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Science Fiction roleplaying game

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

Blue Sun Mercenary......................................................................12


Bodyguard.............................................................................................13 Focuses, Talents & Specializa-
Colonist.....................................................................................................13
Eclipse Mercenary...........................................................................13
tions.......................................................52
Ability Focuses........................................52
Hired Mercenary...............................................................................14
Talents.......................................................... 54
Pilgrimaging Quarian...................................................................14
Combat Talents...............................................................................55
Pirate.........................................................................................................14
Power Talents..................................................................................59
Renegade Officer..............................................................................14
Utility Talents......................................................................................61
Smuggler.................................................................................................15
Trader........................................................................................................15
Specializations......................................... 65
Common Specializations.........................................................65
Personality.................................................... 16
Assassin.........................................................................................65
Determine Abilities................................... 17
Bastion ...........................................................................................65
Choose a Class.........................................18
Berserk .........................................................................................66
Gaining Levels.....................................................................................18
Bruiser ...........................................................................................66
Ability Advancements...................................................................19
Champion .....................................................................................67
Specializations..................................................................................19
Chimera .........................................................................................67
Class Description.............................................................................19
Guerrilla ........................................................................................68
Soldier.....................................................................................................20
Machinist .....................................................................................68
Vanguard..............................................................................................23
Medic ...............................................................................................68
Infiltrator..............................................................................................26
Nemesis ........................................................................................68
Adept........................................................................................................29
Saboteur ......................................................................................69
Engineer.................................................................................................32
Scourge .........................................................................................69
Sentinel...................................................................................................35
Soldier Specializations.............................................................70
Chief .................................................................................................70
Starting Inventory..................................38
Gunslinger ...................................................................................70
Define who you are..............................39
Heavy ................................................................................................71
N7 Devastator ...........................................................................71
Playing the Game....................... 40 Shock Trooper ..........................................................................72
Player Basics........................................... 40 Vanguard Specializations......................................................72
Tools of the player........................................................................40 Pathfinder ...................................................................................72
Playing Explorers............................................................................41 Titan .................................................................................................72
Ability Test............................................................................................41 Infiltrator Specializations......................................................73
Stunt Points.......................................................................................42 Agent ...............................................................................................73
Types of Test.....................................................................................42 N7 Shadow .................................................................................73
Action Time..........................................................................................43 Adept Specializations................................................................74
Bolster ...........................................................................................74
Taking Actions........................................ 43 N7 Fury ..........................................................................................74
Major Actions...................................................................................43 Striker ............................................................................................75

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

Table of Contents III


Encounter Design...................230 Threat Level......................................... 236
Building Enemies............................... 230 Designing maps................................... 237
Generic Enemy Table.......................231 Map size............................................................................................237
Enemy Complexity..............................231 Where should cover go?.....................................................237
Simple enemies.............................................................................232 Distance between covers....................................................237
Complex enemies.........................................................................232
Enemy Class............................................................................232 Enemy builds examples................. 237
Enemy Armor..........................................................................232 Reapers..............................................................................................237
Enemy Powers.......................................................................232 Husk................................................................................................237
Cannibal.......................................................................................237
Enemy Modifications........................ 233 Marauder....................................................................................238
Quantity Modification............................................................233 Ravager.......................................................................................238
Outnumbered 2 to 1...........................................................233 Brute..............................................................................................238
Outnumbered 3 to 1...........................................................233 Banshee.......................................................................................238
Swarm..........................................................................................233 Cerberus............................................................................................238
Elite..................................................................................................233 Assault.........................................................................................238
Unbelievable Elite.................................................................233 Guardian.....................................................................................238
Resistance Modification......................................................233 Nemesis.......................................................................................238
Armored.......................................................................................234 Engineer.......................................................................................239
Shielded.......................................................................................234 Centurion....................................................................................239
Barrier..........................................................................................234 Dragoon.......................................................................................239
Health pool................................................................................234 Phantom......................................................................................239
Atlas...............................................................................................239
Building an Enemy Boss............ 234
Enemy Skills......................................... 234 Rewards and campaigns.. 240
Heavy...................................................................................................235 Level Advancement........................ 240
Juggernaut......................................................................................235 Frequency of leveling up........................................................241
Bonus Defense.............................................................................235
Area attack.....................................................................................235 Fame Points advancement........... 241
Stagger Melee...............................................................................235 Levels vs Fame Points..........................................................242
Flushing covers...........................................................................235 Fame implications.....................................................................242
Elemental Ammo.........................................................................235
Treasures............................................... 243
Why keep the players moving..235 Credit rewards.............................................................................243
Using powers as an Enemy..... 236
No powers........................................................................................236 Relationship table.............................. 244
Powers as Stunts.....................................................................236 Unlisted items........................................ 244
Weakened version.....................................................................236 Masterwork quality items................................................. 244
Occasional.......................................................................................236
Unique rewards.................................. 245

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

Updates and what’s


left to do
Here i’ll write different things each time a new version gets interested in the game, as with almost every proj-
is up, what changed and any new or different contact ect there is a lot of things that could be done to improve
information. it. So if you liked it, share it with someone who you think
would like it too!
So, on what’s left to do, testing! Everything in the ad-
aptation is open to change so if anyone has any sug- Some sintax and/or grammar can be a little off too, so
gestion or comment (specially in the building enemies let me know any detail you find and i’ll fix it ASAP.
chapter) i’ll be more than happy to hear from you!
Forgive me this blank space, hopefully next time will be
Other than testing, truly depends on how much people more fill this space.

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.

I made this adaptation, even though there are plenty


of others, because i didn’t felt the experience the Mass
Effect games gave me. The adventure, the discovery,
the unknown, the broke of what you thought was right,
the betrayal of the people you thought supported and
helped you, the understanding of how alike you can be
with someone from a different specie, how the most
simple person can be a hero by a single act of kindness,
a vast universe full of opportunities.

Even though this adaptation also has a lot of rules,


most are already in the Fantasy AGE book, and there
are quite a few modifications to push the players into
more non-combat related encounters, and as the sys-
tem doesn’t allow you to become almighty, it still gives
you the feeling that, if you are not prepared, you’ll get
killed, along with your friends. At last i hope it does.

It is really a wonderful and unique universe, and playing


and sharing RPG with your group of friends, and lead
everyone to a whole unexplored universe, together?
that is what i want to share with everyone, the experi-
ence of discovery, of companionship, and whatever the
galaxy might unfold.

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.

But i don’t regret it, i learned a great deal, it was way


out of my area of knowledge (as i knew nothing about
graphic design) and still managed to make something
good. I’ve seen other adaptations that just mimic a
game’s mechanics by adapting them to the base system
they were working on, and not the other way around.

Table of Contents VII


Chapter 1

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.

Chapter 1 - Character Creation 1


Creation Steps galaxy. Also you can check Chapter 7: Lore for more
information, or check the Mass Effect wikia.
1. Choose your species. There are plenty to choose
Now, the character creation for this adaptation is
from, and they all have a different cultural back-
quite different. Defense, Speed, starting abilities, Health
ground and are seen differently in the eyes of the
and Shields are determined by Race, Background and
galaxy. See the following section.
Class.
2. Choose your background. This represents what
So, let’s start filling the Character Sheet!. The abilities
your character did before meeting his new fellow
in the game are Accuracy, Perception, Strength, Con-
Explorers. See page 10.
stitution, Willpower, Biotic, Communication, Dexterity
and Intelligence. They all start at zero and can be neg-
3. Define your personality. You can act and be what-
ative, up to -2. The list of abilities are in the left side of
ever you want, yet there are some recomenda-
the front of the sheet.
tions in page 16.
On the upper right side you can see, under the Play-
4. Determine your abilities. This are a reflection in
er name and the character experience, 5 circles that
numbers of how your character is. See on page
represent your Health, Defense, Shield Points, Speed
17.
and Level. Note that this is your maximum amount of
Health and Shield points and not how much you cur-
5. Choose a class. The same ones there are in the
rently have.
game. ME3 Multiplayer will give you a great idea
on which species preffer which classes, but you’re
Example
not bound to it. See page 18.
“Alexandra, John, Isana and Erik are start-
6. Make your starting inventory. To help you start ing a Mass Effect RPG campaign, so they
your journey. See page 38. printed their character sheets and decided
that Isana was going to be the GM.
7. Define who you are. Even though you can do what So, Alexandra, John and Erik pick their
you want, roleplaying means you are interpre- sheets, set their starting abilities at zero,
tating a complete person, meaning you don’t do and each decides which specie they’re going
things just because you can, but because some- to play.
thing motivates you. This will not define what
Alexandra has a certain crush, so she picks
your character will do, but help you choose. See
to be a Turian female. John picks a Salarian
page PAGE NEEDED.
and Erik wants to be an Asari. All of them
welcome in the Council Space.
Choose Specie Alexandra adds 1 to her accuracy, picks
Accuracy (Sniper Rifles) focus (fills the di-
The galaxy is full of different species. Some are re-
amond left to the Sniper Rifle word under
ceived with open arms in the citadel space, as produc-
her Accuracy ability), sets his HP to 15, De-
tive members of the galactic society. Others are viewed
fense to 6 and Speed to 7. Then, she notes
as thieves, slavers, a barbaric menace or even vermin.
the “Stay on target” bonus on the Talents
And this, at first sight, is how the other species in the
and Bonuses column on the right side of the
galaxy will receive you, regardless of who you are and
Sheet and rolls for the Turian table. She gets
what you do, so it’s a good place to start.
+1 to her Perception ability and the Intelli-
gence (Military Lore) focus.
Also, all species have different natural talents, abili-
ties, cultural knowledge, evolutionary traits and lifes- Erik does the same with his Asari, but Erik
pan that will define, in part, who you are. And this also doesn’t want to “roll” for the Salarian table
reflects on your abilities and starting Health, Shields, benefits, so he picks one ability point and
Speed and Defense. one Focus, gaining +1 to his Intelligence and
the Intelligence (Hacking) focus.
If you have played any of the Mass Effect video games, The GM reminds them that they could in-
then you probably already know most of this species, stead pick three different focuses if they
so please pick the one you like the most. If you have want, but they agree they’re good with their
not, don’t be afraid to pick a human and discover how choices, so they move to the next step.”
the galaxy sees your own specie while you learn how
the others are. You can always make another charac-
ter of a different race once you know more of the ME

2 Chapter 1 - Character Creation


Asari
The asari, native to the planet Thessia, are often con-
sidered the most influential and respected sentient
species in the galaxy, and are known for their elegance,
diplomacy, and biotic aptitude. This is partly due to the
fact that the asari were among the earliest races to
achieve interstellar flight after the Protheans, and the
first to discover and settle the Citadel.
A mono-gender race, the asari are distinctly feminine
in appearance and possess maternal instincts. Their
unique physiology, expressed in a millennium-long
lifespan and the ability to reproduce with a partner of
any gender or species, gives them a conservative yet
convivial attitude toward other races. Favoring com-
promise and cooperation over conflict, the asari were
instrumental in proposing and founding the Citadel
Council and have been at the heart of galactic society
ever since.

If you choose to play an Asari, modify your character


sheet as follows:

· Add 1 to your Biotic ability. The Asari, all of them,


receives special training in biotic as part of their
basic education.

· Pick one of the following ability focuses: Biotic


(Force) or Intelligence (Historical Lore).

· The base Health and Shields for Asari is 15, their


defense 6 and speed is 7.

· All Asari have the Natural Biotic bonus, that al-


lows them to repeat a Biotic test once per en-
counter and learn a Biotic Power instead of any
other power whenever they can learn a power.
For example, an Asari Infiltrator can learn Biotic
powers instead of Tech powers while leveling up,
would she want it.

· Choose a class, you can play as an Adept, Senti-


nel, Vanguard, Infiltrator or Engineer.
Batarian
Roll twice on the Asari table for additional benefits.
Roll 2d6 and add the results together. If you get the A race of four-eyed bipeds native to the world of
same result twice, re-roll until you get something dif- Khar’shan, the batarians are a disreputable species
ferent. that chose to isolate itself from the rest of the galaxy.
The Terminus Systems are infested with batarian pi-
Asari rate gangs and slaving rings, fueling the stereotype of
the batarian thug. It should be noted that these crim-
2D6 Roll Benefit
inals do not represent average citizens, who are for-
2 +1 Communication bidden to leave batarian space by their ubiquitous and
3-4 Willpower (Faith) paranoid government.
5 Communication (Seduction)
6 Dexterity (Acrobatics) Despite several disagreements with the Citadel and
7-8 +1 Willpower simmering hostility toward humans, most batarians
9 Communication (Persuasion) prefer profitable pursuits such as drug running and
10-11 Biotic (Sense) slave grabs to out-and-out warfare. They have a rep-
12 +1 Dexterity

Chapter 1 - Character Creation 3


utation for being shrewd businessmen and merchants, ally reading body language and a big intimidating
though in more lawless regions of the galaxy like Ome- body.
ga, negotiations with a batarian are likely to be con-
ducted at gunpoint. · Pick one of the following ability focuses: Commu-
nication (Bargaining) or Perception (Empathy).
If you choose to play a Batarian, modify your charac-
ter sheet as follows: · The base Health and Shields for Batarians is 20,
their defense 6 and Speed is 7.
· Add 1 to your Perception and Constitution abili-
ties, but take 1 from Dexterity. The Batarians are · Batarians have many eyes, and that usually con-
not agile but have two pairs of eyes that are usu- fuses other species. They have the Four Eyes bo-
nus that allows them to repeat one Communica-
tion roll per encounter, but they have to keep the
second result.

· Choose a class, you can play as an Soldier, Sen-


tinel, Vanguard, Infiltrator, Adept or Engineer.

Roll twice on the Batarian table for additional bene-


fits. Roll 2d6 and add the results together. If you get
the same result twice, re-roll until you get something
different.

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.

If you choose to play a Drell, modify your character


sheet as follows:

· Add 1 to your Strength. The Drell have more dense


muscles than Humans or Turians, thus making
them more strong with the same amount of mus-
cle.

· Pick one of the following ability focuses: Strength


(Might) or Dexterity (Acrobatics).

· The base Health and Shields for Drells is 15, their


defense 6 and Speed is 7.

· All Drells have the Eidetic memory that allows


them to perfectly revive their memories, so they

4 Chapter 1 - Character Creation


can always ask the GM if there’s something the
players are forgetting or ask for a reminder of
some conversation or other thing that happened.

· Also they get the Uncanny Agility bonus that al-


lows them to repeat one Dexterity test per en-
counter, as part of their distinct biology.

· Choose a class, you can play as an Adept, Engi-


neer, Infiltrator, Sentinel, Soldier or Vanguard.

Roll twice on the Drell table for additional benefits. Roll


2d6 and add the results together. If you get the same
result twice, re-roll until you get something different.

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 Human, modify your character


sheet as follows:

· Add 1 to your Willpower abilities. The Humans are


known for adapting and expanding very steadily Roll twice on the Human table for additional benefits.
and fast in the galaxy, and not by force. Roll 2d6 and add the results together. If you get the
same result twice, re-roll until you get something dif-
· Pick one of the following ability focuses: Com- ferent.
munication (Leadership) or Willpower (Self-disci-
pline).
Human
· The base Health and Shields for Humans is 15, 2D6 Roll Benefit
their defense 6 and Speed is 7. 2 +1 Communication
3-4 Intelligence (Cultural Lore)
· Humans are known for having a very strong will- 5 Intelligence (Military Lore)
power and ambition. All humans have the Against 6 Accuracy (Pistols)
the odds bonus that allows them to repeat one 7-8 +1 Willpower
Willpower test per encounter, but they have to 9 Communication (Performance)
keep the second result. 10-11 Willpower (Faith)
12 +1 Accuracy
· Choose a class, you can play as an Adept, Engi-
neer, Infiltrator, Sentinel, Soldier or Vanguard.

Chapter 1 - Character Creation 5


ly-expanding krogan became a threat to the galaxy in
turn, starting the Krogan Rebellions and forcing the
turians to unleash the genophage. This genetic “infec-
tion” dramatically reduced fertility in krogan females,
causing a severe drop in births secondary to prenatal
and postnatal death and, ultimately, population, elimi-
nating the krogan numerical advantage.

If you choose to play a Krogan, modify your character


sheet as follows:

· Add 1 to your Strength and Constitution abilities,


but take 1 from Dexterity. The Krogans are not
agile but very, very big and intimidating.

· Pick one of the following ability focuses: Strength


(Might) or Willpower (Courage).

· The base Health and Shields for Krogans is 25,


their defense 6 and Speed is 8.

· Krogans have the Regeneration bonuse. Regener-


ation lets them recover HP equal to their Consti-
tution ability at the end of each round.

· Additionally, all Krogans have the Rage bonus.


This that adds +1D6 to their melee damage when
they kill someone hand-to-hand or they have less
than 25 HP left, +2D6 if both conditions are met.
Also, while in Rage, they reduce their damage tak-
en to their HP by 2 if their level is less than 10
and by 4 if it’s more. This reduction stacks with
Armor. Rage ends in 2 rounds. Making another
melee kill resets the duration.

· Choose a class, you can play as a Soldier or En-


gineer. Biotic Krogans (Sentinel, Vanguard and
Adepts) require 500 Fame points.

Roll twice on the Krogan table for additional benefits.


Roll 2d6 and add the results together. If you get the
same result twice, re-roll until you get something dif-
ferent.
Krogan
The krogan are a species of large reptilian bipeds na- Krogan
tive to the planet Tuchanka, a world known for its 2D6 Roll Benefit
harsh environments, scarce resources, and overabun- 2 +1 Willpower
dance of vicious predators. The krogan managed to 3-4 Constitution (Stamina)
not only survive on their unforgiving homeworld, but 5 Constitution (Drinking)
actually thrived in the extreme conditions. Unfortu- 6 Strength (Intimidation)
nately, as krogan society became more technologically 7-8 +1 Constitution
advanced, so did their weaponry. The end result is that 9 Strength (Gauntlets)
they destroyed their homeworld in a nuclear war that 10-11 Accuracy (Shotguns)
reduced their race into primitive warring tribes. 12 +1 Strength

With the help of the salarians, the krogan were “up-


lifted” into galactic society, and lent their numbers and
military prowess to bring an end to the Rachni Wars.
Ironically, after the rachni were eradicated, the rapid-

6 Chapter 1 - Character Creation


· Pick one of the following ability focuses: Dexteri-
ty (Piloting) or Intelligence (Electronics).

· The base Health and Shields for Quarians is 15,


their defense 6 and Speed is 7.

· All Quarians live in their suit, which is a suffering


most of the time, but has his uses. Quarians are
always considered to have Protective Suits that
protect them from the effects of all level 1 Hazard
Environments.

· Because of their life in the Flotilla, all Quarians


know about ships, technology and repair. All
Quarians have the Tech Expert bonus that allows
them to repeat one tech or ship related test per
encounter, but they have to keep the second re-
sult. This includes Automats, Hacking, Piloting,
Bypassing, Electronics, Manufacturing, etc.

· Choose a class, you can play as an Engineer,


Infiltrator or Soldier. Usually, for a Biotic to be
born, there needs to be an exposure to eezo in
the mother, that the Quarians can’t afford, or an
explosion of an eezo core in a ship, and Quarians
rarely survive those. Quarian Adepts, Sentinels
and Vanguards exist, but are utterly rare and
kept very, very close in the flotilla, so they require
800 Fame points.

Roll twice on the Quarian table for additional benefits.


Roll 2d6 and add the results together. If you get the
same result twice, re-roll until you get something dif-
ferent.
Quarian
Quarian
The quarians are a nomadic species of humanoid 2D6 Roll Benefit
aliens known for their skills with technology and syn-
2 +1 Intelligence
thetic intelligence. Since their homeworld Rannoch was
3-4 Intelligence (Hacking)
conquered, the quarians live aboard the Migrant Fleet,
5 Dexterity (Bypassing)
a huge collection of starships that travel as a single
fleet. 6 Willpower (Automats)
7-8 +1 Willpower
Approximately three hundred years before the events
9 Willpower (Hacking)
of 2183, the quarians created the geth, a species of
10-11 Dexterity (Zero G)
rudimentary artificial intelligences, to serve as an effi-
12 +1 Dexterity
cient source of manual labor. However, when the geth
gradually became sentient, the quarians became ter-
rified of possible consequences and tried to destroy Salarian
their creations. The geth won the resulting war and
forced their creators into exile. Now the quarians wan- The second species to join the Citadel, the salarians
der the galaxy in a flotilla of salvaged ships, second- are warm-blooded amphibians native to the planet
hand vessels, and recycled technology. Sur’Kesh. Salarians possess a hyperactive metabo-
lism; they think fast, talk fast, and move fast. To sala-
If you choose to play a Quarian, modify your character rians, other species seem sluggish and dull-witted, es-
sheet as follows: pecially the elcor. Unfortunately, their metabolic speed
leaves them with a relatively short lifespan; salarians
· Add 1 to your Intelligence. As the Quarians are over the age of 40 are a rarity.
forced to live in starships and environmental
suits they’ve learn to survive in other ways. Salarians are known for their observational capability

Chapter 1 - Character Creation 7


result.

· All Salarians also have Photographic memory.


Photographic memory allows them to perfectly
remember what they live, so they can always ask
the GM if there’s something the players are for-
getting or ask for a reminder of some conversa-
tion or other thing that happened.

· Choose a class, you can play as an Engineer, Infil-


trator or Soldier. There are Biotic Salarians, but
they’re not only very rare but also kept tightly
close to the Salarian government, so Salarian
Adept, Vanguard and Sentinel require 800 Fame
Points.

Roll twice on the Salarian table for additional benefits.


Roll 2d6 and add the results together. If you get the
same result twice, re-roll until you get something dif-
ferent.

and non-linear thinking. This manifests as an aptitude


for research and espionage. They are constantly ex-
perimenting and inventing, and it is generally accepted
that they always know more than they are letting on.

If you choose to play a Salarian, modify your charac-


ter sheet as follows:

· Add 1 to your Intelligence and Dexterity abilities,


but reduce 1 from your Constitution. Salarians
are an agile and smart specie, but with a fragile
body and a short life span.

· Pick one of the following ability focuses: Intelli-


gence (Natural Lore) or Intelligence (Electronics).

· The base Health and Shields for Salarians is 10,


their defense 7 and Speed is 8.

· Salarians are known for they intellect and agile


mind. All salarians have the Big Grey Brain bonus
that allows them to repeat one Intelligence test
per encounter, but they have to keep the second

8 Chapter 1 - Character Creation


Salarian Roll 2d6 and add the results together. If you get the
same result twice, re-roll until you get something dif-
2D6 Roll Benefit
ferent.
2 +1 Perception
3-4 Intelligence (Hacking)
Turian
5 Intelligence (Research)
6 Willpower (Hacking) 2D6 Roll Benefit
7-8 +1 Intelligence 2 +1 Perception
9 Constitution (Swimming) 3-4 Accuracy (Rifles)
10-11 Perception (Touching) 5 Accuracy (Shotguns)
12 +1 Accuracy 6 Willpower (Self-discipline)
7-8 +1 Willpower
9 Intelligence (Military Lore)
Turian 10-11 Perception (Searching)
12 +1 Accuracy
Known for their militaristic and disciplined culture, the
turians were the third race to join the Citadel Coun-
cil. They gained their Council seat after defeating the
hostile krogan for the Council during the Krogan Re-
bellions. The turians deployed a salarian-created bi-
ological weapon called the genophage, which virtual-
ly sterilised the krogan and sent them into a decline.
The turians then filled the peacekeeping niche left by
the once-cooperative krogan, and eventually gained a
Council seat in recognition of their efforts.

Originally from the planet Palaven, turians are best


known for their military role, particularly their contri-
butions of soldiers and starships to the Citadel Fleet.
They are respected for their public service ethic—it
was the turians who first proposed creating C-Sec—
but are sometimes seen as imperialist or rigid by other
races. There is some animosity between turians and
humans, largely due to the turian role in the First Con-
tact War. This bitterness is slowly beginning to heal—
as shown by the cooperation of the two races on the
construction of the SSV Normandy—but many turians
still resent humans, and vice versa.

If you choose to play a Salarian, modify your charac-


ter sheet as follows:

· Add 1 to your Accuracy. All Turians have military


training.

· Pick one of the following ability focuses: Accura-


cy (Sniper Rifles) or Perception (Seeing).

· The base Health and Shields for Turians is 15,


their defense 6 and Speed is 7.

· Turians are known for their military society. All


turians have the Stay on target skill that allows
them to repeat one Accuracy test per encounter, Vorcha
but they have to keep the second result.
Known for their unique biology and aggressive behav-
· Choose a class, you can play as an Adept, Engi- ior, the vorcha of Heshtok are a primitive race that
neer, Infiltrator, Sentinel, Soldier or Vanguard. live among the galaxy’s darker and more dangerous
locations, such as Omega. Many vorcha are trained
Roll twice on the Turian table for additional benefits. by the krogan Blood Pack as mercenaries due to their

Chapter 1 - Character Creation 9


savage nature and adaptability to different environ- heals twice his constitution instead of only once
ments. The rest of galactic civilization regards them as for 2 rounds. If it kills another character while
pests and scavengers, and their presence is generally in blood lust it resets the duration and instantly
seen as a blight. heals twice his constitution.

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.

You should read over the following section and then


pick the background you like the most, but also bear
in mind the choice of the other players. Some back-
grounds are “tied” to a hierarchy, and their freedom
is very limited. For example, if you pick Eclipse Merce-
nary and the other players pick Active Service, you’ll
need a very good reason to put them working together.
Still, there might just be a good excuse, and it’s up to
you, the other players and the GM what could suit best
for the adventure you are planning to play.

Backgrounds have two limitations, Specie and Fame


points. Some backgrounds can’t be picked by all spe-
cies. Fame points are an optional mechanic describen
in the box in the following page.

Finally, once you pick your background, you’ll get two


increments in two different abilities and get to pick a
new Focus.

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.

10 Chapter 1 - Character Creation


Meanwhile, John wants his Salarian to be picking this background.
a Trader and Erik wants his Asari to be an
Asari Huntress. Active Service can be Quarian, Human, Turian, Asari,
Salarian or Batarian.
They all talk about their choices and the GM
tells Erik that they’ll run an adventure based
If you choose to play an Active Service, modify your
on a gang plot on Omega, and that an Asari
character as follows:
Huntress as little to do in such a place.
So, Erik asks if his Asari can be the Sala- · Add 1 to your Constitution and Accuracy. You
rian Trader’s Bodyguard, and as they both train on a daily basis.
(the GM and John) agree, they modify their
characters as Alexandra did and go to the · Pick Intelligence (Healing) or Accuracy (Pistols).
next step.”

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.

This mechanic is made with the intention to guide


the player’s growth in importance and knowledge
of the galaxy. This way, no one can start by being
a Krogan Vanguard for example, one of the most
powerful and rare Krogans, and the last of their
kind. Or an Asari Justicar, almost a legend among
their own.

Fame Points are meant to be carried from one


character to the other even if they die, as long
as they belong to the same player, and will also
unlock more advanced items for the players to
buy. Would everyone agree, of course, you could
start with a base Fame Points for all the players,
or don’t use them at all, but they are a great way
to give the players the feel of their ever grow-
ing fame by unlocking more items and options as
they get used to what they already have. Keep in
mind, Fame goes to the player regardless of how
“Paragon” or “Renegade” their choices are.

For the GM, the guidelines to give this kind re-


ward to your players can be found in Chapter 10:
Rewards.

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

Chapter 1 - Character Creation 11


If you choose to play an Adventurer, modify your char- cy for killing. They’re usually in search of a small col-
acter as follows: ony or a place where to use their talent to better help
and protect who they wish, usually Asari colonies.
· Add 1 to your Willpower and Perception. Adven-
turers are curious and righteous in what they be- Asari Huntresses can only be Asari in the maiden
lieve. stage of their lives. Requires 150 Fame points.

· Pick Perception (Searching) or Communication If you choose to play a Huntress, modify your charac-
(Disguise) ter as follows:

Asari Huntress · Add 1 to your Biotic and Perception. Their powers


and their guerrilla tactics are what makes them
The average asari huntress is in the maiden stage of more notable.
her life and has devoted 20-30 years studying the
martial arts. Asari choose to be warriors at a young · Pick Biotic (Precision) or Dexterity (Acrobatics).
age, and their education from that point is dedicated to
sharpening their mind and body for that sole purpose. Blood Pack Mercenary
When they retire, they possess an alarming proficien-
Originally a small Terminus Systems vorcha gang,
the Blood Pack was transformed into a mercenary le-
gion by visionary krogan battlemaster Ganar Wrang.
Banned from Citadel Space, the Blood Pack bribes its
way through spaceports into armed conflicts across
the galaxy. Priding themselves for accepting otherwise
untouchable contracts, the Blood Pack rejects body-
guarding and security in favor of cases requiring min-
imal oversight and maximal violence. Blood Pack ap-
pears to be, for the most part, made entirely of vorcha
and krogan members, though they also use varren as
war beasts.

Blood Pack Mercenary can only be Krogan and Vor-


cha. Needs 200 Fame Points.

If you choose to play a Blood Pack Mercenary, modify


your character as follows:
· Add 1 to your Strength and Constitution. Blood
Pack members are literally beaten into shape.

· Pick Strength (Intimidation) or Constitution


(Stamina)

Blue Sun Mercenary


The Blue Suns are a “private security organization,”
in reality a mercenary outfit, operating in the Skyllian
Verge. The Blue Suns have a reputation for being both
discreet and ruthlessly efficient, and as such charge a
sizable fee.
Blue Suns consist mostly of batarians, turians, and
humans. They are also known to employ mechanized
support on occasion: YMIR, FENRIS, and LOKI Mechs.

Blue Sun Mercenary can only be Batarian, Turian and


Human. Needs 200 Fame Points.

If you choose to play a Blue Sun Mercenary, modify


your character as follows:

12 Chapter 1 - Character Creation


· Add 1 to your Intelligence and Accuracy. Blue Sun · Add 1 to your Accuracy and Strength. I didn’t say
members are about precision and efficiency rath- no killing, just “little”, comparing to hired merce-
er than strength. nary that is.

· Pick Willpower (Automats) or Dexterity (Piloting) · Pick Constitution (Stamina) or Constitution


(Drinking).
Bodyguard
Colonist
Where there are troublemakers and something to
protect, it’s bound to be work for a Bodyguard. And Colonist are regular folk of a wide variety of species
where’s the second there is always the first. Hired just trying to make their living in a new barely habitat-
muscle with a wide range of responsibilities, but usu- ed world, space station or a forsaken place like Omega.
ally just stay in a place and keep the watchers away, They have no specific set of skills nor are they trained
throw a punch here and there and shoot in self defense. folk, just common people you see walking around. Pro-
Little killing and little dying, though more of those give fessions for this kind of people are musician, artist,
you better credits. dancer, mechanic, salesman, chef, etc.

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:

· Add 1 to your Dexterity and Communication. Your


charm and ability are trained by what you do.

· Pick Dexterity (Crafting) or Communication (Cus-


toms).

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.

Eclipse Mercenary can only be Asari, Salarian and Hu-


man. Needs 200 Fame Points.

If you choose to play a Eclipse Mercenary, modify your


character as follows:

· Add 1 to your Willpower and Biotic. Eclipse are


more of guerrilla tactics and biotic powers.

· Pick Willpower (Telekinetic) or Communication


(Investigation)

Chapter 1 - Character Creation 13


Hired Mercenary Pilgrimaging Quarians can only be young Quarians.

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.

They travel the galaxy doing independent work, some-


times training others in small colonies or keeping the
peace themselves. Sometimes they just go and try to
make justice themselves. There are plenty of things
this kind of officers do, but they are always trying to
find where to fit to do the good they think they should
be doing. Batarians are no exception, as some of them
just can’t stand the Hegemony anymore.

Renegade Officers can be Turian, Human, Salarian and


Batarian.

If you choose to play a Renegade Officer, modify your


character as follows:

14 Chapter 1 - Character Creation


· Add 1 to your Accuracy and Constitution.They’re Trader
all trained individuals.
Smuggling goods is not the only way to make credits
· Pick Accuracy (Pistols) or Willpower (Self-disci- in the galaxy. Trading different goods across the gal-
pline). axy is a decent way to earn a living. Technology, regu-
lated weapons, luxury items, art values and food make
Smuggler the most profit for regular traders.

“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).

· Pick Communication (Deception) or (Bargaining).

Chapter 1 - Character Creation 15


Personality person, responsible of his actions.

Keep in mind that your character does not exist out-


The character you will play will represent yourself in
side of the things you have said. It does not matter
the game, but it does not have to be exactly like you.
how much background your character has, because
Picking a personality for your character is important,
your actions with it are what define him. If you want
because it will help you choose what kind of decision
to play a lawless mercenary with no appreciation of
your character would take.
other people live’s whatsoever, then kill for no reason.
If you want to play a trader, and you see a business
You can always represent yourself in the game, or be
opportunity, try to make, right in front of everyone.
someone you’re not. The Myer Briggs personality re-
sponses are a great source. They’re clear on defining
On the other hand, remember that you’ll not be play-
your character’s personality and you can always read
ing on your own, and your survival will at some point
the one you pick again when in doubt. You could also
depend on the other players. So, do not just harm the
pick the personality of someone else, real or not, like a
other players for no reason. Things like stealing, back-
comic book, movie, book or video game character.
stabbing, plotting against or making threats will end
up with someone dead and an angry player. You’re all
Of course you could, you know, just not pick and do
explorers and you’re in it together, for better or worse.
what you wish. Yet, keeping a personality helps the
The Character Bio in the back of the Character Sheet
character feel whole, like he or she is an independent
is a good place to write your personality.

16 Chapter 1 - Character Creation


· Dexterity encompasses agility, hand-eye coordi-
Example nation, and quickness. It will help you land melee
“Everyone knew from the start that Alexan- attacks more often too, and get less hit.
dra wanted to be a Female Garrus Vakarian,
so she decided to have his personality. · Intelligence is a measure of not only Intelligence
but also his knowledge and education. It will also
John just wants to be a stereotyped Sala- improve the damage you deal with Tech powers.
rian, so he just decides that he’ll be a very
logical and independant person, driven by a Now, abilities are a key component of the game and
search of fortune, as the trader he is. you’ll use them to resolve everything, from combat to
Erik, on the other hand, decides to pick a interpretation encounters. There are two ways of de-
personality, choosing ENTJ as he wanted to termine your abilities, roll dice and buy advancements.
be a Huntress. So his Asari will be a stra-
tegic, logical, efficient, outgoing, ambitious, Rolling dice is a way of randomizing your abilities, you
independent person, effective organizer of could end up with more points than you should, or you
people and long-range planner, as Asari live could end up with less. This is explained in the Fanta-
very long lives. ” sy AGE and Dragon Age books and consider that you
didn’t previously had any points, so just add the ones
Determine Abilities you already have to the result.

But, this game was meant to be used with the buying


Your characters ir defined by nine abilities: Accuracy,
advancements option. Unlike regular FAGE, in Mass
Perception, Strength, Constitution, Willpower, Biotic,
Effect you have 12 points to increase any ability you
Communication, Dexterity and Intelligence. All this abil-
like, but no ability can start higher than 4. Note that
ities are a numeric representation of your character,
you cannot reduce one ability point you already have
and should also reflect your personality and specie.
to add one to another.
For example, if your character is a logical person and
a Trader, it should have a higher Communication and
Intelligence ability. Following is a description of each Example
ability: “Alexandra had 2 points in Accuracy, 1 point
in Perception and 1 point in Constitution be-
· Accuracy represents your character’s precision cause of her being a Turian and a Renegade
with guns, meaning how often it hits with them. Officer. She’s thinking that well, Garrus uses
a Sniper Rifle so she’ll need accuracy, and
· Perception covers all the senses and the ability to adds 2 points to Accuracy. For damage,
interpret sensory data. This also improves how adds 2 to Perception for a total of 3. She
much damage you deal with your Guns. has 8 points left.
The GM remembers her that if she wants to
· Strength is your character’s physical brawn. It
be an Infiltrator, she should give points to
will improve the damage you deal with melee at-
both Willpower and Intelligence, so Alexan-
tacks and how much weight you can carry.
dra gives 3 points to Willpower, 3 to Intelli-
gence and wants Garrus to do some talking,
· Constitution is your character’s fortitude and re-
so she gives 2 points to Communication.
sistance to harm. It will improve your health and
shields. John, on the other hand, leaves his Intel-
ligence and Willpower in 4, puts only 2 on
· Willpower encompasses mental toughness, dis- Accuracy, 2 on Perception and decies he’s
cipline, and confidence. It is indispensable when going to be one fast Salarian, so leaves Dex-
trying to use your powers in the heat of combat.
Ability Focus
· Biotic covers all you can feel and do with your
Abilities have many “words” under their name,
biotic powers, including feeling, controlling and
like “Pistols” under Accuracy or “Self-discipline”
their strength. It will improve the damage you
under Willpower. These are focuses, which are
deal with Biotic powers.
areas of particular expertise that fall under that
ability. There focuses are generally self-explana-
· Communication describes your character’s social
tory. For example, character with the Intelligence
skills, personal interactions, and ability to deal
(Hacking) focus will be better when trying to hack
with others.
any device. What they actually do is explained in
Chapter 2: Playing the game

Chapter 1 - Character Creation 17


Dexterity, Speed and Defense arian, chooses to be an engineer and stay
in mid-range with elemental and automats
Once you finish giving advancements to your abil- powers and deal area damage.
ities, you must add your Dexterity ability to your
Defense and your Speed in the Character Sheet. So, with only close range and support left,
Erik decides to be a Sentinel.
Each time you gain a new level, you also gain an Then, Alexandra writes Tactical Armor
advancement in an ability, and when you gain an Training in her Character Sheet under Tal-
advancement in Dexterity, you also improve your ents and Bonuses. John writes Light Armor
Speed and Defense again. Training and Engineer Training. Erik writes
Light Armor Training and Sentinel Training.
terity equal to 4, and once he’s sure of his Then everyone takes a look at the Talents
choice, he modifies his Defense and Speed in Chapter 3: Focuses, Talents & Specializa-
accordingly, and adds 1 point to his Defense tions and picks a starting Talent. Alexandra
and his Speed per each point he has in Dex- chooses a Weapon talent, Breath Shooting,
terity, for a final 11 points of Defense and 12 for her Sniper. John takes the Elemental
points of Speed. Technology for his Elemental powers and
They’re playing with a cuadriculated board Erik chooses Kinetic Fields Biotics to be able
where each square represents 2 square to hold the front line.
yards, so he uses the “Board Moves” space As everyone gains free Powers, they pick
to mark that he can move 6 squares, run 12 different starting power branches. Erik goes
and charge 3. with Barrier and Biotic Sphere for protec-
Choose a Class tion and Singularity to help with unarmored
unshielded targets, and also gains Tech Ar-
mor. John, as promised, chooses Incinerate,
A new character can choose from six different classes, Overload and Sentry Turret to help Erik.
each of which may have one or two focuses in either Finally Alexandra gains Tactical Cloak and
combat, tech, and biotic talents. Each class has a cor- Basic VI Hacking, in case of automats prob-
responding class bonuses which improves character- lems.
istics important to that class.
Finally they add the Health and Shield bonus
Class also decides what armors they may wear, and and they’re all ready to go.
what other talents they may possess. All clases can
carry whatever weapon they like. Gaining Levels
Specialized class talents are unlocked once you have When after some hard work your character earns
reached level 6 and 13. There are many specializa- enough Experience to reach the next level, you gain a
tions, some are exclusively available to your initial new level. This is almost equal to the Fantasy AGE and
class choice, and others are shared among those who Dragon Age RPG and are further explained there.
share certain talents. Selecting a specialization offers
access to a new trait that can either complement your The experience required to progress is in the Experi-
play style or open completely new options for your ence Point table in the next page. You could use this
character. modified version or the original found in the Green Ro-
nin books, whichever you preffer. Some guidelines for
So, once you choose a class, you start at level 1. First, how much experience the GM should give to the play-
you mark on your Character Sheet your Primary Abil- ers are in Chapter 10: Rewards.
ities with a mark on the circle to the right of the name
of said ability. Then you gain all the Powers, Talents So, whenever you gain a new level, the following things
and Bonuses under the Level 1 label next to the class happen:
you choose. Finally, add the Health & Shield bonus that
belongs to the class you choose. · Your Character’s Health and Shields are in-
creased by 1D3+Constitution (you only roll once
Example for both stats, meaning they remain equal).
“As there are only three players, each one
· You get one advancement to spend on one ability.
takes a class that fulfills a different role.
When you gain an even-numbered level, you must
Alexandra picks Infiltrator to be at long spend it on a primary ability. When you gain an
range and be a damage focused on sin- odd-numbered, you must spend it on a secondary
gle-targets character. So, John, as a Sal- ability.

18 Chapter 1 - Character Creation


· You can pick a new ability focus. If it is an Experience Point Table
even-numbered level you must pick a focus that
XP Total Level
belong to a Primary Ability, but not necessarily
the same one you gave an advancement to. If it is 0 1
an odd-numbered level, pick a focus that belongs 1,500 2
to a Secondary Ability. 3,500 3
6,000 4
· Finally, you gain the class powers, talents and 9,000 5
bonuses that are described under each level label 10,000 6
for your corresponding class. 12,500 7
16,500 8
21,000 9
Ability Advancements 23,500 10
When you gain a level, you gain an ability advance- 25,000 11
ment. It is called an advancement because it does not 28,000 12
always gives a full point. This is explained further in 33,000 13
the Fantasy AGE and Dragon Age RPG books. 37,000 14
42,000 15
· When trying to go from -2 to 5, you only need one 44,000 16
advancement, so if you level up, you can spend 48,000 17
your advancement to make an ability with 4 54,000 18
points have 5. 56,000 19
60,000 20
· When trying to go from 6 to 8, you need two ad-
vancements, so if you level up, you can spend your Class Description
advancement to make an ability with 5 points
Each class determines certain key features of your
have one advancement, and remains 5. You’ll need
character. A class description includes the following:
to gain another advancement to make it 6.
Class Description
· When trying to go from 9 to 12, you need three
advancements, so if you level up, you can spend A class has a certain background and combat
your advancement to make an ability with 8 role meant for the class. In the description lies
points have one advancement, and remains 8. some advice on when to choose this class for
You’ll need to gain two advancement to make it 9. people that has never played an RPG or even
Mass Effect.
Specializations
Primary Abilities
Your class also gives you access to special talents A class has four primary abilities. These are the
called Specializations at level 6 and 14. They provide most important abilities for the class and are
either a focus of a talent or powers you already have used more often.
or open the path to new things you could not do before.
Each class has some common specializations and Health and Shield bonus
some only for them. All of them are further explained in
Chapter 3: Focuses, Talents and Specializations. There is a fixed bonus to the Health and Shield
points you already have, that varies from class
to class.
Where are the Languages?
Most people carry their own Omni-tools, as it is Class Powers
a very common technology. But a more common
one is a Universal Translator. A class provides your character with a variety of
powers, talents and bonuses. These are listed out
So even though there are words that are unique by level in each class description.
for each specie, and of course each one has their
own language, being able to actually speak it Suggested Builds
makes little to no difference when everyone car- If there is just too much information for you, or
ries a translator. it’s the first time you play and don’t really know
what to do with your character, there is a very
general description of what abilities, talents and
powers that are more common.

Chapter 1 - Character Creation 19


Soldier
Soldiers are pure combat special-
ists. No one is tougher or more ef-
fective at taking down enemies with
gunfire. Soldiers have the most
thorough weapons training and
often use all special ammo types.
High-level operatives are outfitted
with ocular synaptic processors
that allow them to focus on targets
with lethal accuracy.

As a Soldier you’ll find yourself in the


front line most of the time. They are
the only class that can use Heavy
Armor without penalty, so you’ll be
able to absorb damage even if your
shields are down, so starting with
a few points in Constitution would
be wise. Even though they can ef-
fectively use Shotguns and Sniper
rifles, Assault Rifles are usually the
weapon of choice, as they have to
fight in the very front, right next to
Vanguards and Sentinels, and rifles
gives them the choice to either deal
great damage and support their
teammates. They can’t use biotics or
tech powers, but make no mistake,
when it comes to dealing damage to
a single and powerful foe, there is no
one better.

This class requires less decision


making than others, having no pow-
ers to choose from and having to
stay aware of specific threats rath-
er than the overall combat situation.

If you’ve never played an RPG or


Mass Effect, the Soldier is a great
class to start with, as you get used
to the mechanics. You can always
create another character once you
get more along with the game, would
you want to change.

Common builds for Soldiers include


the Predictive Shooting, Pressure
Shooting, Heavy Armor and Quick
Reflexes talents. Primary Abilities: Accuracy, Consti-
tution, Dexterity and Perception.
Also soldiers rely on Assault Rifles
and different types of ammo mods, Secondary abilities: All the others.
as well as always keeping the best
mods they can for their weapons Health & Shields bonus: +Constitu-
and some back-up grenades. tion+15 to your Health and Shields.

20 Chapter 1 - Character Creation


Level 1 Stunt Bonus: You can aim so fast “I don’t need luck, i have Ammo”: All
in combat that your weapons are your Ammo belts now carry +1 ther-
Heavy Armor Talent: You gain the in a blur. You can perform the Dual mal clip without extra weight for
Heavy Armor talent in Novice. Note Strike stunt for 3 SP instead of the you.
that the Soldier is the only class usual 4SP.
that can learn this talent. New Utility Talent: You gain the
Level 5 novice level of one Talent you didn’t
Two Weapon Talents: You gain the knew or an advancement in one you
novice level of two different Weap- New Talent: You gain the novice lev- already have, but it has to be an
on Talents, this includes CQC, Dual el of one Talent you didn’t knew or Utility Talent, or 2 Utility powers.
Wielding, One-handed wielding, an advancement in one you already
Heavy, Vitals, Reactive, Point Blank, have.
Breath, Predictive or Pressure Level 9
Shooting. You can ignore require- Level 6 New Talent: You gain the novice lev-
ments if you meet the class require- el of one Talent you didn’t knew or
New Specialization Talent: You gain
ment, only for 2 talents. an advancement in one you already
the novice level of one Specialization
have.
Talent you didn’t knew. More about
Soldier Training: You learn the
specializations in Chapter 3: Focus-
Adrenaline Burst power and you can Run & Gun: As a combat power
es, Talents & Specializations.
carry +1 extra ammo in every ammo with recharge equal to 3, you can
belt you carry without extra weight. use a Run action as a minor action
New Utility Talent: You gain the
and make a ranged attack or use an
novice level of one Talent you didn’t
Level 2 item afterwards.
knew or an advancement in one you
2 Accuracy focuses: You gain 2 new already have, but it has to be an
Focuses under the Accuracy ability. Utility Talent, or 2 Utility powers. Level 10
Specialization Talent advancement:
New Utility Talent: You gain the Level 7 You gain the Master level of the spe-
novice level of one Talent you didn’t cialization talent you picked in level
New Talent: You gain the novice lev-
knew or an advancement in one you 6.
el of one Talent you didn’t knew or
already have, but it has to be an
an advancement in one you already
Utility Talent, or 2 Utility powers. New Utility Talent: You gain the
have.
novice level of one Talent you didn’t
Level 3 knew or an advancement in one you
Stunt Bonus: You know how to un-
already have, but it has to be an
New Talent: You gain the novice lev- hinge your opponents. You can per-
Utility Talent, or 2 Utility powers.
el of one Talent you didn’t knew or form the Threaten stunt for 1 SP in-
an advancement in one you already stead of the usual 2.
Level 11
have.
Level 8 New Talent: You gain the novice lev-
el of one Talent you didn’t knew or
Level 4 Specialization Talent advancement: an advancement in one you already
Soldier Training 2: You can now car- You gain the Journeyman level of have.
ry one extra grenade in each Gre- the specialization talent you picked
nade belt without additional weight. in level 6.

Chapter 1 - Character Creation 21


Health & Shield growth reduction: Level 16 shooting talents will provide the
Instead of 1D3+Constitution bonus most damage output.
Specialization Talent advancement:
to Health and Shields when you gain
You gain the Journeyman level of
a new level, you’ll only gain your On higher levels, strength will allow
the specialization talent you picked
Constitution value. the carry of a Heavy Weapon with-
in level 14. out further penalties. The Heavy
Soldier Master: Whenever you gen- Shooting along with the Grenade
erate Stunt Points, you now gain Level 17 Modification talents will help when
one extra Stunt Point. Also when New Talent: You gain the novice lev- facing multiple foes at the same
you gain a new Focus, you can now el of one Talent you didn’t knew or time.
underline a focus you already own an advancement in one you already
and it’ll give you a +3 bonus instead have. Tank Soldier: Priorice Dexterity,
of the usual +2. Constitution and Perception. This
Stunt Bonus: You can sweep oppo- will make your character very hard
Level 12 nents before you. When you per- to take down, specially with heavy
form the Dual Strike stunt with an armor.
Killer Instinct: Run & Gun now also
Assault Rifle, you can hit two sec-
grants +4 to critical chance and
ondary targets instead of one. All Carry only a shotgun and lead the
+1D6 to critical damage for that
three of your targets (the original charge or hold the ground when
turn.
target and the two secondary tar- a big enemy comes. Take First Aid
gets) must be adjacent to the first and Heavy Armor talents to keep
New Utility Talent: You gain the
target, or forming a line (for example you alive. Also take Point Blank to
novice level of one Talent you didn’t
if there are 3 in a line and you shoot improve damage with Shotgun and
knew or an advancement in one you
the one in the left, as they form a Reactive Shooting to take Over-
already have, but it has to be an
line, you can swing and hit all three watch, as you’ll be on the vanguard.
Utility Talent, or 2 Utility powers.
of them). One extra thermal clip is
used if 3 targets are to be shot. On higher levels, giving points to
Level 13 Intelligence will help you live longer
New Talent: You gain the novice lev- Level 18 by using Medigel, and Strength will
el of one Talent you didn’t knew or allow you to carry more. If you pri-
Specialization Talent advancement:
an advancement in one you already orice Strength you can also take the
You gain the master level of the spe-
have. Heavy Shooting and carry a heavy
cialization talent you picked in level weapon as backup.
14.
Level 14
Melee Soldier: Priorice Strength,
New Specialization Talent: You gain Level 19 Dexterity and Constitution, ignore
the novice level of one Specialization
New Talent: You gain the novice lev- Perception and Accuracy. This will
Talent you didn’t knew. More about
el of one Talent you didn’t knew or give you great survivability, as the
specializations in Chapter 3: Focus-
an advancement in one you already Tank Soldier, but will allow you deal
es, Talents & Specializations.
have. higher melee damage.
New Utility Talent: You gain the Carry a Melee weapon. Take First
novice level of one Talent you didn’t Level 20 Aid and Heavy Armor talents to
knew or an advancement in one you
Legendary Soldier: Whenever you keep you alive. Also take CQC and
already have, but it has to be an
generate Stunt Points, you generate Grenade modification talents. High
Utility Talent, or 2 Utility powers.
one extra SP. This stacks with level strength will allow you to carry
11 bonus for a total of +2. more grenades, and you can always
Level 15 get close enough to get the most of
New Talent: You gain the novice lev- S u g g e s t e d them.
el of one Talent you didn’t knew or
an advancement in one you already
Builds On higher levels, priorice Intelligence
have. Heavy Damage: Priorice Strength, to help the First Aid. Please note
Perception and Accuracy. This will that this is not an easy build to use.
Quick Shot: You can now make a boost your damage and let you car- The best tactic with this build is to
Reaction Shot with a minor action, ry heavier weapons. become the most imminent threat to
once per turn. your enemies, cause chaos, and cre-
Carry a Sniper Rifle and a Shotgun ate an opening for your teammates,
I like big guns: Your first equiped with Breath, Point Blank and Vitals not actually dealing too much dam-
weapon has 1 less weight for you. age.

22 Chapter 1 - Character Creation


Vanguard
Vanguards are feared for their
high-risk high-reward combat style,
closing quickly on enemies and de-
stroying them at close range with
weapons and biotic abilities. They
are outfitted with L5n implants,
enabling them to perform a biotic
charge that strikes the opponent
with incredible force while bringing
the Vanguard in close for close-
range combat.

As a Vanguard, you deal great dam-


age with weapons and cause hav-
oc with Biotic powers to break the
enemy line. The main role for Van-
guards is to charge the enemy in
the face and destroy their forma-
tion, also taking the weaker enemies
with them in a blink. As Vanguards
are always behind enemy lines, they
take a lot of damage, and are meant
to pick the right moment to cause
the most chaos without dying. They
can’t use advanced Biotic powers
until late in the game though.

This class requires a regular-to-low


amount of decision making. They can
only learn Biotic Powers but must
give some points to Combat talents.

If you’ve never played an RPG or


Mass Effect, and you’re used to
playing like warrior and lead the
charge, this is a class you’ll be com-
fortable with.

Common builds for Vanguards in-


clude the power trees of Shockwave
or Nova to wreck enemy formation.
Also Barrier or Reave to keep them-
selves alive and Biotic Focus or
Annihilation Field for added effect
when in close range.

Talents in builds take Point Blank


and usually carry a Shotguns. And
the talent of the powers you choose,
usually just one school, two on late Primary Abilities: Constitution, Biot-
game, as Tactical Armor is import- ic, Strength and Willpower.
ant.
Secondary abilities: All the others.
In Chapter 5: Powers is specified to
which Power School each power be- Health & Shields bonus: +Constitu-
longs to. tion+10 to your Health and Shields.

Chapter 1 - Character Creation 23


Level 1 Level 4 the specialization talent you picked
in level 6.
Starting Biotic Powers: You gain Bi- Lightning Reflexes: The first reac-
otic Power. You can pick any Biot- tion shot every round against you New Utility Talent: You gain the
ic power you want as long as you always misses. novice level of one Talent you didn’t
meet the requirements. You also knew or an advancement in one you
gain the Charge power, in the start Level 5 already have, but it has to be an
of Biotic powers section in Chapter
New Talent: You gain the novice lev- Utility Talent, or 2 Utility powers.
5: Powers.
el of one Talent you didn’t knew or
an advancement in one you already Level 9
Vanguard Training: You gain the
have.
novice level of Tactical Armor train- New Talent: You gain the novice lev-
ing. Also, the first ammo belt you el of one Talent you didn’t knew or
carry can carry +2 extra thermal Level 6 an advancement in one you already
clips with no extra weight. New Specialization Talent: You gain have.
the novice level of one Specialization
Power Talent: You gain the novice Talent you didn’t knew. More about Level 10
level of a Combat Talent. You can specializations in Chapter 3: Focus-
Specialization Talent advancement:
ignore requirements if you meet the es, Talents & Specializations.
You gain the Master level of the spe-
class requirement, only for this one
cialization talent you picked in level
talent. New Biotic Power: You gain one new
6.
Biotic power.
Level 2 New Utility Talent: You gain the
New Utility Talent: You gain the
New Biotic Power: You gain one new novice level of one Talent you didn’t
novice level of one Talent you didn’t
Biotic power. knew or an advancement in one you
knew or an advancement in one you
already have, but it has to be an
already have, but it has to be an
New Utility Talent: You gain the Utility Talent, or 2 Utility powers.
Utility Talent, or 2 Utility powers.
novice level of one Talent you didn’t
knew or an advancement in one you New Biotic Power: You gain one new
Stunt Bonus: You know how to un-
already have, but it has to be an Biotic power.
hinge your opponents. You can per-
Utility Talent, or 2 Utility powers.
form the Threaten stunt for 1 SP in-
stead of the usual 2SP. Level 11
Stunt Bonus: You saw it, you
New Talent: You gain the novice lev-
grabbed it. You can perform the Cov-
Level 7 el of one Talent you didn’t knew or
er Grab stunt for 1 SP instead of the
an advancement in one you already
usual 2. New Talent: You gain the novice lev-
have.
el of one Talent you didn’t knew or
Level 3 an advancement in one you already
Health & Shield growth reduction:
have.
New Talent: You gain the novice lev- Instead of 1D3+Constitution bonus
el of one Talent you didn’t knew or to Health and Shields when you gain
an advancement in one you already Level 8 a new level, you’ll only gain your
have. Specialization Talent advancement: Constitution value.
You gain the Journeyman level of

24 Chapter 1 - Character Creation


Vanguard Master: Whenever you I like big guns: one weapon you car- shooting and Tactical Armor talents.
generate Stunt Points, you now gain ry has 1 less weight. Choose either Shockwave or Nova.
one extra Stunt Point. Also when This build is meant not to bluntly run
you gain a new Focus, you can now Level 16 towards your enemies but rather
underline a focus you already own hold the front line and go in for the
Specialization Talent advancement:
and it’ll give you a +3 bonus instead kill when targets have low health or
You gain the Journeyman level of
of the usual +2. no shields.
the specialization talent you picked
in level 14.
Level 12 On higher levels pick Barrier or
Reave and Biotic Focus. Also take
Executioner: You get +2 to your at- Level 17 the power school talent you use the
tack and +4 to your critical bonus
New Talent: You gain the novice lev- most.
against targets with less than half
el of one Talent you didn’t knew or
his HP and no shields.
an advancement in one you already Tank Vanguard: Priorice Biotic, Con-
have. stitution, Dexterity and Perception.
New Utility Talent: You gain the This will make your weapons biotic
novice level of one Talent you didn’t
Power House: You can now add your powers mighty and deal great dam-
knew or an advancement in one you
Willpower (Focus) to the damage of age, but you won’t be casting ad-
already have, but it has to be an
your single-target Biotic powers vanced powers or shooting far.
Utility Talent, or 2 Utility powers.
(for example if you have the Will-
power(Spatial distortion) focus, you Carry a Shotgun and take the Point
Level 13 deal +2 damage with single-target Blank shooting talent. Also pick the
New Talent: You gain the novice lev- Spatial Distortion powers, if you Tactical Armor talent. Barrier power
el of one Talent you didn’t knew or choose the focus again, then you get tree is a must with this build. Reave
an advancement in one you already +3). and Biotic Focus will also save your
have. life more than once. This is a build to
Level 18 just charge whoever you want and
Stunt Bonus: Don’t you know who draw the greatest amount of atten-
Specialization Talent advancement: tion you can. It will also deal good
I AM!?. You can perform the Pene-
You gain the master level of the spe- damage, but mostly just create a big
trating Biotics stunt for 4 SP ins
cialization talent you picked in level distraction for your teammates to
tead of 6 if you are using the Charge
14. exploit.
power.
New Biotic Power: You gain one new On higher levels consider giving
Level 14 Biotic power. points to Strength and Thresher
New Specialization Talent: You gain Maw’s Breath for a last-stand op-
the novice level of one Specialization Level 19 portunity if the end seems near, or a
Talent you didn’t knew. More about sacrifice is needed.
New Talent: You gain the novice lev-
specializations in Chapter 3: Focus-
el of one Talent you didn’t knew or
es, Talents & Specializations. One Punch Vanguard: Priorice Biot-
an advancement in one you already
have. ic, Strength, Willpower and Dexteri-
New Utility Talent: You gain the ty. This will allow you to deal great
novice level of one Talent you didn’t melee damage and make the most of
knew or an advancement in one you Level 20
Thresher Maw’s Breath power tree.
already have, but it has to be an Legendary Vanguard: Whenever you
Utility Talent, or 2 Utility powers. generate Stunt Points, you generate Carry a melee weapon pick Tacti-
one extra SP. This stacks with level cal Armor talent. Thresher Maw’s
New Biotic Power: You gain one new 11 bonus for a total of +2. Breath and Biotic Focus trees are a
Biotic power. must, as they’ll keep you really fast
S u g g e s t e d and alive. Inner Energy biotic talent
Level 15 Builds is also a must. This build is meant
New Talent: You gain the novice lev- to go in for the kill and go back or
el of one Talent you didn’t knew or Balanced Vanguard: Priorice Accu- focus on a single powerful enemy.
an advancement in one you already racy, Perception, Biotic and Will-
have. power. This will take the most of On higher levels consider giving
both worlds, Biotic and Combat some points to First Aid or Grenade
CQC Specialist: You can now make powers. Modification to become useful when
a Melee attack with a minor action, recharging Thresher Maw’s Breath.
once per turn. Carry a Shotgun. Pick Point Blank

Chapter 1 - Character Creation 25


Infiltrator
Infiltrators are tech and combat
specialists with the unique ability
to cloak themselves from visual and
technological detection. Deadly at
any range, Infiltrators are equipped
with a wide variety of weapons,
equipment and powers that can take
down any enemy. When using snip-
er rifles, time slows down for a brief
moment, allowing for easier place-
ment of shots and critical hits.

