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Mass Effect FAGE RPG V3 - 1
Mass Effect FAGE RPG V3 - 1
Core Rulebook
Based of the Fantasy AGE system by Chris Pramas
Game Design, Development, Editing: Angus Pollmann
Graphic Design: Angus Pollmann, Francisca Palma
Proofreading: Enzo Ruiz
Cover Art: MartinGust
Interior Art: Martin Gust, Jane, Lemon Sherman, Alteya, Brinx-II, Lacey Crombie, Muju, DNA-Daenar,
Morgenty, Natalya, Luckyfk, Efleck, Jkz, Joseph Byrne, Ryan Dening, Jamie Kinosian, Urbanator, An-
drew Ryan, Henrik, Dmitry Kozlov, Blue-jakalop, Steve Goad, Sean Donaldson, CuriousCanvas, Davin,
Annette K., Triback, Louis Simpson, Patryk Olejniczak, MyCks Sato, Yigit Savtur, Thomas Raube, Ek,
SiwaPyra, Jason Behnke, Chris M, Jacopo Caporossi, Eva, Nateyou, Jaslynn Tham, Kenneth Hart,
Purposefullyawesome, John Hagen, Anastasia, A.nabel M.artinez, Scotchlover, LoginovLS, Haosi, Jack
Forbes, Shenae & Mel Guzzardi, Squiddly Treats , betti357, StasySolitude, Janine Chenoweth, Anjian,
Kobb, Sabrus, arkis, Kar Rosen, Croc-blanc, eric geusz, Nick Jizba, TimoKujansuu, Priya Johal, Eddy
Shinjuku, Ksenia, Kate Niemczyk, RisingMonster.
Special Thanks to my life-long love Isidora Molina, without her i would probably not have
found the strength to start and finish this work, or to put everything i have in it.
Huge thanks to everyone that wanted to play and supported me, to Francisca Palma for her
guidence and patience with the graphic design and MartinGust for his art work specially
made for the game, this would not be the same without all of you, not by a long shot.
Fantasy AGE is a Green Ronin Publishing, LLC. All rights reserved. Mass Effect is a BioWare
and Electronic Arts property. This is a fan-made adaptation with no profit made or intended,
all trademarks of Mass Effect and copyright material are owned by Electronic Arts Inc. All
other trademarks and artworks are the property of their respective owners.
Please visit kurofye.github.io for updates and information on the project. Also feel free to send
an email to tafari77@gmail.com for any question, complain, comment or mistake it this proj-
ect.
If you hold any right to anything presented in this book and want it off the book, please con-
tact me and i’ll remove it as soon as possible.
II Table of contents
Table of Contents
Character Creation........................... 1 Minor Actions................................................................................... 44
Creation Steps.............................................2
Choose Specie............................................2 Combat Encounters............................. 45
Asari.............................................................................................................3 Making Attacks...............................................................................45
Batarian....................................................................................................3 Inflicting Damage...........................................................................45
Drell.............................................................................................................. 4 Killing Characters..........................................................................46
Human.........................................................................................................5 Missing Vitals on Purpose..............................................46
Krogan.........................................................................................................6 Deliver the Killing Shot.......................................................47
Quarian.......................................................................................................7 Ammo & Weapon heat...............................................................47
Salarian.....................................................................................................7 Vessles & Combat.........................................................................47
Turian...........................................................................................................9
Vorcha.........................................................................................................9 Combat Stunts......................................... 48
Health & Healing &...........................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................49
Backgrounds.............................................. 10 Cover........................................................................................................50
Active Service....................................................................................... 11 Flanking.................................................................................................50
Adventurer............................................................................................... 11 High Ground..........................................................................................51
Asari Huntress...................................................................................12
Blood Pack Mercenary...............................................................12 Start Playing! &........................................................................................................................................................................................................................................................................................................................................................................................................................................................................................51
Table of Contents I
Vector .............................................................................................75 Trap-making............................................. 106
Engineer Specializations.........................................................76 Modding traps................................................................................106
Defender .......................................................................................76 Trap effects......................................................................................107
N7 Demolisher ..........................................................................76
Operator ......................................................................................76 Powers..............................................108
Sentinel Specializations...........................................................77 Biotics.......................................................... 108
Aegis ................................................................................................77 Technology.............................................. 108
Avatar ............................................................................................78 Combat Powers................................... 109
N7 Paladin ..................................................................................78 Power Rules........................................... 109
Casting Powers.............................................................................109
Weapons, Armor & Gear.......79 Power Recharge...........................................................................109
Currency.......................................................79 Stacking Bonuses.......................................................................109
Equipment Weight................................. 80 Radius & Area.................................................................................. 110
Overweight..........................................................................................80 Cover and Powers.......................................................................... 111
Combat Powers................................................................................. 111
Armor............................................................. 80
Armors......................................................................................................81 Power Stunts.............................................. 111
Armor Attachment..........................................................................81 Power Combo.................................................................................... 113
Armor Mods.......................................................................................82
Power Properties................................... 113
Weapons......................................................83 Biotic Might & Tech Potency................................................114
Heavy Pistols....................................................................................84 Biotic Force.........................................................................................114
Submachine Guns..........................................................................85 Automats Powers.........................................................................114
Assault Rifles....................................................................................86 Shock Attacks..................................................................................114
Shotguns...............................................................................................88 Piercing Damage............................................................................ 115
Sniper Rifles.......................................................................................89
Heavy Weapons..............................................................................90 Elemental Damage.................................115
Melee Weapons.................................................................................91 Power Effects...........................................115
Weapon Acquisition.....................................................................93 Biotic Powers...........................................116
Inner Energy Biotics.................................................................... 116
Weapon Mods..........................................93 Charge............................................................................................... 116
Mods Tier & Evolution...............................................................93 Nova................................................................................................... 116
Price & Fame points cost.......................................................94 Annihilation Field..................................................................... 117
Heavy Pistol Mods.......................................................................94 Thresher Maw’s Breath..................................................... 118
Submachine gun Mods..............................................................94 Biotic Focus................................................................................. 119
Assault Rifle Mods.......................................................................95 Kinetic Fields Biotics.................................................................120
Shotgun Mods..................................................................................96 Barrier.............................................................................................. 121
Sniper Rifle Mods..........................................................................97 Biotic Orbs..................................................................................122
Biotic Sphere.............................................................................122
Ammo Mods...............................................97 Stasis..............................................................................................123
Price & Fame points cost.......................................................98 Spatial Distortion Biotics.....................................................124
Ammo Mods........................................................................................98 Dark Channel.............................................................................124
Flare.................................................................................................125
General Store........................................... 99 Reave...............................................................................................126
Regular Consumables................................................................99 Singularity...................................................................................127
Traveling & Exploring...............................................................100 Shockwave.................................................................................128
Professional Gear.......................................................................100 Warp................................................................................................129
Carrying and Storing.................................................................. 101 Telekinetic Biotics........................................................................130
Suits, Food and Lodging........................................................102 Lash..................................................................................................130
Ships and Animals......................................................................102 Lift......................................................................................................132
Item disponibility..........................................................................103 Slam..................................................................................................133
Throw..............................................................................................133
Grenades....................................................103
Grenade Mod Talent..................................................................104 Tech Powers..........................................135
Grenade Mod List........................................................................104 Automats Tech...............................................................................135
Combat grenades.........................................................................104 Combat Drone...........................................................................135
Tech grenades................................................................................105 Decoy...............................................................................................137
Biotic grenades..............................................................................106 Defense Drone..........................................................................138
Sentry Turret............................................................................139
Elemental Tech...............................................................................142
II Table of contents
Cryo Blast....................................................................................142 Collectors.............................................................................................. 181
Incinerate......................................................................................143 Vorcha...................................................................................................182
Overload........................................................................................144 Elcor........................................................................................................183
Hacking Tech....................................................................................145 Geth.........................................................................................................183
Basic VI Hacking....................................................................145 Hanar.....................................................................................................185
Energy Drain.............................................................................145 Keepers.................................................................................................185
Neural Shock.............................................................................146 Krogan...................................................................................................185
Sabotage......................................................................................148 Quarians..............................................................................................188
Volus.......................................................................................................192
Combat Powers................................... 150
Unique Combat......................................152 Non-sapient Creatures.................... 194
Assassin..............................................................................................152 Thresher Maws.............................................................................194
Berserk.................................................................................................152 Varren....................................................................................................194
Devastator........................................................................................153 Gas bags.............................................................................................194
Gunslinger..........................................................................................153 Harvesters.........................................................................................194
Klixen......................................................................................................195
Unique Biotics....................................... 154 Pod crabs...........................................................................................195
Aegis.......................................................................................................154 Pyjaks...................................................................................................195
Avatar...................................................................................................154 Space cows.......................................................................................195
Bolster..................................................................................................155 Don’t limit yourself.....................................................................195
Nemesis................................................................................................156
Scourge................................................................................................157 Citadel & galactic government.... 195
Striker...................................................................................................157 Humanity & Systems Alliance.... 196
Titan........................................................................................................158 Organizations & Corporations... 198
Vector....................................................................................................159 Planets and Locations................... 202
Vehicles and Ships.......................... 209
Unique Tech........................................... 160 Technology...............................................212
Infiltrator............................................................................................160 For the GM Only, the Truth of the
Sentinel.................................................................................................160 Galaxy......................................................... 219
Aegis......................................................................................................... 161 The Reapers.....................................................................................219
Avatar..................................................................................................... 161 Collectors............................................................................................221
Chimera................................................................................................162 Geth Heretics.................................................................................222
Defender..............................................................................................162
Machinist............................................................................................162 Game mastering in ME........223
Paladin..................................................................................................163 Ability Test..............................................223
Shadow................................................................................................163 Maps & Miniatures.......................... 224
Morale: Paragon & Renegade.224
Advanced Roleplaying......... 164 Paragon points............................................................................224
Play your specie.................................. 164 Renegade points.........................................................................224
Keep the game always moving.165 Levels in Morale..........................................................................225
Help your squad................................... 165 Paragon rolls................................................................................225
Exploration/Roleplaying stunts.165 Renegade rolls..............................................................................225
Devising goals........................................167
Ready to use goals.....................................................................167 Fame points........................................... 225
Negative Fame Points...........................................................226
The Endless Galaxy............. 169
Council Species.................................... 169 Environmental hazards................. 226
Asari.......................................................................................................169 Freezing Environment............................................................226
Salarian...............................................................................................172 Burning Environment..............................................................226
Turians..................................................................................................174 Toxic Environment....................................................................227
High Pressure Environment..............................................227
Extinct Species..................................... 177 Void Environment......................................................................227
Protheans..........................................................................................177
Rachni....................................................................................................177 Planning a Campaign.......................228
The Explorers......................................228
Non-council races................................. 178 The power of choice....................... 229
Batarians...........................................................................................178 Consequences...............................................................................229
Drell.........................................................................................................180
Yahg.......................................................................................................... 181 Mass Battles & Organizations.229
List of Artists
There is an incredible amount of very talented artists the book. A lot of these people actually take comissions
that make artwork about Mass Effect that i didn’t felt and have products with their art so if you like any of the
the need to use any existing ME related images, but images you see through the book, just come to check the
rather to show what people have done. artist and tell them i say hi.
I didn’t get to use all the artworks i would have liked, As i write this words (November 7, 2016) a 33% of
this is just some of the amazing artwork around and i the artist have not responded to my message, meaning
really appreciate they allowed me to use their work, as i that 24% of the images here are without their specific
asked every single one of them for permission and they consent, but are not against their will either.
were are all very nice with me.
If you own any of the images in this book and you want
This book would not be even a quarter of what it is me to take it off the book, please send me an email to ta-
without them. fari77@gmail.com and i’ll remove it as soon as posible
and upload a corrected version of the book, no ques-
As the list is just too big, following is a table showing tions asked. Or if you want to change your displayed
all names, sites and pages where their artwork is inside name or your website, it’ll be my pleasure to change it.
IV Table of contents
List of artists in the book
Artist Name0 Website Pages their art is in
Martin Gust http://martingust.deviantart.com/ Front Cover
Jane http://shalizeh.deviantart.com/ IV, 52, 87, 229
Lemon Sherman http://lemonsherman.deviantart.com/ V, 194
Alteya http://alteya.deviantart.com/ 1, 3, 5-9, 64, 98, 158, 172, 198, 212, 245
Brinx-II http://brinx-ii.deviantart.com/ 13, 48, 62, 69, 78, 103, 127, 130, 133,
Brinx-II (continuation) http://brinx-ii.deviantart.com/ 189, 209, 220, 223
Lacey Crombie http://lassiecrumby.deviantart.com/ 4, 71
Muju http://muju.deviantart.com/ 20, 77
DNA-Daenar http://dna-daenar.deviantart.com/ 60, 97, 99, 115, 138
Morgenty http://morgenty.deviantart.com/ 10
Natalya http://nkarlie.deviantart.com/ 11, 170
Luckyfk http://luckyfk.deviantart.com/ 12
Efleck http://efleck.deviantart.com/ 14, 95, 183, 226, 227, 228
Jkz http://jkz.deviantart.com/ 15
Joseph Byrne https://society6.com/realityajar 23, 26, 29, 32, 35
Ryan Dening http://deningart.com/ 38
Jamie Kinosian http://kinosian.com/ 39
Urbanator http://urbanator.deviantart.com/ 40, 79, 219
Andrew Ryan http://andrewryanart.deviantart.com/ 41, 58, 91, 120, 163, 193
Henrik http://zeon-in-a-tree.deviantart.com/ 45
Dmitry Kozlov http://angryrabbitgmod.deviantart.com/ 46
Blue-jakalop http://blue-jakalope.deviantart.com/ 47
Steve Goad http://stevegoadart.com/ 51, 89, 109
Sean Donaldson http://seandonaldson.deviantart.com/ 54, 132, 140
CuriousCanvas http://curiouscanvas.tumblr.com/ 56, 66, 121, 176, 224, 236
Davin http://davinarfel.deviantart.com/ 67, 179
Annette K. http://tinkarooni.deviantart.com/ 74
Triback http://triback.deviantart.com/ 75
Louis Simpson http://www.louissimpsonart.com/ 81
Patryk Olejniczak http://patryk-garrett.deviantart.com/ 83, 168
MyCks Sato http://mycks.deviantart.com/ 84, 161, 165
Yigit Savtur http://yiit.deviantart.com/ 92
Thomas Raube http://euderion.deviantart.com/ 101, 211
Ek http://meken.deviantart.com/ 105, 178, 185
SiwaPyra http://siwapyra.deviantart.com/ 107, 116
Jason Behnke http://jasonbehnke.com/ 108
Chris M http://hedrick-cs.deviantart.com/ 113, 114, 160, 191. 238
Jacopo Caporossi http://sentientspore.deviantart.com/ 125
Eva http://angua33.deviantart.com/ 126
Nateyou http://nateyou.deviantart.com/ 134
Jaslynn Tham http://jaslynntham.wix.com/jastarts 135
Kenneth Hart http://nny403.deviantart.com/ 142
Purposefullyawesome http://purposefullyawesome.deviantart.com/ 143, 182, 234
John Hagen http://jhkris.deviantart.com/ 146
Anastasia http://ilnere.deviantart.com/ 147
A.nabel M.artinez http://www.anabelmartinez.com/ 149, 218
Scotchlover http://scotchlover.deviantart.com/ 150
LoginovLS http://loginovls.deviantart.com/ 152, 181
Haosi http://haosiliu235.deviantart.com/ 154
Jack Forbes http://hebrewgod.deviantart.com/ 157
Shenae & Mel Guzzardi http://guzzardi.deviantart.com/ 159
Squiddly Treats http://squiddytreat.deviantart.com/ 169
betti357 http://betti357.deviantart.com/ 167
StasySolitude http://stasysolitude.deviantart.com/ 174
Janine Chenoweth http://yosh9.deviantart.com/ 177
Anjian http://anjian.deviantart.com/ 184, 222
Kobb http://kobb.deviantart.com/ 186
Table of Contents V
List of artists in the book (Continuation)
Artist Name0 Website Pages their art is in
Sabrus http://sabrus.deviantart.com/ 192
Arkis http://arkis.deviantart.com/ 195
Kar Rosen http://karlika.deviantart.com/ 199
Croc-blanc http://croc-blanc.deviantart.com/ 200,201,202
eric geusz http://entroz.deviantart.com/ 204
Nick Jizba http://jizba.deviantart.com/ 206
TimoKujansuu http://timokujansuu.deviantart.com/ 214
Priya Johal http://velocitti.deviantart.com/ 216
Eddy Shinjuku http://eddy-shinjuku.deviantart.com/ 240
Ksenia http://ksenia-z.deviantart.com/ 232
Kate Niemczyk http://kate-n-bd.deviantart.com/ 242
RisingMonster http://risingmonster.deviantart.com/ 244
VI Table of contents
Introduction Not that they don’t have a lot of work and love in them,
it’s just very hard and requires a ton of time, and there
There are some advice, tips and guidelines for the Game isn’t a lot of people with the amount of time and effort
Master in the later chapters, the first chapters are about it needs.
creating the character and modifications of the original
Fantasy AGE, so the last chapters can be skipped by I love the game so much, i love the series, the books, the
the players, but not the GM. The advice comes out of comics, and there are so many people that love them
my own experience, and the guidelines are to help the too, that’s why this book is full with their artworks, be-
master to distribute the rewards and progress of the cause we love this universe.
players, so they always feel they’re improving in more
ways than gaining experience, as i felt that there wasn’t I was ready to put all the time this needed, to make
enough ways to spend money in Dragon Age and it be- something worthy of the name, to make sacrifices, to
came non-important for the players rather quickly. learn, to fix everything again and again, until it’s a game
most people can enjoy.
I also planned to add more to the game, like being able to
play a Geth, Volus, Alliance IA and Yahg, making a com- So it had to be me, someone else might have gotten it
bat system for the starships, more specializations and wrong.
so on, but i had to finish somewhere to start improving
it, so maybe there could be an expansion.
As for why i made this big and long book and put this
much effort in it, is because i’m a game designer, and
i needed something to show what i can do, and this is
my first project. It took me much more time than i could
have imagined (8+ months), and looking back, it might
have not been the best choice to start game design, as
a programmer, it would have taken me much less time
to just build a small video game.
Character Creation
Making a character in Mass Effect is a rather simple jump in the action. Everything will be much more clear
process, very likely the creation in both Dragon Age once you see it working together. You’ll still need some-
RPG and Fantasy AGE. The steps for this specific game one to actually read the whole book though, that person
vary a little bit, there are 7 steps listed here. should be the Game Master (from now on the GM).
To play the game, you’ll need to first make your char- Finally and not least important, you’ll need a Character
acter. There are some pre-made characters in different Sheet. This will keep all your data (abilities, powers, etc),
levels at the end of the book, in case you want to use and probably a Power Sheet, that will make it much eas-
them instead or have a reference. ier to visualice and use your powers.
This character will be your representation in the game, Don’t worry if the Character Sheet or the Power Sheet
just like Shepard in the series, so making your charac- has things you don’t understand, the intended function
ter just the way you want it is what will make this game of all that’s in the sheets will also be explained. If you
fun. This chapter explains all you need to know to make find it’s just not working for you and rather scrap a
the character you want and gives you some examples, piece of paper, go ahead! always remember the first rule
once you’re done, you’ll be all ready to go. of all RPG. This is a game, and it’s made for you to have
fun with your friends. All the rules listed here are there
This part of the book may have some terms you don’t for a reason, but don’t let them get in the way of your
really understand or just can’t remember well, and that’s fun should they ruin it.
ok. There is an in-depth explanation of all the terms in
due time (for example, all rules regarding how to learn The Character Sheet along with all the extra material is
and use powers are in Chapter 4). There is a glossary at at the end of the book and in the site. As stated before,
the end of the book too, so you can always have a look this adaptation was made based on the Dragon Age ad-
and maybe carry it when you play. aptation from Green Ronin. If you also like the Dragon
Age franchise, you should really check it out at www.
The best way to learn, is to make the character and greenronin.com.
Batarian
2D6 Roll Benefit
2 +1 Communication
3-4 Constitution (Stamina)
5 Communication (Deception)
6 Strength (Might)
7-8 +1 Constitution
9 Perception (Seeing)
10-11 Intelligence (Evaluation)
12 +1 Strength
Drell
The drell are a reptile-like race that were rescued from
their dying homeworld by the hanar following first
contact between the two. Since then, the drell have re-
mained loyal to the hanar for their camaraderie and
have fit comfortably into galactic civilization.
Drell
2D6 Roll Benefit
2 +1 Perception
3-4 Intelligence (Religious Lore)
5 Biotic (Sense)
6 Willpower (Faith)
7-8 +1 Biotic
9 Willpower (Telekinetic)
10-11 Dexterity (Stealth)
12 +1 Dexterity
Human
Humans, from the planet Earth, are the newest sen-
tient species of notable size to enter the galactic stage
and are the most rapidly expanding and developing.
They independently discovered a Prothean data cache
on Mars in 2148, and the mass relay networks shortly
thereafter.
If you choose to play a Vorcha, modify your character · Choose a class, you can play as a Soldier, Engi-
sheet as follows: neer and Sentinel.
· Add 1 to your Dexterity and Constitution abilities, Roll twice on the Vorcha table for additional benefits.
but take 1 from Communication. The Vorcha are Roll 2d6 and add the results together. If you get the
not very good with words, but agile and enduring. same result twice, re-roll until you get something dif-
ferent.
· Pick one of the following ability focuses: Dexteri-
ty (Acrobatics) or Perception (Smelling). Vorcha
2D6 Roll Benefit
· The base Health and Shields for Vorchas is 10,
2 +1 Perception
their defense 6 and Speed is 8.
3-4 Strength (Climbing)
5 Dexterity (Initiative)
· Vorcha have the Regeneration bonus. Regenera-
6 Perception (Tracking)
tion lets them recover HP equal to their Constitu-
7-8 +1 Constitution
tion ability at the end of each round.
9 Perception (Hearing)
10-11 Willpower (Elemental)
· Additionally, Vorcha have the Blood Lust bonus.
12 +1 Strength
When a Vorcha kills any non-automat target, it
activates his Blood Lust. It gains +1D6 points of
damage to all Melee attacks, +3 to speed and Backgrounds
Your character was not born yesterday. Backgrounds
represent what your character did for living before be-
coming an Explorer. This will also help you create a
past and motivations for your character.
Example
“Alexandra already knows what she wants.
A Renegade Officer. She then adds 1 to her
Accuracy and Constitution and decides to
choose Willpower (Self-discipline) as her
new focus.
Fame Points
They’re a way to determine the importance of
each individual playing character in the limitless
galaxy. Fame points are awarded to the players
whenever their actions influence the life of a sig-
nificant group of people or make a feat worth of
stories. If it’s the first time you play, they are zero.
Active Service
Active Service means you currently belong to the mil-
Adventurer
itary of a given specie. You can pick what your rank These solitary travelers often leave their home to seek
is, but it should not be high. You are a trained soldier out new establishments elsewhere, usually belonging
in the service of your species and swore to serve and to different species, and in turn adopt that species’ cul-
protect. Keep in mind, this background exist for a spe- ture. They tend towards quiet, integrated lives, looking
cific type of adventure or campaign, because in Active through the galaxy for a place where they fit.
Service you don’t really do what you want, but what Adventurers can only be Drell, Asari, Human, Batarian
you are asked to do, and this greatly limits your free- and Turian.
dom. Talk to your GM and the other players before
· Pick Perception (Searching) or Communication If you choose to play a Huntress, modify your charac-
(Disguise) ter as follows:
Bodyguards can only be Batarian, Vorcha, Human, Colonist can be Quarian, Human, Turian, Asari, Salari-
Turian and Krogan. Drells are few in the galaxy, they an, Batarian or Drell. You should not pick Adept, Van-
cost 100 Fame points. guard or Sentinel, as Biotic powers need training (un-
less you’re an Asari).
