yourself with the basic rules first. Most of those rules are
replicated and referenced later in the rules of Mass Effect.
The play of Symbaroum (and by extension, Mass Effect) unfolds according to this basic pattern.
1. The game master describes the environment.
The game master tells the players where their adventurers are and what’s around them, detailing
the basic scope of options that present themselves (how many airlocks lead out of a space station,
what’s on a table, who’s in the nightclub, and so on).
2. The players describe what they want to do.
Sometimes one player speaks for the whole party, saying, “We’ll take the east door,” for
example. Other times, different adventurers do different things: one adventurer might search a
lock box while a second examines an esoteric symbol spray-painted on a wall and a third keeps a
lookout for thugs. The players don’t need to take turns, but the game master listens to every
player and decides how to resolve those actions.
Sometimes, resolving a task is easy. If an operative wants to walk across a room and open a
door, the game master might just say that the door simply slides open with a “swoosh” and
describes what lies beyond. But the door might be locked, the floor might hide a tripwire, or
some other circumstance might make it challenging for an adventurer to complete a task. In those
cases, the game master decides what happens, often requesting a roll of a die from the player of
the character attempting an action in order to determine the results of such an action.
3. The game master narrates the results of the adventurer’s actions.
Describing the results often leads to another decision point, which brings the flow of the game
right back to step 1.
This pattern holds, whether the adventurers are cautiously exploring a derelict ship, talking to a
devious politician, or locked in a firefight against a squad of batarian extremists. In certain
situations, particularly combat, the action is more structured, requiring the players and the game
master on behalf of the non-player characters involved to take turns choosing and resolving
actions. But most of the time, play is fluid and flexible, adapting to the circumstances of the
adventure.
Often the action of an adventure takes place in the imagination of the players and game master,
relying solely on the game master’s verbal descriptions to set the scene. Some game mastes like
to use music, art, or recorded sound effects to help set the mood, and many players and game
masters alike adopt different voices for the various operatives, aliens, and other characters they
play in the game. Most often, a game master will lay out a map and use tokens or miniature
figures to represent each creature involved in a scene to help the players keep track of where
everyone is.
The game uses polyhedral dice with different numbers of sides. You can find dice like these in
game stores and in many bookstores.
In these rules, the different dice are referred to by the letter d followed by the number of sides:
d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many
games use).
Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by
rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll)
gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the
number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20,
and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of
70 and 1 is 71, and 00 and 0 is 100.
When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as
what modifiers to add. For example, “3d8 + 5” means you roll three eight-sided dice, add them
together, and add 5 to the total.
The same d notation appears in the expressions “1d3” and “1d2.” To simulate the roll of 1d3, roll
a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and
assign a 1 or 2 to the roll depending on whether it was odd or even.
Does an adventurer’s Scimitar shotgun blast hurt a Reaper Brute or just bounce off its iron-hard
skin? Will the asari believe an outrageous bluff? Can a character swim across a raging river? Can
a character avoid the blast of a fragmentation grenade, or does he or she take full damage from
the explosion? In cases where the outcome of an action is uncertain, the game relies on rolls of a
20-sided die, a d20, to determine success or failure.
Every character and monster in the game has capabilities defined by eight Attribute scores. The
Attributes are Accurate, Cunning, Discrete, Persuasive, Quick, Resolute, Strong, and Vigilant.
The Attributes typically range from 5 to 18. The Attributes determine the starting point for some
derived character statistics. Non-player characters and species might have even lower or higher
Attributes and derived statistics from the player characters. The Attributes scores, and the
derived statistics from them, are the basis for almost every d20 roll that a player makes on behalf
of a character or against a character.
Attribute tests, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the
core of the rules of the game. All three follow these simple steps.
1. Roll the die and add or subtract a modifier depending upon the difficulty or the Attribute
tested against.
2. Apply circumstantial bonuses and penalties.
An Ability, the range involved, cover taken by an opponent, the reluctance of an individual to
help, a particular circumstance, etc., or some other effect might give a bonus or penalty to the
check.
3. Compare the total to a target number.
If the total equals or is inferior to the target number, the Attribute test, the attack roll, or the
saving throw is a success. Otherwise, it’s a failure. The game master is usually the one who
determines target numbers, or the opposing Attribute used in that instance, which influences the
player’s Attribute tests, attack rolls, and saving throws to determine the target number which
would succeed or fail.
This simple procedure governs the resolution of most tasks in Mass Effect. 
Specific Beats General. If a specific Ability, weapon, vehicular, or Species Attribute contradicts
the general rules, the specific rule wins.
Round Down
There’s one more general rule you need to know at the outset. Whenever you divide a number in
the game, round down if you end up with a fraction, even if the fraction is one-half or greater.
Except for Armor damage, the game master may wish to parcel out the damage into 4 pie
sections to accurately reflect all damage an individual has taken to its Armor.
Character Creation

1
Begin with a concept.
Consult with the game master to help bring this character to life in the game.

2
Choose a species from available in the next chapter.

3
Distribute 80 points amongst the 8 Attributes.
Only one Attribute assigned as high as 15 and only one as low as 5.

4
Choose from the 6 Mass Effect Archetypes

5 Select either 5 novice Abilities or 1 Adept Ability and


2 Novice Abilities.

Obtain starting gear,


6

Grab dice, pencils, your prepared character sheet, you are


ready to play.
Species

ASARI
Long lived, mono-gender species of great influence amongst the Citadel species, being
one of the 2 founding species. Asari characters begin with the traits Privileged and Eternity
Embrace. The Asari character starts with 2000 credits besides starting equipment to match the
chosen archetype.
Privileged: The character belongs to a species of high social standing amongst the races of the
Milky Way, and is given advantages that others cannot have or must pay or trade for to obtain.
The character gets a second chance to succeed when taking on social challenges amongst Citadel
species, nordoes it have to roll dice unless it strives to accomplish something which is
questionable or that may be next to impossible to achieve.
Enternity Embrace: Once per scene with a willing participant may share memories and cells, as
well as reproduce through the coupling.

A more detailed briefing can be found at: https://masseffect.fandom.com/wiki/Asari


BATARIAN
Highly antagonistic four-eyed species. Batarian characters begin with the traits Pariah
and Four Independent Eyes. The Batarian character starts with 100 credits besides starting
equipment to match the chosen archetype. Biotic Batarians may only choose Sentinel archetype.
Pariah: The Batarian species is ill-reputed amongst the Citadel species, and is more or less
hampered, if not openly discriminated against. Batarians tend to stand together against the galaxy
and provide aid and support for those braving the galaxy at large. When taking on a social
challenge, the player must roll twice and pick the worst result to decide the outcome of the test.
On the other hand, the character is awarded a second chance to succeed while interacting with
other Batarians, in which case it must only roll dice when it strives to accomplish something
which is questionable or next to impossible to achieve.
Four Independent Eyes, Batarian: Use as a Reaction. May reroll a failed vigilant test when
attempting a search or when closely scrutinizing a target creature.

A more detailed briefing can be found at: https://masseffect.fandom.com/wiki/Batarian


DRELL
Short lived, reptilian species, of minor influence amongst the Citadel species. Drell are
loyal to the Hanar guardians which rescued a sizeable portion of the Drell from its dying
homeworld. Drell characters begin with the traits Desert Born, Eidetic Memory and Survival
Instinct, for which it must choose as one of its starting Abilities at either Novice or Adept level.
The Drell character starts with 1000 credits besides starting equipment to match the chosen
archetype.
Desert Born: The character can survive on meager resources and is used to finding food and
shelter on desert planets or planetoids. With a successful Vigilant test, the character can find
enough food and water to feed itself while being on the move on a desert planet. If the character
is part of a small group (up to five individuals), food and water can be found for them as well,
but that will take much more time. The group cannot be on the move during that time.
Survival Instinct: The character belongs to a species with a powerful will to live.
Novice. Free Action. The character may perform one extra Movement Action once per scene.
Adept. Passive. The character’s Toughness is treated as 2 points higher.
Master. Free Action. Once per scene the character may sacrifice a Movement Action to perform
an extra Standard Action.
Eidetic Memory: The character can enter a trance with a successful Resolute test to choose to
relive a moment with perfect clarity.
A more detailed briefing can be found at: https://masseffect.fandom.com/wiki/Drell
ELCOR
Long lived, mammalian species of thick hide and large stature. Elcor are of minor
influence with Citadel species. Elcor communicate through olfactory senses which does not
translate with non-Elcor, slowing communication. Elcor characters begin with the traits Shoulder
Mounts and Robust, for which it must choose as one of its starting Abilities at either Novice or
Adept level. An Elcor character starts with 1000 credits besides starting equipment to match the
chosen archetype
Shoulder Mounts: Support weapons owned by an Elcor, vehicular weapons it has access to, or
personally equipped weapons which are fired through shoulder mounts, are all guided by the
Elcor’s intellect, therefore its personal ranged weapons are made through Cunning instead of
Accurate.
Robust: The character belongs to a species with enormous growth potential.
Novice Trait. Passive. The character may only wear light armor, which costs double due to its
size, but the character is treated as having 2 points of Natural Armor, which is reduced after
armor.
Adept Trait: Passive. The character may only wear light armor, which costs double due to its
size, but the character is treated as having 3 points of Natural Armor, which is reduced after
armor. Additionally, its melee attacks deal 1D6 extra damage.
Master Trait: Passive. The character may only wear light armor, which costs double due to its
size, but the character is treated as having 4 points of Natural Armor, which is reduced after
armor. Additionally, its melee attacks deal 1D8 extra damage.
A more detailed briefing can be found at: https://masseffect.fandom.com/wiki/Elcor

GETH
A playable Geth character is a mobile independent synthetic platform aware of the
presence of the “old machines” that is searching for its place and proof of consciousness amongst
a galaxy currently dominated by organics. A Geth character is trying to reach consensus amongst
its many programs and is apathetic towards organics and other types of synthetic species,
including Geth “heretics”, as its goals are of primary concern. A Geth character has the traits
Synthetic and Pariah. A Geth may only chose from the Soldier, Engineer or Infiltrator
archetypes. Geth characters may only begin with starting equipment to match the chosen
archetype. Geth characters may not earn or spend credits, the only currency they understand is an
exchange of services or a common effort toward an end. The Geth do evolve nor do they have a
stress threshold, unless they achieve their desire of consciousness. Repairs to Geth personal
Armor is treated as mech Armor.
Synthetic: Immune to poisons and disease, does not age, nor does it need food, drink or rest. A
Geth character may not use Biotic Abilities.
Pariah, collective: The Geth efforts are hampered in the Milky Way, as well as openly
discriminated against. When taking on a social challenge amongst any of the other Citadel
species, the player must roll twice and pick the worst result to decide the outcome of the test.
Although, while interacting with other Geth, the player automatically succeeds on any social
challenge, except in cases when it strives to accomplish something that must be decided upon by
a majority of the Geth species, in that case only one normal roll is required. Should the endeavor
put the Geth species viability at risk, the player must roll twice and pick the worst result to
decide the outcome of the test.
The only known case of a mobile Geth platform is: https://masseffect.fandom.com/wiki/Legion
HANAR
The Hanar are a species of intellect invertebrates with long draping tentacles that float on
Contra-Gravitic packs. The Hanar possess minor influence in Citadel Space. Hanar are kindly
and polite by nature and their form of bioluminescence communication must be transmitted
through devices when conversing with non-Hanar species. A Hanar character has the trait
Contra-Gravitic Packs. Most Hanar also have the Natural Weapon (tentacles) trait as well, which
costs as an Ability. A Hanar may only chose from the Soldier, Engineer or Infiltrator archetypes.
A Hanar character starts with 1000 credits besides starting equipment to match the chosen
archetype.
Contra-Gravitic Packs: Ranged weapon attacks are made using Vigilant instead of Accurate.
Natural Weapon (tentacles): Hanar have tentacles of length of up to 2 meters.
Novice Trait. Passive. The character’s melee damage is 1D6 instead of the normal 1D4.
Adept Trait. Passive. The character’s melee damage is improved to 1D8 and has reach.
Master Trait. Passive. The character’s melee damage is improved to 1D10 and has reach.

There is no known case of an adventurous Hanar, except on a fictious spy vid series:
https://masseffect.fandom.com/wiki/Blasto
HUMAN
Humans are a species of bipedal mammals of medium build. Humans are the newest
species to rise to importance in Citadel Space, and not for any one grand achievement, but due to
the impressive number of forces they can commit to Citadel endeavors. A Human character has
the traits Privileged or Contacts. Human characters start with 2000 credits besides starting
equipment to match the chosen archetype.
Privileged: Due to Humanity’s large influence amongst Citadel species, they have advantages
that other species cannot have or must pay for in trade of currency or in effort. The character gets
a second chance to succeed when taking on social challenges within Citadel Space, nor does it
have to roll dice unless it strives to accomplish something which is questionable or that may be
next to impossible to achieve.
Contacts: The character has served in an organization or traveled far and wide and has therefore
spun a wide web of contacts. With a successful roll against Persuasive, the character can call to
mind a contact that should be able to help with a specific question or in a precarious situation.
The contact may not be available directly – that depends upon who is included in the web of
contacts. Examples of suitable factions are: Systems Alliance, Cerberus, Shadow Brokers, Blue
Suns, Ecilpse, as well as various corporations of innumerable commodities from ores to
entertainment.
A more detailed briefing can be found at: https://masseffect.fandom.com/wiki/Human
KROGAN
Krogan are a species of bipedal reptiles of sturdy, but aggressive build. Originally a war-
like species with an incredibly high birth rate, but after measures by the Citadel Council due to
their constant war-fueled expansion, they have been reduced to a fatalistic society on the verge of
self-annihilation with an unsustainable low birth rate. A Krogan character has the trait Pariah and
may choose Survival Instinct, Berserker and/or Recovery, which each cost as an Ability. A
Krogan character may only choose Soldier or Vanguard archetype and starts with 100 credits
besides starting equipment to match the chosen archetype.
Pariah: The Krogan efforts are hampered in the Milky Way, if not openly discriminated against.
When taking on a social challenge amongst any of the other Citadel species, the player must roll
twice and pick the worst result to decide the outcome of the test. On the other hand, the
character is awarded a second chance to succeed while interacting with other Krogan, in which
case it only has to roll the dice when it strives to accomplish something which is questionable or
next to impossible to achieve.
Berserker, Krogan: Krogan can quickly burst into a frenzy to conquer their foes.
Novice Trait. Free Action. The character may enter into a murderous frenzy dealing an extra D6
damage when fighting in melee combat. After subduing its enemies, character must succeed on a
very hard (-5) Vigilant test to end the Berserker rage, or else continue to fight 1D4 rounds
attacking the closest creature, often mistaken allies for enemies. At the beginning of each
extended round, the character may again attempt a very hard (-5) Vigilant test to end the
Berserker rage immediately.
Adept Trait. Passive. The rage is like armor to the character, enabling the character to ignore 1D4
Toughness damage once per round for the duration of the scene.
Master Trait. Passive. The character may freely exit the Berserker rage at any time.
Recovery, Krogan: Krogan recover from Toughness damage faster than most others.
Novice Trait. Standard Action. This Ability is only available to Krogan and Vorcha characters at
creation. With a successful Resolute test, the character regains 1D4 Toughness. Multiple
attempts may be tried, but only one successful Toughness recovery once per day.
Adept Trait. Standard Action. The character may now recover 1D6 Toughness with a successful
Resolute test.
Master Trait. Standard Action. The character may now recover 1D8 Toughness with a successful
Resolute Test.

Survival Instinct: Krogan seem born to war and revel in it.


Novice Trait. The character may perform one extra Movement Action per scene.
Adept Trait. The character has 2 extra points in Toughness.
Master Trait. The character may sacrifice a Movement Action once per scene to perform an extra
Standard Action.
A more detailed briefing can be found at: https://masseffect.fandom.com/wiki/Krogan
PROTHEAN
Protheans are a species of bipedal insectoids of medium build. 50,000 years ago, they
were the masters of the galaxy, and any that remain still hold that belief. Their legacy to the
galaxy was in uplifting the other species, but they did not do so for altruistic reasons, but to
demand aid in their war of survival. The last surviving Protheans are the best that could be saved
from their civilization and are such a rarity as to be closely followed, if not examined by the
other species. A Prothean character has the Four Independent Eyes and Pschometry traits. A
Prothean starts only with starting equipment to match the chosen archetype.
Four Independent Eyes, Prothean: Reaction. May re-roll a failed Vigilant test when attempting
a search or when attempting to spot cloaked enemies within 20 squares.
Psychometry: Once per scene the character may spend one minute touching a stationary object
or creature to discern from them, the last creature to hold the item no matter how long it has been
or to see through the eyes of the last 24 hours of the touched creature.
The only known example of a Prothean rescued from a stasis pod:
https://masseffect.fandom.com/wiki/Javik
QUARIAN
Quarians are a species of medium build bipedal mammals of minor influence in Citadel
Space. Their life revolves around the Migrant Fleet. Quarians are a dextro-protein species of
reverse chirality with little exposure to a carnivorous diet that must live in a sealed environment
suit. A Quarian character has the trait Contacts and may choose Tech-Master, which costs as an
Ability. A Quarian may only chose from the Soldier, Engineer or Infiltrator archetypes. Quarian
characters start with 500 credits besides starting equipment to match the chosen archetype.
Contacts: The character has served in an organization or traveled far and wide, and has therefore
spun a wide web of contacts. With a successful roll against Persuasive, the character can call to
mind a contact that should be able to help with a specific question or in a precarious situation.
The contact may not be available directly – that depends upon who is included in the web of
contacts. Examples of suitable factions are: Migrant Fleet Navy or Marines, Shadow Brokers,
Citadel Wards, as well as various corporations of innumerable commodities from ores to
entertainment.
Tech-Master, Quarian: The character has extensive experience in the designs and workings of
technical equipment of one specific type: armor, weaponry, or propulsion, specifically for
personal, land vehicles, space vehicles or mech usage. Only available to Quarians without a prior
mastery.
Novice Trait. Passive. Crafting a whole day, the character may improve an item’s Attribute of the
specific type chosen. An item may only receive one improvement from the novice Tech Master.
Adept Trait. Passive. Crafting a whole day, the character may remove a disadvantage from an
item that belongs to the technology type the character has mastered. An item may only receive
one disadvantage removal (redesign) from the novice Tech Master.
Master Trait. Passive. Once per day spent crafting, the character may recreate an advantageous
technological Attribute and apply it to a different item of the same type and category. An item
may only receive one advantageous Attribute swap from the novice Tech Master.
A more detailed briefing can be found at: https://masseffect.fandom.com/wiki/Quarian

SALARIAN
Salarians are a species of medium build amphibious bipeds of major influence in Citadel
Space, being 1 of the 2 founding species. Salarians are avid researchers and have a very high
metabolism which only requires 1 hour of sleep each night. A Salarian may only chose from the
Soldier, Engineer or Infiltrator archetypes. A Salarian character has the trait Privileged and must
choose 1 from these: Species Lore, Chemist, Medic, Poisoner, Researcher, or Tactician, which
each cost as an Ability. Salarian characters start with 2000 credits besides starting equipment to
match the chosen archetype.
Privileged: Due to the large influence amongst Citadel species, they have advantages that other
species cannot have or must pay for in trade of currency or in effort. The character gets a second
chance to succeed when taking on social challenges within Citadel Space, nor does it have to roll
dice unless it strives to accomplish something which is questionable or that may be next to
impossible to achieve.
Chemist: The character is schooled in the chemical field.
Novice Trait. Passive. During a separate scene, once per day, with materials available, the
character can create 1D4 units, uses or doses of common drugs, concoctions or mixtures or one
use or dosage of an uncommon drug, concoction or mixture.
Adept Trait. Passive. The character’s crafting is improved to 1D8 units, uses or doses of a
common drug, concoction or mixture, or can craft 1D4 uncommon, or just 1 rare.
Master Trait. Passive. The character’s crafting is improved to 2D6 units, uses or doses of a
common drug, concoction or mixture, or can craft 1D8 uncommon, or can craft 1D4 rare, or can
craft just 1 unit, use or dose of an ultra-rare drug, concoction or mixture.
Medic: The character is schooled in healing and surgery.
Novice Trait. Passive. With a successful Cunning test, the character can utilize the time of a
scene to heal 1D4 Toughess of a patient or heal 1D6+1 to a patient when using Omni-gel. This
healing may only be used successfully once per patient per day. This is in addition to the 1D4
healing of Toughness applied through the combat suit.
Adept Trait. Passive. The healing is improved to 1D6 Toughness without Omni-gel and D8+2
when using Omni-gel to assist.
Master Trait. Passive. The healing is improved to 1D8 Toughness without Omni-gel and D10+3
when using Omni-gel to assist.
Poisoner: The character can cause the Omni-blade or other devices to emit poisons.
Novice Trait. Free Action. The character can cause one dose to be emitted, which lasts for only
one use and must be refilled before it can be used again. In the case of an Omni-blade, it must
inflict damage upon a target’s Toughness before the poison can affect the target. A successful
Cunning test is needed for the poison to take effect. The damage suffered and the duration is
determined by the strength of the poison (Butanediamine, Cerberus Turian poison, Drell
subcutaneous oils, Element zero, Final Jest, Fusion containment cell, Genophage, Hydrogen
chloride, Kvastyr, Mother's Milk, Pauper's Pleasure, Pentamethylenediamine, Polonium,
Ruthenium dichloride, Sulfur, Thoros-B).
Adept Trait. Free Action. All attacks through the device being employed are considered
poisonous until the end of the scene.
Master Trait. Free Action. The poison is considered one strength higher for effect. Weak counts
as moderate, moderate counts as strong, strong doses have advantage (+2 to take effect and +1D4
damage).
Researcher: The character is highly educated and well versed in the ways of the galaxy.
Novice Trait. Full Round Action. With a successful Cunning test, the character can correctly
surmise the species involved, the approximate time frame and the primary purpose of an item or
a communication found and decoded no matter the age of the item, as long as it is mostly intact.
Adept Trait. Full Round Action. At this level, with a successful Cunning test, the character can
also utilize the item or the communication system for the duration of the scene.
Master Trait. Full Round Action. At this level, with a successful Cunning test, the character can
find or utilize one less obvious or hidden purpose of an item or a communication system for the
duration of the scene. The primary purpose may be studied enough to recreate.
Species Lore: The character is very familiar with the inhabitants of the galaxy.
Novice Trait. Movement Action. The character with a successful Vigilant test, can identify the
tracks of the creatures that inhabit the galaxy, and use that information to draw conclusions
regarding the size and general behavior of the creature from its tracks – is it hunting, on the run
or just passing through? Upon sighting the creature, the character may freely ask the game
master to describe the sighted creature and its statistics to the character with a successful
Cunning test.
Adept Trait. Free Action. The character may choose one creature subtype (beasts, organic sapient
species, synthetic sapient species, or ancient species), which grants and additional D4 damage on
each damage roll of the chosen subtype. This extra damage applies as well to the characters
allies, if they have been instructed in how to best combat the creatures as well.
Master Trait. Free Action. The character and its trained allies now deal an extra 1D6 damage to
the chosen subtype on each damage roll.