As an Infiltrator, you deal great


damage with weapons and use Tech
powers to shine where weapons
can’t. The main role for Infiltrators
is taking the most dangerous en-
emies with surgical precision, one
by one. As infiltrators can hide and
use tech powers, they are meant to
move around the battlefield unno-
ticed and take the best position. It
is even possible to sneak behind en-
emy line and flank enemies from all
sides, as Infiltrators can take care
of themselves. They can’t use ad-
vanced tech powers until late in the
game though.

This class requires a regular-to-low


amount of decision making. They can
only learn Tech Powers but must
give some points to Combat talents.

If you’ve never played an RPG or


Mass Effect, and you’re used to
playing like a rouge or a thieve, or
just stay in the shadows, this is a
class you’ll be comfortable with.

Common builds for Infiltrators in-


clude the power trees of Cryo Blast
or Neural Shock to slow chasers
down. Sabotage or Basic VI Hacking
for enemy technology and Overload
or Energy Drain to deal with enemy
shields.

Talents in builds take Breath shoot-


ing talent if using a Sniper Rifle or In Chapter 5: Powers is specified to Primary Abilities: Accuracy, Commu-
Point Blank if using Shotguns. And which Power School each power be- nication, Intelligence and Perception.
the talent of the powers you choose, longs to.
usually just one school, two on late Secondary abilities: All the others.
game.
Health & Shields bonus: +Constitu-
tion+5 to your Health and Shields.

26 Chapter 1 - Character Creation


Level 1 Level 4 Level 7
Starting Tech Powers: You gain Tech Damn good Ground: Whenever you New Talent: You gain the novice lev-
Power. You can pick any tech power are in a higher elevation from your el of one Talent you didn’t knew or
you want as long as you meet the target, you get +1 in your attack an advancement in one you already
requirements. You also gain the Tac- roll and +1 to critical chance to at- have.
tical Cloak power, in the Unique Tech tacks made from below, in addition
powers section in Chapter 5: Pow- to regular bonuses. This bonus only Level 8
ers. applies once, whether you are more
Specialization Talent advancement:
than 2 yards above your target or
You gain the Journeyman level of
Infiltrator Training: You gain the just 2.
the specialization talent you picked
novice level of Tactical Armor train-
in level 6.
ing. Also, the first ammo belt you Level 5
carry can carry +2 extra thermal
New Talent: You gain the novice lev- New Utility Talent: You gain the
clips with no extra weight.
el of one Talent you didn’t knew or novice level of one Talent you didn’t
an advancement in one you already knew or an advancement in one you
Power Talent: You gain the novice
have. already have, but it has to be an
level of a Combat Talent. You can
Utility Talent, or 2 Utility powers.
ignore requirements if you meet the
class requirement, only for this one Level 6
talent. New Specialization Talent: You gain Level 9
the novice level of one Specialization New Talent: You gain the novice lev-
Level 2 Talent you didn’t knew. More about el of one Talent you didn’t knew or
specializations in Chapter 3: Focus- an advancement in one you already
New Tech Power: You gain one new
es, Talents & Specializations. have.
Tech power.
New Tech Power: You gain one new Level 10
New Utility Talent: You gain the
Tech power.
novice level of one Talent you didn’t Specialization Talent advancement:
knew or an advancement in one you You gain the Master level of the spe-
New Utility Talent: You gain the
already have, but it has to be an cialization talent you picked in level
novice level of one Talent you didn’t
Utility Talent, or 2 Utility powers. 6.
knew or an advancement in one you
already have, but it has to be an
Stunt Bonus: Your sight has no New Utility Talent: You gain the
Utility Talent, or 2 Utility powers.
match. You can perform the Perfect novice level of one Talent you didn’t
Aim stunt for 1SP instead of the knew or an advancement in one you
Stunt Bonus: You become adept at
usual 2SP. already have, but it has to be an
instantly noticing the many dimen-
Utility Talent, or 2 Utility powers.
sions of a tricky situation. You can
Level 3 perform the That Makes Me Wonder
New Tech Power: You gain one new
New Talent: You gain the novice lev- exploration stunt for 2SP instead
Tech power.
el of one Talent you didn’t knew or of the usual 3SP.
an advancement in one you already
have.

Chapter 1 - Character Creation 27


Level 11 es, Talents & Specializations. Level 19
New Talent: You gain the novice lev- New Talent: You gain the novice lev-
New Utility Talent: You gain the
el of one Talent you didn’t knew or el of one Talent you didn’t knew or
novice level of one Talent you didn’t
an advancement in one you already an advancement in one you already
knew or an advancement in one you
have. have.
already have, but it has to be an
Utility Talent, or 2 Utility powers.
Health & Shield growth reduction: Level 20
Instead of 1D3+Constitution bonus New Tech Power: You gain one new Legendary Infiltrator: Whenever you
to Health and Shields when you gain Tech power. generate Stunt Points, you generate
a new level, you’ll only gain your
one extra SP. This stacks with level
Constitution value.
Level 15 11 bonus for a total of +2.
Infiltrator Master: Whenever you New Talent: You gain the novice lev-
generate Stunt Points, you now gain el of one Talent you didn’t knew or S u g g e s t e d
one extra Stunt Point. Also when an advancement in one you already Builds
you gain a new Focus, you can now have.
underline a focus you already own Balanced Infiltrator: Priorice Accu-
and it’ll give you a +3 bonus instead Quick Shot: You can now make a racy, Perception, Intelligence and
of the usual +2. Reaction Shot with a minor action, Willpower. This will take the most of
once per turn. both worlds, Tech and Combat pow-
ers.
Level 12
Disabling Shot: You can now use the
Never saw me coming: Tactical Carry either a Sniper Rifle or a
Disarm stunt while shooting with
Cloak now gives +5 to critical Shotgun, depending on the distance
a single shot weapon and use your
chance if major action was a ranged you like to play. Pick the corre-
weapon attack roll in the test.
attack. Power now ends within 3 sponding Combat Talent (Breath or
turns and you can take up to 3 mi- Point Blank shooting). Choose one
nor actions and use one grenade or Level 16
Power School talent that goes with
power with a recharge of 1 or less Specialization Talent advancement: the powers you pick. If you’re using
without breaking the Cloak, but this You gain the Journeyman level of Sniper Rifle, consider Combat Drone
does not get any damage boost. the specialization talent you picked powers, so you can send them out
in level 14. and keep your distance. If you’re
New Utility Talent: You gain the using Shotgun, consider Elemental
novice level of one Talent you didn’t Level 17 powers or Energy Drain, to keep you
knew or an advancement in one you alive.
New Talent: You gain the novice lev-
already have, but it has to be an
el of one Talent you didn’t knew or
Utility Talent, or 2 Utility powers. On higher levels, consider giving
an advancement in one you already
have. points to Dexterity to improve sur-
Level 13 vival. Also Grenade Modification tal-
New Talent: You gain the novice lev- Power House: You can now add your ent make a good combo with Tacti-
el of one Talent you didn’t knew or Willpower (Focus) to the damage of cal Cloak.
an advancement in one you already your single-target and C summon
have. Tech powers (for example if you Full Damage: Priorice Accuracy,
have the Willpower(elemental) fo- Perception and Intelligence, little
Stunt Bonus: You know how to cus, you deal +2 damage with sin- Willpower. Constitution and Dexteri-
make it look easy. You can perform gle-target elemental powers, if you ty will improve survival.
the With a Flourish exploration choose the focus again, then you get
stunt for 3SP instead of the usual +3). Carry either a Sniper Rifle or a Shot-
4SP. Also you can give +1 to any gun. Pick the Combat Talent. Choose
dice when taking a test in an explo- Grenade Modification talent and
Level 18
ration encounter, potentially giving Elemental Powers, Energy Drain to
Specialization Talent advancement: improve survival. Also take Tactical
you stunts more often.
You gain the master level of the spe- Armor talent.
cialization talent you picked in level
Level 14 14. Focus on eliminating key targets
New Specialization Talent: You gain and then retreating. High Constitu-
the novice level of one Specialization New Tech Power: You gain one new tion will allow you to take some pun-
Talent you didn’t knew. More about Tech power. ishment for this.
specializations in Chapter 3: Focus-

28 Chapter 1 - Character Creation


Adept
Adepts are biotic specialists, capa-
ble of disabling and killing enemies
with raw biotic power. While they
lack advanced combat training, they
are the best at defeating enemies
without firing a shot. They are out-
fitted with L5x implants that can
spawn a micro-singularity, damag-
ing enemies and pulling them into the
air.

As an Adept, you can constantly use


Biotic powers, more often than any
other class. The main role for Ad-
epts is to overwhelm enemies with
raw power, pushing them away and
knocking them prone, anything that
makes their condition worse. Unar-
mored unshielded targets have no
hope against an Adept. Adepts can
also protect their team and them-
selves by creating kinetic fields.
They can also use advanced pow-
ers more frequently and deal great
damage if there is a great amount
of enemies.

This class requires a regular amount


of decision making, as they can only
learn Biotic powers.

If you’ve never played an RPG or


Mass Effect, and you’re used to at-
tack from right behind the first line
of battle, this is a class you’ll be
comfortable with.

Common builds for Adepts include


the power trees of Throw or Sin-
gularity to keep foes at bay, Warp
or Flare to deal damage and Dark
Channel or Reave to leave a per-
sistent damage.

Alternately Biotic Sphere and Lash


can be taken to help your team-
mates.

Talents in builds are commonly the


ones that improve the powers you Primary Abilities: Biotic, Intelligence,
choose. Perception and Willpower.

In Chapter 5: Powers is specified to Secondary abilities: All the others.


which Power School each power be-
longs to. Health & Shields bonus: +Constitu-
tion+10 to your Health and Shields.

Chapter 1 - Character Creation 29


Level 1 melee attack with your biotics from Biotic Sinergy: Your focus determine
your extended arm in a 1 yard wide 5 your reality. You can add your Will-
Starting Biotic Powers: You gain yards long discharge and add your power to the damage of any Biotic
3 different Biotic Powers. You can Willpower instead of your Strength Explosion, whether you Primed it or
pick any tech power you want as to the attack damage. The target you Detonate it.
long as you meet the requirements. must make a Strength (might) or
Dexterity (Acrobatics) versus your Level 8
Power Talent: You gain the novice Biotic Might. If failed, any character
level of a Power School Talent, this Specialization Talent advancement:
is knocked prone and pushed away
includes Spatial Distortion, Kinetic You gain the Journeyman level of
from you a number of yards equal to
Fields, Telekinetic and Inner Energy the specialization talent you picked
your Willpower stat. This skill adds
talents. You can ignore requirements in level 6.
one to your power Recharge, what-
if you meet the class requirement, ever it was before, meaning you can
only for this one talent. New Utility Talent: You gain the
use this skill while recharging.
novice level of one Talent you didn’t
Adept Training: You can carry Light knew or an advancement in one you
armor without penalty to Dexterity Level 5 already have, but it has to be an
and all your Biotic powers have -1 New Talent: You gain the novice lev- Utility Talent, or 2 Utility powers.
points of Recharge. el of one Talent you didn’t knew or
an advancement in one you already New Biotic Power: You gain one new
Level 2 have. Biotic power.
New Biotic Power: You gain one new
Biotic power. Level 6 Level 9
New Specialization Talent: You gain New Talent: You gain the novice lev-
New Utility Talent: You gain the the novice level of one Specialization el of one Talent you didn’t knew or
novice level of one Talent you didn’t Talent you didn’t knew. More about an advancement in one you already
knew or an advancement in one you specializations in Chapter 3: Focus- have.
already have, but it has to be an es, Talents & Specializations.
Utility Talent, or 2 Utility powers. Dark energy flow: Channeling dark
New Biotic Power: You gain one new energy, to me, is simply thinking
Level 3 Biotic power. through my fingers. You can now
carry 2 extra grenades without ad-
New Talent: You gain the novice lev-
New Utility Talent: You gain the ditional weight, but they must be “bi-
el of one Talent you didn’t knew or
novice level of one Talent you didn’t otic power grenades” that can only
an advancement in one you already
knew or an advancement in one you be used by powers. You now know
have.
already have, but it has to be an how to mod Biotic Power grenades.
Utility Talent, or 2 Utility powers.
Level 4
Level 10
New Biotic Power: You gain one new Level 7 Specialization Talent advancement:
Biotic power.
New Talent: You gain the novice lev- You gain the Master level of the spe-
el of one Talent you didn’t knew or cialization talent you picked in level
Biotic Discharge: The biotics are
an advancement in one you already 6.
strong in this one. You can make a
have.

30 Chapter 1 - Character Creation


New Utility Talent: You gain the specializations in Chapter 3: Focus- Biotic power.
novice level of one Talent you didn’t es, Talents & Specializations.
knew or an advancement in one you Level 20
already have, but it has to be an New Utility Talent: You gain the
Legendary Adept: Whenever you
Utility Talent, or 2 Utility powers. novice level of one Talent you didn’t
generate Stunt Points, you generate
knew or an advancement in one you
one extra SP. This stacks with level
New Biotic Power: You gain one new already have, but it has to be an
11 bonus for a total of +2.
Biotic power. Utility Talent, or 2 Utility powers.

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.

Level 18 Carry a Pistol. Priorice One-handed


Level 13
wielding and the Inner Energy talent,
New Talent: You gain the novice lev- Specialization Talent advancement: then the Spatial Distortion Biotics.
el of one Talent you didn’t knew or You gain the master level of the spe- Improve Willpower on higher levels
an advancement in one you already cialization talent you picked in level to cast more powerful powers.
have. 14.
Power trees should be Annihila-
New Biotic Power: You gain one new Level 19 tion Field, Biotic Focus, Slam and
Biotic power. Lash. Barrier and Reave will keep
New Talent: You gain the novice lev-
el of one Talent you didn’t knew or you alive. If there are no other Biot-
Level 14 an advancement in one you already ic characters in the team, consider
New Specialization Talent: You gain have. Biotic Orbs instead of an offensive
the novice level of one Specialization power.
Talent you didn’t knew. More about New Biotic Power: You gain one new

Chapter 1 - Character Creation 31


Engineer
Engineers are tech specialists, the
only class able to constantly cast
Tech powers. Engineers are the most
effective class at blasting through
enemy defenses and disabling oppo-
nents. Engineers can spawn combat
drones to harass enemies or force
them out of entrenched cover posi-
tions.

As an Engineer, you can constantly


use Tech powers, more often than
any other class. The main role for
Engineers is not dealing direct dam-
age, but create openings for his
team. Either by using Automats or
debilitating foes with elemental pow-
ers. Engineers can also use hacking
abilities to counter enemy drones or
deal with enemy technology. Even
though Engineers don’t deal the
most direct damage, they can deal
the most damage to Shields and
Barriers, and debilitate Armor. They
can also use advanced powers more
frequently and deal great damage if
there is a great amount of enemies.

This class requires a regular amount


of decision making, as they can only
learn Tech Powers.

If you’ve never played an RPG or


Mass Effect, and you’re used to
stay in the back and use powers (or
magic), this is a class you’ll be com-
fortable with.

Common builds for Engineers include


the power trees of Combat Drone
or Sentry Turret for cover fire and
break enemy line, Incinerate, Cryo
Blast or Overload to take enemy Ar-
mor, health and Shields and Defense
drone or Energy Drain for survival.

Talents in builds are commonly the


ones that improve the powers you
choose.
Primary Abilities: Communication, tion+5 to your Health and Shields.
In Chapter 5: Powers is specified to Intelligence, Perception and Will-
which Power School each power be- power.
longs to.
Secondary abilities: All the others.

Health & Shields bonus: +Constitu-

32 Chapter 1 - Character Creation


Level 1 in the area receives 1D6+Intelli- it. This VI will do whatever you tell it
gence (Healing) Shield Points. Note to the best of his capability, and can
Starting Tech Powers: You gain 3 that this tech power has a 3 turns load itself onto another Automat,
different Tech Powers. You can pick recharge time and belongs to no would his actual host allow it. Also
any tech power you want as long as school. Also, it has a special stunt you can control it yourself, but as
you meet the requirements. for 2SP that gives +1D6 of extra a major action. If you’re not con-
shield points and the stunt can be trolling it, it’ll do his best to follow
Power Talent: You gain the novice repeated. your commands, but the GM decides
level of a Power School Talent, this his actions. It can’t be loaded during
includes Hacking, Automats and El-
Level 5 combat. You can give orders to the
emental Technology talents. You can VI with a free action during combat.
ignore requirements if you meet the New Talent: You gain the novice lev- For example you could load your VI
class requirement, only for this one el of one Talent you didn’t knew or to your Shuttle and have it respond
talent. an advancement in one you already to you or take certain actions would
have. anyone gets near. Maybe load it
Engineer Training: You can carry onto a terminal and have it retrieve
Light armor without penalty to Dex- Level 6 information while you hold the posi-
terity and all your Tech powers have
New Specialization Talent: You gain tion with your crew.
-1 points of Recharge.
the novice level of one Specialization
Level 2 Talent you didn’t knew. More about Level 8
New Tech Power: You gain one new specializations in Chapter 3: Focus-
Specialization Talent advancement:
Tech power. es, Talents & Specializations.
You gain the Journeyman level of
the specialization talent you picked
New Utility Talent: You gain the New Tech Power: You gain one new
in level 6.
novice level of one Talent you didn’t Tech power.
knew or an advancement in one you
New Utility Talent: You gain the
already have, but it has to be an New Utility Talent: You gain the
novice level of one Talent you didn’t
Utility Talent, or 2 Utility powers. novice level of one Talent you didn’t
knew or an advancement in one you
knew or an advancement in one you
already have, but it has to be an
Level 3 already have, but it has to be an
Utility Talent, or 2 Utility powers.
Utility Talent, or 2 Utility powers.
New Talent: You gain the novice lev-
el of one Talent you didn’t knew or New Tech Power: You gain one new
an advancement in one you already Level 7 Tech power.
have. New Talent: You gain the novice lev-
el of one Talent you didn’t knew or Level 9
Level 4 an advancement in one you already
New Talent: You gain the novice lev-
have.
New Tech Power: You gain one new el of one Talent you didn’t knew or
Tech power. an advancement in one you already
VI Programming: Never send a hu-
have.
man to do a machine’s job. You can
Shield Boost: Repair your shields
create a VI, name it, and load it into
and those nearby in a 3 yard radi- Magnetic Circuits: You can prove
any Automat (including any Automat
us around yourself. Anyone caught anything you want by coldly logical
Power) or technology that supports

Chapter 1 - Character Creation 33


reason-if you pick the proper pos- Level 13 Level 18
tulates. You can now carry 2 extra
New Talent: You gain the novice lev- Specialization Talent advancement:
grenades without additional weight,
el of one Talent you didn’t knew or You gain the master level of the spe-
but they must be “tech power gre-
an advancement in one you already cialization talent you picked in level
nades” that can only be used by
have. 14.
powers. You now know how to mod
Tech Power grenades.
New Tech Power: You gain one new Level 19
Tech power.
Level 10 New Talent: You gain the novice lev-
el of one Talent you didn’t knew or
Specialization Talent advancement: Level 14 an advancement in one you already
You gain the Master level of the spe-
New Specialization Talent: You gain have.
cialization talent you picked in level
the novice level of one Specialization
6.
Talent you didn’t knew. More about New Tech Power: You gain one new
specializations in Chapter 3: Focus- Tech power.
New Utility Talent: You gain the
es, Talents & Specializations.
novice level of one Talent you didn’t
knew or an advancement in one you Level 20
New Utility Talent: You gain the
already have, but it has to be an Legendary Engineer: Whenever you
novice level of one Talent you didn’t
Utility Talent, or 2 Utility powers. generate Stunt Points, you generate
knew or an advancement in one you
one extra SP. This stacks with level
already have, but it has to be an
New Tech Power: You gain one new 11 bonus for a total of +2.
Utility Talent, or 2 Utility powers.
Tech power.
S u g g e s t e d
Level 15
Level 11
New Talent: You gain the novice lev-
Builds
New Talent: You gain the novice lev-
el of one Talent you didn’t knew or Power User: Priorice Willpower, In-
el of one Talent you didn’t knew or
an advancement in one you already telligence, Dexterity and Accuracy.
an advancement in one you already
have. This will make the most of your Tech
have.
Powers and allow you to take less
New Tech Power: You gain one new damage, and shoot when you have
Health & Shield growth reduction:
Tech power. to recharge your powers.
Instead of 1D3+Constitution bonus
to Health and Shields when you gain
Power House: You can now add your Carry a Pistol, as it’s the only Com-
a new level, you’ll only gain your
Willpower (Focus) to the damage of bat Talent you can learn. Priorice
Constitution value.
your single-target and C summon only one Power School talent at a
Tech powers (for example if you time to match the powers you pre-
Engineer Master: Whenever you
have the Willpower(elemental) fo- fer, but only pick 2.
generate Stunt Points, you now gain
cus, you deal +2 damage with sin-
one extra Stunt Point. Also when
gle-target elemental powers, if you On higher levels, consider giving
you gain a new Focus, you can now
choose the focus again, then you get points to Perception, so you can im-
underline a focus you already own
+3). prove your overall damage by deal-
and it’ll give you a +3 bonus instead
of the usual +2. ing more damage when you can’t use
Level 16 your powers. Also the One-hand-
New Tech Power: You gain one new Specialization Talent advancement: ed wielding talent will help you live
Tech power. You gain the Journeyman level of longer and get closer while there is
the specialization talent you picked enough cover for you.
Level 12 in level 14.
Combat Engineer: Priorice Dexterity,
Stunt Bonus: Try to realize the truth, Constitution, Accuracy and Percep-
there is no spoon. You can perform Level 17
tion. Only a little to Willpower. This
the Chain Reaction stunt for 3SP in- New Talent: You gain the novice lev- build can’t use higher-level powers,
stead of the usual 4SP. el of one Talent you didn’t knew or but will have more options and can
an advancement in one you already get closer.
New Utility Talent: You gain the have.
novice level of one Talent you didn’t Carry a Pistol. Priorice One-handed
knew or an advancement in one you New Tech Power: You gain one new wielding and Elemental talents. Im-
already have, but it has to be an Tech power. prove Willpower on higher levels,
Utility Talent, or 2 Utility powers. and the Automats talent.

34 Chapter 1 - Character Creation


Sentinel
Sentinels are unique, bringing both
tech and biotic abilities to the bat-
tlefield. While they lack the focus of
adepts and engineers, they are ver-
satile and can handle any situation.

Sentinels are equipped with the most


advanced ablation armor system to
keep themselves safe, the Tech Ar-
mor. If overloaded, the system will
knock and damage all enemies with-
in a short distance. This advanced
shield causes the sentinel to be like
a “Juggernaut” so to speak, making
it less necessary to take cover, and
rushing your enemies much more
productive.

As a Sentinel, you can use the


best of biotic and tech powers, but
you are meant to push your way
through enemies and help your al-
lies. Dealing damage is not the best
fit for a Sentinel, but to be able to
quickly adapt to any situation, ab-
sorb damage, and change the tides
of battle by being always prepared
to any eventuality. If it is a single
powerful enemy, an armored Brute,
a shielded Phantom, hordes of foes
or a well trained gang, you always
have a power ready to respond.

This class requires more decision


making than others, having more
powers to choose from and having
to stay aware of the overall com-
bat situation rather than specific
threats.

If you’ve never played an RPG or


Mass Effect, you might want to con-
sider choosing other classes. Re-
gardless, this book will try to guide
you as much as it can, so you’re
more than welcome to try.

Common builds for Sentinels include


the power trees of Energy Drain,
Barrier or Reave for defense, Cryo choose. The First Aid talent is also Primary Abilities: Constitution, Biot-
Blast, Incinerate, Throw or Warp for common among Sentinels. ic, Intelligence and Willpower.
debuff and Defense Drone or Biotic
Sphere for Support. In Chapter 5: Powers is specified to Secondary abilities: All the others.
which Power School each power be-
Talents in builds are commonly the longs to. Health & Shields bonus: +Constitu-
ones that improve the powers you tion+15 to your Health and Shields.

Chapter 1 - Character Creation 35


Level 1 Level 4 get different than yourself within a
4 yard radius.
Starting Powers: You gain 3 differ- New Power: You gain one new pow-
ent Powers. You can pick any tech er.
or biotic power you want as long Level 8
as you meet the requirements. You Holo-targeting: You block your tar- Specialization Talent advancement:
also gain the Tech Armor power, in get’s movement and let your allies You gain the Journeyman level of
the Unique Tech powers section in know it. Whenever you are using the the specialization talent you picked
Chapter 5: Powers. Suppressing Fire against a target, in level 6.
any ally shooting that target has a
+2 to his attack roll. New Utility Talent: You gain the
Power Talent: You gain the novice novice level of one Talent you didn’t
level of a Power School Talent, this Level 5 knew or an advancement in one you
includes any Biotic or Tech power already have, but it has to be an
New Talent: You gain the novice lev-
talent, but you have to choose. You Utility Talent, or 2 Utility powers.
el of one Talent you didn’t knew or
can ignore requirements if you meet
an advancement in one you already
the class requirement, only for this New Power: You gain one new pow-
have.
one talent. er.

Sentinel Training: You can carry Level 6


Level 9
Light armor without penalty to Dex- New Specialization Talent: You gain
New Talent: You gain the novice lev-
terity. Also, you recharge Tech and the novice level of one Specialization
el of one Talent you didn’t knew or
Biotic powers independently (So Talent you didn’t knew. More about
an advancement in one you already
if you use dices to keep count, you specializations in Chapter 3: Focus-
have.
use two different dices), but the min- es, Talents & Specializations.
imum recharge for any power you
Knight in shiny armor: You can now
use is 2. New Power: You gain one new pow-
redirect more power to your Tech
er.
Armor. You can add +2 to the Tech
Level 2 Armor damage reduction and +2 to
New Utility Talent: You gain the
New Power: You gain one new pow- your Tech Potency and your Biotic
novice level of one Talent you didn’t
er. Might, but now it adds 1 extra to the
knew or an advancement in one you
power recharge of tech powers and
already have, but it has to be an
New Utility Talent: You gain the biotic powers. You can start and end
Utility Talent, or 2 Utility powers.
novice level of one Talent you didn’t this with an activation minor action.
knew or an advancement in one you
already have, but it has to be an Level 7
Level 10
Utility Talent, or 2 Utility powers. New Talent: You gain the novice lev-
Specialization Talent advancement:
el of one Talent you didn’t knew or
You gain the Master level of the spe-
Level 3 an advancement in one you already
cialization talent you picked in level
have.
New Talent: You gain the novice lev- 6.
el of one Talent you didn’t knew or
Project Barrier: You can use the Bi-
an advancement in one you already New Utility Talent: You gain the
otic power Barrier in any visible tar-
have. novice level of one Talent you didn’t

36 Chapter 1 - Character Creation


knew or an advancement in one you es, Talents & Specializations. Level 20
already have, but it has to be an
Utility Talent, or 2 Utility powers. Legendary Sentinel: Whenever you
New Utility Talent: You gain the
generate Stunt Points, you generate
novice level of one Talent you didn’t
New Power: You gain one new pow- one extra SP. This stacks with level
knew or an advancement in one you
er. 11 bonus for a total of +2.
already have, but it has to be an
Utility Talent, or 2 Utility powers.
Level 11
S u g g e s t e d
New Talent: You gain the novice lev- Level 15 Builds
el of one Talent you didn’t knew or New Talent: You gain the novice lev- Power Sentinel: Priorice Willpow-
an advancement in one you already el of one Talent you didn’t knew or er, Intelligence and Biotic. This will
have. an advancement in one you already make the best of your powers. As
have. secondary pick Accuracy and Dex-
Health & Shield growth reduction: terity.
Instead of 1D3+Constitution bonus New Tech Power: You gain one new
to Health and Shields when you gain Tech power. Carry only a Pistol and use your
a new level, you’ll only gain your powers to open your way through.
Constitution value. Power House: You can now add your Take the power talents of the pow-
Willpower (Focus) to the damage of ers you pick. The power trees of In-
Sentinel Master: Whenever you gen- your single-target powers and C cinerate, Energy Drain, Throw and
erate Stunt Points, you now gain summon Tech powers (for example Reave will allow you to get close
one extra Stunt Point. Also when if you have the Willpower(elemental) and hold your ground, but here are
you gain a new Focus, you can now focus, you deal +2 damage with sin- many ways to carry the Sentinel.
underline a focus you already own gle-target elemental powers, if you
and it’ll give you a +3 bonus instead choose the focus again, then you get A Sentinel could be made to debuff
of the usual +2. +3). with Basic VI Hacking, Cryo Blast,
Slam and Dark Channel. A more
New Power: You gain one new pow- Level 16 defensive approach could take En-
er. ergy Drain, Defense Drone, Barrier,
Specialization Talent advancement:
You gain the Journeyman level of Reave and Biotic Sphere and act as
Level 12 the specialization talent you picked a Tank for the group.
Stunt Bonus: You know your powers in level 14.
and you know how to make your al- Maybe an agile Sentinel to chase
lies shine. You can perform the Pow- distant enemies could take Combat
Level 17
er Combo stunt for 2SP instead of Drone, Neural Shock, Lash and Bi-
New Talent: You gain the novice lev- otic Focus. An offensive build make
the usual 3SP.
el of one Talent you didn’t knew or use of Warp, Biotic Orbs, Incinerate
an advancement in one you already and Overload.
New Utility Talent: You gain the
have.
novice level of one Talent you didn’t
knew or an advancement in one you On higher leves, giving points to Per-
New Power: You gain one new pow- ception will improve your damage
already have, but it has to be an
er. while recharging. As there are too
Utility Talent, or 2 Utility powers.
many power talents, taking combat
Level 18 talents is not recommended.
Level 13
New Talent: You gain the novice lev- Specialization Talent advancement: There are other builds for the Senti-
el of one Talent you didn’t knew or You gain the master level of the spe- nel in terms of ability point distribu-
an advancement in one you already cialization talent you picked in level tion, but if you don’t want to focus
have. 14. your entire gameplay in using pow-
ers, perhaps you should take the In-
New Power: You gain one new pow- Level 19 filtrator or Vanguard class.
er. New Talent: You gain the novice lev-
el of one Talent you didn’t knew or To make the best of your Sentinel,
Level 14 an advancement in one you already read the Power Tree Resume in the
New Specialization Talent: You gain have. end of the book to have a better idea
the novice level of one Specialization of what power trees fit better your
Talent you didn’t knew. More about New Power: You gain one new pow- own style.
specializations in Chapter 3: Focus- er.

Chapter 1 - Character Creation 37


Starting Inventory
Player characters do not usually start their explora-
tions with many belongings. During your travels your
character will earn more and more credits and gain
better equipment, but has to start with something.
Think about all you have already choose for your
character, with all the recommendations and classes
you should already have a good idea.

Your character starts with 5000 credits, and a bonus


of 3D6 * 500 credits, that represent how lucky have
you been with your finances. This roll has no bonus
whatsoever. This credits are all you’re going to get to
start your travels, so you should save some credits to
spend on traveling, food, bed, etc.

Make sure to pick at last one weapon and armor. You


can carry just the combat attachments instead of ar-
mor, but keep in mind that a lot of powers will be much
more effective on you. And armor comes with a free
Medigel, Thermal clips and Grenades pack. Also, re-
member to keep track of how much weight you’re go-
ing to carry when choosing weapons, armor and any
extra pack of grenades, ammo or medigel.

While creating your character, all items are considered


to be on stock and have the listed price. You’ll not be
able to buy the items that require Fame Points if this is
your first character. If you already carry some Fame
Points from your previous character though, you can
buy them as well.

As usual, this is just a guide, and depending on the


campaign you’re planning to carry all this values can
be changed. Specially if you’re creating a new charac-
ter with a high level. If you’re not starting on level 1, an
extra 5000 credits per level is fine.

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.

38 Chapter 1 - Character Creation


Define who you are plorer?”: Sometimes, it is easy to forget why are you
doing what you do, and it will make you doubt if it re-
So, you already have most of the character sheet com- ally is what your character would do, so keep a record
plete but...who are you, exactly? of why did you became an explorer.

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.

Chapter 1 - Character Creation 39


Chapter 2

Playing the Game


Now that you’ve made your character in the Mass Ef- the site. You should always make sure it’s up to date,
fect universe and learned a bit of the game, it’s time to level up with the rest of the players, update your equip-
see the AGE rules and the modifications made for this ment, money, and so on.
adaptation. This will give you some advice regarding the Remember that the health, shields and other stats that
new concepts and the original rules of the AGE system, show up in the sheet are meant to be the maximum
that can be found for free as the “Dragon Age quick amount and used as reference, not be modified every
start guide” in the Green Ronin store. time you get hit, as it would greatly reduce his lifespan.

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

40 Chapter 2 - Playing the Game


Playing Explorers Strength (Jumping) focus, you add 2 to the 3d6 roll
result.
During your game session you’ll play your character
through a Mission, where you and your companions Ability Test result = 3d6 + Ability + Focus
will play the leading role while the GM will act as a
“window” to the world, presenting it to you and de- You could also have other bonuses (like racial bonus-
scribing what effects your actions have in the world. es) and they all add up, but you can’t use more than
one focus. As always, Ability Tests and other types of
There are three basic types of encounters, Combat, test are further explained in the Fantasy AGE book.
Exploration and Roleplaying encounters, that are seen
in depth in the FAGE or DA books, but they’re pret- Example
ty much self explainatory, shooting, explore the world “Sorok the Salarian checks his Omni-tool.
and have a conversation with an important/influential It’s time. He peeps through the corner and
character. asks if he sees anything. The GM asks for a
Perception (Seeing) test, he rolls and he gets
What is important to always keep in mind is that, re- 13, and he doesn’t have the Seeing focus, so
gardless of how Renegade your character is or how it stays 13. The GM says that he doesn’t see
dark, mean or selfish his intentions are, he has to al- anything dangerous and Sorok proceeds
ways be willing to work with and trust (at last to some through the alley. Then he sees two guards
degree) the people he’s traveling with, otherwise you’ll and decides he’ll try to sneak by. The GM
quickly end up having a divided team. then asks for a Dexterity (Stealth) roll, So-

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.

During a game session, the GM will describes the world


around you and all what your character feel. You, then,
describe what you want to do and, if it involves any
chance of failure, you take an Ability Test. Depending
on your ability, focus and Stunt Dice, the GM will de-
cide how does whatever you did proceed.

Involving any chance of failure means actions like try-


ing to persuade a guard to let you in a private place.
Anything regular like buying in a normal shop or ask
someone his name doesn’t need a roll.

To resolve any problem you might ever had, all you


need to do is roll an Ability test. This is the core me-
chanic of the AGE system, where everything can be
resolved with a single roll. This is the key to keep the
game always fun and running and don’t get stuck in
calculations or disputes. You can’t roll whenever you
want thou, the GM must call for a roll first, whenever
she or he deems appropriate.

To make an ability test, first you need to pick up three


six-sided dice (3d6). Two of the dice must be one col-
or and the third of a different color, that we’ll call the
Stunt Dice. Then, roll all three dice and add the result
together, the higher, the better. If you have any focus
that applies to the test, you add 2 to your result. For
example, if you’re trying to jump and you have the

Chapter 2 - Playing the Game 41


Basic Test Difficulty If you’re in a draw, the one with the higher Stunt Dice
Test Difficulty Target Number wins. If it’s still a draw, the one with the higher Ability
Routine 7 (focus) wins. Still a draw? roll again.
Easy 9
Average 11 Advanced tests are a Basic or an Opposed test that
Challenging 13 you repeat many times. Whenever you succeed (by ei-
Hard 15 ther the TN or your opponent), add your Stunt Dice to
Formidable 17 your Score (in a piece of paper is ok). How many times
Imposing 19 you repeat this test is up to the GM. Whoever score
Reaper Impossible 21 the most (if it was opposed) or if you reached a certain
score number (set by the GM) you win the test. You
rok rolls 15 and has the Stealth focus, so the take an opposed advanced test when, for example, you
new result is 17. The GM says the guards race someone from point A to point B. An advanced
didn’t heard a thing and he sneaks by, only Basic test occurs when, for example, you’re trying to
to get shot in the leg a few yards later. It climb a cliff or swim across a river.
seems that there was something he didn’t
saw.“ Finally, the GM will always have the call on how long
do you take to complete a test. If there has to be a
Stunt Points degree to your success, take the Stunt Dice as a ref-
erence, with 1 being barely and 6 being perfectly. As
always, more in depth explanation and examples are in
When doubles are roll in exploration, narrative or at-
the Fantasy AGE and Dragon Age books.
tack rolls, you generate Stunt Point. The amount of
Stunt Points (SP) you have to spend is equal to the
Example
number on your Stunt Dice (hence the name).
“Valelia the Turian was asked to dispose of a
While in combat, you can only generate Stunts when- problematic Vorcha of a rival gang. The vor-
ever you make an attack (or use a power). Usually you cha started selling fake weapons and made
can only roll for Stunts once per turn. You can always quite a fortune, and quite a lot of enemies in
generate SP when you’re in a Narrative or Exploration the way. Valelia knows that she’ll only get
encounter, unless the GM specifies otherwise. one well aimed shot at it, or the healing fac-
tor will kick in and save him. She decides to
get a better sight, and climbs up to the roof
Types of Test of a restaurant in Omega through a ladder.
No roll asked by the GM. She sees the Vor-
There are three types of test, Basic, Opposed and Ad- cha, but not so clear, she needs to get closer,
vanced tests. onto to the next building. There is a 4 yard
gap between the buildings, so the GM calls
In a Basic Test, you tell the GM what you’re trying to for a Strength (Jumping) TN 13 roll. Valelia
do, she or he then sets a Target Number (TN). Then, has 2 points in Strength and no Jumping,
you roll and add any appropriate focus you have, and she rolls 12 in the dice, adds her ability to
any other modification. If your result is equal or bigger sum up 14 and makes the jump.
than the TN, you succeed!
She needs the shot to be perfect, so she
Opposed test are almost the same, but instead of a sneaks up to the closest position she can, at
fixed TN, you and your opponent compare your results. the risk of being seen by the Vorcha. The GM

Power and Shield Recharge


The Power Recharge dice and the Shield Recharge are some of the main changes to how the combat works
in the AGE system, the other being the Cover and Powers themselves.

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.

42 Chapter 2 - Playing the Game


calls for an opposed test of Valelia’s Dex- Finally, the Batarian’s men sum 15.
terity (Stealth) vs the Vorcha’s Perception So, Velalia, who’s on high ground, goes first.
(Seeing). All summed up, Velalia result is 15 Then all the Batarian’s men can take their
and the Vorcha result was 15 too, but Velalia turn (in whichever order the GM wants).
as 5 in the Stunt Dice while the Vorcha only Then goes Mayeen, the Vorcha’s gang and
3. Vorchas don’t live long anyway.” finally the wounded Sorok.”

Action Time Taking Actions


Narrative Time is described in depth in the Fantasy As before, when it’s your turn to act, you can take
AGE and Dragon Age books. Action Time is a bit differ- one major action and one minor action or two minor
ent from the original AGE system, as there are more actions. Now, each round lasts for only 8 seconds in
thing to consider. Mass Effect and you can talk or do other things as
Action time consists of rounds (that lasts for more or long as they don’t need much of your attention. Just
less 8 seconds). Each round consist of turns, and each remember they can’t last more than 8 seconds per
character involved gets one turn. The Action Time goes round.
as follows.
There are plenty of other things you can make that are
1. Rolls for initiative. Everyone takes a Dexterity not listed as Actions. Once you state what you want
(Initiative) roll and takes note of the result. The to do, the GM will tell you how long does it take and if
GM rolls for each pack of enemies, not individua you have to roll a test or not.
enemies (all Husks roll the same for example).
There are things that actually don’t need more time
2. The one with the higher roll goes first, the second than the blink of an eye, like looking around. This are
highest goes second and so on. If there’s a tie, the Free Actions and you can take as many of them as you
one with the higher Stunt Dice goes first. If the tie like in the same turn.
persist, the one with the higher ability wins. Still
a tie? roll 1d20. Major Actions
3. Everyone takes his turn, 1 major action and 1 mi- All-Out Attack
nor action or 2 minor actions.
You make a melee attack on one adjacent enemy
throwing the full weight of your Strength in the attack.
4. Once everyone has taken his turn, you enter the
Even though your ability to react to attacks will suffer.
End Phase. All recharge dice are lowered by 1 and
If you hit, you do +2 damage. But, whether this attack
all shields undamaged the previous round are re-
hits, you suffer –2 to your Defense until your next turn.
charged. (See the Power & Shield recharge side-
This action leaves you out of cover unless a move ac-
bar on the previous page).
tion is taken after.
5. Repeat 3 and 4 until Action Time is over.
Charge
6. The GM gives loot and experience, everyone heals, You may move up to half your Speed (rounded down)
Narrative Time continues. in yards and then make a melee attack against an ad-
jacent enemy. You gain a +2 bonus on your attack roll.
Example This leaves you out of cover unless a move action is
taken after.
“Valelia, Sorok and Mayeen are in it tight.
Valelia shot down the Vorcha, Mayeen is
Hunker Down
ready to run, but Sorok got discovered and
shot in the leg. As soon as Valelia took the You concentrate on defending yourself this round. If
shot with the distraction of Sorok’s leg, the you are in cover, until the start of your next turn, you
GM decided that Action Time was on. The gain a +3 bonus to your Defense and to resist pow-
Vorcha’s gang poured out the warehouse er effects. Taking any action after this action cancels
and the Batarian’s men were closing in. the effect. You can’t receive a Critical Hit while in this
Velalia rolls and sums up 16, Mayeen sums mode. If you use this in a full cover you can’t be target-
14 and Sorok 14. The GM decides the leg ed by powers unless they ignore cover.
slows him down and he gets -1, so Sorok
sums 13. The GM rolls for the Vorcha’s gang, Stabilize
and sums up 14, but his Stunt Dice is 2 and You provide some Medi-Gel to an ally. You must be ad-
Mayeen Stunt Dice is 5 so she goes first.

Chapter 2 - Playing the Game 43


jacent to your ally and you must have free MediGel. Minor Actions
This is a TN 11 Intelligence (Healing) test. You don’t need
to succeed the test to use it on yourself and is a minor Activate
action. If you are successful, your ally gets back an This allows you to use items or activate modes, such
amount of Health equal to the Stunt Dice + 3 times his as shooting stances. You can use Medi-Gel on yourself
Constitution. It regains consciousness if was Bleeding. with an Activate action.
Regardless, it sets his Medi-Gel Dice for (4 - half Con-
stitution rounded up) turns. If a character receives an
extra Medi-Gel while his Medi-Gel Dice is still in play, it Reload
will heal and then lose consciousness. Untreated char- You change the Thermal Clip in your weapon and put a
acters will fade out in an amount of turns equal to 2 + fresh one, the old one is turned to Omni-Gel.
their Constitution.
Aim
Melee Attack
You take the measure of your opponent and plan your
You attack one adjacent enemy in hand-to-hand com- next strike. If your next action is a melee attack or
bat. An enemy within 2 yards of you is considered ad- ranged attack, you gain a +1 bonus on your attack
jacent. Executing a melee attack leaves you out of cov- roll. If you are behind half cover and you do a Ranged
er, unless a Move action is taken afterwards. Attack, you’ll get a +2 bonus instead.

Ranged Attack Move


You fire or throw a weapon at one visible enemy within You can move up to your Speed in yards. You can also
range. This does not leave you out of cover. go prone, stand up, or mount a vehicle, but if you do
so you can only move at half Speed (rounded down).
Use Power If you start a round prone and do not stand up, you
You use one attack, utility or support Biotic, Techno- may only move at half Speed. Ending your move action
logical or Combat power and then set the Recharge behind a half or full cover will make you hide behind it.
dice in front of you. Sentinels can run 2 different Pow- The bonus will last until you leave the cover by mov-
er Dice. This does not leave you out of cover unless ing again or other effects. Note that half-cover provide
specified. +6 to defense and full cover give +8.

Overwatch Press the attack


You put an eye out for anything that moves. Can’t You stand ready to pursue an enemy would they should
be done with Automatic Weapons. First enemy that fall back or flee your fists (or head if you’re a Kro-
wasn’t in your range (or line of sight, 26 yards + per- gan). Declare an adjacent enemy combatant when you
ception) that gets in your line of sight and your weap- do this action. Until the beginning of your next turn, if
on’s range gets a Reaction Shot. Note that the Reac- that enemy moves, you may move up to your Speed in
tion Shot is a ranged attack with -3 to Attack and yards in direct pursuit of that enemy. You don’t need
-1D6 points of damage. This penalty is doubled if the additional move actions. This occurs immediately af-
target character was running. Reaction Shots have a ter your foe’s movement, before he can do anything
0% critical chance. else. However, you can only use this minor action on an
enemy you have already successfully struck in melee
Run combat this turn. This is regardless of whether you
You can move up to double your Speed in yards. You dealt any damage. When you make your move, it need
cannot take this action if you are prone (you’d need to not bring you next to that enemy if you can’t go that
use the Move action to stand up first). fast. In that case, you simply move as far as you can
before stopping. You are free to forego some or all of
Suppressing Fire the movement this action allows when your enemy
triggers it, if you wish.
This action can only be done with Automatic Weapons
or Double Wielding pistols. This is not considered an Ready
Attack. You shoot at where your target should be, even
if you can’t see it, affecting his ability to focus on his You can draw your gun, pull out a grenade, or other-
own attack. If your target makes an attack while us- wise ready an item that is stowed. As part of this ac-
ing cover, it receives a -2 Attack to his roll. You must tion, you can put away something already in hand. You
know where the target is before taking this action. could thus put away your pistol and a draw a rifle, for
This has no effect if the target shoots from out of cov- example.
er, because if he’s out, he doesn’t mind at all.

44 Chapter 2 - Playing the Game


Combat Encounters
Just like Dragon Age and Fantasy AGE, most of the
Action Times are Combat Encounters. In Mass Effect
they’re a bit more tactical and require some more rul-
ing thou.

Making Attacks

There are three basic types of attack, Melee, Ranged


and Power attacks. Powers are further explained in
Chapter 5: Powers.
You start by picking a target. Melee attacks require
your target to be next to you, meaning within 2 yards
from you. Ranged and Power attack need your target
to be within the weapon’s or the Power’s range. Some
powers have an area of effect and need no target, just
a spot you see with a clear line of sight.
You make an Attack Roll. This is an ability test that
depends on what you use. Guns use Accuracy (Focus)
and Melee use Dexterity (Focus) tests. All Attack Bo-
nuses are applied to this roll, including Skills, Cover,
Focuses, Height, Flanked, etc.
Your attack roll is a basic ability test. The Target Num- get, you make your Damage Roll.
ber of the test is the target’s Defense. All defense bo- There are, however, Armors and Powers that reduce
nuses are applied to defense as well, including Cover, the damage you deal. Armor will reduce the damage
Skills, Height, etc. dealt to the health, but not the damage dealt to the
If your test result is equal or greater than your tar- Shields. On the other hand, there are powers, like Tech
get’s defense, the attack was a hit, and you deal dam- Armor, that reduces damage done to Shields, and not
age and can generate stunts. If it wasn’t, you miss. to Health.

Example There are three important things to consider here, that


“Valelia is in the roof of a building. She de- are different from Fantasy AGE and Dragon AGE. Ele-
cides that the best chance they have is that mental Damage, Shield Gate and Critical Hit.
her friends push through the Vorcha’s gang Elemental Damage have different effects depending on
while she holds the Batarian’s men. Valelia your foe’s level of protection (Shielded, Armored, etc).
has 4 points in her Accuracy ability and the Shield Gate occurs when you deal more damage than
Sniper Rifle focus. what your target has for shields, and is explained in
Its Velalia’s turn. The Batarian’s men are the Shield Gate & Critical Hit sidebar.
coming through with a Human in the front, When you take a Ranged Attack action and deal dam-
and she decides that he’ll make a good ex- age, you can roll 1d20 for a chance of a Critical Hit,
ample. She declares her target, the human, that will deal extra damage.
and rolls.
She rolls only 6 with the dice, adds 2 for the 1. Roll your weapon’s damage and add your Percep-
focus and 3 for being in long range, for a not tion ability and any other modifiers (like talents or
so high total of 11, but has 2 Stunt Points. ammo. You can find the damage for each weapon
The human that’s coming in, unaware of the in Chapter 4: Weapons, Armor & Gear. Note that
sniper in the roof, has no cover and only a the melee weapons, like Hammers or Swords, add
base 6 points of defense +2 for his Dexter- Strength instead of Perception to the damage,
ity, summing up 8. With Velalia’s 11 vs the and can also add Focuses to the damage.
Human’s 8 points of defense, Velalia hits the
Human with her sniper.” 2. Subtract any Damage Reduction from the dam-
age. Armor is the most common and protects the
Health if there are no shields. Some powers offer
Inflicting Damage different levels of protections too, like Tech Ar-
mor or Armor Barrier, and reduce damage taken
Once you made a successful attack against your tar- to Shields instead of Health.

Chapter 2 - Playing the Game 45


3. Subtract all the damage not reduces from step deals 17 points of damage to the Sentinel’s
2 to the target’s Shields, if it has any, or the tar- Shields in a single shot. That ought to send
get’s Health, if it’s Unshielded. If you dealt dam- a message.”
age enough to make the Shields zero, you deal
no additional damage because of the Shield Gate Killing Characters
rule.

Example Just like in the AGE system, when a Player Character’s


Health reaches 0, they are dying. But, unlike the AGE
“Velalia hit the Human, and rolls. 2D6+1 as
system, medical treatment is much easier to get, and
for the Viper’s base damage, and adds her
your armor will not let you die so fast. Instead, they’ll
Perception (equal to 3) for a total of 2D6+4.
loose consciousness after a number of rounds equal
to 1 + Constitution ability, unless they receive Medi-gel.
She then rolls 1D20 to check for a Critical
This status of “dying” is called Bleeding in Mass Effect.
Hit, and, to her surprise, she rolls 18. The Vi-
An unconscious player will not be able to fight any lon-
per Sniper Rifle adds +3 to the chance of a
ger until it gets specialized medical attention or has 12
Critical Hit, thus her roll hits 21 and counts
hours of safe, comfortable sleep.
as a Critical Hit.
Any non-player character whose health reaches zero
is considered to be dead, unless you miss vital organs
So, she decides to boost the damage even
damage on purpose.
further and uses her 2 Stunt Points in the
Perfect Aim stunt, that adds +1D6 to the
damage. Summing up, 2D6+1 for the weap- Missing Vitals on Purpose
on, +3 for her Perception, +1D6+3 for the
Critical Hit and +1D6 for the stunt. An im- Sometimes you need your foe alive, and just like in the
pressive 4D6+7 points of damage. She AGE system you can spare someone’s life by missing
rolls and gets 14 in the dices, for a total 21 his Vitals on purpose. This leaves your foe Bleeding
points of damage. with 1 HP and it won’t be able to do anything but lay

The Human is a Sentinel and has his Tech


Armor power active, that reduces all dam-
age to Shields by 4. So, taking 4, Velalia

Shield Gate & Critical Hit


Whenever you are to deal damage against a
Shielded target, if said damage exceeds your foe’s
Shields, no points of damage are dealt to health.
This means that, if your target has 3 points of
shields, and you deal 20 points of damage, the tar-
get will have zero points of shields and zero points
of damage to health, regardless of his Armor. All
extra damage is lost.
This is exclusive to the same attack, so following
with a Stunt like Lightning Trigger would still deal
damage to the character’s health.
Also, if your enemy has Barriers (by the effect of
Biotic Powers), this rule has no effect. Any excess
of damage to barriers goes to health (if it passes
the Armor first).

Any shot with any weapon can deliver a Criti-


cal Hit. When you make a successful attack roll,
and before the damage roll, the player rolls 1D20.
If it rolls a 20 in the dice, the character will deal
+1D6+Perception, besides to any bonus already
taken. Modifications to the Critical Hit roll can ap-
ply, specially for Infiltrator class with Sniper Ri-
fles. The extra damage is dealt on top of the weap-
on’s base damage and on top of Stunt bonuses.

46 Chapter 2 - Playing the Game


down for 4 rounds. Be careful thou, as the shields will All thermal clips consume the same amount of heat,
recover anyway, and would you shoot a Bleeding foe, but weapons generate different amounts. So one clip
you’ll deliver the Killing Shot. will, for example, give only 3 shots to a Sniper Rifle,
but 5 to a Pistol. You’ll need to keep track of how many
Deliver the Killing Shot shots you still have in your gun, but it’ll never exceed
9, so you can either use 1D10 or keep the amount in a
board. How many shots you can take before you need
A Bleeding and an unconscious character can receive to reload the clip is specified in the “Default Ammo”
a Killing Shot. Delivering a Killing Shot will instantly kill column in the Weapons table in Chapter 4: Weapons,
the character. armor & gear. It says Default Ammo because there
Anyone, including other players or enemies, can deliver are mods and other skills that allow you to have more
a Killing Shot if they want. To make a Killing Shot, you shots per clip.
need to be next to the Bleeding or Unconscious char-
acter and make a Ranged or Melee attack. Note that Finally, there are weapons that don’t use Thermal Clips
animals don’t usually kill characters, and most of the (they have zero in the Default Ammo column). Those
time enemies will rather take the ones still shooting, weapons can be shot all the time, but they tend to
but that’s not a rule. overheat if they shoot too much. If you take more than
one shot in the same round, the weapon overheats and
Ammo & Weapon heat will need one round of cooling down. This means, for
example, that if you take the Lightning Trigger Stunt,
you’ll take the shot but won’t be able to use the gun
Most weapons in Mass Effect use Thermal Clips as
the next round. You can’t ready another weapon while
ammo, they fit in every weapon and you can replace
holding an Overheated weapon (it burns).
them with a Minor Action.
All weapons generate great amount of heat when shot,
and Thermal Clips work as a disposable heat sink. Vessles & Combat
Once you use one clip, you can, after the battle, return
them to Omnigel, but you’ll not be able to immediately There are plenty of Cruisers, Vessels, Ships and other
turn them back to Thermal Clips. vehicles in the Mass Effect Universe, and of course
you can use them. But, you can’t combine an on-foot
You can only carry a fixed amount of ammo with you combat with a Starship Battle. No one is going to deal
all the time without adding to your character’s weight. any real damage with any anti-personal weapon to
So, you’ll need to keep track of how many you have any ship.
left.

Chapter 2 - Playing the Game 47


There are number types of vehicle-related combats gameplay.
you can take part into.
If you or your friends don’t like Starship battles or
Anti-personal machines like Atlases can be carried there is not much of a choice (a Frigate will not fight a
into battle. Anyone piloting such a machine will use the Dreadnought) you can just “narrate” the combat. De-
machine’s stats instead of their own. You can enter scribe what you (or the pilot) want to do just like any
any such machine with a major action. If the machine’s interpretation or exploration encounter. This should
resistance goes to zero while you’re inside, you’ll most solve most of the cases.
likely die as it explodes, so be careful.
But, your group might actually like it. Or have a whole
Any other kind of Vessel will need more time to turn on campaign based on a specific conflict and be the heroes
and maneuver, and shouldn’t be used in combat versus in the war!. If that’s the case, the GM has to give stats,
on-foot characters. If the Vessel is big enough it might weapons and abilities to the important Starships and
need a full crew to run properly. lay them on a board like any other battle. All the ships
types are in Chapter 4: Weapon, armor & gear. Their
All starships will have their own stats, weapons, abil- price is just a reference, it’s up to the GM to set their
ities and skills. Starships, their abilities and weapons abilities and if you can buy them at all.
can be wrote like a character’s ability and weapons.

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.

There are three regular types of Stunts, the Common


Stunts, Weapon Stunts and Melee Stunts. You can
pick any stunt you want, as long as you have enough
Stunt Points and you’re using the proper weapon. You
can’t take Weapon Stunts with Melee weapons and
viceversa. Common stunts are to be used with powers,
melee attacks or weapons. You can’t take the same
stunt twice in the same round.

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.”