If you choose to play a Bodyguard, modify your char-
acter as follows: If you choose to play a Colonist, modify your character
as follows:
Eclipse Mercenary
Eclipse is a mercenary corporation that was found-
ed by asari commando Jona Sederis. The organization
provides effective security and firepower for prospec-
tive employers; they have few scruples about the na-
ture of those who hire them, so long as they can afford
their services. Eclipse mercenaries work in teams of
troopers and vanguards which may be led by more ex-
perienced commando units. Eclipse in general favors
stealth, discrimination, and “intelligent” ways of con-
ducting battles. They are not as disciplined as their
more established rivals in the Blue Suns, but make up
for this with cutting edge equipment and weaponry, as
well as their extensive use of biotics. Eclipse also has
many ventures that delve into smuggling.
Mercenaries are individuals that work in mercenary If you choose to play an Pilgrimaging Quarian, modify
bands that operate throughout the galaxy. They are your character as follows:
usually hired by criminal organisations that require
“heavy muscle”, or by individuals who want protection · Add 1 to your Willpower and Intelligence. Pilgrim-
or assassination services. Sometimes euphemistically aging Quarians have vast tech knowledge and
referring to themselves as “private security organi- are very determined to bring something to help
sations”, mercenaries will commonly raid remote out- their people.
posts or unprotected starships when unemployed.
· Pick Intelligence (Electronics) or Dexterity (Pilot-
Hired Mercenary can be from any species, as they’re ing).
only individuals for hire and can get hired by a number
of reasons, like Quarian tech expertise or Drell’s spe- Pirate
cial memory, not just hired to shoot on order.
Pirates operate on many worlds in the lawless Ter-
If you choose to play a Hired Mercenary, modify your minus Systems. Some make their living by scaveng-
character as follows: ing from shipping lanes, or running lightning raids on
lightly-defended outposts. Often pirates will also be
· Add 1 to your Willpower and Constitution. Wher- involved in slaving, gun running and many other types
ever you come from, you have to be tough and of criminal endeavours. They usually hide out on un-
strong willed to be a hired arm. charted worlds, often in abandoned bases or deep un-
derground.
· Pick Willpower (Morale) or Constitution (Stami-
na). Pirates can be from any species, as there are plenty of
different types of Pirates.
Pilgrimaging Quarian
If you choose to play a Pirate, modify your character
When quarians of the Migrant Fleet reach young adult- as follows:
hood, they must leave their birth ship and find a new
crew to accept them as permanent residents. To prove · Add 1 to your Dexterity and Strength. It’s not
themselves worthy, they must leave the Migrant Fleet easy to live in and take other’s ships.
and search the galaxy for something of value. This is
offered to their prospective captain as a gift, proving · Pick Dexterity (Zero G) or Dexterity (Piloting).
that they will not be a mere burden on the shoestring
resources of the ship. Renegade Officer
The law is to keep the peace and protect your species?
Please. Renegade officers are trained individuals that
just had it with the military they were in and decided
to retire from service much earlier than they should.
From service, not from fighting.
“May there always be a market for the things we do.” They usually sell and obtain their goods in space sta-
Donovan Hock is a weapons dealer, smuggler and pa- tions, small colonies, some expensive places like bigger
tron of the arts. Where there are banned goods and colonies and some more dangerous places like Omega.
profits to be made, there will always be a Smuggler. Even though is a decent way to earn a living, it’s not
Drugs, weapons and minerals are the most common the safest.
things, but slaves, organs, biological weapons, lost
technology and artifacts all can come through some- Traders can only be Human, Batarian, Asari, Salarian
one with the right vision and contacts to make busi- and Quarian. There could be Krogan and Drell traders,
ness. but they’re very uncommon, so they cost 150 Fame
points.
Smugglers can only be Batarian, Vorcha, Human, Sal-
arian, Asari, Turian and Krogan. Drells are few in the If you choose to play a Trader, modify your character
galaxy, they cost 100 Fame points. as follows:
If you choose to play a Smuggler, modify your charac- · Add 1 to your Communication and Perception.
ter as follows: Their tongue earns them money and their percep-
tion keeps them alive.
· Add 1 to your Communication and Intelligence. It
does take some talent to be a Smuggler and don’t · Pick Communication (Bargain) or Intelligence
get killed in the first month you know?. (Evaluation).
Level 11 Level 15
S u g g e s t e d
New Talent: You gain the novice lev- New Talent: You gain the novice lev-
Builds
el of one Talent you didn’t knew or el of one Talent you didn’t knew or Power User: Priorice Willpower, Bi-
an advancement in one you already an advancement in one you already otic, Dexterity and Accuracy. This
have. have. will make the most of your Biotic
Powers and allow you to take less
Health & Shield growth reduction: New Biotic Power: You gain one new damage, and shoot when you have
Instead of 1D3+Constitution bonus Biotic power. to recharge your powers.
to Health and Shields when you gain
a new level, you’ll only gain your Power House: You can now add your Carry an Pistol, as it’s the only Com-
Constitution value. Willpower (Focus) to the damage of bat Talent you can learn. Priorice
your single-target Biotic powers only one Power School talent at a
Adept Master: Whenever you gener- (for example if you have the Will- time to match the powers you pre-
ate Stunt Points, you now gain one power(Spatial distortion) focus, you fer, but only pick 3.
extra Stunt Point. Also when you deal +2 damage with single-target
gain a new Focus, you can now un- Spatial Distortion powers, if you Power trees greatly depend on your
derline a focus you already own and choose the focus again, then you get play style, but you can’t go wrong
it’ll give you a +3 bonus instead of +3). with Warp, Reave and Throw.
the usual +2.
Level 16 On higher levels, consider giving
New Biotic Power: You gain one new points to Perception, so you can im-
Specialization Talent advancement:
Biotic power. prove your overall damage by deal-
You gain the Journeyman level of
the specialization talent you picked ing more damage when you can’t use
Level 12 in level 14. your powers. Also the One-hand-
Uncanny Biotics: Do. Or do not. ed wielding talent will help you live
There is no try. You can perform the longer and get closer while there is
Level 17
Penetrating Biotics stunt for 5SP enough cover for you.
New Talent: You gain the novice lev-
instead of the usual 6SP.
el of one Talent you didn’t knew or Combat Adept: Priorice Dexterity,
an advancement in one you already Constitution, Accuracy and Percep-
New Utility Talent: You gain the
have. tion. Only a little to Willpower. This
novice level of one Talent you didn’t
knew or an advancement in one you build can’t use higher-level powers,
New Biotic Power: You gain one new but will have more options and can
already have, but it has to be an
Biotic power. get closer.
Utility Talent, or 2 Utility powers.
Example
“All players are ready with race, background,
personality and class. So, time to pick their
inventory, and roll the dice. Alexandra gets
10 in the dice, so she starts with 10,000 That’s it with the gear, they decided to save
credits. John rolls and gets 11, so 10,500 some money and each picks some items that
credits for him. Erik gets a flawless 18 and don’t belong to combat. Alexandra picks a
smiles with his 14,000 credits. couple of floating lights, a data pad, a sleep-
ing bag, a tent, a security drone and a grap-
nel hook. Erik chooses a Crowbar, just in
Alexandra picks a Light Armor, as she case, a sleeping bag, a tent, a medigel can-
doesn’t have any strength, and the M-97 Vi- nister to carry more medigel, some rations,
per Sniper Rifle, to deal maximum damage. drink, backpack, purifier bottle and some
She has 5000 credits left. John picks a M-4 clothes, he has money anyway.
Shuriken to be able to use suppressing fire, John asks some money from his friends to
a Light Armor and an extra Medigel pack, get himself a Pyjak. He asks the GM and the
just in case. Erik chooses an M-8 Aveng- other players if it’s ok for him to go arround
er and Light Armor, that’s all the weight he with the little monkey, and they agree if he
can carry. Still, that’s just 5000 credits, so takes the animal training talent in the future.
there’s still a ton he can get.
It can be hard to decide who your characters ir, how “¿Why are you willing to travel with and trust strang-
did it got to explore the galaxy. But now you have a ers?”: You are going to travel with more people, no one
specie, a background, a personality, your abilities, explores the galaxy alone, so maybe a “lone wolf” or a
class and inventory, this tells a ton about who your stubborn personality is not the best choice.
character is. All you need to do now is fill the gaps.
“¿What is your dream?”: You went to explore the gal-
Some easy questions are “how did a (your specie) be- axy because of something, because there was some-
came (your background)?”, “was it because of you be- thing you seek or wish to own, acomplish or recover,
ing (your personality) or something else?”. If this kind there’s a dream you want to fulfill, it is what will drive
of things troubles you, don’t worry too much, what your character to do what it does, and maybe will
defines your character is not where it comes from or make to take some hard choices.
what it says, but what you do is what will define your
character in the eyes of the galaxy. Setting the goals or dreams of your character is im-
portant, becase that’s what will drive it to keep on ex-
There are some questions that may give you a refer- ploring the galaxy. You should at last point out 3. This
ence or make you question yourself about your char- is more detailed in the Green Ronin books.
acters. They’re just a guide and meant to lend you a
hand, they’re not obligatory in any way. This is the perfect moment to give your character a
name too. Names for some species can be pretty hard,
“¿Where do you come from?”: Some planet, colony or but there are quite a few at http://fantasynamegener-
space station, this is just so the GM can maybe work ators.com/salarian-names.php and http://www.ngn4.
with to involve your character in the future, be it some- io/.
one you love or a place you hope to come back to.
This ends the character creation, and hopefully, the
“¿Why did you decided to roam the galaxy as an ex- start of your travels among the stars.
Here you will find rules for ability tests, narrative and To keep track of the current Health, Shields and others
action time, combat, stunts, healing and the new Cov- like special effects you can use a simple piece of paper,
er, Kinetic Shields and Ammo mechanics. If it turns out a white board or the Score Board, that also comes at
too overwhelming, don’t worry! the best way to learn the end of the book.
is while you play, and remember to ask everything you
don’t understand to the GM. Powers are also a difficult thing to visualice when you
start having a lot of them, so there’s also a Power
Player Basics
Sheet that lets you see your powers and has a special
place for you to keep track of your Power Recharge and
Ammo with dice, and not confuse one another.
This book, as you sure have seen, contains quite a lot
of rules as it sums the original and the new rules of the You will also need 3d6, with one different for the Stunt
game, but there are also examples of everything so you Dice, 1d20 for the Critical hits and, if you want, 2d10 to
can see the rules in action. But not everything is combat, keep track of the recharge dice and the ammo (3d10 for
so it’s good to review the actual rol in the game. Sentinels), but you still can just use a white board or
a piece of paper, whatever you preffer. Miniatures and
Tools of the player maps are also great, there are some ideas for that in
the site too.
Your main tool and what represents you is the Charac-
ter Sheet, that you’ll find at the end of this book and in
Ability Test
The Ability Test is the core of all the rules for the AGE
system. If you have played Fantasy AGE, Dragon Age
or maybe Titan’s Grave RPG you should already know
all this. If that’s the case, feel free to skip it.
There is no “mana” of any kind if Mass Effect. All the characters that use powers need is to recharge their
powers, hence the Power Recharge name or simply Recharge Dice. Whenever a playing character uses a pow-
er, it has to set a Recharge Dice (or write down the recharge number). During the End Phase, all the Recharge
Dices are lowered by 1, and none can use powers while their Recharge Dice is set.
As in the game, all charater’s Shields recharge after a while. If, for two rounds in a row, any character did
not receive any damage to their shields, at the End Phase of the second round, the Shields become completely
full again.
Making Attacks
This game is focused on exploring the galaxy and hav- Combat Stunts
ing combat with your own characters. Still, maybe you
or your group will not be able to avoid (or maybe just To make combat more dynamic, the AGE system in-
like) combat with your Starship. If that’s the case, you troduces the Combat Stunts to the battle. Stunts are
have two ways, the Interpretation and the Mechanic changed a little from the original AGE system to con-
sider the new mechanics. When you make a successful
Attack Roll and two or more of the dices have the same
number, you generate Stunt Points equal to the num-
ber in the Stunt Dice. As always, Stunts are further
explained in the Dragon Age and Fantasy AGE books.
Example
“Sorok, seeing his friend covering his back,
decides to push forward. He moves (half his
speed because of the wound) towards a half
cover to protect himself. Then, he takes a
shot with his pistol on one of the Vorcha’s
gang.
To everyone’s surprise, he rolls 14, two 6
and one 2, and one of the 6 is the Stunt
Dice. To cover for his lack of movement, he
uses the Defensive Stance for 2SP, Perfect
Aim for 3SP, Stay Aware for 1SP. He leaves
one stunt point unused. So, he adds +2 to
his defense, +1D6 to his damage and rolls
for the Perception (seeing) TN 11 because of
the Stay Aware stunt. He succeeds and sees
that there might be a path to escape.”
There are also different Power Stunts, but they’re come unconscious. An unconscious player will not be
shown in Chapter 5: Powers. Exploration and Role- able to fight any longer until it gets specialized medical
playing stunts are also available and changed from attention or has 12 hours of safe, comfortable sleep.
the originals, they’re in Chapter 6: Advanced Roleplay-
ing. • Another character can aid you before you become
uncoscious with a Stabilize Major Action, or you
As stated before, if a character’s health is reduced to • Each armor has a fixed amount of Medigel it
zero, it’ll not die, but start Bleeding out. If it doesn’t re- can carry at any time, and is specified in Chap-
ceive medical treatment in 1+Constitution turns it’ll be- ter 4: Weapons, armor & gear. Medigel can be
This is the most important change, even though it Incendiary Ammo that left him burning. After
doesn’t seem like it. Most changes, for small they may turning in a corner, Sorok’s Health reaches
seem, work around the concept of Cover. 0 for the Burning Damage, and falls to the
ground. Mayeen gets besides him and uses
Cover in the AGE system gives you only 1 or 2 points a Stabilize action.
of bonus to your Defense. In Mass Effect, Half-cover
(enough to crawl and be completely covered) gives you Mayeen rolls 15 with 5 in the Stunt Dice. So-
+6 to your defense. A Full-cover (enough to be com- rok has 2 points in Constitution for a total
pletely covered while standing) gives you +8 points to Healing of 11 points. It is not much but Sorok
your defense. stands up and is able to keep walking. The
leg will have to wait until they can catch a
Actions like Hunker Down can only be taken in cover, break.”
and even half-cover will protect you from most Area
attacks or powers (including grenades), unless they a weapon or +2 if you take the Aim action.
specify it otherwise.
Flanking
It also gives offensive bonuses, as half-cover (and not
Full-cover) gives you +1 to the attack roll if you shoot If a straight line can be drawn between you and your
Weapon Stunts
Stunt Point Cost Stunt
1 Rapid Reload: You can immediately reload a Thermal Clip.
2 Perfect Aim: You inflict an extra 1d6 damage on your attack.
Dazing Shot: You daze your opponent with an impressive shot. The target is forced to
2 leave cover, but it does not move the character unless another Stunt like Skirmish is used,
nor does it knock it prone, but leaves him standing.
Lightning Trigger: You can make a second attack against the same enemy or a different one
3 within range and sight. You must have enough heat in your weapon to take the shot. If you
roll doubles on this attack roll, you do not get any more stunt points.
5 Lethal Accuracy: You inflict an extra 2d6 damage on your attack.
Melee Stunts
Stunt Point Cost Stunt
Skirmish: You can move yourself or the target of your melee attack 2 yards in any direc-
1+
tion for each 1 SP you spend. If behind cover, the cover of the moved character ends.
Disarm: You attempt to disarm the target with your melee attack. You and your opponent
must make an opposed melee attack roll. These attack rolls do not generate stunt points.
2
If you win the test, you knock your enemy’s weapon 1d6 + Strength yards away in a di-
rection you nominate.
Knock Prone: You knock your enemy prone. Any character making a melee attack against
2 a prone foe gains +1 bonus on the attack roll. Prone characters cannot Run and must use
a Move action to stand up. This does not take the enemy out of Cover.
Fury Fists: You can make a second attack against the same enemy or a different one with-
3 in melee range and sight. If you roll doubles on this attack roll, you do not get any more
stunt points.
5 Determination Surge: Your melee attack deals an extra 2D6 points of damage.
Not all targets that are behind cover are actually us- Start Playing! &
Assault Rifles: Proficiency with all Assault Rifle weap- Biotic Focuses
on, including all in the table.
Dual Wielding: Proficiency while shooting with one Control: Handling any effect with your biotic powers
pistol in each hand, regardless if they’re Submachine that you didn’t previously knew, something new, but
guns or Heavy Pistols, or both. not combat-related (meaning no a biotic power). An ex-
Heavy Weapons: Proficiency with all Heavy weapons, ample for this could be trying to sustain a field to keep
including all in the table. toxic rain from falling on you, or trying to make the tip
Pistols: Proficiency with all Pistols, including all in of your grappling hook lighter with dark energy.
both the Heavy Pistols and Submachine guns table. Disrupt: Altering the stability of any sustained effect
Shotguns: Proficiency with all Shotguns, including all made by dark energy.
in the table. Endurance: Sustaining a kinetic field stable for more
Sniper Rifles: Proficiency with all Sniper Rifles, includ- time than any other regular Biotic.
ing all in the table. Force: Performing feats of raw biotic power, like mov-
ing large objects or jumping very far distances.
Perception Focuses Precision: Throwing, cutting or moving an object with
your biotic powers and being precise with it.
Orientation: Aiming and trying to understand your sur- Sense: Using your senses to feel the tickling effect that
roundings while in a Zero Gravity environment. dark energy leaves when used.
Blades: Proficiency to deal damage with any weapon Customs: Knowing the social niceties of various cul-
that has a Blade, including Combat Knifes, Omni-blades, tures and species.
Monomolecular blades, Kukris, etc.
Gauntlets: Proficiency to deal damage with any weap- Dexterity Focuses
on that goes on your hands only, including Omni-tool
Gauntlets, regular gauntlets, etc. Bypassing: Forcing any mechanic or electric mecha-
Hammers: AProficiency to deal damage with Hammer nism that closes or block a door or a passage. It is the
weapons, including Battle hammers, krogan war ham- equivalent of Lock Picking.
mers, etc. CQC: Meaning Close Quarters Combat is the proficien-
Shields: AProficiency to deal damage with any Shield, cy with all Melee weapons, including all in the Melee
including Omni-shields, regular shields, etc. table, and your own fists (or equivalent).
Crafting: Making items with manual skill like creating
Willpower Focuses a weapon, designing an item for the Omni-tool to print,
etc.
Automats: Deep understanding of the Tech powers un- Piloting: Driving any kind of vehicle, from shuttles to
der the the school with the same name. See Chapter 5: starships.
Powers. Zero G: Maneuvering yourself (your movements) in
Elemental: Deep understanding of the Tech powers un- Zero Gravity environments.
der the the school with the same name. See Chapter 5:
Powers.
Talents you can’t gain that talent (unless you’re level 1). Level
Just like in Dragon Age and Fantasy AGE, your char- 1 characters can ignore Requirements, but not class
acter has areas of natural aptitude or special train- restrictions.
ing called talents. They are a way to further customize
your character, opening new posibilities and bonuses There is a space in the front of the Character Sheet
with each level. to have a quick view of which specific bonuses you
have, including bonuses given by Talents (like +1 to an
Each talent has a Novice, Journeyman and Master attack roll, for example, or a test being repeatable). On
degree. Each provide their own benefit. You need the the back of the Character Sheet however is a space
previous degree to be able to learn the next (so you to write down which talents you have and in which
need novice to be journeyman and journeyman to be degree you have them.
master).
Lastly, Talents are grouped by Combat Talents, Power
You gain talents while gaining leves with your class, Talents and Utility Talents. While gaining levels, some
and they’re specified in the class bonuses. Your class levels specify if you gain a new Utility talent or any
also sometimes limits which talent you can learn and other kind of talent. If it does not specify, you can give
which one you can’t. Most talents also have a require- one advance to any talent you own.
ment, that can be an amount of points in an ability
or a specific focus. If you don’t have the requirement, The talents use the following format:
Gunsmith
Classes: Soldier, Engineer, Infiltrator or Sentinel
Requirements: Intelligence 3 and Modding focus
Pressure Shooting
Classes: Soldier, Vanguard and Infiltrator
Requirements: Rifle focus
Quick Reflexes
Classes: All Classes
Requirements: Dexterity 2 or higher
vision, so you’re always ready.
Your react to threats with great instincts and speed. Novice: You reduce the penalties of reaction shots (-2A
for Reaction Shot, -4A for running character, -2 dam-
Novice: You can prepare yourself for action in an in- age instead of -1D6).
stant. Once per round you can use Ready as a free
action on your turn. Journeyman: You can now deal Critical Hit, with a -2
damage penalty and -2 critical chance. (if no bonuses
Journeyman: You can flip yourself up or drop down apply whatsoever, the chance can be zero). You also
with lightning speed. You can go prone or stand up as learn Concussive Shot.
a free action once per round. (These normally can only
be done as part of a move action). Master: You can now make 2 Reaction Shots, as long
as you have ammo (not against the same target).
Master: It is hard to get the drop on you. You may re-
roll your initiative roll at the start of a combat encoun- Tactical Armor Training
ter, but you must keep the results of the second roll.
Classes: Vanguard and Infiltrator
Requirements: None
Reactive Shooting
Classes: All classes
Requirements: Perception 2 or higher You have learned to use powers while wearing armor.
You only take the armor’s penalty to your Speed, while
those without this talent suffer the penalty to weight,
You have trained hard on your reflexes and peripheral all Dexterity and calculations (including Speed).
Novice: You gain +2 Crit. chance if an Aim action is Master: Using changes in temperature and electric im-
taken. pulses you can make vegetation move as you wish (al-
though slowly), if the vegetation is too big or complex
Journeyman: You gain +2 damage on Critical Hits. the GM can call for any appropriate test. Also all your
Elemental Tech Single-target and Small AoE powers
Master: You gain -1SP cost to the Set Up stunt, +3 deal +3 points of damage and Large AoE powers deal
Crit. chance if Aim action is taken and +1D6 damage +1 point of damage.You also learn one new Elemental
Hacking Technology
Classes: Engineer, Sentinel and Infiltrator
Requirements: Willpower (hacking) and intelligence
ability 2 or higher
Novice: You can move objects with your mind that are Carousing
up to 15 yards away from you, in any direction you
Classes: All Classes
want, but not very fast. GM should call for Biotic (
Requirements: Communication and Constitution 1 or
Force, Stability, Precision, Endurance or Control) given
higher.
the situation. This uses a Major action.
Journeyman: You can learn a new Telekinetic Biotic You take your fun seriously.
power and all your Telekinetic Biotic Single-target and
Small AoE powers deal +1 point of damage, if they deal Novice: You can drink other people under the table.
any damage. When making Constitution (drinking) tests as part of
an advanced test, you gain a +2 bonus to the result of
Master: You can now grab any object and shoot it each Stunt Die. This allows you to reach the success
to impale your foes with the Telekinetic Impale abili- threshold faster.
ty. The TN of this is your target’s defense and deals
damage according to the material of the object (usual- Journeyman: The bar is your second home. Choose one
ly 2D6+Biotics). Up to the GM the target can get im- of the following Communication focuses: Gambling or
paled or knocked prone, depending on what you shot. Seduction. If you fail a Communication test with your
The object shouldn’t be bigger than your own arm in chosen focus, you can re-roll it but you must keep the
volume. Also all your Telekinetic Biotic Single-target result of the second roll. Also, you’re a renown person
and Small AoE powers deal +3 points of damage and among bartenders, anywhere when a place to drink is
Large AoE powers deal +1 point of damage.You also a home for you, and you can ask to the bartender for
learn one new Telekinetic power. a place to crash for free for a night, would you need it.