Tactician: The character uses maneuvers instead of sheer power to win a skirmish.
Novice Trait. Passive. The character may use Cunning instead of Quick to determine its
Initiative.
Adept Trait. Passive. The character may use Cunning instead of Quick to determine its Defense.
Master Trait. Passive. The character may use Cunning instead of Accurate when attacking with
anything except personal support weapons or vehicular weaponry (land, space or mech).

A more detailed briefing can be found at: https://masseffect.fandom.com/wiki/Salarian


TURIAN
Turians are a species of medium build avian bipeds with a metallic carapace of major
influence in Citadel Space, being the third member of the Citadel Council. The metallic
carapace enables the Turians to resist diseases due to radiation. Turians are a dextro-protein
species of reverse chirality, thus not able to eat the same food as any of the other species, except
those of Quarian preparation. A Turian character has the Privileged trait and most also have the
trait Surival Instinct, which costs as an Ability. Turian characters may only choose from the
Soldier, Engineer or Infiltrator archetypes. Turian characters start with 2000 credits besides
starting equipment to match the chosen archetype.
Privileged: Due to the large influence amongst Citadel species, they have advantages that other
species cannot have or must pay for in trade of currency or in effort. The character gets a second
chance to succeed when taking on social challenges within Citadel Space, nor does it have to roll
dice unless it strives to accomplish something which is questionable or that may be next to
impossible to achieve.
Survival Instinct: Turians are hardy, rigid and not forgiving.
Novice Trait. Passive. The character may perform one extra Movement Action per scene.
Adept Trait. Passive. The character has 2 extra points in Toughness.
Master Trait. Passive. The character may sacrifice a Movement Action once per scene to
perform an extra Standard Action.
A more detailed briefing can be found at: https://masseffect.fandom.com/wiki/Turian
VOLUS
The Volus are a short species of mammalian bipeds from an ammonia-based high gravity
world, of minor influence in Citadel Space, being a client of the Turian species. Volus require an
environmental suit to survive in oxygen and in less than high gravity planets. A Volus character
has the Swindler trait and most also have the trait Tactician Instinct, which costs as an Ability.
Volus characters may choose any archetype except Sentinel. Volus characters start with 1000
credits besides starting equipment to match the chosen archetype.
Swindler: The character can swindle its way through the Milky Way. With a successful Cunning
test, the character can find an opportunity for one brief personal endeavor through the Extranet
before arriving at the destination, or while in route. If the character is part of a small group (up to
five individuals), a larger operation can be found for them as well, but that will take time, the
group cannot be on the move during that time and must check in personally to the sponsor.
Tactician: The character uses maneuvers instead of sheer power to win a skirmish.
Novice Trait. Passive. The character may use Cunning instead of Quick to determine its
Initiative.
Adept Trait. Passive. The character may use Cunning instead of Quick to determine its Defense.
Master Trait. Passive. The character may use Cunning instead of Accurate when attacking with
anything except personal support weapons or vehicular weaponry (land, space or mech).

A more detailed briefing can be found at: https://masseffect.fandom.com/wiki/Volus


VORCHA
The Vorcha are a short-lived species of mammalian bipeds which have non-
differentiated cells resistant to evolution and disease, with the ability to recover from wounds. A
Vorcha character has the traits Short Lived and Pariah, and most also have the Recover Trait,
which costs as an Ability. Vorcha characters may not choose the Adept or the Vanguard
archetype. Vorcha characters start with 100 credits besides starting equipment to match the
chosen archetype.
Short-lived: The character’s life is short, even under favorable conditions. All Vorcha reach
adulthood in 5 years, but ages so fast it might never see the age of 20. On the other hand, its
anatomy adapts quickly to its new surroundings. Vorcha do not evolve.
Pariah: The Vorcha efforts are hampered in the Milky Way, if not openly discriminated against.
When taking on a social challenge amongst any of the other Citadel species, the player must roll
twice and pick the worst result to decide the outcome of the test. On the other hand, the character
is awarded a second chance to succeed while interacting with other Vorcha, in which case it only
has to roll the dice when it strives to accomplish something which is questionable or next to
impossible to achieve.
Recovery, Vorcha: Vorcha recover from Toughness damage faster than most others.
Novice Trait. Standard Action. This Ability is only available to Krogan and Vorcha characters at
creation. With a successful Resolute test, the character regains 1D4 Toughness. Multiple
attempts may be tried, but only one successful Toughness recovery once per day.
Adept Trait. Standard Action. The character may now recover 1D6 Toughness with a successful
Resolute test.
Master Trait. Standard Action. The character may now recover 1D8 Toughness with a successful
Resolute Test.
A more detailed briefing can be found at: https://masseffect.fandom.com/wiki/Vorcha
Attributes

ACCURATE
A character’s hand-eye coordination, precision and timing are all represented by Accurate. This
Attribute is for instance used to hit an intended target with punches, strikes, throws or from firing
a ranged personal weapon. Accurate is in most cases opposed by an enemy’s Quick.

CUNNING
The Cunning Attribute represents a character’s wit and knowledge, its common sense as well as
actual schooling and education. You usually test Cunning when trying to remember facts, when
solving a logical problem or puzzle, or when doing research in a library. Cunning is usually
tested against a specific level of Difficulty, decided upon by the game master.

DISCREET
A player character’s value in Discreet mirrors its aptitude for and training in being silent, agile
and, well, discreet. This Attribute can be used to avoid being detected, to hide or smuggle
something, to shadow someone or to steal something out of a person's pocket. Discreet is often
opposed by an enemy’s Vigilant

PERSUASIVE
Persuasive reflects how well a player character can influence others by use of words, voice, body
language and looks. The Attribute is often used when trying to persuade another to do (or refrain
from doing) something, either verbally, in writing or by song. Persuasive is usually opposed by
an enemy’s Resolute.

QUICK
Quick represents a character’s reflexes, balance, nimbleness and how fleet-footed it is. Quick
determines the order of initiative in combat and is used actively when jumping, avoiding harm,
and performing similar acrobatic maneuvers. Quick is often opposed by an enemy’s Accurate.
RESOLUTE
Resolute represents a character’s resistance to influence, whether it is social pressure, mind-
bending biotics or indoctrination. The Attribute is often opposed by either an enemy’s Resolute
or Persuasive. Note that having a very low value in this Attribute is inadvisable, because of the
risk of indoctrination or being outmaneuvered by biotics.

STRONG
Strong mirrors a characer’s capacity to use its physical strength in order to, for instance, lift
something heavy or push something out of the way. It also covers the capacity to withstand
physical damage and to resist poisons and diseases outside of normal biological resistances.
Strong is usually modified by a level of Difficulty, sometimes by an enemy’s Strong.

VIGILANT
Vigilant represents a character’s general awareness, this attunement of its senses and its ability to
detect the details of its surroundings. Vigilant is often opposed by an enemy’s Discreet.

SECONDARY ATTRIBUTES
 Toughness = Strong (though never below 10 at character creation)
 Force (Knockback) Threshold = Strong/2 (rounded up)
 Defense = [Quick – Armor’s Impeding value]
 Dark Energy Threshold = Resolute/2 (rounded up)
 Stress Threshold = Resolute
Archetypes

SOLDIER
May begin with Adrenaline Rush Combat Ability and/or Disruptor Ammo Ability, and may
choose from Universal Abilites at character creation when selecting the 5 Novice Abilities or the
1 Adept Ability and 2 Novice Abilities, notwithstanding any species Ability cost. Later, the
character may invest in other Ammo, Combat, Grenade, or Universal Abilities. When investing
in Abilities available at character generation or the Concussive Shot Combat, Cryo Ammo or
Incendiary Ammo Abilties, the Soldier has a discounted experience point cost. Soldiers are
proficient with all personal weapons, except sub-machine guns. Soldiers do not have increasing
levels of Difficulty to resist indoctrination. Soldiers begin with 3 extra points in Toughness.
Soldiers may begin with 2 starter weapons, a choice of light, medium, or heavy armor, and basic
biotic shields. Soldiers also begin with a basic Omni-tool outfitted with a projectible Omni-
blade.

ENGINEER
May begin with Combat Drone Tech Ability and/or Overload Tech Ability, and may choose
from Universal Abilities at character creation when selecting the 5 Novice Abilities or the 1
Adept Ability and 2 Novice Abilities, notwithstanding any species Ability cost. Later, the
character may invest in other Grenade, Tech or Universal Abilities. When investing in Abilities
available at character generation or the AI Hacking, Cryo Blast or Incinerate Tech Abilities, the
Engineer has a discounted experience point cost. Engineers are proficient with heavy pistols,
sub-machine guns and personal support weapons. Engineers do not have increasing levels of
Difficulty to resist indoctrination. Engineers may begin with 2 starter weapons, a choice of light,
medium armor or heavy armor and basic biotic shields, all with extra 2 defense value. Engineers
also begin with a Mil-Spec Omni-tool, which in the hands of a trained user can upgrade, redesign
and modify military items.

INFILTRATOR
May begin with Disruptor Ammo Ability and/or Tactical Cloak Tech Ability, and may choose
from Universal Abilities at character creation when selecting the 5 Novice Abilities or the 1
Adept Ability and 2 Novice Abilities, notwithstanding any species Ability cost. Later, the
character may invest in other Ammo, Grenade, Stealth, Tech or Universal Abilities. When
investing in Abilities available at character generation or AI Hacking Tech, Cryo Ammo or
Incinerate Tech Abilities, the Engineer has a discounted experience point cost. Infiltrators are
proficient with heavy pistols, sniper rifles, sub-machine guns and personal support weapons.
Infiltrators do not have increasing levels of Difficulty to resist indoctrination. Infiltrators may
begin with 2 starter weapons, a choice of light, or medium armor and basic biotic shields.
Infiltrators also begin with a Mil-spec Omni-tool, which in the hands of a trained user can
upgrade, redesign and modify military items..

ADEPT
May begin with Warp and/or Singularity Biotic Abilities, and may choose from Universal
Abilities at character creation when selecting the 5 Novice Abilities or the 1 Adept Ability and 2
Novice Abilities, notwithstanding any species Ability cost. Later, the character may invest in
other Biotic, Grenade or Universal Abilities. When investing in Abilities available at character
generation or the Pull, Shockwave, or Throw Biotic Abilities, the Adept has a discounted
experience point cost. Adepts are proficient with heavy pistols, sub-machine guns and personal
support weapons. Adepts do have increasing levels of Difficulty to resist indoctrination, but is
mitigated by its Dark Energy threshold. Acquiring any novice Biotic trait results in a permanent
point of progress towards evolution. Adepts may begin with 2 starter weapons, a choice of light,
or medium armor and improved biotic shields. Adepts also begin with a basic Omni-tool.

VANGUARD
May begin with Charge Biotic and/or Incendiary Ammo Abilities, and may choose from
Universal Abilities at character creation when selecting the 5 Novice Abilities or the 1 Adept
Ability and 2 Novice Abilities, notwithstanding any species Ability cost. Later, the character
may invest in other Ammo, Biotic, Grenade or Universal Abilities. When investing in Abilities
available at character generation or the Cryo Ammo, Nova, Pull, or Shockwave Biotic Abilities,
the Vanguard has a discounted experience point cost. Vanguards are proficient with shotguns,
heavy pistols, sub-machine guns and personal support weapons. Vanguards do have increasing
levels of Difficulty to resist indoctrination, but is mitigated by its Dark Energy threshold.
Acquiring any novice Biotic trait results in a permanent point of progress towards evolution.
Vanguards may begin with 2 starter weapons, a choice of light, or medium armor and improved
biotic shields. Vanguards also begin with a basic Omni-tool.

SENTINEL
May begin with Tech Armor and/or Throw Biotic Ability, and may choose from Universal
Abilities at character creation when selecting the 5 Novice Abilities or the 1 Adept Ability and 2
Novice Abilities, notwithstanding any species Ability cost. Later, the character may invest in
other Biotic, Grenade, Tech, or Universal Abilities. When investing in Abilities available at
character generation or the Biotic Warp, Cryo Blast or Overload Tech Abilities, the Adept has a
discounted experience point cost. Sentinels are proficient with heavy pistols, sub-machine guns
and personal support weapons. Sentinels do have increasing levels of Difficulty to resist
indoctrination, but is mitigated by its Dark Energy threshold. Acquiring any novice Biotic trait
results in a permanent point of progress towards evolution. Sentinels may begin with 2 starter
weapons, a choice of light, or medium armor and basic biotic shields. Sentinels also begin with a
Mil-Spec Omni-tool, which in the hands of a trained user can upgrade, redesign and modify
military items.
Character Name Species Class Unspent/ Spent XP Player Name

Accurate Cunning Discreet Persuasive Quick Resolute Strong Vigilant

Name: Name: Name:


Effect: Effect: Effect:

Type: N Type: N Type N


AM AM AM
Name: Name: Name:
Effect: Effect: Effect:

Type: N Type: N Type: N


AM AM AM
Name: Name: Name:
Effect: Effect: Effect:

Type: N Type: N Type: N


AM AM AM
Name: Name: Name:
Effect: Effect: Effect:
Type: N Type: N Type: N
AM AM AM
Weapons Qualities Damage

Defense Toughness Shields Armor


Force

Dark Energy Threshold *Evolution*

Stress SF SF SF -1 -1 -1 -2 -2 -2 -3 -3 -3 -4 -4 -5

Threshold
Abilities

*Intermediate Abilities may only be taken if a Class Ability is mastered, Advanced only if an Intermediate is mastered, except for Tech Master, a
prior Universal Crafting Ability must be previously mastered. Class Abilities are only available if specifically stated somewhere in the class
description.

