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C h a r a c t e r C r e at i o n Experience & levels

DESCRIBE YOUR SQUAD. Start by discussing with the group EXPERIENCE. You start at level 1 and gain levels by earning
what kind of team you’ll be putting together. Spacefaring experience points (XP). For each assignment you complete
troubleshooters in service of the galactic Council? A military or (generally not more than 1 per session), gain 1 XP. When you

U L T R A L I G H T mercenary unit? Shadow Broker agents? A freelance salvage


and smuggling crew? Researchers exploring beyond the mass
complete a number of assignments equal to your current level,
advance to the next level and reset XP to 0. Major missions
relays? Just make sure you’re all on the same page in terms of may grant an immediate level without resetting XP.
In the year 2148, explorers on Mars discovered the remains of an teamwork and tone—dark, comedic, adventurous, etc. Then
PROGRESS. When you gain a level, you may choose to gain +1
ancient spacefaring civilization. In the decades that followed, coordinate the following choices with the other players to
to Fitness, Insight, or Will, learn a new talent, or upgrade a talent.
these mysterious artifacts revealed startling new technologies, make sure everyone’s character is unique.
Each time you upgrade a talent, you may add or improve a tag
enabling travel to the furthest stars. The basis for this incredible NAME YOUR CLASS. Your class is made up of two parts. The on it (like targeting a cluster of enemies instead of just one, or
technology was a force that controlled the very fabric of space first is your species, which includes any special features you a whole area instead of just a cluster), or propose to the GM a
and time. They called it the greatest discovery in human history. recall from the video games. (Asari are naturally biotic and can new use for it (like using Barrier to block gunshots with Will).
The civilizations of the galaxy call it mass effect. join minds; krogan heal quickly and have redundant organs;
salarians and drell have perfect recall; and so on.) The second
part of class is specialization, indicating a focus in one or two Damage & Healing
H o w to P l ay areas: Combat, Biotics, or Tech, which determines which talents
you can learn. Combine these to make a catchy class name, like ATTACKING & DAMAGE. When one character successfully
CREATE A CHARACTER. Follow the rules on this page to Asari Justicar, Krogan Battlemaster, or Turian Renegade. attacks another, the target loses health equal to the damage
define what your character can do and, no less important, indicated by attacker’s weapon or talent. (Unarmed attacks
what compels them to seek adventure. Your character will be a DESCRIBE YOUR REPUTATION. What are you known for? This do 1 damage.) If the target has a shield, deduct damage from
protagonist in a story you tell together with the other players. might change during play—you may start as The Butcher of that—even 1 shield is enough to stop an attack. If the target is
Torfan, Archangel, or Subject Zero, but they’ll remember you wearing armor with resistance, subtract the “resist” value from
PLAY LIKE A CONVERSATION. You will narrate what your differently if you achieve a title like The First Human Spectre. damage before applying it to health. At 0 health, you’re down
character does. The GM (game master) will say how the but not dead, and can be revived with medi-gel. (Enemies at 0
supporting characters and physical world respond to your DESCRIBE YOUR PROFILE. If reputation is just what’s on the
health might not be so lucky if you’re not careful.)
actions. Take turns describing who does what. The GM will try outside, profile is what’s beneath the surface. Are you Reckless?
to ensure that every protagonist has time in the spotlight. A Natural Diplomat? It’ll make roleplaying easier if you pick a REST & HEALING. Health is fully restored with one night’s
characteristic that draws you into adventure (or trouble). rest. One dose of medi-gel refills half your health, rounded up.
ROLL THE DICE. When you take a risk, the GM may tell you (It’s free from clinics and common in first aid kits, but you can
that you need to roll two 6-sided dice (2d6). Add the sum of ASSIGN ABILITIES. Assign scores to your Fitness, Insight,
only hold 1 dose without upgrades.) Shields refill automatically
the dice to your most relevant ability: Fitness for strength, and Will. Their combined score must add up to +1, with none
outside combat. If you use a talents that says “rest before
speed, and coordination; Insight for awareness, analysis, and starting above +2 or below –1.
reuse,” put an “X” beside it on your character sheet and don’t
understanding; or Will for discipline, resolve, and coercion CHOOSE TALENTS. You start with 3 talents from your use it until you have a few moments to catch your breath.
(or +0 if nothing at all seems relevant). Only the players of specializations, including the Mastery talent for any you
protagonists roll, even when supporting characters act. specialize in. (So if you specialize in both Biotics and Tech, for