Command
Classes: All except Engineers and Infiltrators
Requirements: Communication 2 or higher
Music
You have an inquisitive mind and you know that knowl- Classes: All Classes
edge is power. Requirements: Communication (Performance) focus
or Intelligence (Musical Lore) focus
Novice: You have studied hard. When you make a
successful Intelligence test with a lore focus, the GM
should give you an extra piece of information on the You have a natural talent for music.
topic. A lore focus is any Intelligence focus with the
word “lore” in it, such as Cultural Lore and Historical Novice: You know how to play an instrument, sing,
Lore. The GM determines the additional information write, read, mix and compose music from most known
and it may or may not be pertinent to the main ques- alien species. Show knowledge of their music to an
tion at hand. You can learn a new Lore focus species that is at the moment rather hostile to you
will make them less so, giving you the chance to talk
Journeyman: You are an accomplished researcher. to them or at last improve their mood or your relation-
When making an Intelligence(research) tests as part ship with them. As different with other methods, this
of an advanced test, you gain a +1 bonus to the result works well with groups rather than individuals.
of each Stunt Die. This allows you to reach the suc-
cess threshold faster. Advanced tests are detailed on Journeyman: Your musical journey continues as you
Chapter 2: Playing the Game; ask your GM if you want learn to play more instruments. You know how to play
to know more. You can also learn a new Lore focus. a total number of instruments equal to your Commu-
nication and you know how to create them with your
Master: While your knowledge is vast, you can still omni-tool when you need them. You can also project
quickly check your omni-tool index without no one no- a medium-size mixer (sound included) with your tool.
ticing. When making tests using Lore focuses, you can You can’t maintain them both at the same time though.
re-roll a failed test but you must keep the result of the You also learn how to dance, why not!. This is not only
second roll. You also learn a new Lore focus, or the useful at parties, but also to make new acquaintances
Cryptography, Research or Symbolism focus. Add +1 in different places, this could even earn you a favor,
to any Intelligence Lore test. given a test posed by the GM.
Manipulation Master: You are a true virtuoso. You can play all the
instruments known in the galaxy. You can also learn
Classes: All Classes any type of music you hear in 1D6 days of practice.
Requirements: Communication 2 or higher Your music is known around the galaxy, and thus you
can use it as an excuse to get into different places and
know people previously inaccessible to you (like club
You are a master of manipulations.
owners, renown traders, etc), and have them have a
positive attitude towards you.
Novice: You know how to trick every alien specie.
Choose one of the following Communication focuses: Observation
Customs, Deception, or Seduction. If you fail a Com-
munication test with your chosen focus, you can re-roll Classes: All Classes
it but you must keep the result of the second roll. Requirements: Perception 3 or higher
Oratory
Classes: All Classes
Requirements: ommunication (persuasion) focus
Pilot Journeyman: You can pilot like the great biotic wind.
Classes: All Classes When piloting a ship, you give the vehicle or ship a
Requirements: Dexterity (Piloting) focus bonus to his speed equal to your Dexterity, and a De-
fense bonus equal to your Perception.
You are a skilled pilot and can handle ships and other Master: You were born in the seat. You add +2 to speed
vehicles with ease. Note that a small vehicle is some- and +1 to defense to the ship besides the Journeyman
thing motorcycle-like, small ships are Shuttles or Com- bonus. Also, you can reroll a failed Dexterity (Piloting)
bat Support Crafts, that can still be piloted by one test, but you must keep the new result. If your dexter-
person. large ships, like Frigates (SSV Normandy for ity is 4 or higher, you can also one-man pilot a large
example), need at last 2 pilots. Big ships, like Cruisers, ship, like a Frigate.
need a crew of at last 4 pilots and Dreadnaughts re-
quire a 8 pilots. They’re not all moving the ship obvi- Scouting
ously, but that’s all the minimum amount of people you
need to check the basic instruments you need to have Classes: Infiltrator or Engineer
the ship moving. Requirements: Dexterity 2 or higher
When you hit the required level, you don’t instantly Unbreakable concentration is needed to become a Bas-
learn the specialization, as it requires quite a lot of tion, as they train for months to be able to maintain Ki-
training. Depending on the type of adventure you’re netic Fields for longer than anyone else, always having
Bastion Talent
Classes: Adept, Vanguard, Sentinel
Requirements: Biotic 3 or higher and Kinetic Fields
Talent (Journeyman)
Master: You learn the “And stay down” skill that al-
lows you to follow up a ranged attack with your shot-
gun after a successful Charge action, but you only add
half your perception to the shotgun damage. Also the
targets knocked prone by Carnage can now be pushed
2 yards away.
Chimera
Chimera Talent
Classes: Engineer, Infiltrator, Sentinel
Requirements: Intelligence 3 or higher and Elemen-
tal Technology Talent (Journeyman)
Guerrilla units don’t just go to a battle, they scout, pre- Master: You learn the Secondary Brain Power, but you
pare and wait. Guerrilla is about knowing your enemy, need to build the Brain Projection first.
being always in disadvantage and make the most of
all the resources you can get and hit your enemy ex- Medic
actly where and when it hurts them the most, always
go against the odds, but with patience. Medics, or Combat Medics more likely, know that the
survival of their unit is most of the time the most im-
Guerrilla Talent portant objective, and they do it with gusto. Accus-
tomed to keep an eye of their team and attend their
Classes: Engineer, Infiltrator wounds even in the most crazy firefights, nobody is
Requirements: Dexterity 3 or higher and Trap-Mak- left behind.
ing Talent (Journeyman)
Medic Talent
Guerrilla are patient, prepare for battle and lure their Classes: Engineer, Sentinel
enemies where they want to battle. Requirements: Intelligence 3 or higher and First Aid
Talent (Journeyman)
Novice: You can set up your traps in one less turn.
Journeyman: Now you can now carry 1 pre-made trap Medics focus on healing their team in and out of com-
with you without extra weight (you still need to spend bat, and keep them in the best shape they can.
the resources), and setting that pre-made cost you one
less turn (2D6 traps still cost you one turn though). Novice: You can now use your Medigel one extra time
Also you gain +2 to detect and disarm traps, and this without having to refill it.
bonus stacks with the Trap-Making Talent bonuses
and other bonuses. Journeyman: Allies you heal only set their Recovery
Dice with (3-Half Constitution) and you can recover
Master: You get +2 in your Dexterity (Crafting) roll allies that pass out from Medigel usage, but it has to
when trying to put a trap. Also, you can now carry be outside of combat.
2 pre-made traps with you without extra weight. You
learn to build the Cain Trip Mine and the Retcon Mine, Master: You can now add all the First Aid heal bonuses
but they can’t be carried pre-made. when you unlock and use an ally Medigel and you can
recharge your Medigel Supply with a Major Action and
Machinist a Medigel Canister.
Novice: All your automats now have +2 to defense Nemesis will not let anyone indifferent with their pow-
and can move the same round you spawn them. erful Telekinetic powers.
Saboteur Talent
Classes: Engineer, Infiltrator, Sentinel
Requirements: Intelligence 3 or higher and Hacking
Technology Talent (Journeyman)
Heavy Talent
Classes: Soldier Class
Requirements: Strength 3 or higher and Heavy
shooting talent (Journeyman)
N7 Devastator
N7 Devastator Talent
Classes: Soldier Class
Requirements: Strength and Constitution 3 or high-
er
Titan Talent
Pathfinders are explorers, will get anywhere and open
a path for everyone, regardless of the situation. Classes: Vanguard Class
Requirements: Strength and Constitution 3 or high-
Novice: You can now make a special kind of Charge, a er, Inner Biotics Talent (Journeyman)
Controlled Charge, that does not deal any damage but
does not need a target either (so you could get across
Titans are potent fighters in close quarters, but out-
a lake or up a cliff only by having a clear line of sight).
powered in range.
Also you can move anything you want up to 10 yards
away with your biotic powers, you can move big boul-
Novice: You learn the Atheon’s Waterflow Fist biotic
ders, trees or shuttles but not very fast, and with no
and the Strong Palm Biotic Wave power.
precision, but is great to open (or close) paths. Would
Journeyman: You are not a hacking experts, but doors Master: Shadow Strike now ignores half the target’s
and security networks? none for you. You gain +6 armor and can start an Electric Explosion as a stunt,
while attempting to hack doors open, and you can do it but if the target is shielded it’ll drain 1D6+Intelligence
from up to 6 yards away and while cloaked, no bonus shield points besides the base damage and will recov-
when closing them thou. Also you gain +4 to deac- er your own. Electric Slash now has a 1 yard wide 9
tivate a security network, but you need to be on the yards long Area of effect and any Electric Explosion
Bolster N7 Fury
Bolsters are not meant to deliver damage but to sup- Fury operatives use implants to fuel biotics and their
port their comrades in battle, improving their abilities incredible movement speed. These operatives wind an
and giving them the edge in any combat situation, with unpredictable path on the battlefield, moving in and out
area of effect powers around themselves or with sin- of combat before returning to unleash a sweeping bi-
gular boost to allies. otic attack on their unsuspecting targets.
Journeyman: You don’t get knocked prone by Biotic Vectors are meant to allow their unit to fight at the top
Explosions primed or detonated by you and they deal of their capabilities even in void environments.
+1D6 points of damage. All targets caught in any of
your Annihilation Field powers (any from the tree) re- Novice: You can fully control yourself in Zero G envi-
ceive +1 point of damage from all sources, and you get ronments, even if caught floating in the air by a Biotic
an extra +2 to speed while any of them is in effect (it Power, and will receive +6 to Perception (Orientation)
stacks with Virulent Field). rolls, and no penalty to speed in Void environments, be-
ing also able to stop or boost your momentum when-
Master: Biotic Explosions primed by any of the powers ever you need it. Moreover, you gain +4 defense when
in the Annihilation Field power tree only deal half their you’re in Zero G and out of cover.
damage to you if you’re affected. Whenever a Spatial
Distortion power that has a duration greater than 2 Journeyman: You can now extend your bonus to any
hits a target or affects a new target (such as Dark ally that’s within 6 yards of yourself (meaning +6
Channel when it jumps) you can roll and check for dou- to Perception (Orientation) and being able to stop or
bles, if you roll at last 3 points you can prime a Biotic boost their momentum) but they still get penalty to
Explosion, if the power allows it of course. speed (half their speed) and no bonus to defense. This
bonus ends as soon as they leave the range, and ac-
Striker tivating or ending this bonus is minor action for you,
and costs you nothing. Also you learn the Gravity Nul-
Most Biotic Powers deal damage over time or in a big lification Field Biotic Power.
area of effect, but Strikers deal as much damage as
they can and as fast and efficiently as they can with
different direct and powerful powers.
Striker Talent
Classes: Adept Class
Requirements: Biotic and Willpower 3 or higher
Vector
Avatar Talent
Classes: Sentinel Class
Requirements: Biotic, Intelligence and Willpower 3
or higher and the Elemental Tech Talent (Journey-
man)
N7 Paladin
If you are carrying more weight than you’re comfort- The following details for each armor is provided:
able with, you’re considered to be on Overweight.
Armor Rating: Each armor type has a numeric rating.
Overweight When you take damage to your health in combat, you
subtract the armor rating before losing Health. This
If you carry more weight than you have capacity, for applies each time you are hit. Some powers and effects
every single extra point of weight you carry you re- can ignore some or all of this reduction though, this is
ceive some penalties. explained in each power.
Per each point of extra weight your speed is reduced Penalization: Each armor type also has a penalty that
by 2. Also, for every 2 points of extra weight you add represents how hard it is to fight and move with. The
1 to the recharge rate of all your powers and reduce penalty applies to your Dexterity unless you have
your Dexterity and Accuracy by 1. trained with it (Heavy and Tactical armor training tal-
ents).
All this effects stack the more weight you carry. For
example, if your capacity is 3 and you carry 6 points Medigel capacity: All armors have a built-in medigel
of weight (let’s say you have the Pressure shooting storage and dispenser. The medigel carried this way
talent and you carry your M-8 Avenger Assault Ri-
Armors
Light Armor: Offers a basic level of protection from
enemy attacks and minimizes the movement penalties
that affect weapon accuracy.
Armor Attachment
All armor types can carry attachments, and can carry
as many as you want.
Hawk Missile Launcher: Rip a target into shreds with Armor Plating: Hardened ceramic plates can be applied
the T5-V’s autofiring shoulder cannon. While equiped, to body armor suits, increasing their effectiveness.
once per round you can roll 3D6. If it rolls doubles, Adds +1 to your Armor Rating.
the Launcher will make a ranged attack that deals
1D6+Perception+Stunt Dice and has a short and long Ablative Coating: Ablative coating is designed to chip
range of 10 yards and will pick the closest target. away when impacted, redirecting the energy of incom-
This can only be attached to the T5-V Battlesuit. ing projectiles away from the body. Adds +2 to your
Armor Rating.
Dark Energy Propulsion Packs: This attached nano
propulsors are very hard to control but give the own- Energized Plating: A prototype upgrade designed spe-
er great mobility and speed. This attachment needs the cifically for heavy combat use, it provides maximum
Gunslinger specialization talent. It reduces the armor protection for the user. Adds +3 to your Armor Rating.
penalty by 2 and gives +2 to speed while attached.
Also it gives +2 to any Strength(Jump or Climb) and Hardened Weave: A complex filament network of ele-
Dexterity (Acrobatics) test. Finally, it gives them +2 to ment zero microcores combined with advanced firewall
Defense outside of Cover. technology provides protection against both biotic and
tech attacks. Adds +1 to resist any power-related test.
Medigel Pool: All armors are equiped with a flow of
medigel to be used in case of wounds. This adds a pro- Shield Regenerator: A secondary power source in-
tected space to store more medigel inside the suit, so creases the rate at which a combat suit’s kinetic bar-
the medigel supply needs to be refilled less. Adds +1 to rier capacitors can react to chaotic behavior. Adds +2
your Medigel capacity on the armor. to resist any power-related test.
Magnetic Extension: Grenades are magnetically at- Energized Weave: A complex filament network of el-
tached to the armor for an easy access, this adds an ement zero microcores combined with advanced fire-
extra magnetized plate to be able to hold more gre- wall technology provides protection against both
nades with you at all times. Adds +1 to your Grenade biotic and tech attacks. Adds +3 to resist any pow-
capacity on the suit er-related test.
N7 Eagle: When the Alliance’s Offensive Handgun M-12 Locust: The Kassa Fabrications Model-12 Locust
Project received funding to update one of its designs, is a compact submachine gun developed for the Alli-
its engineers chose to redesign the already impres- ance but now favored by gang enforcers and hit men.
sive Phalanx pistol. Like its predecessor, the Eagle is Featuring a complex recoil-reducing mechanism and
a compact, fully automatic pistol that delivers unprec- high-grade auto-targeting software, the Locust deliv-
Submachine Guns
Weapon Name0 Fire Mode Short/Long range Ammo Damage Weight Price Fame Tier
M-4 Shuriken Automatic 10/14 yards 5 1D6+3 1 2000 0 1
M-9 Tempest Automatic 10/14 yards 5 2D6+3 2 3000 0 2
M-12 Locust Automatic 12/16 yards 5 2D6+2 2 3000 0 2
Blood Pack Punisher Automatic 10/14 yards 4 2D6+3 4 5000 1950 3
M-25 Hornet Three-round burst 10/14 yards 4 2D6+5 2 10000 4250 4
N7 Hurricane Automatic 10/14 yards 4 2D6+6 3 20000 6350 5
Assault Rifles
Weapon Name0 Fire Mode Short/Long range Ammo Damage Weight Price Fame Tier
M-8 Avenger Automatic 8/14 yards 4 2D6+3 2 2000 0 1
M-15 Vindicator Three-round burst 8/14 yards 3 3D6+3 3 3000 0 2
Phaeston Automatic 8/14 yards 5 3D6+1 3 3000 0 2
M-96 Mattock Semi-Automatic 8/14 yards 4 3D6+4 3 5000 1950 3
M-37 Falcon Semi-Automatic 4/10 yards 3 2D6+3 4 5000 1950 3
M-76 Revenant Automatic 8/14 yards 4 3D6+4 3 5000 1950 3
M-55 Argus Three-round burst 8/14 yards 4 3D6+5 3 10000 4250 4
Striker Assault Rifle Automatic 4/10 yards 3 2D6+4 4 10000 4250 4
M-7 Lancer Automatic 8/14 yards 4 3D6+4 3 10000 4250 4
N7 Typhoon Automatic 8/14 yards 5 3D6+6 5 20000 6350 5
N7 Valkyrie Two-round burst 8/14 yards 4 3D6+5 4 20000 6350 5
M-99 Saber Semi-Automatic 12/16 yards 4 3D6+5 4 20000 6350 5
Shotguns
Weapon Name0 Fire Mode Short/Long range Ammo Damage Weight Price Fame Tier
M-23 Katana Semi-Automatic 6/12 yards 3 3D6 2 2000 0 1
M-22 Eviscerator Semi-Automatic 6/12 yards 3 3D6+3 3 3000 0 2
M-27 Scimitar Automatic 6/12 yards 3 3D6+3 3 3000 0 2
AT-12 Raider Semi-Automatic 6/12 yards 3 3D6+4 3 5000 1950 3
Disciple Automatic 6/12 yards 3 3D6+4 3 5000 1950 3
Graal Spike Thrower Semi-Automatic 6/12 yards 3 3D6+4 4 10000 4250 4
M-300 Claymore Single Shot 6/12 yards 3 3D6+5 4 10000 4250 4
M-11 Wraith Semi-Automatic 6/12 yards 3 3D6+6 3 20000 6350 5
N7 Crusader Semi-Automatic 10/14 yards 3 3D6+5 3 20000 6350 5
N7 Piranha Automatic 6/12 yards 3 3D6+5 3 20000 6350 5
Sniper Rifles
Used for long-distance combat situations, sniper rifles
are generally equipped with targeting scopes, sport
longer barrels, and pack a higher damage per round
than most other weapons but at the expense of re-
duced firing rates and ammo allowances.
Sniper Rifles
Weapon Name0 Fire Mode Short/Long range Ammo Damage Weight Price Fame Tier
M-92 Mantis Semi-Automatic 8/18 yards 3 2D6+1 2 2000 0 1
M-13 Raptor Automatic 8/18 yards 3 2D6+3 3 3000 0 2
M-97 Viper Semi-Automatic 8/18 yards 3 2D6+4 3 3000 0 2
M-29 Incisor Three-round burst 8/18 yards 3 2D6+3 3 3000 0 2
Kishock Harpoon Gun Single Shot 6/14 yards 3 2D6+3 3 5000 1950 3
M-98 Widow Single Shot 8/18 yards 3 2D6+5 4 5000 1950 3
M-90 Indra Automatic 6/14 yards 3 2D6+5 3 10000 4250 4
Javelin Single Shot 12/22 yards 3 2D6+6 4 10000 4250 4
N7 Valiant Semi-Automatic 8/18 yards 3 2D6+6 3 20000 6350 5
Black Widow Semi-Automatic 8/18 yards 3 3D6+4 4 20000 6350 5
Heavy Weapons
Weapon Name0 Fire Mode Short/Long range Ammo Damage Weight Price Fame Tier
M-100 Grenade Launcher Semi-Automatic 8/14 yards 3 3D6 4 3000 0 2
M-451 Firestorm Automatic 4/8 yards 3 3D6+2 4 3000 0 2
ML-77 Missile Launcher Semi-Automatic 8/14 yards 2 3D6+3 5 5000 1950 3
Arc Projector Automatic 6/8 yards 2 2D6+3 5 5000 1950 3
M-622 Avalanche Semi-Automatic 8/14 yards 2 3D6 6 10000 4250 4
M-490 Blackstorm Single Shot 8/14 yards 1 3D6+2 6 10000 4250 4
M-920 Cain Single Shot 8/14 yards 1 5D6+2 7 20000 6350 5
Cobra Missile Launcher Single Shot 14/20 yards 1 4D6+2 7 20000 6350 5
Melee Weapons
Weapon Name0 Fire Mode Short/Long range Ammo Damage Weight Price Fame Tier
Battle Hammer Melee -/- - 3D6 2 3000 0 1
Combat knife Melee -/- - 2D6+3 1 3000 0 1
Omni-blade Melee -/- - 2D6 0 2000 0 1
Omni-tool Gauntlet Melee -/- - 3D6 1 3000 0 2
Omni-shield Melee -/- - 2D6+1 1 3500 0 2
Monomolecular Blade Melee -/- - 2D6+3 1 4500 0 2
Modded Battle Hammer Melee -/- - 3D6+2 2 5000 1950 3
Modded Omni-blade Melee -/- - 2D6+5 1 5000 1950 3
Eezo Battle Hammer Melee -/- - 3D6+4 2 10000 4250 4
Monomolecular Knife Melee -/- - 3D6+4 1 10000 4250 4
Krogan War Hammer Melee -/- - 4D6+3 2 20000 6350 5
Drell specialist Kukri Melee -/- - 3D6+6 1 20000 6350 5
Krogan War Hammer: Generations of Krogan Battle- There are a lot of mods. Lots of them. Making a single
masters and Warlords have used hammers to prove list would just be too long to read, because per every
their strength and cause fear on those who dare op- mod listed here there are three tiers (from 1 to 3) and
pose them. Some of these rare hammers make their they do something a bit different. So, they’re grouped
way to the black market, and they all have different as one, and their evolution from tier to tier is explained.
modifications and personalizations, but they’re all the
deadlier around. Effect: Can push the target 2 yards in
any direction on hit.
Mods Tier & Evolution
Just like Armor Mods, all weapons can carry up to 2
Drell specialist Kukri: The deadliest and most profes- mods, these are not consumed in battle and you can’t
sional assassins are Drell that have trained most of have the same mod twice, even if they’re tier 1 and 2,
their lives, and for their tools to match their skills, they because only the higher level bonus will apply.
have to go with the best. Kukris are a knife with an
inwardly curved blade, similar to a machete, with per- So, like stated before, all mods have Tier 1, 2 and 3.
fectly balanced weight to maximize the depth of the From Tier 1 to Tier 2, the bonus the mod gives increas-
cut. es by 1, and from Tier 2 to Tier 3 the bonus increases
All mods in the table are Tier 1 mods. Some mods have Scope: Simple 2x optical scope enhances stability
more than one effect, this is specified in the mod de- while zoomed. Increases accuracy while moving and
scription as well. taking damage. Tier 2 adds +2 and Tier 3 adds +3 to
critical chance.
Most mods add no weight to the weapon, but the most
powerful ones do, this is specified in the description Ultralight Materials: Superior lightweight alloys re-
as well. place weapon parts, making the weapon less obtru-
sive and easier to handle. Tier 2 reduces by 2 and Tier
Lastly, not all mods can be equiped together, as they 3 reduces by 3 the weapon weight.
use the same space in the weapons. This limitation is
equal for all tiers of the mod and is specified in the Heavy Barrel: A pistol barrel that produces and with-
table. stands extreme kinetic and thermal energy. Tier 2 adds
+4 and Tier 3 adds +6 to weapon damage. Also Tier
Price & Fame points cost 2 adds 2 and Tier 3 adds 3 to the weapon’s weight.
The price and fame requirement for each mod depends Cranial Trauma System: Increase headshot lethality
on the tier: by balancing barrel calibration so that ammunition
pierces bone and explodes in soft tissue. Tier 2 adds
Tier 1 mods: Cost 5000 credits and need 1100 Fame +4 and Tier 3 adds +6 to critical hit damage.
points.
Power Magnifier: Generator designed to enhance the
Tier 2 mods: Cost 10000 credits and need 2900 effectiveness of tech or biotic attacks. Tier 2 adds
Fame points. +2 and Tier 3 adds +3 to single-target attack power
damage.
Tier 3 mods: Cost 20000 credits and need 4900
Fame points. Submachine gun Mods
Ultralight Materials: Superior lightweight alloys re-
Heavy Pistol Mods place weapon parts, making the weapon less obtru-
Melee Stunner: Small attachment to muzzle, causing sive and easier to handle. Tier 2 reduces by 1 and Tier
massive damage to meleed targets. Tier 2 adds +3 3 reduces by 3 the weapon weight.
and Tier 3 adds +5 to melee damage.
Magazine Upgrade: Increases magazine capacity, al-
Piercing Mod: Capacitor boosts kinetic coil generators, lowing more shots before reload. Tier 2 adds +2 and
increasing shot penetration. Tier 2 ignores 2 and Tier Tier 3 adds +3 to ammo per clip.