Acrobatics, Universal:
Novice. Reaction. The character may roll against Quick to avoid free attacks from enemies in
melee combat, either when trying to slip past an enemy, rise from prone, crawling or kneeling,
when climbing ladders, or when attempting to withdraw from melee. Should the test fail, the
character must choose to commit to the action and suffer a free attack from the opponent, or
refrain from the action.
Adept. Free Action. If the character starts its turn prone, the character may attempt to stand up as
a free action by succeeding on a Quick test, in addition to avoiding any free attack. If the test
fails, the normal rules apply to rising from prone if the character still chooses to rise from the
ground.
Master. Free Action. Once per turn while in combat with more than one melee opponent, the
character may attempt to use one enemy as a shield and have that enemy suffer a hit instead of
the character. That opponent may not defend against the attack, but the master acrobat must
succeed on a Quick test for the enemy to take the hit.
Adrenaline Rush, Combat, Class:
Novice. Quick Action. The character gains an extra Movement Action for the round and all
attack or damage types each have advantage. Enemies frozen, or vulnerable due to stunned and
made prone take double damage. Ability can not be used next round.
Adept. Quick Action. Slow weapons gain a further +2 to hit, while other weapons gain +1 Rate
of Fire.
Master. Quick Action. In addition to the bonuses due to novice and adept tiers, ranged weapons
roll twice as many base damage dice. Ability can be used again next round, but it does not
convey an extra Movement Action.
AI Hacking, Tech, Intermediate:
Novice. Standard Action. Any synthetic in sight and within 80 meters (40 squares) can be fed a
wireless hack if its shields (and armor, if any) have been stripped and the character succeeds on a
Discreet Vigilant test. For one round it will not target the hacker or any of its allies, and the
target’s own allies will consider the hacked target as an enemy. Ability cannot be used next
round.
Adept. Standard. The hacked synthetic gains a 4 point shield for protection from its former allies.
In addition, the hacked synthetic has only one action during its turn which is directed by hacker.
Master. Standard. The hacked synthetic instead gains a 7 point shield for protection from its
former allies. In addition, the hacked synthetic has both a move and a standard action during its
turn which is directed by the master hacker.
Armor Piercing, Ammo, Advanced:
Novice. Quick Action. Lasts until the end of the scene or until the ammunition is changed.
Ranged weapon Damage inflicted upon a target’s Armor or Toughness is increased 1 point for
each 1D4 or 1D6 damage, 2 for each 1D8, 3 for each 1D10, and 4 for each 1D12. All damage
from this attack is considered Piercing and is not subject to the target’s armor reduction, if any.
Adept. Quick Action. The extra damage from Armor Piercing Ammo is improved to 2 points for
each 1D4 or 1D6, 3 points for each 1D8, 4 points for each 1D10, and 5 points for each 1D12.
Master. Quick Action. The extra damage from Armor Piercing Ammo is improved to 3 points
for each 1D6, 4 points for each 1D8, 5 points for each 1D10, and 6 points for each 1D12.
Armorer, Crafting, Universal (when taken must choose personal, mech, land or space
vehicles):
Novice. Varies. With a successful Cunning test and with readily available materials and tools, the
character can utilize a Full Round Action to jury rig for 1 step or can utilize a repair scene
without need of a Cunning test to repair 2 steps. For personal armor a step is 1 point, for mech
armor it is 1D4 and for the vehicular armor it is 1D6. Either repair may only be used successfully
upon an item once each day. The item must undergo a maintenance scene after every combat
scene to provide its protection value into the next combat scene. If the Armor took damage, it
must be completely repaired before it can be maintained. Three weeks are needed to craft a
personal Armor suit, six weeks for a mech Armor frame, and six months for a vehicular Armor
frame and the material cost is 25% higher by a lone novice armorer than if bought from a factory
store.
Adept. Varies. With a successful Cunning Test and with readily available materials and tools, the
character can utilize a Full Round Action to jury rig for 2 steps or can utilize a repair scene
without need of a Cunning test to repair 3 steps. Either repair may only be used successfully
upon an item once per day. An adept can maintain up to 5 items according to the specialty to
ensure their armor protection value into the next combat scene. If the Armor took damage it can
still be maintained at its current value. Used fully operable Armor is considered to have been
maintained by an adept armorer. Two weeks are needed to craft a personal Armor suit, four
weeks for a mech Armor frame, and three months for a vehicular Armor frame and the material
cost is 10% higher by a lone adept armorer than if bought from a factory store.
Master. Varies. With a successful Cunning Test and with readily available materials and tools,
the character can utilize a Full Round Action to jury rig for 3 steps or can utilize a repair scene
without need of a Cunning test to repair 4 steps. Either repair may only be used successfully
upon an item once per day. Items maintained by a master armor need only undergo a
maintenance scene after it has suffered damage in order to provide its current protection value
into the next combat scene. An additional 1 step may be freely patched during a maintenance
scene once per day. Brand new purchased Armor is considered to have been maintained by a
master armorer. One week is needed to craft a personal Armor suit, three weeks for a mech
Armor frame, and two months for a vehicular Armor frame and the material cost is 10% lower
by a lone novice armorer, than if bought from a factory store.
Backstab, Universal:
Novice. Reaction. One attack per turn made from an advantage deals an extra D4 damage in
addition to any damage already inflicted thanks to the advantage. The character may use Discreet
instead of Accurate when making attacks while at an advantage. Backstab may only be
performed once per turn, regardless of other circumstances.
Adept. Reaction. Backstab deals an extra D6 damage instead and inflicts the stagger condition
upon the target of the backstab until it forfeits its next quick action.
Master. Reaction. Backstab instead deals an extra D8 damage and inflicts the stagger condition
upon the target of the backstab until it forfeits its next quick action. In addition, the target may
not use the Recovery Trait or Ability until the end of the scene.
Barrier, Biotic, Advanced:
Novice. Quick Action. The protection from active undispersed shields is increased 2 points. The
bonus protection lasts until reduced by damage or the scene ends. The bonus does not regenerate.
If the bonus protection is removed due to damage taken, the character must wait two rounds
before using the Ability.
Adept. Quick Action. The non-regenerating bonus protection gained is improved to 4 points.
Master. Quick Action. The non-regenerating bonus protection gained is improved to 6 points.
Berserker, Universal:
Novice. Free Action. The character enters a murderous frenzy, dealing an extra D6 when
fighting in melee combat in this state. The character must succeed on a very hard (-5) Vigilant
test to choose to end the Berserker rage, otherwise the rage lasts another D4 rounds, with an
opportunity to retest Vigilant at very hard at the beginning of the extra rounds. While in rage, the
Berserker will target the next closest creature, be it enemy or friend after subduing its current
target.
Adept. Reaction. The rage is like armor to the berserker, it ignores 1D4 damage from each hit
that would damage Toughness while in rage.
Master. Reaction. Free Action. The character may now freely exit rage without needing to
succeed on a Vigilant test.
Charge, Biotic, Class:
Novice. Quick Action. The character with a successful Accuracy  Defense, warps toward a
creature within 20 squares, ignoring obstacles, to inflict 2D6 Force damage in addition to melee
damage. For all Biotic Charge mastery levels, an extra 2D6 Force damage is added if the target is
currently suffering effects of Pull, Singularity, or is frozen. If successful, the Ability cannot be
used again the next round.
Adept. Quick Action. Biotic Charge Force Effect is increased to 3D6. In addition, if the character
has an active undispersed shield, the shield gains 2 non-regenerating bonus protection points.
Master. Quick Action. Biotic Charge Force Effect is increased to 4D6. In addition, if the
character has an active undispersed shield, the shield gains 3 non-regenerating bonus protection
points.
Chemist, Universal: The character is schooled in the chemical field.
Novice. Passive. During a separate scene, once per day, with materials available, the character
can create 1D4 units, uses or doses of common drugs, concoctions or mixtures or one use or
dosage of an uncommon drug, concoction or mixture.
Adept. Passive. The character’s crafting is improved to 1D8 units, uses or doses of a common
drug, concoction or mixture, or can craft 1D4 uncommon, or just 1 rare.
Master. Passive. The character’s crafting is improved to 2D6 units, uses or doses of a common
drug, concoction or mixture, or can craft 1D8 uncommon, or can craft 1D4 rare, or can craft just
1 unit, use or dose of an ultra-rare drug, concoction or mixture.
Combat Drone, Class:
Novice. Quick Action. The character may summon one and only one combat drone into a visible
square up to 80 meters (40 squares) away. The drone will last for 2 full rounds before
dissipating, unless taken out by enemies. The drone has stats of: Accurate 14, Cunning 8,
Discreet 8, Persuasive 6, Quick 14, Resolute 9, Strong 5, Vigilant 10. If summoned into the
same square as the novice Engineer, the drone will fly up to 20 meters (10 squares) to the nearest
enemy target and attack. If summoned into a square with an enemy. it will attempt to attack that
enemy. The combat drone’s electrical attack may damage cause 1D6 damage to the shields of
enemies or damage to Toughness of unprotected (no armor or shields) synthetic targets. Any
target hit by the combat drone’s attack may be stunned with a successful Discreet Vigilance
test until it can forfeit its next quick action. After the drone dissipates, the character must wait
two rounds before using the Ability.
Adept. Quick Action. The damage to a target’s shields is upgraded to 1D6+1. The drone gains +2
Toughness. The drone may attack twice.
Master. Quick Action. The damage to a target’s shields is upgraded to 1D6+2. The drone gains
an additional +2 Toughness to a total of an extra 4 Toughness. The drone will last for 3 full
rounds before dissipating, unless taken out by enemies.
Concussive Shot, Combat, Intermediate:
Novice. Standard Action. Accuracy  Defense to hit the target with an equipped ranged weapon
for an extra +D4 damage as well as a Force Effect of D8+2. Damage to frozen targets is doubled.
If successful, the Ability cannot be used again next round.
Adept. Standard Action. The extra damage due to weaponry is increased to an extra D4+1 and
the Force Effect is increased to D8+D4+2.
Master. Standard Action. The extra damage due to weaponry is increased to an extra D4+2 and
the Force Effect is increased to 2D8+2.
Cryo Ammo, Class:
Novice: Standard Action. Ranged weapon attacks may also cause Freeze upon unprotected
targets. A successful Accuracy  Defense to freeze the targets. A frozen target will remain so,
until it forfeits its next Move Action. Frozen targets have a Discrete  Strong chance to shatter
upon taking damage while frozen and be utterly destroyed. Frozen targets eliminated by other
attacks while frozen will also shatter and be utterly destroyed. A shatter has an Accuracy 
Defense chance to damage other creatures or objects in its square and 1 square adjacent. Shatter
damage is equal to the base damage of the creature’s melee attacks and is considered Force
damage. The shatter rolls are made by any creature that causes damage to the target while it is
frozen. Frozen targets are considered slippery, their Force Threshold is reduced by 33%. Frozen
targets may not use the Recover Trait or Ability. Upon unfreezing, the target will immediately
fall prone taking 1D6 Force damage for each full 2 meters (1 square) it has fallen.
Adept: Standard Action. The chance to freeze is increased to Accuracy +1  Defense of the
target. The chance to shatter is increased to Discreet  Strong +4. Shattering targets damage to
creatures in its square or in 1 adjacent square is increased one die step. Frozen targets now
remain frozen until they forfeit their next Quick and Move Actions.
Master: Standard Action. The chance to freeze is increased to Accuracy +2  Defense of the
target. The chance to shatter is increased to Discreet  Strong +3. AoE shatter damage is
increased two die steps. Frozen targets now remain frozen for one full round.
Cryo Blast, Tech, Class:
Novice: Standard Action. The character may conduct a ranged attack (range and cover modifiers
will apply) out to 40 meters (20 squares) to freeze a visible unprotected creature or object lacking
any intervening cover. A successful Resolute  Strong test freezes the target. The target is
frozen until it forfeits its next Move Action. Frozen targets have a Cunning  Strong chance to
shatter upon taking damage while frozen and be utterly destroyed. Frozen targets eliminated
while frozen will shatter and be utterly destroyed. A shatter has an Accuracy  Defense chance
to damage other creatures or objects in its square and 1 square adjacent. The shatter rolls are
made by any creature that causes damage to the target while it is frozen. Shatter damage is equal
to the base damage of the creature’s melee attacks and is considered Force damage. Frozen
targets are considered slippery (Force Threshold is reduced by a 33%). Frozen targets may not
use the Recover or Trait Ability. Upon unfreezing, the target will immediately fall prone taking
1D6 Force damage for each full 2 meters (1 sq) it has fallen. If successful, the Ability cannot be
used again the next round.
Adept: Standard Action. The chance to freeze is increased to Resolute +2  Strong of the target.
The chance to shatter is increased to Discreet +2  Strong. Shattering targets damage to
creatures in its square or in 1 adjacent square is increased one die step. Frozen targets now
remain frozen until they forfeit their next Move and Quick Actions.
Master: Standard Action. The chance to freeze is increased to Resolute +4  Strong of the
target. The chance to shatter is increased to Discreet +4  Strong. AoE shatter damage is
increased two die steps. Frozen targets now remain frozen for one full round.
Disruptor Ammo, Class:
Novice. Quick Action. Lasts until the end of the scene or until the ammunition is changed.
Ranged weapon damage inflicted upon a target’s Shield or a synthetic target’s Toughness is
increased 2 points. Ranged weapon damage against shields gain +1x multiplier.
Adept. Quick Action. The damage is increased to 3 points. If the damage is solely on a
synthetic’s Toughness it is stunned until it can forfeit its next quick action with a successful
Resolute  Resolute test.
Adept. Quick Action. The damage is increased to 4 points. In addition to the chance of stun at the
Adept level, if the character succeeds on a Discreet  Vigilant test, the synthetic must change
out the loaded small arms ammo as it is now overheated and unusable.
Dominate, Biotic, Advanced:
Novice. Standard Action. Any unprotected organic in sight within 50 meters (25 squares) may be
controlled by the biotic with a successful Resolute  Resolute test. For one round it will not
target the dominator or any of its allies, and the target’s original allies will consider the
dominated target as an enemy. During its turn, it may only perform a move action which is
determined by the dominator. Ability cannot be used again the next round.
Adept. Standard Action. The dominated organic gains a 4-point biotic barrier.
Master. Standard Action. The dominated organic has a move and a standard action, both of
which are determined by the dominator. In addition, its biotic barrier is improved to 7 points.
Energy Drain, Tech, Advanced:
Novice. Standard Action. Using the Omni-tool to target (range and cover modifiers will apply) a
synthetic or an enemy’s shields out to 50 meters (25 squares) the character attempts to increase
the protection afforded by its own shielding. A successful Accurate  Defense test, results in
1D4 damage to a synthetic’s Armor or Toughness, half of that to a synthetic’s biotic barrier, 2D4
damage to any target’s shields, but no damage is to an organic’s Toughness. The character gains
a non-regenerating protection boost to its own shields equal to the damage to an enemy’s shields
or to a synthetic’s Toughness. The shield boost lasts until reduced by damage or until the end of
the scene. If successful, the Ability cannot be used again the next round.
Adept. Standard Action. The base damage is increased to 1D4+1, and the damage to shields is
increased to 2D4+2.
Master. Standard Action. The base damage is increased to 1D4+2, and the damage to shields is
increased to 2D4+4.
Engine Tech (mech, land vehicle or space vehicle), Crafting, Universal :
Novice. Varies. With a successful Cunning test and with readily available materials and tools, the
character can utilize a Full Round Action to restart an inoperable engine or power source for the
chosen type (mechs, land vehicles or for space vehicles). The engine or power source can safely
produce 75% of its normal output for the remainder of the scene, but beyond that, a successful
Cunning test is needed, otherwise it shuts down. For each 5% output demanded beyond the 75%,
a -1 modifier is applied to the attempt. The engine or power source must undergo a Cunning test
after the scene to maintain the output for the rest of the day or is inoperable and must be
replaced. Two weeks are needed to craft an engine or power source for a mech engine, and three
months for a vehicular engine, and the material cost is 25% higher by a lone novice engine
technician, than if bought from a factory store.
Adept. Varies. The restarted engine or power source can safely produce 90% of its normal output
for the remainder of the scene, but to achieve 100% of its normal output, a successful Cunning
test is needed, otherwise it shuts down. The engine or power source must undergo a Cunning test
each day to maintain the output or must be replaced. Two weeks are needed to craft an engine or
power source for a mech engine, and three months for a vehicular engine, and the material cost is
10% higher by a lone adept engine technician, than if bought from a factory store.
Master. Varies. The restarted engine or power source can safely produce 100% of its normal
output for the remainder of the scene. The engine or power source must undergo a Cunning test
each day to maintain the output or must be replaced if the master technician cannot succeed on
either of two tries. 10 days are needed to craft an engine or power source for a mech engine, and
two months for a vehicular engine, and the material cost is 10% lower by a lone master engine
technician, than if bought from a factory store.
Exceptional Attribute, Universal:
Novice. Passive. The character may improve one of its Attributes by 1 point. This Ability may be
chosen multiple times, each new novice choice related to a different Attribute.
Adept. Passive. The character may improve a novice Exceptional Attribute by a point.
Master. Passive. The character may improve an Adept Exceptional Attribute a final point.
Feint, Universal:
Novice. Passive. The character can choose to attack in melee with Discreet instead of Accurate,
provided the weapon is short or precise, such as an Omni-blade. In addition, every such attack
has advantage (+2 to succeed and +1D4 additional damage)
Adept. Reaction. The character can choose to defend itself in melee with Discreet instead of
Quick.
Master. Reaction. With a successful Discreet  Vigilant test, the character is permitted a bonus
melee attack during its turn against the adjacent target as a free action. Both attacks must be
attempted with a short or precise melee weapon.
Flashbang, Grenade, Advanced:
Novice. Standard Action. The character is equipped to toss Flashbang grenades that can inflict
D8+4 points of damage to everything within 4 meters (2 squares) of the destination square. Use
normal grenade rules with some exceptions. Creatures in the blast radius may not utilize Biotic
or Tech Abilities for the remainder of the scene. Other than damage, Flashbang grenades do not
affect enemies without a Toughness secondary Attribute. If successful, the Ability cannot be
used again the next round.
Adept. Standard Action. The damage is increased to D8+5.
Master. Standard Action. The blast radius is extended to 6 meters (3 squares).
Fortification, Combat, Advanced:
Novice. Quick Action. The protection from active undispersed shields is increased 2 points. The
non-regenerating bonus protection lasts until reduced by damage or the scene ends. If the bonus
protection is removed due to damage taken, the character must wait two rounds before using the
Ability.
Adept. Quick Action. The non-regenerating bonus protection gained is improved to 4 points.
Master. Quick Action. The non-regenerating bonus protection gained is improved to 6 points.
Geth Shield Boost, Tech, Advanced:
Novice. Quick Action. The protection from active undispersed shields is increased 2 points. The
non-regenerating bonus protection lasts until reduced by damage or the scene ends. If the bonus
protection is removed due to damage taken, the character must wait two rounds before using the
Ability.
Adept. Quick Action. The non-regenerating bonus protection gained is improved to 4 points.
Master. Quick Action. The non-regenerating bonus protection gained is improved to 6 points.
Grenadier, Universal:
Novice. Passive. The character with this Ability, has decreased deviation by 1 square.
Adept. Passive. In addition to the Novice Ability, the character may reroll the direction of the
deviation and choose from which of the 2 directions to deviate from.
Master. Passive. In addition to the Novice and Adept Abilities, the character may reroll the
grenade attack attempt, if the first roll was unsuccessful. Grenade attacks are made with
advantage (+2 Accurate and +1D4 damage).
Incendiary, Ammo, Class:
Novice. Quick Action. Lasts until the end of the scene or until the ammunition is changed.
Ranged weapon Damage inflicted upon a target’s Armor or Toughness is increased one step for
the dice d8, d10, or d12. All damage from this attack is considered incendiary and is not subject
to the target’s armor reduction, if any. Organic creatures taking Toughness damage will panic if
the attacker succeeds on a Resolute  Resolute test. The panic condition lasts until the target is
forced to make a panic move on its next turn. A panic move is a full round action move to garner
as many squares away from the character that caused the panic.
Adept. Quick Action. Ranged weapon Damage inflicted upon a target’s Armor or Toughness is
instead increased one step for all dice types (before increase), with the die type D10 also
garnering a bonus point of damage on top of the increase to a D12.
Master. Quick Action. Ranged weapon Damage inflicted upon a target’s Armor or Toughness is
instead increased one step for all dice types (before increase), with the die type D8 also garnering
a bonus point of damage, while the die type d10 garnering 2 bonus points of damage.
Incinerate, Tech, Class:
Novice. Standard Action. While succeeding on an Accuracy test the character may target (range
and cover modifiers will apply) a visible square within 50 meters (25 squares) with an Omni-tool
to cause an explosive blast. Any cover penalties to the roll are doubled. Deviation of the effected
square must be considered for a failed roll and must be reattempted. In this case the character
will attempt to target the square with the highest cover penalty to the original attempt, this time
without any cover penalties, if successful on this roll, the explosive blast effects and damage are
in this new square. If there is no target square with the highest cover penalty, or if the second
attempt failed, then treat the deviation in the matter as a medium range grenade toss. Damage to
any creatures in the effected square is 1D6 to an unprotected synthetic’s Toughness, 2D8 to
shields or biotic barriers of any creature, 2D8+2D4 to an unprotected organic’s Toughness, and
4D8+1D6 to Armor. Creatures protected by biotic barriers, shields or armor in the effected
square are staggered for one full round. Damage to unprotected organics will not allow them to
use the Recover Trait or Ability until the end of the scene. If the character succeeds on a
Resolute  Resolute test, unprotected sentient organics will panic and unprotected non-sentient
organics will be stunned. The panic condition lasts until the target is forced to make a panic
move on its next turn, the stunned condition lasts for one full round. A panic move is a full round
action move to garner as many squares away from the character that caused the panic.In addition,
if the character succeeds on a Cunning Vigilance test on unprotected sentient organic is
equipped with a flamethrower it will explode and be utterly destroyed. Treat the explosion as a
second Incinerate in the same effected square. If successful, the Ability cannot be used again the
next round.
Adept. Standard Action. The damage is increased to 2D8+1D6+1 for unprotected organic’s
Toughness, 2D8+2 to shields or biotic barriers of any creature, and 5D8 to Armor.
Master. Standard Action. The damage is increased to 3D8+1 for unprotected organic’s
Toughness, 2D8+1D4 to shields or biotic barriers of any creature, and 5D8+1D6 to Armor.
Inferno, Grenade, Advanced:
Novice. Standard Action. The character is equipped to toss Inferno grenades that can inflict D8+4
points of damage to everything within 2 meters (1 square) of the destination square. The grenade
will ignite immediately upon impacting any object, therefore it will not continue to move at all
after a bounce. Use normal grenade rules, with some exceptions. Half of the damage taken is
considered as Force damage. Creatures in the blast radius may not utilize the Recover Trait or
Ability for the remainder of the scene. Additionally, if the character succeeds on a Resolute 
Resolute test, an unprotected sapient organic in the effected area will panic until it completes a
panic move on its next turn. A panic move is a full round action move to garner as many squares
away from the character that caused the panic. If successful, the Ability cannot be used again the
next round.
Adept. Standard Action. The damage is increased to D8+5.
Master. Standard Action. The damage is increased to D8+6.
Iron Fist, Universal:
Novice. Passive. The character can fully utilize its strength and therefore uses Strong instead of
Accurate when attempting melee attacks.
Adept. Passive. The character’s melee attacks are upgraded one die step. This die step is in
addition to any other die step gained from other Abilities, Traits, or equipment upgrades.
Master. Passive. The character can perform one devastating melee attack once per turn that deals
tremendous damage, upgrade its melee attack die two steps, in addition to any other gained.
Leader, Universal:
Novice. Passive. Due to the character’s strong personality, the character can use Persuasive in
place of Resolute.
Adept. Standard Action. The character can nominate a creature or an object to be the focused
target of its allies for the duration of the scene. The character must expend a standard action to
later nominate another target. All allies who attack that target inflict and additional D4 damage
with each hit.
Master. Standard Action. The character may rouse its allies allowing them to use the character’s
Persuasive instead of their own Resolute for the duration of the scene.
Marksman, Universal:
Novice. Passive. Thanks to the character’s skill at ranged combat, the damage die or dice are
increased one step. This die step is in addition to any other die step gained.
Adept. Passive. The character further gains a +1 to Accuracy, weapon Recoil is reduced by 1 if
higher than 1, +1 to overall damage when attempting a ranged combat upon a creature or object.
Master. Passive. The character also gains a +1 adjustment in any direction to the random hit
location when attempting a ranged combat upon a creature or object.
Medic, Universal: The character is schooled in healing and surgery.
Novice. Passive. With a successful Cunning test, the character can utilize the time of a scene to
heal 1D4 Toughess of a patient or heal 1D6+1 to a patient when using Omni-gel. This healing
may only be used successfully once per patient per day. This is in addition to the 1D4 healing of
Toughness applied through the combat suit.
Adept. Passive. The healing is improved to 1D6 Toughness without Omni-gel and D8+2 with.
Master. Passive. The healing is improved to 1D8 Toughness without Omni-gel and D10+3 with.
Natural Warrior, Universal:
Novice. Passive. The character’s unarmed attacks now deal 1D6 damage. If the character already
has Natural Weapons at novice, the unarmed attacks may deal 1D6+2 damage, otherwise if the
character has Natural Weapons at adept or master, the character’s unarmed attacks will deal
damage as specified in the Natural Weapons Ability.
Adept. Passive. The character may now perform a double attack against a single target. The two
attacks are rolled separately.
Master. Passive. Each of the character’s unarmed attacks instead deal +2D6 additional damage.
Neural Shock, Tech, Advanced:
Novice. Standard Action. While succeeding on an Accuracy  Strong test (range and cover
modifiers will apply) the character may target a visible creature within 50 meters (25 squares)