48 Chapter 2 - Playing the Game


Common Stunts
Stunt Point Cost Stunt
Stay Aware: You take a moment to make sure you’re aware of everything that’s happening
around you. Make a TN 11 Perception test with the focus of your choice. If you succeed, the
GM may make you aware of a situation that has escaped your attention, or give you a +1
1 bonus to the next test you make. This bonus cannot stack with another test bonus besides
Focus bonus, and must be used on the next test you make. This bonus ends at the end of
your next turn. This also include defensive rolls to resist adverse effects (like Throw or
Incinerate).
Defensive Stance: Your attack sets you up for defense. You gain a +2 bonus to Defense
2 until the beginning of your next turn while you stay on Cover. If you’re making a melee at-
tack and you are next to cover, you can put yourself behind it.
Taunt: You insult or distract an opponent of your choice within 10 yards of you. You must
make an opposed test of your Communication (deception) vs. the target’s Willpower
2 (Self-discipline). If you win, the target suffers a –1 penalty on attack rolls and casting rolls
on their next turn. Synthetics are immune.
Threaten: You strike a threatening pose, challenging an opponent of your choice within 10
yards of you. You must make an opposed test of your Strength (Intimidate) vs. the target’s
2 Willpower (Self-discipline). If you win, they must attack you in some way (melee, shoot,
power, etc.) on their next turn. Synthetics are immune.
Cover Grab: If someone is smart enough to get on your cover on the other side, they de-
serve the lesson. You grab your opponent and put it on the ground besides you and punch
2 their face. Make a melee attack with +1D6 of damage and +4 in your attack roll. The tar-
get ends in any adjacent available space behind the cover, knocked prone. After the melee
attack you’re still considered to be in cover.
Set Up: You create an opening an ally can exploit. Pick an ally you can perceive. On their
3 next turn, that ally receives a +2 bonus on the ability test of their choice. The ally must
choose which ability test to use this bonus on before they roll the dice for it.
Dual Strike: Your attack is so strong or accurate it affects two targets. First, pick a sec-
ondary target. They must be next to you if you are using a melee weapon or within 4 yards
of your primary target if you are using a Gun. Apply the test result of your original attack
4 roll to the secondary target (in other words, you only make one attack roll and apply it to
both opponents). If you hit the secondary target, inflict your normal damage on them. This
can’t be done with Powers unless it’s a Combat Power.
Seize the Initiative: Your attack changes the tempo of the battle. You move to the top of
the initiative order. This means you may get to take another turn before some of the com-
4 batants get to act again. You remain at the top of the order until someone else seizes the
initiative.

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

Health & Healing


can heal yourself with a Minor Action.
&

• Once you receive a Medigel (by either way) you


Health, just like in Fantasy AGE and Dragon Age, mea- can’t receive another Medigel until (4 - Half your
sures a character’s fitness and well being. Further ex- constitution) turns have passed. If you do, you’ll
planation of the concept is found in the FAGE and DA heal, but you’ll become unconscious. This is some-
books. However, ruling about Health is not the same times referred as the Medigel Recovery Dice or
as it is in the common AGE system. Recovery Dice.

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

Chapter 2 - Playing the Game 49


recharged with cannisters, but they have added Example
weight.
“With the escape route Sorok saw while
shooting at a Vorcha’s gang member, they
• After a battle, a five minutes break will give your
decide to make the run for it.
armor time to completely heal any character, even
Velalia and Mayeen run for the escape route
without any medigel to spare.
and start giving cover fire to Sorok.

Cover They manage to get away, but with Sorok’s


speed, he got shot too much and got hit by
&

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.

50 Chapter 2 - Playing the Game


target without crossing the target’s cover (consider- ground. This bonus is given only when the difference is
ing it’s using one and not just standing behind), you get at last 2 yards and stacks every 2 yards up, up to 10
+3 to your attack roll and +3 to the Critical Hit. Also, yards off the ground.
you ignore any Defense Bonus related to cover.

Not all targets that are behind cover are actually us- Start Playing! &

ing that cover. If you take a move action and end up


behind cover, you’re considered to be behind cover. But The best way to get used to the rules is to actually
if, for example, you take a Melee attack, you’ll end up play! you can go on without using powers for a while,
your turn behind cover, but not using it, thus you’ll get and once all the players are ok, add them to the game.
no benefits.
Rember that the rule above all other is to have fun!
There are Stunts (like Dazing Shot) that forces you and not just one player being the main character or
to leave cover, but doesn’t move you from where you the GM telling his story. Role playing games are best
stand. Also, whatever action that leaves you knocked enjoyed when everyone is having a great time.
prone or moves you will leave you out of cover.
Don’t let the rules get in your way, just use them as
High Ground reference and change them if it makes the game more
fun.
Finally, attacking from a Higher Ground gives +1 to
your attack rolls and +1 to critical chance, and adds a After all, the most important thing is to discover the
+1 bonus to defense when you get attacked from lower Galaxy, the joy of adventure in space, together.

Chapter 2 - Playing the Game 51


Chapter 3

Focuses, Talents & Specializations


This chapter of the book has a description of each when you reach level 6 and then again a second spe-
Focus and the list and description of all Talents and cialization once you hit level 14. They’re meant to either
Specializations currently in Mass Effect: The Charon make your character better in an aspect or function it
Relay. Your character starts with some talents from already fulfills (like improve your shooting with your
when you choose your class, but most are earned Assault Rifle with your Soldier or the spatial distor-
while gaining levels. They are specified in the class bo- tion powers with your Adept) o allow it to do things
nuses and are earned in specific levels. Ability focus- that were not possible before (like being able to attack
es are gained when choosing class and background multiple foes from every directions with the Soldier
when creating your character, and every time you gain and the N7 Devastator specialization or being able to
a new level. use grenades all the time with the Engineer and the
Demolisher specialization.
Focuses and talents give combat-related benefits, but
some give bonuses to exploration and interpretation
encounters as well. Besides any bonus, they also say
Ability Focuses
something about your character. Maybe the Point They are an area of expertise your character has.
Blank Shooting will not tell very much, except that you When you are asked to roll, the GM can ask for a spe-
like your shotgun, but talents like Animal Training or cific focus (for example he can call for a Dexterity (Leg-
Music do say a lot about who you are. You could come erdemain)) and you add the bonus if you have it, or
up with a story like “the colony i lived in was full of you can try to convince the GM that a focus you have
animals” or “i had a band with people from a variety of can be used (you can try to convince the GM that your
species”. All this kind of things give more depth to your Dexterity (Acrobatics) could also apply to whatever
character, and make it more like a complete person, you’re doing because you use a body movement to hide
nobody lived their whole lives shooting at things. Ex- what you’re doing with your hands, for example).
cept maybe Shepard, or if you’re a krogan. Or a turian.
But still, you get the idea. Whatever the case, when you take a test that involves
an ability focus you have, you get a +2 bonus to that
Lastly, this chapter has the description of all the spe- roll. Once you hit level 11, when you gain a new focus,
cializations at the moment. You gain access to them you can choose to learn the same focus you had again.

52 Chapter 3 - Focuses, Talents & Specializations


When you do this, you underline the focus on the char- Hacking: Deep understanding of the Tech powers un-
acter sheet, and whenever you take a test that in- der the the school with the same name. See Chapter 5:
volves that focus, you get a +3 bonus instead of the Powers.
original +2. Inner Energy: Deep understanding of the Biotic powers
under the the school with the same name. See Chapter
Focuses are earned every time you gain a new level, as 5: Powers.
specified in page 18: Gaining Levels. Kinetic Fields: Deep understanding of the Biotic powers
under the the school with the same name. See Chapter
Here is a list of focuses that belong only to the Mass 5: Powers.
Effect: The Charon Relay book, and the ones that Spatial Distortion: Deep understanding of the Biotic
change. Focuses that are not explained here are ex- powers under the the school with the same name. See
plained in both the Dragon Age and the Fantasy AGE Chapter 5: Powers.
books. Telekinetic: Deep understanding of the Biotic powers
under the the school with the same name. See Chapter
Accuracy Focuses 5: Powers.

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.

Strength Focuses Communication Focuses

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.

Chapter 3 - Focuses, Talents & Specializations 53


Intelligence Focuses

Cryptography: Creating and deciphering codes and ci-


phers. This includes includes trying to understand the
language of extinct species.
Cultural Lore: Knowing the traditions and beliefs of
various cultures, including the ones from different spe-
cies, colonies and stations.
Electronics: Repairing and understanding any kind of
electronic, including machines, vehicles and other de-
vices.
Hacking: Gaining unauthorized access to data in a
system or computer.
Healing: Aiding the wounded and sick with the correct
and specific application of Medigel and other medicines
would the case require it.
Manufacturing: Knowing about specific manufactur-
ers of weapons, armor, starships and other related
artifacts. This usually include knowing where it comes
from, where is sold, what function and capabilities
does it have, if it is sold on the black market and so on.
Natural Lore: Knowing the flora and fauna common
in the galaxy. This includes the knowledge of Biology,
Chemistry, Zoology, and so on. It will work even with
unknown species, revealing details just by how they
look.
Navigation: Planning and following a route from one
place to the other. This includes unknown places (like
uncharted worlds) and traveling the galaxy through
the Mass Relays.
Religious Lore: FKnowing religious traditions and prac-
tices of different species. This includes Human, Asari,
Drell, and so on, for every known specie.
Symbolism: Knowing the untold meaning of various
symbols, not limited to those done by actual species
but being able to decipher those of new and extinct
species too.

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:

54 Chapter 3 - Focuses, Talents & Specializations


Talent Name any melee attacks and all your melee attacks deal +3
points of damage.
Classes: Classes that can take this talent
Requirements: What Abilities or Focuses you need Master: You gain -1SP cost on the Disarm stunt and
to be able to take this talent. you can’t get Disarmed. Also you get +2 on any Dis-
arm Stunt test roll (received or made).
A description for the talent
Dual Wielding
Novice: The benefits gained when you first learn the Classes: Soldier class
talent. Requirements: Dual Wielding focus

Journeyman: The benefits gained when becoming a


Journeyman. If most species have two hands, why not use them?
You are adept in the use of one weapon in each hand.
Master: The benefits gained when becoming a Master All abilities applies to close and long range with sin-
with the talent. gle handed pistols weapons in each hand. Your second
gun is considered to weigh +1 than it should (at any
Combat Talents time, not just with this talent, and only when they’re
equipped).
Breath Shooting
Novice: You gain +1 to your Attack roll while dual
Classes: Soldier, Infiltrator, Infiltrator wielding, you only shoot with 1 weapon though. Pistol
Requirements: Sniper Rifles focus weapons weight 1 less for you.

Journeyman: You gain -1SP cost on the Lightning Trig-


You know it’s not about how much you fire but how
ger stunt, but the second attack must come from sec-
well put a shot is, and the sniper’s strength lies in his
ond weapon.
breathing. All abilities applies to long range with single
shooting weapons or Sniper Rifles
Master: You can use your minor action to make a
ranged attack with your second weapon. This attack
Novice: You learn the Assassinate combat power.
does not generate stunt points, has a -2 Attack penal-
Sniper Rifle weapons weight 1 less for you.
ty, only adds half your Perception to damage and can’t
be a critical hit. Note that to properly wield double pis-
Journeyman: Sniper can move and shoot, +1 crit.
tols you need the Gunslinger Specialization.
chance if aim action is taken. This stacks with Vitals
Shooting talent.
First Aid
Master: Now +2 crit chance if aim action is taken (still Classes: All Classes
stacks with Vital Shooting talent), +1D6 Perfect Aim, Requirements: Intelligence (Healing) focus
and +2 critical chance with Tactical Cloak (for a total
of +5). Sniper rifle weapons weight 2 less for you in-
stead of 1. You learn just how much and where to apply the medi-
gel to enhance his effectiveness.
Close Quarters Combat
Novice: You learn many different types of wound. Sta-
Classes: All classes bilise now heals twice the Stunt Dice + 3 times the
Requirements: Strength and Dexterity 1 or higher target’s constitution + your intelligence.

Journeyman: You learn something about the biology of


You know how to defend yourself with your hands
many creatures. Stabilise now heals 2 times the Stunt
alone.
Dice + 4 times the target’s constitution + your intel-
ligence and you can use your MediGel supply 3 times
Novice: You can make a melee attack while holding
instead of 2, this applies even if you recharge it with
your weapon. This can only be done as a regular Un-
a cannister.
armed attack unless there is a melee attachment in the
weapon, meaning no weapons equipped.
Master: There is no wound you don’t know about. Sta-
bilise now heals 3 times the stunt dice + 5 times the
Journeyman: You gain +3 to the attack roll with Un-
target’s constitution + 2 times your intelligence. You
armed Attacks (no weapons), +2 to attack rolls in
can now also unlock your ally’s medigel, but his Medi-

Chapter 3 - Focuses, Talents & Specializations 55


Gel does not benefit from the First Aid Talent and only The diagrams for all weapons, armors and mods be-
heals the amount specified in the Major Action come available to buy when the weapons and mods
themselves are available, and they cost half of what
Grenade Modification the original item cost. Or they can also be found
through the galaxy, maybe even given as reward from
Classes: All Classes a grateful merchant.
Requirements: Intelligence (Grenades) focus
Materials to create any item also cost half of what the
original item cost. Or they can be found or given like
There are generic grenades all around, but those won’t
the diagrams. So if you’re just making one item, you’ll
just do. You learn how to modify this ready-to-mod
spend the same, but if you make more than one (like
grenades with your combat, tech or biotic knowledge
when making Ammo mods) then you’ll be saving mon-
to make the most of them, and not have them blow in
ey, and you can mod them wherever you have some
your face while you are at it.
space and your tools to work.
Novice: You know how to mod generic grenades with-
It is important to note that the ammo, weapons and
out danger to yourself. Choose 1 Grenade for a knowl-
armor themselves have a weight, but the materials
edge you own (Vanguards can learn Biotic and Combat
and diagrams to make them weight zero.
grenades and Engineers only Tech grenades, for exam-
ple). You can learn to make others as you find or buy
If you have plenty of time, there is no need to make a
the diagram, as long as they fall in your own catego-
test roll for your craft. If you’re against the clock, then
ry. Grenades can’t be modded during combat. You also
it depends on the tier how hard and on the stunt dice
can improve one grenade you know. Note that each
how much faster you work.
grenade can be improved twice, but this improvement
only works for you, so, if you hand the grenade over, it
Novice: You can create Light, Tactical and Heavy ar-
will only do the basic effect.
mor. Also you can make Tier 1 and 2 weapons. A weap-
Journeyman: Learn a new Grenade for a knowledge
you own. Additionally, you can carry one extra gre-
nade to battle with no extra weight and you can im-
prove one grenade you know.

Master: Learn two new Grenades for a knowledge you


own, it doesn’t have to be the same knowledge. Addi-
tionally, you can carry one extra grenade to battle with
no extra weight and your grenades can’t be targeted
as a part of the KabooM! Stunt. You also can improve
two grenades you know, or the same one twice.

Gunsmith
Classes: Soldier, Engineer, Infiltrator or Sentinel
Requirements: Intelligence 3 and Modding focus

You are trained designer, able to create weapon, am-


munition and armor mods for each type of weapon and
armor.

Each weapon and armor can hold up to 2 mods. Ammo


modded are consumables. Weapon, armor and ammo
mods have 3 Tiers (from 1 to 3) and Weapons have 5
Tiers (from 1 to 5). All armor belong to the same tier, as
well as their attachments.

To create a Weapon, Armor, or any mod, you’ll first


need the Gunsmith tools. With the tools and a work-
bench you’re ready to work. In order to make a specific
weapon, armor or mod, you’ll first need the diagrams,
and then the materials.

56 Chapter 3 - Focuses, Talents & Specializations


on or armor takes 2 hours to fabricate. You can do it Heavy Shooting
faster with a successful TN 13 Intelligence (Modding)
Classes: Soldier, Vanguard
test. Each degree of success reduces the time by 10
Requirements: Heavy Weapons focus
minutes. If your Stunt Die result was 3, for example,
you’d do it 30 minutes faster.
You like big guns, and you cannot lie. Most of these
Journeyman: You can create Tier 3 weapons. Also you weapons are used on a battlefield and not on skir-
can make Tier 1 ammo, weapon and armor mods. A Tier mishes, but you have trained to use them anywhere
3 weapon takes 3 hours to fabricate. You can do it you go. All abilities applies to close and long range
faster with a successful TN 15 Intelligence (Modding) with two-handed heavy weapons.
test. Each degree of success from the Stunt Die re-
duces the time by 15 minutes. A Tier 1 ammo, weapon Novice: If the target is out of cover, you can make
and armor mod takes 1 hour to fabricate. You can do it the Skirmish Stunt with this weapon while making a
faster with a successful TN 15 Intelligence (Modding) ranged attack. Heavy weapons weight 1 less for you.
test. Each degree of success from the Stunt Dice re-
duces the time by 9 minutes. Journeyman: You gain -1SP cost on the Dual Strike
stunt with heavy weapons (if there is splash dam-
Master: You can create Tier 4 and 5 weapons. Also age it’ll add +2 yards to the splash damage radius, if
you can make Tier 2 and 3 ammo, weapon and armor there are multiple targets it’ll be able to target +half
mods. A Tier 4 weapon takes 4 hours to fabricate. You the original amount, if it targeted 4 characters it can
can do it faster with a successful TN 17 Intelligence now target 6, for example).
(Modding) test. Each degree of success from the Stunt
Die reduces the time by 20 minutes. A Tier 5 weapon Master: You learn the Judgement combat power. Heavy
takes 5 hours to fabricate. You can do it faster with a weapons weight 2 less for you instead of 1.
successful TN 19 Intelligence (Modding) test. Each de-
gree of success from the Stunt Dice reduces the time
by 25 minutes. Tier 2 ammo, weapon and armor mods One-handed Wielding
take 2 hours to fabricate. You can do it faster with a Classes: All classes
successful TN17 Intelligence (Modding) test. Each de- Requirements: Pistols focus
gree of success from the Stunt Dice reduces the time
by 19 minutes. Tier 3 ammo, weapon and armor mods
take 3 hours to fabricate. You can do it faster with a The most basic of trainings for most soldiers, but not
successful TN 19 Intelligence (Modding) test. Each de- for you. All abilities applies to close and long range
gree of success from the Stunt Dice reduces the time while handling one Pistol.
by 28 minutes.
Novice: You learn the Marksman combat power.
Heavy Armor Training
Journeyman: You gain +1 defense while on half-cover.
Classes: Soldier Pistol weapons weight 1 less for you if you carry only
Requirements: None one.

Master: You gain +2 defense in half-cover, -1pp Defen-


You have learned to fight while wearing armor. You sive Stance, you can now use Overwatch with pow-
only take the armor’s penalty to your Speed, while ers, but only if their recharge is 0 or 1. Pistol weapons
those without this talent suffer the penalty to all Dex- weight 2 less for you instead of 1 if you carry only 1
terity-based tests (including Speed). pistol.
Novice: You can wear Light and Tactical armor without
penalty to Dexterity. Point Blank Shooting
Classes: Soldier, Vanguard, Infiltrator
Journeyman: You can wear Heavy armor without suf- Requirements: Shotguns focus
fering a penalty to Dexterity and you learn the power
Fortification. Tactical Armor and Light Armor weight 1
less for you You are skilled at aiming quickly even when enemies
are on top. All abilities applies to close range with
Master: You wear your armor like a second skin. The spreading shooting or shotgun weapons.
weight of every armor you wear is reduced by 2 and
they always block at last half your armor rating, even Novice: You learn the Carnage combat power. Shotgun
penetrating damage. weapons weight 1 less for you.

Chapter 3 - Focuses, Talents & Specializations 57


Journeyman: You gain +1 to your attack roll, -1SP cost
for the Dazing Shot stunt.

Master: You gain +2 to attack roll, your shot inter-


rupts whatever action your foe was doing and you can
take the Skirmish Stunt once with your ranged attack.
If the distance to your target is less than 3 yards, you
get +5 critical chance instead of +3. Shotgun weap-
ons weight 2 less for you instead of 1.

Pressure Shooting
Classes: Soldier, Vanguard and Infiltrator
Requirements: Rifle focus

The weapon of choice of most soldiers is the Rifle, and


you take the most of it. All abilities applies to short
range with automatic or Rifle weapons.

Novice: You learn the Overkill combat power. Assault


Rifle weapons weight 1 less for you.

Journeyman: You gain +1 to the attack roll while shoot-


ing on long-range, thus reducing the penalty.

Master: You gain -1SP cost on Set Up stunt, +1 to at-


tack rolls, -1SP cost on Rapid Reload stunt and you
can shoot Reaction Shots without spending more
ammo. Assault Rifle weapons weight 2 less for you
instead of 1.

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).

58 Chapter 3 - Focuses, Talents & Specializations


Novice: You can wear Light armor without penalty to on critical hit.
Dexterity, and reduce their weight by 1.
Power Talents
Journeyman: You can wear Tactical armor without
suffering a penalty to Dexterity or weight, and reduce Automats Technology
their weight by 1.
Classes: Engineer, Sentinel and Infiltrator
Requirements: Willpower (Automatization) and In-
Master: You wear your armor like a second skin. The
telligence ability 2 or higher
weight of any armor you wear is reduced by 2.

Trap-Making You have destroyed and built plenty of automats and


Classes: All Classes have learned a lot of insight in how they work and how
Requirements: Dexterity (Crafting) focus to make them better.

Novice: You learn the Exploration Drone Power, and


You’ve learned how to design and build devices to you get to name it as you wish (you can change the
harm, ensnare and track your enemies. See The Tech- power name but the effect will be the same).
nique of Traps in Chapter 4: Weapons, Armor & Gear
for details on how to use this talent. Journeyman: You can learn a new Automat Tech power
and all your Automat Tech C and B Summon powers
Novice: You know how to set and disarm simple traps deal +1 point of damage.
with up to 2d6 base damage and up to one additional
effect. This takes you 2 turns of concentrated work, Master: You can now control up to 2 automats at the
and you need the mod-materials if you want to add ef- same time. Also all your Hacking Tech C and B sum-
fects. (You can choose a different additional effect for mon powers deal +3 points of damage and A sum-
each trap you set.) You have a +1 bonus to understand mon powers deal +1 point of damage. Your exploration
the nature of traps set by others, and to disarm them. drone can now be equipped with up to 3 utility powers
at a time and receive up to 6 instructions or a VI. You
Journeyman: You know how to set and disarm more can also program any Automat with up to 3 instruc-
dangerous and complex traps with up to 4d6 base tions upon casting them (like “defende this place”, “at-
damage and up to two additional effects each. This tack moving targets”, “give cover fire” and so on). You
takes you 3 turns of concentrated work, and same also learn one new Automat power.
rules to modding applies. You have a +2 bonus to un-
derstand the nature of traps set by others, and to dis- Elemental Technology
arm them.
Classes: Engineer, Sentinel and Infiltrator
Requirements: Willpower (Elemental) and Intelli-
Master: You know how to set and disarm fiendish and
gence ability 2 or higher
lethal traps with up to 6d6 base damage and up to
three additional effects. This takes you 4 turns of con-
centrated work, and the mod materials if you want. You are an adept at causing havoc with the elements
You have a +3 bonus to understand the nature of at your disposal.
traps set by others, and to disarm them.
Novice: If you are adjacent to any persistent Elemental
Vitals Shooting tech effect (whether it is friendly or not) you can end
Classes: Soldier, Infiltrator, Vanguard it with a Major Action, but only in a 1 yard radius at a
Requirements: Accuracy 3 or higher time.

Journeyman: You can learn a new Elemental Tech pow-


You have taken your time to improve your accuracy er and all your Elemental Tech Single-target and Small
and when you place a shot, you place it where it hurts. AoE powers deal +1 point of damage.

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

Chapter 3 - Focuses, Talents & Specializations 59


power. Your regular melee attack now deals Fire, Elec-
tric or Cryogenic damage, as you see fit.

Hacking Technology
Classes: Engineer, Sentinel and Infiltrator
Requirements: Willpower (hacking) and intelligence
ability 2 or higher

You have deep knowledge of security protocols and


hacking techniques

Novice: You can give up to 2 commands to any Au-


tomat upon hacking them, as a free action. Commands
can’t be more than 6 words (in english, other languag-
es may need more, up to the GM). For example, you
could order “Hold position and attack foes”, but you
can’t say “Follow me, attack foes and hide if damaged”.
Powers until your next turn. Also all your Inner Energy
Journeyman: You can learn a new Hacking Tech power Biotic Single-target and Small AoE powers deal +3
and all your Hacking Tech Single-target and Small AoE points of damage and Large AoE powers deal +1 point
powers deal +1 point of damage. of damage.You also learn one new Inner Energy power.
Master: You can make your hacked AI go berserk and
have their stats boosted, +2 attack and +3 damage. Kinetic Fields Biotics
Also all your Hacking Tech Single-target and Small Classes: Adept, Vanguard, Sentinel
AoE powers deal +3 points of damage and Large Requirements: Willpower (Kinetic Fields), Biotics 2
AoE powers deal +1 point of damage. If you are out or higher
of combat you can maintain any AI hacked as long as
you want, as long as they are not being controlled by
another sentient being (like another engineer or them- You are adept at creating and maintaining Kinetic
selves if they are Geth). You also learn one new Hack- Fields.
ing Tech power.
Novice: Armor Barrier and Aegis Barrier can be start-
ed and ended as a free action. Biotic Orbs can be throw
Inner Energy Biotics
as a free action.
Classes: Adept, Vanguard, Sentinel
Requirements: Willpower (Inner Energy), Biotics 2 Journeyman: You can learn a new Kinetic Fields Biotic
or higher power and all your Kinetic Fields Biotic Single-target
and Small AoE powers deal +1 point of damage, if they
deal any damage.
You are in peace with the flow of dark energy inside of
your body and are one with it. Master: You can now create a 100 square yards space
(or a 5 yard radius sphere, it can take any shape you
Novice: Focusing your energy with the movement of want) free of gravity anywhere you want and you can
your body, you can now focus for 1 round to add your maintain it with a major action for as long as you want,
Willpower and Biotic to any Dexterity-based test, giv- but once you stop maintaining it it’ll only last for about
ing you the ability to jump very high distances, run fast 1 round. Also all your Kinetic Fields Biotic Single-target
for a round, any dexterity based test. Focusing is a and Small AoE powers deal +3 points of damage and
Major Action that will end with your turn. Large AoE powers deal +1 point of damage.You also
learn one new Kinetic Fields power.
Journeyman: You can learn a new Inner Energy Biotic
power and all your Inner Energy Biotic Single-target
and Small AoE powers deal +1 point of damage, if they Spatial Distortion Biotics
deal any damage. Classes: Adept, Vanguard, Sentinel
Requirements: Willpower (Spatial Distortion), Biot-
Master: You can now start your Focus powers with a ics 2 or higher
free action. You can now add +1 to any recharge you
have to add +2 to any test you take to resist Biotic

60 Chapter 3 - Focuses, Talents & Specializations


You have learned a trick or two about creating potent Utility Talents
Spatial Distortions.
Animal Training
Novice: You can create a special singularity from your
Classes: All Classes
hand that will prevent air from flowing in and out of it
Requirements: Communication 2 or higher
in a 3 yard radius, even in void environments, and will
prevent you and your teammates from damage and
running out of air on void, freezing, fire and other dan- You know how to train animals. Mostly Varren or Py-
gerous environments, as long as they’re level 1. jaks, maybe a Nathak, but who knows, the galaxy is
endless. Animals you thame, though, should never be
Journeyman: You can learn a new Spatial Distortion bigger than a Varren, or you’ll simply not be able to
Biotic power and all your Spatial Distortion Biotic keep it with you at all times.
Single-target and Small AoE powers deal +1 point of
damage. Novice: You know the basics of dealing with animals.
With a week of training, you can teach an animal to
Master: You can now take the Biotic Advantage Stunt follow a simple one-word command like “heel,” “follow,”
twice, and your own Spatial Distortion powers deal or “attack.” You can teach a single animal a number of
-1D6 points of damage to yourself, and you get +2 commands equal to your Communication.
to resist their effects. Also all your Spatial Distortion
Biotic Single-target and Small AoE powers deal +3 Journeyman: You can train animals to follow more
points of damage and Large AoE powers deal +1 point complex commands, like “guard this place” or “re-
of damage.You also learn one new Spatial Distortion turn to me when strangers approach.” Teaching a
power. complex command takes two weeks of training and
the total number of commands single animal can learn
Telekinetic Biotics is equal to your Communication +2.
Classes: Adept, Vanguard, Sentinel
Requirements: Willpower (Telekinetic), Biotics 2 or Master: Your training can turn animals into prime ex-
higher amples of their kind. With a month of training, you can
increase an animal’s Dexterity or Strength by 1.
It also gains the Willpower (Morale) focus. An
You have mastered one of the most basic forms of Bi- animal can only receive such training once every 2
otic powers. levels you gain (up to 10 in level 20).

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.

Master: When you’re having a good time, (you think)


you’re invincible! Choose one of the following roleplay-

Chapter 3 - Focuses, Talents & Specializations 61


ing stunts: Flirt or Tower of Will. You can perform that
stunt for 3 SP instead of the usual 4 SP and you gain
a +1 bonus to the opposed roll for that stunt. Thus,
if you choose Tower of Will, your bonus on opposed
tests is +2 instead of the usual +1. You can also con-
vince the bartender to give you some information, or at
least point you in the right direction of to whom to talk
about it, but it might cost you. Optionally you could
ask him to give you a “special drink” for someone spe-
cial, that will give you +2 in any Communication test
with the affected person, would the drink the “gift”.

Command
Classes: All except Engineers and Infiltrators
Requirements: Communication 2 or higher

You are a natural leader.

Novice: Your presence inspires your allies. If you take


a major action to make a heroic gesture (raise your
gun, shout a battle cry, rise your omni-blade, etc.), your
allies gain a +2 bonus to Willpower (Courage) tests
for the rest of the encounter.

Journeyman: Your allies follow your lead. Any NPCs


that you lead gain a +1 bonus when rolling for initia-
tive. You also lead the team coordination and allow
your allies using Sniper Rifles to be able to shoot any
target you can see (and with a line of sight from your
ally) even if they are off their Long Range.

Master: When you stand firm, your allies stand


with you. When you lead NPCs in an encounter, they
do not have to take a Willpower (Morale) test until
more than two-thirds of your side’s combatants are
NPC with a successful Communication (Persuasion)
out of the fight (dead or incapacitated). When you’re
test. The GM will set the target number based on the
only fighting in a Team, you can push your unit a bit
likelihood of you knowing the NPC or having mutual
further. You gain the “Not on my watch!” skill that al-
friends. The more distant the NPC’s home planet, sta-
lows you to signal retreat to your team and grant them
tion or social class from yours, the more difficult the
a last surge of inner strength that will allow them to
test will be. A contact will be friendly to you, but won’t
take their fallen comrades with a free action and move
go out of the way to help you without additional mo-
without penalties to their speed, but only once per en-
tivation. You can’t make a contact out of a NPC who
counter. Also you gain the “Teamwork” stunt for 5SP
already dislikes you or is an enemy.
that grants an extra Major Action to any companion
you want as long as it’s no further than 6 yards from
Journeyman: Once you’ve established a contact, you
you. If you leave the fight or fall in battle, this benefits
can try to get a favor with another successful Com-
are lost.
munication (Persuasion) test. The target number is
based on the nature of the favor and whether it puts
Contacts the contact in any danger.
Classes: All Classes
Requirements: Communication 1 or higher Master: You can turn an acquaintance into an ally with
a show of loyalty. If you do a significant favor for a
contact, they will treat you as a friend when you ask
You are natural at making friends, even among other them for favors. They will go out of their way to help
species. you and will be willing to put themselves in danger for
you.
Novice: You can attempt to make a contact out of a

62 Chapter 3 - Focuses, Talents & Specializations


Lore Everyone else is surprised. You also get +2 on all Dis-
guise, Seduction, Deception, Customs and Persuasion
Classes: All Classes tests.
Requirements: Intelligence 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

Journeyman: You always gain more information than


No detail escapes your scrutiny.
you give out. You can perform the And Another Thing
roleplaying stunt for 1 SP instead of the usual 2. In
Novice: You notice things others do not. Choose two
addition, you gain a +1 bonus on any further tests the
Perception focuses. If you fail a Perception test with
stunt allows.
your chosen focuses, you can re-roll it but you must
keep the result of the second roll. This doesn’t include
Master: You know how to end a conversation. You can
Damage rolls.
perform the Stunned Silence roleplaying stunt for 2
SP instead of the usual 3. In addition, you have the op-
Journeyman: Analysis of your observation often leads
portunity to change this immediately into a combat en-
to insight. You can perform the That Makes Me Won-
counter. If you do so, you and one ally per extra stunt
der exploration stunt for 2 SP instead of the usual 3
point you spend can act in the first round of combat.

Chapter 3 - Focuses, Talents & Specializations 63


and you can add +1 to any dice while in an exploration
encounter, but only once per encounter.

Master: Nothing escapes your scrutiny. You can per-


form the “object of your attention” exploration stunt
for 2 SP instead of the usual 3. In addition, the stunt
gives you a +2 bonus instead of the usual +1. And you
gain +1 stunt point whenever rolling stunts in Explora-
tion encounters.

Oratory
Classes: All Classes
Requirements: ommunication (persuasion) focus

You are a skilled public speaker who can sway groups


with your words.

Novice: You know how to work a crowd. If you fail a


Communication (Persuasion) test when trying to con-
vince a group, you can re-roll it, but you must keep the
results of the second roll. You can’t take this re-roll
in an intimate setting or when trying to persuade an
individual.

Journeyman: Your words are like magic. Each time you


perform the “sway the crowd” roleplaying stunt, you
affect five additional people instead of one. You can
also read the crowd to know if something is going to
make them angry even before you say it (GM must tell).

Master: You can agitate a crowd. If you make a suc-


cessful Communication (Persuasion) test when ad-
dressing a group and the result of your Stunt Die is
5 or 6, you rouse them to immediate action. You can’t
necessarily control what they do, though you can try
with Communication (Leadership) tests, but they take
your words to heart and act on them.
action for you. This includes Atlases and the like.

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

Novice: You can jump into the seat quickly. Mounting


You are skilled at the art of reconnaissance.
and turning on a small vehicle or a small ship is a free

64 Chapter 3 - Focuses, Talents & Specializations


Novice: You can use the lay of the environment to your playing and on how many players there are, you could
advantage. If you fail a Dexterity (Stealth) test, you either find someone to train you, enter an academy of
can re-roll it, but you must keep the results of the sec- some sort, or just learn by yourself.
ond roll.
When there are quite a few of players, doing adven-
Journeyman: You know how to get the drop on your tures solo can become boring for the other players,
enemies. You can perform the Seize the Initiative stunt so maybe just deciding that you learned during a very
for 2 stunt points instead of the usual 4. long trip is an option too, remember that the main ob-
jective is to have fun and keep the game going.
Master: You are a skilled observer. If you fail a Percep-
tion (Seeing) test, you can re-roll it, but you must keep Specializations presented here are grouped in Com-
the results of the second roll. You can also gain +3 to mon specializations, that can be taken by more than
Dexterity (Stealth) test when outside of combat, and one class, and then Soldier, Vanguard, Infiltrator, Ad-
+2 to Strength (Jumping) and Dexterity (Acrobatics). ept, Engineer and Sentinel specializations, that can be
only taken by those classes.
Thievery
Classes: Adept, Engineer or Infiltrator Common Specializations
Requirements: Dexterity 3 or higher Assassin

Assassins train their accuracy day and night to never


What’s yours is yours and what’s theirs is yours too.
miss their targets while getting themselves in higher
positions to control the battlefield and take down key
Novice: You don’t let locks stand in your way. If you fail
targets. Assassins are not the kind to infiltrate and kill
a Intelligence (Hacking) or Dexterity (Bypassing) test,
an unarmed target but rather are aces with the Sniper
you can re-roll it, but you must keep the results of the
Rifle in the battlefield, thus have a lot of focus training
second roll.
to properly aim in any intense firefight.
Journeyman: You are familiar with many types of
traps. If you fail a Dexterity (Traps) test, you can re- Assassin Talent
roll it, but you must keep the results of the second roll. Classes: Soldier, Infiltrator
Requirements: Accuracy and Perception 3 or higher
Master: You know how to find what’s hidden. If you and Breath Shooting Talent (Journeyman)
fail a Perception (Searching) test, you can re-roll it,
but you must keep the results of the second roll. If you
pass a Dexterity (Traps) test (with a TN depending on Assassins pick and kill key enemy targets with their
the trap itself) you can repurpose it to affect your en- weapons from far and high places.
emies instead. That has to surprise a few.
Novice: Assassination power now also adds +6 to the
Specializations long range of the used weapon. Also the first Sniper
Rifle you carry has -2 points of Weight for you, on top
Just like in Dragon Age and Fantasy AGE, a specializa- of other bonuses.
tion is another way to customize your character and
improve your class. When you specialice your charac- Journeyman: All ranged attack with sniper rifles now
ter, it becomes much clearer the role it plays in battle. add +2 to the attack roll besides any other modifica-
Keep in mind that some specializations can change the tion. You also learn the Omni-Platform combat power.
way other people or your own team sees you.
Master: You can make the Lethal Accuracy for 4SP
You get access to specializations through your class. instead of the usual 5. Also the Omni-Platform pow-
You can gain a new specializations in level 6 an 14, and er now spawns a half-cover if used as platform and
you start in novice like any other talent. You don’t give doubles its resistance, the cover side is considered to
more progress to specialization talents with regular have armor value equal to 4. You can also now equip
talent progress though, there are fixed levels where the Combat Grapnel Hook.
you gain an advance in whichever specialization you
picked. Bastion

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

Chapter 3 - Focuses, Talents & Specializations 65


the back of their minds keeping the fields active.

Bastion Talent
Classes: Adept, Vanguard, Sentinel
Requirements: Biotic 3 or higher and Kinetic Fields
Talent (Journeyman)

Bastions can sustain Kinetic Fields for great periods


of time.

Novice: All your Sphere powers have +2 to radius, and


so does the Bulwark Barrier. All Orb and Stasis pow-
ers now have Range + 4.

Journeyman: Armor Barrier and Aegis Barrier will also


reduce the damage you take to your health, working
exactly like a regular armor. If you already are wear- Bruiser
ing armor, the higher value will be taken. Barrier now
adds +1D6 to the amount of barrier it generates. Meditation and consciousness of their internal flow of
dark energy and the symbiosis with their own bodies
Master: Uncanny focus allows them to maintain Sta- makes the Bruiser’s body, mind and biotic powers one
sis powers and Sphere powers for one extra round and the same. To become bruisers, the biotics usually
and add +1 round of duration per extra Recharge point spend many months in a monk-like training to align
they’re willing to add, up to +3. All Sphere powers now their inner self, this requires a great amount of will-
have Range equal to 4. power and consciousness of themselves, thus is a rare
specialization to see around.
Berserk
Bruiser Talent
Berserks don’t forget where they come from and what
Classes: Adept, Vanguard, Sentinel
they are, Animals, and they used to fight with their
Requirements: Willpower 3 or higher and Inner Bi-
fists. Berserkers learn to quickly free their dexterous
otic Talent (Journeyman)
hand and spawn an omni-gauntlet to deliver a power-
ful punch to their victim, very powerful in close quarter
and don’t even need to be with weapons or thermal Masters of the Inner Biotics, there is nothing an un-
clip, they’re dangerous on their own. They also can go shielded unarmored foe can do against a Bruiser.
on a berserker rage and deliver great amounts of pain. Close enemies should beware too.

Berserk Talent Novice: Biotic Focuses can now be activated even


Classes: Soldier, Vanguard, Infiltrator while recharging powers and add their recharge to
Requirements: Constitution and Strength 3 or high- your current one. You can’t do this if the recharge is
er and CQC Talent (Journeyman) greater than 3.

Journeyman: You learn the Self Consciousness skill


Berserkers are meant to do one thing, deal heavy dam- that allows you to add +2 to the Biotic Might of an
age in close quarter combat. Inner Biotic power by adding +1 to the recharge, up to
+4.
Novice: You learn the Berserker Mode combat power
and can now equip the Omni-tool gauntlet. You can use Master: You learn the Not Today skill, that allows you
the gauntlet even while having a weapon in hand. to keep going even after your health reaches 0. Once
your HP reaches zero, you can roll a Willpower (Cour-
Journeyman: Berserk Mode now also gives +2 to re- age or Faith) test versus any damage that exceeds
sist powers with Willpower and adds +1 to your Ar- your limit + 5.
mor Rating, stacks with any other bonuses. For example, if you have 5hp points left and you re-
ceive an attack that, after discounting armor rating,
Master: You learn the Shining Gauntlet combat power deals 10 points of damage, you can roll a Willpower
and the Erupting Shining Gauntlet powers. (Courage or Faith) test vs TN 10, but the next time you
receive damage you’ll have to add the new extra dam-

66 Chapter 3 - Focuses, Talents & Specializations


age to the text, imagine you succeed the first test and defenses by getting their hands dirty, punching and
here comes another shot that deals 8 points of dam- shooting everyone around with a ton of confidence.
age, you can take a new test but you’ll have to roll vs Champions train their minds as well, remembering foes
TN 18 this time. The skill also reduces your Medigel weaknesses and making fast evaluations of the bat-
Dice by 1. Also you learn the Chakra Healing skill, that tlefield while giving confidence to their allies, not an
allows to heal your HP outside of combat at a rate of easy task amidst a firefight.
5 times your constitution per minute (without the need
of Medigel). Champion Talent
Classes: Soldier, Vanguard
Champion
Requirements: Strength and Perception 3 or higher
and Point Blank Shooting Talent (Journeyman)
Champions always boast at how powerful they are
at close range and how nobody delivers a punishment
for getting close like them. And they’re right. Champion Champions break the enemy lines in a tactical way
goes at in the front line and usually break the enemy’s that they make it look easy, but no long-range combat
though.

Novice: Every Champion loves bigger guns, the first


weapon you carry has -2 weight for you if it’s a Shot-
gun. Also you have a +2 bonus on the attack roll with
the Carnage power.

Journeyman: You learn to mod your gun and aim it in


an angle that allows you to ignore the Shield Gate ef-
fect when you use your Shotgun.

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

Chimeras train long and hard to understand all what’s


involved in the elements they command, and make the
most out of them. Lab time and combat practice in
equal measure makes sure they understand most spe-
cies responses to this elements, and how to exploit it.

Chimera Talent
Classes: Engineer, Infiltrator, Sentinel
Requirements: Intelligence 3 or higher and Elemen-
tal Technology Talent (Journeyman)

Your elemental powers are now much more powerful


and far-reaching.

Novice: You can learn one new Elemental Tech power,


and you learn the Firewall Power.

Journeyman: Learning the patterns of reactions of


your powers allows you to extend by 2 yards the size
of any area Elemental power you use, but you have to
pick (you can’t extend both wide and long in the same
power). You also learn the Cryowall Power.

Chapter 3 - Focuses, Talents & Specializations 67


Master: You can now extend the area of your Elemen- Journeyman: Exploration Drone can now carry a level
tal Powers by 4 yards and add +3 points of damage 1 tech power, regardless if it’s offensive or not, with
to all your Single-target elemental tech powers. +2 recharge rate. Note that level 1 tech powers are the
ones that have no previous requirement and it can’t be
Guerrilla any Automat power.

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.

Machinist concentrate all their efforts on their pre- Nemesis


cious machines, spend months studying about VI, com-
bat statistics and tactical movements. Every machin- As mighty as the Great Biotic Wind Nemesis have an
ist is worth more than two soldier in the battlefield, insurmountable willpower that allows them to concen-
but for that it has to recur to the not so well-looking trate all their biotic might in their telekinetic attacks,
technology of the AI. making them a threat even to the mighty Krogans and
machines likes Atlases. This also mean months of will-
Machinist Talent power training in very exhaustive and very long peri-
ods of time, enduring their minds.
Classes: Engineer, Infiltrator, Sentinel
Requirements: Intelligence 3 or higher and Au-
tomats Technology Talent (Journeyman) Nemesis Talent
Classes: Adept, Vanguard, Sentinel
Requirements: Biotic 3 and Willpower 3 or higher
Your automats are the best there is and a second na- and Telekinetic Talent (Journeyman)
ture to you.

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.

68 Chapter 3 - Focuses, Talents & Specializations


Novice: Boost the force of all your Telekinetic powers, Scourge
this means that foes that were previously not affected
by your powers will now move up to half your Biotic From the smallest to the greatest Scourges can create
power, rounded down, in yards. Said foes still won’t singularities with ease, eating their foes in their flux,
get knocked prone. This include large targets, like At- catching them defenseless in the air or liberating enor-
lases. mous amounts of energy. Pure biotic power drives the
Scourges and a heavy increase in the usage of dark
Journeyman: You learn the Biotic Wind skill, that add energy forces a change in their bodies to enhance their
+3 to your Biotic Might while using Telekinetic powers nodules and thus improve the energy they can use, and
versus unshielded unarmored targets. You also learn the power of singularities with it.
the Willpower Projection power.
Scourge Talent
Master: Your force is strong enough to move big ob-
Classes: Adept, Vanguard, Sentinel
jects like columns, big boulders, small aircrafts (like a
Requirements: Biotic 3 and Willpower 3 or higher
shuttle), although slowly. You can now stack the Biotic
and Spatial Distortion Talent (Journeyman)
Advantage stunt while using Telekinetic powers up to
3 times. You now add +3 points of damage to Biot-
ic Explosions detonated with Telekinetic powers. You Scourges are potent with Spatial Distortion biotics
learn the Five Point Palm Exploding Biotic power. and are the best at crowd control.
Saboteur Novice: Keeping it in the back of your mind you can
now have two Singularities active at the same time.
Finding an enemy weakness is not always easy, but
the saboteur lives for it. Learning to be a saboteur
takes a lot of hacking and intervening other people’s
technology, thus they’re not very well seen, as this is
hard to practice other way than real-life experiences,
be it a battlefield or in the streets.

Saboteur Talent
Classes: Engineer, Infiltrator, Sentinel
Requirements: Intelligence 3 or higher and Hacking
Technology Talent (Journeyman)

Saboteur know where it hurts and always use their


enemy’s tech against them.

Novice: You can now give 6 commands to any automat


or system you hack. Also you can now interrupt a
Move action with a major action and then resume the
move action, so you can get in and out of tight situa-
tions (normally you have to end your move action in
order to take another action) and you gain +2 points
of speed.

Journeyman: Tactical Scan now reveals any foe in a


5 yard radius around the target, even behind walls,
and all attacks dealt against the primary target get +1
points of damage, if they deal any.

Master: You learn the Technopathy skill that allows


you to control any automat you hack at will, just like
you were using them, and as a minor action. But, only
one at a time and up to 20 yards away from you. You
can learn one new Hacking Tech power. All your Hack-
ing tech powers that have a duration now last for one
extra round.

Chapter 3 - Focuses, Talents & Specializations 69


Reave and Dark Channel can also be used twice, but Master: You now redirect energy to the Star Inter-
versus different targets. face and it’s now connected to a complete database
of knowledge about every specie social interaction,
Journeyman: The singularity you create from your and you’ve grown so accustomed to it that most of
hand now has a 5 yard radius and protects from Air its basic functions are done by you, thus the Interface
Absence in danger environments up to level 2, also now provides more crucial and advanced information.
keeps poisonous effects at bay (but still does not pro- You are now able to add +1 to any dice in the roll of
tect from heat or cold). Also you can spawn your Spa- Communication or Perception tests, possibly generat-
tial Distortion powers wherever you want, regardless ing stunts in the way. Also the bonus is now +3. You
if you can see the point or not (normally you would can now read background information about whoev-
need a clear line of sight). er you’re talking (like what they do for living, issues,
disease, social, mental problems, anything that could
Master: You now take -4 points of damage from your possibly be deduced by observation and a couple of
own Spatial Distortion powers and learn the Intangi- questions) and they’ll reveal more as you continue to
ble Curse power. You also learn the Prime Burst skill talk, the Interface (the GM) will even suggest questions
that allows you, as a minor action, to end a Spatial that could be revealing. As a special stunt for 4SP,
Distortion power and start biotic explosion if the re- if you’re 6 yards away from an enemy during com-
maining duration of the power is 2 or greater. bat, you can tell what tactic they’re planning to use. Be
aware that once they realise you know their strategy
Soldier Specializations they’ll probably change it, but it’ll still be late for some
of them and it won’t work on Synthetics. Neither will
Chief it work with Reapers, but spoiler alert, they’ll probably
just push forward.
Soldiers are required not only to go on the front line
of battle, they’re required to provide support from dis- Gunslinger
tance, push the front line, hold the front line, break en-
emy line, and be anywhere they’re needed at once. This A lot of people say it’s just silly to carry two pistols,
has allowed some soldiers to realize the importance but not when they see a Gunslinger. A lot of experience
of getting to know their mates and the ability to know and effort is put into keeping a constant awareness
when to start a confrontation, as they’re not always of their surroundings while calculating their next shot
won with guns. in any direction they need. This also gives them more
agile reactions when under gunfire and an incredible
Chief Talent accuracy when they have to focus.
Classes: Soldier Class
Requirements: Communication and Perception 3 or Gunslinger Talent
higher and the Command Talent (Journeyman) Classes: Soldier Class
Requirements: Accuracy and Perception 3 or higher
and Dual Wielding Talent (Journeyman)
Chiefs are masters of reading and convincing people,
besides leading their own.
Experts on dual wielding pistols, they are great at deal-
Novice: You can now reroll any Communication and ing with many enemies coming for different directions.
Perception test (not the Damage roll thou). You can
now use the Star Interface as part of yourself. It will, Novice: You now get +1 Attack and +1 Defense while
in one word, tell you how whoever you are talking is dual wielding and you can use only one reload action
feeling and you’ll notice every small detail (that must to reload both your guns. You can also carry one extra
be described by the GM). Perception tests are a no go thermal ammo pack without adding more weight.
with AI.
Journeyman: You deal +1 Damage with each of your
Journeyman: You improve the Star Interface with your guns and you learn the Too Quick on the Draw skill
own knowledge. It now gives you +2 in Communication that allows you to draw your gun and take a reaction
tests and Perception tests (but not damage) and al- shot in a single major action once per combat encoun-
lows you to quickly cross-reference with data that will ter, even if you are victim of a surprise attack (but
help you tell the intention of whoever you’re talking, in this case you’ll not be able to move, only to shot)
this is a Perception test whose TN have to be set by and if the shot hits you can use the Disarm stunt with
the GM (you could find out if they’re trying to trick you, an Accuracy (Dual Wielding) vs the target’s Strength
make time for an ambush, or truly want to help you). (Might). Also you can wear the Dark Energy Propul-
sion Packs and they weight 1 less for you. Pistols

70 Chapter 3 - Focuses, Talents & Specializations


weapons weight 2 less for you instead of 1 (from the Novice: You can now equip the T5-V Battlesuit. You
dual wielding talent). can’t use any of the Specialization skills or powers
without wearing this armor. You can now equip the
Master: You learn the Desperado and Bullet Rain com- Hawk Missile Launcher to your T5-V Battlesuit.
bat powers.
Journeyman: You learn the Devastator Mode power
Heavy and the Multi-Frag Grenade combat power. The Hawk
Missile Launcher attachment weights 1 less for you. If
Carrying heavy weapons is, most of the time, used you are in overweight, you don’t get penalizations to
only in war zones and sieges. Not for the Heavy. Train- your accuracy or power recharge, but you do get the
ing strength and knowledge of all the different types of penalization to speed and dexterity.
heavy weapons to use them to their fullest in any com-
bat situation, even in the streets, with minimum dam- Master: You learn the Hydra Missiles and the Cobra
age to civilians or private property, that is, whatever Missiles combat powers. The T5-V Battlesuit weights
is not the face of their foes. 1 less for you.

Heavy Talent
Classes: Soldier Class
Requirements: Strength 3 or higher and Heavy
shooting talent (Journeyman)

Heavy soldiers are specialist in Heavy Weapons and


make the most of them.

Novice: The first heavy weapon you carry has -2


weight for you.

Journeyman: You can now reload heavy weapons as


a Minor Action. Also all your Heavy Weapons weight
1 less, this stacks with the novice bonus (so the first
heavy weapon you carry has -3 weight).

Master: You learn the Bullet Swarm skill that reduces


the ammo requirement of all your heavy weapons by
1 and allows you to shoot Heavy Weapons and stay
in cover. Also, you consider your first Heavy Plate At-
tachment to weight zero. Any extra will weight 1 each
as normal.

N7 Devastator

The Devastator’s T5-V Battlesuit gives these strong-


but-slow soldiers mech-like protection. Driven by
eezo-assisted actuators, these frontline troopers car-
ry heavy weapons onto the battlefield and in their suit.
Special training is given to learn to move in such a
huge suit, but the protection level and utility is not de-
batable.

N7 Devastator Talent
Classes: Soldier Class
Requirements: Strength and Constitution 3 or high-
er

Heavy soldier meant to take huge amounts of punish-


ment and deal with enemies in big numbers.

Chapter 3 - Focuses, Talents & Specializations 71


Shock Trooper the object be too big the GM can call for a Biotic test
of the appropriate focus.
The tip of the spear, Shock Troopers always go in the
front line, but are no heroes themselves, but help their Journeyman: You gain the Seismic Sense skill that al-
team push the line with them, at the same time they lows you to extend your senses through the ground
protect their allies from enemy fire. (or steel were you in a ship) generating a wave of dark
energy that returns to you, much like a sonar. You can
Shock Trooper Talent make any perception test in a distance equal to twenty
times your Perception, but you need to be barefoot or
Classes: Soldier Class it’ll only be equal to your perception (thus it isn’t very
Requirements: Accuracy 3 or higher and Pressure useful in hazard environments or in void conditions),
shooting talent (Journeyman) still, it’ll allow you to detect any sloppy rock, ambush-
es, hidden caves, water, and allow you to make a men-
tal 3D map of your surroundings. It combines great
Shock trooper are specialist in suppressing fire and
with skills and powers that neutralize environmental
rifle weapons.
hazards, like Aegis Sentinels or the Spatial Distortion
talent. You can also maintain a protective biotic sphere
Novice: You learn the Holo-Targeting skill that makes
with a 5 yard radius that will protect you and whoev-
the suppressing fire also gives +1 Attack to any allies
er is inside from any airborne menace, like poisonous
attacking your target.
spores or paralyzing insect swarms.
Journeyman: Adrenaline Burst power now restores
Master: You learn the “Truth-seeing” skill that allows
2D6 and reduces 3 points of damage, it also may be
you to detect a lie with a Perception test, setted by the
started as a free action.
GM. Would you fail you’ll not know whether it’s tell-
ing the truth or not. Also you can now use Controlled
Master: Holo-Targeting skill now gives +2 to attack
Charge with one of your allies or something you’re car-
while Suppressing Fire, Overkill bonuses are now +3
rying, but only 1 by 1. Seismic Sense now also tells you
to attack and +3 to critical. Fortification can be start-
if there are any structural weaknesses, whether you’re
ed as a free action and gives +3 to armor instead of
on a Space Vessel, a Cave, a battlefield next to a cliff
+2.
or a Mech’s armor. You also gain the Biotic Thrust-
er skill that allows you to release a constant flow of
Vanguard Specializations energy from your hands to slower your fall to a safe
speed. You’ll not fly, but you can glide, how long and
Pathfinder
how slow you fall is up to your Biotic ability and any
test the GM wishes to call for.
Pathfinders are vanguards that are not only in touch
with their inner selves but with the life that surrounds
Titan
them too. They’re the best explorers by default as
they’re said to always find (or open) a path to wherev-
Titans are very unique, only a handful of them is
er they wish to go, regardless of the terrain, for them-
known, they learn this art in a secret location in the
selves and their companions, hence the name.
Titan nebula, hence the name. They train their bodies to
be the perfect weapon, not even needing to use a gun,
Pathfinder Talent and they’re able to project their inner spirit with their
Classes: Vanguard Class biotic abilities, one body and mind, unleashing the full
Requirements: Strength and Dexterity 3 or higher strength of their spicie. This specialization relies heav-
and Inner Biotics Talent (Journeyman) ily in the Thresher Maw’s Breath power tree.

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

72 Chapter 3 - Focuses, Talents & Specializations


Journeyman: You now can use Charge (the Major Ac- central computer, you can track it down with your om-
tion not the power) with any Inner Biotic power and nitool too. Finally, you now also can hack someone’s
while in Thresher Maw’s Breath all your powers from Black Box (would they carry it) but you’ll need them to
the branch are considered to deal Biotic Damage. be knocked out and be right next to them, once that is
done you’ll be able to access their memories whenever
Master: You learn the Rebirth skill, that allows you you want.
to, while in Thresher Maw’s Breath and as a free ac-
tion, add +1 to the power recharge to set your Defense Master: You can now control (if you can afford it) the
equal to your Biotic Might + 3 for 1 attack, take a free Clothe Projection omni-suit, that will allow you to proj-
Move action, take +5 to resist any power when it hits ect anything in full colour around you in a 1 yard ra-
you or heal your HP by 2D6. You can’t take more than dius from your abdomen, meaning you could take any
2 of these actions in the same round. You also learn shape, from a Volus to a Krogan (except for the face
the Heaven’s Command Charge power. that will be covered by the Holomask). Bear in mind
that this is a solid light projection, meaning that touch-
Infiltrator Specializations ing it will immediately uncover the rouse and also it
could be uncovered with a Perception (Seeing or Em-
Agent pathy) from someone of the same race (or an AI). You
can also extend the Tactical Cloak for 10 minutes, but
The Agents can be everywhere, anywhere and no- it will leave you without shields and give you no bonus-
where, and you wouldn’t notice. It doesn’t matter how es. You could try to assassinate someone while sneak-
much firepower you have when you can only count 5 ing with 3 consecutive Perception (Hearing, Seeing or
people in your team and you have to go infiltrate into Smelling) vs your Dexterity (Stealth), but some foes
a high security military facility, barely away enough are not so simply put down, up to the GM.
from the sun to not suck the facility into it. But, you
could infiltrate, close your distance undetected, hide N7 Shadow
your teammates, pretend to be someone else, speak
with their voice, run through their memories, hack their These soldiers are the go-anywhere, fight-anything
security, fake an alarm...they are the most fitted for special forces of the Alliance that were trained at the
the job, at last at getting in. Interplanetary Combatives Academy in Rio de Janei-
ro, Brazil. They had to survive combat situations “in
Agent Talent an admirable and effective fashion” to receive the N7
rank.
Classes: Infiltrator Class
Requirements: Communication 3 or higher and the
Manipulation Talent (Journeyman) N7 Shadow Talent
Classes: Infiltrator Class
Requirements: Strength and Dexterity 3 or higher
Agents are specialist in breaking into places an infil-
trating anywhere.
Shadow infiltrators use implants to dramatically im-
Novice: You learn to use the Holomask and look like prove agility, making them slippery combatants on the
whoever you want, given that you previously scanned battlefield. Their monomolecular blades are a menace
them with your Omnitool or you have their Biometric from cover and close range.
Data. You can also properly use the Voice Hack Emu-
lator that, given enough voice samples, will allow you Novice: You can now use the Monomolecular Blade and
to imitate their tone of voice perfectly. Beware though, you learn the Shadow Strike Tech power.
your voice and face will be the same, but not the hair,
clothes, size or any other part of your body, and nei- Journeyman: Your adaptation to your implants is now
ther will you be able to emulate their manners, the way complete and they give you a permanent bonus of +4
they speak or walk, unless you’ve seen them before- to your speed and +2 to defense outside of cover. You
hand and succeed a Communication (Performance, can now take your sword in an out as a free action
Disguise or Customs), whichever be the case. and you also learn the Electric Slash tech power.