3 ignores 3 points of armor. Also, shots from this
weapon ignores thin cover (like guardian shields). High Caliber Barrel: Allows wider projectiles, caus-
ing more trauma on impact. Ballistically optimized to
Magazine Upgrade: Increases magazine capacity, al- maintain penetrative power. Tier 2 adds +2 and Tier
lowing more shots before reload. Tier 2 adds +2 and 3 adds +3 to weapon damage.
Heavy Pistol Mods
Mod Name0 Bonus Can’t be used with0 Weight
Melee Stunner Adds +1 to the Melee Damage No restriction 0
Piercing Mod Ignore 1 point of armor No restriction 0
Magazine Upgrade Adds +1 ammo per clip Ultralight Materials 0
High-Caliber Barrel Adds +1 to the weapon damage Heavy Barrel or Cranial 0
Scope Adds +1 to the Critical Chance Trauma System 0
Ultralight Materials Reduces the weight of the weapon by 1 Power Magnifier 0
Heavy Barrel Adds +2 to the weapon damage Magazine Upgrade 1
Cranial Trauma System Adds +2 to the weapon’s critical hit damage High-Caliber/ Trauma Syst. 0
Power Magnifier Adds +1 to single-target attack powers damage High-Caliber/Heavy Scope 0
Heat Sink: Increases heat conductivity of thermal clip Power Magnifier: Generator designed to enhance the
receiver. Negates heat generated by some shots. Tier effectiveness of tech or biotic attacks. Tier 2 adds
2 adds +2 and Tier 3 adds +3 to ammo per clip. +2 and Tier 3 adds +3 to single-target attack power
damage.
Scope: Simple 2x optical scope enhances stability
while zoomed. Increases accuracy while moving and Assault Rifle Mods
taking damage. Tier 2 adds +2 and Tier 3 adds +3 to
critical chance. Stability Damper: Increase weapon mass for a split
second per shot by using expert timing-VI to reduce
High-Velocity Barrel: Superior kinetic coils increase weapon kick and improve aim. Tier 2 adds +2 and Tier
shot penetration. Tier 2 ignores 2 and Tier 3 ignores 3 3 adds +3 to the attack roll.
points of armor. Also, shots from this weapon ignores
thin cover (like guardian shields). Magazine Upgrade: Increases magazine capacity, al-
lowing more shots before reload. Tier 2 adds +2 and
Recoil System: Increase weapon mass for a split sec- Tier 3 adds +3 to ammo per clip.
ond per shot by using expert timing-VI to reduce weap-
on kick and improve aim. Tier 2 adds +2 and Tier 3 Piercing Mod: Capacitor boosts kinetic coil generators,
adds +3 to the attack roll. increasing shot penetration. Tier 2 ignores 2 and Tier
3 ignores 3 points of armor. Also, shots from this
Shotgun Mods
Mod Name0 Bonus Can’t be used with0 Weight
Spare Thermal Clip Adds +1 ammo per clip No restriction 0
Shredder Mod Ignore 1 point of armor No restriction 0
Blade Attachment Adds +1 to the Melee Damage Omni-Blade 0
High Caliber Barrel Adds +1 to the weapon damage High-Velocity Barrel 0
Smart Choke Adds +1 to the attack roll Ultralight Materials 0
Omni-Blade Adds +2 to the Melee Damage Blade Attachment 1
High-Velocity Barrel Adds +1 to the weapon damage High Caliber Barrel 1
UltraLight Materials Reduces the weight of the weapon by 1 Smart Choke 0
All mods in the table are Tier 1 mods. All mods have an
aditional effect specified in the description.
Ammo Mods
Armor-piercing Rounds: Bring down heavy-armor
units. Effect: Shoot through light cover to hit enemies.
Tier 2 ignores 4 and Tier 3 ignores 6 points of armor.
Ammo Mods
Mod Name0 Bonus
Armor-piercing Rounds Ignores 2 points of armor.
Cryo rounds Reduces the target’s speed by 2.
Disruptor Rounds Adds +1 weapon damage vs Shields and Barriers.
Drill Rounds Ignores cover defense bonus, but reduces damage by -5.
Explosive Rounds Deals 1 point of splash damage around target.
Incendiary Rounds Leaves the target with Burning (7)(1D3).
Phasic Rounds Adds +2 weapon damage vs Shields and Barriers.
Warp Rounds Adds +1 to biotic power damage dealt to target.
Regular Consumables
Floating Light: Very likely a lamp, it is a very small
drone with a directional light and a small kinetic field
that allows it to float. You can move it with either your
own hand or your omnitool. Is as small as a coin.
Regular Consumables
Item name0 Price
Floating Light 100
Flare 300
Data Pad 50
Thermal Clip 50
Grenade 50
Medigel 100
Thermal Clip Belt: A bel that can hold 5 thermal clips, Lodging: The price of lodging varies a great deal, de-
the first one you carry weights 0, comes with every pending the where, when and how great the place is.
armor you buy. If you increase the amount of Thermal And to what specie you belong. This price is just the
Clips you can carry in a pack (like the Soldier class), average for one person.
just keep the same one and consider you added an ex-
tension to it. This item weights 1 on your inventory. Suits, Food and Lodging
Item name0 Price
Suits, Food and Lodging Regular Clothes 100
Regular Clothes: The variety of clothes is as big as the Special Clothes 250
amount of stars, so only an average price is marked. Protectec Suit 1000
Environmental Suit 3000
Special Clothes: Even though there are a big amount, Hazard Armor 6000
there are always some more formal and good looking. Drink 200
Meal 100
Carrying and Storing Rations 100
Item name0 Price Personal Cleaning Kit 50
Lodging 200
Purifier Bottle 200
Backpack 300
Secured Bottle 100 Ships and Animals
Chest 400
Shuttles: Shuttles are small ships that facilitate per-
Flask 50
sonnel transfer between large ships without the need
Pouch 50
to dock, or between a starship and the ground. Some
Medigel Cannister 200
models like the UT-47 Kodiak series are capable of
Grenade Belt 200
independent FTL travel, and the UT-47A is equipped
Thermal Clip Belt 200
Item disponibility
As before, not all items have to be at hand in every
store or in every space station. The GM dictates if an
item can be bought and the price. Also, remeber that
this are just guidelines, don’t let them be in the way of
with both mass accelerator cannons and prototype the players having fun.
stealth systems. They come in a very wide variety of
models and colors, just like all the ships in the list.
Grenades
Fighters: Small one-man ships, very fast, with FTL and
torpedoes, meant to overload GARDIAN systems with Well, i said “most” combat related items.
their numbers and deal damage to bigger starships.
Can be modded to explore space. Grenades are in their own section because they are
described as powers and because they can only be
Corvettes: Are small, ten-man craft used to perform modded by characters with the Grenade Modification
combat and survey missions. talent. Note that traps are also modified grenades, but
they’re handled differently.
Frigates: The Normandy is a Frigate. Frigates are
rather small but fast, meant to explore, with high GAR- Anyone can carry and use grenades, but only generic
DIAN but low offensive power. Also they have high ma- grenades can be freely bought. To be able to mod your
neuverability and can land on planets, except for some own grenades, you’ll the Grenade Modification Talent.
that are too, big like the Normandy SR-2.
Everyone can carry as many grenades as their armor
Varren: Varren are omnivores with a preference for allows them and use them as disk or hand-held as a
living prey. Originally native to the kroganhomeworld Major Action, with no attack roll. The Generic Grenade
of Tuchanka, they are—like most life from Tuchanka— description is what the regular grenade does, with no
savage, clannish, and consummate survivors. To this modifications.
day, krogan—and some other species, including batar-
ians—raise them as beasts of war. A common subge- Hand-held grenades can be thrown over cover (follow-
nus of varren has metallic silver scales, leading to the ing gravity) over 6 + Strength (Might) yards away.
rather unusual nickname ‘fishdogs’. Someone with the Disk shaped grenades travel in straight line up to 12 +
Toxic Grenade
Area: 3 yard radius
Range: 6 + Strength(Might) yards
Damage: 2D6+2 penetrating DoT
Duration: 2
Test: -
Power sinergy: -
Slowly releases very nocive radiation that besides the
damage reduces defense by -2 to all targets while in-
side the area. First improvement makes duration equal
to 3. Second improvement makes defense reduction -3
and damage equal to 3D6+2.
Tech grenades
Flashbang Grenade
Area: 5 yard radius
Range: 6 + Strength(Might) yards
Damage: 2D6+1
Duration: 1
Test: Perception (Seeing) vs TN 12
Power sinergy: -
It launches a disorienting, concussive charge that in-
flicts minor damage and incapacitates all nearby tar-
gets. Both delicate electronics and enemy nervous
systems are temporarily disabled, causing weapon
overheats, omni-tool jams, and difficulties in using
biotic powers. This adds +1 to the recharge (both in
case of Sentinels) and -2 to the attack roll of everyone
in area for 1 turn if they succeed the test, if they fail
they also lose their minor action. First improvement
increases +4 to range and +1D6 to damage. Second
improvement increases TN to 14 and attack roll penal-
ty is now -4.
Sticky Grenade
Area: -
Range: 6 + Strength(Might) yards Arc Grenade
Damage: 4D6 Area: 5 yard radius
Duration: - Range: 6 + Strength(Might) yards
Test: - Damage: 1D6+3 Electric Damage
Power sinergy: Detonates Tech Duration: -
Stick this grenade to your opponent, and the explosion Test: Constitution (Stamina) vs TN 12
will tear apart the target and shrapnel will damage Power sinergy: -
other enemies caught in the blast. This grenade will ex- Stun and electrocute your enemies with an EMP-
plode in the end of the round, and will deal 1D6 to any- packed grenade. Effective against shields and barri-
one in a 3 yard radius. First improvement increases ers. Unshielded unarmored targets that fails the test
damage to main target to 5D6. Second improvement loose their minor action, the rest are unaffected. First
increases radius to 5 yards and area damage to 2D6. improvement makes the TN of the test equal to 14. Sec-
This power could be sticked to a wall, floor or other ond improvement increases damage to 1D6+5 Electric
objects, in which case it will detonate at the start of Damage and Armored targets also have to take the
your next turn. test, for the same effects, no bonus to resist it.
Trap effects
Cryogenic: Transforms the trap into Cryogenic Dam-
Dark Energy: Any Biotic effect (including barriers or age, giving Freezing (14)(-4)
any focus power) of all affected targets will instantly
end once the damage of the trap is resolved. Overcharge Alloy Spread: Transforms the damage into
Electric Damage - 2.
EMP: Any Technological effect (including drones or
tech-armor) of all affected targets will instantly end Hyper-velocity: Charges the pellets with dark energy
once the damage of the trap is resolved. to make the damage into Penetrating damage - 2.
Ballistic: Instead of triggering with a trip-wire, the trap Neural: Sending a jolt of energy directly to the head,
will fire a salvo of blades to impale your enemies up to this effect will knock prone anyone in a 3 yard radius
6 yards away from the trap’s position. This effect can around. This effect can be repeated to make all targets
be repeated to add 6 yards to the range each time. be knocked prone and lose their next major action.
Blades: A salvo of blades will be shot with the explo- Blinding: Launches a disorienting, concussive charge
sion that will cause unshielded targets to bleed, deal- that incapacitates the sight of all nearby targets in
ing 1D6 points of penetrating damage at the start of a 3 yard radius. Both delicate electronics and enemy
his next 2 turns. nervous systems are temporarily affected. All affect-
ed targets have a -3 penalization to their Perception
Poison: Liberating a cloud of radioactive material, the rolls, including damage, for the next 2 rounds.
trap will leave a toxic cloud in a 1 yard radius that will
deal 1D6 points of penetrating damage to anyone in Redundance: Complex and redundant modifications to
the area for 3 rounds. This damage ignores Shields. the trap make it much harder to disarm. This gives
+3 to the target number of anyone trying to disarm
Explosive: Gives an expansive effect to the trap, mak- the trap. This can be repeated to give +7 to the target
ing it have a 3 yard radius of explosion. This effect can number.
be repeated to make it 5 yard radius. If used with an
effect like Poison, it will make the area of the poison 3 Cain Trip Mine: Adding the Cain Trip Mine effect is like
yards. If used with an effect that already has a 3 yard adding 3 different effects, so can only be used with
radius, like Neural, it will add +2 yards to the effect’s fiendish traps, and reduces -3D6 of damage. But, this
area. effect adds +3D6 points of damage, and gives 5 yard
radius to the explosion area. Will trigger with a trip
Proximity: Triggers with sound or footstep movement, wire, like a regular trap.
no laser trigger, thus it gives +3 to the target number
of anyone trying to detect the trap. This effect can be Recon Mine: Adding the Recon Mine effect is like adding
repeated to make the detection even harder with tac- 3 different effects, so can only be used with fiendish
tical cloak, giving +7 to the target number of anyone traps, and reduces -3D6 of damage. But, this effect
trying to detect the trap. adds +1D6 points of damage, and gives 5 yard radius
to the explosion area. This mine will also reveal in your
Napalm: Transforms the damage into Fire damage. omnitool any target in a 7 yard radius around it, even
This effect can be repeated to make all targets have if they’re hiden with tactical cloak. Finally, unlike regu-
Burning (14)(1D6). lar traps, this trap will not detonate until you manually
trigger it.
Powers
Powers in Mass Effect are the equivalent to the Magic out the proper training, and all governments watch their
in Fantasy AGE and Dragon Age, but work in a com- biotics. They’re a highly valuable assets in any military.
pletely different way. They’re not to be taken lightly.
Technology
There are three kinds of powers, Biotic, Tech and Com-
bat powers.
Most races can have Biotics, but there are few where Tech powers include hacking enemy technology, elemen-
they are seen. All Asari are biotics from birth. Batarian, tal damage (with Cryogenic liquid or inflamable gases)
Turians, Drell and Humans are fairly common, compared and spawning drones to aid in battle.
to other species. Krogan, Quarians, Salarians, Volus
and Vorcha Biotics are extremely rare to see. Omni-tools are standard issue for soldiers and first-in
colonists, and commonly owned by most of the people
It’s important to note that Biotics don’t go unnoticed. you can find.
Never. Not even the Asari can learn Biotic abilities with-
Casting Powers
Power Recharge
Combat Powers
Biotic Force
Piercing Damage It the power has only one target, the test must be tak-
en on that target’s turn, until the effect ends. Succeed-
Some Automats have Piercing Damage, that means ing the test will not end the power, unless specified
shooting through light cover to hit enemies. This hits otherwise.
through enemy Alloy Shields too.
If the power is in an Area of Effect, the test resolves
This ignores half the target’s armor, rounded down, during the end phase of each round of combat, and the
and adds +1 to attack vs targets on half or full cover. effects will resolve then. Most Area powers also need
a test when entering their area of effect (AoE), but this
Adds +1 damage vs Armored targets. There are differ- is specified in the power’s description.
ent levels of Piercing Damage. Where level 1 piercing
damage will add +1 to attack and +1 to damage vs Freezing Effect: Any target must roll a Constitution
armored, level 2 will add +2 and level 3 will add +3 (Stamina) test vs a TN (usually tech potency for tech
to both. powers) at the beginning of their next turn. If they fail,
they remain frozen for an amount of turns usually
equal to half your Willpower, rounded down, and can’t
Elemental Damage regenerate health at the end phase of combat.
Biotic Damage deals +1D6 damage to barriers (not Shielded and armored are “chilled” and get their speed
regular shields) and ignores half the target’s armor. reduced usually by 4 and get their armor rate reduced
by a half, rounded down. If it says Freezing (14)(-3)
Electric Damage deals +2D6 points of damage against is because it’s a Constitution(Stamina) vs TN 14 and
shields and barriers. Deals normal damage against reduces -3 to speed.
unarmored synthetics and half against armored tar-
gets or unshielded unarmored organics. Burning Effect: Any unshielded target must roll a Dex-
terity(Acrobatics) vs a TN (usually tech potency for
Fire Damage ignores half the target’s armor. If the tech powers) at the beginning of their next turn. Failing
target’s armor is already halved (by a Cryo Blast for means taking 1D6 penetrating damage and can’t re-
example), it ignores the armor completely. generate health during the end phase for for duration
of Burning. Succeeding in one test ends the effect.
Penetrating Damage ignores armor damage reduction,
but does not bypass shields or barriers. Neither does Unarmored targets must pass a TN 9 Willpower
it ignores Tech Armor damage reduction or any other (Self-discipline) or (courage) or begin to panic, unable
damage reduction like Armor Barrier or Reave effect. to do nothing but one minor action. If it says Burning
(15)(2D6) the Dexterity (Acrobatics) test is vs TN 15
and it takes 2D6 points of penetrating damage.
Full Nova
Charge
Nova
Charge Requires: - TN: 10
Requires: Vanguard class TN: 13 Area: 3 yards around self Range: -
Area: - Range: 20 yards Damage: Shields/2 of Biotic Damage
Damage: 2D6+2+Biotic+size Duration: - Recharge: 1
Duration: - Recharge: 3 Test: Strength (Might) vs Biotic Might
Test: Strength (Might) vs Biotic Might Type: Small AoE Power sinergy: Detonates Biotics
Type: Single-target Power sinergy: Detonates Biotics Transfer the energy of your biotic barrier or shield
You almost instantaneously hit your target, with a bo- to charge and spark this deadly blast. Barrier/Shield
nus to your Biotic Might equal to your size range (1 for strength determines intensity, as the damage is equal
Volus, Drell, Salarian and Vorcha, 2 for Humans, Asari, to half your actual Shield points, rounded up. This con-
Batarian, Turian and Quarians and 3 for Krogans and sumes half your total shield points, leaving minimum 1
Divine Fist of the Terminus System Hundred Biotic Strikes Heaven Breaking Stance
Barrier
Armor Barrier
Bulwark Barrier
Aegis Barrier
Armor Barrier
Requires: Barrier TN: 14
Area: 3 yards on detonation Range: -
Damage: 2D6+Biotic ability on detonation
Duration: - Recharge: 2
Test: Strength (Might) vs Biotic Might on Detonation
Type: Support Power sinergy: -
Sustain a biotic barrier that slows all high velocity
projectiles passing through and dissipating energy,
effectively reducing your damage taken. You can only
cast this on yourself and it does not start the Re-
charge when the power is used but instead when the
power is ended, and the power will last for as long as
you want. This power reduces the damage you take to
your shields by half your Biotic ability, rounded down.
When ended (with a free action), it generates a nova
that will knock anyone in Area prone unless they pass
the test. It deals damage regardless. While active, Ar-
mor Barrier adds +1 to the Recharge of any power
you use, including ending this power, but also adds +1
points of damage and +1 to Biotic Might, if the power
deals any damage and/or has any test. For any pow-
er purpose, you are with Barriers as long as you are
using this power.
Bulwark Barrier
Requires: Armor Barrier TN: 16
Area: 1 yard radius Range: 6 yards
Damage: -
Duration: - Recharge: 3
Test: -
Type: Support Power sinergy: -
Unmovable and very heavy mass effect field that ab-
sorbs three times of what your Barrier power can ab-
sorb. No attacks nor powers can go through, neither
in or out, without damaging the barrier, anyone inside
Radiant Flare
Radiant Flare Requires: Flare TN: 16
Area: 5 yard radius, 7 for shockwave. Range: 10
yards Damage: 1D6+2+Biotic ability, 1D6 shockwave
Vivid Flare Duration: - Recharge: 3
Test: Strength (Might) vs Biotic Might for shockwave.
Type: Large AoE attack
Power sinergy: Detonates Biotics
Blazing Flare
Vivid Flare
Requires: Radiant Flare TN: 18 Parasite Reave
Area: 7 yard radius, 9 for blinding. Range: 10 yards
Damage: 1D6+1+Biotic ability Reave
Duration: - Recharge: 3
Test: Perception (Seeing) vs Biotic Might Requires: - TN: 11
Type: Massive AoE Attack Area: - Range: 16 yards
Power sinergy: Detonates Biotics Damage: 1D3+Biotic penetrating DoT
Duration: 3 rounds Recharge: 1
Same as Flare with a greater area of effect and a Test: - Type: Single-target attack
blinding burst in a 9 yard radius that reduces the at- Power sinergy: Primes and Detonates Biotics
tack and casting roll by 2 of anyone that failed the
test. The blinding effect lasts for 1 turn. Drain target’s health and disrupt their resistances, re-
ceiving increased damage protection while this power
is in effect.
Blazing Flare
This power deals no instantaneous damage, only over
Requires: Vivid Flare TN: 20 time, and the target can’t wear it off. If the target is
Area: 9 yard radius around target, ignores cover. organic, you receive an armor value to your shields of
Range: 10 yards +2 for 2 rounds. This bonus does not stack with other
Damage: 2D6+1+Biotic ability bonuses, like the Armor Barrier power.
Duration: - Recharge: 4
Test: - Type: Massive AoE attack
Power sinergy: Detonates Biotics
Covering Reave
Using this power consumes 2 grenades. You concen-
Requires: Reave TN: 14
trate all your power in a single point and build up a
Area: 3 yards around target Range: 14 yards
massive energy detonation that ignores cover. This
Damage: 1D3+2+Biotic penetrating DoT
explosion builds up in a single point of space that re-
Duration: 2 rounds Recharge: 3
leases a huge wave of energy that can’t be avoided.
Test: - Type: Small AoE attack
Power sinergy: Primes and Detonates Biotics
Variation of Reave with the same effect but also af-
fects up to 2 extra targets up to 3 yards away from
the first target. Armor bonuses do not stack.
Bonding Reave
Requires: Covering Reave TN: 16
Area: - Range: 16 yards
Damage: 1D3+Biotic penetrating DoT
Duration: 4 rounds Recharge: 3
Test: - Type: Single-target attack
Power sinergy: Primes and Detonates Biotics
Improved version of Reave that lasts for 4 rounds
and biotically attacks the target’s nervous or synthet-
ic systems, making it impossible from them to break
their concentration on you.
This means the target will not be able to attack any-
one else if the target can attack you and you are not
hunkered down.
Blinding Reave
Requires: Reave TN: 15
Area: - Range: 14 yards
Damage: -
Duration: 2 rounds Recharge: 3 rounds
Test: -
Type: Effect Power sinergy: -
Wrap your target’s visuals with a blinding and pene-
trating biotics. Reduce your target’s Close and Long
range by 2 and all perception related tests have a -2
penalty too (including the weapon damage).
Singularity
Disbanding Singularity
Disbanding Singularity
Pulling Singularity Bursting Singularity
Requires: Singularity TN: 14
Area: 3 yards Range: 14 yards.
Damage: 1D6+2+Biotic ability
Vortex Singularity Massive Singularity Duration: half Willpower, rounded down. Recharge: 3
Test: Perception (Orientation) vs Biotic Might
Singularity Type: Small AoE attack
Power sinergy: Primes biotics
Requires: - TN: 11
Area: 3 yards Range: 14 yards. Improved version of Singularity that deals Damage on
Damage: - all targets, regardless if they are shielded or armored.
Duration: half Willpower, rounded down. Recharge: 1
Test: Perception (Orientation) vs Biotic Might Bursting Singularity
Type: Small AoE Requires: Disbanding Singularity TN: 16
Power sinergy: Primes biotic on lifted targets Area: 5 yards Range: 14 yards.
Create a sphere of dark energy that traps and dangles Damage: 2D6+2+Biotic on explosion
enemies caught in its field. Unshielded unarmored tar- Duration: half Willpower, rounded down. Recharge: 3
gets within range get instantly lifted helplessly from Test: Perception (Orientation) vs Biotic Might
the ground and will be held 2 yards up in the air for the Type: Large AoE
duration of the power. Affected targets that succeed Power sinergy: Primes biotics on lifted targets
the test can take actions but not move. There can’t be Larger Singularity that grows unstable and bursts
more than one Singularity power active at all times, at the end of the power’s duration, dealing damage to
re-cast the power will vanish the last one. This does anyone caught in the Radius.
not need a target character.