with an Omni-tool to inflict D4 damage to armor, biotic barriers or shields, as well as causing
unprotected organic creatures to fall prone, be stunned and be vulnerable to other ranged weapon
attacks, for one full round. Any unprotected creatures affected by this attack may not use the
Recover Trait or Ability for the remainder of the scene. Vulnerable creatures take double damage
from ranged weapon attacks while in this condition. Neural Shock does not inflict any damage
upon Toughness.
Adept. Standard Action. The effected creature will be vulnerable and stunned for one full round,
then if must forfeit its next Quick Action to end the stunning and vulnerable effects.
Master. Standard Action. The effected creature will be vulnerable and stunned for one full round,
then it must forfeit its next Move Action to end the stunning and vulnerable effects.
Omni-Tech, Crafting, Universal:
Novice. Passive. The character can repair or replace an Omni-tool or a Biotic Amp in one day.
Adept. Passive. The character can upgrade an existing Omni-tool to the specific user and species
so that the user’s healing and salvaging results are increased by a die step
Master. Passive. The character can further upgrade an existing Omni-tool, Biotic Amp, or Omni-
blade so that the user gains advantage over the target when using the upgraded tool.
Overload, Tech, Class:
Novice. Standard Action. While succeeding on an Accuracy test (range and cover modifiers will
apply) the character may target a visible square within 50 meters (25 squares) with an Omni-tool
to cause an electromagnetic pulse. Deviation must be considered on a miss to determine the
effected square. Organic creatures in the effected square will take no damage to their Toughness,
but all creatures’ or object’s armor or biotic barriers, as well as a synthetic’s Toughness will take
1D4+1, while active shields of all creatures will suffer 2D4+2 damage. Creatures and objects
vulnerable to overheating may explode if Toughness recieved any damage, a successful Cunning
 Vigilance test will cause an explosion destroying it utterly. Treat the explosion as a second
Overload in the same effected square. If successful, the Ability cannot be used again the next
round.
Adept. Standard Action. The damage values are increased by +1 point. In addition, any synthetic
that takes any Toughness damage may be stunned until their next forfeited Move Action if the
character succeeds on a Resolute  Resolute test.
Master. Standard Action. Damage is increased again another point, except for shield damage
which is increased by a total of 3 points. Additionally, if the character succeeds on a Discrete 
Vigilance test against a synthetic taking any Toughness damage, the equipped firearm must be
reloaded.
Pilot, Universal (must specify land vehicle, mech, or space vehicle):
Novice. Passive. Using a Quick Action, the pilot can operate the vehicle or any of its special
abilities.
Adept. Passive. The vehicle is treated as if the handling is improved by one level. The character
may perform special maneuvers for the specified type of vehicle.
Master. Passive. The character is considered to have advantage on test of handling and
dogfighting. Allies at other stations have their results improved +1D4, such as Shield values,
Movement in squares per turn, contested vehicle AI hacking, repairs and gunnery damage.
Poisoner, Universal:
Novice. Free Action. The character can cause one dose to be emitted, which lasts for only one
use and must be refilled before it can be used again. In the case of an Omni-blade, it must inflict
damage upon a target’s Toughness before the poison can affect the target. A successful Cunning
test is needed for the poison to take effect. The damage suffered and the duration is determined
by the strength of the poison (Butanediamine, Cerberus Turian poison, Drell subcutaneous oils,
Element zero, Final Jest, Fusion containment cell, Genophage, Hydrogen chloride, Kvastyr,
Mother's Milk, Pauper's Pleasure, Pentamethylenediamine, Polonium, Ruthenium dichloride,
Sulfur, Thoros-B).
Adept. Free Action. All attacks through the device being employed are considered poisonous
until the end of the scene.
Master. Free Action. The poison is considered one strength higher for effect. Weak counts as
moderate, moderate counts as strong, strong doses have advantage (+2 to take effect and +1D4
damage).
Pull, Biotic, Intermediate:
Novice. Standard Action. Succeeding on a Resolute  Strong test, the character may target a
visible creature, object or the space immediately above it within 50 meters (25 squares) with a
mass-lowering field. The targeted creature or object will float (1 meter off the ground) one
square closer to the character, or float up one square (2 meters high). The distance moved will
end without taking any collision damage upon impacting any obstacles. The targeted creature or
object is considered weightless while floating, and will remain floating for one full round, then it
will immediately fall prone to the ground. Creatures or objects successfully damaged by the
Warp Ability while floating will take double the Warp Ability damage and the floating condition
will immediately end, thus making the creature fall prone. Falling creatures or objects will take
1D6 Force damage for each full 2 meters (1 square) it has fallen.
Adept. Standard Action. The targeted creature will remain floating for one full round, then it
must forfeit its next Quick Action to end the Pull effect and immediately fall prone to the ground.
Master. Standard Action. The targeted creature will remain floating for one full round, then it
must forfeit its next Move Action to end the Pull effect and immediately fall prone to the ground.
Reave, Biotic, Advanced:
Novice. Standard Action. Succeeding on a Resolute  Strong test, the character may target a
visible creature within 50 meters (25 squares) with an attack to its nervous or electrical system.
A successful Resolute  Strong test, results in 2D4 damage to any target’s armor or shields,
1D4 to a synthetic’s Toughness, and 1D4 to an organic’s Toughness. The character gains a
Toughness boost equal to the damage to an organic’s Toughness. The Toughness boost lasts until
reduced by damage or until the end of the scene. If the target’s Toughness was damaged, with a
successful Resolute  Resolute test, the target is prone and stunned as well as considered
vulnerable to other attacks. A synthetic will remain stunned and vulnerable until it forfeits its
next Quick Action, while an organic will remain stunned and vulnerable until it forfeits its next
Move Action. In addition to any other effects, any creatures receiving damage to Toughness may
not use the Recover Trait or Ability for the remainder of the scene. If successful, the Ability
cannot be used again the next round.
Adept. Standard Action. The damage is increased to 1D4+1.
Master. Standard Action. The damage is increased to 1D4+2.
Recovery, Universal, Intermediate:
Novice. Standard Action. With a successful Resolute test, the character regains 1D4 Toughness.
Multiple attempts may be tried, but only one successful Toughness recovery once per day.
Adept. Standard Action. The character may now recover 1D6 Toughness with a successful
Resolute test.
Master. Standard Action. The character may now recover 1D8 Toughness with a successful
Resolute Test.
Researcher, Universal:
Novice. Full Round Action. With a successful Cunning test, the character can correctly surmise
the species involved, the approximate time frame and the primary purpose of an item or a
communication found and decoded no matter the age of the item, as long as it is mostly intact.
Adept. Full Round Action. At this level, with a successful Cunning test, the character can also
utilize the item or the communication system for the duration of the scene.
Master. Full Round Action. At this level, with a successful Cunning test, the character can find
or utilize one less obvious or hidden purpose of an item or a communication system for the
duration of the scene. The primary purpose may be studied enough to recreate.
Shockwave, Biotic, Intermediate:
Novice. Standard Action. The character can choose a visible square (range and cover modifiers
will apply) within 28 meters (14 squares) to launch a string of concussive dark energy fields.
Beginning in the target square and continuing out for 7 more squares in a line continuing on as if
from the novice, the biotic tests Resolute  Strong for any creatures or objects in the squares
effected by the shockwave. The line of 7 additional squares will not stop for any obstacles or
walls. All creatures or objects in which the character has succeeded on the test, will take 2D6
Force Effect. If the creature is actively protected by armor, biotic barriers or shields and the
Force Effect exceeds their Force Threshold, they are stunned until the creature can forfeit its next
Quick Action. If the creature is unprotected, the creature is treated as groundless for Force
checks (their Force Threshold is halved). If the Force Effect exceeds the reduced Force
Threshold, the creature is sent flying away from the effected square it was in. Roll a D5
randomly for direction, not including any of the squares that would send it closer to the novice
character, move the creature the number of squares determined by the Force check. If the
creature impacts an obstacle which forces it to stop before it would stop due to the Force
Threshold test, the creature takes additional damage equal to the amount of Force Effect not
accounted for in its shockwave flight. In the final square the creature is prone and stunned until
the creature can forfeit its next Move Action. For any objects in the effected squares that receive
Force Effect higher than its Force Threshold, they are broken and explode in the effected square,
creatures or objects remaining in the square take a one die step up of damage from the higher
object value of Strong or Explosive. If successful, the Ability cannot be used again the next
round.
Adept. Standard Action. The Force Effect is improved to 2D8 and the effected line is extended 2
more squares. The width of the effected line of squares is widened to 2 lines of squares.
Master. Standard Action. The Force Effect is improved to 2D6+1D8 and the effected lines is
extended a total of 4 additional squares, for a total of 12 squares (1 original +11 additional).
Shredder, Ammo, Advanced:
Novice. Quick Action. Lasts until the end of the scene or until the ammunition is changed.
Ranged weapon Damage inflicted upon an organic target’s Toughness is increased one step for
all dice types (before increase), with the die type D8 garnering a bonus point of damage, the die
type D10 garnering two bonus points of damage, and the die type d12 garnering a one-step die
increase to 2D8 dice of damage. Ranged weapon damage against Toughness gain +1x multiplier.
Adept. Quick Action. Ranged weapon damage dice (before increase) inflicted upon an organic
target’s Toughness is instead increased to: D4 damage dice are upgraded to D6, D6 damage dice
are upgraded to D8+1 damage, D8 damage dice are upgraded to D12, D10 damage dice are
upgraded to D12+3 damage, D12 damage dice are upgraded to 2D8+2.
Master. Quick Action. Ranged weapon damage dice (before increase) inflicted upon an organic
target’s Toughness is instead increased to: D4 damage dice are upgraded to D6+1 damage, D6
damage dice are upgraded to D10, D8 damage dice are upgraded to D12+1 damage, D10 damage
dice are upgraded to 2D8, D12 damage dice are upgraded to 2D8+3.
Singularity, Biotic, Advanced:
Novice. Standard Action. The character can choose a visible square (range and cover modifiers
will apply) within 50 meters (25 squares) to place a gravity well, which will remain for 3
rounds. While the square has an active gravity well, any creature located in the square or walks
into the square is targeted by the character’s Resolute  Strong. If the character succeeds on the
Resolute test, a protected creature in the gravity well is motionless in the square until the gravity
well ends or it can breakout. To breakout it must use a Move Action and the novice biotic must
fail twice on a Resolute  Strong test per attempt. The held creature may attempt as many times
as it has available Move Actions. If the character succeeded on the original Resolute test and the
creature that is in or moved into the effected square did not have any protection, the creature is
held motionless and is floating weightless 1 meter off the ground until the gravity well ends.
Floating creatures must wait till the gravity well ends, then they will immediately fall prone.
While Floating due to the gravity well, creatures are vulnerable to ranged weapon attacks.
Creatures successfully damaged by the Warp Ability while floating will take double the Warp
Ability damage and the gravity well will immediately end, thus making the creature fall prone.
Floating creatures successfully targeted by Shockwave or Throw are no longer held in the gravity
well, but are still considered weightless (-66% Force Threshold) for Force checks involving
Shockwave or Throw. Only 1 Singularity may be active from a biotic character, any use of
Singularity will end the gravity well for the Singularity already in use. Falling creatures take 1D6
Force damage for each full 2 meters (1 square) it has fallen. If successful, the Ability cannot be
used again the next round.
Adept. Standard Action. The character can now choose a visible crosshair between 4 squares as
the area of effect is 2 squares wide and 2 squares long. The duration of the gravity well is now 4
rounds.
Master. Standard Action. The duration of the gravity well is now 5 rounds.
Slam, Biotic, Advanced:
Novice. Standard Action. The character can choose a visible creature or object within 50 meters
(25 squares) to attempt to lift and slam to the ground. With a successful Resolute  Strong test
the creature or object is subjected to 2D8 Force Effect. If the Force Effect exceeds the Force
Threshold of an object, it is broken and implodes upon itself doing no additional damage to the
area, unless it has the explodes disadvantageous Attribute, in which case the character may test
Cunning Quick to attack a creature or object in the area of the effect of the explosion. The area
of effect and the damage is listed on the exploding object’s Attributes. If the Force Effect
exceeds the Force Threshold of a creature, it is 1 meter in the air and slammed back down on the
ground for possibly additional damage. The additional damage, if any, is the amount of Force
Effect which exceeded the Force Threshold of the creature. Creatures that are currently slippery,
groundless, weightless or in lower gravity zones will have reduced Force Thresholds. If
successful, the Ability cannot be used again the next round, nor may it be used again in the
following round after, unless a Move Action is forfeited by the character.
Adept. Standard Action. The Force Effect is increased to 2D8+D4
Master. Standard Action. The Force Effect is increased to 3D8.
Spatial Ken, Universal:
Novice. Passive. The character may navigate unhindered in dim light, as well as maintain a sense
of direction in complete darkness or in zero-g space, though only at half movement instead of
one-quarter. The character may instead use Vigilant instead of Accurate when attacking with
ranged weapons.
Adept. Passive. The character may use Vigilant instead of Quick for Initiative and when
calculating Defense.
Master. Passive. The character may move and fight unhindered in complete darkness or in zero-
g.
Species Lore, Universal: The character is very familiar with the inhabitants of the galaxy.
Novice. Movement Action. The character with a successful Vigilant test, can identify the tracks
of the creatures that inhabit the galaxy, and use that information to draw conclusions regarding
the size and general behavior of the creature from its tracks – is it hunting, on the run or just
passing through? Upon sighting the creature, the character may freely ask the game master to
describe the sighted creature and its statistics to the character with a successful Cunning test.
Adept. Free Action. The character may choose one creature subtype (beasts, organic sapient
species, synthetic sapient species, or ancient species), which grants and additional D4 damage on
each damage roll of the chosen subtype. This extra damage applies as well to the characters
allies, if they have been instructed in how to best combat the creatures as well.
Master. Free Action. The character and its trained allies now deal an extra 1D6 damage to the
chosen subtype on each damage roll.
Stassis, Biotic, Advanced:
Novice. Standard Action. The character can choose a visible creature or object within 50 meters
(25 squares) to trap a creature or an object in a force field with a successful Resolute  Strong
test. While trapped within the force field the creature or object is held immediately in place, it
cannot take any actions, but is immune to taking any damage. If suspended, floating, or flying
above ground it will continue to remain immobile at that height until the force field ends. The
force field lasts for one full round, at which time the creature or object immediately falls prone to
the ground, taking 1D6 Force damage for each 2 meters (1 square) it has fallen (if it has fallen at
least 2m). Once a creature has been successfully held by the force field, the Resolute test to do so
again is made harder, subtract 5, adding in the number of rounds up to 5 that it has been since it
has last been subjected to a force field. If successful, the Ability cannot be used again the next
round.
Adept. Standard Action. The force field duration now lasts for one full round, then it must forfeit
its next Quick Action to end the entrapment and immediately fall prone to the ground.
Master. Standard Action. The force field duration now lasts one full round, then it must forfeit its
next Move Action to end the entrapment and immediately fall prone to the ground.
Steadfast, Universal:
Novice. Passive. The character gains +1 to resist indoctrination, and the character gains the 3
additional Stress Threshold boxes marked SF.
Adept. Passive. The character may make a second attempt to save on a failed attempt when such
attempt targets its Strong Attribute and the result of a failure would persist into the character’s
next turn or longer.
Master. Passive. The character may make a second attempt to save on a failed attempt when such
attempt targets its Resolute Attribute and the result of a failure would persist into the character’s
next turn or longer.
Tactical Cloak, Stealth, Class:
Novice. Quick Action. As the character begins its turn, and before committing any other actions,
it may cloak itself to render itself invisible to enemies until the character has finished a Move or
attempted a Standard Action during the character’s turn. The character may not use the Recovery
Trait or Ability, nor may it use Biotic Abilities while the cloak is active, any Biotic Abilities
already in use, will remain in use as normal. The character may not equip or have support
weapons equipped while the cloak is active. Activating a Biotic Ability or equipping a support
weapon while the cloak is active, will deactivate the cloak. The characters melee and ranged
attacks have advantage while the cloak is active. The Ability cannot be used again the next
round.
Adept. Quick Action. All of the characters melee attack dice for one attack and ranged attack
dice for one rate of fire receive a one-step upgrade. The character may decide which to upgrade.
Master. Quick Action. All of the characters attack dice each receive a one-step upgrade. The
character may Move and attempt a Standard Action before the cloak deactivates.
Tactician, Universal:
Novice. Passive. The character may use Cunning instead of Quick when calculating its initiative.
Adept. Passive. The character may use Cunning instead of Quick when calculating its Defense.
Master. Passive. The character may use Cunning instead of Accurate when attacking.
Tech Armor, Tech, Class:
Novice. Standard Action. The character gains a 2 point improvement to its shields which fully
regenerates along with the shield regeneration. The improvement to shields lasts until the shields
are completely dispersed or until the scene ends. If the shield is dispersed, it will reflect out in an
8 meter (4 square) line back towards the direction the attack came from which dispersed it. Any
creatures or objects in the effected squares along the line of reflected projectiles, are subject to
the attack if the character succeeds on an Accuracy  Defense test, and therefore subjected to
1D4+1 Force damage. If the bonus protection is removed due to damage taken, the character
must wait two rounds before using the Ability.
Adept. Standard Action. The shield improvement is further upgraded another 2 points for a total
of 4 improvement points. The Force damage from the reflected spray of projectiles is increased
to 1D6. The line of effected squares is now 10 meters (5 squares) in length.
Master. Standard Action. The shield improvement is further upgraded another 2 points for a total
of 6 improvement points. The Force damage from the reflected spray of projectiles is increased
to 1D8. The line of effected squares is now 12 meters (6 squares) in length.
Tech-Master, Universal: The character has extensive experience in the designs and workings of
technical equipment of one specific type: armor, weaponry, or propulsion, specifically for
personal, land vehicles, space vehicles or mech usage. Ex: Armorer (Mech) or Weaponsmith
(Personal).
Novice. Passive. Crafting a whole day, the character may improve an item’s Attribute of the
specific type chosen. An item may only receive one improvement from the novice Tech Master.
Adept. Passive. Crafting a whole day, the character may remove a disadvantage from an item that
belongs to the technology type the character has mastered. An item may only receive one
disadvantage removal (redesign) from the novice Tech Master.
Master. Passive. Once per day spent crafting, the character may recreate an advantageous
technological Attribute and apply it to a different item of the same type and category. An item
may only receive one advantageous Attribute swap from the novice Tech Master.
Throw, Biotic, Class:
Novice. Standard Action. The character can choose a visible creature or object within 50 meters
(25 squares) to target it with a dark energy pulse with enough force to push it backwards along a
line of squares chosen by the character with a successful Resolute  Strong test. If successful,
the creature or object is subjected to 2D8+1D4 Force Effect, and a Force Threshold check to
determine any backward push. If the creature or object impacts an obstacle which forces it to
stop before it would stop due to the Force Threshold test, the creature or object takes additional
damage equal to the amount of Force Effect not accounted for in its backward push. Conversely,
a creature or object successfully targeted by the character, can be thrown toward another creature
or object, to do so, the character must succeed on a Cunning Strong test to manuever the
thrown creature or object into another creature. Both the thrown creature or object and the
creature thrown into, would take the remaining Force Effect not accounted for in the push move.
If the creature or object is frozen when it impacts an obstacle or is impacted, the character may
test Cunning  Strong to attempt to cause the creature or object to shatter. A shatter has an
Accuracy  Defense chance to damage other creatures or objects in its square and 1 square
adjacent. Shatter damage is equal to the base damage of the creature’s melee attacks and is
considered Force damage. The shatter rolls are made by any creature that causes damage to the
target while it is frozen. If the throw results in a square in lower height than the originating
square, the thrown creature or object is considered falling. Falling creatures or objects take 1D6
Force damage for each full 2 meters (1 square) it has fallen.
Adept. Standard Action. Force Effect is upgraded to 3D8+1D4.
Master. Standard Action. Force Effect is upgraded to 4D8+1D4.
Trader, Universal:
Novice. Passive. The character has extensive contacts and may stumble upon uncommon
restricted merchandise for sale at a market on a non-hostile planet or station. With a successful
roll against Persuasive  Level of Difficulty (depending upon the market size and the
willingness to sell), the character can find a particular uncommon restricted merchandise for sale.
If the character has the Contacts or Privileged Traits, the character may use those traits instead
of, to assist in, or to set up the trading challenge. Examples of setting up a trading challenge
would be to elicit a discount or to convince an unwilling seller to sell the merchandise.
Adept. Passive. The character may now locate rare restricted merchandise for sale.
Master. Passive. The character may now locate ultra-rare restricted merchandise for sale.
Two-Weapon Attack, Universal:
Novice. Reaction. After the character has successfully attacked with an Omni-Bayonet, the
character may attempt a second attack with either the ranged weapon the Omni-Bayonet is
attached to or with an Omni-blade. The second attempt is made at advantage.
Adept. Passive. The damage die from the Omni-Bayonet or the Omni-Blade is increased one step
as long as both are wielded by the adept. This die step is in addition to any other die step gained
from other Abilities, Traits, or equipment upgrades.
Master. Passive. The damage die from the Omni-Bayonet or the Omni-Blade is increased two
steps as long as both are wielded by the adept. These die step increases are in addition to any
other die step gained from other Abilities, Traits, or equipment upgrades.
Warp, Biotic, Class:
Novice. Standard Action. The character can choose a visible square (range and cover modifiers
will apply) within 50 meters (25 squares) to target an area with a dark energy field which
attempts to rip apart creatures or objects in the effected squares at the molecular level with a
successful Accurate test. Deviation must be considered for misses of the intended target square.
The area of effect is a 3x3 square grid centered around the destination square for the dark energy
field. Creatures or objects in the effected squares may be subjected to 1D4+1 Warp damage and
a 2D8 Force Effect with a successful Resolute  Strong test. Creatures effected by Warp, with
active Biotic Barriers or Armor will have double the Warp damage applied, as well as creatures
currently floating due to Pull or in an active gravity well due to Singularity. Creatures effected
by Warp which are currently floating due to Pull or in an active gravity well due to Singularity
immediately fall prone as the Pull or Singularity has ended. Creatures subjected to Warp effects
may not use the Recovery Trait or Ability until the end of the scene. If the 2D8 Force Effect
exceeds the Force Threshold of an object, it is broken and implodes upon itself doing no
additional damage to the area, unless it has the explodes disadvantageous Attribute, in which
case the character may test Cunning Quick to attack a creature or object in the area of the
effect of the explosion. The area of effect and the damage is listed on the exploding object’s
Attributes. The Warp has a Force Effect and may cause knockback directly backwards away
from the character that cast Warp, as per normal Force Threshold rules. If the creature impacts an
obstacle which forces it to stop before it would stop due to the Force Threshold test, the creature
takes additional damage equal to the amount of Force Effect not accounted for in its knockback.
Creatures that are currently slippery, groundless, weightless or in lower gravity zones will have
reduced Force Thresholds. Creatures pushed back into squares lower in height than the square
they were in are considering falling. Falling creatures take additional 1D6 Force damage for each
full 2 meters (1 square) it has fallen. If successful, the Ability cannot be used again the next
round.
Adept. Standard Action. The Warp damage is improved to 1D4+2, the Force Effect is improved
to 2D8+1D6, and the area of effected squares is now a 5x5 grid centered around the effected
square.
Master. Standard Action. The Warp damage is improved to 1D4+3, the Force Effect is improved
to 3D8+1D4.
Warp, Ammo, Advanced:
Novice. Quick Action. Lasts until the end of the scene or until the ammunition is changed.
Ranged weapon damage is increased one bonus point for the dice types (before increase), D4 to
D8, with the dice types D10 and D12 gaining 2 bonus points of damage. Vulnerable and frozen
creatures take double the bonus damage from ranged weapon attacks while in this condition.
Vulnerable creatures are both prone and stunned. Ranged weapon damage against all protections
(not Toughess) gain +1x multiplier.
Adept. Quick Action. Ranged weapon damage is instead increased for damage dice types (before
increase), with D6 and D8 gaining a die step, D10 dice gaining a die step and a bonus point of
damage, D12 dice gaining 3 bonus points of damage. Vulnerable and frozen creatures take
double the bonus damage from ranged weapon attacks while in this condition.
Master. Quick Action. Ranged weapon damage is instead increased for damage dice types
(before increase). with D8 gaining a die step and a bonus point of damage, D10 dice gaining a
die step and 2 bonus points of damage, D12 dice gaining a dice step up to 2D8. Vulnerable and
frozen creatures take double the bonus damage from ranged weapon attacks while in this
condition.
Weaponsmith (personal, mech, land vehicles, or space vehicles), Crafting, Universal:
Novice. Passive. The character can fix and duplicate any studied small arms that are accessible.
Adept. Passive. The character can fix and replace any studied crew or sentry weapon which is
accessible.
Master. Passive. The character can fix and replace any studied mech or vehicular weapon which
is accessible.
ACCURATE CUNNING DISCRETE PERSUASIVE QUICK RESOLUTE STRONG
VIGILANT