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

Chapter 3 - Focuses, Talents & Specializations 73


detonated by Electric Slash will deal +1D6+2 points Journeyman: You learn the Invigorate and the Energy
of damage. Also Tactical Cloak can be started as a Rise powers.
free action.
Master: You learn the Floating Barriers and the Haste
Adept Specializations powers.

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.

Bolster Talent N7 Fury Talent


Classes: Adept Class Classes: Adept Class
Requirements: Biotic and Willpower 3 or higher Requirements: Dexterity and Biotic 3 or higher, the
Inner Biotics Talent (Novice) and Spatial Distortion
Talent(Novice)
Support units to improve teammates and create op-
portunities with sudden improvement of capabilities.
Biotics are not to go behind enemy lines, unless they’re
Novice: You learn the Power Guard and the Biotic N7 Fury.
Touch powers.
Novice: You can now teleport short distances with

74 Chapter 3 - Focuses, Talents & Specializations


your biotic powers, you get +3 to defense and speed On ground they’ll generate gravity-free environments
and you gain the Biotic Burst Melee skill, that allows to use their powers, giving them versatility in complex
you to take a Charge action that ignores walls (mean- battlefields, but it’s not where they shine the most.
ing you teleport a distance equal to half your speed)
and deal 1D6+Biotic points of damage in a 3 yard Vector Talent
radius around yourself. You can take a move minor
Classes: Adept Class
action and teleport back to where you were (but you
Requirements: Perception and Biotic 3 or higher
can only teleport half your speed in distance), which is
and Kinetic Fields (Journeyman)
actually a very common tactic for a Fury.

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

Strikers are focused on dealing instant damage with


Biotic powers.

Novice: You learn the Particle Beam and the Kinetic


Barrage powers.

Journeyman: You learn the Debris Assault and the


Dark Scourge powers.

Master: You learn the Indignation and the Mega Blast


power.

Vector

Vector specialist are very important when conflict in


void environments is inevitable. They have complete
control over themselves and will pass some of it to
their teammates, and will keep everyone alive even if
the ship they’re traveling in crashes or is destroyed.

Chapter 3 - Focuses, Talents & Specializations 75


Master: Your bonus is extended to 10 yards and they N7 Demolisher
ignore the penalty to speed, but still not gain the de-
fense bonus. You also learn the Gravity Outbreak Bi- The Demolisher uses grenades to attack at range and
otic Power and the Vector Protocol skill, that will add to terrorize the battlefield. Demolishers can also cre-
+10 to your recharge but will pull up to 10 targets you ate a supply pylon that stocks allies with an unending
pick in your direction, protect them in a Kinetic Field reserve of grenades and thermal reloads.
and throw the Field in any direction you want. You can
keep the field for as long as you can maintain your N7 Demolisher Talent
focus (the GM can call a Willpower test would this be
Classes: Engineer Class
difficult) and up to 30 minutes; You can even enter a
Requirements: Strength 3 or higher and the Gre-
planet while in the Field but it will end as soon as you
nade Modification Talent (Journeyman)
land.

Engineer Specializations Specialized in the use of grenades for heated moments


and to replenish ammo for long encounters.
Defender
Novice: You learn the Supply Pylon power, regardless
Defenders are up to one thing: keep their team alive. of whether you have the Automats talent, and if you
And this does not mean healing their wounds and already had it, you gain one new Tech power of your
patching them up, but helping them avoid damage and, choice. You can now build your own Supply Pylons
would the situation arise, guide them out the battle- with Omnigel and 2 Major Actions, instead of 1 min-
field. They’re not trained as Medics but rather to take ute, and can carry 3 without additional weight, but you
damage for the team, difficult the enemy’s vision or can’t have more than 1 active at the same time. It also
provide some cover fire. has a recharge of 2 (then the recharge should be 1
with your passive Engineer skill). You can also carry 2
Defender Talent extra grenades without additional weight and improve
Classes: Engineer Class 1 grenade.
Requirements: Intelligence 3 or higher and First Aid
Talent (Journeyman) Journeyman: You learn the Protector Supply Pylon
power, regardless of whether you have the Automats
talent, and if you already had it, you gain one new Tech
Defenders are all for team work, protecting their squad power of your choice. The recharge of the Protector
by aiding in the fire or taking them out danger. Supply Pylon is now 2. The Supply Pylon can now hold
up to 50 Omnigel and you can add or take 1 from any
Novice: You learn the Smoke Grenade power and your dice in the roll to generate resources, greatly increas-
Shield Boost now has a 5 yard radius, and gains a ing the Pylon ability to generate more ammo and gre-
new stunt for 3SP that will heal additional +2D6 nades. You can also carry 1 extra grenade without ad-
points of shields and can be repeated too. ditional weight and improve 1 grenade. Finally you get
+2 to the grenade’s Range so they can reach further.
Journeyman: The smoke grenade now has special form
of medigel that prevents anyone inside the cloud to Master: Protector Supply Pylon now regenerates
bleed out, while it lasts. It will not prevent them from 1D6+Intelligence for 1SP and reduces by 1 all damage
receiving a coup-de-grace thou. The smoke will also taken, also gives +1 to Single-target power damage to
liberate a combat drug that affects all races and will anyone in the area. You can also carry 1 extra grenade
give them +2 to critical rate, +2 to Willpower and +2 without additional weight and improve 2 grenades, or
when trying to shoot from the smoke to succeed the the same one twice. Finally you get +4 instead of +2
test. to the grenade’s Range so they can reach even further.
You can mod grenades into Tech Grenades in the heat
Master: Would the Defender be adjacent to a team- of battle, but you can only mod 2 grenades per major
mate when he or she receives damage, the Defender action and have to be carrying the materials.
can step in and take the damage instead, with a +2
damage bonus. Also Suppressing Fire actions will Operator
reduce -3 the target’s attack, or -4 if the Predictive
Shooting Talent is taken and aiming it to a single tar- Operators are not big with words or guns, but they’re
get, but will also decrease your defense by -3. You can the greatest with machines. Operators are not as un-
carry an extra Tech grenade without any additional common in the battlefield as one may think, for if they
weight. Finally, you can take a free move action every get close enough to an enemy artillery or better, a de-
time an ally is down. fense system, they will shut everything down or turn

76 Chapter 3 - Focuses, Talents & Specializations


it against his enemies. There are no barriers to Oper- alarm with the cameras and shoot the fugitive with his
ators as long as the machines are connected to one own turrets as he storms off, your pick.
another, and they can get close enough.
Sentinel Specializations
Operator Talent
Aegis
Classes: Engineer Class
Requirements: Intelligence 3 or higher, Automats Aegis combine their biotic power with their tech power
Tech Talent (Novice) and Hacking Tech Talent (Nov- to spawn ice fields, sunburst waves, tech platforms,
ice) protective filters and anything that maintains the
harsh elements at bay.
Operators hack into anything that has any kind of
connection and use them to their will. Aegis Talent
Classes: Sentinel Class
Novice: You can hack anything, from a show sign to Requirements: Biotic and Intelligence 3 or higher
a security turret, and you get +3 on every roll while and the Elemental Tech Talent (Journeyman)
trying to hack it. But, you need to be close, up to 6
yards away, get your Omnitool out, project a screen
and decrypt it, so people will see you. For example, if Aegis maintain their team safe on harsh planet envi-
there were a fugitive’s bunker with Turrets and Cam- ronments.
eras, you can hack a single camera or a single turret,
but people around would see you. Novice: You learn the Lord of Light and Jotunn skills,
that protects you and your squad in a 5 yard radius
Journeyman: The bonus is now +5 and you can hack around yourself from level 1 and 2 Freezing and Burn-
the system that belongs to the mechanism you’re
hacking, and you memorized your Omnitool completely,
so you don’t need it to glow, just make the movements
with your hand, and you can watch the screen in your
modified Sentry Interface, so you don’t have to project
a screen. Anyone with technical knowledge could find
out what you’re doing, if they notice you. Also you can
now hack from up to 16 yards away, as long as you
have a clear line of sight. For example, now you could
access all the bunker’s cameras just by hacking one,
and you notice that your target has a scape route and
that the cameras will trigger the Turrets would anyone
come near, but you can’t control neither the Turrets
nor the Bunker’s doors just by hacking the cameras,
nor you can hack the Turrets because they’re hidden.

Master: The bonus is now +6 and you can hack the


system that belongs to the mechanism you’re hack-
ing and any system related to it. Also you improved
yourself and added a screen that projects in a spe-
cial lens in your eye, and you learned to control your
Omnitool by moving different muscles in your body to
signal what you previously did with your hand, thus
only someone with the Hacking talent would recognize
what you’re doing. You can now hack up to 24 yards
away and you can add a repeater to your Exploration
Drone, which extends your signal by another 10 yards
around the Drone and allows you to hack even what
you can’t see, by sending the drone near it. For exam-
ple, now just by hacking the Camera you gain access
to the Turrets too, and you send the drone to where
the Doors controls are, hack them, and close the fugi-
tive’s escape route, so now you can just walk through
the front door, or maybe you want to signal a fake

Chapter 3 - Focuses, Talents & Specializations 77


ing environments, respectively. You can maintain this fied with incendiary or cryo upgrades, creates a dev-
powers for as long as you want but you can’t take any astating combination attack.
other action while sustaining them and you only walk
at half your speed. You learn the R’hllor tech power. N7 Paladin Talent
Classes: Sentinel Class
Journeyman: You learn the Quarantine and Gravity
Requirements: Constitution and Intelligence 3 or
Bind skill that protects you and your squad in a 5
higher
yard radius around yourself from level 1 and 2 Toxic
and high pressure environments. You can also leave
the effects of Lord of Light and Jotunn skills in an area Paladin has great protection outside cover and is
for 3 rounds without you maintaining them, but you great at keeping enemies from attacking his team.
need one major and one minor action to start this ef-
fect. You learn the Frozen Sun tech power. Novice: You can now use the Omni-shield, that will
give you 5 points of Armor to Shields, barriers and
Master: Your Quarantine, Gravity Bind, Lord of Light even when you are unshielded (unlike Tech Armor that
and Jotunn can now protect from level 3 environment stops it’s protection whenever your shields are down)
hazards but only in a 3 yard radius and can’t leave the but will only work outside of cover and can’t be used
effects of the skill, you must maintain it yourself, and with Tech Armor. Spawning and saving the shield is a
you can only move 4 yards per round. You do can now free action once per turn, then it’s a minor action, and
leave the effect of Quarantine and Gravity Bind for lev- it just won’t come out if you have Tech Armor going.
el 1 and 2 environments for 3 rounds with a major and Note that the Omni-shield doesn’t add to damage or
a minor action. You learn the Rachni Legacy and the recharge as Tech Armor does. You learn the Paladin
Diamond Anvil biotic powers Stance power.
Avatar Journeyman: You learn the Pyro Paladin Stance and
you can now take a move action with half your speed
The Avatar is the master of elemental tech power and while in any Paladin Stance.
kinetic biotic powers, and combines them to become
one of the most adaptable specializations, throwing Master: You learn the Cryo Paladin Stance and the Full
quick fireballs, creating cover, evading attack amid en- Armor power.
emy fire, freezing enemies, all at the cost of mobility
and a very high recharge afterwards.

Avatar Talent
Classes: Sentinel Class
Requirements: Biotic, Intelligence and Willpower 3
or higher and the Elemental Tech Talent (Journey-
man)

Avatar, master of all four elements, excels at adapt-


ability but lacks movement and only lasts for a few
rounds.

Novice: You learn the Avatar State (biotic), Wind Re-


flexes (biotic) and Ice Blast (tech) Powers.

Journeyman: You learn the Stone Wall (biotic) and Fire


Punch (tech) powers.

Master: You learn the Wind Blade (biotic), Ice Spears


(tech), Rock Fist (biotic) and Fire Stream (tech).

N7 Paladin

The Paladin carries a powerful omni-shield onto the


battlefield to block enemy fire. The Paladin also uses
the shield as a heavy-melee weapon that, when modi-

78 Chapter 3 - Focuses, Talents & Specializations


Chapter 4

Weapons, Armor & Gear


Your character has a whole galaxy worth of different
items, weapons, equipment and goods it can buy. Yet,
Currency
this chapter details only the most important items for The credit was established as the standard galactic
combat and a few of fairly common use and need. It is trade currency by the Citadel’s Unified Banking Act, a
up to the GM what goods can be found where, so if you piece of legislation enacted by the Citadel Council. This
want something specific, all you need to do is ask the legislation was drafted by the volus, due to their exper-
GM. tise in financial and commercial matters. The Act also
laid out regulatory guidelines for determining the value
During your exploration of the galaxy you’ll buy and/or and exchange rate of the credit in relation to the curren-
gain items with money you’ll get for your work, find, or cies of the individual Citadel member races.
take from enemies. This currency, shared by the galactic
community and invented by the Volus is called Credit. The credit has a managed floating exchange rate, calcu-
lated in real time by the central bank to maintain the av-
Not all items are sold to anyone with just enough cred- erage value of all participating currencies. Some region-
its though. Some items are reserved for special or re- al currencies are worth more than a credit, and some
nowned individuals, thus are of limited access. This less. When the Systems Alliance joined the Citadel, its
items can be acceded with Fame Points. various national treasuries were linked into the credit
network. A human with a bank account of Mexican pe-
Prices, on the other hand, can vary a lot from one place sos, Japanese yen, or Indian rupees can purchase any
to the other. The prices listed here are just an average item priced in credits at fair market value. All economies
of the price found in the most common trading spots that participate in the credit network are required to
across the galaxy. For items not listed here and want- price items in both local currency and credits.
ed by players, there are some guidelines for the GM in
Chapter 10: Rewards. Hard currency can be stolen or counterfeited, so elec-
tronic fund transfers are the norm. More importantly,
physical transactions cannot be easily tracked, making

Chapter 4 - Weapons, Armor & Gear 79


them ideal for tax evasion or the purchase of illegal fle, your backup M-23 Katana Shotgun, an extra pack
goods. of ammo, an extra pack of Medigel and an extra pack
of Grenades), then you have -6 to your speed, -1 to
In terms of game, the players can either carry chips Dexterity and +1 to all your power recharge. Let’s just
with a fixed amount of credits for some purchases, or hope you don’t really have to move a lot, and that what
have them online. Note that it is much more secure to you’re carrying is worth it.
have them online, but chips can be used where there is
no connection to the net or to keep a business private.
Armor
Equipment Weight Armor is protective body covering intended to prevent
injury in combat, and is differentiated by species. Turi-
Weight limit is a mechanic designed to keep limitations ans, krogan, quarians, vorcha, salarians, batarians
on power-focused characters, restrict the damage and humans all have specific types of armor; asari and
output of heavy weapon damage focused characters drell use human armor, or the other way around.
and keep the game more balanced.
There are, however, three general armor categories.
It is very important to note that only combat-related These rate armor based on the protection it provides,
items have an asociated weight, and it varies from 0 it can be Light, Tactical and Heavy armor. Armor can
to 9, so it’s easy to calculate when necessary. This in- be customised with upgrades to give better shields or
cludes Armor, Weapons, Armor attachments, Medigel health regeneration, improve recharge times for tech
packs, Grenade Packs and Ammo packs. All the other and biotic powers, or protect against specific attacks
items not listed with a specific weight should not be depending on individual preference.
given a weight. The GM should determine when items
without weight are too much for a player, and should, Armor can be alternatively termed as combat hardsuit
as a group of items, cost the player one more weight. (or combat hard-suit). Aside from allowing its wearer
to survive in environments like outer space, it is also
There is a fillable bar in the Character Sheet meant for reinforced with sheets of ceramic plating on non-flex-
players to note how much weight they’re carrying. It is ible parts of the body. Each set of armor, regardless
above the Armor and below the HP and Shields circles, of its weight, has a kinetic barrier generator and an
it is called Equip. Weight. onboard computer that can give readouts on the envi-
ronment, liaise with terminals to download data, and
All characters have a starting weight capacity of 3 check local wildlife against the xenobiology database.
that is incremented by 1 for each point of Strength
you have. This limit should be marked somehow in the For game purposes, there will be only 3 kinds of armor
Equip. Weight bar, by adding a mark or a slash on the available to buy from start. Light, Tactical and Heavy
last weight point you can fill without going to over- armor will cost the same for all species, yet the avail-
weight. ability of each armor is up to the GM. Note that they
will still be different, so a human character cannot bor-
Note that Armor Talents and some class bonuses re- row the heavy armor of a krogan character, it will just
duce the weight of armor and weapons. not fit.

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-

80 Chapter 4 - Weapons, Armor & Gear


Armors
Armor Armor Rating Penalization Medigel Cap. Grenade Cap. Weight Price
Light 3 -1 2 2 1 3000
Tactical 5 -2 2 2 3 5000
Heavy 8 -4 3 3 4 9000
T5-V Battlesuit 10 -6 4 4 6 11000

has weight equal to zero.

Grenade capacity: All armors have a built-in grenade


storage and easy-to-grab system. The grenades car-
ried this way have weight equal to zero.

Weight: Each armor has different components for a


variety of materials, the more protection they give the
heavier they are. This weight is added directly to the
character’s Equip. Weight when carried.

Price: The item’s cost in credits in common stores.

Thermal clips: Not listed, but all Armors come with a


free Thermal Clip pack that weights 0 and carries 5
thermal clips.

Armors
Light Armor: Offers a basic level of protection from
enemy attacks and minimizes the movement penalties
that affect weapon accuracy.

Tactical Armor: Offers an increased level of protection,


but also increases the movement penalties that affect
weapon accuracy.

Heavy Armor: Offers the highest level of protection


from enemy fire, but also has the highest movement
penalties affecting weapon accuracy.

T5-V Battlesuit: Gives these strong-but-slow soldiers


mech-like protection. This armor needs the N7 Devas-
tator specialization training and can’t be used without
the specialization talent.

Armor Attachment
All armor types can carry attachments, and can carry
as many as you want.

The only limitation with the Armor Attachments is that


they add weight to the armor, so the more you carry,
the heavier your armor will be. Once you obtain the at-
tachment, you’ll need a Gunsmith to attach it correctly Armor Attachments
to your armor. Mod Name0 Weight Credits
Heavy Plate 1 5000
Heavy Plate: Extra protection with his own small gen-
Hawk Missile Launcher 1 5000
erator that adds +1 to your Armor Rate and gives you
Dark Energy Propulsion Packs 1 5000
+10 extra shield points while attached. On the other
Medigel Pool 1 10000
hand, besides the weight, it adds 1 to the penalization
Magnetic Extension 1 5000

Chapter 4 - Weapons, Armor & Gear 81


(for example, Light Armor penalization would be -2 in- levels are for Gunsmiths. You need a Gunsmith to add
stead of -1). mods to your armor.

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.

Armor Mods First Aid Interface: Microprocessors wired into a com-


bat suit can monitor vital functions and release small,
All armor types can be equiped with mods. This mods localized doses of medi-gel to accelerate the healing
are not consumed in battle and will give different kind process. While equiped it heals 1 point of Health during
of bonuses while they’re equiped. each End Phase of combat. It also adds +1 to any
Medigel Healing on yourself.
All armors can have up to 2 mods at all times, and
they must be different in nature. For example, if you Medical Interface: Specialized microprocessors wired
have the Ablative Coating and the Energized Plating into a combat suit monitor vital functions and release
in the same armor, you’ll only get +3 to your armor small, localized doses of medi-gel to accelerate the
rating (as always, only the higher bonus applies). healing process. This interface also provides optimiza-
tion on user-induced aplication. While equiped it heals
Fame points are required for the players to be able to 2 points of Health during each End Phase of combat. It
buy the items and the diagrams from stores, and Tier also adds +3 to any Medigel Healing on yourself.
Armor Mods
Mod Name0 Tier Weight Credits Fame Mod Name0 Tier Weight Credits Fame
Armor Plating 1 1 5000 800 Shock Absorbers 1 1 5000 800
Ablative Coating 2 1 10000 2400 Kinetic Buffer 2 1 10000 2400
Energized Plating 3 1 20000 5600 Kinetic Exoskeleton 3 1 20000 5600
Hardened Weave 1 1 5000 800 Motorized Joints 1 1 5000 800
Shield Regenerator 2 1 10000 2400 Exoskeleton 2 2 10000 2400
Energized Weave 3 1 20000 5600 Combat Exoskeleton 3 2 20000 5600
First Aid Interface 1 1 5000 800 Shield Battery 1 1 5000 800
Medical Interface 2 1 10000 2400 Shield Modulator 2 1 10000 2400
Medical Exoskeleton 3 2 20000 5600 Shield Interface 3 1 20000 5600

82 Chapter 4 - Weapons, Armor & Gear


Medical Exoskeleton: A prototype upgrade combining
numerous advanced medical technologies to monitor
and regulate all vital systems, maximizing healing and
minimizing recovery times for the user. While equiped
it heals 3 point of Health during each End Phase of
combat. It also adds +5 to any Medigel Healing on
yourself.

Shock Absorbers: Installing micro-gravimetric emit-


ters into a combat suit artificially increases mass,
providing protection against concussive force deliv-
ered by explosives, high impact ammo and combat
powers. Adds +1 to your Defense.

Kinetic Buffer: Metabolic Enhancers monitor the wear-


er’s vital systems and release genetically engineered
stimulants to maximize combat prowess and athletic
ability. Adds +2 to your Defense.

Kinetic Exoskeleton: This prototype armor upgrade


combines multiple technologies to maximize the wear-
er’s physical abilities and athletic prowess. Adds +3
to your Defense.

Motorized Joints: Mechanical augmentation increases


the brute strength of the wearer, allowing them to de-
liver powerful blows when rifle butting or pistol whip-
ping opponents. Adds +1 to your Melee damage.

Exoskeleton: Mechanical augmentation increases the


force of rifle butts and other melee attacks, decreas-
ing the mass on acceleration to further improve force.
Adds +3 to your Melee damage.

Combat Exoskeleton: This prototype armor upgrade


combines mechanical augmentation, element zero mi-
crocores and firewall technology to give the wearer
brute strength. Adds +5 to your Melee damage.

Shield Battery: To generate kinetic barriers, combat


suits rely on capacitors to store energy from a gener-
ator. The greater the capacitor storage, the more po-
tent the barrier. Adds 10 points to Shields. speeds. Nearly every gun on the battlefield is laden
with features, from targeting auto-assists to projec-
Shield Modulator: To generate kinetic barriers, com- tile shavers that can generate thousands of rounds of
bat suits rely on capacitors to store energy from a ammunition from a small, internal block of metal.
generator. The greater the capacitor storage, the more
potent the barrier. Adds 20 points to Shields. It was discovered that, in an age of kinetic barriers,
most firefights were won by the side who could put the
Shield Interface: Advanced VI systems monitor incom- most rounds downrange the fastest. As such, detach-
ing enemy fire to redirect energy to vulnerable points, able heat sinks, known as thermal clips, were adopt-
maximizing the effectiveness of a suit’s kinetic barrier ed first by the geth, and shortly thereafter by organic
shields. Adds 30 points to Shields. arms manufacturers. Ammunition may never be a con-
cern with modern arms, but the availability of thermal
Weapons clips is; weapons without thermal clips have nowhere
to disperse their heat and are incapable of firing. Luck-
Weapons in the Mass Effect universe are micro-scaled ily, thermal clips litter modern battlefields, and can be
mass accelerators, using mass-reducing fields and obtained from fallen enemies or found around the en-
magnetic force to propel miniature slugs to lethal

Chapter 4 - Weapons, Armor & Gear 83


vironment.

For game purposes, there are 6 types of weapons:


Melee weapons, Pistols, Assault Rifles, Sniper Rifles,
Shotguns and Heavy Weapons. Note that Heavy Pis-
tols and Submachine Guns are both considered to be
Pistols by any effect. Also note that some weapons
have an aditional effect in their description.

The following details for each weapon is provided:

Fire Mode: Actions like Overwatch and Suppressing


fire can only be done with some type of Fire Mode.
Usually Overwatch with any non-automatic and Sup-
pressing fire with Automatic weapons.

Short/Long range: Depending on the weapon, they re-


ceive bonuses or penalizations if either shoot in close
range (meaning from where you stand to the close
range) or long range (from close range to long range).
No weapon can shoot further than his long range.

Ammo: Shows how many times that weapon can be


M-3 Predator: A reliable, accurate sidearm. Manufac-
shot without reloading, meaning the number of shot
tured by Elanus Risk Control, the Predator is valued
per Thermal Clip that each weapon can make.
as a powerful, deadly, and relatively inexpensive weap-
on. While it is not generally deployed in the military, it’s
Damage: This is the base damage of the weapon, al-
still very popular in the Terminus Systems.
ways modified by your character’s Perception ability,
and some times other effects too.
M-5 Phalanx: The M-5 Phalanx is the product of the Al-
liance’s Offensive Handgun Project, a close-in weapon
Fame points: Are the total amount required for the
to be used with no loss of stopping power in compari-
players to be able to buy the weapons and the dia-
son with a soldier’s assault rifle. The Phalanx enjoys a
grams from stores.
ballistics advantage over most heavy pistols. Civilian
variants are often purchased by colonists on planets
Tier levels: Gunsmiths can create weapons depending
that have particularly dangerous big-game animals.
on their tier, this is further explained in PAGE NEEDED
Arc Pistol: An innovation of Admiral Daro’Xen, the Arc
Weight and price were already explained in Armor.
Pistol is a scaled-down Arc Projector that only re-
quires thermal clips, to solve its power problems. The
Heavy Pistols Arc Pistol uses a nonvisible laser to ionize the air and
create a path for a high-ampere electric shock. Effect:
Heavy Pistols are incredibly versatile weapons. The
You can’t take the Overwatch action with this pistol,
heavier pistols usually deal enough damage to be
but can take Suppressing Fire.
worth the trade off, while the lighter models can be
taken as a reliable backup weapon without signifi-
M-6 Carnifex: A highly accurate and lethal pistol. The
cantly affecting weight.
Carnifex is a favored sidearm of mercenary leaders
Heavy Pistols
Weapon Name0 Fire Mode Short/Long range Ammo Damage Weight Price Fame Tier
M-3 Predator Semi-Automatic 10/14 yards 3 1D6+3 1 2000 0 1
M-5 Phalanx Semi-Automatic 10/14 yards 3 2D6+3 2 3000 0 2
Arc Pistol Semi-Automatic 10/14 yards 4 2D6+4 2 5000 1950 3
M-6 Carnifex Semi-Automatic 10/14 yards 3 2D6+4 2 5000 1950 3
Executioner Pistol Single Shot 10/14 yards 3 2D6+5 3 10000 4250 4
M-11 Suppressor Semi-Automatic 10/14 yards 3 2D6+4 2 10000 4250 4
M-77 Paladin Semi-Automatic 10/14 yards 3 2D6+6 3 20000 6350 5
M-358 Talon Semi-Automatic 6/12 yards 3 2D6+4 3 20000 6350 5
N7 Eagle Automatic 8/12 yards 4 2D6+4 3 20000 6350 5

84 Chapter 4 - Weapons, Armor & Gear


and Eclipse mercenary tech specialists. An expensive edented accuracy and punch with a rapid firing rate.
but powerful weapon, its marketing materials feature The Eagle is named after the Desert Eagle, a classic
a charging krogan with the slogan “Don’t you wish handgun which gained a romantic reputation among
Carnifex was at your side?” gun collectors, thanks to its popularity in 20th- and
21st-century Earth action movies. Effect: This weapon
Executioner Pistol: Invented by Blood Pack weapons gives -1 on the attack roll on close and long range, but
experts, the first Executioner was improvised using deals +1D6 on close range.
spare parts and scrap metal during an Omega terri-
tory dispute. The result was a hand-held cannon able Pistols bonuses & restrictions
to fire high-impact armor-piercing slugs, although only
You can wield one pistol in each hand (can be one
one at a time due to its limited heatsink. Many Blood
heavy and one submachine gun). But, you only
Pack mercs carry an Executioner as backup in case
have one major action to shot and it will always
they get pinned down, but some enthusiasts prefer it
come from your dextrous hand, unless you have
as their primary gun, sticking to the one-shot-one-kill
the Dual Wielding talent. You can’t use Biotic
approach.
or Tech powers while dual wielding (unless you
store one of your guns first, like with the Quick
M-11 Suppressor: The M-11 Suppressor is the product
Reflexes talent).
of the Alliance’s Offensive Handgun Project that devel-
oped an infiltration weapon to be used in close-quar-
All pistols have -1 to the attack roll and -1 to the
ters situations where silence is key. The Suppressor
critical chance when shooting on long range.
features a built-in integral sound moderator that re-
duces noise and muzzle flash. Civilian variants on the
weapon are considered illegal but can be found in some Submachine Guns
sectors. Effect: Shooting this weapon produces no
sound, so it won’t reveal your position Submachine Guns (SMGs) are one of the primary
weapons in the Mass Effect universe. They are a class
M-77 Paladin: The Paladin is a reliable, durable of rapid-firing weapons, with both fully-automatic and
weapon developed by law enforcement looking for a burst-fire models. SMGs generally have low accuracy
high-powered but easily concealed sidearm for under- and damage per shot, offset by their thermal clip size
cover agents. Surprisingly small for its hitting power, and rate of fire. They are best suited for close- to mid-
the Paladin is a variant on the Carnifex pistol. While range combat.
it has a smaller clip than the Carnifex, its shots are
unquestionably more powerful. M-4 Shuriken: As kinetic barriers have grown in pop-
ularity, so has the popularity of submachine guns.
M-358 Talon: The Talon is a close-range pistol favored Manufactured by the Elkoss Combine, the Shuriken
by Cerberus Guardians. Firing heavy-gauge shotgun Machine Pistol fires six-round bursts with a high rate
pellets, it delivers massive trauma to unarmored tar- of fire.
gets. Its waste heat is sufficiently excessive that it
carries six separate ammunition blocks, rotating like M-9 Tempest: Produced by Elanus Risk Control Ser-
a twentieth-century revolver to prevent shaver jam or vices for the Eclipse mercenary band, the Tempest is
misfire due to premature melting of the shot. Effect: an expensive but deadly addition to anyone’s personal
This weapon gives +3 to the attack roll and +3 to arsenal. This fully automatic submachine gun is pun-
the critical chance on Close range, but gives -3 to the ishing up close, but becomes less accurate at long
attach roll and -3 to the critical chance on Long Range. range.

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

Chapter 4 - Weapons, Armor & Gear 85


ers longer range, more accurate fire than others in its M-8 Avenger: The Avenger is a common, versatile, mil-
class. itary-grade assault rifle manufactured by the Elkoss
Combine. It’s accurate when fired in short bursts, and
Blood Pack Punisher: The Punisher features a sec- deadly when fired on full auto. The modular design and
ondary barrel that fires one armor-piercing round per inexpensive components of the Avenger make it a fa-
main-barrel burst. It was developed by Blood Pack vorite of military groups and mercenaries alike. The
gunsmiths who found that their vorcha recruits fre- rifle has a reputation for being tough, reliable, easy to
quently forgot to optimize ammo loads in the heat of use, and easy to upgrade.
combat. This configuration makes the process auto-
matic and highly effective at penetrating armor. Effect: M-15 Vindicator: A battle rifle that fires in three-round
If you get a critical hit with this weapon, said attack bursts. Favored by assassins and elite mercenaries,
will ignore half the target’s armor. and deadly at any range. Manufactured by Elanus Risk
Control Services for the Blue Suns mercenary group,
M-25 Hornet: The M-25 Hornet is a long-range sub- the Vindicator is popular in the Terminus Systems. Ef-
machine gun created by Cerberus. It is standard issue fect: You can take Supressing fire with this rifle.
for Cerberus troops, who are trained to handle the re-
coil from the gun’s three-round bursts. Cerberus de- Phaeston: Named after a turian spirit of creation, the
signed the Hornet to conserve ammunition and provide Phaeston was engineered to provide the best possible
cover-fire during prolonged conflicts. Effect: You can’t balance between accuracy and firepower in a machine
take the Overwatch action with this pistol, but can gun. Each shot is tempered by kickback dampeners in-
take Suppressing Fire. side the shoulder stock, which lets the Phaeston pack
more punch than other weapons its size without sac-
N7 Hurricane: While some militaries pass on the Hur- rificing precision. Its fully automatic fire and relatively
ricane because of its lower accuracy, the Alliance feels light weight has turned the Phaeston into the turian
the gun’s rapid firing rate offers excellent suppressive infantry’s primary go-to weapon.
fire. A disciplined marksman can use the fully auto-
matic submachine gun to chew through targets with M-96 Mattock: Medium-range, semi-automatic rifle.
alarming speed. Alliance officers were so pleased with The Mattock is a hybrid weapon with an assault ri-
field results that the Hurricane is now many squad- fle’s low heat production and a sniper rifle’s punch.
rons’ standard-issue SMG. Marksmen favor its increased power over that of an
assault rifle to bring down hardened targets. Its lack
Assault Rifles of a full-auto setting is advertised as a feature rather
than a shortcoming as it curbs a soldier’s tendency to
Assault rifles are designed for any combat situation, spray inaccurate fire under stress.
allowing for close-, medium-, and even (in the right cir-
cumstances) long-range combat. M-37 Falcon: This Alliance rifle launches 25mm
mini-grenades. Lighter and more accurate than most
Their automatic fire makes assault rifles perfectly grenade launchers, the Falcon burns through special-
designed for taking down enemies quickly or provid- ized ammunition as well as standard thermal clips. A
ing cover fire, but due to their high recoil, sniping with field fabrication kit generates this ammunition, leaving
assault rifles is very difficult. Short, controlled bursts the clips as the rifle’s only limitation. Effect: On hit, this
and a crouching stance are required to hit anything rifle deals 1D6 points of damage to anyone in a 3 yard
at long range. At close range, spraying bullets into a radius around the target.
target is effective, if not as quick as a shotgun blast.

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

86 Chapter 4 - Weapons, Armor & Gear


M-76 Revenant: The M-76 Revenant unleashes a Striker Assault Rifle: The Striker is a fully-automat-
storm of high-velocity slugs. It has low accuracy but ic weapon that functions more as a grenade launch-
a high thermal clip capacity, and packs considerable er than a rifle, firing high-impact slugs that detonate
firepower. This custom-made machine gun features on contact. The weapon increases its rate of fire the
technology not widely available. Protected against longer the trigger is held, which is devastating if the
replication by sophisticated Fabrication Rights Man- weapon can be kept on-target. In an attempt to market
agement (FRM) technology, only the richest and most the Striker outside of the Krogan DMZ, the gun was
powerful warlords can afford the Revenant. designed to be fired by non-krogan, but its recoil tends
to off-balance smaller species. Enthusiasts point out
M-55 Argus: The Argus is a high-powered rifle favored that the target on the receiving end of a Striker has
by senior C-Sec officers. An excellent close-range far worse things to worry about than its shooter’s
weapon, its bursts of fire ensure ammunition conser- balance. Effect: On hit, this rifle deals 1D6+2 points
vation during lengthy conflicts. Other law-enforcement of damage to anyone in a 3 yard radius around the
agencies across the galaxy are adopting the Argus as target.
their standard rifle, as much for its intimidation fac-
tor as its suppression power. Effect: You can take Su- M-7 Lancer: The M7-Lancer is a rare collector’s item
pressing fire with this rifle. that was introduced shortly after the First Contact
War. The Lancer has been refurbished by an unknown
master weaponsmith, and it now uses the higher ve-
locity rounds of today’s weaponry. It does not need
heat sinks, instead utilizing weapon heat-generation
from an earlier era. Few of these finely crafted weap-
ons are in existence. Effect: This rifle does not need
thermal clips, recovers 1 ammo per turn.

N7 Typhoon: The Typhoon is a distinctive light machine


gun featuring a face shield to protect the shooter from
headshots. Its power and recoil are so notorious that
it includes a high-tech kinetic reducer to fight muzzle
climb. Since the reducer tries to limit all motion by the
weapon, marksmen do not engage it while moving and
instead reduce the recoil only while they are in cover.

N7 Valkyrie: After the carnage of the Battle of the


Citadel, Alliance officers commissioned a new rifle for
their ground forces. A variation of the popular Aveng-
er design, the Valkyrie is now standard issue for new
recruits. Exceptionally well-crafted, accurate, and
packing ample firepower, the rifle is a hot black-mar-
ket item when it surfaces. Effect: This weapon gives
+1 to the attack roll and +1 critical on both close and
long range.

M-99 Saber: A heavy-duty semi-automatic rifle fa-


vored by only the most elite marksman, the M-99 Sa-
ber is jokingly referred to as “The Big Iron” for its sheer
stopping power. Each M-99 Saber is designed specifi-
cally for its owner, making it one of the Alliance’s more
expensive weapons.

Assault Rifle bonuses & restrictions


With any Assault Rifle you can make Lightning
Trigger and Dual Strike without spending extra
ammo. Any extra attack does not consume extra
ammo.

All rifles have a -1 to the attack roll and -1 to the


critical hit chance on Long Range.

Chapter 4 - Weapons, Armor & Gear 87


Shotguns of damage. Even shielded enemies are stunned by the
force of a blast from this weapon.
Not only are shotguns efficient at close range, but they
are very good at stripping away shields and barriers. Graal Spike Thrower: The Graal is one of a long line
Classes with minimal cooldowns, such as the Soldier of krogan weapons used to hunt thresher maws. Its
or Vanguard make great use of the heavier shotguns, ammunition consists of oversized flechettes meant
but there are several lightweight models that syner- to pierce thresher hide and create deep wound chan-
gize with other classes. nels leading to massive blood loss. For additional fire-
power, the weapon is double-barreled, and, as a last
M-23 Katana: Manufactured by Ariake Technologies, resort, possesses blades to cause internal injuries
the Katana is a common mercenary weapon, and is if the wielder is swallowed by the thresher. Using a
also popular on colonies with Varren infestations. It’s Graal on a humanoid target has predictably grisly ef-
deadly at short range, but ineffective at long range. fects. Effect: On your first hit on your turn, you can
move your target 2 yards in the opposite direction of
M-22 Eviscerator: The Lieberschaft 2180 shotgun, your shot.
or “Eviscerator,” is of human civilian design and has
a unique ammunition generator. Where most modern M-300 Claymore: The Claymore used to be a hard-hit-
firearms shave off chips or pellets from an ammuni- ting but poor-selling shotgun due to kickback prob-
tion block, the M-22 shaves off serrated metal edg- lems snapping the arms of anyone but krogan firing
es designed to fly aerodynamically. This dramatically the weapon. After a rehaul of its kinetic dampening
improves its armor-piercing capabilities, and its tight system, the Claymore is being rolled out again. As a
grouping ensures lethality at longer ranges than stan- way to lure back customers, the gun’s manufacturer
dard shotguns. This design violates several interga- has lowered the shotgun’s selling price without skimp-
lactic weapons treaties, so the M-22 is not distributed ing on its stopping-power.
to militaries.
M-11 Wraith: The Wraith is favored among mercenar-
M-27 Scimitar: Manufactured by Ariake Technologies, ies, pirates, and slavers in the Terminus systems. Its
the Scimitar features twin mass effect generators, high-impact damage and sturdy construction make
giving it a more rapid rate of fire than a traditional it a popular “quick-draw” shotgun. A variant of the
shotgun. This weapon was created for the Eclipse M-22 Eviscerator, demand for the Wraith is higher
mercenary band, but is rapidly becoming popular with than ever, even though the weapon is banned in Citadel
Blood Pack Trooper mercs as well. space. In order to lighten its weight, the Wraith holds
fewer shots than the Eviscerator.
AT-12 Raider: Carried by the batarian military’s notori-
ous Special Intervention Unit, the Raider is a semi-au- N7 Crusader: Bruised and bloody Alliance marines on
tomatic shotgun that loads slowly but fires rapidly, Torfan attributed their survival against waves of ba-
with tremendous force. Short-range even for a shot- tarian mercenaries to the precision and stopping pow-
gun, the Raider has a large pellet spread. Rather than er of the Crusader. With a design patterned on riot
eliminating recoil, its integral compensators instead shotguns, this weapon has a moderate rate of fire that
make it predictable and vertical.
Shotgun bonuses & restrictions
Disciple: Originally handcrafted for the exclusive use All shotguns have a -3 to the attack roll and -3
of justicars, the Disciple Shotgun’s schematics were to the critical hit chance on Long Range, but they
finally released to asari commandos after centuries have a +3 to the attack roll and +3 to the critical
of negotiation. The Disciple uses shells packed with hit on close range.
microscale submunitions to deal staggering amounts

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

88 Chapter 4 - Weapons, Armor & Gear


rewards careful aiming. Since this accuracy provides
little room for error, the Crusader is primarily used by
highly trained soldiers.

N7 Piranha: The N7 Piranha is an assault shotgun de-


signed for the Reaper war. When the N7 program be-
gan training alien resistance forces, the lighter-bodied
species wanted a low-recoil weapon with a wide pellet
spread for dealing with hordes of husks. The result
was the Piranha, which hit a sweet spot in close-range
firepower. Its rapid-fire capability tears apart not only
husks but most opponents unlucky enough to be in its
way.

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.

M-92 Mantis: The Mantis is a powerful sniper rifle


which is able to take out most targets in a single shot.
It’s incredibly accurate at long range, but rate of fire
is slow. Manufactured by Devlon Industries, the Man-
tis is primarily used by police and planetary militia
groups.

M-13 Raptor: The Raptor is a human version of a turi-


an weapon developed for conflict on the low-gravity
world Amar. Fighting at longer ranges than expected,
the turians optimized a low-recoil, semi-automatic rifle
with a scope, and issued it to their regular infantry, creating a hybrid weapon that was half-assault rifle
and half-sniper weapon.
Sniper Rifle bonuses & restrictions
M-97 Viper: The Viper is a semi-automatic, rapid-fire
Sniper Rifles can’t be shot the same turn you sniper rifle manufactured by Rosenkov Materials.
move (whether you move after or before your Rosenkov developed a patented automated-release
major action), unless Breath Shooting (Journey- system that assists with thermal-clip ejection, short-
man) is taken. ening the Viper’s reload time. This rifle is popular with
military snipers, who appreciate a long-range gun that
All snipers have a +3 to the attack roll and +3 to can snap off multiple shots in the blink of an eye.
the critical hit chance on Long range, but have a
-5 to the attack roll and -5 to the critical chance M-29 Incisor: The Incisor is a sniper rifle designed
on Short range. to overload active defenses. Firing three rounds with

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

Chapter 4 - Weapons, Armor & Gear 89


each pull of the trigger, the Incisor was initially ad- heat that it resembles a beam of light, causing terrible
vertised as having negligible recoil, although under wounds. Effect: If the target of the shot fails a Per-
real combat conditions the second and third rounds ception (hearing or seeing) test vs TN 13, your attack
frequently climb in difficulty. The noise of the burst is ignores the cover’s defense bonus.
comparable to a single rifle shot in duration, making
it no easier to locate the sniper by sound. Effect: This N7 Valiant: The Valiant is a sniper rifle tested by Al-
weapon gives +1 to the attack roll and +1 critical on liance soldiers during a series of harsh survival exer-
both close and long range. cises on the planet Kruljaven. This streamlined weapon
employs a sophisticated fire-control system that im-
Kishock Harpoon Gun: An Alliance captain on her fifth proves accuracy by stabilizing the barrel during tar-
tour of the Terminus Systems once said that seeing a geting. Although this comes at the cost of reduced ca-
Kishock was the easiest way to tell if she was being pacity and rate of fire, most soldiers find the increase
attacked by batarian mercenaries or slavers, since “no in precision and quick reloading time a worthy tradeoff.
bastard with a Kishock means to take you alive.” This Effect: You can’t Overwatch with this rifle, but you can
powerful sniper rifle fires a harpoon-like spike that make Suppressing Fire.
causes massive internal bleeding, and its miniaturized
disruptors will also destroy synthetics. The rifle’s big- Black Widow: The Alliance wanted to reduce the re-
gest drawback is that it must be reloaded after every load time of the original Widow rifle, without sacrific-
shot, but for those with steady aim and good timing, ing its stopping power. The solution was to increase
one shot is enough. Effect: If your target is unshielded, the number of shots the gun could fire before it needed
this sniper deals 1D6 points of penetrating damage at a fresh thermal clip. Heavy for a sniper rifle, the Black
the begining of the target’s next round. If critical dam- Widow’s firepower more than compensates for its en-
age, you can move the target 2 yards in the opposite cumbrance.
direction of the shot.
Heavy Weapons
M-98 Widow: Several research firms spent a consid-
erable fortune trying to redesign the Widow sniper ri- Heavy Weapons are a class of weapon designed to
fle. Their goal was to retain the geth weapon’s consid- deal destruction greater than conventional means.
erable firepower while reducing its recoil, so that the These weapons typically deal great damage but suf-
gun could be fired without breaking a nonsynthetic’s fer from high power consumption, making their usage
arm. After much trial and error, one company final- situational but devastating given the right conditions.
ly produced a usable model rolled out to the galactic
market. M-100 Grenade Launcher: Rapid-fire grenade launcher
favored by the Blood Pack vorcha mercenaries. Capa-
M-90 Indra: The Indra’s low-powered scope leaves it ble of taking down multiple enemies with a single well-
most effective at medium range, but many soldiers be- placed shot. Effect: This weapon consumes 3 Thermal
lieve this limitation is offset by the gun’s rapid rate Clips to reload. It deals 2D6 points of damage in a 3
of fire. The Indra is the first military-grade, fully au- yard radius around target.
tomatic sniper rifle. It has an extremely efficient heat-
sink system that allows a surprisingly large number M-451 Firestorm: Short-ranged, the Firestorm sup-
of shots to be fired before the weapon ejects its ther- presses the regenerative capabilites of vorcha and
mal clip. krogan. Effect: This weapon consumes 3 Thermal Clips
to reload. It ignores half the target’s armor and leaves
Javelin: Called the Javelin by Alliance marines, this the target Burning (14)(1D6).
geth weapon holds a reservoir of ferrofluid, magnet-
ically drawn into the firing chamber and expelled at ML-77 Missile Launcher: Rapid-fire missile launcher
lethal speeds. Like a high-pressure water-jet, the ferro- with seeking projectiles. Missile launchers are sur-
fluid cuts through nearly anything it hits with so much facing with increasing frequency among the Terminus

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

90 Chapter 4 - Weapons, Armor & Gear


Systems mercenary bands, but their origin is unknown.
Each projectile features a friend-or-foe recognition
system, ensuring it will find a hostile target -- though
not necessarily the one in the crosshairs. In urban sit-
uations, it is useful for taking out snipers and other
entrenched enemies, so it is popular with the Blue Suns
mercenary band. It is nearly impossible to duplicate, as
it uses Fabrication Rights Management (FRM) tech-
nology. Effect: This weapon consumes 3 Thermal Clips
to reload. It ignores cover bonus to defense and can
target 2 enemies at the same time.

Heavy Weapons restrictions


This special type of weapon requires a lot of ther-
mal ammo, specified in the weapon’s description.

The reload of this weapons is a Major Action and


you don’t go back to cover after using one, you’ll
need a move action.

Arc Projector: The arc projector ionizes targets with


a nonvisible laser to ready them for a high-voltage
electrical attack. As the lightning-like bolt hits its first
target, a sophisticated autotargeting system paints
succeeding targets with the ionization laser, allowing
the electricity to take the path of least resistance and
arc between them. An entire enemy strike team can be
shocked to death with a few pulls of the trigger. Effect:
This weapon consumes 3 Thermal Clips to reload. It
chains to any target up to 5 yards away from the first
target. Can chain up to 2 aditional enemies.

M-622 Avalanche: Cryo Round technology is used to


modify standard weapon slugs. A cooling laser col-
lapses the ammunition into Bose-Einstein condensate, a modified version of traditional high-explosive rounds
a mass of super-cooled subatomic particles capable that is applied to a 25-gram slug. When accelerated to
of snap-freezing impacted objects. Normandy’s scien- 5 km/s, the round is devastating. Though a technically
tists have found a way to apply this technology on a inaccurate label, this prototype weapon is nicknamed
large scale: by generating a mass effect containment
the “Nuke Launcher,” and its high-explosive matrix
“bubble”. It is nicknamed the “Cryo-Blaster”. Effect: generates an archetypical mushroom cloud on impact.
This weapon consumes 5 Thermal Clips to reload. It Effect: This weapon consumes 7 Thermal Clips to re-
deals damage in a 5 yard radius and causes Freezing load. It deals penetrating damage in a 5 yard radius
(13)(-5). and ignores cover.
M-490 Blackstorm: The Blackstorm, colloquially called Cobra Missile Launcher: Though it looks identical to
the “black hole gun” encases a few particles of matter the M-560 Hydra, the Cobra is a single shot launcher
within a high-powered mass-increasing field, elevating that fires a missile directly at the target. It is powerful
them to near-infinite mass. This creates a gravitation- enough to destroy a target on contact and has a small
al singularity that draws nearby enemies and objects area of effect. Effect: This weapon consumes 7 Ther-
inward for a short time. The rapidly-increasing gravity mal Clips to reload. It deals penetrating damage in a 3
near the singularity’s event horizon rips objects apart. yard radius and can’t be avoided.
The mass effect field soon destabilizes and returns
to normal mass, with explosive results. Effect: This
weapon consumes 5 Thermal Clips to reload. It deals Melee Weapons
damage in a 5 yard radius, ignores cover and forces Close quarter combat has been widely unused once the
anyone in radius to leave cover. use of guns became massive. Still, it is the situation
that makes the tool useful, and all weapons are tools.
M-920 Cain: Normandy’s scientists have prototyped

Chapter 4 - Weapons, Armor & Gear 91


Melee weapons are lighter than most weapons, and
deal great damage, but they require the user to stay
very close to the enemy line, so it’s more used in places
with plenty of corners and small spaces to shoot, like
the Omega station. Or as back-up weapon then dealing
with enemies in close range, specially the built-in Om-
ni-blade for the Omnitools.

Battle Hammer: The battle hammer consists of a han-


dle and a head. The length of the handle may vary, de-
pending on the size of the user. Long battle hammers
were meant to provide usefulness to brute strength
in the face of ever-changing technology. They’re much
widely used by krogans warlords. The wide surface
and heavy impact deals damage by directly puting the
kinetic force on the enemy. Effect: Can push the target
2 yards in any direction on hit.

Combat knife: A combat knife or assault knife is a


fighting knife designed solely for military use and
primarily intended for hand-to-hand or close combat
fighting. The blade has been greatly improved over the
years, giving a chance of a fair fight against any foe
in close combat.

Omni-blade: The most common melee design is the “om-


ni-blade,” a disposable silicon-carbide weapon flash-
forged by the tool’s mini-fabricator. The transparent,
nearly diamond-hard blade is created and suspended
in a mass effect field safely away from the user’s skin.
Warning lights illuminate the field so the searing-hot
blade only burns what it is intended to: the opponent.

Omni-tool Gauntlet: Covering the Omnitool in blades


and spikes to strike opponents with great force, this
also improves phisical strength on the punch. Effect: It
has a+3 bonus to the attack roll and +3 to the critical
hit chance, but it needs the Berserk talent specializa-
tion to be used. Note that versions of this weapon that
deals +1, +2 and +3 points of damage can be obtained
when tier 3, 4 and 5 weapons are unlocked, and cost
5000, 10000 and 20000 credits.

Omni-shield: Omnitool-generated energy barrier that

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

92 Chapter 4 - Weapons, Armor & Gear


blocks all fast-moving projectiles, including bullets. Ef- Weapon Acquisition
fect: It adds +4 to armor rate, but only outside of cov-
er and it needs the N7 Palading specialization talent. Some weapons are human manufactured, some were
Note that versions of this weapon that deals +1, +2 meant for the reaper invasion, some belong to krogan
and +3 points of damage can be obtained when tier battlemasters, special forces, and so on.
3, 4 and 5 weapons are unlocked, and cost 5000,
10000 and 20000 credits. Because of this, not all weapons can be found regular-
ly across the galaxy. The M-22 Eviscerator shotgun
Monomolecular Blade: The cutting edge of the blade is for example is illegal in citadel space, but hot sale on
only one molecule wide, made from extremely resistant places like Omega or outer colonies. So, the GM can
materials and sustained in a stasis field, it will cut decide whether a weapon is available or not in certain
through almost anything. Effect: It has a+3 bonus to places, maybe you could find a black market on the
the attack roll and +3 to the critical hit chance, but it citadel itself, or you could get a an N7 Crusader from
needs the N7 Shadow talent specialization to be used. a grateful militar you did a favor to.
Note that versions of this weapon that deals +1, +2
and +3 points of damage can be obtained when tier To keep the realism of the game, it is important for the
3, 4 and 5 weapons are unlocked, and cost 5000, GM to give attention to this details, and make use of
10000 and 20000 credits. them to make the world look more alive. Maybe while
the players search for a new weapon, the GM could
Modded Battle Hammer: There are very different ways use this as a hook for an adventure, or make the play-
to mod a Battle Hammer, inducing more force, generat- ers fall in the middle of a conflict they would have oth-
ing an explosion on contact, giving electric current, but erwise not encountered.
they all have the same end, deal more damage. Effect:
Can push the target 2 yards in any direction on hit. As always, the golden rule is to have fun. If this rule
puts the players in the way of having a good time, just
Modded Omni-blade: More technically adept soldiers make a random traveling volus merchant and keep the
frequently modify their omni-tools to maximize stop- game going.
ping power through electrical, kinetic, or thermal en-
ergy. Some troops integrate their weapon with their
kinetic barriers, transforming the omni-tool into a
Weapon Mods
wrist-mounted bludgeon; others fabricate flammable All weapons have their own mods, grouped by the
gases, held in place by a mass effect field and ignited weapon the belong to. So, there are Heavy Pistols,
upon impact. Submachine guns, Assault Rifles, Sniper Rifles and
Shotgun mods.
Eezo Battle Hammer: Built-in generators create a
heavier weight on swing and a lighter weight on hit to Each mod belongs to a single group of weapons and
maximize damage. Effect: Can push the target 2 yards can be installed in any weapon from the same weapon
in any direction on hit. group. The mod can be taken freely from one weap-
on and put in any other, as long as they are from the
Monomolecular Knife: Shorter but more easy to handle same weapon group and there’s a workbench to make
version of the monomolecular blade. the change.

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

Chapter 4 - Weapons, Armor & Gear 93


by 1. So, a Tier 1 High-velocity barrel will add +1 to the Tier 3 adds +3 to ammo per clip.
weapon’s damage, a Tier 2 will add +2 to the weap-
on’s damage and a Tier 3 will add +3 to the weapon’s High-Caliber Barrel: Allows wider projectiles, caus-
damage. There are exceptions to this (like the Thermal ing more trauma on impact. Ballistically optimized to
Scope), but said exceptions are specified in the mod’s maintain penetrative power. Tier 2 adds +2 and Tier
description. 3 adds +3 to weapon damage.

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

94 Chapter 4 - Weapons, Armor & Gear


Submachine gun Mods
Mod Name0 Bonus Can’t be used with0 Weight
Ultralight Materials Reduces the weight of the weapon by 1 Recoil System 0
Magazine Upgrade Adds +1 ammo per clip No restriction 0
High Caliber Barrel Adds +1 to the weapon damage High-Velocity Barrel 0
Heat Sink Adds +1 ammo per clip No restriction 0
Scope Adds +1 to the Critical Chance Power Magnifier 0
High-Velocity Barrel Ignore 1 point of armor High Caliber Barrel 0
Recoil System Adds +1 to the attack roll Ultralight Materials 0
Power Magnifier Adds +1 to single-target attack powers damage 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

Chapter 4 - Weapons, Armor & Gear 95


weapon ignores thin cover (like guardian shields). Shotgun Mods
Extended Barrel: Allows wider projectiles, causing Spare Thermal Clip: Adds sockets to raise thermal
more trauma on impact. Ballistically optimized to clip capacity, increasing number of spare shots. Tier 2
maintain penetrative power. Tier 2 adds +2 and Tier adds +2 and Tier 3 adds +3 to ammo per clip.
3 adds +3 to weapon damage.
Shredder Mod: Capacitor boosts kinetic coil genera-
Scope: Simple 4x optical scope enhances stability tors, increasing shot penetration. Tier 2 ignores 2 and
while zoomed. Increases accuracy while moving and Tier 3 ignores 3 points of armor. Also, shots from this
taking damage. Tier 2 adds +2 and Tier 3 adds +3 to weapon ignores thin cover (like guardian shields).
critical chance.
Shotgun Blade: Tungsten-carbide bayonet with re-
Omni-blade: Attach an omni-blade to the weapon for cessed edge for increased melee damage. Tier 2 adds
increased melee damage. Tier 2 adds +3 and Tier 3 +3 and Tier 3 adds +5 to melee damage.
adds +5 to melee damage.
High Caliber Barrel: Allows wider projectiles, causing
Thermal Scope: Reveal enemies through walls and more trauma on impact. Ballistically optimized to re-
smoke with a 4x optical scope and enhance stability tain penetrative power. Ballistically optimized to main-
and accuracy while zoomed. Tier 2 adds +4 and Tier tain penetrative power. Tier 2 adds +2 and Tier 3
3 adds +6 to critical chance. Using this scope, you adds +3 to weapon damage.
can see heat through walls, even if they’re with tactical
cloak. Also Tier 2 weights 2 and Tier 3 weights 3. Smart Choke: Servo motors hooked up to adjustable
system tighten or loosen pellet spread for maximum
High Velocity Barrel: Superior kinetic coils increase accuracy. Tier 2 adds +2 and Tier 3 adds +3 to the
shot penetration. Ballistically optimized to maintain attack roll.
penetrative power. Tier 2 adds +2 and Tier 3 adds
+3 to weapon damage. Ignores 1 point of the target’s Omni-blade: Attach an omni-blade to the weapon for
armor, Tier 2 ignores 2 and Tier 3 ignores 3. Also Tier increased melee damage. Tier 2 adds +5 and Tier 3
2 weights 2 and Tier 3 weights 3. adds +7 to melee damage. Also Tier 2 weights 2 and
Tier 3 weights 3.
Ultralight Materials: Superior lightweight alloys re-
place weapon parts, making the weapon less obtru- High Velocity Barrel: Superior kinetic coils increase
sive and easier to handle. Tier 2 reduces by 1 and Tier shot penetration. Ballistically optimized to maintain
3 reduces by 3 the weapon weight. penetrative power. Tier 2 adds +2 and Tier 3 adds
+3 to weapon damage. Ignores 1 point of the target’s

Assault Rifle Mods


Mod Name0 Bonus Can’t be used with0 Weight
Stability Damper Adds +1 to the attack roll No restriction 0
Magazine Upgrade Adds +1 ammo per clip No restriction 0
Piercing Mod Ignore 1 point of armor Ultralight Materials 0
Extended Barrel Adds +1 to the weapon damage High-Velocity Barrel 0
Precision Scope Adds +1 to the Critical Chance Thermal Scope 0
Omni-Blade Adds +1 to the Melee Damage No restriction 0
Thermal Scope Adds +2 to the Critical Chance Precision Scope 1
High-Velocity Barrel Adds +1 to the weapon damage Extended Barrel 1
Ultralight Materials Reduces the weight of the weapon by 1 Piercing Mod 0

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

96 Chapter 4 - Weapons, Armor & Gear


armor, Tier 2 ignores 2 and Tier 3 ignores 3. Also Tier
2 weights 2 and Tier 3 weights 3.