Train Shockwave
Barricade Shockwave
Double Lash
Biotic Impale Swinging Lash Requires: Lash TN: 15
Area: - Range: 15 yards
Damage: 2D6+Biotic ability
Duration: - Recharge: 3
Harpoon Lash Test: Strength (Might) vs Biotic Might
Type: Single-target Attack
Power sinergy: Detonates Biotics
Eroding Lift
Erupting Lift
Lift Surge
Lift
Requires: - TN: 11
Area: - Range: 14 yards
Damage: -
Duration: 2 turns Recharge: 1
Test: Dexterity (Acrobatics) vs Biotic Might
Type: Effect Power sinergy: Primes Biotic
Yank an opponent helplessly off the ground by your
Biotics in yards. The target must be unshielded and
unarmored.
Eroding Lift
Requires: Lift TN: 14
Area: - Range: 14 yards
Damage: 1D6+1+Biotic ability
Duration: 2 turns Recharge: 3
Test: Dexterity (Acrobatics) vs Biotic Might
Type: Single-target attack
Power sinergy: Primes Biotic
Yank an opponent helplessly off the ground by your
Biotics in yards. The target must be unshielded and
unarmored to be lifted.
If the target fails the test it gets lifted helplessly into Lift Surge
the air without being able to take actions for the du- Requires: Erupting Lift TN: 18
ration of the power. The target also takes the damage Area: 5 yard radius Range: -
each turn for the duration of the power. Damage: -
Duration: Half Willpower Recharge: 3
Erupting Lift Test: Willpower (Self-discipline) vs Biotic Might
Requires: Eroding Lift TN: 16 Type: Large AoE Power sinergy: -
Area: 3 yard radius Range: 14 yards Using this power consumes 1 Grenade. Powerful surge
Damage: 1D3+2+Biotic ability that launches you and anyone in Area up to double
Duration: 2 turns Recharge: 3 your Biotic ability in yards in the air for the duration
Test: Dexterity (Acrobatics) vs Biotic Might of the power. You and your teammates can retain con-
Type: Small AoE attack trol and make ranged attacks and use powers, while
Power sinergy: Primes Biotic enemies will be unable to take actions unless they roll
Improved version of Eroding Lift that has an Area of a successful test. You can end the power at the begin-
Effect around primary target but deals less damage. ning of each of your turns, if you want. Watch out for
enemy biotics though.
Fist Slam
Requires: Slam TN: 15
Area: 3 yard radius Range: 12 yards
Damage: 2D6+2+Biotic ability
Duration: - Recharge: 3
Test: Strength (Might) vs Biotic Might
Type: Small AoE attack
Power sinergy: Detonates Biotic
Area version of Slam that forces on every target in a
3 yard radius from the original target, but deals less
damage.
Anchor Slam
Requires: Fist Slam TN: 17
Area: - Range: 12 yards
Damage: 2D6 + Biotic ability
Duration: Half Willpower Recharge: 3
Test: Strength (Might) vs Biotic Might
Type: Single-target attack
Power sinergy: Primes and Detonates Biotic
Pin your target where it stands with an anchoring
hand. Target is knocked prone and won’t stand up un-
til it succeeds the test and will receive damage for the
duration of the power or it succeeds the test.
lands. The turret will attack the nearest target avail- Rocketeer Turret
able and you’ll not be able to manually pick the targets. Requires: Cryo Turret TN: 17
It has 35 + three times your intelligence points of Area: 3 yards Splash Range: Strength (Might) x 2 +4
shields and shoots a flamethrower if able. The Flame- Damage: 2D6+Perception, 1D6+2 splash
thrower is 3 yards wide 7 yards long and deals Duration: - Recharge: 3
1D6+2+Perception Fire Damage. Test: -
This turret also has a Shock attack that deals 1D6+2 Type: B Summon Power sinergy: -
points of electrical damage up to 3 targets in range Deploy this heavy weapon turret for rocket fire. You
and will force any unshielded target to lose his minor can throw this turret like a grenade and will deploy
action unless they succeed a Constitution (Stamina) where it lands. The turret will attack the nearest tar-
test vs Tech Potency. get available and you’ll not be able to manually pick
The turret can prime Fire Explosions and Electric Ex- the targets.
plosions as a stunt. The turret is stationary. It has no It has 25 + twice your intelligence points of shields
health points. As a special stunt for 4SP the turret and shoots with a short range of 14 yards and no long
can make another attack. Cannot land a critical hit. range.
The turret will preffer to hit more enemies. The rockets will deal splash damage in radius around
Snap Freeze
Requires: Cryo Blast TN: 15
Area: 3 yards wide 7 yards long Range: -
Damage: 1D6+4+Intelligence
Duration: - Recharge: 3
Test: -
Type: Small AoE attack Power sinergy: Primes Cryo
Flash-freeze your enemies with a cryogenic discharge
from both omni-tools. This power ignores cover pro-
tection and causes Freezing (Tech Potency)(-4) that
lasts for half your intelligence.
Cryogenic Needles
Requires: Snap Freeze TN: 16
Area: 12 square yards. Range: 14 yards
Damage: 1D6+4+Intelligence
Duration: - Recharge: 3
Test: - Type: Small AoE attack
Power sinergy: Primes and Detonates Cryo
Creates a bunch of frozen needles to rain on your tar-
get. You decide how the 12 square yards are shaped,
but they must be adjacent and can’t be 1 yard wide or
Zero Discharge
Requires: Cryogenic Needles TN: 19
Area: 5, 9 and 17 yard radius. Range: -
Damage: 1D6+Intelligence penetrating damage
Duration: - Recharge: 3
Test: -
Type: Massive AoE atk Power sinergy: Primes Cryo
Using this power consumes 1 Grenade. Uses both omni-
tools and armor to project a powerful cryogenic nova.
Basic VI Hacking
Requires: - TN: - Pulling Energy Drain
Area: - Range: 18 yards
Damage: -
Duration: Half your Intelligence Recharge: 1 Energy Flux Explosion
Test: -
Type: Single-target effect
Power sinergy: Primes Electric Energy Drain
You hack into any basic VI controlled system (like a Requires: - TN: 11
LOKI mech or a Drone) and turn them on your enemy. Area: - Range: 18 yards
They will fight for you for the duration of the power. Damage: 2D6+Intelligence
In order for the hack to succeed, you have to make a Duration: - Recharge: 1
Intelligence (hacking) roll with a TN determined by the Test: -
GM, usually not above 11. Type: Single-target attack
Power sinergy: Primes Electric and Detonates Tech
Advanced VI Hacking You hack into your target’s shield energy and redirect
it to yourself, effectively recharging your own shields.
Requires: Basic VI Hacking TN: -
The target must be shielded or be a Synthetic. You can
Area: - Range: 18 yards
also drain energy from other sources of sustained or
Damage: -
solid energy like Hex Shields.
Duration: Half your Intelligence Recharge: 3
Test: - You recover the same amount of shields as damage
Type: Single-target effect you dealt. Note that the excess of shields recovered
Power sinergy: Primes Electric over your maximum is lost.
Neural Shock
Neural Discharge
Requires: Neural Shock TN: 15
Area: - Range: 14 yards
Damage: -
Duration: Half your Intelligence Recharge: 3
Test: Willpower (Self-discipline/Courage) vs TP-2
Type: Single-target effect
Power sinergy: -
You do an electric discharge onto one target’s neural
system. The target must be unshielded. The affected
target is incapacitated for the next round and knocked
prone.
At the beginning of his next turn and for the duration
of the power, your opponent can succeed the test end
this effect or have his speed reduced by -4 and lose
his minor action. Big characters are unaffected (like
Brutes). Armored targets have +2 to resist the test.
Toxic Shock
Requires: Neural Discharge TN: 17
Area: - Range: 16 yards
Damage: 1D6+Intelligence Penetrating damage
Duration: Half your Intelligence Recharge: 3
Test: Constitution (Stamina) vs Tech Potency
Type: Single-target attack
Power sinergy: - Succeeding the test ends the power and can be repeat-
You target specific points in your target’s neural sys- ed each turn. Failing deals 1D6+Intelligence points of
tem to liberate toxins and inhibit natural healing pro- Penetrating Damage that ignores Shields. If the target
cesses. This power has no effect on synthetics. The dies while this power is in effect, it will explode dealing
target must be unshielded. 2D6+4+Intelligence points of damage in a 5 yard ra-
Besides the original damage, the target takes 1D6 dius around himself.
points of penetrating damage for the duration of the
power, even if the target recovers his shields. At the Neural Arc
beginning of each of those turns the target can end the Requires: Neural Discharge TN: 17
effect with a successful test. Area: - Range: 18 yards
Damage: -
Walking Bomb Duration: - Recharge: 3
Requires: Toxic Shock TN: 19 Test: Willpower (Self-discipline/Courage) vs TP-2
Area: - Range: 16 yards Type: Small AoE
Damage: 2D6+Intelligence Penetrating damage Power sinergy: -
Duration: Intelligence Recharge: 3 A Neural Shock that jumps to other 2 extra targets up
Test: Constitution (Stamina) vs Tech Potency to 6 yards away from the original target. The targets
Type: Single-target attack must be unshielded and be organic.
Power sinergy: -
Every affected target lose his next minor action and
Using this power consumes 1 Grenade. You know ex- must succeed the test or lose his next major action
actly what to press to shut everything down. The tar- and be knocked prone too. Armored targets receive +2
get can’t be synthetic. You disable the target’s natural to the test.
healing for the duration of the power.
Tactical Scan
Requires: Hacking Talent (Journeyman) TN: 13
Area: - Range: 28 yards
Damage: -
Duration: Half your Willpower Recharge: 1
Test: -
Type: Utility
Power sinergy: -
You run a statistical analysis and database compar-
ison. This power allows you to know the stat value,
weapon type and abilities of a target, which should be
given by the GM. Also, scanned target will be visible to
you even if he is behind full cover for the duration of
the power.
Gravitational Repulsion
Requires: Hacking Talent (Journeyman) TN: 14
Area: - Range: -
Damage: -
Duration: Half your Willpower Recharge: 0
Test: -
Type: Utility
Power sinergy: -
You hack into your own shield support to redirect
enough force to keep you floating a few centimeters.
This is a sustained power that does not generate re-
charge and allows you to walk in almost complete si-
lence (+6 to Dexterity (Stealth) tests). While using this
power your maximum shield points are lowered to half
its original value and all excess is lost. You can end
this power with a free action and your maximum shield
points get back to its original value, but you do not
recover any shield points.
Fortification Allows the rifle to fire for longer periods, with serious-
ly reduced heat and extra accuracy.
Requires: Armor Training Talent TN: -
Area: - Range: - You can make a Ranged attack and follow with a Sup-
Damage: - pressing fire or a Reaction Shot against the same tar-
Duration: - Recharge: 2 get, with +2 to the attack roll and +2 to the critical
Test: - rate until the end of the round. Automatic weapons
Type: Effect only. Both attacks only generate 1 heat instead of 2.
Power sinergy: -
Proximity Mine
Reinforce armor using protective Foucault currents,
giving it a +2 armor bonus. Purge the current and send Requires: Predictive Shooting Talent TN: -
its charge to your gauntlets for +1D6 melee damage Area: 3 yard radius Range: Weapon’s Range
for 2 rounds. Slows power use by +1 to the recharge Damage: 1D6+Perception
dice. The recharge dice is set once the power is deac- Duration: 5 rounds Recharge: 2
tivated with a free action. Adds +1D6 to any power Test: -
used while in effect. Start this power is a minor action. Type: Small AoE attack
Power sinergy: Detonates Tech
Judgement Fire this sticky mine into traffic. It will detonate when
an enemy steps within range. Sticks to any surface
Requires: Heavy Shooting Talent TN: - and explodes on nearby enemy up to 3 yards away.
Area: Weapon’s Area Range: Weapon’s Range
Damage: Weapon’s Damage Reduces affected target’s speed by -2 and all damage
Duration: - Recharge: 4 taken by the target is augmented by +2 for 2 rounds.
Test: - It will end once it explodes. If it doesn’t go out in 5
Type: Effect rounds it will deactivate itself.
Power sinergy: -
Scourge
Intangible Curse
Requires: Scourge Specialization TN: 16
Area: - Range: 12 yards
Damage: -
Duration: 2 Recharge: 1
Test: -
Type: Effect
Power sinergy: -
You can target any cover, full or half, and up to 2 yards
wide of cover, and cover it with singularities that will
act like a portal for bullets and Biotic Powers, thus any
attack against a target behind this specific cover will
ignore the cover bonuses (unless using a Tech power).
This is a Spatial Distortion Biotic school power.
Striker
Particle Beam
Requires: Striker Specialization (Novice) TN: 13
Area: - Range: 16 yards
Damage: 4D6+2+Biotic
Duration: - Recharge: 2
Test: -
Type: Single-target attack
Power sinergy: -
Concentrated beam of energy that deals damage. there are less than 5 targets to pick. This is a Spatial
Distortion Biotic school power.
That’s it. And it looks cool. Because it’s a beam coming
out of your hand. Or both hands if you find it cooler.
This is a Spatial Distortion Biotic school power. Debris Assault
Requires: Striker Specialization (Journeyman) TN: 16
Kinetic Barrage Area: - Range: 10 yards
Requires: Striker Specialization (Novice) TN: 14 Damage: 2D6+3+Biotic of Electric Damage
Area: - Range: 12 yards Duration: - Recharge: 2
Damage: 1D6+2+Biotic Test: -
Duration: - Recharge: 2 Type: Single-target attack
Test: - Power sinergy: Detonates Any
Type: Massive AoE attack Throw a handful of alloy and punch (very much like
Power sinergy: - a shotgun) at your foe, the alloy separates on con-
Throw a handful of alloy to the air and heavily acceler- tact creating an electric current, giving this attack
ate it to fire 5 homing missile-like shots that will strike electrical properties. This is a Spatial Distortion Biotic
5 targets you pick, but they have to be different unless school power.
Mega Blast
Requires: Striker Specialization (Master) TN: 18
Area: 1 yard radius Range: 8 yards
Damage: 6D6+Biotic Penetrating Damage
Duration: - Recharge: 4
Test: -
Type: Single-target attack
Power sinergy: -
Using this power consumes 1 Grenade. Focusing all
your Biotic Might in a single spot above your enemy
you liberate a beam of pure energy that goes effort-
lessly through your victim’s armor. This is a Spatial
Distortion Biotic school power.
Titan
Atheon’s Waterflow Fist
Requires: Titan Specialization (Novice) TN: 16
Area: - Range: -
Damage: 2D6+Strength Penetrating Damage
Duration: - Recharge: 3
Test: -
Type: Single-target attack
Power sinergy: -
Concentrating your energy you can use your fists like
they were bullets that travel so fast and powerful that
Vector
Gravity Nullification Field
Requires: Vector Specialization (Journeyman) TN: 15
Area: 5 yard radius Range: -
Damage: -
Duration: 3 Recharge: 2
Test: -
Type: Large AoE
Power sinergy: -
As the name suggest is an area where you generate an
energy to annul the gravity of wherever you are, gen-
erating an area without gravity, which is not a prob-
lem at all for you but will slow down your enemies.
If they have enough movement to completely pass
through the field they can do it, but if they end or start
their movement inside the field they won’t be able to
move unless they carry the appropiate equipment with
them, their teammate’s aid or the use of powers.
This power generates a cylinder 100 yards high where
you can exploit your specialization but you can’t have
more than 1 field active at a time and beware of when
Using this power consumes 1 Grenade. Creating a pow-
the power ends, because its duration cannot be ex-
erful yet miniature Kinetic Field, that you expand to a
tended. This is a Kinetic Fields Biotics school power.
massive size, you generate a field with Void conditions
Gravity Outbreak by pushing all the air out of the area and sustaining
enough force to match that of the gravity in the place.
Requires: Vector Specialization (Master) TN: 17
Area: 7 yard radius Range: 6 yards This won’t make everyone just choke and die in a sec-
Damage: - ond (as that’s not what happens in space) but would
Duration: 2 Recharge: 2 they fail the test, they’ll lose their major action. They
Test: Willpower (Courage/Faith/Discipline) vs TN 15 need to start of end their turn in the area for the power
Type: Massive AoE to have an effect on them.
Power sinergy: - This can be repeated in the beginning of each of their
turns. This is a Kinetic Fields Biotics school power.
Frozen Sun
Requires: Aegis Specialization (Journeyman) TN: 17
Area: 7 yard radius Range: Strenght(Might)+6 yards
Damage: -
Duration: 3 Recharge: 2
Test: -
Type: Massive AoE
Power sinergy: Primes Cryo
Using this power consumes 1 Grenade. Creates a sin-
gularity that irradiates a cryogenic charge, creating a
Freezing Environment hazard level 1 for the duration
of the power in the Area of the power, and could be
made level 2 if the power is used again in the same
area.
Avatar
Frozen Blast
Requires: Avatar Specialization (Novice) TN: 14
Area: - Range: 12 yards
Damage: 1D6+Intelligence
Duration: 2 turns Recharge: -
Test: Strength (Might) vs Tech Potency
Type: Single-target attack
Power sinergy: Detonates Cryo
Chimera Machinist
Firewall Secondary Brain
Requires: Chimera Specialization (Novice) TN: 13 Requires: Machinist Specialization (Master) TN: 18
Area: 1 yard long 6 yards wide Range: - Area: - Range: -
Damage: 2D6+2+Intelligence Damage: -
Duration: 2 turns Recharge: 3 Duration: - Recharge: 1
Test: Willpower (Courage) vs TN 12 Test: -
Type: Small AoE attack Type: Effect
Power sinergy: - Power sinergy: -
Release a spread of small shells of pressurized com- In order to be able to use this power, you first need
bustible to create a 2 yards high Firewall that will to build a Brain Projection. The Brain Projection is a
damage anyone trying to pass through. technology item attached to the base of your head, at
Failing the test means that the one trying to go through the end of your neck, pretty much like a Biotic Implant,
will not take damage but neither will pass. This does with the difference that this takes an image of your
not end his minor action if it started it next to the wall. mind and creates a VI based on your patterns, almost
This is an Elemental Tech school power. like an AI.
While active, you can repeat any Intelligence test out-
Cryowall side of combat and do those test in half the time.
Requires: Chimera Specialization (Journeyman) TN: 15 During combat, the Secondary Brain allows you to use
Area: 1 yard long 6 yards wide Range: - one extra Automat (for a maximum of three with the
Damage: 1D6+2+Intelligence Automats talent) but adds +1 to the recharge rate of
Duration: - Recharge: 3 every power. You can turn off this power with a mi-
Test: - nor action but if you have three active Automats, one
Type: Small AoE attack of them will stop responding, up to you which one. If
Power sinergy: - you’re an Engineer, you can completely control your VI
Release a spread of small shells of pressurized su- as a free action instead of spawning a third Automat.
Full Armor
Requires: Paladin Specialization (Master) TN: -
Area: - Range: -
Damage: -
Duration: 1 round Recharge: -
Test: Willpower (Self-discipline) vs TN 13
Type: Effect
Power sinergy: -
Advanced Roleplaying
I really hope you didn’t get much trouble gettin here, and A description of each specie in the game and some of
got the hang of most of the ruling. If you didn’t, don’t their background is in Chapter 7: The endless Galaxy.
worry, they’re always easier once you try them. But, beyond their description, there are certain things
about how they are you should consider when playing
But, not everything is mechanics, you’re playing a Role- them.
playing game, so a part of the game is you fulfilling a
role. First, be the traits of your specie. Quarians are known
to be curious, Krogans to be fearless and intimidating,
There are a lot of advices and tips in the Dragon Age Salarians to talk a lot and fast and Turians to be rather
and Fantasy AGE rulebooks, yet there are a few things serious. This doesn’t mean you should be exactly like
worth mentioning for the Mass Effect Universe. the common conception of an Asari and be so politically
correct all the time, but do keep in mind that they’re not
This chapter presents some recomendatios for the role- to take rash desicions or just emotionally explode all
playing part of the game, Exploration and Roleplaying of the sudden, they do live a thousand years, so they
stunts, and a bit of thinking what your character wants usually take their time with everything they do. Similar
for his future. things can be said about every specie, but again, they’re
just guidelines.
Play your specie Second, keep in mind what the galaxy thinks about you.
Even though there are different species in DA and Fan- As you travel, you’ll find that different people will think
tasy AGE, and there’s definitely racial tension in DA, the and want different things from you, and that the first
traits of each specie in Mass Effect are more clearly think they’ll see, is your specie.
defined, as, unlike other fantasy games, they’re not so
closely related, and have very different cultural back- And third, ask. Ask about everything. There’s always a
grounds and biological traits on their backs from count- lot to learn, and maybe you didn’t even played the Mass
less generations before them, and whenever they’re the Effect games. You may found that even asking the same
only ones of their species, in a way, the represent it. question to different people will result in different an-
swers, as not everyone sees the galaxy the same way.
Roleplaying Stunts
Stunt Point Cost Stunt
Advantageous Positioning: You make your discovery in a position of your choice. That
1 position can’t be more than 2 yards from the place that would normally lead to your dis-
covery. You can wait until the GM describes what you’ve found before you choose.
Efficient Search: If resources are consumed in the while taking the test, you use only half
2
of what you would normally use. This includes time, energy or any other material.
2 Speedy Search: You complete your test in half the time it would otherwise take.
I’m sure i’ve seen it: You may immediately make another test, at no additional cost in time
or resources, to discover more information about your surroundings, or the object of your
3
atention. Doubles on this bonus test do not give stunt points. The two tests are assumed
to be simultaneous. If there is nothing additional to discover the stunt is wasted.
The extra mile: You receive a +1 bonus to any tests until the time or venue changes, includ-
3 ing physical tests.
Always shoot first: Han always shoots first. If your discoveries lead to combat within a
4
moment or two you receive a +3 bonus on your initiative roll.
Omnitool at hand: Choose a focus that you don’t have, that falls under the same ability
4 as the test you’re making. You are considered to have that focus until the time or venue
changes. The GM may deny it if it makes no sense whatsoever, like Biotics for non-biotics.
Like Shepard: The manner of your success is impressive to those who are nearby to watch
4
you. You have a +2 bonus to opposed tests against them until the time or venue change.
Avenge someone important: Someone killed, kidnapped Find resources: You come from a humble colony, not
or enslaved or take advantage of someone i loved or well protected and with not a great deal of resources,
cared for, and they’ll pay for it. Maybe slavers, an en- even though the planet itself is good for your specie.
The asari were the first species to discover the Cita- Although asari have one gender, they are not asexual.
del. When the salarians arrived, it was the asari who An asari provides two copies of her own genes to her
proposed the establishment of the Citadel Council to offspring. The second set is altered in a unique process
maintain peace throughout the galaxy. Since then, the called melding.
asari have served as the mediators and centrists of
the Council. During melding, an asari consciously attunes her ner-
vous system to her partner’s, sending and receiving
An all-female race, the asari reproduce through a electrical impulses directly through the skin. The part-
form of parthenogenesis. Each asari can attune her ner can be another asari, or an alien of either gender.
nervous system to that of another individual of any Effectively, the asari and her partner briefly become
gender, and of any species, to reproduce. This capabil- one unified nervous system.
ity has led to unseemly and inaccurate rumors about
The Matron stage of life begins around the age of 350, Huntresses fight individually or in pairs, depending on
though it can be triggered earlier if the individual melds the tactics preferred in their town. One-on-one, a hunt-
frequently. This period is marked by a desire to settle ress is practically unbeatable, possessing profound
in one area and raise children. tactical insight, a hunter’s eye, and a dancer’s grace
Culture
Because of their long life span, asari tend to have a
‘long view’ not common in other races. When they en-
counter a new species or situation, the asari are more
comfortable with an extended period of passive ob-
servation and study than immediate action. They are
unfazed that some of their investments or decisions
may not pay off for decades or centuries. Matriarchs
can seem to make incomprehensible decisions, but
their insight is evident when their carefully-laid plans
come to fruition. In interstellar relations, this long view
manifests in an unspoken policy of centrism. The asari
instinctively seek to maintain stable balances of eco-
nomic, political, and military power.