On a 10 or higher, you succeed without complication. instance, you get Biotic Mastery, Tech Mastery, and one other PARAGON & RENEGA D E
talent from either of those.) You can gain more as you play.
On a 7–9, you partially succeed, facing complications such as EARNING POINTS. When you need to make a tough call, the
taking damage, making less progress than hoped, or putting CHOOSE GEAR. Start with 10,000 credits or the standard GM may offer a choice: take a paragon point to do the noble
yourself in a difficult situation. loadout: pistol, light armor, an omni-tool with a dose of medi- thing, a renegade point to do whatever it takes, or take 1 XP
gel, and items from your specializations (weapons and armor to come up with a third option.
On a 6 or less, you miss, and something goes wrong. The GM from Combat Mastery, a military-grade omni-tool from Tech
will describe the fallout. Mastery, and/or a standard bio-amp from Biotic Mastery). INTERRUPTS. Spend paragon points to help solve problems
through charm and heroism, and renegade points to solve
If you have an advantage—whether through external FINAL TOUCHES. Choose a unique name and describe a problems through intimidation and violence. Each point
circumstances or an edge from your own traits—the GM may couple distinctive features (e.g., claw-mark scars, intricate spent improves the result of a roll by 1 step per point, raising
tell you to roll an extra die and keep the best 2 (or, if you have tattoos, piercing eyes, crisp uniform). There’s also space on the a miss to a partial success, partial to full, or even full success to
a disadvantage, roll an extra die and keep the worst 2). character sheet for an illustration. something spectacular. You can hold up to 10 points at once.
Design by Jason Tocci. Rules from Apocalypse World by D. Vincent Baker and World of Dungeons by John Harper. Mass Effect is © and ™ BioWare and EA, used without permission.
C o m b at Ta l e n t s T e ch Ta l e n t s Gear
n COMBAT MASTERY. You can use medium armor and any 2 n TECH MASTERY. Use your Insight and your omni-tool to PISTOL (5k). 2 damage, precise.
from heavy armor, sniper rifle, shotgun, sword, assault rifle. hack, scan, and remotely activate allies’ medi-gel.
SMG (5k). 2 damage, auto.
ARMS MASTER. You can use any weapon or armor.
q ELECTRONICS. Roll at an advantage when repairing or
q
ASSAULT RIFLE (6k). 3 damage, auto. Requires training.
tinkering hands-on with tech outside of combat.
ADRENALINE RUSH. Add +1d6 to a Fitness or Will roll.
q
SNIPER RIFLE (7k). 4 damage, precise, far. Requires training.
Rest before reuse. DECRYPTION. Roll at an advantage when bypassing
q
security measures outside of combat (e.g., unlocking doors, SHOTGUN (6k). 4 damage. Requires training.
MARKSMAN. When you roll a 10+ with a precise gun,
q
disarming traps, retrieving encoded data).
instead of choosing a hit location, you can fire again at an SWORD (5k). 3 damage, messy. Requires training.
advantage until you roll under a 10. Rest before reuse. OVERLOAD. Roll Insight to deliver a shock, disabling
q
common electronics or to dealing 1 damage (or 3 damage LIGHT ARMOR (5k). 3 shields. Can pass as street clothes.
CARNAGE. Rig a gun to blast at a cluster of enemies for
q
vs. shields and synthetics). MEDIUM ARMOR (7k). 4 shields, 1 damage resistance. Looks
+1d6 burning damage. Rest before reuse.
SABOTAGE. Roll Insight to momentarily make a
q obviously like armor. Rquires training.
MARTIAL ARTIST. Deal +1 damage unarmed. You can
q
computerized system go haywire. Synethetics may attack HEAVY ARMOR (10k). 5 shields, 2 damage resistance. Looks
reroll 7–9’s on melee attacks as you block and counter.
indiscriminately and firearms may backfire (2 damage). and feels heavy, limits speed & stealth. Requires training.
ASSASSINATION. +1d6 damage vs. unaware targets.
q
DECOY. Roll Insight to create an animated, stationary, silent
q GRENADES (5k). 3 damage, area, messy. Variants include
SHOCK TROOPER. Gain +1 damage resistance.
q holographic illusion, up to the size of a person. flashbangs (0 damage, momentarily stun), incendiary grenades
DRONE. You can deploy a single holographic drone capable
q (burning), cryo grenades (chills and weakens), etc.
COMMANDO. Deal +1 damage with all weapons.
q
of engaging enemies (1 damage close-range shock), AMMO MODS (5k). Add a tag (like burn) to a weapon attack.
provide limited recon in nearby range, or be sacrificed to
take a hit for you or an ally within close range of it. WEAPON MODS (2–5k). Add a tag, bonus, or use to a weapon,
B i o t i c Ta l e n t s like allowing a gun to act like a melee weapon (2 damage), or
MEDIC. Medi-gel you administer refills health completely.
q increasing range with a scope (far).
n BIOTIC MASTERY. Use your Will to move objects with your
mind, punch at +1 damage, or move with unnatural speed. OPERATIVE. Deal +1 damage with omni-tool attacks.
q COOLDOWN MODULE (10k). Armor/omni-tool/bio-amp
upgrade. Once per scene, reuse a talent that requires rest.
THROW. Send targets flying. Enemies take 1+ forceful
q
damage from fall/collision. TAGS SHIELD BATTERY (10k). +1 max shield per upgrade, up to 10.