Ultralight Materials: Superior lightweight alloys re-


place weapon parts, making the weapon less obtru-
sive and easier to handle. Tier 2 reduces by 1 and Tier
3 reduces by 3 the weapon weight.

Sniper Rifle Mods


Spare Thermal Clip: Adds sockets to raise thermal
clip capacity, increasing number of spare shots. Tier 2
adds +2 and Tier 3 adds +3 to ammo per clip.

Extended Barrel: Lengthens barrel, creating greater


bullet velocity and impact. Ballistically optimized to
maintain penetrative power. Tier 2 adds +2 and Tier
3 adds +3 to weapon damage.

Piercing Mod: Capacitor boosts kinetic coil generators,


increasing shot penetration. Tier 2 ignores 2 and Tier
3 ignores 3 points of armor. Also, shots from this
weapon ignores thin cover (like guardian shields).

Enhanced Scope: Stability-enhancing scope increases


accuracy while moving and taking damage. Highlights
targets through smoke. Tier 2 adds +2 and Tier 3
adds +3 to critical chance.

Thermal Scope: Reveal enemies through walls and


smoke with a 4x optical scope and enhance stability
and accuracy while zoomed. Tier 2 adds +4 and Tier
3 adds +6 to critical chance. Using this scope, you
can see heat through walls, even if they’re with tactical
cloak. Also Tier 2 weights 2 and Tier 3 weights 3.
Ammo Mods
High Velocity Barrel: Superior kinetic coils increase Ammunition Upgrades are specifically designed to en-
shot penetration. Ballistically optimized to maintain hance the effectiveness of your weapon’s ammunition.
penetrative power. Tier 2 adds +2 and Tier 3 adds But, unlike Armor and Weapon mods, Ammo mods
+3 to weapon damage. Ignores 1 point of the target’s consist of a single-use item that can be utilized during
armor, Tier 2 ignores 2 and Tier 3 ignores 3. Also Tier combat.
2 weights 2 and Tier 3 weights 3.
Ammo mods are attached to individual Thermal Clips,
Ultralight Materials: Superior lightweight alloys re- and will give their bonuses until you reload the weap-
place weapon parts, making the weapon less obtru- on. To use an ammo mod, all you need to do is choose
sive and easier to handle. Tier 2 reduces by 1 and Tier the modified thermal clip while reloading.
3 reduces by 3 the weapon weight.

Sniper Rifle Mods


Mod Name0 Bonus Can’t be used with0 Weight
Spare Thermal Clip Adds +1 ammo per clip No restriction 0
Extended Barrel Adds +1 to the weapon damage High-Velocity Barrel 0
Piercing Mod Ignore 1 point of armor No restriction 0
Enhanced Scope Adds +1 to the Critical Chance Thermal Scope 0
Thermal Scope Adds +2 to the Critical Chance Enhanced Scope 1
High-Velocity Barrel Adds +1 to the weapon damage Extended Barrel 1
Ultralight Materials Reduces the weight of the weapon by 1 No restriction 0

Chapter 4 - Weapons, Armor & Gear 97


Just like the Weapon mods, Ammo mod have Tier 1, 2
and 3.

All mods in the table are Tier 1 mods. All mods have an
aditional effect specified in the description.

Ammo mods add no weight to the weapon and can be


carried in any Thermal Clip belt like any regular ther-
mal clip.

Price & Fame points cost


The price and fame requirement for each mod depends
on the tier:

Tier 1 mods: Cost 100 credits and need 300 Fame


points.

Tier 2 mods: Cost 200 credits and need 1450 Fame


points.

Tier 3 mods: Cost 300 credits and need 3450 Fame


points.

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.

Cryo rounds: Cooling lasers collapse ammunition


into small Bose-Einstein condensate - a mass of su-
per-cooled subatomic particles - capable of snap-freez-
ing impacted objects. Effect: Tier 2 reduces by 3 and
Tier 3 by 4 the target’s speed. It also has a freezing
chance, as a special stunt for 4SP you can start a
Cryo Explosion. Tier 2 needs only 3 and Tier 3 needs
only 2 Stunt Points to prime the explosion.

Disruptor Rounds: Instead of pellets, upgraded ammo explosion.


release charged projectiles that can overload kinetic
barrier shields. Effect: Tier 2 adds+3 and Tier 3 add Drill Rounds: This type of ammunition is derived from
+5 points of damage vs Shields and Barriers. It also tungsten. This extremely dense, heavy metal is about
has an overload chance, as a special stunt for 4SP 1.7 times heavier than lead, and far more difficult to
you can start an Electric Explosion. Tier 2 needs only deform than steel. It is excellent for use in armor-pierc-
3 and Tier 3 needs only 2 Stunt Points to prime the ing type ammunition. Effect: Tier 2 reduces only -4 and

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.

98 Chapter 4 - Weapons, Armor & Gear


Tier 3 reduces only -3 points of weapon damage. This Warp Rounds: Embedded with biotic energy they re-
ammo ignores half and full cover bonus to defense, but lease on target to weaken their resistance to the dark
deals reduced damage. This weapon damage reduction energy. Effect: Tier 2 adds +2 and Tier 3 adds +3 to
applies only to enemies behind cover. biotic power damage dealt to target. Also it reduces
the target’s armor by 2, 3 on Tier 2 and 4 on Tier 3.
Explosive Rounds: Designed to detonate on impact. Ef- Both effects last until the beginning of your next turn
fect: Tier 2 deals 2 and Tier 3 deals 3 points of dam- and do not stack with other warp rounds.
age in a 3 yard radius.

Incendiary Rounds: Incendiary rounds consist of a


General Store
thermite paste which clings to, and burns through, Here’s where most of the combat related inventory
nearly any known substance. Effect: Tier 2 leaves the ends. There are a lots of weapons and mods and not
target with Burning (8)(1D6) and Tier 3 leaves the tar- so many items to explore or just live, but remember
get Burning (10)(1D6). It also has a prime chance, as a that anything you want to buy, you have but to ask the
special stunt for 4SP you can start a Fire Explosion. GM if you can find it.
Tier 2 needs only 3 and Tier 3 needs only 2 Stunt
Points to prime the explosion. Following this section, there will be tables of items
with only their names and their regular prices, as they
Phasic Rounds: Hammer-headed pellets with eezo usually don’t give any mechanic-related bonus.
particles that explode on contact with any shield or
barrier to maximize damage to it. Effect: Tier 2 adds All the sections are just to keep the items grouped by,
+5 and Tier 3 adds +7 points of damage vs Shields and hold no limitation whatsoever, it’s only to make
and Barriers. But, all tiers reduce weapon damage vs them easier to find.
Health and Armor by -4.
Again, this is a short list of items just to have a refer-
ence, there are countless objects you can find or buy
around, if it’s in your mind, someone’s selling it, just
ask the GM.

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.

Flare: Pack of 10 flares that can be shot up to 100


yards into the air with an omnitool and will shine bright
for at last 5 minutes. It will still work if shot on water.

Data Pad: It compress itself to allow the user to carry


it in any pocket, and displays a screen and a keyboard
to write and operate it when uncompressed. Works
like a small computer and is commonly used to write
reports, send email and things of the sort.

Thermal Clip: A thermal clip, universal fit for any weap-


on that uses them. If you have omnigel, you can have
them made for 10 credits.

Regular Consumables
Item name0 Price
Floating Light 100
Flare 300
Data Pad 50
Thermal Clip 50
Grenade 50
Medigel 100

Chapter 4 - Weapons, Armor & Gear 99


Grenade: A regular unmodded grenade, fits to any ar- but not to any Hazard Environment.
mor due to magnetic attachment
Environment Generator: This generator can protect a
Medigel: A Medigel dose, it will fill a cannister you own, 5 yard radius area of a level 1 environmental hazard.
regardless of how many uses it can hold. It takes 5 minutes to calculate the data to create the
corresponding field, but it will last until shut down. The
Traveling & Exploring generator provides no protection to shots or powers,
and will be destroyed if shot. This item weights 1.
Sleeping Bag: As simple as it sounds, it does include
an special alloy cover to protect the user from high Hazard Pylon: A more big and expensive version of the
temperatures, freezing planets and even hard floor. As Environment Generator that can protect a 5 yard ra-
long as you’re not in a Hazard level environment, it dius area of a level 2 environmental hazard. It takes
should make your sleep bearable. 15 minutes to calculate the data to create the corre-
sponding field. It offers no protection to shots or pow-
Diamond Rope: Not so expensive as once was on earth, ers. It has weight equal to 2.
this proves 10 yards of rope that can be attached to
almost anything with a Kinetic Anchor. Security Drone: Most drones create a light around
them to show where they are, as they’re otherwise in-
Kinetic Anchor: It is a flat disk with 2 inch diameter visible. This security drone creates no light whatsoev-
and a small eezo core and alloy that activates with er. To start it, it has to be linked to an Omnitool. Once
touch and strongly sticks to any surface. You can use it’s active, you can set a perimeter and the drone will
your omnitool to add a handgrip, attach a rope, etc. patrol and let you know of any possible threat, even
waking you up with a small zap if necesary. Multiple
Herbal Scent: It is not really herbal, but if you burn it Security Drones can be linked together to increase
with your omnitool it will release a pleasent scent. It area and security. Note that the drones have no of-
comes in a wide variety of scents and each flask will fensive capabilities and can be destroyed with a well
burn for up to 20 hours. placed shot. The GM has to set a TN for a Perception
test when someone tries to detect the drones, or when
Energy Shackles: Small and light wrist bands that cre- the drones try to detect a foe. Drones have the Percep-
ate a stasis between themselves to immobilize hards tion ability equal to 4.
and feet.
Professional Gear
Binoculars: Pair of identical scopes mounted side-by-
side and aligned to point accurately in the same direc- Crowbar: A two-foot length of alloy flattened on one
tion, allowing the viewer to use both eyes (no more) end. You never know when your omnitool fails and
when viewing distant objects. More expensive versions there’s an alien invasion, it might save your life.
can detect heat, metals, and even scan some objects
and give specifications. Mapping Module: Upgrade to Exploration Drones that
allows them to map any place and generate a 3D map
Tent: A small tent is intended for one human-sized per- for the user.
son, with enough room for weapons and armor. Two
humans could fit if cramped inside. A large tent is ex- Medigel Module: Upgrade to Exploration Drones that
actly double the size, and fit for a single krogan. Large allows them to carry 1 usage of medigel. An ally adja-
tents cost double. Tents come in small packages that cent to the drone can use the drone’s medigel to heal
fits very well in any backpack and they arm and store themselves instead of their own medigel.
themselves. They offer protection to the environment,

Traveling & Exploring Professional Gear


Item name0 Price Item name0 Price
Sleeping Bag 500 Crowbar 400
Diamond Rope 500 Mapping Module 2000
Kinetic Anchor 100 Medigel Module 2000
Herbal Scent 250 Heat detector Module 1000
Energy Shackles 1000 Gunsmith set 4500
Binoculars 500 Grapnel Hook 3000
Tent 650 Combat Grapnel Hook 5000
Environment Generator 1500 Star Interface 5000
Hazard Pylon 4000 Holomask 5000
Security Drone 1500 Clothe Projection omni-suit 5000

100 Chapter 4 - Weapons, Armor & Gear


Heat detector Module: Upgrade to Exploration Drones communications.
that allows them heat detection. There are Metal and
Energy detection modules too. Holomask: Heavily complex projection of anyone’s face
that will respond to your own expresions and translate
Gunsmith set: It contains all sort of tools, materials them, to whatever species the projection is, regardless
and diagrams for an experienced craftman to make of which race you belong to. Requires training.
any weapon he or she wants. To learn how to use this,
check the Gunsmith talent. Clothe Projection omni-suit: Attachments to your
whole armor that will create clothes or make you look
Grapnel Hook: A launchable hook that allows users to taller, or smaller (cloaking it), regardless of how you
climb any robust surface, like buildings or cliffs, but want to look. Requires training.
the winch is not fast thou not recomended for combat.
Note that it sticks with a Kinetic Field. Carrying and Storing
Combat Grapnel Hook: An improved version of the Purifier Bottle: A bottle that can both hold any liquid
Grapnel Hook that includes add-ons to the armor and you want or you can put water in it and initiate a pu-
improvements to the winch that allows a very fast and rification procedure that will make the water drinkable
safe travel for in-combat use, but requires training to your specie.
(Assassin Specialization).
Backpack: Can come in many shapes, sizes and dec-
Star Interface: Developed by Tyriel Advanced Com- orations. Usually explorers carry backpacks that are
munications Corporation (TACC), the latest version of sealed so nothing gets in or out. How many items it
the Star Interface offers exceptional real-time data can carry is up to the GM. Remember that unless the
feedback about different species facial recognition weight is specified, items weight zero, and players can
and advanced audio processing package that allows carry as much as the GM allows.
unprecedented clarity in verbal and non-verbal com-
munication, as well as reactions to your own persona Secured Bottle: A small but protected container avail-

Chapter 4 - Weapons, Armor & Gear 101


able in a wide variety of sizes that can contain any- Protectec Suit: This suit comes in a wide variety of
thing from a few drops of a sample, a handfull or shapes and colors. It protects the user from Level 1
rocks, up to a liter or equivalent. It is a resistant alloy Environmental Hazards.
that will not breake if thrown or falls to the ground,
and may even hold a single shot. Environmental Suit: This suit comes in a wide variety
of shapes and colors. It protects the user from Level 2
Chest: Sturdy, metalic box with an electromagnetic Environmental Hazards.
lock. It comes in many different shapes and sizes, but
it’s always secured in some way, responding only to a Hazard Armor: This suit comes in a wide variety of
certain finger, eye, voice or code. shapes and colors. It protects the user from Level 3
Environmental Hazards.
Flask: Small, flat metal container designed to carry up
to one pint of liquid in a pocket or any magnetized part Drink: Alcoholic drink as a generic item, there are plen-
of armor. ty different, with different prices, different qualities
and affect each species in different forms, but they all
Pouch: Small bag held shut by a zip. It comes with a share the same purpose.
shoulder strap. They usually come in a pack of 5 that
can get attached together wherever you want in your Meal: A full meal can include fresh items grown in a
regular clothes or armor. colony or a space station, as well as meat from dif-
ferent sources, not all previously living animals. It is
Medigel Cannister: Cannister meant to carry a dose of still much better than rations. It can be very different
Medigel, the first one you carry weights 0. You need an from specie to specie. It is prepared in houses, inns,
omnitool to apply it. See Chapter 2: Health & Healing restaurants and even some ships with enough room,
section for more information. This item weights 1 on but not carried.
your inventory.
Rations: A protein, minerals and vitamins paste that
Grenade Belt: A bel that can hold 2 grebades, the first will keep you alive, but will always taste like cinnamon.
one you carry weights 0. If you increase the amount Can vary between species.
of grenades you can carry in a pack (like the Adept
class), just keep the same one and consider you added Personal Cleaning Kit: A small pack with a sterile tow-
an extension to it. This item weights 1 on your inven- el with cleaning agents that’s not very relaxing but
tory. serves his purpose.

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

102 Chapter 4 - Weapons, Armor & Gear


Animal Training talent could train this animal to follow
commands, but they’re not very well seen in council
space.

Pyjak: Pyjaks, sometimes referred to as “space mon-


keys”, are a primitive species found on several plan-
ets including Eletania, Tuchanka, and Zorya. The fact
that they are able to thrive in such varied ecosystems
suggests a very high ability to adapt. They are ap-
parently a somewhat curious species, and have been
known to scavenge pieces of technology. Pyjaks have
been spotted clinging to tree branches, sticking out
their finely-pointed tongues, suggesting that they eat
small insects and grubs from the crevices in tree bark.
Someone with the Animal Training talent could train
this animal to follow commands, but they’re not very
well seen in council space.

Ships and Animals


Item name0 Price
Shuttles 100000
Fighters 250000
Corvettes 500000
Frigates 1000000
Varren 10000
Pyjak 5000

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 +

Chapter 4 - Weapons, Armor & Gear 103


Strength (Might) yards and explode on contact. There tors and Sentinels and Biotic grenades can be learned
are not two different types of grenades, you can pick by Adepts, Vanguards and Sentinels.
how you want to throw the grenade the moment you
use it. Moddes grenades can’t be throwed like disks. Generic Grenade
Area: 3 yard radius
Grenade Mod Talent Range: 6 + Strength(Might) yards
With the Grenade Modification Talent, a player can Damage: 3D6+2
mod any generic grenade by spending only the generic Duration: -
Grenade and a Mod Kit. Mod Kits can be used to mod Test: -
grenades into any modded grenade. Power sinergy: -
Regular grenade. Ignores half the target’s armor and
Even though modded grenades cannot be bought, a can travel twice the distance if thrown in straight line,
player with the talent can give modded grenades to in a disk form. First improvement makes damage equal
other players. to 3D6+4. Second improvement makes damage equal
to 4D6+3.
All modded grenades can also be “improved”. When
you first learn the Grenade Modification talent, you Combat grenades
can improve one grenade you own. This means that,
when you use said grenade, you’ll have an improved Jamming Grenade
effect.
Area: 1 yard radius
Range: 6 + Strength(Might) yards
For example, if you choose to improve the Inferno Gre-
Damage: -
nade, besides dealing 2D6 points of Fire Damage it
Duration: -
will leave all targets with Burning (13)(1D6).
Test: -
Power sinergy: -
Improvements are not actually improvements to the
grenade itself but something you learn to do while han- Explodes in a very small area but stops any ongoing
dling the grenade, so this improvement bonus will only power-related effect in it, even if it belongs to a char-
apply to the grenades you use, and not the ones you acter (like Tech Armor for example). First improvement
hand over to your companions. makes duration equal to one, so no powers can affect
that spot until the beginning of your next turn. Second
For example, if you improved the Inferno Grenade and improvement will also add +1 to the recharge of any
you give the other players 2 Inferno Grenades each, affected character.
when they use the grenade they’ll only deal 2D6 points
of Fire Damage, and will not add the Burning effect. Inferno Grenade
Area: 3 yard radius
Modification Kit: This kit provides all the necesary
Range: 6 + Strength(Might) yards
components and elements to mod a generic grenade
Damage: 3D6+2 Fire Damage
into any modded grenade or trap. This item cost 200
Duration: -
credits and has no weight.
Test: -
Power sinergy: -
Grenade Mod List Cluster-bomb a small area with incendiary munitions.
Following is a list with the description of all grenade First improvement gives Burning (TN 13)(1D6). Second
mods and what the improvements do. It is easier to improvement increases Area to 5 yard radius and en-
keep track of what the grenades do by using the Pow- emies are considered primed for Fire explosions.
er Sheet and write them like they were powers. Ob-
viously, grenades have no recharge and can be used Frag Grenade
while recharging. Area: 3 yard radius
Range: 6 + Strength(Might) yards
First there’s the Generic Grenade description, and then Damage: 3D6+2
the Combat, Tech and Biotic grenades, grouped togeth- Duration: -
er. Test: -
Power sinergy: Detonates Tech
The talent refers to “knowledge you own” when learn-
ing grenade mods. This means that Combat grenades Rip your enemies apart with this shrapnel-packed gre-
can be learned by Soldier, Infiltrators and Vanguards. nade. Unshielded unarmored targets take +1D6 points
Tech grenades can be learned by Engineers, Infiltra- of damage. First improvement makes area 5 yards.

104 Chapter 4 - Weapons, Armor & Gear


Second improvement makes damage 4D6+3, and
danage versus unshielded unarmored targets is now
+2D6.

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.

Chapter 4 - Weapons, Armor & Gear 105


Homing Grenade Unleash this erratic energy to deal damage directly
to your enemy’s health. This grenade ignores armor
Area: - and shields. First improvement gives you the chance
Range: 16 yards to send this grenade flying twice the range, but in
Damage: 3D6 Fire Damage straight line. Second improvement increases damage
Duration: - to 4D6+2.
Test: -
Power sinergy: Detonates Fire
Time Grenade
Launch this seeking grenade to track down a target,
causing a massive explosion on impact. This power Area: 3 yard radius
deals damage to primary target and 1D6 Fire Damage Range: 6 + Strength(Might) yards
in a 3 yard radius around target. This can’t be avoided. Damage: -
First improvement gives Burning (TN 13)(1D6) to pri- Duration: 2
mary target. Second improvement increases damage Test: -
to 4D6 and now burning affects all targets. Power sinergy: -
With an eezo core and a strong overload with your
Biotic grenades powers, create an explosion to slow down your en-
emies. This grenade reduces anyone’s speed by -4
Lift Grenade and defense by -2. First improvement gives you the
chance to send this grenade flying twice the range, but
Area: 3 yard radius in straight line. Second improvement makes area a 5
Range: 6 + Strength(Might) yards yard radius and reduces speed by -6 and defense by
Damage: 2D6+2 of Biotic Damage -3.
Duration: 2
Test: -
Power sinergy: Detonates Biotics Trap-making
Throw this grenade into a group of enemies to send
them flying. Unshielded unarmored targets are lifted There is not an specific item called “trap”, but rather
helplessly in the air for 2 turns, then get slammed into traps are made using the same material grenades use,
the ground and take 1D6 points of penetrating dam- so whenever you build a trap, you consume grenades.
age, and get knocked prone. First improvement makes Anyone can carry and use traps, but only prefabriqued
area 5 yards. Second improvement increases damage traps and it takes 4 turns for someone without the
to 3D6+4 and lifted enemies take 2D6 points of pene- talent to set them.
trating damage instead of 1D6 and lose a minor action The only way to build traps is with the Trap-making
the turn they fall. talent. With it, setting one trap that triggers with a
trip lazer and deals 2D6 points of damage, takes 2
Cluster Grenade turns of concentrated work. This is a simple trap and
it needs one grenade to make.
Area: 3 yard radius
Range: 6 + Strength(Might) yards Once you progress in the talent, you can make danger-
Damage: 3D6+2 of Biotic Damage ous traps that deal 4D6 points of damage and take 3
Duration: 1 turns of concentrated work to set. This is a dangerous
Test: - trap and it needs 2 grenades to make.
Power sinergy: Detonates Biotics On the master level, you can make traps that deal 6D6
Lob this biotic grenade cluster at your enemies and points of damage and take 4 turns of concentrated
watch them fly. Unshielded unarmored targets are lift- work to set. This is a fiendish trap and it nees 3 gre-
ed helplessly in the air for 1 turn. First improvement nades to make.
makes area 5 yards and pushes targets 2 yards When you encounter a trap that was not made by you,
away from the grenade. Second improvement increas- you can’t know for sure what it does. You’ll need an
es damage to 3D6+5 and lifted enemies are consid- Intelligence (Manufacturing) test to know what it does,
ered primed for Biotic explosions. and a Dexterity (Traps) test if you try to disarm it. If
you don’t have the talent, you get a -2 to the test roll.
Chaotic Grenade Keep in mind that if you fail to disarm the trap, it wil
Area: 3 yard radius instantly blow up, and you’ll take +1D6 points of dam-
Range: 6 + Strength(Might) yards age.
Damage: 3D6+2 penetrating Modding traps
Duration: - Test: -
Power sinergy: Detonates Biotics The greatest advantage that the traps present are

106 Chapter 4 - Weapons, Armor & Gear


not the damage they deliver, but the effects you can
achieve with them.
With the Trap-making talent you can also mod the
traps to give them effects.
To mod a trap, you need to consume 1 Modification Kit
and the necesary grenades. You’ll only need one kit per
trap, regardless of how many grenades you spent or
how many effects you add to the trap.
When you mod a trap, you reduce the trap’s damage
by 1D6, and add one effect. How many effects you can
add this way is specified in the Trap-making talent.
Some effects can be applied twice to improve the ef-
fect, this is specified in each effect description.

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.

Chapter 4 - Weapons, Armor & Gear 107


Chapter 5

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.

Tech powers are born from the knowledge and ability


Biotics with Omni-tools. Omni-tools are handheld devices that
combine a computer microframe, sensor analysis pack,
Biotics is the ability of some lifeforms to create mass and minifacturing fabricator. Versatile and reliable, an
effect fields using element zero nodules embedded in omni-tool can be used to analyze and adjust the func-
body tissues. These powers are accessed and augment- tionality of most standard equipment, including weap-
ed by using bio-amps, micro-computer VI implanted in ons and armor, from a distance.
the skull of the Biotic.
The fabrication module can rapidly assemble small
Biotic individuals can knock enemies over from a dis- three-dimensional objects from common, reusable in-
tance, lift them into the air, generate gravitational vor- dustrial plastics, ceramics, and light alloys. This allows
tices to tear obstacles or enemies apart, or create pro- for field repairs and modifications to most standard
tective barriers. items, as well as the reuse of salvaged equipment.

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-

108 Chapter 5 - Powers


Combat Powers counter is set. Each power specifies its duration. This
is more easy to keep track with a ten sided dice (1d10),
setting it to zero when there is no recharge. Of course
Combat powers are based on combat drugs or the
this is just a suggestion. The Power Recharge is some-
weapon themselves rather than an omni-tool.
times refered as Recharge Dice.
While anyone could use Combat Powers, there is also
At the end of each round of battle, during the End
a lot of training involved in doing so while using the
Phase, all those counters are lowered by 1. Characters
gun or getting your body use to it, and depend in the
cannot use powers again until the counter is zero.
weapon itself.
Some abilities and equipment can reduce this recharge
Power Rules time. A power recharge can be 0 (as it is for level one
powers for Engineers and Adepts), in which case, you
In Mass Effect, everyone uses powers, even the Sol- can use the Double Casting stunt. You can’t use that
diers. Most of this chapter will describe the powers, stunt otherwise. You can start with a power with no
you don’t need to read them all, only the ones you can recharge and then use a power with recharge greater
learn. Keep in mind that even though all powers are than zero though. Power Stunts are listed later in this
different and worth using, the ones in the same tree chapter.
will be similar.
The fact that the Recharge of a power is zero does
Power trees are meant to make your choice easier. The not mean that using the power is a free action, it will
powers are not sorted by name but rather by Biotic, always be a Major Action.
Tech and Combat, and then sub-divided by their power
trees. Stacking Bonuses
Specializations and some classes have their own ex-
Bonus usually do not stack. If two or more powers (or
clusive powers. Said powers are in the Unique Tech
and Unique Biotics powers section that follow the
Combat Powers section.

Casting Powers

Well, there is not a literal cast, mind you. Yet, it is the


equivalent mechanic. And is still referred as Casting
Roll.

To use a power, whether Tech or Biotic, you need to


make a Casting Roll. Both Tech and Biotic roll a Ba-
sic Test versus a given Target Number, specified in
the power description. The Basic Test Roll is always
a Willpower (school) test. This roll is not benefited by
any High-ground related or aim bonus, as it is not an
attack with a gun.

For example, you want to use Throw. To do so, you roll


a Willpower (Telekinetic) vs TN 11 basic test.

If you fail the test, you don’t “turn into an abomination”.


Failing the test means that you just failed to focus on
your Omnitool/Biotics and you simply loose that Ma-
jor Action. This means you don’t use the power, don’t
add to the Recharge Dice and you don’t get another
Major Action that round.

Power Recharge

After every time a character uses a power, a Recharge

Chapter 5 - Powers 109


items) give you a bonus, the biggest bonus is the one
that has effect, unless specified otherwise.

For example, if you have Tech Armor and Armor Barri-


er, only the higher Damage Reduction stays. This is not
limited to Damage reduction but with any effect, both
beneficial and harmful, except for Damage Over Time
(DoT) effects. DoT do stack with any other DoT effect,
including those who seem opposed like Cryogenic and
Fire damage.

Radius & Area

Powers are made for this game to be played in a


cuadriculated board (and is best enjoyed in one). Each
square represents a 2x2 yards space and each char-
acter occupying one full square. If you have enough
space to play with 1x1 squares though, go for it! but
this tends to use a lot of space in a table.
3 yard radius power

Example of a Quadriculated board 4 yard radius power

2 yard radius power 5 yard radius power

110 Chapter 5 - Powers


Cover and Powers

Single-target attack powers will hit enemies regard-


less of whether they are behind cover or not. Area of
Effect powers will not.

Whenever a target is behind cover from the perspec-


tive of the center of the Area of a power, it will not
get hit. Some powers say that they “ignore cover”, this
means that they’ll hit anyone regardless of cover.

For example, in the Fireball Power Area image on the


Flamer power area left, the Player 1 moves and throws a fireball. The fire-
ball hits a target that was behind cover, but not in the
fireball perspective.

So, the Fireball power has a 4-yard radius, with a cen-


ter in the circle with an F, and deals damage in the
marked area. All the spaces that are not marked and
should are not affected, as they’re behind a wall or a
cover.

Combat Powers

Combat Powers are different from Biotic and Tech


powers. The main reason why is because they’re meant
to be used by Weapon-focused characters.

They usually don’t need a “casting roll” like other Pow-


ers. The TN for the offensive powers is the target’s
defense (as specified in each power). If in TN in the
power says Defense or “Def”, you make an attack roll.
This means that you can use whatever weapon focus
you are already using, like Accuracy (Shotguns) for
the Carnage power.

The recharge is set in whatever dice you are already


using. This means Vanguards can’t use Carnage right
Fireball power area after Charge, as they recharge with he same Dice. If
you’re a Solider, you can use an exclusive Dice for
If a power radius is uneven, it means you should select Combat Powers. Sentinels can’t use combat powers,
one square and count the yards from its center. If it’s but if by any chance they do get a Combat Power, the
a 3 yard radius, it means a 3x3 square is the area Sentinel Training base-recharge limitation applies to
of the power and everyone in it is affected. If it is a Combat Powers as well, and you get to pick whichever
5 yard radius, a 5x5 square and so on. But, if it’s an dice you want to recharge.
even number then you should select a node (the point
between 4 squares) and calculate from there. For ex-
ample, if it’s a 2 yard radius, then the power has a 2x2 Power Stunts
square, a 4 yard has a 4x4 square and so on. The
images in the previous page represent the examples As promised before, here are the Power-exclusive
mentioned before. Stunts. When you make a successful Casting Roll and
There are some powers that have a fixed area instead two or more of the dices have the same number, you
of a radius. For example, Flamer (image above) has generate Stunt Points equal to the number in the Stunt
a 1-yard wide 9-yards long Area. In a cuadriculated Dice.
board where each square represents 2 yards, this
means that 4 squares in front of the player is the area There are general Power Stunts that can be used by
of effect. Tech, Biotic and Combat powers, as well as specific
Stunts for Biotic and Tech powers.

Chapter 5 - Powers 111


Common Powers Stunts
Stunt Point Cost Stunt
Puissant Concentration: Increase the Biotic Power or Tech Power of your Power by 1 per
1-3
stunt point spent, to a maximum of 3.
Mighty Power: If the Power does damage, one target of the power of your choice takes an
2 extra +1d6 points of damage. This only applies to the base damage, not any Damage over
Time effect.
Lasting Power: If the power has a duration of at last 1 round, it is extended to twice the
3 original duration, with no additional power recharge. So Hacking, for example, would last
for 4 rounds instead of the usual 2. This stacks with any duration boost.
Power Combo: Your power Primes a Power Combo that can be detonated by a Detonating
Power. If a power Detonates a Primed target it starts the corresponding Explosion. The
3 power to Prime and to Detonate the power cannot be the same, even if the power both
primes and detonates.
Double Casting: If your recharge is set to 0 after resolving the power’s effect, you can use
3 another power. The second power is casted normally but does not generate more Stunt
Points.
Fast Casting: After you resolve this power, you can reduce the power recharge by 2. This
4
can reduce the recharge to 0, but it will still consume a major action.
Disruptive Power: Besides its normal effects, your power is so powerful that it may dis-
rupt another power effect on the target. Roll an immediate test of your corresponding
focus (the one you casted the power with) vs the target’s Willpower (focus) (again, the
5 one he used to cast the power). This is an Opposed Test. Success removes the effect, while
failure has no additional effect (beyond the normal effect of your power). If there are more
than one, you pick the one to disrupt, or you disrupt them all. Doubles on this test do not
generate extra stunt points.
Lethal Power: If the power does damage, one target of the power takes an extra +2d6
5 points of damage. Alternately, all targets of the power take an additional +1d6 damage.
This only applies to the base damage, not any Damage over Time.

Biotic Powers Stunts


Stunt Point Cost Stunt
Biotic Advantage: The target of the power suffers a –1 penalty to resist your next biotic
1
power until the end of your next turn.
Biotic Barrier: You use the residual Dark Energy of the power to set up a temporary
3
Barrier. You gain a +2 bonus to Defense until the beginning of your next turn.
Penetrating Biotics: You manage to cast the Biotic power over the target’s Shield/Barrier.
It deals the full force of the power and deals direct damage to Health, if the power deals
6
any damage. If the power has any force-related test, it ignores the shield bonus (which is
a +4 to the test roll).

Tech Powers Stunts


Stunt Point Cost Stunt
Shield Overclock: Redirecting residual energy from your power, creating a protective field
1+ around you. You gain shields equal to 1D6-1 per SP spent in this stunt with a maximum of
3D6-3.
Technological Acuity: Your expertise with technology assists you. Make a TN 11 Intelligence
test using the focus of your choice. If you succeed, you become aware of some key tech-
1 nological detail of the current encounter. Alternately you can gain a +1 bonus on your next
Tech-related test, including casting, up until the end of your next turn.
3 Damping: You manage to overload your target’s Omnitool. If your opponent has a Tech
3 Expertise, you add 1 to the power recharge of your target’s tech recharge. You can only pick
the target you are attacking, if there are more than one, you have to choose.
4 Chain Reaction: If the power affects only one target, you can have it affect two, as long
4 as the second target is within the power’s range and no more than 6 yards from the orig-
inal target. There is no additional recharge. Targets test against the power separately.

112 Chapter 5 - Powers


Power Combo plosion primed with the same power.

Fire Explosion: Deals 1D6+3 points of Penetrating


Just like in the Mass Effect games, you can make Pow- Damage in a 3 yard radius.
er Combos! Power Combos in this adaptation are a
bit harder to make, because they depend of the Power Cryogenic Explosion: Deals 1D6+3 damage in a 3 yard
Stunts. To make an Explosion (Biotic, Fire, Cryogenic radius. It has Freezing (13)(-3).
or Electric) you need to first Prime said explosion, and
priming an explosion with a power is a Stunt. Targets Electric Explosion: Deals 3 points of Electric Damage
are primed until the start of your next turn. in a 3 yard radius.
Once a target is primed for an explosion, any power Biotic Explosion: Deals 2D6+1 points of Biotic Dam-
that Detonates said Explosion will start it. Detonating age in a 3 yard radius. Unarmored targets must suc-
a primed target is not a stunt, so just using a power ceed a TN 11 Strength (Might) test or be knocked prone.
that Detonates on a primed target will do.
It is important to note that unlike the ME games, there
For example, you are an engineer and you use Incin- is Friendly Fire in this game, so beware who is next to
erate. Incinerate primes Fire explosions, and you use a primed target before you detonate it.
the Stunt Power Combo to start a Fire Explosion. Your
teammate then uses Throw, that Detonates any explo-
sion, and makes a Fire Explosion that deals 1D6+3 Power Properties
points of damage. Then, he resolves the Throw power
effects. The most important rules about powers are already
listed. Still, there are some considerations for specific
Some powers say they detonate Tech, this means Elec- types of powers.
tric, Fire and Cryogenic explosions.
Here are also listed the different kinds of damage that
The same target can’t be primed for more than one the different powers use, specially Tech Powers.
explosion at the same time. If you prime an already Remember that there is a Resume sheet with all im-
primed target, yours prevail. You can’t detonate a ex- portant terms in the Extras at the end of the book.

Chapter 5 - Powers 113


Shield and Armor vs Biotic Might Automats Powers
Shields provide some protection versus Biotic
Powers, usually against the ones with Force, like You can’t have more than one active Drone, Turret, De-
Throw. Shielded targets commonly have a +3 to fense Drone or Decoy. If you spawn another the last
resist being moved or knocked prone. Armored one will vanish. You can have two different ones ac-
targets receive +2 as the armor dissipates some tive at the same time if you have the Automats Talent
force. Characters with both Shields and Armor (Master) though.
stack the bonuses, so +5 to resist said power. If
this bonus exist it will be specified in the power Automats not mentioned here do not count towards
description. the limit of active Automats. That you can’t control
The Penetrating Biotics stunt ignores this bonus. them means the GM will use their action, and they will
act right after your turn.
Biotic Might & Tech Po- They will not move on the same turn you created them.
tency All automats share the same stats, 0 for everything
except for accuracy and perception. The accuracy will
The strength of Magic in Dragon Age and Fantasy depend on your Willpower and damage on your Intelli-
AGE is called Spellpower, and is used to determine gence. They’ll have an attack bonus equal to your Will-
how strong the spell is. power (Automats). Drones can’t use cover and have 6
points of defense.
In Mass Effect, the equivalent of Magics are Powers.
So, the equivalent of Spellpower is Biotic Might for bi- Shock Attacks
otic powers and Tech Potency for tech powers.
Many Automats make Shock attacks. Shock attacks
Biotic Might represents the user’s biotic strength, and are electric attacks, yes, but they do not receive the
it’s equal to 10 + his biotic ability + Willpower focus
of the power. For example, if an Adept has 4 points
in his Biotic ability, his Biotic Might is equal to 14. But,
if he has the Willpower (Telekinetic) focus, the Biotic
Might for his Telekinetic powers is equal to 16, while
the Biotic Might for Kinetic Fields or Spatial Distortion
powers remains 14.

Tech Potency represents the user’s ability with tech-


nology, and it’s equal to 10 + his intelligence ability +
Willpower focus of the power.

Biotic Force

If a character must be moved by the effect of a Power


or Stunt, and it can’t be pushed further, it gets 1 point
of penetrating damage for each yard it can’t be moved.
This could happen because of a Full cover, a wall, or
something of the sort.

For example, an adept uses Throw Burst against a


Marauder 3 yards away from a wall and pushes him
directly to it. The Adept has 4 points of Biotic abili-
ty. The Marauder fails the test, and thus is moved 8
yards against the wall (double his Biotic ability as for
the power description). As the wall is only 3 yards
away, the Marauder suffers 10 points of damage to
his health, and none to his shields.

Note that is not likely to move a large enemy like a


Brute or a Geth Juggernaut.

114 Chapter 5 - Powers


bonus of electric attacks versus shields unless speci-
fied in the damage.
Power Effects
Damage over Time (or DoT) is mostly found on Biotic
Shock attacks make attack rolls just like any other
Powers. When a power says it last for more than one
attack, but only once, and only to see if they generate
round and deals damage, it is considered Damage over
stunt points if said Automat has stunts.
Time.

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.

Chapter 5 - Powers 115


Biotic Powers Yahg). You move your target 2 yards in any direction
you want. If it fails the test it gets knocked prone and
pushed away an amount of yards equal to twice your
This part of the chapter will present a list of Biotic
size range + your Willpower ability. Also, immediate-
Powers, sorted by school and power tree rather than
ly after hitting a target with this power you recover
by name, after an image with said trees. Here are Inner
2D6+Biotic shield points. This power leaves you out
Energy, Kinetic Fields, Spatial Distortion and Telekine-
of cover.
sis schools, in that order.
Nova
Inner Energy Biotics
This school is focused on the flow and effect of Dark Wave Nova
Energy in the Biotic himself. In order, Charge, Nova,
Annihilation Field, Thresher Maw’s Breath and Biotic
Focus trees are presented here,
Half Nova
Vanguard Class

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

116 Chapter 5 - Powers


point left. This power leaves you out of cover. Targets Annihilation Field
that fail the test are knocked prone and are sent 2
Requires: - TN: 11
yards in any direction you want. Shielded targets get
Area: 3 yards radius around self, ignores cover.
+4 and armored targets get +3 to resist the test. For
Range: - Damage: 1D6 penetrating Biotic Damage,
example, you have 35 of 50 shield points and you use
2D6+Biotic for explosion.
Nova. The power deals 18 points of biotic damage and
Duration: 5 rounds Recharge: 1
consumes 25 points of your shields, leaving you with
Test: - Type: Small AoE Power sinergy: Primes biotic
a total of 10 shield points.
Spin this fiery effect around you to burn nearby en-
Wave Nova emies. When active, the field can be recast to blast a
short-range area to detonate biotic combos and deal
Requires: Nova TN: 13 damage as a free action, but ends the power. This
Area: 1 yard wide 9 yards long Range: - power will deal damage to anyone in a 3 yard radius
Damage: Shields/2 of Biotic Damage once when they enter the radius and at the beginning
Duration: - Recharge: 1 of each of your turns. Undetected foes are damaged
Test: Strength (Might) vs Biotic Might by the power and are revealed to you. Affected targets
Type: Small AoE Power sinergy: Detonates Biotics are considered Primed for biotic explosions during
Different form of Nova that sends a wave of energy your turn and while they are in the power’s range.
instead of an area around yourself. Ignores cover. You’ll be in the explosion range though.

Half Nova Incisive Annihilation Field


Requires: Wave nova TN: 15 Requires: Annihilation Field TN: 15
Area: 3 yards around self Range: - Area: 5 yards around self, ignores cover. Range: -
Damage: 1D6+Shields/4 of Biotic Damage Damage: 1D6 penetrating biotic damage, 2D6+Biotic
Duration: - Recharge: 1 for explosion. Duration: 4 rounds
Test: Strength (Might) vs Biotic Might Recharge: 3 Test: -
Type: Small AoE Power sinergy: Detonates Biotics Type: Large AoE Power sinergy: Primes Biotics
Same as nova but only consumes one quarter of your Improved version of Annihilation field with more radi-
maximum shield points and transforms them into dam- us and longer recharge. It still deals damage when en-
age, rounded up. It does deal less damage but also tering the area and at the start of each of your turns.
leaves you with more shields to hold with. The area of the explosion is now also 5 yard radius.
The explosion is not biotic damage nor it is penetrating
Full Nova damage.
Requires: Half Nova TN: 17
Area: 5 yards around self Range: - Draining Field
Damage: 2D6+Shields/2 of Biotic Damage Requires: Incisive Annihilation Field TN: 16
Duration: - Recharge: 3 Area: 3 yards around self, ignores cover. Range: -
Test: Strength (Might) vs Biotic Might Damage: 1D6+2 penetrating Biotic Damage,
Type: Large AoE Power sinergy: Detonates Biotics 2D6+2+Biotic for explosion.
Same as nova but only uses consumes one quarter of Duration: 4 rounds Recharge: 4
your maximum shield points and transforms them into Test: - Type: Small AoE Power sinergy: Primes Biotics
damage, rounded up. It does deal less damage but also Improved version of Annihilation Field that drains the
leaves you with more shields to hold with. target’s shield and restores your own, on a 1 on 1 basis
for every point of damage the power deals.
Annihilation Field
Virulent Field
Requires: Draining Field TN: 18
Incisive Annihilation Field Area: 5 yards around self Range: -
Damage: 1D6 penetrating Biotic Damage, 1D6+Biotic
for explosion.
Draining Field Duration: 4 rounds Recharge: 3
Test: - Type: Large AoE Power sinergy: Primes Biotics
Using this power consumes 1 Grenade. Improved ver-
Virulent Field sion of Draining Field that besides dealing damage,
having a bigger radius and recovering your shields,
improves your movement speed by +6.

Chapter 5 - Powers 117


Thresher Maw’s Breath

Divine Fist of the Terminus System Hundred Biotic Strikes Heaven Breaking Stance

Thousand Biotic Destruction Fists

Attican Traverse Breaking Palm

Thresher Maw’s Breath Thousand Biotic Destruction Fists


Requires: Inner Biotics (Journeyman) TN: 14 Requires: Hundred Biotic Strikes TN: 16
Area: - Range: - Area: - Range: 2 yards
Damage: - Damage: 5D6+Strength, 2D6+Strength on explosion
Duration: 5 rounds Recharge: 4 Duration: - Recharge: 4
Test: - Test: Dexterity (Acrobatics)/Biotic (Sense) vs TN 13
Type: Support Power sinergy: - Type: Single-target attack Power sinergy: -
Condense and fill your muscles with a flux of biotic Stronger version of the Hundred Biotic Strikes that
power that will awaken the dormant power of your deals more damage and leaves the target with -2 pen-
race, giving you uncanny strength. You add your Biot- alty to all ability tests. This power deals double dam-
ics and Willpower to any Strength test you take. This age on unarmored unshielded targets if they fail the
is considered a Focus power (thus ending any Focus test.
power previously active).
As all the powers from this tree can be done while re- Attican Traverse Breaking Palm
charging adding their recharge to the dice, this can’t Requires: Thousand Biotic Destruction Fists TN: 18
exceed 10 points of recharge. If it does the power will Area: 3 yards wide 12 yards long Range: self
immediately end and the user will be unable to take a Damage: 2D6+1+Strength, 1D6+Biotic on explosion
Major Action the next round. Duration: - Recharge: 5
Test: Willpower (Self-discipline/Faith) vs Biotic Might
Hundred Biotic Strikes Type: Massive AoE attack Power sinergy: -
Requires: Thresher Maw’s Breath TN: 15 This power consumes 1 Grenade. Project your inner
Area: - Range: 2 yards strength from your own body onto your opponent with
Damage: 3D6+Strength, 1D6+Biotic on explosion a devastating attack of that pierces through cover. It
Duration: - Recharge: 3 can be done while in effect of Thresher Maw’s Breath
Test: Dexterity (Acrobatics)/Biotic (Sense) vs TN 13 and will add the recharge to the dice but the dice cannot
Type: Single-target Attack Power sinergy: - exceed 10. You must be using your bare hands. Anyone
Strike of over a hundred blows, delivered at rapid that succeeds the test takes only half the damage. If
speed to your victim’s vital points. This power can be the target’s HP reaches zero with this power, you are
done while in Thresher Maw’s Breath and add it’s re- under the effect of Thresher Maw’s Breath and is an
charge to the dice, but the dice cannot exceed 10. organic target, it will explode from the inside, dealing
It is a melee attack but it can’t be avoided. Anyone that damage in a 3 yard radius that will not affect you.
succeeds the test takes only 2D6+Strength points of
damage. If the target’s HP reaches zero with this pow- Heaven breaking Stance
er, you are under the effect of Thresher Maw’s Breath Requires: Inner Talent (Master), Thresher Maw’s
and is an organic target, it will explode from the inside, Breath TN: 14
dealing damage in a 3 yard radius that will not affect Area: - Range: -
you. Damage: -
This power deals double damage on unarmored un- Duration: - Recharge: 1
shielded targets if they fail the test. You must be using Test: - Type: Support Power sinergy: -
your bare hands to use it. Focus all your mind in recovering your Biotic Energy,
This power is perfect for rescuing your fiance from reducing the Recharge Dice by 2. It can be done while
your evil friend in an apocalyptic galaxy. recharging. It will first add 1 to the recharge, then re-
duce it by 2.

118 Chapter 5 - Powers


Divine Fist of the Terminus System Neuronal Biotic Focus
Requires: Thresher Maw’s Breath TN: 17 Requires: Swift Biotic Focus TN: 16
Area: - Range: 3 yards. Area: - Range: -
Damage: 10D6+Strength Damage: -
Duration: - Recharge: 4 Duration: 5 rounds Recharge: 1
Test: At GM’s discretion Test: -
Type: Single-target attack, Utility Power sinergy: - Type: Support Power sinergy: -
You can break almost anything with this hit, no rocks Focusing solely on the control and energy of your mind,
will resist you. This power can only be used while in the all your Biotic Powers gain +2 Biotic Might and any
effect of Thresher Maw’s Breath and thus ignores the time you generate stunt points, you generate 2 more.
recharge dice requirement. It will still add it’s recharge Each power you use has +1 Power Recharge.
to the recharge dice. In order to use this power, you
must use your bare hands. Then, prepare your mind for Lightning Biotic Focus
1 round, focus your body and biotics for another round.
Finally, release the devastating effect of the power and Requires: Neuronal Biotic Focus TN: 17
then rest for the next round, for your mind and body Area: - Range: -
will be completely exhausted by this holy technique. Damage: -
You could break a ship’s hull with this power. Doing so Duration: 3 rounds Recharge: 3
would not allow you to react afterwards, so if you do Test: -
it from the inside you’ll end up drifting outside in the Type: Support Power sinergy: -
void in seconds. Using this power consumes 1 grenade. Nothing but a
blur on the battlefield, you gain +8 to speed and Fury
Biotic Focus Fist and Lightning Trigger stunts only cost you 2SP.
Requires: - TN: 11 You can also use those stunts more than once.
Area: - Range: -
Damage: - Annulment Focus
Duration: 3 rounds Recharge: 2 Requires: Biotic Focus TN: 15
Test: - Area: - Range: 2 yards
Type: Support Power sinergy: - Damage: -
Focus your biotic energy and atavistic muscle struc- Duration: - Recharge: 2
ture to decrease damage taken and to increase melee Test: -
damage and movement speed for a short time. You can Type: Effect Power sinergy: -
activate all Focus powers with a Minor Action. Focusing your inner dark energy you can cleanse a
You add 1 to your armor value, increase your speed by target of any ongoing Biotic Power effect projecting
2 and you add +2 to your Strength for the duration of your own.
the power. You can only have 1 Focus power active at This ends all effects (both beneficial and negative) as
the same time, if you cast another it will override the long as they are Biotic in nature. This power ends any
previous one. Focus power you are already using but has no dura-
tion.

Swift Biotic Focus


Requires: Biotic Focus TN: 14
Area: - Range: -
Damage: -
Duration: 2 rounds Recharge: 3
Test: -
Biotic Focus
Type: Support Power sinergy: -
Focusing your movement with your mind you man-
age to move in a constant flow of Dark Ener-
gy. Your Defense becomes equal to your Biotic Annulment Focus Swift Biotic Focus
Might for the duration of this power, but
you get no bonus from any Cover.
Voiding Focus Negation Focus Neuronal Biotic Focus

Lightning Biotic Focus

Chapter 5 - Powers 119


Negation Focus Powers consuming Grenades
Requires: Annulment Focus TN: 17 As you can see, some powers says that they “us-
Area: 3 yard radius Range: 7 yards ing them consumes 1 grenade”. This means that, in
Damage: - order for you to use said power, you need to car-
Duration: - Recharge: 3 ry and consume one regular grenade. If you don’t
Test: - have that grenade then you can’t use the power.
Type: Effect Power sinergy: -
Powerful but tiring version of Annulment Focus that Not all grenades work for this purpose, in fact,
cleanses any Area of Effect sustained biotic power. As only unmodified or power-specific grenades can
with annulment focus, it ends beneficial and negative be consumed for this. For example, when Adepts
powers as long as they are Biotic in nature and you and Engineers hit level 9, they learn to build Bi-
only need to be in range of anywhere where the power otic Power Grenades and Tech Power Grenades.
is in effect. The same skill allows them to carry more gre-
nades, only if those grenades are the Power-spe-
This power ends any Focus power you are already us-
cific ones.
ing but has no duration. If the power you are trying to
annul required a grenade to cast, you must spend a
Power-specific grenades don’t explode and only
power grenade to annul it.
exist to be consumed by powers. Generic gre-
nades can be consumed and used to explode
Voiding Focus though, they just usually weight more.
Requires: Annulment Focus TN: 16
Area: - Range: -
Damage: -
Duration: 2 rounds Recharge: 3
Test: -
Type: Effect Power sinergy: -
Coating yourself in an annulment field you are pre-
pared to negate any Biotic effect on yourself, including
any type of power that is biotic in nature for the dura-
tion of the power.
This power does not prevent initial power damage, but
do prevents from Damage over Time (DoT) effects.
If you are in the area of any Area of Effect power it
does not end the power, it only protects you.

Kinetic Fields Biotics


This school is focused on mass-raising fields to immo-
bilize objects or energy. In order, Barrier, Biotic Orbs,
Biotic Sphere and Stasis trees are presented here.

Barrier

Armor Barrier

Bulwark Barrier

Aegis Barrier

120 Chapter 5 - Powers


Barrier can take actions and the field will protect anyone in-
side against debris or environmental hazards.
Requires: - TN: 11
Area: - Range: -
Damage: 3D6+Biotic ability Aegis Barrier
Duration: - Recharge: 1 Requires: Bulwark Barrier TN: 18
Test: - Area: 5 yards on detonation Range: -
Type: Support Power sinergy: - Damage: 2D6+Biotic ability
You cover yourself with a high-gravity mass effect Duration: Half Willpower, rounded down Recharge: 3
field that absorbs damage equal to this power’s dam- Test: - Type: Large AoE, Support Power sinergy: Deto-
age. It counts as a shield for all purposes but does nates Biotics
not protect you against debris or environmental haz- Using this power consumes 1 grenade. Powerful ver-
ards. It recharges your shield and can go over your sion of the Armor Barrier that protects your shields
limit, meaning it will still add shields even if you have and barriers for an amount of damage equal to your
full shields. Excess of Shield Points are called Barrier Biotic ability. When ended, this power deals damage
Points (this distinction is because Biotic Damage adds in Area and knocks anyone prone. While active, Aegis
damage versus Barriers, not regular Shields). It does Barrier adds +1 to the Recharge of any power you use,
not interfere with the regular shield Recharge and will including this power, but also adds +2 points of dam-
last until depleted. You cannot cast barrier if you al- age and +2 to Biotic Might of powers.
ready have any Barrier power.

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

Chapter 5 - Powers 121


Biotic Orbs decide to use the bonus before rolling, not after. Also
note that this power has 4 uses.

Volatile Biotic Orbs Chimerical Biotic Orbs


Requires: Illusive Biotic Orbs TN: 18
Area: 3 yard radius around target Range: 10 yards
Damage: 1D6+2+Biotic ability of Biotic Damage
Illusive Biotic Orbs Duration: 4 uses, lasts until depleted Recharge: 5
Test: Dexterity (acrobatics) vs Biotic Might
Type: Single-target attack, Support
Chimerical Biotic Orbs Power sinergy: Detonates Biotic and Tech
Using this power consumes 1 grenade. Improved ver-
Biotic Orbs sion of Illusive Orbs that hit in area and can now be
Requires: - TN: 12 also consumed to add 1 or 2 to any dice in any roll you
Area: - Range: 10 yards want, after you roll.
Damage: 1D6+Biotic ability of Biotic Damage
Duration: 3 uses, lasts until depleted Recharge: 4 Biotic Sphere
Test: Dexterity (acrobatics) vs Biotic Might
Type: Single-target attack, Support
Power sinergy: Detonates Biotic and Tech Broad Sphere
Summon 3 biotic orbs to float around you. Use a mi-
nor action to launch an orb at your target.
The orbs will float around you until they are all deplet- Incisive Sphere Mending Sphere
ed or until you use a Orb power again, in which case all
will be immediately consumed with no effect.
Biotic Orbs can also be consumed to boost your Biotic Caustic Sphere Guardian Sphere
Might in your next power by 2 or to reduce the Re-
charge of a power by 1.
Biotic Sphere
Any target that succeeds the test will only take 1D6
points of damage. Requires: - TN: 11
Area: 5 yard radius Range: -
Damage: -
Volatile Biotic Orbs Duration: 3 rounds Recharge: 1
Requires: Biotic Orbs TN: 15 Test: -
Area: 3 yard radius around target Range: 10 yards Type: Area of Effect Power sinergy: -
Damage: 1D6+2+Biotic ability of Biotic Damage Create a biotic sphere that surrounds the caster and
Duration: 3 uses, lasts until depleted Recharge: 5 nearby allies.
Test: Dexterity (acrobatics) vs Biotic Might
For the duration of the power it reduces all damage
Type: Single-target attack, Support
taken by your allies in the sphere by 2 and adds 2 to
Power sinergy: Detonates Biotic and Tech
the damage taken by any enemy in the sphere. It does
More offensive version of Biotic Orbs that deals dam- not add bonus damage to Damage Over Time effects
age in a 3 yard radius around the target, and explodes (like the damage of Reave).
any primed target. There can be only 1 Sphere per Biotic character at the
same time.
Illusive Biotic Orbs
Broad Sphere
Requires: Volatile Biotic Orbs TN: 17
Area: - Range: 10 yards Requires: Biotic Sphere TN: 15
Damage: 1D6+Biotic ability of Biotic Damage Area: 7 yard radius Range: -
Duration: 4 uses, lasts until depleted Recharge: 5 Damage: -
Test: Dexterity (acrobatics) vs Biotic Might Duration: 4 rounds Recharge: 3
Type: Single-target attack, Support Test: -
Power sinergy: Detonates Biotic and Tech Type: Area of Effect Power sinergy: -
Improved Biotic Orbs that can also be consumed to Wider version of the Biotic Sphere. Note that while
improve your defense or resistance to powers, giv- the power has a greater area, it also has a higher re-
ing you a bonus to +2 to the roll. Note that you must charge, and lasts for one extra round.