Military Doctrine
The asari military resembles a collection of tribal war-
rior bands with no national structure. Each community
organizes its own unit as the locals see fit and elect
a leader to command them. Units from populous cit-
ies are large and well-equipped, while those from farm
While fluid and mobile, asari can’t stand up in a Siari became popular after the asari left their home-
firestorm the way a krogan, turian, or human could. world and discovered their ability to “meld” with nearly
Since their units are small and typically lack heavy ar- any form of life. This ability is seen as proof that all
mor and support weapons, they are almost incapable life is fundamentally similar. Siari priestesses see their
of fighting a conventional war, particularly one of a de- role as promoting unity between the disparate shards
fensive nature. So asari units typically undertake spe- of the universe’s awareness.
cial operations missions. Like an army of ninja, they
are adept at ambush, infiltration, and assassination, Before the rise of siari pantheism, asari religions were
demoralizing and defeating their enemies through in- as diverse as their political opinions. The strongest
tense, focused guerilla strikes. survivor of those days is the monotheistic religion
worshipping the goddess Athame. Like the asari, the
As a popular turian saying puts it, “The asari are the goddess cycles through the triple aspects of maiden,
finest warriors in the galaxy. Fortunately, there are matron, and matriarch.
not many of them.”
Justicars
Government
Despite the refinement and sophistication of asari cul-
The asari came late to the concept of world govern- ture, criminality remains a fact of life. The asari solu-
ment. For centuries, their homeworld of Thessia was tion to the most vicious and destructive criminal ele-
dotted with loose confederacies of great republican ment is the Justicar Order.
cities. The closest Earthly equivalent would be the an-
cient Mediterranean city-states. Since the asari cul- Justicars are an asari class of virtually untouchable,
ture values consensus and accommodation, there was extra-judicial executioners operating almost exclusive-
little impetus to form larger principalities. Rather than ly within asari territory. In the last decade alone, Jus-
hoard resources, the asari bartered freely. Rather ticars have smashed dozens of criminal rings inside
than attack one another over differing philosophies, asari territory, operated by asari and non-asari alike.
they sought to understand one another. Their methods range from subtle where possible, to
brutal where necessary.
Only in the information age did the city-states grow Trained for extreme strength, biotic capacity, resource-
close. Communication over internet evolved into an fulness, asceticism, and ruthlessness, the fanatical
“electronic democracy.” Asari have no politicians or justicars are romanticized and feared throughout asa-
elections, but a free-wheeling, all-inclusive legislature ri society.
that citizens can participate in at will. Policy debates
take place at all hours of the day, in official chat rooms Although justicars generally work alone, their effec-
and forums moderated by specially-programmed vir- tiveness arises from the huge body of knowledge they
tual intelligences. All aspects of policy are open to can access. Any asari who enters the ranks of justi-
plebiscite at any time. In any given debate, the asari cars has already spent centuries in a combination of
tend to lend the most credence to the opinions of any criminal investigation, military intelligence, and combat
Matriarchs present, nearly always deferring to the ex- experience; the collective body of justicar knowledge
perience of these millennia-old “wise women.” exceeds even that of the Spectres.
Achieving consensus through public debate may take Justicars tend to be independent, requiring little help
too long in a crisis. In cases where prompt, decisive but also scorning it since such advanced skill and ex-
action is required, the asari defer to the wisdom of perience usually travels with a powerful ego. The con-
local Matriarchs. flicts presented by such arrogance prompted the Jus-
ticar Order to develop the Oaths of Subsumation. The
Religion Oaths pledge protection of the innocent, the punish-
ment of the guilty, and defense of common law and the
The pantheistic mainstream asari religion is siari, norms of asari society. The effect of the Oaths is con-
which translates roughly as “all is one.” The faithful servative, ensuring that justicars respect the existing
agree on certain core truths: the universe is a con- distribution of asari power rather than staging a coup
sciousness, every life within it is an aspect of the to rearrange society according to justicar satisfac-
greater whole, and death is a merging of one’s spiritual tion. Nevertheless, the possibility of such an attack is
energy back into the greater universal consciousness. a source of anxiety--and counter-intelligence--among
Salarian
The second species to join the Citadel, the salarians are
warm-blooded amphibians with a hyperactive metabo-
lism. Salarians think fast, talk fast, and move fast. To
salarians, other species seem sluggish and dull-witted.
Unfortunately, their metabolic speed leaves them with
a relatively short life span; salarians over the age of
40 are a rarity.
Ardat-Yakshi Biology
Or “demon of the night winds” are asari suffering from Salarians are noted for their high-speed metabolism,
a genetic disorder preventing conventional melding of which allows them to function on just one hour of sleep
nervous systems during mating. Instead, Ardat-Yakshi a day. Their minds and bodies work faster than most
electro-chemically ravage their partners’ nervous sys- sapient races, making them seem restless or hyperac-
tems, in extreme cases leaving victims as vegetative tive. The drawback of this active metabolism is a short
invalids or corpses. Asari psychologists regard this life span of around 40 human years.
League of One
Before they joined the Citadel Council, the salarians’
most potent military tool was a small reconnaissance
team known as the League of One. Their primary train-
ing was in espionage and assassination. Never more
than a dozen strong, the team was adept at infiltrat-
ing the tightest defenses and eliminating all necessary
obstacles.
The turian homeworld, Palaven, has a metal-poor core, Turians have 27 citizenship tiers, beginning with ci-
generating a weak magnetic field and allowing more vilians (client races and children). The initial period of
solar radiation into the atmosphere. To deal with this, military service is the second tier. Formal citizenship is
most forms of life on Palaven evolved some form of conferred at the third tier, after boot camp. For client
metallic exoskeleton to protect themselves. Their re- races, citizenship is granted after the individual mus-
flective plate-like skin makes turians less susceptible ters out. Higher-ranked citizens are expected to lead
to long-term, low-level radiation exposure, but they and protect subordinates. Lower-ranked citizens are
do not possess any sort of natural armor. A turian’s expected to obey and support superiors. Promotion to
thick skin does not stop projectiles and directed ener- another tier of citizenship is based on the personal as-
gy bolts. sessments of one’s superiors and co-rankers.
Although life on Palaven is carbon-based and oxy- Throughout their lives, turians ascend to higher tiers
gen-breathing, it is built on dextro-amino acids. This and are occasionally demoted to lower ones. The stig-
places the turians in a distinct minority on the galac- ma associated with demotion lies not on the individual
tic stage; the quarians are the only other known sa- but on those who promoted him when he wasn’t ready
pient dextro-protein race. The food of humans, asari, for additional responsibility. This curbs the tendency
or salarians (who evolved in levo-amino acid-based to promote individuals into positions beyond their ca-
biospheres), will at best pass through turian systems pabilities.
without providing any nutrition. At worst, it will trigger
an allergic reaction that can be fatal if not immediately Settling into a role and rank is not considered stagna-
treated. tion. Turians value knowing one’s own limitations more
than being ambitious.
Culture
At the top are the Primarchs, who each rule a coloniza-
While turians are individuals with personal desires, tion cluster. The Primarchs vote on matters of nation-
their instinct is to equate the self with the group, and al import. They otherwise maintain a hands-off policy,
set aside personal desires for the good of all. trusting the citizens on each level below them to do
their jobs competently.
Turians are taught to have a strong sense of person-
al accountability, the ‘turian honor’ that other races Turians enjoy broad freedoms. So long as one com-
find so remarkable. Turians are taught to own every pletes his duties and does not prevent others from
decision they make, good or ill. The worst sin they can completing theirs, nothing is forbidden. For example,
make in the eyes of their people is to lie about their there are no laws against recreational drug use, but if
own actions. Turians who murder will try to get away someone is unable to complete his duties due to drug
with it, but if directly questioned, most will confess the use, his superiors step in. Judicial proceedings are “in-
crime. terventions.” Peers express their concern and try to
convince the offender to change. If rehabilitation fails,
Turians have a strong inclination toward public ser- turians have no qualms about sentencing dangerous
vice and self-sacrifice, so they tend to be poor entre- individuals to life at hard labor for the state.
preneurs. To compensate, they accepted the mercantile
volus as a client race, offering protection in exchange Military Doctrine
for their fiscal expertise.
Although they lack the brutality of the krogan, the
The turian military is the center of their society. It is skill of the asari, and the virtuosity of the humans, the
not just an armed force; it is an all-encompassing pub- turian military has formidable discipline. Officers and
lic works organization. The military police are also the NCOs are “lifers” with years of field experience. Enlist-
Boot camp begins on the 15th birthday. Soldiers re- The turians recruit auxiliary units from conquered or
ceive a year of training before being assigned to a field absorbed minor races. Auxiliaries are generally light
unit; officers train for even longer. Most serve until the infantry or armored cavalry units that screen and
age of 30, at which point they become part of the Re- support the main turian formations. At the conclusion
serves. Even if they suffer injuries preventing front- of their service in the Auxiliaries, recruits are granted
line service, most do support work behind the lines. turian citizenship.
These spirits are neither good nor evil, nor are they
appealed to for intercession. Turians do not believe
spirits can affect the world, but spirits can inspire
the living. Prayers and rituals allow an individual to
converse with a spirit for guidance or inspiration. For
example, a turian who finds his loyalty tested may ap-
peal to the spirit of his unit, hoping to reconnect with
the pride and honor of the group. A turian who wishes
to create a work of art may attempt to connect with
the spirit of a beautiful location.
Biology
Batarians are an anthropoidal race like humans and
asari. Their faces are covered with short, fine hairs
that grow longer and thicker around the mouth. A flat
stripe of ridged cartilage runs along the tops of their
skulls and down the backs of their necks. They have
ears pointy at the upper end, though on occasion along
the edges as well. The part of their faces commonly
associated with the nose among humans and asari is
instead an inverted flat triangle symmetrically ridged
vertically.
Religion
Little is known about batarian religious beliefs. The
salarian scientist Mordin Solus has noted that batari-
ans do believe in an afterlife. When a batarian dies, his
soul leaves the body through the eyes. Treatment of
the corpse is considered unimportant, unless the ba-
tarian’s eyes have been removed by an enemy.
The drell religion is also polytheistic, with the drell hav- The yahg had technology equivalent to 20th centu-
ing multiple gods whom they pray to in varying situa- ry Earth standards when they were discovered by
tions. This religion include at least three gods: Amonki- the Council in 2125. The Council’s ambassadors ap-
ra, Lord of Hunters; Arashu, Goddess of Motherhood proached the yahg as friends and allies instead of sub-
and Protection; and Kalahira, Goddess of Oceans and ordinates, a baffling sign of contempt from newcomers
Afterlife. on Parnack. The yahg attacked when it became ap-
parent that the alien diplomats stubbornly considered
Many of the older traditions of the drell have begun to themselves sovereign people instead of new under-
die out. The younger generations no longer believe the lings. Parnack remains off-limits by order of the Coun-
old ways of their ancestors can help them now, with cil, which fears that the yahg’s size, aggression, and
so many other ways to interpret one’s place in the uni- obsession with control make them poorly suited for
verse. Many drell have embraced the hanar Enkindlers integration into the galactic community.
or the asari philosophies.
Collectors
Yahg
Living beyond the Omega 4 mass relay in the Terminus
The yahg are a race of massive apex predators from Systems, the mysterious Collector species is glimpsed
the world of Parnack whose rise to sentience in no so rarely as to be taken for a myth by most in galactic
way blunted their violent nature. A group of yahg is society. In reality, Collectors are human-sized insec-
unable to cooperate until a single leader has been de- toid bipeds and can resemble massive winged beetles.
termined through either social maneuvering or brute They are a terrifying force in the galaxy, responsible
force, but no grudges are held once a yahg establishes for the murder of hundreds of thousands.
dominance. Former rivals serve their new superior’s
purpose with unflinching loyalty and relentless deter- Collectors generate permanent stasis fields around
mination, a legacy of their origin as pack species. themselves, creating nightmarish red-shifted energy
fields. In battle, they hold position whenever possible,
Their eight eyes are another sign of their hunter ances- relying on their aggressive biotics and nearly limitless
try--all four pairs are geared toward tracking down power. Several types of bipedal Collectors have been
and predicting the movements of prey. Sophisticated identified, including minions, defenders, zealots, assas-
and keenly developed sensitivity to movement and sins and artillery-operators.
light have made yahg masters at reading body lan-
guage, regardless of species. Much to their short-lived Acting together, Collectors have imprisoned entire cit-
chagrin, the Council’s first contact teams discovered it ies in stasis. While no definitive forensic accounting
Culture
Vorcha society is built around combat. In fact, the vor-
cha use combat, both individually and in groups, as
their default form of communication resulting in their
Vorcha communications being primarily non-verbal. The vor-
cha are a clan based people who prefer living in com-
Although they resemble a mammal-reptile cross, the munal environments with others of their species to
vorcha have no terrestrial analogue. They are human- living alone or in the company of alien races. When a
oid in form, but vorcha have “clusters” of non-differ- clan population grows too large, younger members will
entiated neoblast cells, like those of Earth’s planarian depart to start a new clan elsewhere. The vorcha are
worms. extremely aggressive, both against rivals of their own
species and against any alien who stands in their way.
Vorcha assault each other frequently, causing their Vorcha who have managed to escape their homeworld
young to gain strength, intelligence, and resilience. As have a tendency to occupy uninhabited areas of space
a result, vorcha see inflicting and receiving pain as stations or larger spaceships.
normal communication. Few vorcha study professions,
in part because their average life expectancy is only The vorcha are not themselves a space-faring race, al-
20 years. Because vorcha can eat and breathe nearly though many have found their way off-world as stow-
anything, they can live almost anywhere, but racism aways on ships visiting their homeworld. The vorcha
prevents them from integrating into most societies who escaped their hostile homeworld did so by hiding
that dismiss them as vermin. They have few employ- on the ships of space-faring races that had the mis-
ment options beyond krogan mercenary bands. fortune of visiting their planet. Their adaptability and
Geth
The geth are a humanoid race of networked AIs. They
were created by the quarians 300 years ago as tools
of labor and war. When the geth showed signs of
self-evolution, the quarians attempted to exterminate
them. The geth won the resulting war. This example
has led to legal, systematic repression of artificial in-
telligences in galactic society.
Culture
The most remarkable aspect of geth culture is that it
Keepers
When the asari discovered the Citadel, they also dis-
covered the keepers, a docile multi-limbed insect race
that seemingly exists only to maintain and repair the
great Prothean station.
The hanar are a Citadel species known for excessive Liberated from the harsh conditions of their home-
politeness. They speak with scrupulous precision, and world, the quick-breeding krogan experienced an un-
take offense at improper language. Hanar that expect precedented population explosion. They began to col-
to deal with other species take special courses to help onize nearby worlds, even though these worlds were
them unlearn their tendency to take offense at improp- already inhabited. The Krogan Rebellions lasted near-
er speech. ly a century, only ending when the turians unleashed
the genophage, a salarian-developed bioweapon that
All hanar have two names. The Face Name is known to crushed all krogan resistance.
the world; the Soul Name is kept for use among close
friends and relations. Hanar never refer to themselves The genophage makes only one in 1,000 pregnancies
in the first person in conversation with someone they viable, and today the krogan are a slowly dying breed.
know on a Face Name basis. To do so is considered Understandably, the krogan harbor a grudge against
egotistical, so instead they refer to themselves as “this all other species, especially the turians.
one,” or the impersonal “it.”
Biology
Their homeworld, Kahje, has 90% ocean cover and or-
bits an energetic white star, resulting in a permanent The krogan evolved in a lethal ecology. Over millions
blanket of clouds. Due to the presence of Prothean ru- of years, the grim struggle to survive larger preda-
ins on the world, many hanar worship them, and hanar tors, virulent disease, and resource scarcity on their
Quarians are generally shorter and of slighter build Quarian immune systems have always been relative-
than humans. Quarians have an endoskeleton, lips, ly weak, as pathogenic microbes were comparative-
teeth, and two eyes with eyelids and tear ducts; they ly rare in their homeworld’s biosphere. Furthermore,
also have three thick fingers on both hands which in- what few viruses and other microbes were native to
clude a thumb, an index finger, and a long finger, similar their homeworld were often at least partly beneficial
to the middle fingers for humans, as well as three toes to them, giving them a symbiotic relationship with their
on each foot. Quarian facial structure and hair actual- environment. After living aboard the Migrant Fleet for
ly makes them the most similar to humans in physical generations, the quarians’ immune systems have atro-
appearance. Their lower legs are bowed backwards phied further still due to the years in the sterile envi-
significantly, compared to asari or humans. Aside from ronment of the Migrant Fleet. As such, quarians are
hands and legs, their general body shape and sexual given various vaccinations and immunizations to help
dimorphism is similar to humans. Male quarians, how- ward off disease. However, they prefer the safety of
ever, appear to lack a third toe. Their ears or ear an- their suits even in clean environments and are reluc-
alogues differ in a noticeable fashion from those of tant to remove them without a good reason.
humans, with references made to “what [passes] for
the quarian version of an ear”. Also like humans, quar- A quarian who wishes to remove their suit must take
ian blood is red. antibiotics, immuno-boosters, herbal supplements, or
the like in order to do so safely, and even then there
The most distinguishing feature of quarian biology is are inherent risks. As a result, physical acts of affec-
their weak immune system, compounded by centuries tion are difficult for quarians, even for the purposes of
of living in sterile environments. As a result, all quar- reproduction. Ships in the Migrant Fleet often contain
ians by necessity dress in highly sophisticated envi- “clean rooms” where quarians can give birth or under-
ro-suits, to protect them from disease or infection if go medical procedures in relative safety, though there
Each ship captain has authority over his vessel, but is Most are lenient, assigning additional or more odious
advised by an elected civilian Council, just as the Admi- maintenance tasks aboard the ship. Persistent recidi-
ralty is advised by the Conclave. This relationship may vists are “accidentally” left on the next habitable world.
range from cooperation to polite tolerance to outright This practice of abandoning criminals on other peo-
hostility, but any captain who overrules his Council ple’s planets is a point of friction between the quarians
without good reason is relieved of command by the and the systems they pass through. Captains rarely
Admiralty. have another choice; with space and resources at a
premium, supporting a non-productive prison popula-
Many quarian ships are owned by clans who pool their tion is not an option.
resources to purchase used vessels from private sell-
ers. Large ships are prestigious for big, rich clans, but In the early years, many quarian freighters were armed
a small ship means status for a small clan with enough and used as irregular “privateers.” Civilian ships still
personal wealth to afford a private vessel. Clan vessel show a strong preference for armament, making them
captains are not subject to dismissal by the Admiralty; unpopular targets for pirates. Though they have re-
abusive captains are a “family” problem if they do not built their military, there are still mere hundreds of
disrupt the operations of the fleet. warships to protect tens of thousands of ships. The
quarian navy follows strict routines of patrol and
Law and Defense takes no chances. If the intent of an approaching ship
can’t be ascertained, they shoot to kill.
Although the Conclave establishes civil law much as
any planet-based democracy, enforcement and trials Pilgrimage
are more unique. After the flight from the geth, there
were few constables to police the millions of civilians When quarians of the Migrant Fleet reach young
aboard the fleet, so the navy parceled out marine adulthood, they must leave their birth ship and find a
squads to maintain order and enforce the law. Today, new crew to accept them as permanent residents. To
quarian marines have evolved training and tactics prove themselves, they must recover something of val-
akin to civilian police but remain adept at combat in ue. This is offered to their prospective captain as proof
the confined spaces of a starship and fully under the that they will not be a mere burden on the shoestring
command of the military. resources of the ship.
Once taken into custody, the accused is brought be- This process is called the Pilgrimage. Stripped of rit-
fore the ship’s captain for judgment. While the ship’s ual, the Pilgrimage is merely an attempt to maintain
Council may make recommendations, tradition holds genetic diversity within the small, relatively isolated
that the captain has absolute authority in matters of population bases that make up the Migrant Fleet. If
the young stayed and married within their birth vessel,
the risk of inbreeding would increase sharply.
Religion
The ancient quarians practiced ancestor worship. Even
after abandoning faith for secularism, quarians con-
tinued to revere the wisdom of elders. As time passed
and technology advanced, they inevitably turned their
knowledge to preserving the personalities and mem-
ories of the elderly as computer virtual intelligences.
These recordings became a repository of knowledge
and wisdom, stored in a central databank and avail-
able through any extranet connection.
The volus are a member species of the Citadel with Volus have two names but no family names. Accord-
their own embassy, but they are also a client race of ing to volus sensibilities you cannot own a person, so
the turians. Centuries ago, they were voluntarily ab- using a family name would essentially be laying claim
sorbed into the Hierarchy, effectively trading their to their offspring. Possibly because of their tribal or-
mercantile prowess for turian military protection. igins, volus tend to refer to members of other races
by their source world rather than species name (i.e.
Volus culture is tribal, bartering lands and even people “Earth-clan” instead of “human”). A notable exception
to gain status. This culture of exchange inclines them to this is that they refer to quarians as “Migrant-clan”,
to economic pursuits. It was the volus who authored
the Unified Banking Act, and they continue to monitor
and balance the Citadel economy.
Biology
The volus homeworld Irune features an ammo-
nia-based ecology and a gravitational field 1.5 times
that of Earth, as well as a high-pressure atmosphere.
This is reflected in the physiology of the volus them-
selves.
The volus are not physically cut out for combat, be it The volus have only produced one dreadnought, the
a full-scale war or even a bar room scuffle. As such, Kwunu, named after the diplomat who negotiated their
they are highly dependent on the turians for defense, client-race status with the turians. The Kwunu is the
although the volus themselves do provide some auxil- only volus ship of its class, but it is remarkably well-
iary troops to the Hierarchy. These forces rely on spe- armed. Its broadside cannons and main gun are all Tha-
cially sealed armor in combat, and mitigate their disad- nix Magnetic-Hydrodynamic Weapons. A turian gener-
vantages through the use of technologically advanced al touring the Kwunu after its maiden system-voyage
power armor as well as avant-garde equipment. The enthusiastically declared that the ship could “char a
volus will support the turians in any war they might planet three times over”. While its construction was
pursue, and the turians will do the same for the volus. funded entirely by the Elkoss Combine corporation, the
dreadnought was jointly gifted to the Vol Protectorate
Possibly for this reason, volus weaponry tends to be and Turian Hierarchy upon completion.
utilitarian rather than high-grade. Some volus manu-
facturers specialise in cheaper, lower-grade copies of Government
expensive turian equipment.
The volus government is known as the Vol Protector-
Volus do employ some biotics in combat; these individ- ate. Rather than being a fully sovereign government in
uals have been known to show impressive biotic pow- its own right, the Protectorate is a client state of the
ers despite the volus’ diminutive size. Turian Hierarchy. In return for falling under the pro-
Varren
Varren are omnivores with a preference for living prey.
Originally native to the krogan homeworld of Tuchan-
ka, they are, like most life from Tuchanka, savage,
clannish, and consummate survivors. They are pack
hunters when vulnerable prey is readily available and
become scavengers when outnumbered or outclassed.
Their doctrine is not based on absorbing and dishing Special Operations (N7)
out heavy shocks like the turians and krogan. Rather,
they bypass enemy strong points and launch deep into Interplanetary Combatives Training (ICT) is the Sys-
their rear, cutting supply lines and destroying head- tems Alliance’s premier school for leadership and com-
quarters and support units, leaving enemies to “wither bat expertise. The Interplanetary Combatives Acade-
on the vine.” my, sometimes called “N-School” or “the villa,” recruits
officers from every branch of Earth’s militaries to
On defense, the human military is a rapid reaction force partake in grueling courses at Vila Militar in Rio de
that lives by Sun Tzu’s maxim, “He who tries to defend Janeiro.
Organizations &
Corporations
The corporation’s descriptions are usually very short,
but they can be used to make excuses (said corpora-
tion hired you) or as plot hook (the asari you killed
Sanctum is known for the freezing ice storms which Despite fears of geth, prospectors do occasional-
sweep across its poles and temperate zones, with only ly mount salvage ventures inside the Veil; one ended
a thin strip of habitable land along the equator. Be- in tragedy. Using technomental domination, the geth
cause of those harsh living conditions, Sanctum at- drew the team into the Veil before aiming them back
tracts only the most gruff and hardy, from miners to as husks at the organic society that produced them.
mercenaries to company men. Mining, referred to as
Rakhana
The drell homeworld of Rakhana once teemed with life,
its arid plains home to spectacular insect and reptile
analogues. But the drell took to industrialization ear-
ly and did not realize the extent of the environmental
damage they caused until it was too late. With their
topsoil depleted and oceans too acidic to sustain life,
At least once a year, a fleet from Terminus invades The expense of bringing construction materials into
the nearby Attican Traverse. These attacks are typi- the system was acceptable due to its strategic val-
cally small raids against poorly defended colonies. The ue. With three primary mass relays in addition to the
Council rarely retaliates, as sending patrols into the secondary one to Sol, Arcturus is a major communica-
Terminus Systems could unify the disparate species tions and military chokepoint. The Alliance 1st Fleet is
against their common foe, triggering a long and costly based in Arcturus, where it can guard the gates to Sol
war. and react to incursions in the three connected clusters.