FORCE THRESH. DEFENSE TOUGHNESS ARMOR SHIELDS

CURRENT TOUGHNESS: NATURAL ARMOR:

CURRENT ARMOR:

CURRENT SHIELDS:

Weapon Damag Std/ Std & Advantages Disadvantages Special Notes


e Move/ Full
Rd
Assault Damage Std/ Advantages Disadvantages Special notes Rarity Manufactur Cost
Rifles per RoF S&M er
/Full
Rd.
Adas Anti- D6 Force Never penetrates Elkoss
Synthetic AR damage x1/ x2/ x2 vs shields & biotic Never criticals Rare Combine 10,000
x2 barriers Arsenal Supply
Cerberus Haribon
Harrier D6+2 x1/ x2/ Medium range burst (x1.33) Ultra-rare Military 24.000
x3 Industries
Chakram Charge can be held Pen cant be improved Ama-Lur
Launcher D8 x1/ x1/ Penetration .25m Slow Ultra-rare Equipment 15,000
x2
Collector x1.5 vs all protections
Assault Rifle D4+1 x1/ x2/ Medium range burst (x1.33) Ultra-rare Collectors 30,000
x3
Stable (+1 to hit)
Geth Pulse D4 x1/ x2/ Medium range burst (x1.33) Ultra-rare Geth Armory 17,000
Rifle x4

M7 Lancer D6+1 x1/ x2/ Medium range burst (x1.33) Rare Hahne Kedar 17,000
x3
Systems
M8 Avenger D4+1 x1/x 2 Medium range burst (x1.33) Starter Alliance 8,000
/x3
Stable (+1 to hit) Beyond medium Elanus Risk
M15 D6 x2/ x3/ Medium range burst (x1.33) range additional -1 to Uncommo Control Svcs 16,000
Vindicator x3 hit n
D8+1 Never penetrates Target is 1 square, use Kassa
M37 Falcon Force x1 Misses only deviate 1 sq. Never criticals Accuracy like a grenade Rare Fabrication 15,000
damage
No ultra or extreme
M55 Argus D6+1 x2/ x3/ Medium range burst (x1.33) ranges Uncommo Haliat Armory 17,000
x3 n
Stable (+1 to hit) Kassa
M76 Revenant D6 x2/ x3/ Medium range burst (x1.33) Rare Fabrication 19,000
x3
Stable (+1 to hit) Haribon
M96 Mattock D6+1 x1/ x3/ Medium range burst (x1.33) Rare Military 20.000
x3 Industries
Stable when aimed (+1 to Slow Systems
M99 Saber D8+1 x1 hit) Ultra-rare Alliance 48,000
Hit location adjust by 1
x2 vs all protections (BB, S, When aimed, the user has +1 Spectre
N7 Typhoon D6 x1/ x2/ A) armor point until its reduced Ultra-rare Requistions 60,000
x3 Penetration 1m
Systems
N7 Valkyrie D6 x2/ x2/ Medium range burst (x1.33) Ultra-rare Alliance 21,000
x2
D4 Force Stable (+1 to hit) No ultra-long or Disintegrates corpses, use Late Prothean
Particle Rifle damage x2/ x3/ Very stable (+2) when aimed extreme-long ranges continuous fire sweep to detect Ultra-rare or Collectors 35,000
x5
Cipritine
Phaeston D4+1 x2/ x3/ Medium range burst (x1.33) Uncommo Armory 14,000
x3 n
Striker Assault D6+2 Penetration .5m Never criticals Target is 2x2 squares, use Elkoss
Rifle Force dmg x1/ x2/ May stun unshielded @ shot reduces Accuracy like a grenade Rare Combine 16,000
x2 organics mvmt Arsenal Supply
Shotguns Damage Std/ Advantages Disadvantages Special notes Rarity Manufactur Cost
per RoF S&M er
/Full
Rd.
Batarian State
AT-12 Raider D10 x1/ x2/ Rare Arms 19,000
x2
D8+1 Nos Astra
Disciple Force x1 slow Rare Sporting Goods 15,000
damage
Geth Plasma 2D6 Force x1.5 vs shields & biotic
Shotgun damage x1/ x2/ barriers No criticals Ultra-rare Geth Armory 27,000
x2 Ultra-long range like ARs
Graal Spike x2 vs armor, headshot x3, Add’l Advantage = charge can Cipritine
Thrower D10+2 x1/ x1/ Assault rifle ranges be held Rare Armory 33,000
x2
Illegal in Citadel Space Spectre
M-11 Wraith D10 x1 slow Ultra-rare Requistions 40,000
M-22 Assault rifle ranges Illegal in Citadel Space Haribon
Eviscerator D8+2 x1 x1.25 vs all protections slow Rare Military 25,000
Industries
Ariake
M-23 Katana D8+1 x1 x1.5 vs shields & biotic slow Starter Technologies 8,000
barriers
Ariake
M-27 Scimitar D8 x1/ x1/ x1.5 vs shields & biotic Common Technologies 11,000
x2 barriers
M-300 Cannot be duplicated (due to FRM, must be Batarian State
Claymore D10+2 x1 x1.25 vs all protections slow purchased or recovered) Ultra-rare Arms 23,000
Penetration .5m Spectre
N7 Crusader D10 x1/ x2/ Stable (+1 to hit) Ultra-rare Requistions 60,000
x2
Beyond medium Spectre
N7 Piranha D10 x1/ x2/ range additional -1 to Rare Requisitions 17,000
x2 hit
Reegar x.25 vs armor Elkoss
Carbine D4 x3/ x4/ x2 vs shields & biotic barriers No long ranges Rare Combine 17,000
x5 Arsenal Supply
Venom D4 Force Never penetrates Aegohr
Shotgun damage x1/ x3/ Charged shots ignore cover No criticals Ultra-rare Munitions 37,000
x3
*All Assault Rifles share the same range benefits unless stated in the weapon stat chart. Point Blank (1-2 squares): +2 to hit, damage x2; Short
Range (3-5 squares): +1 to hit, damage x1.66; Medium Range (6-10 squares): +0 to hit, damage x1; Long Range (11-20 squares): -2 to hit, damage
x1; Ultra-long Range (21-40 squares): -3 to hit, damage x1; Extreme Long Range (41-80 squares): -5 to hit, damage x1.
*All Shotguns share the same range benefits unless stated in the weapon stat chart. Point Blank (1-2 squares): +2 to hit, damage x2; Short Range
(3-5 squares): +1 to hit, damage x1.66; Medium Range (6-10 squares): +0 to hit, damage x1; Long Range (11-20 squares): -2 to hit, damage x1;
nothing longer.
*For all weapons, the actions required to place shots is synonymous with Rate of Fire, and Rate of Fire will be used throughout the rules, for example
under the Adrenaline Rush Ability*
*All Sniper Rifles share the same range benefits unless stated in the weapon stat chart. Point Blank (1-2 squares): -3 to hit; Short Range (3-5
squares): -2 to hit; Medium Range (6-10 squares): -1 to hit; Long Range (11-20 squares): -2 to hit; Ultra-long Range (21-40 squares): -3 to hit;
Extreme Long Range (41-80 squares): -5 to hit. The above penalties to hit, whether due to range or hip shot penalties, can be avoided by aiming
with the built-in scope.

Sniper Damage Std/ Advantages Disadvantages Special notes Rarity Manufactur Cost
Rifles per RoF S&M er
/Full
Rd.
Hit location adjust by 1 Spectre
Black Widow D8+1 x1/ x2/ x2 Penetration .25m Ultra-rare Requisitions 43,000
Collector D4 Force No ultra-long or Disintegrates corpses, use
Sniper Rifle damage x2/ x3/ x5 extreme-long ranges continuous fire sweep to Rare Collectors 35,000
detect
Penetration 1m, can target Elkoss
Javelin D10 x1 enemies thru cover& smoke slow Ultra-rare Combine 46,000
Arsenal Supply
Kishock No hip shot penalty, Scope doesn’t avoid Add’l Advantage = charge can Batarian State
Harpoon Gun D6+2 x1/ x1/ x2 Penetration .25m, x2 vs armor long range penalties be held Rare Arms 17,000
Krysae Sniper D8 Force Charged shot ignores cover Never penetrates Disintegrates corpses, Target Cipritine
Rifle damage x1 Misses only deviate 1 sq. Never criticals is 1 square like a grenade Rare Armory 15,000
Reduced hip shot penalty (+1) Batarian State
M-13 Raptor D6 x2/ x3/ x3 Stable (+1 to hit) Uncommo Arms 15,000
n
Rodam
M-29 Incisor D4+1 x2/ x3/ x3 Stable (+1 to hit) Rare Expeditions 10,000
Kassa
M-90 Indra D4 x3/ x4/ x5 Stable when aimed (+1 to hit) Ultra-rare Fabrications 39,000
x1.5 vs armor Devlon
M-92 Mantis D8+1 x1 Stable when aimed (+1 to hit) slow Starter Industries 8,000
Reduced hip shot penalty (+1) Rosenkov
M-97 Viper D6+1 x1/ x2/ x3 x1.25 vs all protection Uncommo Materials 16,000
n
Penetration .5m, x1.5 vs Kassa
M-98 Widow D10 x1 armor, slow Uncommo Fabrications 23,000
Stable (+1 to hit) n
Spectre
N-7 Valiant D6+2 x1/ x2/ x3 Very stable when aimed (+2) Ultra-rare Requistions 39,000

Example of a ranged weapon attack: the character is taking a shot at a Husk at range of 8 squares with a M-76 Mattock. The character is behind a
small box and chooses to aim a shot at the Husk. Using a Quick action to brace and aim a shot, the character can remove any cover penalty the Husk
is behind as well as gain a +1 to hit from the stable properties of the M-76 Mattock. The character chooses to use a Move and a Standard Action to
attempt to hit the Husk for X3 damage (3D6) + X1.33 due to medium range bursting of the M-76 Mattock, for a total of 4D6, if successful on the
Accuracy  Defense roll.

*All Heavy Pistols share the same range benefits unless stated in the weapon stat chart. Point Blank (1-2 squares): +2 to hit, damage x2; Short
Range (3-5 squares): +1 to hit, damage x1.66; Medium Range (6-10 squares): +0 to hit, damage x1; Long Range (11-20 squares): -2 to hit, damage
x1; Ultra-long Range (21-40 squares): -3 to hit, damage x1; Extreme Long Range (41-80 squares): -5 to hit, damage x1.

Heavy Damage Std/ Advantages Disadvantages Special notes Rarity Manufactur Cost
Pistols per RoF S&M er
/Full
Rd.
D8 Force x5 vs shields & biotic barriers Never penetrates Can bounce 1 sq. Nos Astra
Acolyte damage x1/ x2/ x2 Misses only deviate 1 sq. No criticals Target is square like a grenade Rare Sporting Goods 13,000
Charge can be held Elkoss
Arc Pistol D8 x1/ x1/ x2 Rare Combine 15,000
Arsenal Supply
Elkoss
Executioner D10 x1 Penetration .5m Slow Rare Combine 28,000
Arsenal Supply
Elanus Risk
M-3 Predator D4 x1/ x2/ x2 x1.5 vs armor Starter Control 8,000
Kassa
M-5 Phalanx D4 x1/ x1/ x2 x1.5 vs armor Uncommo Fabrication 5,000
n
Kassa
M-6 Carnifex D8 x1 x1.5 vs armor Slow Rare Fabrication 22,000
Quiet Spectre
M-11 D6 x1/ x2/ x3 Headshot x4 damage Illegal in Citadel space Rare Requistions 27,000
Supressor
Spectre
M-77 Paladin D8+1 x1 Slow Ultra-rare Requisitions 20,000
Haribon
M-358 Talon D8 x1/ x2/ x2 X1.5 vs shields & biotic No long ranges Ultra-rare Military 33,000
barriers Industries
D4 Force Spectre
N-7 Eagle damage x1/ x2/ x2 Ultra-rare Requisitions 37,000
D8 Force Misses only deviate 1 square Target is 1 square like a Aeghor
Scorpion damage x1 Can also be placed as a mine Never criticals grenade Ultra-rare Munitions 32,000

*All weapons have friend or foe technology and if a friendly is in the flight path of a shot or in an affected square of an area of effect, the weapon’s
trigger will not activate or the grenade will dud. In the case of a friendly between the character firing and the character’s target, the character will
receive a cover penalty for the shot, but if the shot misses due to the cover, the shot was never fired, as the trigger could not be pulled*

*All Submachine Guns share the same range benefits unless stated in the weapon stat chart. Point Blank (1-2 squares): +2 to hit, damage x2; Short
Range (3-5 squares): +1 to hit, damage x1.66; Medium Range (6-10 squares): +0 to hit, damage x1; Long Range (11-20 squares): -2 to hit, damage
x1; Ultra-long Range (21-40 squares): -3 to hit, damage x1; Extreme Long Range (41-80 squares): -5 to hit, damage x1.

Submachin Damage Std/ Advantages Disadvantages Special notes Rarity Manufactur Cost
e Guns per RoF S&M er
/Full
Rd.
Blood Pack Beyond medium Elkoss
Punisher D6+1 x1/ x2/ x3 x1.25 vs armor range additional -1 to Ultra-rare Combine 18,000
hit Arsenal Supply

Collector D6+1 x2/ x3/ x4 x1.5 vs armor Ultra-rare Collectors 35,000


SMG
Geth Plasma Geth Armory
SMG D4 x2/ x3/ x4 Rare Elkoss 28,000
Combine
Elkoss
M-4 Shuriken D4 x2/ x3/ x4 x1.5 vs shields & biotic Inaccurate (-2 to hit) Starter Combine 8,000
barriers Arsenal Supply
Elanus Risk
M-9 Tempest D4+1 x1/ x2/ x3 x1.5 vs shields & biotic Uncommo Kassa Fabr. 11,000
barriers n
x1.25 vs all protections, Kassa
M-12 Locust D4+1 x1/ x2/ x3 Headshot x3, Stable (+1 to Uncommo Fabrications 19,000
hit) n
Less accurate at all Haribon Mil.
M-25 Hornet D6 x3/ x4/ x5 ranges (-1 to hit) Rare Ind. 17,000
Batarian State
Less accurate at all Ultra-rare Spectre
N-7 Hurricane D6+1 x3/ x4/ x5 ranges (-1 to hit) Requisitions 45,000
*Additionally, abilities that suffer range penalties use the following range modifiers: Medium Range (1-10 squares: +0 to successfully target; Long
Range (11-20 squares): -2 to successfully target; Ultra-long Range (21-40 squares): -3 to successfully target with the ability.
**A weapon may only have 2 upgrades and 2 modifications, one from a personal weapons Tech-master, and another from another personal weapons
Tech-master or purchased with an existing upgrade or modification. Typically, the damage per rate or fire or the rate of fire is selected for upgrading,
if so each upgrade will improve the damage per rate of fire or the rate of fire itself one step. Slow weapons must have the disadvantage removed
before the rate of fire can be improved**
***Support weapons may not be upgraded, redesigned, or improved in any way from abilities. Also assume there is only ever enough ammunition to
use for 3 full-round actions***
****A character may carry two weapons suspended on the back panel and one support weapon suspended across the hip panel****

Grenade 2D10 Std 100


Force

*All Support Weapons except the M-451 Firestorm share the same range benefits unless stated in the weapon stat chart. Point Blank (1-2 squares):
Not available; Short Range (3-5 squares): -3 to hit, damage x1; Medium Range (6-10 squares): -2 to hit, damage x1; Long Range (11-20 squares):
-1 to hit, damage x1; Ultra-long Range (21-40 squares): -2 to hit, damage x1; Extreme Long Range (41-80 squares): -3 to hit, damage x1. M-451
Firestorm: Point Blank (1-2 squares): +2 to hit, no hip shot penalty; Short Range (3-5 squares): +1 to hit, no hip shot penalty.