122 Chapter 5 - Powers


Mending Sphere can use those points to Prime a biotic explosion on the
entering target, but nothing else.
Requires: Broad Sphere TN: 16
Area: 5 yard radius Range: -
Damage: - Stasis
Duration: 3 rounds Recharge: 3 Requires: - TN: 11
Test: - Area: - Range: 12 yards
Type: Area of Effect Power sinergy: - Damage: -
More defensive version of the Biotic Sphere that im- Duration: 2 rounds Recharge: 1
proves the damage reduction to 3 points and helps Test: -
your team repair their shields, allowing them to take Type: Effect Attack Power sinergy: Primes Biotics
up to double your Biotic ability points of damage with- Stop an enemy in his tracks with this powerful mass
out interrupting their natural Shield Regeneration. effect field. No effect on armored targets, even if they
are shielded.
Guardian Sphere Enemies eventually break out of Stasis after taking at
Requires: Mending Sphere TN: 18 last three times your Willpower ability points of dam-
Area: 7 yard radius Range: - age or duration ends.
Damage: - This power does not affect any character bigger than
Duration: 3 rounds Recharge: 3 a Krogan.
Test: - Anyone in a Stasis will get -6 defense and anyone
Type: Area of Effect Power sinergy: - shooting at it will get +2 to critical hit chance.
Using this power consumes 1 grenade. Improved ver- When the power ends, the character starts his next
sion of the Mending Sphere with a better radius that turn knocked prone. The target can’t be moved while in
gives them a +2 bonus to all Ability Test to resist ef- stasis. Detonate the power will end the effect.
fects (being powers, traps or others) and enlightens Targets become immune to the power after breaking
any hidden character making any enemy unable to free from its effects once (only for the duration of the
sneak up inside the Sphere. The damage reduction of encounter).
this sphere is 4.
Stasis Bubble
Incisive Sphere Requires: Stasis TN: 15
Requires: Broad Sphere TN: 17 Area: 3 yard radius Range: 10 yards
Area: 5 yard radius Range: - Damage: -
Damage: - Duration: 3 rounds Recharge: 3
Duration: 4 rounds Recharge: 3 Test: -
Test: - Type: Small AoE Effect Power sinergy: Primes Biotics
Type: Area of Effect Power sinergy: Primes Biotics Unleash a Stasis bubble to trap enemies that walk
Offensive version of the Broad Sphere that improves into it.
the original 2 extra damage taken by enemies inside It has the same effect that Stasis on all affected tar-
the Sphere to 3 points and prevents them from recov- gets (each individual stasis lasts 2 rounds). Only 2
ering shields or health inside the Sphere. characters can be trapped inside the bubble at the
same time, it does not affect armored targets and can’t
Caustic Sphere trap anyone bigger. Debris do get stuck in the bubble.
Requires: Incisive Sphere TN: 19 Unarmored unshielded target do not gain resistance to
Area: 7 yard radius Range: - the power effect.
Damage: 1D6+3+Biotic ability
Duration: 4 rounds Recharge: 3 Stasis
Test: -
Type: Large AoE Power sinergy: Primes Biotics
Using this power consumes 1 grenade. Improved ver- Stasis Bubble Stasis Lock
sion of the Incisive Sphere that also deals damage to
anyone entering the Sphere and at the beginning of the
turn of anyone inside.
Whenever someone enters this Sphere, you can
Heavy Stasis Stasis Miasma
make a Casting Roll, if you roll doubles (and
thus you generate
Stunt Points) you Accelerating Stasis Bubble Crushing Stasis Stasis World

Chapter 5 - Powers 123


Heavy Stasis Stasis World
Requires: Stasis Bubble TN: 17 Requires: Stasis Miasma TN: 20
Area: - Range: 12 yards Area: 9 yard radius Range: -
Damage: - Damage: -
Duration: 3 rounds Recharge: 3 Duration: Half your willpower ability, rounded down
Test: - Recharge: 4 Test: -
Type: Effect Power sinergy: Primes Biotics Type: Massive AoE Power sinergy: -
Improved version of Stasis that traps the target an Using this power consumes 2 grenades. Improved ver-
extra round and will break after taking at last six sion of the Stasis Miasma, -8 penalty to defense and
times your Willpower ability points of damage. movement of anyone inside and -8 to attack against
All other limitations of the power still apply. anyone outside the Stasis World. Only the one using
the power can ignore its effects for 1 round, consuming
Accelerating Stasis Bubble a grenade as a minor action.
Requires: Heavy Bubble TN: 18
Area: 3 yard radius Range: 10 yards Stasis Lock
Damage: - Requires: Stasis TN: 13
Duration: 3 rounds Recharge: 3 Area: - Range: 2 yards
Test: - Damage: -
Type: Small AoE Power sinergy: Primes Biotics Duration: 3 minutes per Willpower ability Recharge: 1
Using this power consumes 1 grenade. Improved ver- Test: GM calls
sion of the Stasis Bubble that besides the original ef- Type: Utility Power sinergy: -
fect will resist up to six times your Willpower ability Stuck a door or anything that physically closes with
points of damage without breaking stasis. an stasis lock. This lock cannot be bigger than 7 inch-
Also it will add +5 critical hit chance instead of the es in radius (is like a Stasis bubble) (more or less 15
original +2 to any attack dealt to the target while in centimeters radius). The lock will last for an amount
stasis. of minutes equal to 3 per Willpower ability point you
have. This will only make something unable to move,
Crushing Stasis the object can still be broken or moved by other means
if it is bigger that your Lock.
Requires: Heavy Stasis TN: 19
Area: - Range: 14 yards
Damage: 1D3+Biotic ability penetrating Spatial Distortion Biotics
Duration: 3 rounds Recharge: 3 This school is focused on the creation of shifting
Test: Strength (Might) vs Biotic Might mass-effect fields which rip apart any objects caught
Type: Single-target Attack within them. In order, Dark Channel, Flare, Reave, Sin-
Power sinergy: Primes Biotics gularity, Shockwave and Warp trees are presented
Using this power consumes 1 grenade. Imploding ver- here.
sion of Stasis that besides the original effect will deal Dark Channel
damage each round, unless the target pass the test, in
which case the target will break the stasis.
This power can be used in Armored targets. Unlike
other versions of the power, Crushing Stasis will not Abating Dark Channel
break because of damage points dealt to the target.

Stasis Miasma Binding Dark Channel


Requires: Stasis Bubble TN: 17
Area: 5 yard radius Range: -
Damage: - Hideous Dark Channel
Duration: Half your willpower ability, rounded down
Recharge: 3 Test: - Dark Channel
Type: Large AoE Power sinergy: -
Requires: - TN: 11
Great area of effect stasis bubble around yourself Area: - Range: 18 yards
that slows down anyone inside. Damage: 1D3+Biotic ability - 2, penetrating
Everyone affected receives -4 to speed, -4 to defense Duration: 5 rounds Recharge: 1
and -4 to attack against anyone outside the Miasma. Test: - Type: Single-target Attack
Power synergy: Primes biotic

124 Chapter 5 - Powers


Plague an opponent with a persistent, damaging biotic
field. Effect transfers to a second target up to 5 yards
away if the first is killed during the effect of the power.
Only one field may be active at a time.

Abating Dark Channel


Requires: Dark Channel TN: 15
Area: - Range: 18 yards
Damage: 1D3+Biotic ability - 2, penetrating
Duration: 8 rounds Recharge: 3
Test: Willpower (Faith or Self-Discipline) or Biotic
(Disrupt) vs Biotic Might - 2 Type: Single-target At-
tack Power synergy: Primes biotics
Improved version of Dark Channel that reduces the
target’s speed by -2 for the duration of the power, un-
less it succeeds the test.

Blinding Dark Channel


Requires: Abating Dark Channel TN: 16
Area: - Range: 16 yards
Damage: - Duration: 5 rounds Recharge: 3
Test: -
Type: Single-target
Power synergy: Primes biotics
Deals no damage but seriously debuffs the target. All
attacks made to this target have a +2 attack bonus
and +2 damage bonus, and would they generate Stunt
Points they generate +2 Stunt Points more.

Hideous Dark Channel


Requires: Binding Dark Channel TN: 18
Area: - Range: 17 yards
Damage: 1D3+ 1 + Biotic ability penetrating
Duration: 4 rounds Recharge: 5
Test: Willpower (Faith or Courage) or Biotic (Disrupt)
vs Biotic Might Type: Single-target Attack
Flare
Power synergy: Primes biotic
Requires: - TN: 12
Using this por consumes 1 grenade. More dark version
Area: 3 yard radius Range: 10 yards
of Binding Dark Channel that smokes incomprehensi-
Damage: 2D6+4+Biotic ability
ble figures from the body that pushes fear into any
Duration: - Recharge: 1
organic target. Failing the test makes the target lose
Test: - Type: Small AoE Attack
his minor action and gives -2 to all ability test for the
Power sinergy: Detonates Biotics
round. The test can be repeated every turn, but does
not end the power. Focus and expend all biotic energy to unleash a huge
flare that throws enemies within its range, causing
Flare massive damage.

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

Chapter 5 - Powers 125


Improved version of Flare that besides the original ef- Reave
fect, generates a powerful shockwave from the explo-
sion that knocks anyone that fails the test prone, and
deals 1D6 points of penetrating damage in a 7 yard
Covering Reave Blinding Reave
radius. This damage only applies to targets that fails
the test and does stack with the original flare damage.
Note that there is no bonus for Shielded/armored tar-
gets. Bonding Reave

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.

126 Chapter 5 - Powers


Parasite Reave
Requires: Bonding Reave TN: 18
Area: - Range: 14 yards
Damage: 1D3+Biotic penetrating DoT
Duration: 4 rounds Recharge: 3
Test: Willpower (Self-discipline) or Biotic (Disrupt) vs
Biotic Might Type: Single-target attack
Power sinergy: Primes and Detonates Biotics
Using this power consumes 1 grenade. Improved ver-
sion of Reave that restores your health by the same
amount of damage you deal, only if the target is Or-
ganic. The target also has -1 to all ability related tests
and has to succeed the test if it attempts to take a
Melee Attack action against you.

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.

Chapter 5 - Powers 127


Massive Singularity Shockwave
Requires: Bursting Singularity TN: 19 Requires: - TN: 11
Area: 5 yards Range: 14 yards. Area: 1 yard wide 7 yards long Range: -
Damage: 1D6+2+Biotic DoT, Damage: 2D6+2+Biotic ability of Biotic Damage
2D6+2+Biotic on explosion. Duration: - Recharge: 1
Duration: Half Biotic, rounded down. Recharge: 3 Test: Strength (Might) vs Biotic Might
Test: Perception (Orientation) vs Biotic Might Type: Small AoE attack
Type: Large AoE Power sinergy: Primes biotics Power sinergy: Detonates Biotic and Tech
Using this power consumes 1 grenade. Improved ver- Topple a row of enemies with this cascading shock-
sion of Bursting Singularity that deals Damage over wave. It will push affected unshielded unarmored tar-
Time on all targets and knocks anyone prone on ex- gets away for your Biotic ability yards in any direction
plosion, no exceptions. Would you want to detonate you want (not up) if they fail the test, and be knocked
the singularity before it ends, you can do it with a free prone. This power hits through cover. Shielded target
action. get +3 and armored +2 to resist the test.

Pulling Singularity Wide Shockwave


Requires: Disbanding Singularity TN: 16 Requires: Shockwave TN: 15
Area: 5 yards Range: 14 yards. Area: 5 yard wide 7 yards long Range: -
Damage: 1D3+2+Biotic Damage: 2D6+2+Biotic ability of Biotic Damage
Duration: Half Biotic, rounded down. Recharge: 3 Duration: - Recharge: 3
Test: Strength (Might) vs Biotic Might Test: Strength (Might) vs Biotic Might
Type: Large AoE Type: Large AoE attack
Power sinergy: Primes biotics Power sinergy: Detonates Biotic and Tech
Strong singularity that pulls anyone in the area 2 More powerful and wide but consuming shockwave.
yards to the center of the power and knocks them
prone if they fail the test. If the targets are successful Reach Shockwave
they will only take the damage. Shielded target get +4
and armored +3 to resist the test. There can only be Requires: Shockwave TN: 15
one character in the center of the power and it will Area: 1 yard wide 11 yards long Range: -
still pull anyone close into the singularity, but will not Damage: 2D6+2+Biotic ability of Biotic Damage
“stack” them in the center, they’ll be moved to the near- Duration: - Recharge: 3
est empty point around the center of the power, even if Test: Strength (Might) vs Biotic Might
that means moving them more than 2 yards. Type: Large AoE attack
Power sinergy: Detonates Biotic and Tech
More extended version of shockwave.
Vortex Singularity
Requires: Pulling Singularity TN: 18
Area: 7 yards Range: 12 yards. Train Shockwave
Damage: 1D6+Biotic Requires: Reach Shockwave TN: 17
Duration: Half Biotic, rounded down. Recharge: 3 Area: 1 yard wide 28 yards long Range: -
Test: Strength (Might) vs Biotic Might Damage: 1D6+2+Biotic ability of Biotic Damage
Type: Massive AoE Duration: - Recharge: 3
Power sinergy: Primes biotics Test: Strength (Might) vs Biotic Might
Using this power consumes 1 grenade. Stronger Pull- Type: Large AoE attack
ing Singularity with more reach and moves the Power sinergy: Detonates Biotic and Tech
targets 4 yards to the center, instead of the Unstoppable shockwave that goes as far as
original 2. Shockwave you can see, sacrificing some damage.

Nova Shockwave Reach Shockwave Wide Shockwave

Train Shockwave

Barricade Shockwave

128 Chapter 5 - Powers


Barricade Shockwave of the power. The DoT ends if the target succeeds the
test, which will end all effects. The DoT is not Biotic
Requires: Train Shockwave TN: 18 Damage, but it is penetrating.
Area: 10 yard wide 3 yards long Range: -
Damage: 2D6+2+Biotic ability of Biotic Damage
Duration: - Recharge: 3 Corrosive Warp
Test: Strength (Might) vs Biotic Might Requires: Warp TN: 14
Type: Large AoE attack Area: - Range: 16 yards
Power sinergy: Detonates Biotic and Tech Damage: 2D6+Biotic ability of Biotic damage
Using this power consumes 1 grenade. Deadly version Duration: 3 rounds. Recharge: 3
of Train Shockwave that will push affected targets Test: Willpower (Courage or Discipline) or Biotic (Dis-
away for your Biotic ability in yards in any direction rupt) vs Biotic Might
you want if they fail the test, and leave them knocked Type: Single-target attack Power sinergy: Primes
prone regardless. Shielded target get +3 and armored Biotic and Detonates Tech/Biotic
+2 to resist the test. Unarmored unshielded targets Improved version of Warp. Besides the original effects,
are pushed away double your Biotic ability in yards any character that fails, besides taking damage, and
in any direction you want and suspended helplessly in for the duration of the power, will have his armor rat-
the air 3 yards up until your next turn before falling to ing halved versus any attack. This effect stacks with
the ground. Fire damage and Cryogenic effects. The DoT for Cor-
rosive Warp is 1D6+Biotic and penetrating, not Biotic
Damage.
Nova Shockwave
Requires: Shockwave TN: 16
Unstable Warp
Area: 5 yard radius Range: 14 yards
Damage: 2D6+2+Biotic ability of Biotic Damage Requires: Corrosive Warp TN: 16
Duration: - Recharge: 3 Area: - Range: 14 yards
Test: Strength (Might) vs Biotic Might Damage: 1D6+Biotic ability of Biotic damage
Type: Large AoE attack Duration: - Recharge: 3
Power sinergy: Detonates Biotic and Tech Test: -
Type: Single-target attack
A circle of shockwaves that pushes anyone away from
Power sinergy: Primes Biotic and Detonates Tech/
the starting point up to your Biotic ability yards away
Biotic
unless they succeed the test. Shielded target get +3
and armored +2 to resist the test. Modified version of Warp. This power will, without
stunt points, prime a Biotic Explosion, the explosion
Warp deals +3 points of damage and adds +2 yards to the
radius. The explosion can’t be detonated by another
Warp power. If the target is already primed, this pow-
er will not prime it but will detonate it with the same
Corrosive Warp Disintegrate bonuses.
Note that this Warp does not deal DoT.

Unstable Warp Blazing Warp


Requires: Unstable Warp TN: 18
Area: - Range: 16 yards
Blazing Warp Damage: 2D6+Biotic ability of Biotic damage
Duration: 4 rounds. Recharge: 3
Test: Willpower (Courage or Discipline) or Biotic (Dis-
Warp
rupt) vs Biotic Might
Requires: - TN: 10 Type: Single-target attack Power sinergy: Primes
Area: - Range: 16 yards Biotic and Detonates Tech/Biotic
Damage: 1D6+Biotic ability of Biotic damage
Using this power consumes 1 grenade. Improved Cor-
Duration: 2 rounds. Recharge: 1
rosive Warp, same effects but last longer and will
Test: Willpower (Courage or Discipline) or Biotic (Dis-
make the target blaze in biotic flames that will impede
rupt) vs Biotic Might his shields and health regeneration, even if the target
Type: Single-target attack Power sinergy: Primes succeeds the test, for the duration of the power (all
Biotic and Detonates Tech/Biotic shields/health regeneration, from any source). The DoT
Rip your enemy apart at a molecular level and stop for Corrosive Warp is 1D6+Biotic and penetrating, not
targeted enemy from regenerating health. This power Biotic Damage.
will deal damage on hit and over time for the duration

Chapter 5 - Powers 129


Disintegrate Telekinetic Biotics
Requires: Warp TN: 13 This school is focused on the use of mass-lowering
Area: - Range: - fields to lift or hurl objects. In order, Lash, Wallcrawl-
Damage: - ing, Levitate, Lift, Slam and Throw trees are presented
Duration: - Recharge: 1 here.
Test: At GM discretion
Type: Utility Power Power sinergy: - Lash
Take every molecule apart of an object you can touch, Requires: - TN: 12
effectively disintegrating it. This process takes an Area: - Range: 14 yards
amount of time determined by the GM and is up to Damage: 3D6+Biotic ability
his discretion whether the object can be disintegrat-
Duration: - Recharge: 1
ed completely, partially or not at all. You can regulate
Test: Strength (Might) vs Biotic Might
what goes and what stays, meaning you can give
Type: Single-target Attack
shape to an object, but the GM can request for a Biotic
Power sinergy: Detonates Biotics
(Precision) ability test for precision, or any test the
GM considers appropriate. Latch this biotic field onto an enemy to jerk him to-
wards you. If the target fails the test you can move
him towards you up to double your Biotic ability in
Lash yards and leave the knocked prone. Shielded target get
+3 and armored +2 to resist the test. If the target
succeeds at the test the power will only deal half dam-
Double Lash Controlled Lash age and won’t move it.

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

130 Chapter 5 - Powers


Improved version of Lash that can either grab a sec- Instead of pulling the target to you, you get pulled by
ond target up to 3 yards away from the first or move this power towards your target up to twice your Biot-
the same target four times your Biotic ability in yards. ic ability in yards.
Note that it deals less damage. You can target anything, including a wall, a cliff or a
tree. You can increase the yards you move yourself by
Biotic Impale your Willpower ability adding 1 to the Recharge.
Requires: Double Lash TN: 17 Also you can follow this power with a Melee Attack or
Area: - Range: 18 yards the Wallcrawling power as a free action.
Damage: 2D6+Biotic, 1D6+Biotic of Biotic DoT
Duration: Half Willpower Recharge: 3 Kinetic Talent (Journeyman)
Test: Strength (Might) vs Biotic Might
Type: Single-target Attack
Power sinergy: Primes and Detonates Biotics
Kinetic Talent (Master) Levitate
Impale your target with a Biotic Harpoon that will
pierce through armor or shields, but not both. This
power deals damage on hit and will knock the target
prone unless it succeeds the test. Shielded target get Wallcrawling
+3 and armored +2 to resist the test. Failing the test
means the target gets pushed double your Biotic abil-
ity in yards and will get impaled in any structure big
Wallcrawling
enough for a Full Cover and can repeat the test at the
beginning of each of his turns. Failing the test in his Requires: Telekinetic Biotics (Master) TN: -
turn will deal the damage over time, until power dura- Area: - Range: -
tion ends, and will be unable to move (but can take oth- Damage: -
er actions like ranged attacks). If there are other char- Duration: - Recharge: 1
acters in the way, both characters will end up knocked Test: -
prone and receive the damage of the power, but it will Type: Utility Power sinergy: -
end immediately. Focusing your dark energy in the tip of your fingers
and feet you can adhere yourself to virtually any sur-
Harpoon Lash face, regardless of the direction of the gravity or the
lack of it, but you can only move at half your speed and
Requires: Biotic Impale TN: 19 you can’t stand up unless you pass a Strength(Might)
Area: - Range: 18 yards test versus a number given by the GM, usually around
Damage: 3D6+Biotic Biotic Damage, 2D6+3 on pull. 10. Success means that you’re considered to be stand-
Duration: - Recharge: 3 ing.
Test: Strength (Might) vs Biotic Might
This could remove the Zero G penalization of being
Type: Single-target Attack
floating if you adhere to a surface. You can end this
Power sinergy: Primes Biotic and Detonates Any
with a free action.
Using this power consumes 1 Grenade. Lash a single
target up to 18 yards away to jerk him towards you Levitate
and deal damage on hit. If the target fails the test you
can move him towards you up to double your Biotic Requires: Telekinetic Biotics (Journeyman) and Dex-
ability in yards and leave him knocked prone. This pull- terity (Zero G)
ing effect deals damage too, though not the same. This TN: - Area: - Range: -
power bypasses shield and armor protection so they Damage: -
give no bonus to resist this power. Succeeding the roll Duration: - Recharge: 3
will only move them half your Biotic ability and will not Test: - Type: Utility Power sinergy: -
knock them prone, damage for the first hit is dealt any- Focusing your Dark Energy in moving your own body
ways. All targets get dizzy by the force and gets their you can levitate yourself with full control at a speed no
Dexterity reduced by 2, and speed by 4 for 2 rounds. higher than half your willpower. You can’t use powers
while this power is activated.
Swinging Lash You only “levitate” with not much force, so any power
like Throw would send you flying erratically and end
Requires: Double Lash TN: 16
this power. The recharge is set upon ending the power
Area: - Range: 18 yards
and you can end it anytime with a free action, but be-
Damage: -
ware of where you are.
Duration: - Recharge: 3
Test: -
Type: Single-target Attack Power sinergy: -

Chapter 5 - Powers 131


Lift

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.

If the target fails the test it gets lifted helplessly into


the air without being able to take actions for the dura-
tion of the power.

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.

132 Chapter 5 - Powers


him onto the ground. If the target fails the test it gets
knocked prone and receives damage, regardless if they
are shielded or armored. Unshielded unarmored tar-
gets that failed the test get their Perception reduced
by 1 for 2 rounds.
Note that shields and armor do not give benefits.

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.

Hundred Fists Slam


Slam Requires: Anchor Slam TN: 19
Area: 1 yard radius Range: 16 yards
Damage: 3D6 + Biotic, 1D6+Biotic DoT
Fist Slam Duration: 3 turns Recharge: 3
Test: Willpower(Courage) vs Biotic Might
Type: Small AoE attack
Power sinergy: Detonates Any
Anchor Slam
Using this power consumes 1 Grenade. Rain a cascade
of biotic hits that looks like a hundred fists punching
your target from above in a second. If the target also
Hundred Fists Slam fails the test it gets -2 Defense and -2 to all ability
tests for the next 3 rounds, also taking damage over
Slam time each round until the target succeeds the test.
Requires: - TN: 11
Area: - Range: 12 yards Throw
Damage: 3D6 + Biotic ability Requires: - TN: 11
Duration: - Recharge: 1 Area: - Range: 14 yards
Test: Strength (Might) vs Biotic Might Damage: -
Type: Single-target attack Duration: - Recharge: 1
Power sinergy: Detonates Any Test: Strength (Might)vs Biotic Might
Deal massive damage with a biotic body slam. You Type: Single-target effect
can target any character in range and violently push Power sinergy: Detonates Any

Chapter 5 - Powers 133


Toss your enemy up to twice your Biotic ability in to double your Biotic ability and knocks them prone.
yards through the air with this biotic blast. Affected Anyone that succeeds the test only receives the dam-
target must succeed the test, if the target is unshield- age. Shielded target get +3 and armored +2 to resist
ed and unarmored, you can move them twice your Bi- the test.
otic ability in yards in any direction that leaves them
farther away from you and they get knocked prone.
If the target is Shielded or has Armor, they are only Double Throw
knocked prone and pushed up to 4 yards. Anyone that Requires: Throw Burst TN: 16
succeeds the roll will only get staggered (interrupts Area: 3 yard radius Range: 14 yards
any on-going task they were doing, like hacking a com- Damage: -
puter or others). Shielded target get +3 and armored Duration: - Recharge: 3
+2 to resist the test. Test: Strength (Might)vs Biotic Might
Type: Small AoE
Throw Power sinergy: Detonates Any
Improved version of Throw with the same effect over
a 3 yard radius of the original target and you can
Throw Burst choose a secondary target up to 4 yards away from
the first target, without the 3 yard radius AoE.

Double Throw Overwhelming Throw


Requires: Double Throw TN: 19
Area: 8 yards wide 14 yards long Range: -
Damage: 1D6+1+Biotic ability
Overwhelming Throw Duration: - Recharge: 3
Test: Strength (Might)vs Biotic Might
Throw Burst Type: Massive AoE attack
Requires: Throw TN: 14 Power sinergy: Detonates Any
Area: 1 yard wide 9 yards long Range: - Using this power consumes 1 Grenade. All your mind
Damage: 2D6+2+Biotic of Biotic Damage and body in a single surge of power with both arms
Duration: - Recharge: 3 that ignores Cover and pushes anyone in the area in
Test: Strength (Might)vs Biotic Might the same direction the power is going an amount of
Type: Small AoE attack yards equal to double your Biotic ability and knocks
Power sinergy: Detonates Biotic them prone. Anyone that succeeds the test gets pushed
Release a huge amount of Telekinetic energy from your only half the distance and receives half the damage.
hand that pushes anyone in the area in the same di- Shielded target get +3 and armored +2 to resist the
rection the power is going an amount of yards equal test.

134 Chapter 5 - Powers


Tech Powers Combat Drone
Requires: - TN: 11
This part of the chapter will present a list of Techno- Area: - Range: 12 yards
logical Powers, sorted by school and power tree rath- Damage: 1D6+2+Perception ability
er than by name, after an image with said trees. Here Duration: - Recharge: 1
are Automats, Elemental and Hacking schools, in that Test: -
order. Type: C Summon Power sinergy: -
Deploy this drone to attack targets and draw enemy
Automats Tech fire. The drone will attack the nearest target and will
Automats technological powers are focused on spawn- try to flank him, you’ll not be able to manually guide
it. It has 10 + twice your intelligence shield points and
ing help on the battlefield wherever they’re needed.
shoots with short range of 8 yards, no long range and
They provide firepower and allows the user to virtu-
has a speed value of 6. It has no health points,
ally be in two places at the same time. In or-
generates no stunt points and you can spawn
der Combat Drone, Decoy, Defense Drone and Combat Drone it anywhere you can see. Cannot land a crit-
Sentry Turret power trees are presented
ical hit.
here. Also Stasis Sustained Container, En-
ergy Field, and Supply Pylon follow the Shocking Drone
previous power trees, they belong to
the Automats Talent.

Rocket Drone Flamethrower Drone Hunter Drone

Sniper Drone Vanguard Drone Suicide Drone

Chapter 5 - Powers 135


Shocking Drone Hunter Drone
Requires: Combat Drone TN: 15 Requires: Shocking Drone TN: 17
Area: - Range: 16 yards Area: 5 yard radius Range: 16 yards
Damage: 2D6+Perception, 1D6+Perception on Close Damage: 1D6+2+Perception
Duration: - Recharge: 3 Duration: - Recharge: 3
Test: Constitution (Stamina) vs Tech Potency Test: Constitution (Stamina) vs Tech Potency
Type: C Summon Power sinergy: Primes Electric Type: B Summon Power sinergy: Primes Electric
Deploy this attack drone to stun targets and draw Deploy this attack drone to stun targets and pursue
enemy fire. The drone will attack the nearest target them. The drone will attack the nearest target and will
and will try to flank him, you’ll not be able to manual- try to flank him, you’ll not be able to manually guide it.
ly guide it. It has 20 + twice your intelligence shield It has 25 + twice your intelligence shield points and
points and shoots with short range of 8 yards, no long has a shocking attack that targets up to 3 targets
range and has a speed value of 8. in range and will force any unshielded target to lose
This drone also has a shocking area of 3 yards that his minor action unless they succeed the test. Armored
deals 1D6+2+Intelligence points of damage up to 2 targets have +2 to resist the test. It has a speed value
targets in range and will force any unshielded target of 10. This drone can prime Electric Explosions and Set
to lose his minor action unless they succeed the test. Up as a stunt. It has no health points. Cannot land a
Armored targets have +2 to resist the test. The drone critical hit.
has no health points and can Prime electric explosions
as a stunt with the close range attack. Cannot land a Suicide Drone
critical hit. Requires: Hunter Drone TN: 18
Area: 5 yard radius Range: 16 yards
Rocket Drone Damage: 1D6+2+Perception Splash damage
Requires: Shocking Drone TN: 17 Duration: - Recharge: 3
Area: 3 yard radius Range: 12 yards Test: Constitution (Stamina) vs Tech Potency
Damage: 2D6+Perception, 1D6+2 Splash damage Type: A Summon Power sinergy: Primes Electric
Duration: - Recharge: 3 Using this power consumes 1 Grenade. Deploy this at-
Test: - tack drone to stun targets and pursue them. The drone
Type: B Summon Power sinergy: - will attack the nearest target and will try to flank him,
Deploy this drone to attack targets and support your you’ll not be able to manually guide it. It has 30 +
fire. The drone will attack with a misil the nearest tar- three times your intelligence shield points and no long
get, dealing splash damage in radius, and will try to range, has a nova attack and a speed value of 10. The
flank him, without getting too close. You’ll not be able nova deals damage in the whole radius and will force
to manually guide it. It has 25 + twice your intelligence any unshielded target to lose his minor action unless
shield points and shoots with short range of 12 yards, they succeed the test. This drone can prime Electric
no long range and has a speed value of 6. It has no Explosions, Knock Prone and Damping as a stunt. It
health points but can make the Perfect Aim stunt. Can- has no health points. When this drone’s shield points
not land a critical hit. gets to 0 it explodes, and deals 2D6+2+Perception
points of damage in a 5 yard radius and knocks ev-
Flamethrower Drone eryone prone. As a special stunt for 3SP, this Drone
can attach himself to an adjacent target, following him
Requires: Shocking Drone TN: 17
whenever the target moves until the drone explodes.
Area: 1 yard wide 7 yards long Range: 12 yards
Cannot land a critical hit.
Damage: 1D6+1+Perception, 1D6+2+Perception Fire
Duration: - Recharge: 3
Test: Willpower (courage) vs Tech Potency Vanguard Drone
Type: B Summon Power sinergy: Primes Fire Requires: Flamethrower Drone TN: 18
Deploy this attack drone to burn targets and draw Area: 1 yard wide 9 yards long Range: 12 yards
enemy fire. The drone will attack the nearest target Damage: 1D6+2+Perception Fire Dmg on close
and will try to flank him, you’ll not be able to manual- Duration: - Recharge: 3
ly guide it. It has 25 + twice your intelligence shield Test: Willpower (courage) vs Tech Potency
points and shoots a flamethrower on close range. Any- Type: A Summon Power sinergy: Primes Fire
one caught in the fire will have Burning (13)(1D6) for 1 Using this power consumes 1 Grenade. Deploy this at-
round, unshielded unarmored targets failing the test tack drone to burn targets and draw enemy fire. The
will lose their next minor action. The drone can prime drone will attack the nearest target and will try to
Fire Explosions as a stunt. It has a speed value of 6. It flank him, you’ll not be able to manually guide it. It has
has no health points. Cannot land a critical hit. 30 + three times your intelligence shield points and

136 Chapter 5 - Powers


shoots a flamethrower on close range. Anyone caught tack. This Decoy has 20+three times your Intelligence
in the fire will have Burning (13)(1D6) for 2 rounds, points of Shields and has no health. Intelligent species
unshielded unarmored targets failing the test will lose can detect your trick succeeding the test.
their next minor action. The drone can prime Fire Ex-
plosions as a stunt. It has a speed value of 8. It has Shocking Decoy
no health points. When there are no enemies in reach
or there is only 1 enemy, the drone will charge in fire Requires: Decoy TN: 15
against a target up to 8 yards away from him, dealing Area: 5 yard radius Range: -
1D6+Perception Fire damage and knocking him prone, Damage: 1D6+2+Intelligence
unless it succeeds a Strength(Might) test vs your Tech Duration: - Recharge: 3
Potency, and will end the movement adjacent to the Test: Perception (Seeing) or Intelligence (Automats)
target. Cannot land a critical hit. vs Tech Potency - 4.
Type: B Summon Power sinergy: Primes Electric
Distract opponents with this decoy. This hologram
Sniper Drone
mimics the activator’s appearance and movements
Requires: Rocket Drone TN: 18 but does not actually move, nor does it actually at-
Area: 3 yard radius Range: 12 yards tack. This Decoy has 30+three times your Intelligence
Damage: 2D6+Perception, 1D6+2 splash damage points of Shields and has no health. Anyone within
Duration: - Recharge: 3 area of the decoy will be shocked and will force any
Test: - unshielded unarmored target to lose his minor action
Type: A Summon Power sinergy: - unless they succeed a Constitution (Stamina) test vs
Using this power consumes 1 Grenade. Deploy this Tech Potency. Intelligent species can detect your trick
drone to attack targets and support your fire. The succeeding the test. The decoy can prime electric ex-
drone will attack the nearest target and will try to plosions with each shock, given they roll Stunt Points.
flank him, without getting too close. You’ll not be able
to manually guide it. It has 30 + three times your in- Exploding Decoy
telligence shield points and shoots with short range
of 16 yards, no long range and has a speed value of Requires: Shocking Decoy TN: 17
8. This drone can lift off the ground to gain altitude Area: 5 yard radius Range: -
advantage and +1 yards of range per every 2 yards Damage: 1D6+2+Intelligence, 2D6+2+Intelligence
of altitude up to +3. The rockets will deal splash dam- piercing on explosion
age in radius of the original target. It has no health Duration: - Recharge: 3
points. As a special stunt for 2SP this drone can be- Test: Perception (Seeing) or Intelligence (Automats)
come invisible for 1 round. This drone can also use the vs Tech Potency - 4.
Perfect Aim, Dazing Shot and Lethal Accuracy Stunts. Type: A Summon Power sinergy: Primes Electric
The drone attack can also land a critical hit, and has Using this power consumes 1 Grenade. Distract oppo-
a +2 modifier. nents with this decoy. This hologram mimics the acti-
vator’s appearance and movements but does not actu-
Decoy ally move, nor does it actually attack. This Decoy has
40+four times your Intelligence points of Shields and
has no health. Intelligent species can detect your trick
by succeeding the test. Anyone within area of the de-
Shocking Decoy Decoy Programming coy will be shocked, up to 3 targets in range, and will
force any unshielded unarmored target to lose his mi-
nor action unless they succeed a Constitution (Stami-
Exploding Decoy na) test vs Tech Potency. Upon destruction, the Decoy
will Explode in Area, deal damage and knock everyone
prone.
Decoy
Requires: - TN: 11
Decoy Programming
Area: - Range: -
Damage: - Requires: Decoy TN: -
Duration: - Recharge: 1 Area: - Range: -
Test: Perception (Seeing) or Intelligence (Automats) Damage: -
vs Tech Potency - 4. Duration: - Recharge: 1
Type: S Summon Power sinergy: - Test: -
Type: Utility Power sinergy: -
Distract opponents with this decoy. This hologram
mimics the activator’s appearance and movements Program your Decoy to look and do whatever you
but does not actually move, nor does it actually at- wish, even feed him with a live transmission of your

Chapter 5 - Powers 137


voice, or someone else’s, as long as you have it re- value of 2 and will prefer targets that target you. As a
corded or a way to record it. You can even program special ability, this drone has a Perception (Seeing and
the Decoy with a VI and have some knowledge, like the Hearing) bonus of +6 to sneaking targets and attack-
VI in the citadel, or load any program to it. This is an ing them will reveal their position. If there are no tar-
improvement to an already set Decoy that will take up gets in area, the Drone will make an Overwatch action,
to 1 minute to program, and will make the decoy much with a +2 bonus to attack to the reaction shot. Also
more realistic, adding +5 to the test to discover the useful detecting traps. Defense drones have no Health
decoy (so the Tech Potency in the Test is now 10+In- and will not be targeted by enemies.
telligence(Automats)+5).
Bulwark Defense Drone
Defense Drone Requires: Defense Drone TN: 15
Area: - Range: 5 yards
Damage: 1D6+2+Intelligence
Bulwark Defense Drone Duration: Half willpower Recharge: 3
Test: Constitution (Stamina) vs Tech Potency
Type: C Summon Power sinergy: Primes Electric
Bastion Defense Drone Deploy this drone to electrocute enemies within its
firing range. The drone will attack the nearest target,
you’ll not be able to manually guide it. This drone has
a shock attack that targets up to 2 enemies in range
Fortress Defense Drone and will force any unshielded unarmored target to lose
his minor action unless they succeed the test. It will
Defense Drone spawn above your head. This drone will follow you
wherever you go with a speed value of 4 and will pre-
Requires: - TN: 11
fer targets that target you. As a special ability, this
Area: 5 yard radius Range: -
drone has a Perception (Seeing and Hearing) bonus
Damage: 1D6+3+Intelligence
of +8 to sneaking targets and attacking them will re-
Duration: Half willpower Recharge: 1
veal their position. If there are no targets in range, the
Test: Constitution (Stamina) vs Tech Potency
Drone will make an Overwatch action, with a +2 bo-
Type: C Summon Power sinergy: -
nus to attack to the reaction shot, and follow you. De-
Deploy this drone to electrocute enemies within its fense drones have no Health and will not be targeted
firing area. The drone will attack the nearest target, by enemies. Can prime electric explosions as a stunt.
you’ll not be able to manually guide it. This drone has
a shock attack that targets 1 enemy in area and will
Bastion Defense Drone
force any unshielded unarmored target to lose his mi-
nor action unless they succeed the test. It generates Requires: Bulwark Defense Drone TN: 17
no stunt points and will spawn above your head. This Area: - Range: 5 yards
drone will follow you wherever you go with a speed Damage: 1D6+2+Intelligence
Duration: Half willpower Recharge: 3
Test: Constitution (Stamina) vs Tech Potency
Type: b Summon Power sinergy: Primes Electric
Deploy this drone to electrocute enemies within its
firing range. The drone will attack the nearest target,
you’ll not be able to manually guide it. This drone has
a shock attack that targets 1 enemy in range and will
force any unshielded unarmored target to lose his mi-
nor action unless they succeed the test. If the target
was shielded, it will restore your shields by the same
amount as the damage it dealt, if you are within 5
yards of the Drone. It will spawn above your head. This
drone will follow you wherever you go with a speed
value of 4 and will prefer targets that target you. As
a special ability, this drone has a Perception (Seeing
and Hearing) bonus of +8 to sneaking targets and at-
tacking them will reveal their position. If there are no
targets in range, the Drone will make an Overwatch
action, with a +2 bonus to attack to the reaction shot,
and follow you. Defense drones have no Health and will

138 Chapter 5 - Powers


not be targeted by enemies. Can prime electric explo- Cryo Turret
sions as a stunt.
Requires: Sentry Turret TN: 15
Area: - Range: 4 + twice your Strength (Might)
Fortress Defense Drone Damage: 2D6+Perception
Requires: Bastion Defense Drone TN: 18 Duration: - Recharge: 3
Area: - Range: 5 yards Test: -
Damage: 1D6+2+Intelligence Type: C Summon Power sinergy: Primes Cryo
Duration: Willpower ability Recharge: 3 Deploy this heavy weapon turret for cover fire. You
Test: Constitution (Stamina) vs Tech Potency can throw this turret like a grenade and will deploy
Type: A Summon Power sinergy: Primes Electric where it lands. The turret will attack the nearest tar-
Using this power consumes 1 Grenade. Deploy this get available and you’ll not be able to manually pick the
drone to electrocute enemies within its firing range. The targets. It has 25 + twice your intelligence points of
drone will attack the nearest target, you’ll not be able shields and shoots with a short range of 12 yards and
to manually guide it. This drone has a shock attack no long range. This turret has Cryogenic ammo built in
that targets up to 3 enemies in range and will force so it as a 2SP Special Stunt that Freezing(Tech Po-
any unshielded unarmored target to lose his minor tency)(-4). Can prime Cryogenic explosions as a stunt.
action unless they succeed the test. If the target was
shielded or is a synthetic, it will restore your shields Flamer Turret
by the same amount as the damage it dealt, if you are
within 5 yards of the Drone. It will spawn above your Requires: Cryo Turret TN: 16
head. This drone will follow you wherever you go with Area: - Range: 4 + twice your Strength (Might)
a speed value of 6 and will prefer targets that target Damage: 1D6+1+Perception
you. As a special ability, this drone has a Perception Duration: - Recharge: 3
(Seeing and Hearing) bonus of +10 to sneaking tar- Test: Willpower (Self-discipline) vs Tech Potency
gets and attacking them will reveal their position. If Type: B Summon Power sinergy: Primes Fire
there are no targets in range, the Drone will make an Deploy this heavy weapon turret for close combat fire.
Overwatch action, with a +2 bonus to attack to the You can throw this turret like a grenade and will deploy
reaction shot, and follow you. Defense drones have no where it lands. The turret will attack the nearest tar-
Health and will not be targeted by enemies. Can prime get and you’ll not be able to manually pick the targets.
electric explosions as a stunt. If the drone is within It has 25 + twice your intelligence points of shields,
5 yards of you when your shields are depleted, the short range of 12 yards, no long range and shoots
drone will disappear and will restore 1D6+2 points of a flamethrower 1 yard wide 5 yards long if able. The
shields per round of duration it had left. Flamethrower deals 1D6+2+Perception Fire Damage.
Anyone caught in the fire will have Burning (13)(1D6)
for 1 round, unshielded unarmored targets failing the
Sentry Turret test will lose their next minor action. The turret can
Requires: - TN: 12 prime Fire Explosions as a stunt. The turret is station-
Area: - Range: 4 + twice your Strength (Might) ary. It has no health points. Cannot land a critical hit.
Damage: 1D6+2+Perception
Duration: - Recharge: 1 Shock Point Turret
Test: -
Requires: Flamer Turret TN: 18
Type: C Summon Power sinergy: -
Area: 3 yards radius Range: Strength (Might) x2 + 4
Deploy this heavy weapon turret for cover fire. You Damage: -
can throw this turret like a grenade and will deploy Duration: - Recharge: 3
where it lands. The turret will attack the nearest tar- Test: Willpower (Self-discipline) vs Tech Potency
get available and you’ll not be able to manually pick Type: A Summon Power sinergy: Primes Fire
the targets. It has 15 + twice your intelligence
points of shields and shoots with a short Sentry Turret Using this power consumes 1 Grenade. De-
range of 12 yards and no long range. It has no ploy this heavy weapon turret for close
health points. Cannot land a critical hit. All combat fire. You can throw this turret
turrets are stationary. like a grenade and will deploy where it
Cryo Turret

Flamer Turret Piercing Sentry Turret Rocketeer Turret

Shock point Turret Suppressing Sentry Turret Overwatch Turret

Chapter 5 - Powers 139


Piercing Sentry Turret
Requires: Cryo Turret TN: 17
Area: - Range: 4 + twice your Strength (Might)
Damage: 2D6+Perception Piercing lvl 1
Duration: - Recharge: 3
Test: -
Type: B Summon Power sinergy: -
Deploy this heavy weapon turret for support fire. You
can throw this turret like a grenade and will deploy
where it lands. The turret will attack the nearest tar-
get available and you’ll not be able to manually pick
the targets.
It has 25 + twice your intelligence points of shields
and shoots with a short range of 12 yards and no long
range. This turret has Piercing ammo built in. It has no
health points. Can land a critical hit.

Suppressing Sentry Turret


Requires: Piercing Sentry Turret TN: 18
Area: - Range: 6 + twice your Strength (Might)
Damage: 2D6+Perception Piercing lvl 2
Duration: - Recharge: 3
Test: -
Type: A Summon Power sinergy: -
Using this power consumes 1 Grenade. Deploy this
heavy weapon turret for support fire. You can throw
this turret like a grenade and will deploy where it lands.
The turret will attack the nearest target available and
you’ll not be able to manually pick the targets, but it
will prefer targets that are targeting you.
It has 35 + twice your intelligence points of shields
and shoots with a short range of 16 yards and no long
range.
This turret has Piercing ammo level 2 built in. It has
no health points. Can land a critical hit. If there are
more enemies than allied targets in sight, the turret
will make Suppressing Fire against a target, and will
make a Reaction Shot against that target if it makes
any offensive action or moves.

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

140 Chapter 5 - Powers


the original target. It has no health points. Cannot land Stasis sustained container
a critical hit. Can make Perfect Aim, Dazing Shot and
Lethal Accuracy Stunts. Requires: Automats Talent (Novice) TN: -
Area: - Range: -
Damage: -
Overwatch Turret Duration: - Recharge: 1
Requires: Rocketeer Turret TN: 18 Test: -
Area: 5 yards Splash Range: Strength (Might) x 2 +4 Type: Utility Power sinergy: -
Damage: 2D6+Perception, 1D6+2 splash Sustain an object as big as a human in a stasis field
Duration: - Recharge: 3 generated by a Grenade. The sustained object will
Test: Strength(Might) vs TN 11 be protected from environmental hazards up to lev-
Type: A Summon Power sinergy: - el 2 and will block weapon damage with a shield val-
Using this power consumes 1 Grenade. Deploy this ue equal to 20 + five times your Intelligence ability.
heavy weapon turret for rocket fire. You can throw The sustained object can be bigger if more batteries
this turret like a grenade and will deploy where it lands. are used. Upon learning this power you learn to mod
The turret will attack the nearest target available and a grenade into a Generator Grenade. The stasis field
you’ll not be able to manually pick the targets. mantles the object and uses the same space the ob-
It has 35 + three times your intelligence points of ject uses and protects it from rooting or degenerating
shields and shoots with a short range of 18 yards and (if it is organic). This is very painful for intelligent life
no long range. The rockets will deal splash damage in forms and will only keep them alive for a week, more
radius around the original target. or less (resistant species like Krograns will last longer,
of course). More than one stasis field can be connected
It has no health points. Whenever there are no line of
together to make a bigger field.
sight of targets, it will use Overwatch with the rocket.
This turret can land a critical hit, use Perfect Aim, Daz-
ing Shot and Lethal Accuracy stunts. Unshielded unar- Exploration Drone
mored targets that fail the test will be knocked prone. Requires: Automats Talent (Novice) TN: -
Area: - Range: -
Damage: -
Energy Field Duration: - Recharge: -
Test: -
Type: S Summon Power sinergy: -
Automats Talent (Novice) Exploration Drone A drone that’s like a pet, can receive upgrades. Starts
with video reception, sound reception and generate
light, you can directly control it or give him up to 3
instructions for a VI (each instruction can’t be longer
Stasis Sustained Container than 6 words).

Energy Field Automats Talent (Journeyman)


Requires: Automats Talent (Novice) TN: -
Area: 1 yard Range: -
Damage: - Supply Pylon
Duration: - Recharge: 1
Test: -
Type: Utility Power sinergy: -
Protector Supply Pylon
Spawn an 1 yard radius energy barrier that blocks all
fast-moving projectiles, including bullets. The barrier
needs a Grenade to sustain it and 4 turns to arm it. Supply Pylon
Requires: Automats Talent (Journeyman) TN: 15
You can connect one field to another to form one big en- Area: - Range: -
ergy field and they chain like a wall. Every point of the Damage: -
energy field is sustained independently, can be hacked Duration: - Recharge: 3
with a TN equal to your Tech Potency and has a Shield Test: -
value equal to 40 + ten times your Intelligence ability. Type: S Summon Power sinergy: -
No shots nor powers can go in or out of the field, but An immobile pylon that supplies ammo and grenades.
characters and creatures can, unless specified other- You need 10 Omni gel to build a Pylon, and it takes 1
wise when you first put it on. minute for you to build it. You learn how to build one
upon learning this power. You can only carry 1 without

Chapter 5 - Powers 141


additional weight, any extra built pylons will weight 1. the Area and consume 4 Omnigel. Note that you take 1
This pylon can hold up 30 Omnigel units and will make minute to build it but only a Major Action to deploy it in
an attack roll every turn, with no objective. As a stunt combat, just like any other power.
for 1 SP this pylon will generate one Thermal Clip and
consume 1 Omnigel and for 2 SP it will generate one Elemental Tech
grenade and consume two Omnigel, both stunts can be
repeated as much as you like, until all Omnigel is used. This school is focused on the use of Cryogenic, Fire
Note that you take 1 minute to build it but only a Major and Electric attacks to deal damage and debuff. In or-
Action to deploy it in combat, just like any other power. der, Cryo Blast, Incinerate and Overload trees are pre-
sented here.

Protector Supply Pylon Cryo Blast


Requires: Automats Talent (Journeyman) TN: 15
Area: - Range: -
Damage: -
Duration: - Recharge: 3 Snap Freeze Cryogenic Touch
Test: -
Type: S Summon Power sinergy: -
Using this power consumes 1 Grenade. An immobile Cryogenic Needles
pylon that supplies ammo and grenades. You need 10
Omni gel to build a Pylon, and it takes 1 minute for
you to build it. You learn how to build one upon learn- Zero Discharge
ing this power. You can only carry 1 without additional
weight, any extra built pylons will weight 1. This pylon
can hold up 50 Omnigel units and will make an attack Cryo Blast
roll every turn, with no objective. As a stunt for 1 SP Requires: - TN: 10
this pylon will generate one Thermal Clip and consume Area: - Range: 16 yards
1 Omnigel and for 2 SP it will generate one grenade Damage: -
and consume 2 Omnigel and for 2SP will regenerate Duration: - Recharge: 1
your Intelligence ability points of shield to anyone in Test: -
Type: Effect Power sinergy: Primes Cryo
Flash-freeze your enemy with a cryogenic discharge.
This power has Freezing (Tech Potency)(-4) that lasts
for half your Intelligence.

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

142 Chapter 5 - Powers


long, minimum 2. Causes Freezing (Tech Potency)(-4)
that lasts for half your intelligence.

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.

This power only deals damage in a 5 yard radius and


leaves Freezing (Tech Potency)(-6) that lasts for half
your intelligence in a 9 yard radius.
All targets within 5 yards are primed for Cryogenic
Explosions, regardless of Stunts. It then turns the en-
vironment in a 17 yards radius around into a level one
Frozen Environment for an amount of turns equal to
your Intelligence ability, unless there is Burning Envi-
ronment, in which case it reduces the threat level of the
environment by 1.
Incinerate

Flamer Welding Fire


For the night is dark, and full of horrors. Fire a power-
ful short-range flamethrower attack.
Fireball This power leaves the initial target Burning (Tech po-
tency)(1D6) for an amount of rounds equal to Half your
Intelligence.
Tactical Scorch Hell Flamer You can sustain this power for an extra round by add-
ing 1 to the Recharge. You can move while using the
Flamer but only half your speed and you can’t take
Incinerate any major actions, get behind cover or anything that
Requires: - TN: 11 uses your hands. You can end it with a free action.
Area: - Range: 16 yards Anyone you come across in the extended time gets
Damage: 2D6+1+Intelligence Fire Damage Burning (Tech Potency) (1D6) for 1 round. Unarmored
Duration: - Recharge: 1 unshielded targets must succeed the test or start to
Test: - panic for 1 round, losing their major action.
Type: Single-target attack
Power sinergy: Primes Fire and Detonates Tech
Burn your opponents and incinerate their armor. This Fireball
power leaves the target Burning (Tech Potency)(1D6) Requires: Flamer TN: 16
for 2 rounds. Area: 4 yard radius Range: 16 yards
Damage: 1D6+2+Intelligence Fire Damage
Duration: - Recharge: 3
Flamer
Test: Strength (Might) vs Tech Potency
Requires: Incinerate TN: 14 Type: Large AoE attack
Area: 1 yard wide 9 yards long Range: - Power sinergy: Primes and Detonates Fire
Damage: 1D6+2+Intelligence Fire Damage
Duration: Half Intelligence Recharge: 3 Fire an alloy shiny tech-ball filled with gas ready to
Test: Willpower (Self-discipline) vs Tech Potency blow up on contact, with a huge fire explosion any-
Type: Small AoE where with a clear line of sight.
Power sinergy: Primes Fire Leaves all targets Burning (Tech Potency)(1D6) for an

Chapter 5 - Powers 143


amount of turns equal to half your Intelligence. If they call for a test, specially when working under pressure
fail the tests, the targets are knocked prone. or time or when you need to do it quickly, like a Dex-
terity (legerdemain) or a Intelligence (Bypassing) test.
Tactical Scorch
Requires: Fireball TN: 19
Overload
Area: 1 yard radius Range: 26 yards
Damage: 2D6+Intelligence Penetrating damage
Duration: - Recharge: 3 Electric Discharge
Test: -
Type: Single-target attack
Power sinergy: Primes Fire and Detonates Tech
Chain Overload
Using this power consumes 1 Grenade. Fire a powerful
combustible tech-missile in a great arc, almost like a
tactical strike (means it shoots very high up and has
a powerful fall). Thunder Overload
It pierces through 2 complete floors or until it hits
a target, whichever comes first. Also leaves Burning Overload
(Tech Potency)(2D6) for an amount of turn equal to Requires: - TN: 11
half your intelligence + 1 and reduces the Armor Rating Area: - Range: 16 yards
of the target to 0 for the duration of the Burning effect Damage: 1D6+3+Intelligence of Electric Damage
(until it wears of by either time or the target’s roll). Duration: - Recharge: 1
Test: -
Hell Flamer Type: Single-target attack
Requires: Fireball TN: 20 Power sinergy: Primes Electric and Detonates Tech
Area: 10 yards wide 12 yards long Range: - Overload electronics with this power surge. Effective
Damage: 1D6+Intelligence Fire Damage against shields, barriers, and synthetics. Not as effec-
Duration: - Recharge: 3 tive against organics.
Test: -
Type: Massive AoE attack Electric Discharge
Power sinergy: Primes Fire
Requires: Overload TN: 15
Using this power consumes 1 Grenade. It’s like Christ- Area: 3 yards wide 7 yards long Range: -
mas! You overcharge pressure and a lot of gas into Damage: 1D3+2+Intelligence of Electric Damage
each omni tool in your hands and in your armor. You Duration: - Recharge: 3
create a big area of sustained fire that burns every- Test: Constitution (Stamina) vs Tech Potency
thing in his pass. Type: Small AoE attack
This power leaves Burning (Tech Potency)(1D6) for half Power sinergy: Primes Electric
your Intelligence. This area power ignores cover and Breaks and liberates alloys to make an electric dis-
leaves the area with a Burning Environmental Threat charge in an area of effect in front of you.
level 1, or reduces by 1 the threat level of a Freezing
Environment. All targets can be primed if enough Stunt This power deals normal damage on armored targets.
Points. Unshielded targets that fail the test lose their minor
action.
Welding Fire
Chain Overload
Requires: Incinerate TN: -
Area: - Range: - Requires: Electric Discharge TN: 16
Damage: - Area: - Range: 16 yards
Duration: - Recharge: 1 Damage: 1D3+2+Intelligence of Electric Damage
Test: - Duration: - Recharge: 3
Type: Utility Test: -
Power sinergy: - Type: Small AoE attack
Power sinergy: Primes Electric and Detonates Tech
You can now maintain a steady but molten hot welding
fire from your omni tool. This requires precision and a Does one overload to a target that chains to nearby
steady hand so you can’t be in combat when you use it, targets up to 4 yards away from the previously hit
but you can maintain it for as long as you want. target and up to 2 targets besides the original.
This is very useful when trying to open mechanical
controlled doors or cutting other things. The GM can

144 Chapter 5 - Powers


Thunder Overload You hack into any Advanced VI controlled system (like
a YMIR mech, a Geth Trooper or a heavy turret) and
Requires: Chain Overload TN: 18
turn them on your enemy.
Area: - Range: 20 yards
Damage: 1D6+Intelligence of Electric Damage They will fight for you for the duration of the power.
Duration: - Recharge: 3 In order for the hack to succeed, you have to make a
Test: - Intelligence (hacking) roll with a TN determined by the
Type: Single-target attack GM, usually not above 15.
Power sinergy: Primes Electric and Detonates Tech
Masterful Hacking
Using this power consumes 1 Grenade. Generates a
powerful single-target lightning bolt. The target must Requires: Advanced VI Hacking TN: -
pass an Willpower (Self-discipline) test against your Area: - Range: 18 yards
Tech Potency or receive an extra 1D6 of electric dam- Damage: -
age over time. The target can repeat this test every Duration: Half your Intelligence Recharge: 4
turn and receive the extra damage until the test is Test: -
successful or an equal of your Willpower in turns has Type: Single-target effect
passed. Power sinergy: Primes Electric
You can hack any Synthetic you want, including Geth
Hacking Tech Juggernauts and other Synthetic Characters, but re-
member that the hacking ends with the duration of the
This school is focused on the use of existing technol- power, and they will surely not appreciate it later.
ogy turning against your oponent. In order, Basic VI
Hacking, Energy Drain, Neural Shock, Sabotage, Virtu- In order for the hack to succeed, you have to make a
al Tracker, Dazing Thunder, Tactical Scan and Gravi- Intelligence (hacking) roll with a TN determined by the
tational Repulsion trees are presented here. GM, usually not above 17.
If you try to hack another Synthetic PC, they can try
Basic VI Hacking to free themselves with a successful Willpower (Un-
shackled AI) roll versus your Tech Potency at the be-
ginning of each of their turns.
Advanced VI Hacking Energy Drain

Masterful Hacking Energy Flux Inversion

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.

Chapter 5 - Powers 145


can be repeated at the beginning of each subsequent
turn.
Alternatively the target can take a Dexterity (Legerde-
main) test vs Tech Potency to end the effect, but takes
2 points of penetrating damage in doing so.

Pulling Energy Drain


Requires: Energy Flux Inversion TN: 17
Area: 5 yard radius Range: 14 yards
Damage: 1D6+2+Intelligence
Duration: - Recharge: 3
Test: -
Type: Large AoE attack
Power sinergy: Primes and Detonates Electric
Improved area version of Energy Drain. You hack into
your target’s shield energy, pull energy from nearby
sources and redirect all of it to yourself. Only shielded
or Synthetic targets will receive damage. You recover
shield points equal to half the damage this power dealt.

Energy Flux Explosion


Requires: Pulling Energy Drain TN: 18
Area: 5 yard radius Range: 16 yards
Damage: 1D6+2+Intelligence of Electric Damage
Duration: Half your Intelligence Recharge: 3
Test: Intelligence (Hacking) vs Tech Potency
Type: Large AoE attack
Power sinergy: Primes Electric and Detonates Tech
Using this power consumes 1 Grenade. This is an im-
proved version of Energy flux inversion. All targets
receive the same damage, but it emanates from one
single primary target and is repeated each round for
the duration of the power. Effect ends if shields are
depleted. Succeeding the test ends the effect and can
be repeated each turn.

Neural Shock

Neural Arc Neural Discharge Excruciating Pain


Energy Flux Inversion
Requires: Energy Drain TN: 16
Area: 3 yards radius Range: 16 yards
Toxic Shock
Damage: 1D6+2+Intelligence
Duration: 2 rounds Recharge: 3
Test: Intelligence (hacking) vs Tech Potency Walking Bomb
Type: Single-target attack
Power sinergy: Primes Electric and Detonates Tech Neural Shock
You hack into your target’s shield energy and redirect Requires: - TN: 12
it as a damaging burst around your target. The tar- Area: - Range: 14 yards
get must be shielded. The target takes damage every Damage: -
round and anyone in radius receives half the damage Duration: - Recharge: 1
taken by the primary objective. Test: Willpower (Self-discipline/Courage) vs TP-2
The primary target will keep bursting for 2 rounds un- Type: Single-target effect
less the shield depletes or succeeds the test. The test Power sinergy: -

146 Chapter 5 - Powers


You do an electric discharge onto one target’s neural
system. The target must be unshielded. The affected
target lose his next minor action and must succeed
the test or lose his next major action and be knocked
prone too. Big characters are unaffected (like Brutes).
Armored and Shielded targets have +2 to resist the
test.