The Station also hosts the Systems Alliance Parlia-
The Migrant Fleet ment and the Systems Alliance Military general head-
quarters. Its permanent population is approximately
The flotilla, or the Migrant Fleet, is a fleet of roughly 45,000.
50,000 starships that houses over 17 million quari-
ans. The largest collection of starfaring vessels in the Arcturus is actually from the galactic halo, one of a
galaxy, the fleet is so large it may take days for all the cluster of 52 stars that are ‘crashing through’ the
ships to pass through a mass relay. disc of the galaxy. In a billion years, Arcturus will be
sailing through the depths of extragalactic dark space.
The ships are constantly repaired, replaced, and up-
graded to comfortably house as many quarians as Aratoht
possible. Typically, ships specialize in roles for the
fleet, from the enormous agricultural liveships to the “Nothing is Impossible,” says the Hegemony propa-
shielded lab ships to the repurposed freighters known ganda poster that depicts a muscular batarian miner
as homeships that house quarian children, young par- under an Aratoht sky, his rebreather held away from
ents, and educators. Employed quarians typically live his face as if he’s just taken it off. The image sums up
in the ship they work on, since commuting from ship millions of man-hours of labor on the batarian planet
to ship ties up resources with unnecessary docking and represents (or misrepresents) much of its histo-
procedures. ry. Two decades ago, Aratoht, like several planets in
the Skyllian Verge, was claimed by both human and
Even within the flotilla, quarians on most ships will re- batarian governments, but the Alliance backed out af-
main encased in their protective suits. Rarely, quarians ter learning about the atmosphere’s dangerously low
will meet on “clean ships” for specific purposes such pressure and oxygen levels. Instead, they concentrat-
as medical services or reproduction. When this occurs, ed their colonial efforts on planets that could support
they remove their suits, knowing full well that it is like- human life without the aid of domed habitats and re-
ly they will spend a few days having allergic reactions breathers. Human governments saw it as a wise move;
or getting over infections as their weakened immune batarians saw it as cowardly.
Aratoht is rumored to have military bases on its sur- Zorya is also home to the Blue Suns mercenary com-
face and throughout its solar system, though details pany, who dominate the colonies’ security forces. The
are heavily restricted by the Hegemony’s Ministry of Suns enjoy nearly unlimited influence with local poli-
Information Control. Human merchant ships rarely ticians and judges, ensuring no other private military
come to the planet, outcompeted by local companies contractors can compete with them economically.
that benefit from heavy economic protections. The av- Nearly every colony has a Suns recruiting station, if
erage Aratoht citizen only sees humans on the news, not a training camp, though this has hardly made the
usually featured in stories of trials and executions of planet any safer. Piracy, drugs and vice, and political
accused spies. violence are commonplace.
Bekenstein Aite
“More glittering than diamonds, more expensive than “Two beautiful moons, one spectacular ring, zero neigh-
surgery,” is how travel agents describe this planet be- bors,” says a popular advertisement for this Terminus
hind closed doors. Given the opportunity to colonize Systems world. Aite is known for its sparsely settled
planets after the First Contact War, the Systems Al- population despite being a garden planet with a colony
liance chose Bekenstein to be their trading arm, pro- nearly a century old. Blessed with a mild climate, wild-
ducing goods to be sold on the nearby Citadel. Crack- life no more dangerous than that on Earth, and soil
ing the vast galactic marketplace proved difficult--the and bacteria amenable to imported plants, Aite would
first human products sold on novelty alone, then lack appear to be an unexploited paradise.
of demand hit Bekenstein’s economy hard. Only in the
second generation of colonists did the planet find a However, it is unpopular for two reasons. The first and
sustainable niche in high-quality entertainment and most obvious is that its moon, Litae, is in an unstable
luxury goods. Once brand awareness sunk in, aliens orbit that will lead to a planetary impact and an ex-
flocked to Bekenstein’s many spaceports. The planet tinction-level event within the next two centuries. As
today boasts more millionaires and billionaires per such, all investment in the planet is short-term, and
capita than any other human colony. the biggest business is selling off the local biota to the
highest bidder.
Though its crime tends to be white-collar and nonvio-
lent, Bekenstein is not without its dark side. Both its The second drawback is the level of violence on the
suicide rate and inflation are extremely high compared planet. Like the rest of the Phoenix Massing cluster,
to other worlds. Unemployment is artificially low be- Aite was briefly considered part of Citadel space during
cause few people immigrate to the expensive planet its first wave of colonization. However, when the colo-
without having a job lined up, and the cost of living ny broke off to become an independent planet in 2133,
is so great that unemployed workers typically leave the Council let the doomed planet go with less than
for kinder planets after just a few months. Those who a day of debate. Free from any real governing body,
stay see themselves as tougher, sharper, and more Aite’s history has since been filled with wars between
skillful than the rest, as well as capable of getting re- small frontier-town city-states over its resources. The
spect and employment on any lesser planet. As a pop- result is a dangerous world where the average citizen
ular song says, “If you can make it on the Bek, you got is expected to be self-reliant to the point of fending for
‘em by the neck.” themselves against cutthroat corporations, strong-
arm militia groups, and even geth incursions. The fight-
Zorya ing is so frequent that the name of the planet itself
has changed more than eleven times. In a sign of blunt
“Bring firearms and antihistamines” is what veteran indifference, standard Citadel galaxy maps refer to the
guides say about this lush garden world. First colo- world by the name given to it by human colonists in the
This, however, is not an easy task. In addition to the If the field collapses while the ship is moving at faster-
environmental hazards, the fact that uncharted worlds than-light speed, the effects are catastrophic. The ship
are largely ignored makes them popular bases for is snapped back to sublight velocity, the enormous ex-
criminals, revolutionaries, cults, and others who wish cess energy shed in the form of lethal Cerenkov radi-
to remain unnoticed by galactic society. ation.
There is no limit nor rules to what a planet can hold, Space Combat
nor the size of it or the dangers, treasures and secrets
it may hide, so it’s up to your imagination to bring them Shells lofted by surface navies crash back to earth
to life with whatever you can think of. when their acceleration is overwhelmed by gravity
and air resistance. In space, a projectile has unlimited
Vehicles and Ships range; it will keep moving until it hits something.
Biotics
Biotics is the ability of rare individuals to manipulate
dark energy and create mass effect fields through the
use of electrical impulses from the brain. Intense train-
ing and surgically implanted amplifiers are necessary
for a biotic to produce mass effect fields powerful
enough for practical use. The relative strength of biot-
ic abilities varies greatly among species and with each
individual.
The Shroud
What the krogan call the Shroud is a technological
remnant of the Salarian Uplift. After Tuchanka’s nu-
clear war released tons of smoke dust into the at-
mosphere, the planet temporarily cooled from global
dimming -- except at the poles, where the albedo was
raised by soot and clouds trapping heat. With enor-
mous swaths of permafrost melting, the planet re-
leased trapped methane from previous millennia. This
potent greenhouse gas created a runaway heat cycle
that was called “the nuclear summer.”
The geth serve as a cautionary tale against the dan- It is still considered broad-minded and practical to be
gers of rogue AI, and in Citadel Space they are tech- able to speak without machine aid. Children often take
nically illegal. Advocacy groups argue, however, that courses in alien language, and most races can speak
an AI is a living, conscious entity deserving the same the simplified artificial “trade tongue” with little diffi-
rights as organics. They argue that continued use of culty.
the term “artificial” is institutionalized racism on the
part of organic life; the term “synthetic” is considered Some species must rely on machine translation to in-
the politically correct alternative. teract with the rest of the galaxy. Hanar, for example,
cannot reproduce the spoken language of any human-
Virtual Intelligence oid species, and other races cannot reproduce hanar
bioluminescence without mechanical aid. Newly dis-
A virtual intelligence is an advanced form of user inter- covered or obscure races don’t have machine transla-
face software. VIs use a variety of methods to simu- tion available until the linguists have had time to study
late natural conversation, including an audio interface them.
and an avatar personality to interact with. Although
a VI can provide a convincing emulation of sentience, Grayboxes
they are not self-aware, nor can they learn or take in-
dependent action. A mnemonic neural recall stimulator, also known as a
graybox, is a device implanted in the brain to assist
VIs are used as operating systems on commercial and and prioritize memory. Originally developed to slow
home computers. Minimal VI ‘agents’ are also avail- the progression of Alzheimer’s disease, grayboxes
able. Agents are compact and specialized. Some serve function by helping the amygdalae “chunk” incoming
as personal secretaries, filtering calls and scheduling stimuli into recognizable pieces for memory consolida-
meetings based on user-defined priorities. Others are tion. Each memory is assigned a shape or sensation
advanced search engines, propagating themselves from other memories, tying the concepts together into
across the extranet to collate user-requested data. a block that is more easily recalled.
Commercial VIs in a variety of stock personalities are When Synthetic Insights first released them onto the
available at any software retailer. Boutique firms and market in 2140, grayboxes were hailed as a way hu-
hobbyists also build unique VIs to personal specifica- mans could level the playing field between themselves
tion. Although software emulation of living personali- and the salarians, whose natural eidetic memories gave
ties is illegal, reconstructions of famous historical fig- them an advantage. However, because the implant pro-
ures are common. cedure of a graybox requires the brain to irreversibly
shift its workload over to the machine, software bugs
Translation or attempted removal of the graybox for maintenance
purposes could lead to incapacitating brain damage.
Human cultures remain linguistically divided. Some For this reason, grayboxes soon became used only
converse in Spanish, others in Mandarin, Arabic, Swa- by those with a dire need for photographic memories,
hili, etc. Every alien race has their own equally broad such as researchers and spies.
panoply of languages and dialects.
In 2175, sale and implantation of grayboxes were out-
Most individuals know only their mother tongue, and lawed by the Systems Alliance following an incident
rely on machine translation. Modern portable comput- with Abraham Rumoi, an employee of the Alliance In-
ers allow anyone with a few hundred credits of equip- telligence Agency. Rumoi was believed to be a profes-
ment to enjoy seamless real-time translation of alien sional con man and thief named Keiji Okuda, who ac-
languages, courtesy of handheld PDAs, computers in cessed and sold classified data. However, prosecuting
clothing or jewelry, or sub-dermal implants. Without attorneys were unable to use his assisted memories
fast and accurate translation, galactic trade and cul- as evidence due to the Alliance court system’s prohi-
ture could not exist. bitions against self-incrimination (based on the Fifth
Amendment of the old U.S. Constitution). Rumoi soon
Governments provide subsidized software, updated disappeared off the map following his trial, further
through the public extranet “on the fly,” often as users heightening suspicions that he was Okuda and living
approach spaceport customs facilities. Even the ba- off of ill-gotten gains.
Quantum Entanglement
Communications
When a pair of quantum-entangled particles is sep-
arated, a change to one particle will affect the other
instantaneously, wherever it lies in the universe. QECs
exploit this effect to transmit binary data any dis-
tance. Two pairs of entangled particles are necessary
for transmission and reception.
Citadel Conventions
These diplomatic talks occurred in the wake of the
Krogan Rebellions, as a response to the destruction
of the conflict and an attempt to distance the Council
from the brutal krogan warfare.
Indoctrination
Reapers and their technology have been observed to
exert a disturbing influence on organic beings. This
mental manipulation is known as indoctrination. Put
simply, any organic being who is in close proximity to a
Reaper or certain Reaper artifacts for too long comes
to believe the Reapers are correct in their goals, and
will do anything to serve them. Gradually, the mind is
eroded until the individual becomes a mindless slave
no longer capable of independent thought.
unknown. “Reapers” was a name bestowed by the This indoctrination is permanent, almost impossible to
Protheans, the previous galactic power fifty thousand subvert, and is one of the most insidious weapons of
years before, and the geth refer to them as the Old Ma- the Reapers. Entire civilizations can be delivered into
chines. In the end, the Reapers spare little concern for the Reaper’s hands by the indoctrination of a few in-
whatever labels other races choose to call them, and fluential individuals.
merely claim that they have neither beginning nor end.
During the invasion of Earth, the Reapers broadcast
The Reapers are the original creators of the Citadel and messages inviting diplomats into their holds to nego-
the mass relay network. These massive constructs ex- tiate, where they would then presumably be indoctri-
ist so that any intelligent life in the galaxy would even- nated.
tually discover them and base their technology upon
them – all part of a scheme to harvest the galaxy’s A Reaper’s indoctrination field can remain active even
sentient life in a repeating cycle of purges that has if it is largely disabled and incapable of action. A Cer-
continued relentlessly over countless millennia. berus science team was indoctrinated by being inside
a Reaper that had otherwise been floating derelict for
Not all Protheans perished in the genocide: a cadre of Surviving colonists have described the tone of Har-
elite scientists hidden on Ilos survived by bunkering binger’s threats, heard through the Collectors as they
down into stasis until the danger had passed. Upon attacked, as visceral and terrifying.
waking, it took them decades of study to realize how
their civilization fell to the Reapers, but this discovery Collectors
gave them the key to breaking the cycle forever.
While studying Collector data in the lab aboard the
The Protheans developed a plan to forestall the im- Normandy SR-2, Mordin Solus determines that the
pending Reaper attack for future generations of sapi- Reapers indoctrinated the Protheans and compensat-
ent, spacefaring species. This plan hinged on the fact ed for their growing lack of ability due to prolonged
that the keepers have independently evolved, and now indoctrination through cybernetic modifications.
only respond to signals from the Citadel itself. The
Reaper vanguard signals the Citadel which in turn sig- The modifications are beyond any form of repair, each
nals the keepers to open the station’s own mass re- Collector drone being little more than a clone—it’s
lay, ushering in the next Reaper invasion. However, the unknown if they even still possess any form of gen-
Prothean scientists used a reverse-engineered proto- der—riddled with cybernetics, lacking glands or di-
type mass relay, travelled to the Citadel, and altered gestive system, and having any form of intelligence or
the Citadel signal. self-awareness completely eradicated by indoctrina-
tion.
The scientists succeeded, but could not do anything
about their own population numbers, so they still died Periodically, individual Collector drones are “pos-
out along with the rest of their race. sessed” by an overseer, referred to as the Collector
Geth Heretics
Conversations with the geth programs dubbed “Le-
gion” have brought to light a profound schism in geth
society. When Saren Arterius approached the geth in
the dreadnought Sovereign, some of them chose to fol-
low him; most did not. Saren’s followers were allowed
to leave geth society, but were dubbed “heretics” by
those that remained.
Game mastering in ME
By now you should have a broad idea of the GM’s role This will make the players more aware of their own
in the game, which is more or less the same in every rol strengths and weaknesses and overall will allow them
playing game, and as always, it’s further explained in to be more creative with what they have, but they may
the Fantasy AGE and Dragon Age books. (and most likely will) surprise you with some decision,
actions and ideas, which while interesting is harder to
This chapter is focused on the Morality mechanics, adapt to and will imply more work for you as a GM.
designing encounters, hazards and giving advice on
specific details that define the difference between the On the other hand, you can pick the number based on
Mass Effect RPG and other games and focused only the player’s stat. Say, for example, that you ask for an
on the GM. Other mastering tips are better found in the Intelligence test and the team’s Salarian has 5 points
above mentioned books. in Intelligence, which is the highest. If you ask for a test
with a target number equal to 15 (so 10 + the Salari-
Ability Test an’s intelligence), the Salarian has only a 50% chance
of succeeding. This will give you more control on how
It’s made clear in the other books when you should ask hard it will to actually complete certain tasks and will
for a test (physical trials, coercion, perception, etc), but limit what your players can do, so instead of trying
what exceptions should exist in ME? crazy and unexpected things, the explorers will con-
sider their options and choices much more carefully.
First, you don’t need to keep in mind the special attri- This, while making the game more challenging and giv-
butes of every alien in the galaxy, because these are ing you more control over what happens, will make the
already represented by their own abilities and focuses. players have a feeling that it doesn’t actually matter
If a Krogan left his Strength ability with only 1 point, what they do, how many levels they gain, they won’t
you don’t give him a bonus in a Strength test because actually be more adept in overcoming obstacles.
he’s a Krogan, he already had racial bonuses to his
strength, so if he decided to not push it forward, he The best thing to do is actually use both methods, and
has to live with his decision. hopefully interleave them, that way you gain control
when it’s actually very important for you to have it
Second, decide how much of the story you want to and make the players feel that they don’t have control
control. There are two ways to set a number for a there, and give them more options to prepare in other
test. The first one is to set it based on the given table situations, balance is always great, unless you want
where 10 is a normal task and 21 is night impossible. to specifically make something very easy or very hard,
It is a lot like a Communication (persuasion) roll, and This changes the lives of all the people in the space
can be used like a second persuasion roll, but would station that was holding more or less 500 people, this
the Player call for it, the GM and other players can give should give the players 500 Fame points.
the calling player some ideas of what his character
could do or say, decide from his options, get a TN and Or maybe this kind of gang wars are always going
roll. Optionally, the test can be called to “remember” on and things in the station remains more or less the
something from a culture or other piece of information, same, and the GM decides it was worth 300 Fame
or maybe to note something in the surroundings that points, mainly because the amount of enemies they
would shed some light in the situation. This test can slayed rather than how they affected the life of the
only be called once per encounter. people living there.
Renegade rolls This are just some examples and guidelines, of course.
This mechanic is made with the intention to both lim-
Can be called to, for example, intimidate a gang thug it and guide the player’s growth in importance in the
and get him to talk; can also be called to convince a galaxy. This way, no one can start by being a Krogan
group of enemies to abandon a combat encounter (it Vanguard, one of the most powerful and rare Krogans,
has to be obvious that it’s only a matter of time be- and the last of their kind. Or an Asari Justicar, almost
fore their enemies are dead, if the enemies still have a legend among their own.
a chance, the chances for the roll are zero), to force
a merchant to keep his word on a reward or to force Fame Points are meant to be carried from one char-
some reason into a enraged soldier. acter to the other even if they die, and will also unlock
more advanced items for the players to buy. Would ev-
It is a lot like a Strength (Intimidation) roll, and can eryone agree, both players and GM, the players could
be used like a second intimidation roll, but would the start with a base Fame Points, or don’t use them at
player call for it, the GM and other players can give the all, but it’s a great way to limit the player’s progress
calling player some ideas of what his character could through the world with more than just leveling up, and
do or say, decide from his options, get a TN and roll. keep them always expecting something better and im-
Optionally, the test can be called to notice something proving themselves, their equipment, their fame and
in the surroundings that could be used in battle (like a the risk they take in their missions. Keep in mind, Fame
gas pipe or a mounted gun) or to remember a piece of goes to the player regardless of how “Paragon” or
information that could provide useful for a blackmail “Renegade” their choices are.
or a lie. This test can only be called once per encounter.
Environmental haz-
ards
There are plenty of habitable worlds in the galaxy, but
most of the planets have Environmental Hazards and
are not easily habitable for sentient life. All the envi-
Shepard did it all. Explored the galaxy, served in the There are plenty of different frameworks where your
Human Alliance as a soldier, followed a rogue specter, story can take place, but i won’t mention them for a big
became a rogue himself under the wing of Cerberus, problem they all share: They’re limited in the species
went to the center of the galaxy through the unknown that take part in them. The first contact war, for exam-
to find hell and came back. Over each mission along ev- ple, is a very interesting framework, but all explorers
ery game, there is plenty of material to take ideas for a should be either Human or Turian for it to have any rel-
great campaign. Still, you might not have played every evance whatsoever. Wars with the Batarians, Explor-
game or maybe you’re looking for something simpler. ing parties, the Geth Rebellion and so on, all interesting
historical events, that never involved more than two
Planning a campaign should always start with the different species, forcing the explorers to belong to, at
end. What is it that you want the players to do? To top, both of them, and that’s it. Most player groups
experience? To discover? Figure it out first, then build will want to belong to different species, especially with
from there. Do you want the players to discover a new bigger groups.
paradise world? A new specie in an uncharted sys-
tem? Activate a dormant Mass Effect Relay? There are plenty of advice in the Green Ronin books
that work for every role playing game too.
Maybe have them take part in a war, have a lot of NPC
as friends and fight at their side. Some people prefer Whatever you decide should be the central point of ev-
roleplaying to fighting, so maybe being in the middle erything you build, the theme of the campaign, and all
of a power crisis in the Citadel, Omega or some Coun- your decisions should be taken with this in mind.
cil-forsaken part of the galaxy? Maybe your players
have a dream, they actually want something specific. Second, at what point in the history of the galaxy will
Build their own colony and support it? Own a space- the campaign play? Maybe you want your players to
ship like the Normandy for themselves and explore know a lot of things and run alongside the events of
the galaxy? Being the leaders of a renown mercenary the game, maybe you’re feeling creative and want to
guild? Maybe just being good soldiers and engage in pick a future after the battle against the Reapers. Or
increasingly more exciting missions? Talk with your maybe you want the players to play in a time where
players, what are they hoping to play? To do? Is that they can’t actually know what’s happening, like the
something you want to narrate? time where Omega didn’t belonged to Aria or Shepard
wasn’t even born.
You could also twist what your players want, which
would be very akin to the Sci-fi spirit of Mass Effect. Maybe the first steps of Humanity out of the Sol sys-
Maybe having them do something as simple as to re- tem. Just remember, whatever you choose will affect
cover a prothean artefact that ends up driving them which species can your players choose from to make
crazy little by little as it secretly is a Reaper artifact. their characters.
Have them help people that were actually manipulating
them to achieve their own selfish objectives, tricking Now you have a time frame and an objective, you’re
ready to build the campaign. This is a great time to
decide how long you expect it to be, how many adven-
tures it will hold and how long these will be (how many
encounters they’ll get).
The Explorers
After having your Campaign outlined, you’ll need Ex-
plorers in it. This is why it’s very important to talk to
your players beforehand, as your outline can limit the
species they can pick, and is the reason why the Back-
grounds are mostly not bound to specific regions, be-
lieves or factions, so they can be whatever they want
to be and still fit in almost any Campaign.
Encounter Design
This chapter does not show a list of enemies for you different from the last in a way, as the players have
to use, but rather a way for you to create enemies to to approach it in different ways, and as a Role Playing
your liking by choosing from a list of options. The end Game, they also have the choice to think out of the box
of this is to help you build foes for your adventures in and exploit their surroundings.
less time and doing less calculations while keeping the
combats challenging and fun for your players. This chapter also holds a few words of advice to build
maps for encounters, but does not go in depth.
This adaptation mechanics were modified to resemble
Mass Effect 3 game mechanics, and thus, the combat
in this game should work like it does in the videogame,
Building Enemies
like a puzzle, with the players always on the move and There is no formulae to create enemies in fantasy AGE
adapting to new situations. or Dragon AGE RPG, because it would require a lot of
calculations and spreadsheets and it kind of weights
What does it mean a puzzle? For example, an enemy too much on the GM. As is, it takes a ton of time to
with very high armor will probably not have shields the GM to build the enemies, and there are quite a
and as consequence will be best dealt with Fire ele- few more variables in ME than there are in other AGE
ment, but then there is a swarm of foes, without any games, making it even longer.
shields or armor, that rush next to the armored foe.