Support Damage Std/ Advantages Disadvantages Special notes Rarity Manufactur Cost
Weapons per RoF S&M er
/Full
Rd.
Chain up to 4 add’l targets, x.5 vs Toughness, Targets also suffer effects as if Haribon
Arc Projector 10D10 1 each minus 2D10, x1.5 vs Destructible objects Novice Overload & Neural Rare Military 75,000
shields, x1.25 vs synthetics cannot chain Shock, must be aimed Industries
Collector D8 Force x1.5 vs shields & biotic Must be aimed
Particle Beam damage x4/ x5/ barriers Disintegrates corpses Rare Collectors 75,000
x6
M-77 Missile 4D10 Force x1.25 vs all protections, Cannot be duplicated Target is AoE of 3x3 squares
Launcher damage x1/x 2/ Seeker warhead Seeker warhead like a grenade, must be aimed Rare Armax Arsenal 75,000
x3
M-100 4D10 Force Target is AoE of 2x2 squares Elanus Risk
Grenade damage x1/ x2/ x1.25 vs all protections Must be aimed like a grenade Rare Control Service 75,000
Laucher x3
M-451 May panic & explode per Only Point Blank and Add’l advantages: targets may Batarian State
Firestorm D8 x3/ x4/ Novice Incinerate Ability Short ranges not use recover, x1.25 vs armor Rare Arms 75,000
x5
1 round of Novice Slow
M-490 18D10 Force 0/ 0/ x1 Singularity in the effected x.33 vs Toughness Target is AoE of 3x3 squares Terminus
Blackstorm damage squares, Must be aimed like a grenade Ultra-rare Systems 125,00
Misses only deviate 1 0
square
8D10+8D4 Charge can be held Slow Target is AoE of 2x 2 squares Hahne-Kedar
M-560 Hydra Force damage 0/ x1/ x1 Must be aimed like a grenade Rare 75,000
M-622 5D10 Force Targets in AoE may be x.125 vs Toughness Target is AoE of 3x3 squares
Avalanche damage x2/ x3/ frozen like the Cryo Ammo must be aimed like a grenade Rare Haliat Armory 75,000
x4 Ability
Misses only deviate 1 Target is AoE of 4x4 squares Jormangund
M-920 Cain 15D10 0/ 0/ x1 square, Slow like a grenade Rare Technology 125,00
Disintegrates corpses Must be aimed 0
Charge can be held
Misses only deviate 1
Reaper 15D10 0/ x1/ x1 square Slow Target is AoE of 4x4 squares Ultra-rare Reapers 150,00
Blackstar Disintegrates corpses Must be aimed like a grenade 0
Charge can be held

*Penetration .25m is enough to pierce through deployed hex shields, hand-held shields, or partial cover. Penetration .5m is enough to pierce through
walls and medium build creatures. Penetration 1m is enough to pierce through medium-long or large creatures and atlas vulnerable locations.
Penetration 1.5m is needed to penetrate through huge or large-long creatures. Penetration 2m is needed to penetrate through huge-long or gargantuan
creatures. Penetration causes double damage as it is entering and leaving the creature or object.
Ranged Weapon Properties

Assault rifle ranges: Due to the ammunition and manner in which the weapon effects its targets, it has a longer
range than most shotguns, it may use the ultra-long and extreme-long range modifiers from the assault rifle
notes.
Beyond medium range an additional -1 to hit: Due to the ammunition and manner in which the weapon effects
its targets, it cannot fire as accurate at ranges beyond medium unless the weapon is redesigned to remove the
disadvantage.
Can also be placed as a mine: Due to the stickiness of the grenade-like shot, it will not deviate but 1 square from
the intended targeted square, in addition, due to its proximity fuse and friend or foe recognition, it will only
trigger when an enemy steps or already resides in the destination square of the grenade.
Can bounce one square: Due to the grenade-like rounded shot which has a proximity fuse, it is designed to take
advantage of a wall or obstacle in which to bounce into a square that would normally not be a valid target due to
blocking terrain or an obstacle. As long as the character has a valid path to the intended square, it can be
targeted as if from the square the bounce would originate.
Can target enemies through cover and smoke: The weapon has an advanced scope which allows it to see targets
not visible with the naked eye. It does require aiming to sight through the scope to spot enough of an outline to
target enemies up to a distance of its penetration value. If the penetration value is 1 meter then the character
using the scope can see halfway into a 2 meter square of smoke, which is enough to see a target’s form inside of
it, or it can see a target’s form while it is standing behind a .5m wall.
Cannot be duplicated due to FRM (Fabrication Rights Management), must be purchased or recovered: Self
explanatory, it can be upgraded or modified, but other than purchasing or finding unattended, there is no other
way to obtain the weapon.
Chain up to 4 additional targets, each minus 2D10: If successful targeting the first creature, the electrical effect
will attempt to target the next closest creature within 20 meters (10 squares) at 2 less D10s than the previous
attack. As long as each attack is successful it will continue to target the next closest creature within 20 meters,
each time losing 2D10 in damage potential, until it has failed in the attempt or it has effected 5 creatures in the
attack.
Charge can be held: The move component can be held from an earlier round in order to stay safely in cover
until the weapon is charged as needed. The requirement for a full charge requiring a full round action can be
substituted for two movement actions and a standard action, either or both, of the movement actions may be
held from earlier rounds, as long as there were no other standard actions taken.
Charged shot ignores cover: Due to the ammunition and manner in which the weapon effects its targets when
utilizing a standard action and a move action, or a full-round action to deliver a charged shot, it ignores terrain
or an obstacle the target is using for cover.
Damage divisor to protections: Due to the ammunition and manner in which the weapon effects its targets, it
does not damage protections as well as other weapons, unless the weapon is redesigned to remove the
disadvantage. This weapon is less powerful against certain protections (ie: x.125, x.25, x.33, x.5,) the
disadvantage can be removed, an advantage of x1.25 can be upgraded and it can later be modified to damage
multiplier of x1.5 versus armor. If there is no divisor applied to any protection, assume it is an armor damage
multilplier of x1.
Damage multiplier to protections: self explanatory, but because it can be found in multiple varieties, the
upgrade path should be stated. At no time due to crafting can a damage multiplier versus protections rise above
x2, unless it started above x2, at which point it cannot be further upgraded or modified. If the listed damage
multiplier is exactly x2, it may be modified one time. If there is no multiplier given for the protection type,
assume it is x1 and it can be upgraded to x1.5 and later modified to x2 damage for the particular protection. If
the multiplier is x1 versus all protections, assume it is x1 and it can be upgraded to x1.25 and later modified to
x1.5 versus all protections. If the modifier is x1.25 versus all protections, it can be upgraded to x1.5 and later
modified to x2.
Destructible objects cannot chain: At no time can destructible objects chain any attack, just stated for clarity.
Disintegrates corpses: Not normally an advantage, but useful to prevent Cannibals from healing or gaining a
buff from cannibalizing corpses.
Each shot reduces movement: Due to the ammunition and manner in which the weapon delivers an
extraordinary amount of force to the target, the character suffers a tremendous amount of recoil, to the effect
that each rate of fire reduces the amount of movement by 1 square. If the amount of movement reduced is more
than the amount of movement used by the character, the character is forced to immediately drop to a knee after
firing is concluded. The drop to a knee is compulsory and does not count as movement.
Headshot x3 or x4: Due to the ammunition and manner in which the weapon effects its targets, it can deliver
greater damage when the hit location results in a headshot. If there is no headshot multiplier or the disadvantage
no criticals listed in the weapon statistics, assume the headshot multiplier is x2. A x2 headshot multiplier may
be upgraded to a x3 and a x3 can be modified to a x4, but at no time may the headshot multiplier be above x4.
Hit location adjust by one: Utilizing an advanced scope on this weapon, the random hit location die roll may be
adjusted by one at the choice of the character to determine actual hit location. The advantage of a hit location
adjustment by one may be modified to improve the adjustment by two. If there is no listed hit location
adjustment, assume that there is not one, but may be upgraded to adjust the location by one, and later modified
to adjust it by two. At no time can the hit location be adjusted by more than two.
Illegal in Citadel space: Due to the ammunition and manner in which the weapon effects its targets, it violates
treaties or is not permitted regulated areas, only C-Sec officers, military or Spectre personnel given judicial
privileges are granted use of such a weapon. This disadvantage may not be removed, but with judicial license
permission to carry may be given or as an outlaw just ignored until under scrutiny.
Less accurate at all ranges (-1 to hit), or inaccurate (-2): Due to the ammunition and manner in which the
weapon effects its targets, it cannot fire as accurate at any range unless the weapon is redesigned to remove the
disadvantage.
May panic and cause targets to explode like the novice incinerate ability: Due to the ammunition and manner in
which the weapon effects its targets, the weapon also effects the target as if it was successfully targeted with all
the effects (except damage), from the novice level of the Incinerate ability. Protected creatures are staggered for
one round, unprotected organics may not use the Recover ability for the remainder of the scene. In addition,
organics which the character succeeds on a Resolute  Resolute test has further conditions, unprotected
sentient organics are forced to make a panic move the next round, unprotected non-sentient organics are stunned
for one full round.
May stun unshielded organics: Due to the ammunition and manner in which the weapon delivers an
extraordinary amount of force to the target, the character can stun an unshielded organic with a successful
Discrete  Strong test.
Medium range burst capable: Assault rifles do not suffer a damage drop off as much as heavy pistols,
submachine guns and shotguns due to range.
Misses only deviate one square: Due to targeting assist or proximity fuses, the grenade will not trigger far from
the intended target square. Roll deviation direction as normal, but only move the final target square just one
from the intended, unless there is a blocking obstruction, if there is, then determine the direction of the travel
from the intended destination to the attempted target square to its bounce square.
Never criticals: Due to the ammunition and manner in which the weapon effects its targets, it cannot target an
individual location and must inflict damage upon the whole, unless the weapon is redesigned to remove the
disadvantage.
Never penetrates: Due to the ammunition and manner in which the weapon effects its targets, it cannot penetrate
unless the weapon is redesigned to remove the disadvantage.
No hip shot penalty or reduced hip shot penalty: Due to the ammunition and manner in which the weapon is
fired, it does not fully require an aimed shot with the built-in scope to reduce or eliminate the hip shot penalty.
No long ranges: Due to the ammunition and manner in which the weapon effects its targets, it cannot fire at
ranges beyond medium range, unless the weapon is redesigned to remove the disadvantage.
No ultra-long or extreme-long ranges: Due to the ammunition and manner in which the weapon effects its
targets, it cannot fire at ranges beyond long range, unless the weapon is redesigned to remove the disadvantage.
One round of Novice Singularity in the effected squares: Due to the ammunition and manner in which the
weapon effects its targets, the weapon also effects creatures in the area of effect with all the effects (except
damage), from the novice level of the Singularity ability for only one round. Use the damage listed for the
weapon. For one round, any creature located in the effected square or walks into the square is targeted by the
character’s Resolute  Strong. If the character succeeds on the Resolute test, a protected creature in the gravity
well is motionless in the square until the gravity well ends or it can breakout. To breakout it must use a Move
Action and the novice biotic must fail twice on a Resolute  Strong test per attempt. The held creature may
attempt as many times as it has available Move Actions. If the character succeeded on the original Resolute test
and the creature that is in or moved into the effected square did not have any protection, the creature is held
motionless and is floating weightless 1 meter off the ground for one full round. After one round the floating
creatures will immediately fall prone. While Floating due to the gravity well, creatures are vulnerable to ranged
weapon attacks. Creatures successfully damaged by the Warp Ability while floating will take double the Warp
Ability damage and the gravity well will immediately end, thus making the creature fall prone. Floating
creatures successfully targeted by Shockwave or Throw are no longer held in the gravity well, but are still
considered weightless (-66% Force Threshold) for Force checks involving Shockwave or Throw.
Only Point Blank and Short ranges: Due to the ammunition and manner in which the weapon effects its targets,
it cannot fire at ranges beyond short range, unless the weapon is redesigned to remove the disadvantage.
Penetration: The ammunition fired from a weapon inflicts damage upon the first creature or object it hits, only
stopped by shields or Armor greater than the penetration value. If the penetration is sufficient to pass through
the creature or object, damage is registered a second time as it exits the creature or object. The weapon’s
penetration is reduced by the amount of penetration used to penetrate the first creature or object and should
there be a penetration value remaining, it will continue its flight. Should there be another creature or object
along its continued flight path, it will inflict damage upon the next creature or object, and again until it can no
longer penetrate. An example of a ranged weapon attack with penetration: a character needs an 8 or less on an
Accuracy test due to a -3 cover penalty. The character rolls a 10, which is a miss, but since it is due to the cover
penalty, the shot has hit the box a Husk is hiding behind. The weapon generates enough force to damage
through the box, the box takes two piercing hits, not being fragile, those are just holes in a box. The shot
continues on and hits the Husk. Since the Husk was bracing a shot on the box, exposing only its arms and head,
the areas behind the box are its torso and legs, rolling random location ignoring the head and arms, the shot has
impacted the Husk’s torso and the Husk will receive damage depending upon the weapon, range and the
character’s actions taken to place the shot.
If there is no multiplier, assume it is 0 and it can be upgraded to +.25m and later modified to +.5m. If the
penetration is listed as .25m, it can be upgraded to +.5m and later modified to +1m. If the penetration is listed as
.5m, it can be upgraded to +1m and later modified to +2m. If the penetration is listed as 1m, it can be upgraded
to +2m, and later modified to +4m. At no time can the penetration rise above 4m.
Penetration cannot be improved: Due to the ammunition and manner in which the weapon effects its targets, it
cannot penetrate further unless the weapon is redesigned to remove the disadvantage.
Quiet: Due to the noise suppression applied to the weapon it is not heard beyond 40 meters (20 squares) or
pinpointed beyond 20 meters (10 squares) as to its exact firing location due to environmental variables, whereas
most weapons are heard out to 160 meters (80 squares) and can be pinpointed as the exact firing location out to
80 meters (40 squares).
Scope does not avoid long range penalties: Due to the smaller scope built to reduce weight and handle better for
hip shots, it instead has long range penalties which cannot be eliminated by utilizing an aimed shot.
Seeker Warhead: Due to the manner in which the weapon chooses its target, it may or may not fire at the
intended target. Like all weapons in the game, it has friend or foe technology and will not trigger into a square
which will affect friendlies, but it does an active search all along its flight path to the closest target in its
forward 180° field of view immediately after traveling one square out from the square in which it was launched.
The seeker warhead will try over and over on successive rounds until it has impacted a target classified as a foe.
Slow: Due to the ammunition and manner in which the weapon effects its targets, it cannot fire a higher rate of
fire during a round until the weapon is redesigned to remove the disadvantage.
Stable: Stable weapons are highly accurate and exhibit lower recoil than other weapons, as such it conveys a
bonus to the user without any restrictions.
Stable (or Very Stable) when aimed: Although more stable than most comparable weapons, a quick action to
aim and brace the weapon upon a supporting obstacle, terrain or by personal effort through kneeling or lying
prone is required to make use of the advantage.
Target is one square (or area of effect of 2x2 squares, 3x3 squares, or 4x4 squares), use Accuracy like a
grenade: Due to the sizable area effected by the attack, Accuracy is not modified by an individual target’s
Defense, instead Accuracy is only modified by the weapon’s range modifier, any cover, a hip shot penalty (if
applicable), and whether or not the character aimed.
Targets also suffer effects as if Novice Overload and Novice Neural Shock Abilities were used: Due to the
ammunition and manner in which the weapon also effects creatures in the area of effect with all the effects
(except damage), from the novice levels of Overload and Neural Shock. Use the damage listed for the weapon.
If the character is successful on its attempt to target an unprotected organic creature, the unprotected organic
creature will fall prone, be stunned and be vulnerable to other ranged weapon attacks, for one full round.
Vulnerable creatures take double damage from ranged weapon attacks while in this condition. In addition, the
unprotected organic creature may not use the Recover Ability for the remainder of the scene. Lastly, creatures
and objects vulnerable to overheating may explode if Toughness recieved any damage, a successful Cunning 
Vigilance test will cause an explosion destroying it utterly. Treat the explosion as a second Overload in the
same effected square.
Targets in the area of effect may be frozen like the Cryo Ammo ability: Due to the ammunition and manner in
which the weapon effects its targets, the weapon also effects creatures in the area of effect with all the effects
(except damage), from the novice level of the Cryo Ammo ability. Use the damage listed for the weapon. Any
creature in the area of effect is frozen with a successful Accuracy  Defense test. A frozen target will remain
so, until it forfeits its next Move Action. Frozen targets have a Discrete  Strong chance to shatter upon taking
damage while frozen and be utterly destroyed. Frozen targets eliminated by other attacks while frozen will also
shatter and be utterly destroyed. A shatter has an Accuracy  Defense chance to damage other creatures or
objects in its square and 1 square adjacent. Shatter damage is equal to the base damage of the creature’s melee
attacks and is considered Force damage. The shatter rolls are made by any creature that causes damage to the
target while it is frozen. Frozen targets are considered slippery, their Force Threshold is reduced by 33%.
Frozen targets may not use the Recover Trait or Ability. Upon unfreezing, the target will immediately fall prone
taking 1D6 Force damage for each full 2 meters (1 square) it has fallen.
Ultra-long range like assault rifles: Due to the ammunition and manner in which the weapon effects its targets,
it has a longer range than most shotguns, it may use the ultra-long range modifier from the assault rifle notes.
Use continuous fire sweep to detect: As an alternative when lacking a scope to see through smoke or to see
cloaked targets, the weapon can be used to sweep a square with a standard action, two squares with a standard
and a move action, or three squares with a full-round action in order to attempt to locate the unseen targets by
registering contact with either shields, armor or toughness. No damage will be applied in this case, but
confirmation that the square has a hidden creature and the return information of its protection levels supplied to
the character’s heads-up display.
When aimed, the user has +1 armor point until it is reduced: The weapon has a small shield that covers the head
of any character in a firing position. If the character has aimed with the weapon, the character has a bonus point
of armor in the head location until the start of its next turn.
Melee Damage Std/ Special notes
Full

Defenses:
Melee
Punch Attacks:
1D4 Force damage x1/ x2

Grapple 2D4 Force effect 0/ x1 To prevent a creature from leaving melee or to pin in order to setup coup de
grace

Coup de grace eliminates 0/ x1 Either a choke or stab to render the target helpless

Kick 1D6 Force damage x1/ x2 Full round to exert all effort into the kick & to sacrifice some defense &
mobility

Charge 2D4 Force damage x0/ x1 As long as the last 3 squares clear of terrain or obstacles were in a straight line
+ has advantage to the intended target

Sweep (Trip) 2D6 Force effect x1/ x1 To attempt to knockdown the creature in the square it is standing in – it is
considered a TRIP ATTACK

Omni-Blade 1D6 Piercing x1/ x2


Force damage
Omni-Bayonet 1D6 Piercing x0/ x1 (Not as effortless as an Omni-Blade, or a Punch)
or weapon butt Force damage

Soldier Stab 3D8+3 Piercing x0/ x1 May not be used in consecutive rounds, may use Omni-Blade or Bayonet
Force damage

Infiltrator Stab 3D8 Piercing x0/ x1 May not be used in consecutive rounds, may use Omni-tool or Bayonet
Omni-Tools: Force damage
+1D6 effect
Sentinel Stab 3D8+3 Piercing x0/ x1 May not be used in consecutive rounds, may use Omni-tool or Bayonet
Force damage
Vanguard 1D6 Force effect x0/ x1 Along the successful (Accuracy Defense) charge, any creatures the
Charge or 3D8 Piercing Vanguard moved through may (if successfully attacked as well) receive 1D6
Force damage Force effect, they may not attempt attacks of opportunity and the final target of
the charge receives 3D8 Piercing Force damage. May not be used in
consecutive rounds. May use biotic punch or Omni-Bayonet.
Adept Punch 1D6 Force effect x0/ x1 The adept may try to power punch into the square directly in front. Any
or 3D8 Piercing creature in the target square successfully targeted in that square receives 3D8
Force damage Force damage, while if successful, any creatures in squares on either side of
the target may receive 1D6 Force effect. May not be used in consecutive
rounds. May use biotic punch or Omni-bayonet.