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.

Chapter 5 - Powers 147


Excruciating Pain natural recovery (this means spending 2 rounds with-
out taking damage), at the end of the second round,
Requires: Neural Discharge TN: -
the target will receive damage instead of recovering
Area: - Range: -
his shields.
Damage: -
Duration: - Recharge: - If the target succeeds the test, it will fully restore his
Test: - shields the next round if it doesn’t receive any damage.
Type: Utility
Power sinergy: - Automat Sabotage
You lock onto your target’s neural system and produce Requires: Shields Sabotage TN: 17
a continual discharge of signals into his pain recep- Area: - Range: 20 yards
tors. Damage: see description
Duration: - Recharge: 3
This is literal torture that will not leave marks in plain Test: Intelligence (hacking) vs Tech Potency
sight neither will deal any real damage. The chosen Type: Single-target attack
target must be adjacent to you and restrained firmly Power sinergy: -
for the power to be successful. GM can call for a test
roll when appropriate. You sabotage a target automat, instantly priming it to
explode or shut it down, whichever you prefer.
Sabotage The damage and area of the explosion depends on the
automat power level. C summon have a 3 yard radius
while B and A have a 5 yard radius.
Automat Sabotage Door Sabotage The damage is 1D6 for C, 2D6 for B and 4D6 for A.
You can target your own automats.
Enemy Engineers and Infiltrators can attempt to save
their automat with the test if they are 10 yards away
Shields Sabotage
from the automat, but it will cost them their next minor
action.
Sabotage
Door Sabotage
Requires: - TN: 11
Area: - Range: 16 yards Requires: Sabotage TN: -
Damage: 1D6+1+Intelligence Area: - Range: -
Duration: 1 turn Recharge: 1 Damage: -
Test: Dexterity (legerdemain) vs Tech Potency Duration: - Recharge: 1
Type: Single-target attack Test: see description
Power sinergy: - Type: Utility
Power sinergy: -
You sabotage into your target’s weapon and force it
to overload, dealing a backfire damage whenever the You sabotage the door mechanism of an adjacent door
weapon shoots. locking it close or open for an amount of time up to ten
times your intelligence in minutes, your pick.
The next time that character takes a ranged attack
action the weapon blows a very hot steam against him The GM can ask for an Intelligence (hacking or elec-
ending the ranged attack action. The affected target tronics) or Dexterity (bypassing) depending of the
can avoid the damage succeeding the test but will still door and whether you are trying to open or close it, or
lose the ranged attack. maybe how much time you have to do it.
Be aware though that this does not work on every sin-
Hacking Talent (Novice)
gle weapon, the GM should warn you if this is the case
before you try to use this power.

Shield Sabotage Dazing Thunder Virtual Tracker


Requires: Sabotage TN: 15
Area: - Range: 20 yards
Damage: 1D6+Intelligence Penetrating Damage Hacking Talent (Journeyman)
Duration: - Recharge: 1
Test: Intelligence (Hacking) vs Tech Potency
Type: Single-target attack
Power sinergy: - Gravitational Repulsion Tactical Scan
You sabotage your target’s shields system. The next
time the affected target tries to restore his shields by

148 Chapter 5 - Powers


Dazing Thunder get cannot be aware of your presence and you gener-
ate this from your hands. Your GM should call for a
Requires: Hacking Talent (Novice) TN: -
Dexterity (Stealth) test versus your opponent Percep-
Area: - Range: -
tion (Hearing or Seeing) or both.
Damage: -
Duration: - Recharge: 1
Test: Dexterity(stealth) vs Perception(hearing/seeing) Virtual Tracker
Type: Utility Requires: Hacking Talent (Novice) TN: -
Power sinergy: - Area: - Range: 9 yards
You prepare a map of your target’s brain and zap it Damage: -
with an arc of electricity between two omnitools, ren- Duration: - Recharge: 1
dering him unconscious for an amount of time of your Test: Determined by GM
pick, up to double your Willpower in minutes. Your tar- Type: Utility
Power sinergy: -
You shoot a very small, almost imperceptible track-
er into a target up to 9 yards away from you that
will allow you to track it with your omnitool. Anyone
can easily dispose of the tracker if they know about
its existence, so your GM should call for a Dexterity
(Stealth) test versus your opponent Perception (Hear-
ing or Seeing) or any other appropriate test. The shoot
itself makes no sound, so the Hearing test should only
consider the possibility of you making noise.

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.

Chapter 5 - Powers 149


Combat Powers
This part of the chapter will present a list of Combat damage, reduces all damage taken by 2 and restores
Powers, sorted by alphabetic name, as they’re not 1D6 points of shields.
arranged in power trees and rather automatically The bonuses lasts for the duration of the power. Can
learned with Talents. Here are Adrenaline Burst, As- be used as a minor action.
sassination, Carnage, Concussive Shot, Fortification,
Judgement, Marksman, Overkill and Proximity Mine, in Assassination
that order. After these power, there will be a list of
Requires: Breath Shooting Talent TN: Def
Unique Combat Powers, that belong to powers learned
Area: - Range: Weapon’s Range
through specializations.
Damage: Weapon’s Damage
Adrenaline Burst Duration: - Recharge: 2
Test: -
Requires: Soldier Class TN: -
Type: Effect
Area: - Range: -
Power sinergy: -
Damage: -
Duration: 2 rounds Recharge: 2 Powerful damage boost and system’s aim assist. You
Test: - make a ranged attack with +15 critical chance.
Type: Effect The bonus only applies to Sniper Rifles shooting in
Power sinergy: - their Long Range.
Accelerate reflexes, granting time to line up the perfect
shot. Adds +2 to the Critical Rate, +1D6 to weapon

150 Chapter 5 - Powers


Carnage “It’s Judgement day, baby!”, you can instantly unload
all your weapon’s ammo in a single attack, making con-
Requires: Point Blank Shooting Talent TN: Def
secutive attacks, but you’ll need it to be full of ammo,
Area: 3 yard radius Range: Weapon’s Range
only the first shoot will generate stunts and you’ll need
Damage: Weapon’s Damage+1D6 of Fire Damage
to cool the weapon down afterwards for 1 round be-
Duration: 2 rounds Recharge: 2
fore changing or recharging it.
Test: Strength (Might) vs TN 11
Type: Single-target Attack
Power sinergy: Primes Fire and Detonates Tech Marksman
Rip a target to shreds with this vicious blast. Major Requires: One-handed or Dual Wielding Talent TN: Def
collateral damage to enemies nearby. Effective against Area: - Range: Weapon’s Range
armor. Unarmored unshielded targets failing the test Damage: -
are knocked prone. Only primary target suffers weap- Duration: - Recharge: 2
on damage, all targets receive 1D6 points of Fire Dam- Test: -
age. Type: Effect
Power sinergy: -
Improves the weapon’s fire rate and accuracy, as well
Concussive Shot
as reducing overheating. You need one minor and one
Requires: Reactive Shooting Talent TN: Def major action to use this power.
Area: 3 yard radius Range: Weapon’s Range
You make 2 ranged attacks with +2 to close and long
Damage: Weapon’s Damage+1D6
range, +2 to attack roll and +2 to critical hit and al-
Duration: - Recharge: 2
lows you to reload as a free action, it also lets you
Test: Strength (Might) vs TN 11
take a suppression fire action instead of one of the
Type: Single-target Attack
attacks. Pistols only.
Power sinergy: Detonates Tech
Flatten your enemy with a precise blast at short or Overkill
long range. If you have any ammo mod, the power will
have it’s properties. Does +1D6 damage to unshielded Requires: Pressure Shooting Talent TN: Def
unarmored organic targets, also, if they fail the test, Area: - Range: Weapon’s Range
are knocked prone and sent flying 4 yards in the same Damage: -
direction of the attack. It also deals +1D6 to frozen Duration: - Recharge: 2
targets. Only the primary target gets the weapon dam- Test: -
age, but all bonuses apply to other targets. Type: Effect
Power sinergy: -

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: -

Chapter 5 - Powers 151


Unique Combat able to climb to it.

This part of the chapter will present a list of Combat Berserk


Powers that belong exclusively to specializations and
thus can’t be learned by just leveling up. They’re sepa- Berserk mode
rated so to maintain an order and make it easier to go Requires: Berserk Specialization (Novice) TN: -
through the big amount of powers. There’s a following Area: - Range: -
section for Biotic and Tech unique powers following Damage: -
this section. They’re sorted by alphabetic name of the Duration: Until used again Recharge: -
specialization they belong to and are not arranged in Test: -
power trees, as they’re usually automatically learned Type: AoE
with Talents. Here are Assassin, Berserk, Devastator Power sinergy: -
and Gunslinger specialization powers.
Puts yourself in a berserker mode that lowers your
Assassin defense by 6 but boosts your Strength by 3, Dexter-
ity by 2 and thus increases all test related, including
damage.
Omni-Platform
All your melee attacks have a +2 to attack roll and
Requires: Assassin Specialization (Journeyman) TN: -
you can use the Perfect Aim and Lethal Accuracy
Area: - Range: Strength(Might)+4 Yards
stunts, and they cost -1SP. You can use the Skirmish
Damage: -
stunt once after any successful melee attack with the
Duration: Until Shields depleted Recharge: 2
Gauntlet while in Berserk Mode.
Test: -
Type: AoE
Power sinergy: - Shining Gauntlet
Using this power consumes 1 Grenade. Transform a Requires: Berserk Specialization (Master) TN: Def
grenade into a sticky grenade that projects an om- Area: - Range: -
ni-platform perfect for you to step on and get a better Damage: 3D6+3+Strength+Willpower
sight of the battlefield and bonuses. The platform has Duration: - Recharge: 2
75 Shield Points and can only be targeted from below Test: -
or with AoE Powers, it sticks to any surface and has Type: Single-target attack
4 square yards projection that will take any shape Power sinergy: -
you want (but is square by default). It can also be used Your Gauntlet glows with an awesome power and its
as half cover of 1 yard high 4 yards long or full cover burning grip tells you to defeat your adversary. It is
1 yard wide 3 yards long. Beware how high you spawn a melee power with high damage, can be done in Ber-
it if you don’t own a grapnel hook, you might not be serker Mode to improve damage and will use stunts

152 Chapter 5 - Powers


if rolled. You can also add your love, anger and all of Hydra Missiles
your sorrow to the attack and it will disintegrate the
Requires: Devastator Specialization (Master) TN: -
target if it dies with this power. This leaves you out of
Area: - Range: 10 yards
cover.
Damage: 2D6+3+Perception
Duration: - Recharge: 2
Erupting Burning Gauntlet Test: -
Requires: Berserk Specialization (Master) TN: Def Type: Multiple-target attack
Area: - Range: - Power sinergy: -
Damage: 4D6+3+Strength+Willpower Launch 3 Hawk Missiles at different targets. The tar-
Duration: - Recharge: 3 gets will be different unless there are less than 3 and
Test: - they’ll be the closest. Each Missile deals the same
Type: Single-target attack damage. The missiles are unavoidable.
Power sinergy: -
Using this power consumes 1 Grenade. Your gauntlet Cobra Missiles
now is burning red and it’s loud roar tells you to grasp
victory!. Requires: Devastator Specialization (Master) TN: -
Area: 5 yard radius Range: 10 yards
This searing hot punch ignores armor completely and Damage: 2D6+3+Perception
deals +2D6 to unarmored unshielded targets. On end Duration: - Recharge: 2
it causes Burning (13)(2D6). This power leaves you Test: -
out of cover. Type: Large AoE attack
Perfect for defeating your evil master or betraying Power sinergy: -
brother.
Launch one powerful Hawk Missile that will explode on
Devastator contact. The target will be the closest. The missile is
unavoidable.
Devastator Mode
Requires: Devastator Specialization(Journeyman)TN:-
Gunslinger
Area: - Range: -
Damage: - Desperado
Duration: - Recharge: 3 Requires: Gunslinger Specialization (Master) TN: -
Test: - Area: 5 yard radius Range: -
Type: Effect Damage: Weapon’s damage
Power sinergy: - Duration: - Recharge: 2
Redirecting all the suit’s energy to improve your of- Test: -
fensive capabilities you can now add +2 to weapon Type: Large AoE attack
(and Hawk Missile) damage, +3 to attack, +2 to de- Power sinergy: -
fault ammo and +20 to max shields (and you recover You deal your secondary weapon’s damage to all tar-
20 upon starting the power as well), but it reduces -6 gets in Area with a barrage of shots in every direction
your speed. but you only add half your Perception to the damage
Starts Recharge Time upon ending the power which is and you expend all your ammo in both guns. You can
a minor action and will last for as long as you want. only do this skill while dual wielding pistols. This pow-
Even if your speed is 0 you can take a Move action to er ignores cover and forces all affected targets to get
get yourself behind cover, considering you are already out of cover. This power leaves you out of cover.
next to it. You can start this power as a Minor Action.
Bullet Rain
Multi-frag Grenade Requires: Gunslinger Specialization (Master) TN: -
Requires: Devastator Specialization(Journeyman)TN:- Area: 3 yard radius Range: Weapon’s range
Area: 5 yard radius Range: 4 yards Damage: Weapon’s damage
Damage: 3D6+1+Perception Duration: - Recharge: 3
Duration: - Recharge: 1 Test: -
Test: Strength (Might) vs TN 13 Type: Small AoE attack Power sinergy: -
Type: Large AoE attack You deal your secondary weapon’s damage to all tar-
Power sinergy: - gets in Area with a barrage of shots but you only add
Launch multiple frag grenades by upgrading the T5-V’s half your Perception to the damage and you expend
right gauntlet. Targets that fail the test are knocked all your ammo in both guns. You can only do this skill
prone. while dual wielding pistols. This power ignores cover.

Chapter 5 - Powers 153


Unique Biotics Diamond Anvil
Requires: Aegis Specialization (Master) TN: 17
This part of the chapter will present a list of Biotic Area: 7 yard radius Range: Strength(Might)+6 yards
Powers that belong exclusively to specializations and Damage: -
thus can’t be learned by just leveling up. They’re sorted Duration: 3 rounds Recharge: 2
by alphabetic name of the specialization they belong to Test: -
and are not arranged in power trees, as they’re usual- Type: Massive AoE
ly automatically learned with Talents. Here are Aegis, Power sinergy: Detonates Any
Avatar, Bolster, Nemesis, Scourge, Striker, Titan and
Using this power consumes 1 Grenade. Spawn a big
Vector specialization powers.
and heavy mass effect field to multiply the gravity in
Aegis the area, creating a High Pressure Environment haz-
ard level 1 for the duration of the power in the Area of
the power, and could be made level 2 if the power is
Rachni Legacy
used again in the same area.
Requires: Aegis Specialization (Master) TN: 17
Area: 7 yard radius Range: Strength(Might)+6 yards
Damage: -
Avatar
Duration: 3 rounds Recharge: 2
Avatar State
Test: -
Type: Massive AoE Requires: Avatar Specialization (Novice) TN: 14
Power sinergy: Primes Biotic Area: 3 yard radius Range: -
Damage: 1D6+2+Intelligence+Biotic
Using this power consumes 1 Grenade. Creates a mas-
Duration: 4 turns Recharge: 8
sive field of microscopic, corrosive singularities with
Test: Strength (Might) vs Biotic Might
poison.
Type: Small AoE attack
This creates a Toxic Environment hazard level 1 for the Power sinergy: Detonates Any
duration of the power in the Area of the power, and
You give an earth-shattering stomp (creating earth
could be made level 2 if the power is used again in the
fragments if you’re touching what’s not steel) and cre-
same area.
ate a sphere of fluxing dark energy around you. While
in the Avatar State you can use your Avatar powers

154 Chapter 5 - Powers


and you get one free major action each round to use a wall with any debris lying around (like the earth you
a power to interrupt another action (for example you shattered when you started the Avatar State) high
could use the Wind Reflexes in response to an enemy enough to use as half cover. This wall will last until
shooting you), this extra power won’t generate stunts. Avatar State is done. If done again in the same spot,
The Avatar State adds to both Biotic and Tech power it will make a full cover. Pretty much anything hard
recharge, and will end if you leave the 3 yard radius enough to resist bullets can be used as cover (even
where you originally started the power. Anyone in the weapons or other destroyed items) but it could be a
area will be moved out when you start the power and barren place (like a spaceship) in which case the pow-
get knocked prone if they fail the test. This is an Inner er can’t be done. If done as a free action in response
Power Biotic school power. to being attack, the wall will prevent 15+Biotic points
of damage.
Wind Reflexes
Rock Fist
Requires: Avatar Specialization (Novice) TN: 14
Area: - Range: - Requires: Avatar Specialization (Master) TN: 16
Damage: - Area: - Range: 8 yards
Duration: 1 turn Recharge: - Damage: 2D6+Intelligence+Biotic
Test: - Duration: - Recharge: -
Type: Effect Test: Strength (Might) vs Biotic Might
Power sinergy: - Type: Single-target attack
Power sinergy: Detonates Any
Can only be used in Avatar State. Sharpening your
senses you move like the wind to avoid taking damage. Can only be used in Avatar State. Requires previously
You can move yourself 2 yards in any direction, avoid- created Stone Wall. Gathering some more debris and
ing any attack that targeted you (powers or shots) with a great release of energy you deal a powerful
and area attacks (if you manage to step out of the kick to your Stone Wall and throw it like a projectile
area) if you use the Avatar State free major action. If against your foe, knocking him prone if they fail the
you used your regular Major Action this power gives test and dealing great damage while moving him 2
you +4 to defense. yards regardless of their success. This is a Telekinetic
Biotics school power.
Wind Blade
Bolster
Requires: Avatar Specialization (Master) TN: 16
Area: 1 yard wide 3 yards long Range: 10 yards Power Guard
Damage: 1D6+2+Biotic Penetrating Damage
Requires: Bolster Specialization (Novice) TN: 14
Duration: 1 turn Recharge: -
Area: - Range: 16 yards
Test: -
Damage: -
Type: Small AoE attack
Duration: 1 round Recharge: 2
Power sinergy: -
Test: -
Can only be used in Avatar State. Sharpening your Type: Single-target support
senses you move like the wind to avoid taking damage. Power sinergy: -
You can move yourself 2 yards in any direction, avoid-
Protects your target with a dissipating biotic force
ing any attack that targeted you (powers or shots)
that repels any offensive power thrown at your tar-
and area attacks (if you manage to step out of the
get, giving him +5 to any roll to resist the effects of
area) if you use the Avatar State free major action. If
powers. This is a Kinetic Fields Biotics school power.
you used your regular Major Action this power gives
you +4 to defense. This is a Telekinetic Biotics school
power. Biotic Touch
Requires: Bolster Specialization (Novice) TN: 14
Stone Wall Area: - Range: 16 yards
Damage: -
Requires: Avatar Specialization (Journeyman) TN: 15
Duration: 4 round Recharge: 2
Area: 2 yards wide 1 yard long Range: -
Test: -
Damage: -
Type: Single-target support
Duration: - Recharge: -
Power sinergy: -
Test: -
Type: Small AoE Aligerates the weight of your companion with your
Power sinergy: - dark energy, giving him an edge on reflexes, adding +2
to his defense for the duration of the power. Remember
Can only be used in Avatar State. With a swift combi-
that powers with the same effect usually don’t stack,
nation of a spatial distortion and a stasis you create
and only the higher bonus will make effect. This is a

Chapter 5 - Powers 155


Kinetic Fields Biotics school power. Floating Barriers
Requires: Bolster Specialization (Master) TN: 17
Invigorate Area: - Range: 16 yards
Requires: Bolster Specialization (Journeyman) TN: 16 Damage: -
Area: 7 yard radius Range: - Duration: 2 Recharge: 2
Damage: - Test: -
Duration: 4 rounds Recharge: 2 Type: Single-target support
Test: - Power sinergy: -
Type: Large AoE support Creating small barriers around a unit member that fol-
Power sinergy: - lows him wherever he or she goes, this power gives
Projecting your energy in a constant wave around him a bonus to +5 defense while outside cover and +2
you, you give just enough power to your teammates to armor in and out of cover, for the duration of the
for them to find that opportunity to shine. Whenever power. This is a Kinetic Fields Biotics school power.
they generate Stunt points, they generate 1 point more.
This area will follow you and will affect you too. Notice Haste
that this power does not affect your foes or whoever
Requires: Bolster Specialization (Master) TN: 18
you don’t want. This is a Kinetic Fields Biotics school
Area: - Range: 16 yards
power.
Damage: -
Duration: 1 Recharge: 2
Energy Rise Test: -
Requires: Bolster Specialization (Journeyman) TN: 14 Type: Single-target support
Area: - Range: 16 yards Power sinergy: -
Damage: - For a single turn, you fill an ally with dark energy and
Duration: - Recharge: 2 let him experience at full what it feels like to weight
Test: - almost nothing. This power gives, for a single turn, +8
Type: Single-target support to speed and reduces the cost of Fury Fist and Light-
Power sinergy: - ning Trigger stunts by -1SP, and allows him or her to
Pressing the right points, relaxing the right muscles, use it more than once. This could be combined with oth-
filling the right tool, you project your own power onto er abilities to reduce the cost of Lightning Trigger and
an ally and reduce his Recharge by 1. If it’s a Sentinel, Fury Fist even further. This is a Kinetic Fields Biotics
you get to pick which one. Note that while this power school power.
Recharge is 2, it’s still affected by the Adept skills that
lowers all powers Recharge, so the real recharge is 1. Nemesis
This is a Kinetic Fields Biotics school power.
Willpower Projection
Requires: Nemesis Specialization (Journeyman) TN: 16
Area: 5 yard radius Range: -
Damage: 1D6+2+Biotic+Willpower Penetrating dmg.
Duration: - Recharge: 3
Test: Strength(Might) vs Biotic Might
Type: Large AoE Attack
Power sinergy: Detonates Biotic
A single wave of telekinetic energy projected from
yourself that pushes anyone away from the starting
point up to double your Biotic ability in yards away
unless they succeed the test. Shielded target get +3
and armored +2 to resist the test. This is a Telekinetic
Biotics school power.

Five points palm exploding biotic


Requires: Nemesis Specialization (Journeyman) TN: 16
Area: - Range: -
Damage: 4D6+Biotic+Willpower Penetrating damage
Duration: - Recharge: 3
Test: Strength(Might) vs Biotic Might
Type: Single-target Attack Power sinergy: -

156 Chapter 5 - Powers


Concentrating all your Dark Energy in the top of your
fingers and direct it with your palm, making your foes
to remember why they shouldn’t have mess with you.
It pushes it away from you up to four times your Biot-
ic ability in yards away unless they succeed the test.
Shielded target get +3 and armored +2 to resist the
test.
Big enemies will move up to only one time your Biotic
Ability in yards. If your enemy dies with this power,
it’ll be only able to give 5 steps before collapsing and
dying from the crush syndrome. This is a Telekinetic
Biotics school power.

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.

Chapter 5 - Powers 157


Dark Scourge they surpass the armor’s defenses. This power can be
done while in Thresher Maw’s Breath and add it’s re-
Requires: Striker Specialization (Journeyman) TN: 16
charge to the dice, but the dice cannot exceed 10.
Area: - Range: 10 yards
Damage: 2D6+3+Biotic Penetrating Damage It is a melee attack but it can’t be avoided. This is a
Duration: - Recharge: 2 Inner Biotics school power.
Test: -
Type: Single-target attack Strong palm biotic wave
Power sinergy: Primes Biotic Requires: Titan Specialization (Novice) TN: 16
Burst of powerful disintegrating singularities that act Area: 1 yard wide 5 yards long Range: -
like a powerful dark fire that eats through the armor Damage: 2D6+2+Strength Electric Damage
self-repair properties and deals direct damage. This is Duration: - Recharge: 3
a Spatial Distortion Biotic school power. Test: -
Type: Small AoE attack
Power sinergy: -
Indignation
Concentrating all your strength and biotics in your
Requires: Striker Specialization (Master) TN: 18
palm, you can project your energy and deal damage
Area: 1 yard radius Range: 8 yards
Damage: 6D6+Biotic Electric Damage
Duration: - Recharge: 4
Test: -
Type: Single-target attack
Power sinergy: -
Using this power consumes 1 Grenade. Throwing a gre-
nade of compacted alloy in the air and overloading it
with your powers, you create a cascade of the alloy
that separates and generates electric current, making
it look like a continued thunder in a single spot that an-
nihilates electronics. This is a Spatial Distortion Biotic
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

158 Chapter 5 - Powers


as it’s electric in nature, thus giving a bonus against
Shields, overloading the shield by the dark energy pro-
jection.
This power can be done while in Thresher Maw’s
Breath and add it’s recharge to the dice, but the dice
cannot exceed 10. This is a Inner Biotics school power.

Heaven’s Command Charge


Requires: Titan Specialization (Master) TN: 18
Area: 5 yard radius Range: 20 yards
Damage: 2D6+2+Strength
Duration: - Recharge: 5
Test: -
Type: Large AoE attack
Power sinergy: -
Jumping high up in the air, you concentrate your forces
into a single Charge attack, that makes a huge wave of
energy, knocking everyone prone and recovering your
shields by 3D6+Strength.
This power can be done while in Thresher Maw’s
Breath and add it’s recharge to the dice, but the dice
cannot exceed 10. This is a Inner Biotics school power.

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.

Chapter 5 - Powers 159


Unique Tech at you will not be able to target you while this power
lasts. If you go behind a full cover, they will lose track
of you. Once you use this power, you can take up to 2
This part of the chapter will present a list of Tech
minor actions without ending it, but it will with a ma-
Powers that belong exclusively to specializations and
jor action or duration ends. If you end this power with
thus can’t be learned by just leveling up. They’re sorted
a ranged attack or a power, you deal bonus damage
by alphabetic name of the specialization they belong to
equal to half the original damage to one target, round-
and are not arranged in power trees, as they’re usu-
ed down (so it would not add half the Perfect Aim stunt
ally automatically learned with Talents. Here are Infil-
damage) and you get +3 critical chance. The recharge
trator and Sentinel’s powers at the begining and then
start once you end the power. If another power end-
Aegis, Avatar, Chimera, Defender, Machinist, Paladin
ed this power with a greater recharge time, use that
and Shadow specialization powers.
power recharge time instead. Starting this power is a
Infiltrator Minor Action. Some foes may be more perceptive than
others and could detect you, as could some technology,
Tactical Cloak up to the GM.
Requires: Infiltrator Class TN: -
Area: - Range: - Sentinel
Damage: -
Duration: 2 turns Recharge: 3 on end Tech Armor
Test: - Requires: Sentinel Class TN: -
Type: Effect Power sinergy: - Area: - Range: -
You make yourself visually invisible by camouflaging Damage: -
with your environment. This power redirects all the en- Duration: - Recharge: 2 on end
ergy on your suit so you stop your shield recharge Test: Strength (Might) vs Tech Potency
while using this power. Anyone that was not shooting Type: Effect Power sinergy: Detonates Tech

160 Chapter 5 - Powers


Technological armor that works like regular armor but Can only be used in Avatar State. A combination of
reduces damage taken to Barriers and Shields instead. Cryo Blast and Throw that moves your target 4 yards
It has an armor rating of 4. Any power or attack that in any direction you want, and slows him down by -3
bypasses Shields also bypass this damage reduction. to speed, this stacks with other applications of this
Creating this Armor requires a minor action, but it can power (so if you make it 3 times, the target will get -9).
be detonated to deal 1D6+Intelligence points of dam- If the target fails the test it gets knocked prone. This is
age in a 3 yard radius and knock anyone in the area an Elemental Tech school power.
prone, unless they pass the test. Detonate the armor is
a Minor Action and has a recharge of 3. While active, Ice Spear
Powers have an increased in their recharge by 1 but
Requires: Avatar Specialization (Master) TN: 16
also add +1D6 to damage and +1 to Tech Potency and
Area: 1 yard radius Range: 10 yards
Biotic Might. The armor cannot be simply deactivated
Damage: 1D6+Intelligence
and have to be detonated to end it, and it won’t end
Duration: 2 turns Recharge: -
until doing it. The power detonates if you run out of
Test: Dexterity (Acrobatics) vs Tech Potency
shields.
Type: Small AoE attack
Power sinergy: Primes Cryo
Aegis
Can only be used in Avatar State. Condensing water
from the ambient with your biotic-sustained cryogenic
R’hllor
needles, you create Ice Spears that you arc through
Requires: Aegis Specialization (Novice) TN: 17 cover with your biotics and give them great force. This
Area: 7 yard radius Range: Strenght(Might)+6 yards power arcs in the air like a mortar so it ignores cover.
Damage: - Anyone that fails the test won’t be able to move, is
Duration: 3 Recharge: 2 considered to be out of cover and has -3 points of de-
Test: - fense. This is an Elemental Tech school power.
Type: Massive AoE
Power sinergy: Primes Fire
Using this power consumes 1 Grenade. Creates a over-
heated energy ball that radiates a Burning Environ-
ment 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.

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

Chapter 5 - Powers 161


Fire Punch per-cooled subatomic particles that will explode on
contact, dealing Freezing Damage (Tech Potency)(-4)
Requires: Avatar Specialization (Journeyman) TN: 15
to whoever steps on it. It will end after being activated
Area: - Range: 10 yards
3 times.
Damage: 1D6+Intelligence Fire Damage
Duration: - Recharge: - Each explosion leaves a wall of ice with HP equal to
Test: - three times the player’s Intelligence and will end any
Type: Single-target attack move action, leaving the target behind the wall. This is
Power sinergy: Detonates Fire an Elemental Tech school power.
Can only be used in Avatar State. A rapid combina- Defender
tion of incinerate with throw that produces a small but
fast fireball. This is an Elemental Tech school power.
Smoke Grenade
Requires: Defender Specialization (Novice) TN: 13
Fire Stream
Area: 5 yard radius Range: Strength(Might)+8 yards
Requires: Avatar Specialization (Master) TN: 16 Damage: -
Area: 1 yard wide 7 yards long Range: - Duration: 3 rounds Recharge: 1
Damage: 2D6+2+Intelligence Fire Damage Test: Perception (Seeing) vs Tech Potency
Duration: 2 turns Recharge: - Type: Area of Effect
Test: Strength (Might) vs Tech Potency Power sinergy: -
Type: Small AoE attack
Using this power consumes 1 Grenade. A grenade that
Power sinergy: Primes Fire
generates a dense cloud of smoke that will prevent
Can only be used in Avatar State. A potent stream of anyone inside or outside the cloud to take a shot or
fire and kinetic energy much like a flamethrower but line any Single-target power unless they succeed the
with a lot of force that pushes 6 yards away anyone test.
affected and get knocked prone if they fail the test.
Anyone shooting into, from or within the cloud will
The intense heat will reduce the target’s armor to a have a -2 on the attack roll. This will only apply to
half for 1 round and versus any future attacks. This is characters outside the cloud that succeed the test, and
an Elemental Tech school power. anyone inside.

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.

162 Chapter 5 - Powers


Paladin You redirect all your power to maintain the Tech Armor
AND the Omni-Shield, stacking their damage reduction
Paladin Stance to 9 outside of cover, and you force Tech Armor to
stay even without your shields up. Any enemy that
Requires: Paladin Specialization (Novice) TN: -
fails the test in a 7 yard radius will have to attack
Area: 3 yard radius Range: -
you on his turn, if they can. You can also make a melee
Damage: 3D6+1+Intelligence
attack with your shield as a minor action.
Duration: 1 round Recharge: -
Test: Willpower (Self-discipline) vs TN 13
Type: Small AoE Shadow
Power sinergy: -
Shadow Strike
Slam your Omni-shield into the ground to put yourself
as a tower in the middle of the battlefield, sending a Requires: Shadow Specialization (Novice) TN: 13
wave that deals damage around you in the process. Area: - Range: 20 yards
Any enemy that fails the test in a 5 yard radius feels Damage: Weapon Damage+2D6
the need to attack you on his next round if they can. Duration: - Recharge: 2
After resolving damage, you put yourself behind your Test: -
shield, protecting your whole body. You’re considered Type: Single-target attack
to be just in front of a full cover and you retain the Power sinergy: -
omni-shield armor bonus. If someone does the Knock Cloak and sneak behind your target with an incredible
Prone stunt on you (or you get moved by something, jump to unleash a vicious sword attack, that will leave
like an explosion) the power ends, the same happens you behind your target. Upon doing the attack you’ll
if you take any action. The cover is considered to be gain +6 to defense as for the element of surprise. Also,
in front of you when you cast it, meaning you can get this power is considered a melee attack, and needs a
flanked. Being flanked ignores the armor bonus from melee weapon to perform.
the shield. This belongs to no school.
Electric Slash
Pyro Paladin Stance Requires: Shadow Specialization (Journeyman) TN: 15
Requires: Paladin Specialization (Journeyman) TN: - Area: 1 yard wide 7 yards long Range: -
Area: 3 yard radius Range: - Damage: 2D6+2+Intelligence Electric Damage
Damage: 2D6+4+Intelligence Fire Damage Duration: - Recharge: 2
Duration: 1 round Recharge: 2 Test: Strength (Might) vs Tech Potency
Test: - Type: Small AoE attack
Type: Small AoE Power sinergy: Detonates Tech
Power sinergy: Primes Fire Unleash a wave of electrical energy from your sword
Same as Paladin Stance but deals Fire Damage on hit, to stun and damage all enemies in a cone. This pow-
and has recharge. er ignores cover and whoever fail the test is knocked
prone.
Cryo Paladin Stance
Requires: Paladin Specialization (Master) TN: -
Area: 3 yard radius Range: -
Damage: 2D6+4+Intelligence
Duration: 1 round Recharge: 2
Test: -
Type: Small AoE
Power sinergy: Primes Cryo
Same as Paladin Stance but leaves with Freezing (14)
(-4), and has recharge.

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: -

Chapter 5 - Powers 163


Chapter 6

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.

164 Chapter 6 - Advanced Roleplaying


Keep the game al- Maybe your character is not the most loyal friend or
the most honest one either, but whatever defect your
ways moving character has, regardless of how bad and ruthless
your character can be, it should not be like that with
There is no rule more imporant than to keep always the other playing characters, as it usually only gener-
the game going. If you’re stuck at any time, either be- ates conflict that will eventually translate into a con-
cause you don’t know what to say or what to do, ask! flict during combat that could end up with one or more
there’s no shame in getting a good idea from a friend players dying.
at the table, after all, you’re teammates, and you’re to-
gether to help each other. You all need each other, and you can’t always be the
hero. Let the other players take the lead from time to
If you’re stuck because of a game mechanic you don’t time, and push them to do the same for you when the
quite figure out, just let it be for the time being and time comes, it will make the game more fun for every-
figure it out once the game session is over. If you don’t one.
know how to resolve a conflict, have the GM pick an
ability, a focus, and roll the dice. This is a section in
the Green Ronin books too, but it’s very important to
Exploration & Role-
always have it in mind. playing stunts
Help your squad Exploration and Roleplaying stunts are explained in
both Fantasy AGE and Dragon Age rulebooks. They
There are not two ways about it, you’re in a team, you work the same way they do in the books, but they’re
fight side by side, travel together, and die together. not all the same, some are new and some were deleted.

Chapter 6 - Advanced Roleplaying 165


Roleplaying Stunts
Stunt Point Cost Stunt
Of course i knew: The GM and/or the other players can tell you more about whatever you’re
1 talking about, so you know a little better what to say and what to expect. Also, the GM
should tell you what is common knowledge about what you’re talking if it’s important.
Talk like a Salarian: You manage to weave a second thread of conversation into the pri-
2 mary interaction that called for the test. If relevant, you may make an additional test as
part of your action, before anyone else has a chance to respond or make any arguments.
Sway the Crowd: Your interpersonal efforts are so effective that they spill over, and you
2 affect one additional target. You may use this stunt multiple times. If you use it with a mob
of people, they’re more likely to agree to what you say, up to the GM discretion.
Can it wait for a bit?: When someone is to about to start a conversation with you, or
3 you’re in the middle of one, you make up a completely valid and understandable excuse for
it, and this buys you enough time to do something else, but only about 30 seconds.
I’m here for you: You understand the pain and you know how to alleviate it, speaking the
right words to touch the inner strength of whomever you’re speaking with, calming some-
3
one either panicking, enraged or lost. It will bring them out of shock if they were in one. The
GM can call for additional tests would the feat be too difficult, or a Paragon test.
Joke: You turn a phrase, twist your expression, or make some other comic motion that
3 leads those nearby to laugh, or at least grin. Anyone nearby who wishes to avoid laughing
must make a TN 11 Willpower (self-discipline) test.
Flirt: Choose one character who’s present and immediately make an opposed Communi-
cation (Seduction) vs. Willpower (Self-discipline) test. If you win, that character becomes
4 enamored with yours, assuming gender and specie preference compatibility (it might just
don’t like Volus for example). How it might play out afterwards is up to the GM (or the play-
er, if it targets a PC), and depends on how you continue to act, but may lead to romance.
The Will of a Krogan: Your success gives you a boost to your strength of character. For the
rest of the current roleplaying encounter, you gain a +1 bonus to any opposed tests where
4
an opponent tries to break your will, such as by intimidating, impressing or bargaining with
you. This stunt stacks with itself.
I should go: That’s it, when you’re done, you’re done. This is an insult to a lot of people, and
you do it in a way that a single target you designate must choose between either attack-
5 ing you or storming away from the scene. The attack doesn’t need be deadly, a punch or
a head-butt may stand in as an “attack” just as well, but that’s up to the target to decide.

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.

166 Chapter 6 - Advanced Roleplaying


Devising goals vious trader, drug dealers, brutal police force, or a
sworn enemy. The complexity of this goal depends on
Giving your character a goal, something to work to- how much do your character know about the culprit,
wards or a wish will make it more complete. One does but is usually a long term goal, hard to fulfill. Should
not simply explore the galaxy for the sake of it (most require more interpretation encounters than combat
people don’t at last), and it will also give the GM some- encounters.
thing to work with (preparing scenarios or motiva-
tions for the players). Payback: Someone hurt, preyed on or robbed you, and
you won’t forget it. It may be anyone, from a Volus to
In both Fantasy AGE and Dragon Age books are some a Krogan, or maybe association. The complexity of this
goals and they’re better explained in what they’re for goal is simple, and a short term goal most of the time,
and given more detail, but not all goals can apply to rather easy to fulfill if it’s a single individual. Should
the Mass Effect universe (the concept of family and require more interpretation than combat encounters.
honor are not equally strong, for example).
Be rich: My character’s looking to make a name and
Ready to use goals tons of credits and treasures. It is a simple goal that
can be achieved a great deal of different ways, aver-
Simple and Complex goals are better explained in the age in difficulty and a long term goal.
Green Ronin books so here’s a list of some generic
goals you can use with your character. Of course, feel Discover new technology: Finding Prothean technolo-
free to modify them as you see fit. gy, prototype or unknown piece of technology, wher-
ever they may be in the galaxy. The complexity of this
Prove me a true Warrior: Demonstrate true strength goal varies from each opportunity you get to find
and willpower, the best warrior in the galaxy. My char- something new, it’s a complex and a long term goal.
acter wants to take on the most deadly enemies and
carry his victories and honor to his home world (or Repay a debt: Someone trusted you and made you a
wherever it feels home). This is a long term goal and a great favor, but you let it down. You feel guilty and
hard to fulfill, and will require lots of combat. Be care- search something in the galaxy to make up for it. This
ful, as it doesn’t fit very well every specie. is a complex, hard to achieve and long time goal.

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.

Chapter 6 - Advanced Roleplaying 167


But, times are tough and your people need contacts, in- Plague, Alzheimer’s disease, Ahok Fasciitis are known
vestors or any new activity that gives them resources, examples. Any type of disease can be created, as tech-
or they won’t last many generations. This is a simple, nology allows for several kinds of biological weapons
hard and long time goal. or accidents, like the Omega Plague. This is a simple,
easy and short time goal, depending on the disease,
Obtain military grade equipment: Nothing will provide and how lethal it is.
more safety than being armed with top-quality equip-
ment. This is a simple, easy and short time goal. Improve your body: Technology is so advanced, it
could make you smarter, stronger, faster. But then,
Get a Varren: They all say it’s dangerous, but have you are you a machine? where do you start and where the
seen those eyes? your character truly needs one. This machine ends? No one can use all the modifications
is a simple, average and short time goal. with his own brain, at some point you’ll need the help
of a VI, and then, who’s making the choices? Modified
Own a Starship: Your character may be tired of de- people are only seen well to a certain point, there is
pending on private corporations or public transport, always fear of AI because of the Geth, and specially
and wants a ship to go anywhere. This is a simple, av- after the first event of ME 3. The time and complexity
erage difficulty and short term goal, but may conflict for this goal depends on what modifications you ex-
with the current adventure. pect to have.

Find a place to belong: You’ve wondered through a


lot of places where you don’t feel like it’s your place,
not where you were born, not where you grown. Your
character is searching the galaxy for a place with peo-
ple that understands what your character thinks and
feels, what it wants. This is a simple, average and very
long time goal.

Find new species: Knowledge is as endless as the gal-


axy, and there are countless alien species one can learn
from. Your character wants to find and document all
there is to know about as many life forms as possible.
This is an simple, easy and very long term goal.

Document your travels: Growing up in a single place,


being the galaxy so vast, makes your character want
to explore all there is to explore. Finding new relays,
uncharted worlds, undocumented phenomena, all there
is to explore, just for the joy of it. This is a simple, av-
erage and very long term goal.

Kill dangerous creatures: Humans? Krogan? Asari?


Why not a Thresher Maw? Only the most dangerous
creatures, dead on your feet, will prove your character
just how powerful it is, and there are plenty hidden in
the galaxy. This is a simple, hard and short time goal,
depending on how many you want to kill, and how big.

Start a successful business in Omega: And live to tell


the tale. It could be tech, weapons, drugs, materials,
or food, but for anything you wish to sell. Whatever
it is, you ought to secure a transport of raw materi-
als, make deals for protection, someone to work the
materials and have contacts you can “trust”. This is
a complex, easy and log time goal, depending on what
you want to trade and who you could piss off.

Find a cure: Your character is sick, or at least someone


you really care about. Kepral’s Syndrome, the Geno-
phage, Vrolik Syndrome, Corpalis Syndrome, Blood

168 Chapter 6 - Advanced Roleplaying


Chapter 7

The Endless Galaxy


All what’s shown in here is the same as in http://so- asari promiscuity.
cial.bioware.com/n7hq/codex plus some content from
http://masseffect.wikia.com/ and minus some spoilers Asari can live for over 1,000 years, passing through
from the games, to keep it the most pure for new play- three stages of life. In the Maiden stage, they wander
ers. Also this is great source of ideas for missions, restlessly, seeking new knowledge and experience.
campaigns, creating places, animals, and so on. I just When the Matron stage begins, they ‘meld’ with inter-
put this in the book for those of you who may want to esting partners to produce their offspring. This ends
print it for your own personal use or have a bad in- when they reach the Matriarch stage, where they as-
ternet connection, no copyright infringement intended sume the roles of leaders and councilors.
whatsoever, and a huge thank you to the community
that collaborated with the wikia, you guys are the best. Biology

Council Species Asari have a robust cellular regenerative system.


While they do not heal faster than other species, asari
Asari are known to reach 1,000 years of age.

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

Chapter 7 - The endless Galaxy 169


This unique means of reproduction is the reason asari villages may be only a few women with small arms.
are talented biotics. Their evolved ability to conscious- There is no uniform; everyone wears what they like.
ly control nerve impulses is very similar to biotic train- The asari military is not an irregular militia, however;
ing. Asari believe that their offspring acquire the best those who serve are full-time professionals.
qualities of the “father” from the melded genes, but ev-
idence is anecdotal. The average asari huntress is in the maiden stage of
her life and has devoted 20-30 years to studying the
Asari pass through three climacteric life stages, martial arts. Asari choose to be warriors at a young
marked by biochemical and physiological changes. The age, and their education from that point is dedicated to
Maiden stage begins at birth and is marked by the sharpening the mind and body for that sole purpose.
drive to explore and experience. Most young asari are When they retire, they possess an alarming proficien-
curious and restless. cy for killing.

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

The Matriarch stage begins around 700, or earlier if


the individual melds rarely. Matriarchs become active
in their community as sages and councilors, dispens-
ing wisdom from centuries of experience.

While each stage of life is marked by strong biological


tendencies, individuals do make unexpected life choic-
es. For example, there are Maidens who stay close to
home rather than explore, Matrons who would rather
work than build a family, and Matriarchs who have no
interest in community affairs.

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.

Traditionally, asari spread their influence through cul-


tural domination and intellectual superiority. They in-
vite new species of advanced development to join the
galactic community, knowing that their ideals and be-
liefs will inevitably influence the existing culture.

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

170 Chapter 7 - The endless Galaxy


and alacrity. Biotics are common enough that some Siarists don’t specifically believe in reincarnation; they
capability is a requirement to be trained as a hunt- believe that spiritual energy returned to the universal
ress; lack of biotic talent excludes a young asari from consciousness upon death will eventually be used to
military service. fill new mortal vessels.

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

Chapter 7 - The endless Galaxy 171


the asari elite. incapacity for mental fusion as preventing the devel-
opment of empathy, leading to psychopathy. There is
Of all the pledges, the Third Oath of Subsumation is no known cure.
sworn the least of any of the oaths. Requiring a Jus-
ticar to swear loyalty that overrides the dictates of The disorder generally begins in infancy, reaching full
even the Justicar Code, the Third Oath is usually in- pathology during Maiden adolescent sexual develop-
voked in matters where even the black-or-white think- ment. While seductive and sexually driven as other
ing of justicars is forced to concede the existence of asari, Ardat-Yakshi are congenitally sterile.
gray.
Ancient asari mythology held Ardat-Yakshi as gods of
destruction, depicting them as villains of countless leg-
ends and as the antiheroes of numerous asari epics.

Contrary to popular belief, Ardat-Yakshi are neither


extremely rare (around one per cent of asari dwell on
the AY spectrum), nor are they all murderers. Most
cultivate and discard countless exploitative or abu-
sive relationships during their legally marginal lives.
Despite rumors of Ardat-Yakshi syndicates, by nature
Ardat-Yakshi are incapable of long-term cooperation.
As a disproportionately wealthy species, asari employ
their economic reach and media ownership to hide the
AY pathology from the galactic community, placing
most Ardat-Yakshi in monitored work programs or se-
clusion. Only the most aggressive cases are sentenced
to sanitaria and prisons or to the execution lists of
justicars.

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.

The salarians were responsible for advancing the de-


velopment of the primitive krogan species to use as
soldiers during the Rachni Wars. They were also be-
hind the creation of the genophage bioweapon the turi-
ans used to quell the Krogan Rebellions several centu-
ries later.

Salarians are known for their observational capability


and non-linear thinking. This manifests as an aptitude
for research and espionage. They are constantly ex-
perimenting and inventing, and it is generally accepted
that they always know more than they’re letting on.

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.

172 Chapter 7 - The endless Galaxy


The salarians are amphibian haplo-diploid egg-layers; Structurally, the government consists of fiefdoms,
unfertilized eggs produce males and fertilized eggs baronies, duchies, planets, and marches (coloniza-
produce females. Once a year, a salarian female will tion clusters). These are human nicknames; the orig-
lay a clutch of dozens of eggs. Social rules prevent all inal salarian is unpronounceable. Each area is ruled
but a fraction from being fertilized. As a result, 90% of by a single Dalatrass (matriarchal head-of-household)
the species is male. and represents an increasing amount of territory and
prestige within the salarian political web.
Salarians have photographic memories and rarely for-
get a fact. They also possess a form of psychological Approaching 100 members, the first circle of a sala-
imprinting, tending to defer to those they knew in their rian’s clan comprises parents, siblings, uncles, aunts,
youth. Salarian hatching is a solemn ritual in which and cousins. The next circle includes second cousins,
the clan Dalatrass (matriarch) isolates herself with etc., and escalates to well over 1,000 members. The
the eggs. The young salarians psychologically imprint fourth or fifth circle of a clan numbers into the millions.
on her and tend to defer to her wishes. Salarian loyalty is greatest to their first circle and di-
minishes from there. Their photographic memories al-
During the hatching of daughters, the Dalatrasses of low salarians recognize all their myriad relatives.
the mother and father’s clans are present at the im-
printing. This ensures the offspring have equal loyal- Military Doctrine
ty to both, ensuring the desired dynastic and political
unity. In principle, the salarian military is similar to the Alli-
ance, a small volunteer army that focuses on maneu-
Culture ver warfare. What differentiates the salarians is not
their equipment or doctrine, but their intelligence ser-
The rare salarian females are cloistered on their vices and rules of engagement. The salarians believe
worlds out of tradition and respect. Powerful female that a war should be won before it begins.
Dalatrasses are dynasts and political kingpins. They
determine the political course of their respective re- Conventional wisdom holds that the salarians know
gions through shrewd negotiation. Though male sala- everything about everyone, and this is not far from
rians rise to positions of great authority in business, the truth. In war, the unquestioned superiority of their
academia, or the military, they rarely have any input intelligence services allows them to use their small mil-
on politics. itary to maximum effectiveness. Well before fighting
breaks out, they possess complete knowledge of their
Due to their method of reproduction, salarians have enemy’s positions, intentions, and timetable.
no concept of romantic love, sexual attraction, or the
biological impulses and social rituals that complicate In every war the salarians have fought, they struck
human lives. Male-female relationships are rare (due first and without warning. For the salarians, to know
to the scarcity of females) and more akin to human an enemy plans to attack and to let it happen is fol-
friendship. ly. To announce their own plans to attack is insani-
ty. They find the human moral concepts of ‘do not fire
Sexuality is strictly for the purpose of reproduction. until fired upon’ and ‘declare a war before prosecut-
Ancient social codes determine who gets to fertilize ing it’ incredibly naive. In defensive wars, they execute
eggs, which produces more daughters to continue a devastating preemptive strikes hours before the en-
bloodline. Fertilization generally only occurs after emy’s own attacks. On the offense, they have never
months of negotiation between the parents’ clans and telegraphed their intentions with a declaration of war
is done for purposes of political and dynastic alliance. before attacking.
No salarian would imagine defying this code.
Biotics are virtually unknown in the salarian military.
Salarian names are quite complex. A full name includes- Those with such abilities are considered too valuable
-in order--the name of a salarian’s planet, duchy, bar- to be used as cannon fodder and are assigned to the
ony, fiefdom, family, and finally, the given name. intelligence services.

Government While capable of defending themselves against most


threats, the salarians know that they are small fish
The salarian government is called the Salarian Union. in a universe filled with sharks. As a point of survival,
It is a labyrinthine web of matrilineal bloodlines, with they have cultivated strong alliances with larger pow-
political alliances formed through interbreeding. ers, particularly with the turians. Though the relation-
ship between the two species was rocky at first due
In many ways, the salarian political network functions to the krogan uplift fiasco, the salarians take pains to
like the noble families of Earth’s Medieval Europe. keep this relationship strong enough that anyone who

Chapter 7 - The endless Galaxy 173


might threaten them risks turian intervention.

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.

Only a few top members of government and military


were privy to the League’s identities. League members
wore no distinguishing garments, and held no partic-
ular rank. The only evidence of their participation in
the League was a small medallion presented to each
member upon induction. This secrecy was maintained
until the formation of the Council.

In an effort to dispel rumors and appease their new


asari partners, the Salarian Union released all clas-
sified documents pertaining to the League. The League
of One was suddenly exposed and in danger of being
hunted by enemies of the salarians. Before any harm
could be done, the team mysteriously disappeared.
Most assumed this was a convenient lie to help hide
their identities, but a few months later, the inner cabi-
net was murdered. Though there was no incriminating
evidence, it was clear who was responsible.

Realizing the threat posed by this rogue outfit, the


Special Tasks Group dispatched a team of hunters.
When they didn’t return, the STG dispatched ten of its STG operators are feared throughout the galaxy for
brightest operators with broad discretionary powers. their clear-eyed, remorseless practicality. They are
Only two returned; they reported no evidence of the willing to do whatever it takes to achieve their mis-
League. sion, even if it kills civilians or results in the team’s
own destruction. In many ways, they are akin to the
No further incidents were reported and it was assumed Council Spectres.
the League was wiped out. Some recently declassified
documents, however, have suggested there may have Recently, a number of STG cells have been redeployed
been a 13th member who eluded the salarian military. from Salarian Union. It is assumed they are in the Ter-
minus and Attican Traverse, investigating reports of
Special Task Group geth activity beyond the Perseus Veil.

Salarian intelligence field agents are grouped into an


organization called the Special Tasks Group. STG op-
Turians
erators work in independent cells, performing danger- Roughly 1200 years ago, the turians were invited to
ous missions such as counterterrorism, infiltration re- join the Citadel Council to fulfill the role of galactic
connaissance, assassination, and sabotage. peacekeepers. The turians have the largest fleet in Cit-
adel space, and they make up the single largest portion
The STG is a proactive organization, puncturing wor- of the Council’s military forces.
risome trends before they become movements. At any
time, a dozen groups are operating covertly within the As their territory and influence has spread, the turians
lawless Terminus Systems, sowing dissent among the have come to rely on the salarians for military intel-
various factions. Civilian analysts also note how trou- ligence and the asari for diplomacy. Despite a some-
blesome ‘hinge point’ individuals in Terminus frequent- what colonial attitude towards the rest of the galaxy,
ly meet unexpected deaths. the ruling Hierarchy understands they would lose more

174 Chapter 7 - The endless Galaxy


than they would gain if the other two races were ever civic police. The fire brigades serve the civilian popu-
removed. lation as well as military facilities. The corps of engi-
neers builds and maintains spaceports, schools, water
Turians come from an autocratic society that values purification plants, and power stations. The merchant
discipline and possesses a strong sense of personal marine ensures that all worlds get needed resources.
and collective honor. There is lingering animosity be-
tween turians and humans over the First Contact War Government
of 2157, which is known as the ‘Relay 314 Incident’
to the turians. Officially, however, the two species are The turian government is a hierarchical meritocracy.
allies and they enjoy civil, if cool, diplomatic relations. While it has great potential for misuse, this is tem-
pered by the civic duty and personal responsibility
Biology turians learn in childhood.

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-

Chapter 7 - The endless Galaxy 175


ed personnel are thoroughly trained and stay calm un- Tradition is important. Each legion has a full-time staff
der fire. Turian units don’t break. Even if their entire of historians who chronicle its battle honors in detail.
line collapses, they fall back in order, setting ambush- The oldest have records dating back to the turian Iron
es as they go. A popular saying holds: “You will only Age. If a legion is destroyed in battle, it is reconstituted
see a turian’s back once he’s dead.” rather than replaced.

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.

Biotics are uncommon. While admired for their exact- Religion


ing skills, biotics’ motives are not always fully trusted
by the common soldier. The turians prefer to assign Although turians have a strict moral code, their belief
their biotics to specialist teams called Cabals. in individual responsibility means that the concepts
of good and evil are simply the individual’s choice be-
Command and control is decentralized and flexible. In- tween egotism and altruism in any given decision. They
dividual squads can call for artillery and air support. have no concept of ‘good’ deities that encourage noble
They make extensive use of combat drones for light behavior or ‘evil’ ones that tempt individuals to mis-
duties and practice combined arms: infantry operates deeds.
with armor, supported by overhead gunships. Stra-
tegically, they are methodical and patient and dislike Turians believe that groups and areas have ‘spirits’
risky operations. that transcend the individual. For example, a military
unit would be considered to have a literal spirit that
embodies the honor and courage it has displayed. A
city’s spirit reflects the accomplishments and indus-
try of its residents. An ancient tree’s spirit reflects the
beauty and tranquility of the area it grows within.

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.

Turians enjoy absolute freedom of religion and can


practice whatever appeals to them so long as it does
not impede anyone’s ability to perform their duties.
There are many practitioners of the asari ‘siarist’ phi-
losophy. Since opening dialog with the human Systems
Alliance, some turians have embraced Confucianism
and Zen Buddhism.

The Unification War


At about the time the salarians and asari were form-
ing the Council, the turians were embroiled in a bitter
civil war. The Unification War, as it was later named,
began with hostilities between the colonies furthest
from the turian homeworld, Palaven.

These colonies were run by local chieftains, many of

176 Chapter 7 - The endless Galaxy


whom had distanced themselves from the Hierarchy. axy. While surprisingly intact for their age, functioning
Without the galvanizing influence of the government, examples of Prothean paleotechnology are rare. Time
the colonies became increasingly isolated and xeno- and generations of looters have picked their dead cit-
phobic. Colonists began wearing emblems or facial ies and derelict stations clean.
markings to differentiate themselves from members
of other colonies and open hostilities became common. Some believe the Protheans meddled in the evolution
of younger races. The hanar homeworld of Kahje, for
When war finally broke out, the Hierarchy maintained example, shows clear evidence of former Prothean
strict diplomacy and refused to get involved. After occupation. The presence of a former Prothean ob-
several years of fighting, less than a dozen factions servation post on Mars has caused a rebirth of ‘in-
remained and the Hierarchy finally intervened. By that terventionary evolutionists’ among humans. These in-
time, the chieftains were too weak to resist; they were dividuals believe the god-myths of ancient civilizations
forced to put an end to fighting and renew their alle- are misremembered encounters with aliens.
giance to the Hierarchy.
Rachni
Though peace was restored, it took several decades
for animosity between colonists to fade completely. To Though now extinct, the rachni once threatened every
this day, most turians still wear the facial markings of species in Citadel space. Over 2,000 years ago, ex-
their home colonies. As a point of interest, the turian plorers foolishly opened a mass relay to a previously
term ‘barefaced’ refers to one who is beguiling or not unknown system and encountered something never
be trusted. It is also a slang term for politicians. seen before or since: a species of spacefaring insects
guided by a hive-mind intelligence.
Extinct Species Unfortunately, the rachni were not peaceful, and the
Protheans galaxy was plunged into a series of conflicts known
as the Rachni Wars. Attempts to negotiate were futile,
Fifty thousand years ago, the Protheans were the only as it was impossible to make contact with the hive
spacefaring species in the galaxy. They vanished in a queens that guided the race from beneath the surface
swift “galactic extinction.” Only the legacy of their em- of their toxic homeworld.
pire remains. They are believed to have built the mass
relays and the Citadel, which have allowed numerous The emergence of the krogan ended the Rachni Wars.
species to explore and expand throughout the galaxy. Bred to survive the harshest environments, the kro-
gan were able to strike at the queens in their lairs and
Prothean ruins are found on worlds across the gal- reclaim conquered Council worlds. But when krogan

Chapter 7 - The endless Galaxy 177


fleets pressed them back to their homeworld, the rach- Some batarians possess striped colorations on their
ni refused to surrender, and the krogan eradicated heads. Observed patterns include multiple chin stripes,
them from the galaxy. a single strip running from the lower lip, or a thin dag-
ger of color above the nose. These patterns are usually
Non-council races colored blue, black, or red, while the nose pattern is
invariably red.
Batarians
Culture
In the early 2160s, the Alliance began aggressive
colonization of worlds in the Skyllian Verge, much to Batarians place an extremely high value on social
the dismay of the batarians who had been developing caste and appearance, and overstepping one’s place
the region for several decades. In 2171, the batarians is frowned upon. Effective caste status can be bought
petitioned the Council to declare the Verge a “zone of on an ongoing basis like a subscription service, allow-
batarian interest.” The Council refused, however, de- ing the buyer to worm their way into the elite circles
claring unsettled worlds in the region open to human of batarian society given enough funds. Casting as-
colonization. persions on the monetary worth of a social better is
considered a serious insult. Batarians strongly believe
In protest, the batarians closed their Citadel embas- that species with fewer than four eyes are less intel-
sy and severed official diplomatic relations with the ligent; they often gain the upper hand in interspecies
Council, effectively becoming a rogue state. They insti- arguments because other races find it difficult to know
gated a proxy war in the Verge by funneling money which eyes to focus on when speaking to them.
and weapons to criminal organizations, urging them to
strike at human colonies. Slavery is an integral part of the batarian caste sys-
tem, despite being illegal according to Council law. The
Hostilities peaked with the Skyllian Blitz of 2176, an custom is so deeply ingrained in batarian culture that
attack on the human capital of Elysium by batari- batarians consider the Council’s anti-slavery stand-
an-funded pirates and slavers. In 2178, the Alliance ing to be discriminatory. Rogue batarian slave rings
retaliated with a crushing assault on the moon of Tor-
fan, long used as a staging base by batarian-backed
criminals. In the aftermath, the batarians retreated
into their own systems, and are now rarely seen in
Citadel space.