They could all be incapacitated with biotic powers, but So, this section presents an easy 4-step process into
then what about the armored closing in? The players building enemies for your players. The process can be
are pushed to retreat and deal with the small targets as simple or complex as you want it to be and as al-
first, but there are snipers that won’t allow them to ways, remember that these are only guidelines to help
easily take the swarm out. So, where do they start? you save some time, not rules. So, the steps go as fol-
The swarm? The sniper? The armored? How do they lows:
get to the sniper? While they think, the enemies keep
closing in. 1. Pick statistics from the Generic Enemy Table
So, the players are encouraged to carry a way to ex- 2. Choose Simple or Complex enemy
ploit every weakness in the game (tech, biotic and com-
bat powers) and to adapt mid-combat to the combined 3. Apply modifications
strength of the enemies in front, making each combat 4. Add skills
The statistics in the table are ordered by Level range There should be one these enemies per team member
(first column). You should pick the row that holds the (so the players plus any companion NPC) to make it a
level your players are in (if they defer, use their aver- fight the players will enjoy, yet it’s unlikely that they
age level, rounded down). loose, as they should be smarter than their enemies,
but their HP will go down. You can always make the
Health and Shield points are in the same column and combats harder, the Threat Level (explained in page
share the same value, same goes with Defense and 236) will help you keep track of how hard a combat
Speed. These values do vary from one specie to the will be for the players.
other, but that is ignored for the sake of simplicity.
If you want to represent this, add +1 or +2 points to
speed and defense for acrobatic species and +10 to
Enemy Complexity
health and shields for robust species. If you’ve played the Mass Effect games, you’ve seen
that there are some very simple enemies, like Husks,
Weapon Damage shows how much damage the ene- that just run and grab you, Cerberus Assault troops
my weapon should deal, regardless of what weapon it that only shoot and Marauders that also shoot but
is. Pick any weapon you want and use that weapon’s have shields and give Armor to Cannibals and Husks.
short/long ranges and benefits (shotgun’s attack bo-
nus on close range for example). The weapon’s damage But there are also some pretty complex enemies, like
will be the damage that shows up in the Generic Enemy Phantoms, that cloak, stab, cut with their sword, shoot
Table. If you picked a Sniper rifle, reduce the damage from their hands at distance, spawn power barriers
by 2 points, and if you picked a pistol reduce the dam- to protect themselves and make acrobatics all around
age by 1D6. Also remember that some weapons allow to avoid getting shot, or Banshees, that teleport, use
users to take Overwatch and/or Suppressing Fire ac- Nova, Warp, Barrier, Charge and also impale you.
tions and that weight is not considered in enemies.
Complex enemies take longer to make but are also
Primary abilities show how many points in their pri- harder to deal with, as they’ll most likely have powers,
mary abilities the enemy should have. You must pick unique skills and other tricks. Always save your Com-
any 4 abilities and assign them the value shown in plex built enemies! as you build them using the table
Primary abilities (it does not have to belong to any you can always use them again with the same skills,
4 primary abilities for the player’s classes). All oth- only updating their statistics and new level progres-
er abilities should be equal to the Secondary Abilities sion bonuses.
value.
Simple enemies are much easier to make, but are not
Getting track of Focuses is too much of a pain for each necessarily easy to kill, like a Brute. On the other hand,
enemy, so if you could actually use a focus (a play- simple enemies have simple tactics, so it will be easier
er uses Fireball and you can roll Strength (Might), for for the players to outsmart them.
example), decide it on the spot if the enemy has said
Using only simple enemies lowers the Threat Level of Enemy Armor
the fight by one, so consider adding a few more ene-
mies to compensate for their lack of options. There is no need to keep track of weight, so pick Light
armor for Adept, Engineer and Sentinel, Tactical Armor
Complex enemies for levels above 5 in Infiltrators and Vanguards (Light
from below 5) and Heavy Armor for levels above 5 in
Choose if you want to make a humanoid enemy or not. Soldiers (below 5 should be tactical armor). There are
Humanoid enemies are every specie that has achieved modifications that makes your armor 0, so avoid them
space flight, including Krogans, Vorcha, Volus, Geth, if you decide to make your enemy a Soldier, Infiltrator
Yahg and so on. It excludes Hanar and Elcor because or Vanguard.
they don’t really fight, not outside of their element at
least. Enemy Powers
Humanoid complex enemies have a class, weapons and They should not have more than 3 powers (including
powers, like the players. combat powers in these 3), because it would become
harder for you as a GM to make decisions on what to
For example, if you have 4 players and you want them A single-target is weak only to debuffs and is resis-
to feel completely outnumbered, you can create 4 Out- tant to area powers, that will be wasted on him. On the
numbered 3 to 1 enemies, that add up for 12 enemies. other hand it will not use Stunts as would two regular
Maybe you want them to have a leader, a Shielded enemies from the table.
commander, without the outnumbered modifications,
that would make for 10 enemies, 9 that are created as Unbelievable Elite
Outnumbered and 1 created as Shielded.
Not recommended, as it will 2-shot anyone; 1 shot for
Outnumbered 2 to 1 shields, 1 for health. Would you still want it, just triple
HP and SP. Triple the damage and then reduce it by
Make two enemies out of one from the table. For each 1D6, or make it get three major actions with -1 point
of these, halve the damage, then add +3. Note that of damage.
half of 3D6 is 1D6+2. Also use half the HP and SP for
each one, rounded up. In the case that you have a lot of players (more than
5) this could be a good idea when they get into higher
Groups will be weak to area powers and will be easier levels.
to lower the damage per turn they deal, but will use
stunts more often. Has the same weaknesses and strengths as the Elite.
Shielded
Adding HP to SP in a 1:2 ratio (meaning that if you
reduce the HP by 4 points you should boost the SP
by 8 points) will result in a Shielded target. The ar-
mor here does not really make any difference if the
Shield is heavy and the health is low, so the armor
value should be 0. Don’t leave an enemy with less than
10 points of health.
Barrier
Same as Shielded. The only difference with Shield-
ed target is that it’ll be also weak to Biotic damage
besides Electric, but will work great with the Barrier
power.
Health pool
Very similar to Shielded but with health, add SP to HP
in a 1:2 ratio (meaning that if you reduce the SP by 3
points you should boost the HP by 6 points). Health
pool is meant to be used with armor value 0 and Heavy
skill in Elite and Bosses.
Building an Enemy This means you don’t get 4 times the original value
as Health points if you take the Shielded and then the
Boss Health Pool modification).
Boss fights are something rather unusual in Mass Remember that bosses are usually accompanied by
Effect, but something players expect when playing an other enemies to fill the quota of players, one enemy
RPG like this one. So, don’t be afraid to get creative, per player plus the boss. It will make it a hard fight,
even a specially fierce unknown creature with plenty true, but otherwise it would not feel rewarding. There
tentacles, a hardened Cerberus veteran, a Krogan with are two boss examples by the end of the chapter (Ban-
unbelievable regenerative powers or a specially skilled shee and Atlas).
Marauder with tons of scars are all great choices to
make a foe that clearly stands out from the others,
and will give the explorers a hard but great time. Enemy Skills
Skills are like the stunt bonuses or the recharge reduc-
A boss should be an Elite with two modifications with- tion for players. These are special attacks, resistanc-
out the penalty (bonuses like shielded are calculated es or bonuses besides the weapon, powers and other
over the original value, not after a modified value. statistics. These go in the “Skills and powers” section
This does not make the Threat level higher unless used For example, Cerberu’s Centurion throw a Time Gre-
in enemies made with Outnumbered or Swarm. nade that deals 6D6 points of damage in a 3 yard
radius, but explodes at the start of his next turn, giving
Juggernaut time for the targets to leave cover. Geth Pyro move
slowly but has high armor, health and a flamethrower
Some enemies (like Atlases, Ravagers or Geth Jug- that has a 1 yard wide 3 yard long area in front of him
gernauts) deal more damage than any other unit, but that deals +2D6 of extra damage and ignores cover.
they don’t move a lot. Juggernaut skill adds +1D6 to
the damage per every 4 points you take from speed. Elemental Ammo
This is meant to be used with an Elite or Armored and
Heavy modifications, but that’s not a rule. Enemies should not hold special ammo, as damage and
powers are enough to complicate the players. So do
Bonus Defense not use special ammo on your enemies unless there is
a problematic player (a player character that is noto-
Some enemies, like Guardians or Phantoms, are hard riously more powerful than the others) or you want to
to hit even outside of cover. To have this advantage, raise the Threat Level.
they pay for it with Armor rating. A bonus of up to +6
to defense (while outside of cover, never while still be- On the other hand, giving special ammo to less than
hind cover) can be taken, but at the cost of sacrificing one third of the enemies will not raise the Threat Level
all Armor value. (so if there are 4 or 5 players, only 1 enemy will have
special ammo). This skill is meant to be used with Elite
This would make them extremely vulnerable to powers, and Boss enemies.
so make sure they have Shields, Barriers or a Tower
Shield like the Cerberus Guardian (that carries a shield
that provides full cover bonus while outside of cover).
Why keep the play-
This should NOT be used with the Heavy modification.
ers moving
Players have little options to take enemies out of cov-
Area attack er, and that’s because the game is meant to keep the
players on the move and adapt to situations, rather
You can give your enemies area attacks that are not than stay static behind cover, as it would get boring
powers, like Brute’s Claw or Dragoon’s Lash. Area at- rather fast.
tacks should deal the regular damage minus 1D6, be at
least 3 yard long and 6 yards wide, or have a 3 yards Players on the offense stay on the move because they
radius, so the foe you designed can get close and make have an objective, it pushes them to flank their ene-
the attack to hit at least 2 players. These attacks mies. But it’s not the same for their enemies. Adver-
should be melee most of the time, unless they’re a boss saries should have special powers and skills to take
skill (like the Atlas Rocket Launcher). the players out of cover and push them to move and
adapt to situations.
Stagger Melee
Of course maybe you want them to hold a special point
Area, melee or some special attacks could, besides and stay in there, but most combats should not flow
Enemy Flushing covers skills are also great for this, because
will only be used when you want to push the players
There should not be a recharge dice for enemies, un- out of cover.
less they’re a Boss or some other very special enemy.
Instead they should have them as a Stunt, weakened
version, occasional, or not at all.
Threat Level
Enemy threat level adds a mean to choose and loosely
No powers calculate how hard for the players a combat should
fare.
All damage calculations are made considering the use
of powers, so if you make enemies without them, add These regular foes only get to level 2 out of 5. Any-
+1D6 to the damage already on the table. thing less should be 1 out of 5, meaning no real chal-
lenge.
Powers as Stunts
Now, to add an extra level by adding more enemies,
The same powers described in the book, but as a spe- you need to consider the amount of players you have.
cial Stunt. How many stunt points should the powers If you add an amount of enemies equal to a half to the
require depends on how often you want to see them. amount of players you have, you’ll add 1 to the threat
1-2SP for once every 2-3 rounds, 3-4SP for every level of the combat.
5-6 rounds and 5-6SP for once every 11-12 rounds.
For example, if you have 3 players and you add 1 en-
Remember that this applies to every enemy, so the emy, you’ll have a threat level 3 fight, which means is
more there are, the more likely is that they’ll show up. a bit against the odds, then if you add 2 again (for a
total of 6, double the amount of players) you’ll have a
Weakened version threat level 4 fight, which means they’ll have to play
defensively and exploit the field or get wiped out.
The same powers described in the book but with -1D6
points of damage. Of course if the recharge is 1, just Would you add 2 more enemies the threat level would
use it as is, no modifications. No power that uses gre- be 5. With 3 players and 8 enemies, you get a impos-
nades should be used like this, nor powers with more sible odds fight.
than a 4 yard radius.
To add an extra level by strengthening the enemies,
Occasional apply one modification to all enemies without applying
his negative impact.
This means without any limitation, you get to use them
For example, not lowering the Shields when making an
Armored target. If you do this with less than the half of
the enemies it should make the fight harder of course
but not rise the Threat Level.
Designing maps all the Reaper and Cerberus enemies from the Mass
Effect 3 Multiplayer (the same ones also appear in the
Map design is an entire discipline by itself so it won’t Armax Arsenal Arena).
be seen in here as there is plenty of material around
the internet, but some guidelines are due. Reapers
Map size Husk
Regardless of how small or big you want the map to Swarm modification. His only weapon is a melee at-
be, consider that every game distance relation was tack.
made thinking in a squared map where each square is
2 square yards. Husks have a the skill Grab: “As a major action if you
start your turn adjacent to an enemy, you can grab
The only limitation on the map size is the place where him. At the start of the enemy turn it takes damage
you’ll play, you may not have a table big enough. equal to the Husk’s damage, then it must take an op-
posed Strength (Might) test, if the target wins the
Making your own tiles with 16 squares (4x4) is great grab ends and the Husk is killed, if it fails the target
for bigger places, as you can reuse the tiles the players takes damage equal to the Husk’s damage again and
already left behind and use them to build whats next. then is killed, but leaves the target with only one minor
action.”
Where should cover go? Primary Abilities: Strength, Dexterity, Willpower, Per-
The lines that represent cover should be between ception.
squares (along the lines that draw them), and not in-
side the squares themselves, this will make every dis- Cannibal
tance calculation, specially line of sight, much easier.
Outnumbered 3 to 1, Health Pool. Has an Assault Ri-
Full cover can be some kind of pillar, tower of boxes or fle (Phaeston). Skill Cannibalism: “Can eat from a dead
something of the sort, these should use at least a full Cannibal to gain 3 points of damage reduction for the
square by themselves. duration of the encounter. It does not count as Armor.
Eating is a Major Action.”
Distance between covers Primary Abilities: Strength, Accuracy, Willpower, Per-
This is a very important point. As a general rule, the ception.
Cerberus
Assault
Outnumbered 3 to 1, health pool. Has submachine gun
(Hornet).
Nemesis
Shielded. Has a Sniper Rifle (Raptor). Weakened pow-
er: Assassination (+10 to critical chance instead of
+15).
Dragoon
Armored. Has Submachine gun (Hornet), but prefers
Melee (Biotic whip). Skills: Biotic Lash: As a major ac-
tion, it deals -1D6 points of damage but hits with melee
damage in a 3-yard radius around him. Takes targets
out of cover. Lash Charge: As a major action, it deals
-1D6 points of melee damage but hits in a 1-yard wide
7-yards long area in front of him. Can be used after a
charge. Takes targets out of cover. (both are Stagger-
ing melee).
Phantom
Elite. Barrier. Has a Palm Blaster as a ranged weapon
(works like a heavy pistol Paladin) and a Monomolecu-
lar Blade as a melee weapon that takes targets out of
cover. Prefers melee and flanking her enemies. Skills:
Uncanny Acrobatics: Phantoms have +4 bonus to de-
fense while outside of cover. Impale: Using a Major and
a Minor action, a Phantom can grab an adjacent enemy
and impale it with his sword, leaving him unconscious.
Engineer Atlas
Boss. Elite. Heavy. Shielded, no penalty. Armored, no
Shielded. Has a Heavy Pistol (Phalanx). Occasional
penalty. Uses Mass Accelerator Cannon as ranged
Powers: Piercing Sentry Turret, Suppressing Sentry
weapon, has +3 attack bonus on close range, which
Turret. Only uses one at a time when no one is firing
is 14 yards. Has no long range. Can use his Claw as a
at him.
melee attack.
Primary Abilities: Intelligence, Dexterity, Perception,
Skills: Juggernaut: Deals extra 2D6 points of damage,
Accuracy.
has -8 points of speed. Crush: Using a Major and a Mi-
nor action, an Atlas can grab an adjacent enemy and
Centurion crush it with his claw, leaving him unconscious. Rocket
Launcher: As a major action, it makes a ranged attack
Shielded. Has Assault Rifle (Mattock). Skill: Time Gre-
with -2D6 points of damage that deals the same dam-
nade: Deals 6D6 points of damage in a 3 yard radi-
age in a 3-yard radius around the target. Occasional
us and can be thrown in any visible point within 6 +
Power: Smoke Grenade.
Strength (Might) yards. The grenade deals the dam-
age at the beginning of your next turn. (This is a flush-
Primary Abilities: Accuracy, Perception, Strength, Con-
ing cover skill). Occasional Powers: Smoke Grenade
stitution.
You have a great if not absolute control over how fast Adventure/Fame Points
your players level up, and the pace for players is dif-
Adventure Number0 Fame Points total by the end
ferent, some prefer harder and less leveling up, some
prefer faster and more leveling up, but as here are 1 50
some guidelines in case you’re not really sure. 2 150
3 300
Each Campaign holds more or less 4 adventures, and 4 550
by the time the players hit level 20, they should have 5 800
6 1100
Adventure/Level table 7 1450
Adventure Number0 Level reached by the end of it 8 1950
9 2400
1 2
10 2900
2 3
11 3450
3 4
12 4250
4 6
13 4900
5 7
14 5600
6 8
15 6350
7 9
16 7550
8 11
9 12
So, this means that, for example, during the adventure
10 13
number 5, the first one of the second Campaign, the
11 14
players should earn 250 Fame Points. This does not
12 16
necessarily have to come from a single action, but can
13 17
be awarded from more two less relevant actions that
14 18
end up giving them 250 Fame Points. By this point the
15 19
players should already have 800 Fame Points.
16 20
This bonus should be of around 100 points, for a total For any of the above, there is also a conversion list of
of 500 fame points. By this point the players should fame points to levels, so if the players reach a certain
already have 1950 points. level it will be equivalent to having a fixed amount of
fame points, as is listed in the Level/Fame Points table.
Level/Fame Points
Remember that the Fame Points mechanics only exist
Player Level0 Fame Points total on level up
to regulate what characters the players can play and
2 50 when do they get to be able to obtain better items, so
3 150 they can always look forward to not only gain new
4 300 levels but also get better equipment, and not just get
6 550 the best items in level one.
7 800
8 1100
9 1450 Fame implications
11 1950 Besides being a way to unlock new equipment, fame is
12 2400 supposed to also represent just that, how well known
13 2900 the players are in the galaxy.
14 3450
16 4250 This not only means that people “heard of them”, but it
17 4900 would be awesome for the players that someone spe-
18 5600 cifically called for them because they’ve heard of their
19 6350 deeds, that non-important characters without even
20 7550 a name could say something to them, because little
things like that, little details, will give the players the
Unlisted items
As was explained before, the GM as full control over
how much money the players hold, if they want an item
that’s not listed, don’t put a price based on what you
think such an item would cost, but rather on how use-
ful would that item be to the players, if you really want
them to have it, and how much money do they have on
their hands.
Once you decide all those, you should note what they
bought and how much they spent on it, maybe you
want to just give the item to the players and so add
The point of all this is that if the players want some- what they spent on their next reward, or a fraction or
thing special that require more credits, it’s up to the not at all. Anyway, if you keep track of every non-list-
GM to give them the chance to gain said money. ed item they want to get, you’ll have more control over
their “acquisition power”. The less you take note, the
For example, they may want a Starship, a base of less you’ll have.
operations, establish a home on a planet, improve a
Starship they already own or any other acquisition. Masterwork quality items
Then, the players should tell the GM what they want,
what they hope to get (and the GM should also be the In Dragon Age RPG exist weapons and armor with
first one to ask), so that the GM can plan ahead and better attributes than their original form. This does
include said rewards as part of an adventure, if he or not exist in Mass Effect and is very important that
she wants to give it to them, of course. It’s not like that you don’t create them either.
if the players want a Dreadnaught they can just go
ahead and buy a cheap one in the black market. Adding armor value to an armor would exponentially
reduce the amount of damage a player can withstand
Relationship table without armor-penetrating foes.
As you probably already noticed, each adventure is re- Adding damage would make said player damage-per-
lated to a fixed amount of money, experience points, turn value over the line, making him much more valu-
fame points and levels, so in case it’s easier for you to able than his power-base-damage companions.
see or keep, here’s a complete relationship table that
combine all the previous ones, as it was originally de- Reducing weight would allow the players to carry more
vised. armor attachments and spare weapons just because.
Unique rewards
If all the players find are weapons and armor it would
become rather combat-focused very fast, and that’s
not the point of the game at all, but a balance of every
aspect of it.
Perception
Hearing Smelling Orientation Tracking
Seeing
Empathy
Tasting Searching Touching
Armor
Strength
Climbing Intimidation Jumping Might
Blades Hammers Gauntlets
Shields
Constitution Credits:
Drinking Running Stamina Swimming
Talents and Bonuses
Willpower
Courage Morale Faith Self-Discipline
Elemental Automats Hacking
Telekinetic Inner Energy Kinetic Fields
Spatial Distortion
Biotic
Precision Disrupt Endurance
Force Sense Control
Communication
Investigation Performance Persuasion Customs
Bargaining Deception Disguise Gambling
Leadership Seduction
Dexterity
Stealth Crafting Acrobatics Legerdemain
Traps Bypassing CQC Initiative
Zero G Piloting
Intelligence
Hacking Evaluation Musical Lore
Brewing Electronics Cryptography
Healing Navigation Historical Lore
Research Religious Lore Military Lore
Symbolism Natural Lore Manufacturing
Cultural Lore
Character Bio
Fame
Renegade Paragon
Inventory
Medigel Recovery
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Quick Reference Card Quick Reference Card
Name Name
Weapons Weapons
Short Long Short Long
Name Atk + Range Range Dmg Name Atk + Range Range Dmg
Weapons Weapons
Short Long Short Long
Name Atk + Range Range Dmg Name Atk + Range Range Dmg
Acc Per Cons Str Dex Acc Per Cons Str Dex
Weapons Weapons
Short Long Short Long
Name Atk + Range Range Dmg Name Atk + Range Range Dmg
Melee Stunts
Stunt Point Cost Stunt
Skirmish: You can move yourself or the target of your melee attack 2 yards in any direc-
1+
tion for each 1 SP you spend. If behind cover, the cover of the moved character ends.
Disarm: You attempt to disarm the target with your melee attack. You and your opponent
must make an opposed melee attack roll. These attack rolls do not generate stunt points.
2
If you win the test, you knock your enemy’s weapon 1d6 + Strength yards away in a di-
rection you nominate.
Knock Prone: You knock your enemy prone. Any character making a melee attack against
2 a prone foe gains +1 bonus on the attack roll. Prone characters cannot Run and must use
a Move action to stand up. This does not take the enemy out of Cover.
Fury Fists: You can make a second attack against the same enemy or a different one with-
3 in melee range and sight. If you roll doubles on this attack roll, you do not get any more
stunt points.
5 Determination Surge: Your melee attack deals an extra 2D6 points of damage.
Weapon Stunts
Stunt Point Cost Stunt
1 Rapid Reload: You can immediately reload a Thermal Clip.
2 Perfect Aim: You inflict an extra 1d6 damage on your attack.
Dazing Shot: You daze your opponent with an impressive shot. The target is forced to
2 leave cover, but it does not move the character unless another Stunt like Skirmish is used,
nor does it knock it prone, but leaves him standing.
Lightning Trigger: You can make a second attack against the same enemy or a different one
3 within range and sight. You must have enough heat in your weapon to take the shot. If you
roll doubles on this attack roll, you do not get any more stunt points.
5 Lethal Accuracy: You inflict an extra 2d6 damage on your attack.
Half-cover (enough to crawl and be completely covered) All rifles have a -1 to the attack roll and -1 to the critical
gives you +6 to your defense. A Full-cover (enough to hit chance on Long Range.
be completely covered while standing) gives you +8
points to your defense. You’re not affected by Area Shotgun Bonuses
powers or Grenades while behind any cover. All shotguns have a -3 to the attack roll and critical hit
chance on Long Range, but a +3 to the attack roll and
It also gives offensive bonuses, as half-cover (and not critical hit on close range.
Full-cover) gives you +1 to the attack roll if you shoot
a weapon or +2 if you take the Aim action. Sniper Bonuses
Critical Hit All snipers have a +3 to the attack roll and critical
hit chance on Long range, but -5 to the attack roll and
Any shot with any weapon can deliver a Critical Hit.
critical chance on Short range.
When you make a successful attack roll, and before
the damage roll, roll 1D20. If it rolls a 20, you made a Melee & Ranged attack
critical hit. The attack will deal +1D6+Perception, be-
sides to any bonus already taken. There are bonuses Ranged attacks are an Accuracy (weapon) test vs TN
to the Critical Hit, like Sniper Rifles on Long Range. equal to the Target’s Defense. Melee are a Dexterity
(CQC) test vs Defense.