Engineer 3D8 Piercing X0/ x1 If the punch is successful, the target receives 3D8 Piercing Force damage,
Punch Force damage which then may test Resolute  Resolute to attempt to panic an organic target.
If successful with the Resolute test, the organic must make a panic move on its
next turn. May not be used in consecutive rounds. May use Omni-tool or
Bayonet

*the Omni-tool or the Omni-Bayonet may only be upgraded, redesigned or improved through abilities*

*Shields are divided into 5 equal sections (or as much as can be). A shield can only regenerate a section that has
at least 1 protection point in it. Shields regenerate at the end of a round that it has not taken any damage*

Shield/ Armor Protection Special notes


Light Armor 8 points No Defense modification

Medium Armor 10 points -1 to Defense

Heavy Armor 12 points -2 to Defense

Basic Biotic Shields 15 points 3-3-3-3-3

Improved Biotic 18 points 3-4-4-4-3


Shields

Omni-tools are multipurpose diagnostic and manufacturing tools as well as computers used for a variety of
civilian
and battlefield tasks, such as hacking, decryption, or repair. Mil-Spec omni-tools are equipped
by Engineers, Sentinels, and Infiltrators to make use of their Abilities. When activated, an omni-tool can appear
over either of a person's forearms and/or hands, and occasionally both, as an orange hologram. Versatile and
reliable, an omni-tool can be used to analyze and adjust the functionality of most standard equipment,
including weapons and armor, from a distance. The fabrication module can rapidly assemble small three-
dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field
repairs and modifications to most standard items, as well as the reuse of salvaged equipment. Omni-tools are
standard issue for soldiers and first-in colonists.
Basic Omni-Tool Functions:
Flashlight Scanner Repairing items Dispensing medi-gel Programming and hacking
Camera Video, audio and holographic communication Projecting holographic images
Downloading and playing video games Manufacturing objects in real time
Mil-Spec additional uses: Using Abilites and upgrading, redesigning and modifying military items. Omni-tools
themselves can be upgraded to lessen Biotic or Tech Ability cooldowns, to lengthen Biotic or Tech Ability
duration of effects, and to add bonus Force damage or effect to Biotic or Tech Abilities that deliver Force
damage or effect.

Good or Service Credi Special notes


ts
Antidote, weak 50 Prevents any ongoing damage of weak poisons
Antidote, moderate 75 Prevents any ongoing damage of moderate or weak poisons
Antidote, strong 125 Prevents any ongoing damage of strong or lesser poisons
Binocular Goggles 1000 Distance is not a modifier for awareness tests
Carbon Threaded Rope 250 80m (40 squares) rubber & slotted steel rope (+2 to climb)
Consort Services, novice 100 Reduces all Stress
Consort Services, adept 1,000 Gain a Stress Threshold point for the length of an adventure
Consort Services, master By Removes all Dark Energy points
Energy Drink appt.
5 Gain temporary Stress Threshold point for the next scene
Field Backpack 40 Replaces support slot to carry all overnight field equipment
Field Generator 2,000 Enough power for one prefab drop cabin or 5 individuals
Field Kinetic Barrier 5,000 Shields (25) for one prefab drop cabin or one sentry tower
Gorilla Tape 50 Repairs mall hull breaches temporarily
Illumination Flare/ 40 Toss up and it stays at 80meters to illuminate/record an area
Camera
Meal 25 Reduces stress by two
Multi-cuffs
Occupational Svc, novice
35
250
Goods and Services
Made to restrain 4 armed or 4 legged creatures
Will attempt one skill roll
Occupational Svc, adept 500 Will attempt one skill roll twice, takes better result at adept level
Occupational Svc, master 2,500 Will provide successful service one time at master level
Passport, multi-pass 1,000 Personal documentation to travel the relays
Poison, weak 100 1D4 for 1D4 turns
Poison, moderate 250 1D6 for 1D6 turns
Poison, strong 1,000 1D8 for 1D8 turns
Portable bed & mattress 20 Reduces stress during sleep by one
Portable Workshop or Kit 300
Prefab Drop Cabin 100,000 Immediate shelter for 5, fills 2M ton of cargo space in a hold, Toughness (30) support or
vehicular weapons
Ration Bar for one meal 10 Eliminates gain of stress due to lack of food
Shield Generator 4,000 Regenerates 5 points of field kinetic barriers a round
Shower Stall 10 Reduces stress by one
Station or Planet Pass 50
Video Game 80 Removes all but one Stress if played for 8 hours or 1pt per hour
Welding Torch 200 For opening containers, or sealing containers & hull breaches (D4 support weapon, 0
Work Visa 100 range)
Temporary documentation to travel the relay once, by pre-arranged group charter

Vehicle, land Credits Special notes


A-61 Mantis 1,000,000 Restricted rare, Pilot + EWS + carry 8, Configurable low altitude gunship to low orbital
Gunship (Huge figther, Shields (25), Armor (30) support or vehicular weapons, Speed 10x Quick (18), 1x
vehicle) M350 Mass Canon, 16x Inferno Rockets, 6x Decoy Flares
Aircar Taxi 50/ destination Common, Pilot will carry 3 and some small luggage space per rider, Shields (15)
Service (Large Toughness (15), Max Altitude 2KM, Speed 4x, Quick (12)
vehicle)
C-111 Skyline 125/ Common, Pilot will carry 10 and some small luggage space per rider, Shields (20)
Shuttle (large veh.) destination Toughness (25), Max Altitude 1.5KM, Speed 3x, Quick (10)
ET3 (Large 60,000 Common, 2M ton cargo hauler, will hold pilot and handler + 8 in back, Toughness (30),
vehicle) Speed 3x, Quick (10)
M-080 (Large 250,000 Restricted uncommon, Crew (1) + 8 seated in back, + .2M ton cargo, Armor (60) support
vehicle) or vehicular weapons, Speed 5x, Quick (12), Mass cannon can replace cargo area
M-29 Grizzly 280,000 Restricted uncommon, Crew (2) + 4 + 1M ton cargo, Shields (20), Armor (40) support or
(Huge vehicle) vehicular weapons, Speed 4x, Quick (10), Mass cannon
M-35 Mako (Huge 300,000 Restricted uncommon, Crew (1) +3 + .5M ton cargo, Shields (20), Armor (30) support or
vehicle) vehicular weapons, Speed 6x, x2 coaxial machine guns, 1 Mass cannon, 8x Decoy Flares
M-44 1,200,000 Restricted rare, Crew (1) + 3 +.2M ton cargo, amphibious hovers 4 meters above ground,
Hammerhead Shields (25), Armor (25) support or vehicular weapons, Speed 8x, Quick (17), 1x mass
(Large vehicle) cannon
Tess Auburn 50,000 Pilot +1 and some ridiculously small luggage space, Shields (20) Toughness (12), Max
Aircar (Large Altitude 2.5KM, Speed 6/12/18 Quick (14)
vehicle)
Tomkah IFV (large 380,000 Restricted uncommon, Crew (1) +5 + 1M ton cargo, Shields (20), Armor (30) support or
vehicle)
UT-47 Kodiak 3,000,000
Vehicles, land
vehicular weapons, Speed 5x, 1 Dual-linked Mass cannon
Restricted uncommon, Crew (2) + 12 + .2M ton cargo, landing craft to limited FTL,
Drop Shuttle Shields (30), Armor (20) support or vehicular weapons, Speed 4x, cloaks for descent
(large)
X3M Aircar 30,000 Pilot + 3 and some small luggage space, Shields (15) Toughness (15)
(Large vehicle)

Vehicle, Mech Credits Special notes


Assault Drone 4,000 A: 10 C: 10 D: 10 P: 6 Q: 12 R: 10 S: 6 V: 10 1x M4 Shuriken, Shields (20) Flight, Speed
(Small mech) 2x
Atlas (Large mech) 800,000 A: 16 C:0/14 (pilot) D: 12 P: 12 Q: 10 R: 12 S: 18 V: 16 Mass Cannon, Rocket Launcher,
Smoke Grenades, Stomp crush, Claw crush, Shields (30) Armor (60) Speed 3
Combat Drone 4,000/ A: 14 C: 8 D: 8 P: 6 Q: 14 R: 9 S: 5 V: 10, Range 0 D6 Electrical, may stun, Toughness (10)
(Small mech) Abilty Flight, Speed 2x
FENRIS Mech 6,000 A: 12 C:8 D: 8 P: 8 Q: 14 R: 12 S: 8 V: 12, Range 0 D6 Electrical, may stun, Post-Mortem
(small mech) Explosion, Armor (10) Toughness (20) Speed 8
Hahne-Kedar 600,000 A: 16 C: 10 D: 12 P: 12 Q: 10 R: 12 S: 14 V: 14 Twin-linked M25 Hornet, Rocket
YMIR Mech (large Launcher, Post-Mortem Explosion, Shields (25) Armor (50) Speed 2
mech)
Loki (medium) 6,000 A: 10 C: 8 D: 8 P: 8 Q: 10 R: 10 S: 10 V:10, x1 M3 Predator or M4 Shuriken, Post-Mortem
Explosion, Frail extremities, Toughness (10) Armor (10), Shocking Grasp, Speed 4
M1 Worker Mech 4,000 A: 10 C: 8 D: 8 P: 8 Q: 8 R: 8 S: 16 V: 8 Grab, Frail extremities, Toughness 10 Armor 10,
(medium) Speed 4
Rampart Mech 12,000 A: 12 C: 12 D: 12 P: 12 Q: 12 R: 12 S: 10 V: 12 1xM-23 Katana, Energy Shield, Hunter-
(medium mech) Killer Mode, Post-Mortem Explosion, Frail extremities, Armor (20) Shield (20)*, Speed 5
Recon Drone, Geth Ability A: 12 C: 12 D: 10 P: 6 Q: 12 R: 10 S: 5 V: 12 1x Geth Pulse Rifle, Tactical Cloak, Novice
(Small mech) (invisible for 2 rounds or until it uses a Standard Action) Shields (10) Toughness (10),
Repair Drone, Ability Flight,
A: 8 C:Speed
14 D: 2x
10 P: 6 Q: 12 R: 10 S: 5 V: 12 Medic (Geth repair version), Armorer, Shields
Geth (Small mech) (5) Toughness (10), Flight Speed 2x
Rocket Drone 5,000 A: 10 C: 10 D: 10 P: 6 Q: 12 R: 10 S: 6 V: 10 1x Rocket Launcher, Shields (20), Toughness
(Small mech) (10), Flight Speed 2x
Vehicles,
Vehicles, Mechs
Space

Vehicle, Space Special notes


Asari Cruiser A: 10 C: 10 D: 10 P: 14 Q: 11 R: 15 S: 14 V: 12 2xTwin-linked Mass Cannons, GARDIAN anti-missile
anti-fighters system, Shields (1500) Toughness (2000), Speed 3
Athabasca Class A: 10 C: 10 D: 10 P: 8 Q: 10 R: 14 S: 13 V: 8 Self-destruct, Shields (500) Toughness (4200), Cargo
Freighter Capacity 30 Slots, Optional Fighter (x50) Hanger takes up 10 slots, Speed 1
Collector Ship A: 12 C: 11 D: 11 P: 14 Q: 12 R: 15 S: 15 V: 14 x1Main Cannon or use x3 Occular Cannons, DRONE anti-
missile/ anti-fighters defense system, 20x Torpedoes (ignore shields), Shields (1600) Toughness (2200),
Destiny Ascension Speed 4 10 D: 10 P: 15 Q: 10 R: 15 S: 15 V: 12 1x Main Cannon, 1x Mass Cannon, GARDIAN defense
A: 12 C:
Asari Dreadnought system, 6x Anti-fighter turrets, Hanger of fighters (100), Shields (2000) Toughness (8000), Speed 1
Envoy Civilian A: 10 C: 10 D: 10 P: 10 Q: 14 R: 10 S: 11 V: 11 1xMass Cannon, GARDIAN defense system, Shields (350)
Frigate Toughness (1350), Speed 5
Everest Human A: 12 C: 10 D: 12 P: 14 Q: 10 R: 15 S: 15 V: 12 1x Main Cannon, GARDIAN defense system, Shields
Dreadnought (1500) Toughness (6500), Speed 1
Kowloon class A: 10 C: 10 D: 10 P: 5 Q: 10 R: 12 S: 11 V: 8 Self-destruct, Shields (700), Toughness (3500), Cargo
Freighter, Capacity 20 slots, Optional Fighter (x20) Hanger takes up 5 slots, Speed 1
merchant
Lacus class A: 10 C: 10 D: 10 P: 10 Q: 13 R: 10 S: 10 V: 10 2x Anti-fighter machine guns, 10x Disruptor Torpedoes
Frigate, Alliance (ignore Shields) Cargo Capacity 10 slots, Shields (500), Toughness (1500), Speed 2
SSV SR-1 A: 14 C: 14 D: 14 P: 14 Q: 15 R: 14 S: 14 V: 14 20x Javelin Disruptor torpedoes (ignore shields),
(prototype) GARDIAN system, Cloaking system, Cargo capacity 4 slots, Shields (500) Toughness (1700) Speed 5
SSV SR-2 A: 15 C: 15 D: 15 P: 15 Q: 15 R: 15 S: 15 V: 15 2x Dual-linked mass Cannon, 20x Javelin Disruptor
(prototype) torpedoes (ignore shields), GARDIAN system, Cloaking system, Cargo capacity 6 slots, Shields (550)
Sovereign Reaper Toughness
A: 12 C: 10(1900) Speed
D: 10 P: 6 11 R: 15 S: 15 V: 13 1x Magnetohydrodynamic Cannon, 1x Tendril Cannon,
15 Q:
Dreadnought 1D10 Summon Occulus drones, Shields (5000) Toughness (10,000), Speed 3
Reaper Cruiser A: 12 C: 10 D: 10 P: 15 Q: 12 R: 15 S: 15 V: 14 1x Main Cannon, Shields (500) Toughness (2900), Speed 4

Turian Hierarchy A: 10 C: 10 D: 10 P: 12 Q: 11 R: 14 S: 14 V: 13 1x Main Cannon, GARDIAN defense system, Cargo


Cruiser capacity 6 slots, Shields (600) Toughness (2300) Speed 2
Verikkan Class A: 12 C: 10 D: 10 P: 10 Q: 14 R: 12 S: 12 V: 14 1x Mass Cannon, 10x Disruptor Torpedoes (ignore
Frigate, Turian shields), GARDIAN defense system, Cargo capacity 2 slots, Speed 5

Due to the sizes relative to each other, this is separate size than from sizes related to individuals. In comparison
to individuals, all of the starships would be colossal and unable to be properly represented on a table. In
COMBAT

comparison solely to each other all units could be gamed out on a table. Starships may only receive damage to
Shields, Armor or Toughness or incur effects to Starship systems from Starship class weaponry or from internal
sabotage.

Not all encounters are friendly and sometimes you just can’t talk your way out of a situation, when that happens
its important to know what actions you can take and when. The first matter which must be resolved is whether
or not both opposing groups are aware of the perilous situation.
Determining awareness:
To surprise someone requires a Discrete  Vigilance test, to surprise a group use the lowest Discrete
from the group attempting an ambush modified by the highest Vigilance of the group attempted to be
ambushed. The game master does not normally roll dice in Darkest Galaxy to give room for you, the players to
describe your actions and immerse yourself in the combat, the attacks and the escapes. When the ambushing
group is non-player characters, reverse the test. The test for awareness is Vigilance  Discrete for an
individual, or the highest Vigilance of the characters modified by the lowest Discrete for a group encounter. For
any ambush test, the game master may award or penalize with difficulty level modifiers due to lighting, sizes of
the combatants involved, cover, distance or lack thereof. The game master may also decide an ambush test is
unnecessary or not permitted.
Next, determine each combatants turn order:
Each combatant rolls a D12 and adds their relevant Attribute to the roll. In most cases, the relevant
Attribute is Quick. The players roll for their characters and the game master rolls for any non-player characters.
The game master collects the initiative results from the players and secretly adds the results of each of the non-
player characters and will reveal each combatants turn order from highest result to lowest as each would have
their opportunity to act. In case of ties, the combatant with the highest Vigilance would proceed earlier in the
initiative order. If there is still a tie, roll a D20 to break the tie.
If an individual or a group was taken by surprise, then a surprise round is required before beginning normal
combat rounds:
Surprise Round:
Combatants who are caught unaware do not get to act in the Surprise Round. Using the initiative order
determined by the game master, including only those aware, each may proceed to use one action. The action can
be a qualifying Reaction, a Quick Action, an Initiative Delay (which in of itself, is not an action but the decision
to delay your action and your place in initiative until later in the rounds), to Hold an Action, a Move Action, a
Standard Action, or a Full-Round Action. Free Actions are permitted, but they do not count towards the one
action allowed to use in a surprise round. After all aware combatants have taken their action in initiative order,
then play proceeds to standard Combat Rounds using the initiative order, but with all combatants able to take all
of their full combat round actions. Actions taken in a surprise round grant advantage (+2 to hit, +d4 to damage)

ACTIONS IN A ROUND:

against the ambushed.


After the Surprise Round, play continues to normal combat rounds, which will repeat until one side has fled or
has been eliminated.