BARRIER. Gain +2 shields. Rest before reuse.


q TECH ARMOR (10k). +1 damage resistance while active. Purge
AP. Ignores 1 or more points of resistance. for 2 damage in a cluster. Rest before reactivating.
PULL. Yank person-sized targets upwards and/or toward
q
you, leaving people floating helplessly for a moment. AREA. Affects everyone within several meters of target. MOTORIZED JOINTS (7k). +1 melee damage.

WARP. Attack by distorting targets on a molecular level for


q AUTO. Spray at clusters or keep damaging after shields break. SHOCK ABSORBERS (5k). Ignore lifting/forceful effects.
2 damage, leaving target weakened to physical attacks. BURN. Deals ongoing damage until fire is out. MEDI-GEL UPGRADE (5k). Increase medi-gel capacity by 1,
STASIS. Roll Will to wrap a target in an immobilizing,
q CHILL. Slows all targets, freezes/weakens unshieded targets. up to a capacity of 5. Note new capacity on character sheet.
3-shield barrier until the barrier wears off or is destroyed. INCINERATE (7k). Roll Insight to attack (2 damage, burning).
CLUSTER. Affects targets within a couple meters of impact.
SHOCKWAVE. Roll Will to unleash a wave of 3 forceful
q Requires Tech specialization.
damage to everyone before you. Rest before reuse. FAR. Can affect targets up to hundreds of meters away.
CRYO-BLAST (7k). Roll Insight to attack (chill, cluster). Requires
SINGULARITY. Roll Will to create a point of gravity that
q FORCEFUL. Pushes, staggers, and/or knock down. Tech specialization.
draws everything in a cluster into it. MESSY. Leaves nasty injuries that can’t be cured by medi-gel. TACTICAL CLOAK (10k). Grant momentary invisibility. Rest to
BASTION. Gain +1 shield to biotically-created barriers.
q recharge before reuse. Requires Tech specialization.
PRECISE. Specify a hit location on a 10+ roll.
NEMESIS. Deal +1 damage with your biotic attacks.
q VI ASSISTANT (5k). Helpful for organization and research.
WEAKEN. Target takes +1 dmg from subsequent hits.
SPACE HAMSTER (1k). Good for morale.
NAME REPUTATION PROFILE

CLASS TALENTS FITNESS

–1 +0 +1 +2 +3

INSIGHT

–1 +0 +1 +2 +3

WILL

–1 +0 +1 +2 +3

GEAR SHIELDS RESIST

HEALTH MEDI-GEL

CREDITS LEVEL XP

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