Combat Round:
Using the initiative turn order of all combatants, with any adjustments due to an Initiative Delay, from highest
initiative number to lowest each combatant may utilize the full allotment of actions permitted to them in a
round. The rounds continue until all combatants from one side have fled or have been eliminated. The next
section will detail the available actions for each combatant which may be attempted in a Combat Round.
The actions available to a character during a round are divided into units of time in which a character
may utilize during its turn. The units of time are a Quick Action, a Movement Action, a Standard Action,
or a Full-Round Action. Quick actions take the least time, while Full-Round Actions take the whole of a
characters round to complete. If the need arises the character can down-grade a Standard Action into a
Movement Action, as a Movement Action uses about the same time in a round, but has more choices
available, except none allow an attack. The Movement Action can be down-graded to two quick actions,
should the character feel the need.
Quick Action + Move Action + Standard Action, or one Full Round Action, (+ any Reactions or Free
Actions).
Standard Action > for an additional Move Action, a Move Action > into 2 additional Quick Actions
Free Action:
Free Actions consume almost no time or effort, and you may take most Free Actions, even when it isn't your
turn, and depending upon the Free Action, multiple times during a turn. Examples include stating quickly to
teammates, dropping an item, and taunting a foe. Dropping to a knee or jumping down a level are Free Actions
that requires the action to be performed during the character’s turn. The GM puts reasonable limits on what
counts as a Free Action. The character may fall prone as a Free Action if it succeeds on a Quick test, however,
if it fails the Quick test, it may still choose to fall prone but will cost a Quick Action or a movement point.
Reaction:
Reactions are quick responses or follow-ups to other Actions or circumstances. They can be performed at any
time during a turn and are not tied to the character’s Initiative. The character can perform as many Reactions as
is called for per turn, as long as there are triggers to react to. Reactions can use the effect of passive Abilities,
but not of active ones.
There are also special Initiative choices which are not Actions.
Delay Initiative Order:
The character may choose to wait to use any of its actions at any initiative count before or after another
character or creature later in the round or up to before it would go in the next round, but to do so also resets its
order in the initiative count for all later turns to the new spot in the sequence of initiative.
Hold an Action:
The character may choose after taking all other available actions, or to forgo all other actions, except one Action
it chooses to delay until an appropriate time before its next activation in the following round. The character
chooses which Action it will hold and notify the game master when the character is ready to use the held
Action. The choice to utilize the held Action will expire when the character would activate again in the
following round. At the moment the character wishes to use the held Action, it must notify the game master that
the moment is now, even if another character or creature is in the middle of completing an Action. Upon
notification all play stops for the moment for all combatants to decide what happens next. If a character or
creature is in the middle of an Action and wishes to complete the Action before the held Action is used, the
character or creature must succeed on a Vigilant  Quick test to notice that his current action may be delayed,
while failure means the character or creature has not noticed and play proceeds to the held Action before
returning back to its activation. Should the character or creature succeed on the notice test and wish to proceed
with the action it was in the middle of, it must spend (burn) a Quick Action, or a qualifying Reaction to
continue on uninterrupted, but the character or creature may only complete the Action it was in the middle of.
After the character or creature has finished its nearly interrupted Action, the held Action is resolved
immediately if it can be, before the nearly interrupted character or creature finishes the rest of its available
actions for the current round. The character or creature must complete the action it was in the middle of or just
announced, it may not choose to change the intended action.
The following is a breakdown of the time sensitive Actions available to a character during its activation.
Quick Actions:
Activate an item. Starting a vehicle, turning on a computer, and lighting an appliance, operating a non-
automatic door, activating Omni-gel healing (for self or for allies remotely), are all examples of activating an
Item.
Aim. You can use a Quick Action to line up a ranged attack. When you do so, you may ignore your choice of the cover
penalty, the range modifier,or the hip shot modifier (if any). You still must have line of sight to the target. You lose the
benefits of Aiming if you lose line of sight to your target or if you take any other Action before making your
attack.
Fall prone. The character may fall prone as a Quick Action. Being prone offers cover against attacks made at
range, but the character is at a disadvantage against melee attacks.
One movement point. The character may use one movement point and only one movement point for moving
one square or to conduct an action that costs one movement point, such as rising from prone, but the character
may not have moved nor is planning to move at any time during its activation.
Slide down a ladder one level. The character may slide down a ladder one level (2m) with a Quick Action and
not receive any fall damage.
Stand up from kneeling. The character may rise from kneeling as a Quick Action.
Stand up from prone. The character attempt to rise from prone if it succeeds on a very Hard (-5) Quick test,
however, if it fails the very Hard Quick test, it may still choose to rise from prone, but it will cost a movement
point.
Switch out weapons. The character may swap weapons to and from the armor slots with a Quick Action.
Movement Actions:
Move. The character may move using up to five movement points. Walking into a clear square costs one
movement point. Choosing to use a movement point to rise from a kneel costs 1 movement point. Rising from
prone costs 1 movement point. Walking into a square with alot of debris, or is filled with a lot of underbrush
costs two movement points. Crawling (moving while prone) or lunging (moving while kneeling) into a square
costs two movement points. Climbing onto a box, over an obstacle, or over a short fence not more than one
meter high (or would offer a half cover penalty) costs two movement points. Proceeding up one level (2 meters)
of stairs costs three movement points. Proceeding up one level (2 meters) using a ladder costs four movement
points. Jumping over one square into another square costs 2 movement points. Jumping up to a level to hang
one for a pull up or a pull up costs 2 movement points. A successful Quick test would reduce the cost for any of
those actions (walking through debris, crawling, lunging, climbing/ jumping over obstacles up to 1 meter, using
stairs or ladders, jumping, pull up) by one movement point. With a successful Quick test to jump across and at
least 2 squares moved in a straight line (not necessarily straight squares) the character may also add one further
square to the jump distance in addition to the reduced movement cost. Climbing over a fence one level in height
(2 meters) or another climbable object (that would offer full cover) costs five movement points. A successful
Strong test to climb would reduce the climbing cost by 1 movement point. Moving directly back from an
opponent one square costs two movement points, but increases your defense by two. A successful test Quick 
Vigilant would negate any possible attack of opportunity and decrease the movement point for the first square
moved backward by one point. The character has five movement points, in which in most cases can be taken
before, after, and between other actions and the movement points may be held until later in the round.
Movement in higher or lower gravity planets or stations will have movement opportunities or complications,
such as further or shorter movement, faster or slower climbs or longer stops. Voluntary movement may not end
in an occupied space. If involuntary movement has placed two creatures in the same space, the first of the two
creatures to activate must move onto another square unless it chooses to use a full round action, in that case it is
required to move involuntarily one square of its choice after the full round action is completed. Involuntary
movement never costs a movement point nor is it considered an action. Only one of a Quick or a Strong test is
permitted during the Move action.
Standard Actions:
Aid Another. The character may specifically use an aid another action as a Standard Action to assist an ally
with a Social Challenge, an Attribute test, or an attack to add a +2 modifier to the ally’s attempt. Conversely the
character may use an aid another action as a Standard Action to disrupt an enemy’s attempt by subjecting the
enemy to a -2 modifier to its attempt.
Attack. The character may attack a visible creature or object with a melee attack, a ranged weapon attack or
with an Ability.
Charge. As long as the last 3 squares of the character’s movement are of clear of terrain or obstacles, and the
movement was taken in a straight line (not specifically straight squares) to the intended target, the character
may make a charge melee attack. The attack has advantage (+2 to hit and +D4 to damage). After the charge is
resolved, successfully or not, the character can take no other actions or to further utilize movement points
Fight Defensively. The character can choose to take a -2 penalty to its melee attack rolls to gain a +2 Defense
against opponents attempts to attack them in melee.
Total Defense. The character can choose not to attempt any melee attacks this round to gain a +4 Defense
against opponents attempts to attack them in melee.
Full-Round Actions: No other actions during the whole of the round permitted except for Free Actions and
Reactions, either during the character’s activation or later in the round.
Coup de Grace. As a Full-Round Action, the character can use a melee weapon or a strangle hold to deliver a
Coup de Grace to a pinned or helpless target. The character can also use a ranged weapon as a club, provided
the character is adjacent to or on top of the target. The test for a coup de grace is Strong  Toughness. If
successful the target is eliminated but not necessarily killed outright, the final state of the eliminated target is up
to the character. You can't deliver a Coup de Grace against a vehicle or object. With a successful coup de grace,
the target is considered terrain, but if unsuccessful and both opponents are in the same square, the character
which attempted a coup de grace, must involuntarily move onto another square of its choice.
Full-Round Attack. As a Full-Round Action, the character can maximize its Rate of Fire, make attack more effective,
or in some cases to be able to attack at all. The weapon charts (melee and ranged) are reflective of the required use of
actions to maximize a weapons Rate of Fire, to make an attack more effective, or to even utilize that weapon as an attack
type during a character’s round.

NEWTONIAN PHYSICS and other rules specific to Mass Effect

Run. A character can Run as a Full-Round Action, the character may move use up to fifteen movement points in a
straight line (not necessarily straight squares).
Special Actions:
Blind Fighting. Fighting while blind causes the effected creature to have to succeed twice on attack rolls. If the character
is effected, the character rolls twice and picks the worst result, if the enemy is effected, the character rolls twice and picks
the best result.
Attacks of Opportunity. For clarity it is a qualifying Reaction, one that can be triggered multiple times, except it has to
be from different creatures. It is available as a Reaction as long as a character or a creature is attempting to use a
movement point while the character or creature is adjacent to an enemy character or creature. Because it is attempting to
use a movement point a prone character or creature attempting to rise from prone, it can be attacked with a melee attack of
opportunity if the enemy character or creature wishes to (they usually do), however because it is still prone and has not
risen to a standing position the melee attack of opportunity cannot be a trip attack. Only one attack of opportunity may be
attempted against the same character or creature, if it was already standing and it was just attempting to use a movement
point, it is subject to an attack of opportunity of any melee choice, in this case, including a trip attack. Because only one
melee attack of opportunity may be attempted against the same character or creature, once it has been attempted to be
attacked it can choose to move further and not be attacked again by the same creature or character that attempted a melee
attack of opportunity this round against it.
Reapers may be dangerous, but Newtonian physics is more absolute…
Some gravity conditions and effects to keep in mind:
Movement in conditions of -33%, gains +1 movement point for each 2 used. Stopping or changing directions
may cause slide, use the bonus movement to continue same direction before trying to stop or change directions.
A Quick test may be attempted to avoid slide with a penalty equal to the bonus movement points. Conditions of
-50% gains 1 movement point for each 1 used, same stopping, or changing directions issues, with a further -2
penalty to the test. Conditions of -66% gain 2 movement points for each 1 used. Stopping or changing directions
Quick test is very hard, (-5) before applying bonus movement point penalties. Slippery is -33% Force
Threshold, Groundless is -50% Force Threshold, Weightless is -66% Force Threshold, and Gravity could be
+100% to -100% (zero gravity).
Force Threshold Tests:
Unless a specific Ability states differently, Add Force Damage and Force Effect together to establish a total.
Compare the total to the Force Threshold of the target. If the Force Effect total is higher but not twice as much
or more than the Force Threshold the target is knocked down prone if unprotected, if protected it is staggered if
protected. If the Force Effect total is higher than twice as much as the Force Threshold of the target, the target is
slid backwards away from the origination of the Force Effect (random rolling may be necessary to determine
the direction) a number of squares for each time the Force Threshold can be met, if unprotected, the target is
stunned for one full round, otherwise the protected target is slid backwards and still staggered.
Barriers from Foes:
The barriers may be avoided if the cover penalty is applied to the ranged or melee attack. If the miss is just
enough to be from the cover penalty applied, the damage of normally a miss can instead be applied to the cover
itself. If the attack is successful with the cover penalty, then a random hit location must be determined from the
body parts not protected by the cover. Penetrating attacks that can penetrate the cover of the barrier that miss
will impact the body part protected by the barrier (random roll may still need to be made). Hex Shields offer
cover -2, exposed areas are head, 2 lower legs, 1 right arm. Cerberus Guardian Shields and Improved Hex
Shields offer cover -4, exposed areas are head and 1 right arm.
Called Shots and Damage to areas that exceed 50% Force Threshold:
Called shots are at -5 penalty. Over 50% damage to right arm will cause loss of weapon, while over 50%
damage to a leg will cause the subject of the attack to fall prone and be forced to crawl in order to move.
Size Modifiers:

SIZE AC To Hide Height/ Reach Biped Carry Quadrupe


Mo Hit Adj. Length d Carry
d. Mod.
Fine +8 -16 +16 .15m or less Same square x.125 x.25
Diminutive +4 -12 +12 .3m or less Same square x.25 x.5
Tiny +2 -8 +8 .6m or less Same square x.5 x1
Small +1 -4 +4 1m or less One square x.75 x1.0
Medium +0 +0 +0 2m or less One square x1 x1.5
Large -1 +4 -4 4m or less Two squares X2 X3
Huge -2 +8 -8 8m or less Three squares X4 X6
Gargantuan -4 +12 -12 16m or less Three squares X8 X12
Colossal -8 +16 -16 32m or more Four squares X16 X24
Grenade Attacks:
All grenade attacks are determined in this matter, unless stated differently under Abilities:
1) The characters will test Accurate to toss into the targeted square, and test Quick if they are the target of a
grenade attack. Accurate-2 (Quick +2) for tosses between 2x Strong and 3x Strong. Accurate-4 (Quick
+4) for tosses up to 4x Strong. If the grenade or grenade-like effect is fired from a weapon, treat the
range as Medium for all ranges Point Blank up to Medium range, the longer ranges, use the normal
weapon range modifier. If successful skip down to step 2, otherwise the grenade has missed the target
square. Proceed to sub-step a) to determine the square in which the grenade has affected.
a) Using a D8 to randomly determine the direction away from the target square.
b) For short range tosses, the deviation away from the target square is d2+1 squares. For medium range
tosses, the deviation away from the target square is 2d3 squares. For long range tosses, the deviation
away from the target square is 3d4 squares.
c) If there is any blocking terrain between the target square and the deviated landing square, adjust the
appropriate bounce and the final resting spot for the grenade (for example: the deviation of the
grenade was determined to be 2 squares in the northwesterly direction, but there is a wall on the map
line between 1 and 2 squares from the target square. The grenade will roll one square northwesterly,
then encounter the wall and bounce southwesterly the final square).
d) All weapons in the game have friend or foe technology, if the final resting spot for the grenade will
affect friendlies in its area of effect, the grenade will dud and not trigger in the square determined to
be the final resting spot for the grenade.
2) Grenades will fully damage any object in the listed blast radius as per the grenade chart or the Ability.
3) Grenades may fully damage creatures in the listed blast radius if the attacking character succeeds on an
Accurate  Quick test for each creature in the blast, otherwise the creature has fallen prone and avoided
half the damage rounded down.
4) Grenades normally avoid the protection offered by deployed biotic barriers and hand-held shields, unless
the target of the grenades uses a held action to place the barrier or shield between itself and the
originating force from the grenade(s).
5) All of the grenade damage is Force damage, unless an Ability states differently.
6) Unprotected creatures that have received a greater amount of Force Effect and Damage than their Force
Threshold in the blast radius, are stunned, knocked down and vulnerable to other ranged weapon attacks
until they forfeit their next Quick Action. Protected creatures that have received a greater amount of
Force Effect and Damage than their Force Threshold in the blast radius are staggered until they forfeit
their next Quick Action. Any creatures that have received Force Effect and Damage equal to or greater
than twice their Force Threshold also experience knockback, proceed to sub-step a) to determine the
square moved to.
a) Using a D8 to randomly determine the direction away from the originating square.
b) For each excessive amount of Force Effect and or Damage equal to the Force Threshold beyond first
matching the Force Threshold, the creature will be moved one square in the random direction.
c) If the creature impacts an obstacle which forces it to stop before it would stop due to the Force
Threshold test, the creature takes additional damage equal to the amount of Force Effect and
Damage not accounted for in its knockback.
d) If the knockback move(s) result in a square in lower height than the originating square, the knocked-
back creature is considered falling. Falling creatures or objects take 1D6 Force damage for each full
2 meters (1 square) it has fallen.
7) Grenade attacks do not have hit locations as the effect is felt all over and the damage does not cause
critical damage.
Dice Step Progression:
1 point > < 2 points > < D4 > < D6 > < D8 > < D10 > < D12 > < 2D8 > < 2D10 > < 2D12 < > 3D12 > < 9D6 >
< 4d20 > < 6D20 > 9D20
Process of applying damage :
1) Upon determination the attack was successful, the damage and any effects will be stated in the Ability
description or a modification to the information in the weapon charts, or simply as stated in the weapon
charts for ranged and melee attacks. Ranged and melee attacks made in conjunction with an Ability or
alone has the weapon damage listed multiplied by the Rate of Fire due to the length of the turn used by
the character in terms of whether a lone Standard Action, a Standard Action plus a Move Action or a
Full-Round Action was used to damage its target, then multiplied again by the Range Modifier of the
weapon.
2) If the target has Shields (if not, proceed to Step 3), any multiplier or divisor to damage against Shields is
used to determine the resulting damage to the target. Multiply or divide to the damage result from Step 1
to determine the damage to be applied to the target’s Shields. Any damage applied to the target’s Shields
that is beyond the value of the target’s Shields, is then applied to the target’s Armor (if any), no
modifications from Step 3 are to be made, except to determine if the remaining damage will pierce
through the target, applying it twice if so, then any remaining damage is applied to the target’s
Toughness with no modifications to come from Step 4.
3) If the target has Armor (if not, proceed to Step 4), multiply together all applicable multipliers or divisors
from all sources which affect Armor to determine the resulting damage to the target’s Armor. If there is
no modifier to damage against Armor, the damage to the target’s Armor is half (rounded down) of the
resulting damage. If the attack has the Piercing quality the damage is not halved or divided but may be
multiplied, all of its resulting damage is applied to the target’s Armor. If the attack has penetration, a
check is made to determine if the Armor thickness is sufficient to prohibit the attack from further
damaging the target or if it is insufficient to avoid the attack from piercing through and continuing to
damage the target on the way out, as well as continue further along its flight path. If the penetration
value is sufficient to pass through, the damage amount is doubled and after damage is applied to the
target, a check for other targets along the flight path is made. After all resulting damage is determined
and applied to the target’s Armor, any damage above the value of the target’s Armor is applied to the
target’s Toughness (if any), with no modifications to come from Step 4. If the target does not have a
Toughness value and its Armor value has been reduced to zero, it is eliminated.
4) Since the target will be taking Toughness damage, it will be important to determine the hit location from
any damage which is not Force damage, consult the random hit table and apply any effects that result
from the damage. Multiply together all applicable multipliers or divisors from all sources which affect
Toughness to determine the resulting damage to the target’s Toughness. All of the resulting damage is
applied to the target’s Toughness. If the target is reduced to zero Toughness or below it is eliminated.
5) Elminated targets are considered terrain and can be used for partial cover, except for player characters.
Players characters are immediately dropped prone and an avoid stun test is attempted. The test to avoid
stun is Toughness. A successful avoid stun test, the player character is considered Faint (weak and
doozy, but not fainting). Faint characters may only perform one Quick Action during its turn, may not
perform Reactions and may only perform Free Actions during its turn. Characters that receive damage
while Faint, whether directly or indirectly through Area of Effects, must immediately retest avoid stun
with a penalty due to the damage just received. A failed avoid stun test, the player character is prone and
stunned. While prone and stunned, the character must attempt to succeed on an avoid death test. The
player character is given three attempts to avoid death, with the first immediately attempted after failing
the avoid stun test. The avoid death test is Strong. Each successive attempt is made at the start of its next
turns, unless it takes damage while prone and stunned, then a test is made immediately, using up one of
the remaining tests. Passing one of the tests is enough to avoid death, however any damage taken after
passing will cause the avoid death test cycle to restart. Failing the three avoid death attempts, results in
character’s death.
6) Dead characters or non-player characters may immediately be taken to the Asari Consort, to its
homeworld, or to a cloning facility that may be able to revive the character, at an undetermined cost and
the requirement that all of the characters allies perform a great debt of servitude to the entity attempting
to revive its comrade. The player character will be recovered enough to engage in the group’s activities
after the service is performed, however it will have one permanent Dark Energy point which may never
be removed, and any future Dark Energy points the character wishes to remove, must only be removed
by the entity which revived it.

Objects:
Many objects can pierce objects and cause small holes, and unless piercing itself places the object at risk of
being broken, piercing will not damage an object such that it loses its integrity. In most cases only attacks that
contain a force element (Effect or Damage), that cause burning or causes erosion may damage an object.
Targeting an unattended object is Accuracy +5 minus any penalty for size, range and weapon attributes, while
targeting an attended object is a called shot (-5) modifier to the test to target the creature with the object.
Object Toughness:
An object’s Toughness measure how much damage it can take before losing its structural
integrity. Resilient objects have more Toughness than fragile ones. Large objects also tend to have
more Toughness than small ones, unless breaking a small part of the object is just as effective as breaking the
whole thing.
Table: Object Toughness provides suggested Toughness for fragile and Resilient objects that are Large or
smaller.

Object Toughness
Size Fragile Resilient

Tiny (bottle, lock) 2 5 (2d4)


(1d4)

Small (chest, lute) 3 10 (3d6)


(1d6)

Medium (barrel, chandelier) 4 18 (4d8)


(1d8)

Large (cart, 10-ft.-by-10-ft. 5 27


window) (1d10) (5d10)

Huge and Gargantuan Objects: Normal Weapons are of little use against many Huge and Gargantuan objects,
such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge
tapestry, and an Biotic Warp can reduce a Colossus to rubble. The game master may wish to keep a track on a
Huge or Gargantuan object’s Toughness, or may simply decide how long the object can withstand whatever
weapon or force is acting against it. To track the Toughness for the object, divide it into Large or smaller
sections, and track each section’s Toughness separately. Destroying one of those sections could ruin the entire
object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to
0 Toughness.

Objects and Damage Types: Objects are immune to poison and psychic damage. The game master might
decide that some damage types are more effective against a particular object or substance than others. For
example, bludgeoning damage or Force effects or damage work well for smashing things but not for cutting
through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can
chip away stone but can’t effectively cut down a tree. As always, the game master must use its best judgment.

Damage Threshold: Big objects such as walls often have extra resilience represented by a Damage Threshold
or simply have a requirement that it must be damaged by a weapon class, such as a heavy support weapon, a
vehicular weapon, or a starship weapon. An object with a Damage Threshold has immunity to all damage unless
it takes an amount of damage from a single Attack or Effect equal to or greater than its Damage Threshold, or
from a class of weapons considered high enough to damage the object, in which case, then the object will take
damage as normal. Any damage that fails to meet or exceed the object’s Damage Threshold or is from a class of
weapons not considered high enough to damage the object, is considered superficial and does not reduce the
object’s Toughness.

Cover Rules:
Partial Cover: ¾ of the target is visible, such as behind a chair, a low wall, a creature one size smaller, or it is
kneeling or prone and being targeted at ranges beyond 1 square, the target receives a +2 modifier to avoid
attacks directed against it.
Half Cover: ½ of the target is visible, such as kneeling behind a low wall or box, or it is behind another creature
its same size, the target receives a +4 modifier to avoid attacks directed against it.
Full Cover: is fully hidden behind smoke or a wall, the target cannot be directly targeted by attacks, except
indirectly by being included in the area of effect, or in the case of weapons with an improved scope (such as the
Javelin) or modded to add the advantageous attribute (improved scope from a Javelin) to a weapon.
Random Hit Location Chart

Profile of Target Expose Expose Expose Expose Expose Expose


d Head d Arm d Arm d d Leg d Leg
Torso
Full Body in View 1 2 3 4-7 9-10 11-12
Top Half of Body in View (+2 Cover) 1 2 3 4-6
Top Half of Body in View Kneeling Behind 1-2 3-4 5-6
Cover or Prone Faced Towards (+2 Cover)
Bottom Half of Body in View or Prone Faced 1-2 3-4 5-6
Away (+2 Cover)
Shooting Around Corner (+4 Cover) 1 2-3
Body Targeted to Avoid Deployed Biotic 1 2 3-4 5-6
Barrier (+2 Cover)
Body Targeted to Avoid Deployed Cerebus 1 2 3 4
Barrier (+3 Cover)
Mail Shot Shot (+5 Cover, Called Shot) 1

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