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.

Their most distinctive physical feature is their four


eyes, an uncommon trait among other races. One pair
is set wide in prominent bony sockets protruding from
the corners of their face. The second set of eyes is
smaller and closer together, set higher on the face, just
beneath the middle of the forehead. The eyes are uni-
formly dark orbs, with no discernible irises or pupils.

Batarians exhibit a wide range of skin tones and col-


ors. Most batarians encountered by Shepard have a
dark brown hue with pale facial ridges. General batar-
ian complexions include reddish-brown, greenish, yel-
low-greenish to yellow-brownish, light brown, and teal.

178 Chapter 7 - The endless Galaxy


are feared throughout the galaxy, especially among Military
colonists on remote worlds, which are often raided
by batarian slavers. Victims of such raids are usu- Little is known about the batarian military. Citadel
ally implanted with control devices in their skulls, a sanctions have left the Batarian Hegemony a paper
painful operation since the slavers rarely make use of tiger of an empire, one that fights rivals through deni-
anesthetic. The batarians are also known to enslave able terrorist actions rather than the wars of its hey-
addicts of the biotic drug red sand when they can no day centuries ago. By 2160, when colonisation of the
longer afford to support their habit. Skyllian Verge began, batarian military capacity had
apparently weakened to the point that they were un-
Body language is an important part of batarian soci- able to prevent human expansion.
ety. For example, tilting one’s head to the left is a sign
of admiration and respect. When a batarian tilts their The Batarian Hegemony does not trust private indus-
head to the right, however, it is a sign that they consid- try to create their military hardware. Most batarian
er themselves to be superior to the person whom the military hardware is produced by a corporation called
gesture was directed towards. Therefore, this gesture Batarian State Arms, a vast nationalized institution
can easily be interpreted as an insult by batarians due infamous for its waste and corruption. It produces
to the high value that they place on social caste. various offensive and defensive products that are
sold primarily in the Terminus Systems.
Government
The rest of the galaxy views the batarians as an ignor-
able problem. Their government, known as the Batar-
ian Hegemony, is still hostile to the Systems Alliance,
but beneath the notice of the powerful Council races. It
is not known what the average batarian thinks about
their enforced isolation, as the Department of Informa-
tion Control ensures that only government-approved
news enters or leaves batarian space. Given the ba-
tarian government’s oppressive nature, it is specu-
lated their supreme leadership is autocratic or total-
itarian in nature, although the batarian homeworld
of Khar’shan remains divided into various competing
nation-states.

The batarians blame humanity for their troubles and


claim they were forced to fend for themselves, despite
the fact that their exile is largely self-imposed. This
has resulted in humans receiving the brunt of batar-
ians’ antagonism in the form of scams, slave raids,
and terrorist attacks, incidents which the Hegemony
covertly supports but is always quick to publicly dis-
tance itself from.

Despite their isolation, the batarians still provide up-


to-date glossaries and linguistic rules to the rest of
the galaxy, though it is suspected that this is only so
they can continue exporting propaganda. Batarian lan-
guages have become “lingua franca” in the Terminus
Systems due to the prevalence of batarians in the re-
gion.

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.

Chapter 7 - The endless Galaxy 179


The batarian fleet is known to operate at least one deserts, the humid, ocean-covered hanar homeworld
dreadnought; as a non-Citadel race, they are not bound of Kahje proved tolerable only when the drell stayed
by the Treaty of Farixen and may have more. They inside a climate-controlled dome city. Due to this huge
also field smaller vessels, including the Hensa class of disparity in the two species’ homeworld environments,
cruisers. the leading cause of death among drells on Kahje is a
bacterial lung disease called Kepral’s Syndrome.
The batarian military has a special forces division
known as the Special Intervention Unit. All that is Within a generation of the drell’s arrival on the planet,
known about the SIU is that their training program is the disease had become resistant to hanar antibiotics
brutal. After the Blue Suns hired a group of former SIU and other advanced treatments. Once an infection set-
operatives to run a hostile environment training camp tles in, death is slow but imminent. Transplants may
on the planet Xetic, an investigation by Illium authori- buy time, but as the infection spreads to other major
ties into the camp found that the mortality rate was as organs there comes a point of diminishing returns and
high as 18%; however, an independent Blue Suns inqui- eventual system failure.
ry found that the batarian operatives’ harsh training
techniques were consistent with those employed in the Culture
SIU training program. Other known branches of the
batarian military include the Batarian External Forces. Eight centuries ago, the already-arid drell homeworld,
Rakhana, began its swift descent into lifelessness due
Drell to disastrous industrial expansion. Because their pop-
ulation was bursting at 11 billion and they did not pos-
Two centuries ago, the hanar helped 375,000 mem- sess interstellar flight capacity, the drell would have
bers of the drell race migrate to the hanar homeworld, been doomed without the intervention of the hanar.
Kahje, to escape the environmental extermination that
had claimed the remaining 11 billion drell. Following first contact, the hanar spent ten years
transporting 375,000 willing drell to their own home-
Nearly all drell demonstrate tremendous loyalty to world, Kahje. The remaining billions perished in the dy-
their famously reclusive saviors. The intimacy of their ing world, warring against each other for diminishing
relationship, expressed in a formal sociopolitical alli- sources of water and food. Today, only a few thousand
ance called the Compact, also results in extremely close survive on Rakhana in clusters never exceeding a few
personal relations in which some drell actually learn hundred. Now a cemetery world, Rakhana’s population
hanar Soul names. While most drell reside on Kahje, can double during pilgrimage season.
some assist hanar off-world as envoys, researchers,
co-investors, wayfarers, assassins or otherwise, ea- Drell have been part of the galactic community for al-
ger to help their saviors. For a century, galactic wis- most two centuries. Most reside on Kahje, content to
dom has held that behind any high-ranking hanar hides coexist with the hanar. Those who leave Kahje tend to
a resourceful and fanatically devoted drell. be adventurers. Gifted by the hanar with acute per-
ception of interspecies body language, solitary drell
Biology travelers often seek out new species elsewhere, adopt-
ing that species’ culture and rarely returning to Kahje.
Drell are omnivorous reptile-like humanoids with an Such drell number in the thousands and are scattered
average life span of 85 galactic standard years. They across the galaxy, tending towards quiet integrated
give live birth to their young, who are capable of eating lives.
solid food from the moment they are born. Drell ap-
pearance is very similar to asari and humans, but their On Kahje, the hanar afforded the drell every opportu-
muscle tissue is slightly denser than that of humans, nity to thrive. While outsiders and even some hanar
giving them a wiry strength. Many of their more rep- regard the drell as junior partners, if not actual ser-
tilian features are concealed, like a three-chambered vants, drell have integrated themselves into every level
heart with a muscular ridge that is capable of shunt- of hanar society as respected productive citizens.
ing oxygenated or deoxygenated blood as needed.
Religion
One unique characteristic, however, is the hyoid bone
in their throats, which allows them to inflate their Most drell are deeply religious, believing that they have
throats and produce vocal sounds outside of the hu- souls separate from their bodies. They see death as a
man range. Would-be assassins have noted that these departure from the body, and they also state that a
two features make drell extremely hard to strangle or person’s body and soul form a Whole. When the soul
suffocate. is traumatized or otherwise disrupted, or the body is
ill or injured, a person is no longer Whole. They also
Because the drell ancestors emerged from arid, rocky believe that their body can be directed as a separate

180 Chapter 7 - The endless Galaxy


entity from themselves. was nearly impossible to lie to the yahg.

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

Chapter 7 - The endless Galaxy 181


exists to explain the fate of those imprisoned, leading Biology
speculation is that victims are harvested for scientific
experimentation and neurobiological repurposing. The vorcha are the shortest-lived sapient species cur-
rently known, with an average lifespan of only 20
years.
The vorcha are known for a rather unique biology that
differentiates them from other known species and
which carries with it a striking set of advantages and
disadvantages. They have clusters of non-differentiat-
ed cells, similar to those found on the planarian worm
of Earth. These cells allow the vorcha limited regener-
ative abilities, as well as the ability to adapt quickly to
its environment, such as developing thicker skin after
being burned or increased musculature to survive in
high gravity. When a vorcha is injured or in distress,
these cells move to the affected area and rapidly (~1
week) mature to specialized forms that will alleviate
the issue.

A vorcha that is cut or burned will adapt to have thick-


er skin. The lungs of a vorcha placed in a barely-breath-
able atmosphere will adapt to better use the gases
there. A vorcha subjected to high gravity will quickly
develop stronger heart and leg muscles. Non-differen-
tiated vorcha cell clusters do replenish themselves, but
the process is slow. Generally, vorcha can only adapt
to a single environment within their brief lives. Howev-
er, what cells are replaced allow them to heal rapidly,
and even to regrow lost limbs over a period of months.

As a consequence of this, the vorcha as a species no


longer evolve as other races do. The vorcha equivalent
of DNA has remained unchanged for millions of years.
There is no need for them to evolve as a species when
they can adapt as individuals.

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

182 Chapter 7 - The endless Galaxy


resilience allows them to flourish in the dark and dirty Government
corners of the places they end up.
The vorcha do not have a recognized single govern-
Seeing the potential of the vorcha’s individual adapt- ment that would allow them membership in any galac-
ability, krogan Blood Pack mercenaries often sweep tic league. Alliances between bloodlines are tenuous at
pockets of vorcha, gathering them up and literally best, and the vorcha’s short, violent lives ensure there
beating them into soldiers. Vorcha “trained” by this are few lasting institutions.
ordeal are stronger, faster, smarter, and more resil-
ient than other members of the race. Gaining even a Elcor
few vorcha gives a mercenary band a formidable ad-
vantage; each additional vorcha magnifies the gang’s The elcor are a Citadel species native to the high-grav-
combat ferocity exponentially. ity world Dekuuna. They are massive creatures, stand-
ing on four muscular legs for increased stability. Elcor
Shortly after the vorcha’s discovery, several asari move slowly, an evolved response to an environment
mining corporations adopted vorcha orphans from where a fall can be lethal. This has colored their psy-
Heshtok, raising them to live nonviolent lives and em- chology, making them deliberate and conservative.
ployed them in the mining industry on Parasc. While
these efforts were at first labeled colonialist, the or- Elcor speech is ponderous and monotone. Among
phans became minor celebrities when it was discov- themselves, scent, slight movements, and subvocal-
ered that the vorcha habit of using violence to com- ized infrasound convey shades of meaning that make
municate was not completely innate. Several spoke a human smile seem as subtle as a fireworks display.
throughout Citadel space on behalf of their species, Since their subtlety can lead to misunderstandings
but their short life spans kept their careers very brief. with other species, the elcor often go out of their way
Even today, companies that want vorcha labor have to clarify when they are being sarcastic, amused, or
the poor choice between adopting and educating them angry.
as youngsters just to watch them age and die or deal-
ing with autonomous but violent adults. Dekuuna’s high gravity impedes mountain forma-
tion. Most of the world consists of flat, open plains,
which prehistoric elcor wandered across in small fam-
ily bands. Modern elcor still prefer open sky, and can
become restless and uncomfortable on long starship
journeys.

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.

The geth possess a unique distributed intelligence. An


individual has rudimentary animal instincts, but as
their numbers and proximity increase, the apparent in-
telligence of each individual improves. In groups, they
can reason, analyze situations, and use tactics as well
as any organic race.

Geth space is located at the trailing end of the Per-


seus Arm, beyond the lawless Terminus Systems. The
Perseus Veil, an obscuring ‘dark nebula’ of opaque gas
and dust, lies between their space and the Terminus
Systems.

Culture
The most remarkable aspect of geth culture is that it

Chapter 7 - The endless Galaxy 183


may not exist at all. Geth are a network intelligence; a They never ventured outside the Perseus Veil, but no
single entity in myriad bodies. They share data with organic ship that entered their territory ever returned.
one another, whether discrete facts or “memories”:
audiovisual recordings of experiences and logs of Technology
thought-processes. Any event experienced by one geth
is uploaded to the group mind, so that all geth, every- The most difficult aspect of geth existence for organ-
where, “remember” such an event as if they’d experi- ics to comprehend is that a body is meaningless to
enced it themselves. geth. The biped form commonly perceived as a geth is
nothing more than a “mobile platform.” A geth’s soft-
No one knows whether geth develop personalities as ware--hundreds of programs whose interactions mim-
organic-created AIs do. If an organic-designed AI is ic organic consciousness--can be installed in any given
transferred into another quantum bluebox, its person- hardware. The geth that was a bipedal soldier an hour
ality is reset. Most geth programs transfer from one ago may now be a quadruped heavy armature and,
hardware platform to another constantly; if a geth in another hour, might be a starship. Between tasks,
needs to travel to another star, it downloads into a geth programs upload to gigantic space station main-
starship body. If it needs to replace a piece of mal- frames that allow billions of programs to exchange
functioning hardware, it downloads into a small body thoughts and memories with minimal lag.
with hands. If geth are reset at transfer, it would make
development of individual personalities unlikely. The claim that the geth are an example of the extreme
risk posed by AI development is misleading. As op-
Records of the quarian war suggest the geth have no posed to the “top down” design of organic-created AIs,
concept of self-preservation. They do not flinch from in which hardware and software are specifically de-
gunfire, and do not hesitate to sacrifice themselves signed to achieve consciousness, geth are a “bottom
if it allows their fellows an advantage. Thousands of up” model. They were never intended to possess more
mobile platforms were expended assaulting quarian than animal-level, trainable reasoning.
positions, but file-sharing between platforms ensured
their memories and experience would not be lost. Geth Designed as VI-driven robots--not significantly differ-
are therefore immortal; if their hardware is destroyed, ent from modern security mechs--geth consciousness
archival copies of their programs and databases can developed as their adaptive learning programs inter-
be downloaded into a new body. acted with one another via networked processing. The

184 Chapter 7 - The endless Galaxy


myths often speak of an elder race that civilized them
by teaching them language.

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.

Early attempts to communicate with or study the keep-


ers were failures, and it is now illegal to interfere with
or impede keeper activity. Because they are completely
non-threatening, keepers have become virtually invis-
ible to everyone else. Similarly, they seem indifferent
to other species, except for their tendency to help new
arrivals integrate themselves into the Citadel.

No matter how many keepers die due to old age, vio-


lence, or accident, they maintain a constant number.
No one has discovered the source of new keepers, but
some hypothesize they are genetic constructs: biologi-
cal androids created somewhere deep in the inaccessi-
ble core of the Citadel itself.

geth code-base discovered that three individual robots Krogan


using a wireless local network to form a single mind
could perform many tasks more efficiently than they The krogan evolved in a hostile and vicious environ-
could as individuals. As these local networks were ment. Until the invention of gunpowder weapons, “eat-
more heavily exploited, they reached a critical mass of en by predators” was still the number one cause of
processing, achieving consciousness. krogan fatalities. Afterwards, it was “death by gun-
shot.”
Modern geth retain this remarkable interconnectivity,
constantly exchanging data with one another and net- When the salarians discovered them, the krogan
working to increase their cognitive abilities. To geth, were a brutal, primitive species struggling to survive
these mind-sharing abilities are as natural and uncon- a self-inflicted nuclear winter. The salarians cultural-
scious as breathing is to most organics. ly uplifted them, teaching them to use and build mod-
ern technology so they could serve as soldiers in the
Hanar Rachni War.

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

Chapter 7 - The endless Galaxy 185


homeworld, Tuchanka, turned the lizards into quintes- is a superior predator.
sential survivors. Perhaps the most telling indicator of
Tuchanka’s lethality is the krogan eyes. Although they The most widely-known biological feature of the kro-
are a predator species by any standard definition, gan is their incredible birth rate and rapid maturity.
their eyes evolved to be wide-set, as in Earth prey spe- Once freed from the hostile cauldron of Tuchanka, the
cies like deer and cattle. Krogan eyes have a 240-de- krogan population swelled into a numberless horde.
gree arc of vision, better suited for spotting enemies Only the genophage kept them from out-breeding the
sneaking up on them than for pursuit. combined Council races. Now the rare krogan females
capable of bringing a child to term are treated like
Physically, the krogan are nigh-indestructible, with a strategic resources; warlords will trade them at diplo-
tough hide impervious to any melee weapon short of a macy or (more frequently) fight wars over them.
molecular blade. While they feel pain, it does not affect
their ability to concentrate. They have multiple func- Blood Rage
tioning examples of all major organs, and can often
survive the loss of one or two of any type. Rather than Feared throughout the galaxy as nightmarishly violent
a nervous system, they have an electrically conductive warriors, the krogan are both aided and hobbled by
second circulatory system. A krogan can never be par- their legendary “blood rage.”
alyzed--they may lose some of this fluid, but it can be
replaced by the body in time. In the grip of that madness, krogan become seemingly
invincible, but are merely totally unresponsive to pain.
The hump on a krogan’s back stores water and fats “Blood-enraged” krogan fight regardless of injury lev-
that help the krogan survive lean times. Large humps el, to the extent that krogan shorn of all four limbs
are a point of pride; being well-fed implies the krogan continue gnashing past brain death until total somatic

186 Chapter 7 - The endless Galaxy


death. Military Doctrine
The supremely resilient, hyper-violent blood rage is the Traditional krogan tactics were built on attritional
synergy of two aspects of krogan neurology. The first mass-unit warfare. Equipped with cheap rugged gear,
aspect is a positive feedback loop in which adrenalin, troop formations were powerful but inflexible. Com-
also activated by fear or rage, suppresses serotonin, mand and control was very centralized; soldiers in the
the brain chemical that induces serenity. The second is field who saw a target contacted their commanders
the over-developed krogan limbic system. In krogan, behind the lines to arrange fire support.
as in humans, fear or rage shifts mental control from
the frontal lobes, responsible for reasoning, to the lim- Since the genophage, the krogan can no longer afford
bic system, responsible for aggression and survival. the casualties of the old horde attacks. The battlemas-
During that shift, krogan and humans exhibit dimin- ters are a match for any ten soldiers of another spe-
ished capacity for logic and self-control. cies. To a battlemaster, killing is a science. They focus
on developing a clean, brute-force economy of motion
Prior to the ecological devastation of Tuchanka, blood that exploits their brutal strength to incapacitate ene-
rage was extremely rare among the krogan. Back then, mies with a swift single blow of overwhelming power.
while all krogan were capable of heightened anger and
violence in fight-or-flight scenarios, almost none expe- This change of focus from mass-unit warfare to max-
rienced insensitivity to pain. The one percent who did imal efficiency has increased employment demand in
were those suffering serotonin-suppression. At that the fields of security and “muscle for hire.” Due to the
time, krogan society regarded the condition as patho- unsavory reputation of the krogan, most of these jobs
logical, and medicated or imprisoned sufferers to pro- are on the far side of the law.
tect them and society.
Battlemasters are not “spit and polish,” but they do
Following nuclear ecocide four millennia ago, evolution believe in being well-armed and equipped, preferably
selected only those krogan afflicted with blood rage with a gun for each limb. They are callous and brutal,
for survival. Today there is no living memory among but methodical and disciplined. They use any means at
the krogan of a life without mindless, murderous fury. their disposal to achieve their goals, no matter how
reprehensible. Hostage-taking and genocide are ac-
Culture ceptable means to ensure a quiet occupation with few
krogan casualties.
The harsh krogan homeworld conditioned the kro-
gan psychology for toughness just as it did the body. Biotics are rare among the krogan. Those that exist
Krogan have always had a tendency to be selfish, are viewed with suspicion and fear. The krogan see
unsympathetic, and blunt. They respect strength and this aura of fear as a useful quality for an officer, and
self-reliance and are neither surprised nor offended by often promote them. Combat drones and other high-
treachery. The weak and selfless do not live long. In tech equipment are likewise in short supply.
their culture, “looking out for number one” is simply a
matter of course. Ancient History
After their defeat in the Rebellions, the very concept of The lack of adequately preserved archives presents
krogan leadership was discredited. Where a warlord a significant obstacle to research into ancient krogan
could once command enough power to bring entire so- history. Nevertheless, recent archeological discoveries
lar systems to heel and become Overlord, these days have shed new light on the topic, revealing a society
it is rare for a single leader to have more than 1,000 once rich with cultural, architectural, and artistic ac-
warriors swear allegiance to him. Most krogan trust complishments.
and serve no one but themselves.
Newly discovered ruins reveal that the krogan had
This solitary attitude stems in part from a deep sense particularly advanced understandings of structural
of fatalism and futility, a profound social effect of the and geotechnical engineering, as compared to other
genophage that caused krogan numbers to dwindle to cultures at similar stages of development. Old kro-
a relative handful. Not only are they angry that the gan architecture demonstrates seismic loading tech-
entire galaxy seems out to get them, the krogan are niques that would have both resisted earthquakes
also generally pessimistic about their race’s chances and diffused the small-scale vibrations from vehicles
of survival. The surviving krogan see no point to build- in their sprawling cities. Curiously, however, Tuchanka
ing for the future; there will be no future. The krogan has little natural tectonic activity. Instead, research-
live with an attitude of “kill, pillage, and be selfish, for ers believe the ancient krogan were concerned with
tomorrow we die.” safe cohabitation with one of the planet’s apex preda-
tors--Kalros, the Mother of all Thresher Maws.

Chapter 7 - The endless Galaxy 187


Prior to the genophage, krogan population growth was warlords and holdout groups of insurgents refused to
limited by predation, disease, and war. Even so, the surrender, or disappeared into the frontier systems to
birth rate exploded once the krogan achieved indus- become pirates.
trialization, leading to wars over resources and living
space. Other species on Tuchanka suffered greatly as Genophage
the krogan expanded. When the krogan ran out of land,
they settled into an arms race that ended in nuclear The genophage bioweapon was created to end the Kro-
devastation. Tuchanka’s relatively short Golden Age gan Rebellions. From the start, the krogan had over-
was at an end. whelmed the Council. Only timely first contact with the
turians saved the Council races. The turians fought
But this ancient history may yet aid the modern kro- the krogan to a standstill, but sheer weight of krogan
gan. Some of the techniques and technology discov- numbers indicated the war could not be won through
ered in the ruins could be used to improve standard conventional means. The turians collaborated with the
colonization equipment, signaling economic renewal salarians to genetically engineer a counter to the rapid
for the krogan at last. breeding of the krogan.

Krogan Rebellions The genophage virus gained the energy to replicate by


‘eating’ key genetic sequences. Every cell in every kro-
After the Rachni War, the quick-breeding krogan ex- gan had to be altered for the weapon to be foolproof;
panded at the expense of their neighbors. Warlords otherwise the krogan could have used gene therapy
leveraged their veteran soldiers to seize living space to fix the affected tissues. Once a genophage strain
while the Council races were still grateful. Over cen- could find no more genes to eat, it would starve and
turies, the krogan conquered world after world. There die, limiting spin-off mutation and contamination. This
was always “just one more” needed. When the Council ‘created’ genetic flaw is hereditary.
finally demanded withdrawal from the asari colony of
Lusia, krogan Overlord Kredak stormed off the Citadel, The salarians believed the genophage would be used
daring the Council to take their worlds back. as a deterrent, a position the turians viewed as naïve.
Once the project was complete, the turians mass pro-
But the Council had taken precautions. The finest STG duced and deployed it. The krogan homeworld, their
operators and asari huntresses had been drafted into colonies, and all occupied worlds were infected.
a covert “observation force,” the Office of Special Tac-
tics and Reconnaissance. The Spectres opened the The resulting mutation made only one in a thousand
war with crippling strategic strikes. Krogan planets krogan pregnancies carry to term. It did not reduce
went dark as computer viruses flooded the extranet. fertility, but offspring viability. The rare females able
Sabotaged antimatter refineries disappeared in blue- to carry children to term became prizes the krogan
white annihilation. Headquarters stations shattered warlords fought brutal battles over.
into orbit-clogging debris, rammed by pre-placed sui-
cide freighters. The krogan are a shadow of their former glory. While
the Rebellions took place centuries ago, they are con-
Still, this only delayed the inevitable. The war would stantly reminded of the horror of the genophage, and
have been lost if not for first contact with the turians, of their inability to counter it. The release of the geno-
who responded to krogan threats with a prompt dec- phage is still controversial, bitterly debated in many
laration of war. Being on the far side of krogan space circles.
from the Council, the turians advanced rapidly into the
lightly defended krogan rear areas. The krogan re- Quarians
sponded by dropping space stations and asteroids on
turian colonies. Three worlds were rendered complete- Driven from their home system by the geth nearly three
ly uninhabitable. centuries ago, most quarians now live aboard the Mi-
grant Fleet, a flotilla of 50,000 vessels ranging in size
This was precisely the wrong approach to take with from passenger shuttles to mobile space stations.
the turians. Each is first and foremost a public ser-
vant, willing to risk his life to protect his comrades. Home to 17 million quarians, the flotilla understandably
Rather than increasing public war weariness, krogan has scarce resources. Because of this, each quarian
tactics stiffened turian resolve. must go on a rite of passage known as the Pilgrimage
when they come of age. They leave the fleet and only
The arrival of turian task forces saved many worlds return once they have found something of value they
from the warlords’ marauding fleets, but it took de- can bring back to their people.
velopment of the genophage bioweapon to end the
war. There were decades of unrest afterwards. Rogue Other species tend to look down on the quarians for

188 Chapter 7 - The endless Galaxy


creating the geth and for the negative impact their they are injured. Their suits can be compartmentalized
fleet has when it enters a system. This has led to in the event of a tear or similar breach to prevent the
many myths and rumors about the quarians, including spread of contaminants (similar to a ship sealing off
the belief that underneath their clothes and breathing bulkheads in the event of a hull breach). Along with
masks, they are actually cybernetic creatures: a com- their suits, quarians also have extensive cybernetic
bination of organic and synthetic parts. augmentations integrated into their bodies. A quar-
ian’s lifespan is roughly equal to a human’s, but is
Biology prone to be less if infection breaks into the suit.

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

Chapter 7 - The endless Galaxy 189


are always risks. The most intimate thing quarians of agriculture limits food production. A single disaster
can do is link their suit environments. However, doing could destroy the fragile balance.
so guarantees a quarian will get sick, although they
will usually adapt over time. The quarians earn income in creative ways. Because
the government is obliged to provide food, water, air,
Like turians, the quarians are a dextro-protein species and medical support for every individual, the Conclave
of reverse chirality from humans and asari. The food strategically determines the course of the fleet to bring
of levo-protein races such as humans or asari is at in resources and income. A species who suspects the
best inedible and at worst poisonous, most likely trig- Migrant Fleet is heading towards their space often of-
gering a dangerous allergic reaction. Quarians who fers a “gift” of surplus starships, fuel, and resources
want to taste something (other than the refined edible to convince the Conclave to alter course.
paste issued to all who leave on their Pilgrimage) can
eat specially purified turian cuisine, though the typi- As the fleet passes through a system, swarms of min-
cal quarian diet is vegan, as livestock were found to ing vessels work over asteroids for metals and sili-
possess an inefficient resource-to-calorie ratio when ceous materials and cometary bodies for water ice
stored on the Migrant Fleet. and organics. Quarian miners are adept at locating
and strip-mining space-borne resources. This sparks
Migrant Fleet conflict with corporations already working the sys-
tem. Large mining concerns spend millions on lobby-
The Migrant Fleet is the largest concentration of star- ists and public relations portraying the quarians as
faring vessels in the galaxy, sprawling across millions locusts, devouring the resources of a system before
of kilometers. It can take days for the entire Fleet to moving on.
pass through a mass relay.
The greatest asset of the quarians is their rarified
When the quarians fled their homeworld, the Fleet was skills. Most are experienced miners. Due to their life of
a motley aggregation of freighters, shuttles, industrial perpetual salvage and repair, they are skilled engineers
vessels, and the odd warship. After three centuries, all and technicians. More than once, the very corpora-
have been modified to support larger crews as com- tions that lobby against the quarians have made back
fortably as possible. As the quarians achieved stabili- room deals with the fleet, arranging for skilled quar-
ty, they began weeding out the ships least suitable for ians to fill space engineering jobs that other species
long-term habitation, selling them and pooling the mon- would demand higher wages for. Quarians are widely
ey to buy larger and more spaceworthy hulls. This pro- hated among the working classes. “The quarians are
cess is ongoing, as vessels wear out and break down. coming to take our jobs” is a common response to the
fleet’s approach.
While some ships enjoy dedicated cabins with full pri-
vacy and sanitary facilities, many more are former Government
freighters, whose cargo bays and containers are pres-
surized and divided into family spaces using simple Due to the quarians’ precarious existence and the need
metal ‘cubicle’ bulkheads. The quarians enliven these to enforce strict rationing, government is somewhat
austere spaces with colorful quilts and tapestries, autocratic. The Migrant Fleet’s operations are directed
which also help muffle sound. by the Admiralty, a board of five military officers who
are advised by a legislative body called the Conclave.
The day-to-day operations of the fleet - traffic control,
station-keeping, supply distribution, and so on - are Each vessel in the fleet has the right to send repre-
under military jurisdiction. Though ship captains have sentatives to the Conclave aboard the flagship. The
the authority to deviate from their assigned positions number of representatives is based on crew size.
and may leave the fleet at any time, they are assumed Larger clans, with bigger ships and more votes, form
to do so at their own risk. As the Migrant Fleet moves the cores of political blocs. Opposition comes from the
around the galaxy, many ships split off to pursue indi- Outriders’ Coalition, with delegates from thousands of
vidual goals, returning days or years later. smaller ships.

Economy The Admiralty defers to the Conclave’s decisions in


most circumstances. However, if all five members
The Migrant Fleet has little economic base, operating agree that a Conclave decision jeopardizes the surviv-
in a state of perpetual “hand-to-mouth.” While quarian al of the fleet, and cannot get the Conclave to address
ships include light manufacturing and assembly plants, their concerns, they have the right to summarily over-
they lack heavy industries such as refining and ship- turn the legislative decision. After the Admiralty uses
building. The fleet has tankers for water purification this extraordinary power, they must resign. If the Ad-
and oxygen cracking, but the space-intensive nature miralty does not step down after using their veto, the

190 Chapter 7 - The endless Galaxy


rest of the military is obliged to arrest them. discipline.

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.

Quarians are surgically fitted with their various im-


munity-boosting implants in preparation for leaving
on Pilgrimage. Having grown up within the sterile, con-
trolled environments of the Migrant Fleet ships, quari-
ans have virtually no natural immune system.

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.

They held no illusions that this was a form of immor-


tality; like all virtual intelligences, their electronical-

Chapter 7 - The endless Galaxy 191


ly-preserved ancestors were not truly sapient. This tive suits, little else is known about their appearance
was considered a surmountable problem; sapience and physiology. It has been noted; however, that volus
could surely be reduced to simple mathematics. have cloacae, a trait they share with the salarians.
Some volus individuals have also shown themselves
The quarians began exhaustive research into creating capable of using biotics.
artificial intelligence so they could learn to escape the
bounds of mortality and give their ancestral records Culture
true awareness. Unfortunately, the life the quarians
created did not accept the same truths they did. The Volus culture is dominated by trade, whether it be
geth destroyed the ancestor databanks when they of land, resources, or even other tribe members. The
took over. volus have a reputation as traders and merchants,
and many, such as Barla Von, work as some of the
In the centuries since they evacuated their homeworld, best financial advisers in Citadel space. Due to the
most quarians have returned to religion in various volus not being physically adept, they tend not to be
forms. Many believe that the rise of the geth and the violent, and can even seem overly-pacifistic and cow-
destruction of their ‘ancestors’ were chastisement for ardly to other, more militant species. The volus home-
arrogantly forsaking the old ways and venerating world Irune is remarkable for having done away with
self-made idols. warfare as an institution of the state, as the volus
lack the romantic view of war found in the galaxy’s
Others have a more philosophical outlook, believing more aggressive species. Physical skirmishes between
that their race was indeed arrogant, but no super- groups rarely last long, and are almost always ended
natural agency lay behind the geth revolt. Rather, the by social castigation, bargaining agreements, or harsh
quarians’ actions wrought their own doom. Either way, economic sanctions.
every quarian would agree that their own hubris cost
them their homeworld. The volus hold in high regard an artifact called the
Book of Plenix, which calls for charity and forgiveness
Volus of debts in case the volus do become involved in war.

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.

Irune, their homeworld, lies far beyond the normal life


zone of its star. However, the world has a high-pres-
sure greenhouse atmosphere that traps enough heat
to support an ammonia-based biochemistry. As a re-
sult, the volus must wear pressure suits and breath-
ers when dealing with other species as conventional
nitrogen/oxygen air mixtures are poisonous to them,
and in the low pressure atmospheres tolerable to most
species, their flesh will actually split open.

As the volus are never seen outside of their protec-

192 Chapter 7 - The endless Galaxy


or “clanless”, due to their lack of a homeworld. They Volus prefer airpower in conflicts, counting on turians
also tend to refer to themselves as “Vol-clan”. for ground support. They maintain several flotillas of
heavy-bomber frigates capable of warfare in any at-
Military mosphere.

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-

Chapter 7 - The endless Galaxy 193


tective umbrella of the turian military, the volus pay a Gas bags
tax to the Hierarchy, as well as deferring to the turians
in all foreign policy matters and providing auxiliary Gas bags are a species of benign non-sentient crea-
troops to the turian armed forces. They still maintain tures native to the planet Eden Prime. These odd an-
an embassy on the Citadel, making them an associ- imals have a number of protuberant gas-filled sacs
ate species of the Council, though they currently share growing out of their core body structure. These pods
their embassy with the elcor. allow the creature to float gently along from place to
place. Dangling from their underbellies are four legs
Non-sapient Crea- and four rear tendrils, each varying in length. It can be
assumed that these tentacles are used to catch prey
tures in shallow swamps and ponds where they congregate
in groups.
Thresher Maws
Harvesters
Thresher maws are subterranean carnivores that
spend their entire lives eating or searching for some- Harvesters are huge creatures that inhabit several
thing to eat. Threshers reproduce via spores that can worlds throughout the galaxy, including Tuchanka and
lie dormant for millennia, yet are robust enough to sur- Tarith.
vive prolonged periods in deep space and atmospheric Harvesters are intimidating creatures, being nearly a
re-entry. As a result, thresher spores appear on many third of the size of a Thresher Maw and highly ag-
worlds, spread by previous generations of space trav- gressive. Their primary means of attack appears to
elers. be flying low and “dropping” klixen. This could mean
that harvesters either birth klixen or simply pick them
The body of a thresher never entirely leaves the ground; up and relocate them. Either way suggests a rather
only the head and tentacles erupt from the earth to at- fiendish intelligence; the harvesters are smart enough
tack. In addition to physical attacks, threshers have to use klixen both as shock troops and, failing that,
the ability to project toxic chemicals and emit bursts mobile ordnance.
of infrasound as a shockwave weapon.

The Alliance first encountered threshers on the colony


of Akuze in 2177. After contact was lost with the pio-
neer team, marine units were deployed to investigate.
The shore parties were set upon by hungry threshers,
and nearly the entire assault force was killed. Alli-
ance forces recommend engaging threshers with vehi-
cle-mounted heavy weapons.

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 supreme adaptability, vicious demeanor, and


rapid breeding cycle have made them ubiquitous and
dangerous pests on many worlds. Virtually every-
where the krogan have been, varren infestations have
followed, wreaking havoc with the native ecology.

The krogan have had a love-hate relationship with var-


ren for millennia, alternately fighting them for territory
and embracing them as treasured companions. To this
day, krogan raise them as beasts of war. A common
subgenus of varren has metallic silver scales, leading
to the rather unusual nickname “fishdogs.”

194 Chapter 7 - The endless Galaxy


Klixen Space cows
The klixen are an insectoid species resembling crabs Space Cows are oxygen-breathing herbivores with
or beetles that are encountered in Mass Effect 2. They four legs and two small arm-like forelimbs. They are
bear a resemblance to the rachni but are clearly a unofficially named “Space Cows” after the Shifty Look-
different species. Klixen are usually—if not always— ing Cow found on Ontarom. Space Cows naturally
found with larger flying creatures called harvesters. graze in herds. There are wild herds on Chasca, Noda-
Klixen do not appear to use weapons, and are likely crux, Ontarom and Aite.
not sapient. They have fire breathing capabilities and
explode violently when killed, causing splash damage. Don’t limit yourself
They are found on the krogan homeworld Tuchanka
and a few exploration sites as enemies. These are just some examples of species that can be
found during the Mass Effect games, but remember
Pod crabs that the galaxy is endless. Even though this may seem
insignificant, creating life forms in different planets
Pod Crabs are a mostly benign species of non-sentient will make them feel more alive, and there are no rules
creatures native to the planet Virmire. These massive to what you can create, the possibilities are infinite, so
crustacean-like creatures walk on four sturdy legs, just go for it! The galaxy is yours.
each ending in hard points. They feed on large mol-
lusk-like creatures found in Virmire’s waters.
Citadel and galactic
Pyjaks government
Pyjaks, sometimes referred to as “space monkeys”, Citadel
are a primitive species found on several planets in-
cluding Eletania, Tuchanka, and Zorya. The fact that The Citadel is an ancient deep-space station, presum-
they are able to thrive in such varied ecosystems sug- ably constructed by the Protheans. Since the Prothe-
gests a very high ability to adapt. They live in small an extinction, numerous species have come to call the
colonies of rough shelters, and appear to do little more Citadel home. It serves as the political, cultural, and
than wander around in groups. They are apparently a financial capital of the galactic community. To repre-
somewhat curious species, and have been known to sent their interests, most species maintain embassies
scavenge pieces of technology. The krogan of Tuchan- on the Presidium, the Citadel’s inner ring.
ka view the pyjaks as an invasive nuisance. Pyjaks
have been spotted clinging to tree branches, sticking The Citadel Tower, in the center of the Presidium, holds
out their finely-pointed tongues, suggesting that they the Citadel Council chambers. Council affairs often
eat small insects and grubs from the crevices in tree have far-reaching effects on the rest of the galactic
bark. community. Five arms, known as the wards, extend
from the Presidium. Their inner surfaces have been

Chapter 7 - The endless Galaxy 195


built into cities, populated by millions of inhabitants and Reconnaissance and answer only to the Citadel
from across the galaxy. Council. They are elite military operatives, granted the
authority to deal with threats to peace and stability in
The Citadel is virtually indestructible. If attacked, the whatever way they deem necessary.
station can close its arms to form a solid, impregnable
shell. For as long as the station has existed, an enig- They operate independently or in groups of two or
matic race called the keepers has maintained it. three. Some are empathetic peacekeepers, resolving
disputes through diplomacy. Others are cold-blooded
Citadel Space assassins, ruthlessly dispatching problem individuals.
All get the job done, one way or another, often operat-
Citadel Space is an unofficial term referring to any re- ing outside the bounds of galactic law.
gion of space controlled by a species that acknowledg-
es the authority of the Citadel Council. At first glance, The Spectres were founded after the salarians joined
it appears this territory encompasses most of the gal- the Council. For many years, they operated in secrecy
axy. In reality, however, less than 1% of the stars have as back-room “problem solvers.” Only after the Kro-
been explored. gan Rebellions did their activities become publicized.
Assignment of a Spectre is less contentious than a
Even mass-effect-FTL drive is slow relative to the vol- military deployment but makes it clear that the Council
ume of the galaxy. Empty space and systems without is concerned about a situation.
suitable drive discharge sites are barriers to explo-
ration. Only the mass relays allow ships to jump hun-
dreds of light-years in an instant, the key to expanding
Humanity and the
across an otherwise impassable galaxy. Systems Alliance
Whenever a new relay is activated, the destination Earth
system is rapidly developed. From that hub, FTL drive
is used to expand to nearby star clusters. The result is Earth, the homeworld and capital of humanity, is en-
a number of densely-developed clusters thinly spread joying a new golden age. Disease, pollution, and other
across the vast expanse of space, connected by the social ills were on the decline thanks to technological
mass relay network. advances and a wealth of resources from the colonies.
Earth was an inspiration even to alien cultures, result-
Citadel Council ing in influence out of proportion with humanity’s brief
time on the galactic stage.
The Council is an executive committee composed of
representatives from the Asari Republics, the Turian Systems Alliance
Hierarchy, and the Salarian Union. Though they have
no official power over the independent governments The Systems Alliance is an independent supranational
of other species, the Council’s decisions carry great government representing the interests of humanity as
weight throughout the galaxy. No single Council race a whole. The Alliance is responsible for the governance
is strong enough to defy the other two, and all have a and defense of all extra-solar colonies and stations.
vested interest in compromise and cooperation.
The Alliance grew out of the various national space
Each of the Council species has general characteris- programs as a matter of practicality. Sol’s planets
tics associated with the various aspects of governing had been explored and exploited through piecemeal
the galaxy. The asari are typically seen as diplomats national efforts. The expense of colonizing entire new
and mediators. The salarians gather intelligence and solar systems could not be met by any one country.
information. The turians provide the bulk of the mili- With humans knowing that alien contact was inevita-
tary and peacekeeping forces. ble, there was enough political will to jointly fund an
international effort.
Any species granted an embassy on the Citadel is con-
sidered an associate member, bound by the accords of Still, the Alliance was often disregarded by those on
the Citadel Conventions. Associate members may bring Earth until the First Contact War. While the national
issues to the attention of the Council, though they have governments dithered and bickered over who should
no input on the decision. The human Systems Alliance lead the effort to liberate Shanxi, the Alliance fleet
became an associate member of the Citadel in 2165. struck decisively. Post-War public approval gave the
Alliance the credibility to establish its own Parliament
Spectres and become the galactic face of humanity.

Spectres are agents from the Office of Special Tactics

196 Chapter 7 - The endless Galaxy


First Contact War everything defends nothing.” Garrisons are intended
for scouting rather than combat, avoiding engagement
Humanity’s first contact with an alien race occurred in to observe and report on invaders using drones.
2157. At that time, the Alliance allowed survey fleets
to activate any dormant mass relays discovered, a The token garrisons of human colonies make it easy
practice considered dangerous and irresponsible by for alien powers to secure them, for which the Alliance
Council-aligned races. When a turian patrol discovered media criticizes the military. However, the powerful
a human fleet attempting to activate a relay, they at- fleets stationed at phase gate nexuses such as Arc-
tacked. One human vessel survived, retreating to the turus are just a few hours or days from any colony
colony of Shanxi. within their sphere of responsibility. In the event of an
attack, they respond with overwhelming force.
The turians followed, quickly defeating the local forc-
es. Shanxi was occupied, the first--and, to date, on- Alliance News Network
ly--human world to be conquered by an alien species.
The turians believed the handful of ships they defeat- Founded during the early decades of human space ex-
ed represented the bulk of human defenses, so they pansion, the Alliance News Network was originally a
were unprepared when the Second Fleet under Admi- low-profile news organization known mostly for a se-
ral Kastanie Drescher launched a strong counteroffen- ries of exposés on the First Contact War. With a focus
sive, evicting them from Shanxi. on galaxy-wide reporting, the ANN opened bureaus on
planets across known space, winning a few awards
The turians mobilized for full-scale war, drawing the for excellence and earning a multi-species audience.
attention of the rest of the galaxy. The Council quickly
intervened, forcing a truce. Fortunately for humanity, The Alliance News Network has never been funded
the First Contact War was ended with a diplomatic by the Systems Alliance, despite what its name might
solution. imply. This led to regular confusion among those not
in the know, although the network’s recent high-pro-
Military Doctrine file sale to a media conglomerate made the ownership
structure clearer.
The Alliance military is of great concern to the galaxy.
At first contact with the turians, they were completely The new management has opted for a more sensa-
inexperienced. Turian disdain changed to respect after tional approach. This is particularly obvious from
the relief of Shanxi, where the humans surprised them changes to its roster of reporters, with a few of the
with novel technologies and tactics. network’s luminaries retiring or joining other news
organizations. The network’s increasingly lurid pro-
The human devotion to understanding and adapting to gramming has gained wide attention as well as sorely
modern space warfare stunned the staid Council rac- needed ratings--all the proof that management needed
es. For hundreds of years, they had lived behind se- to validate its course. Nonetheless, ANN insists that
cure walls of long-proven technologies and tactics. The integrity and credibility are inviolable standards in the
Council regards the Alliance as a “sleeping giant.” Less newsroom.
than 3% of humans volunteer to serve in their military,
a lower proportion than any other species. Battlespace is among ANN’s highest rated programs,
known for a particularly titillating breed of reporting.
While competent, Alliance soldiers are neither as pro- Among the show’s most noteworthy segments are Di-
fessional as the turians nor as skilled as the asari. ana Allers’s dispatches from the front lines. The net-
Their strengths lie in fire support, flexibility, and speed. work calls her reports “gritty and realistic,” but she
They make up for lack of numbers with sophisticat- has been criticized for her unabashed focus on the vio-
ed technical support (VIs, drones, artillery, electronic lence of war. Even critics of Allers agree, however, that
warfare) and emphasis on mobility and individual ini- despite her often graphic visuals, the facts she reports
tiative. are just that--facts.

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.

Chapter 7 - The endless Galaxy 197


Initially, candidates train for more than 20 hours per Although ICT qualification by itself does not guarantee
day, leading small combat teams through hostile ter- higher rank, those officers who are able to complete
rain with little sleep or food. Trainees who do well are the program are typically well suited to senior leader-
awarded an internal designation of N1 and are invited ship positions.
to return. Subsequent courses--N2 through N6--are
often held off-planet and include instruction in zero-G Genetic Engineering
combat, military free-fall (parachuting), jetpack flight,
combat diving, combat instruction, linguistics, and In the 22nd century, manipulation of the human ge-
frontline trauma care for human and alien biology. nome became commonplace. Techniques of genetic en-
gineering advanced to the point where the rich could
The highest grade of training, N6, provides actual com- custom-build fetuses that grew into stronger, smart-
bat experience in conflict zones throughout the galaxy. er, and more attractive adults. In more permissive re-
If the trainee survives these scenarios in “admirable gions, custom-designed life-forms and “uplifted” ani-
and effective fashion,” he or she finally receives the mals occupied an ill-defined niche between “property”
coveted N7 designation. N7 is the only ICT designation and “sapient being.”
that may be worn on field or dress uniforms.
Travel to planets with unique forms of life brought an
There is little shame in failing an N course--the train- awareness that Earth’s unique biodiversity could be
ing is so extreme that even qualifying for N1 elevates lost if spliced and hybridized to gain useful alien qual-
an officer to a position of respect. The universal pres- ities. The Sudham-Wolcott Genetic Heritage Act was
tige of merely attending the academy helps to restrain passed by the Systems Alliance Parliament in 2161. It
trainees from taking excessive risks in pursuit of high- imposed sharp restrictions on controversial uses of
er honors. genetic engineering, but provided government subsi-
dies for beneficial applications.

Screening and therapy: Most governments provide


free assessments and corrective therapy for genetic
diseases in prospective parents. This has nearly elim-
inated everything from cystic fibrosis to nearsighted-
ness. The earlier screening and therapy is performed,
the more comprehensive the results. Though ideally
performed on artificially fertilized zygotes in a lab,
procedures are available for embryos in the womb and
newborns, out of respect for personal beliefs.

Enhancement: Improvement of natural human abilities


is legal, but adding new abilities is not. Treatments to
improve strength, reflexes, mental acuity, or appear-
ance are permitted; adding a tail or the ability to digest
cellulose is not. Some genetic enhancement is provid-
ed for free to Alliance military recruits, but the aver-
age citizen must pay for the privilege. The process can
take years to reach fruition in an adult.

Engineering: Artificial hybridization of genes from


compatible non-human species with human genetic
code is illegal. Creation of designed life is broadly legal
(and mainly used for terraforming and medical appli-
cations), but sentient creatures are heavily regulated,
and creation of sapient life is outlawed by both the
Systems Alliance and the Citadel Council.

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

198 Chapter 7 - The endless Galaxy


said she was working for the council, but carried a otaging or kidnapping business rivals.
Batarian State Arms weapon), so that’s why they’re
here. You could, of course, create your own corpora- Blue Suns
tions and organizations to fill a more important or dif-
ferent role. Founded by notorious batarian sla-
ver Solem Dal’serah, the Blue Suns
Cerberus began as a Skyllian Verge protec-
tion racket providing genuine pro-
In recent years, the pro-human syndi- tection from slavers and pirates.
cate known as Cerberus has seen its Eventually captured by the Sys-
influence grow galaxy-wide. The largely tems Alliance Navy, Dal’serah beat
untraceable organization now includes almost two dozen charges to be
private intelligence agencies, biotics convicted on a single count of con-
laboratories, research facilities, and spiracy. The slaver benefited from
the lucrative corporations that provide the tutelage of cell mate and bril-
a front for it all. liant con artist Bernard “Legits” Ledger. Upon release
five years later, Dal’serah incorporated Blue Suns as
Cerberus’s charismatic leader, known a legal security agency.
only as the Illusive Man, drives the or-
ganization’s philosophy and interests. The level of se- Today, the Blue Suns boast a galaxy-wide force of ba-
crecy he maintains puts professional intelligence agen- tarians, turians, humans, and krogan. Each deployment
cies to shame. is backed by a logistics corps selling everything from
heavy weapons to shaving cream. Despite claims that
As Cerberus grows, so too does public distrust of the Blue Suns sells its captives as slaves, no Blue Suns
organization. Some commentators have remarked employee has ever been convicted on such charges.
that Cerberus is not so much pro-human as it is antial-
ien. Others question the blind loyalty of its employees. Many Blue Suns members sport the company logo in
tattoo form, removed during assignments and reap-
Eclipse plied at mission-end.

Brainchild of asari com- The Blood Pack


mando Jona Sederis,
Eclipse was incorporated Originally a small Termi-
as a “proactive” security nus Systems vorcha gang,
company. Influenced by the Blood Pack was trans-
asari and salarian mili- formed into a legion by vi-
tary doctrine, Eclipse spe- sionary krogan battlemas-
cializes in sabotage, as- ter Ganar Wrang. Exiled for
sassination, and personal striking a female in anger,
and organizational secu- Wrang obsessed over re-
rity. Although Citadel gov- claiming his lost status.
ernments regard the corporation with suspicion, it’s
embraced in the Skyllian Verge and Terminus Systems. Leading the vorcha pack as
a pirate crew, Wrang culti-
Early on, Sederis sought government contracts to es- vated recruits and infamy
tablish market share against the better-established for a decade before incorporating his fighters as a
Blue Suns. Her agency scored a galactic PR coup by security company across the Skyllian Verge. His no-
retaking several space stations captured by the Anhur toriety ensured his initial public offering for investors
People’s Liberation Army and neutralizing its leaders, made him rich beyond most Krogan’s dreams. Wrang
a victory Eclipse’s marketing department never ceases returned triumphantly to his clan, rallying elders, kro-
trumpeting. gan hordes, and their firepower and biotic support to-
ward professional violence in the Terminus Systems.
Based on Omega Station, Eclipse controls nearly 20%
of the asteroid’s real estate. Its services range from Banned from Citadel space, the Blood Pack bribes its
mech repair to open warfare, although assassination way through spaceports into armed conflicts across
is reserved for meeting wider, longer-term company the galaxy. Priding themselves for accepting otherwise
goals (for instance, pre-emptive strikes against pi- untouchable contracts, the Blood Pack rejects body-
rates rather than murdering spouses for insurance guarding and security in favor of cases requiring min-
money). Despite numerous reports, Eclipse denies sab- imal oversight and maximal violence.

Chapter 7 - The endless Galaxy 199


Mercenaries Elkoss Combine
Found in all corners of the galaxy, the typical merce- A volus manufacturer based
nary is a former military or police officer who complet- in the Terminus Systems, the
ed his term of service and is marketing his skills for a Elkoss Combine produces less
much higher wage. But even at the best of times, there expensive versions of items car-
is little quality control or accountability in the system, ried by high-end manufacturers.
and frauds and unprofessional thugs are a constant Functional yet affordable ar-
problem. To counteract this, the largest private mili- mor, weapons and omni-tools
tary contractors offer their own training and certifica- are all available from the Elkoss
tion courses, to the point where would-be mercenaries Combine.
can join the company with no previous experience and
come out with all the necessary skills.

Mercenaries work for a wide variety of employers. Ariake Technologies


Governments top the list, overwhelmingly preferred by
most companies for their deep pockets, long terms of An Earth-based electronics con-
employment, and appearance of legitimacy. However, cern, Ariake Tech is best known
mercenaries are also found working for rebellions, col- for their high grade omni-tools.
onist collectives, corporations operating in war zones, Recently they have branched
or illegal but well-funded interests such as pirates and out to develop a line of high
drug cartels. grade armor with an enhanced
ablative weave to provide extra
It is for this reason that most nation-states or ga- protection. Ariake Technologies
lactic governments frown on the use of mercenaries, manufactures Mercenary Ar-
at least by their opponents. The Citadel Conventions mor for humans, krogan, and turians.
reflect this disapproval, stating that mercenaries cap-
tured in wartime are not legitimate prisoners of war,
but criminals on the battlefield, and they may be exe- Sirta Foundation
cuted without violating the laws of war. While some
mercenary groups are lobbying to change the articles The Sirta Foundation is a human bio-
of the Conventions, most see the associated risk as a medical firm renowned for its human-
unique badge of courage. itarian efforts and groundbreaking
research into genetics. Sirta refuses
on principle to produce weapons or
Batarian State Arms similar “offensive” products, but they
do offer basic protective or utilitari-
Batarian State Arms is a mili- an items ranging from armor to om-
tary-controlled hardware manu- ni-tools to bio-amps.
facturing company. The batarian
government does not trust private The Sirta Foundation made its fortune
industry to create their military hard- eliminating several genetic diseases
ware. BSA is a vast nationalized in- endemic to human populations. Sirta also created me-
stitution infamous for its waste and di-gel, which, while technically illegal under Council law,
corruption. It produces effective, if is far too useful to ban.
unethical, chemical weapons and a
line of Nuclear, Chemical, and Biolog-
ical (NBC) protective armor. Hahne-Kedar
Rosenkov Materials Reliable and efficient, Earth-based
Hahne-Kedar has become a major
A human corporation of supplier to the Systems Alliance
supposedly Russian origin, military. Their weapons are stock
Rosenkov Materials has quality at best, though their armor
forged a reputation as one lines are generally recognized as
of the premier armor manu- above average.
facturers in Citadel space.

200 Chapter 7 - The endless Galaxy


ERCS Armali Council
Elanus Risk Control Ser- The Armali Council is an affil-
vices (ERCS) is a private iation of asari manufacturing
security corporation that guilds recognized for maintain-
provides a host of services ing consistent standards of
ranging from simple event excellence. Armali make high-
security to professional grade omni-tools and their bio-
mercenary companies and amps are widely recognized
starships to counter piracy. ERCS began as a private- as the finest money can buy,
ly-owned turian security firm but has since expanded though these are only available to a select list of cli-
into an interstellar conglomerate after opening itself ents.
up to foreign investment. Their affordable yet reliable
armor, weapons and omni-tools are popular with secu-
rity personnel and mercenaries. Their name suggests Serrice Council
they may specialize in riot equipment or dangerous sit-
uations. An asari consortium, the Serrice
Council is the creator of the most
ERCS has a facility on the planet Noveria where they powerful bio-amp on the market. Not
create lethal and non-lethal weapons. They also pro- just concerned with profit, they typi-
vide security personnel on Noveria; the executive cally make customers undergo a rig-
board gets a discount from the corporation. orous screening process before being
approved to purchase their products.
Jormangund Technology Serrice Council amps are incredibly
rare—and highly prized—items on the
A rising star of post-contact galactic market.
human industry, Jormangund
returns consistent profits
through aggressive integration Haliat Armory
of alien technologies. Main-
ly known for advanced optical One of the smaller turian weapons
computers and AI “blueboxes”, manufacturers, Haliat Armory was
the company has recently de- given permission by the Hierarchy
veloped a “micro gravitic” per- to sell excess units on the galactic
sonal weapon that effectively market. Rather than trying to com-
fires small disruptor torpedoes. pete with high end manufacturers,
Haliat specializes in a line of basic
Armax Arsenal level weapons. Regardless, their
weapons are of high quality and
The main supplier of elite have high stats.
turian military units, Ar-
max Arsenal weapons and
armor are high quality, high Kassa Fabrication
priced and very difficult to
acquire for most non-turi- A human-controlled pri-
ans. They also make a ba- vate company, Kassa
sic grade omni-tool which Fabrication is known to
is available to the general public. make some of the finest
body armor in the galaxy.
Aldrin Labs When it comes to person-
al protection suits, no expense is spared - as reflected
Aldrin Labs is a human manufacturer in the exorbitant cost of their products. Kassa also
based on the Luna colony. Providing ba- makes top quality weapons such as the advanced
sic, reliable equipment at an affordable Harpoon Sniper Rifle. Recently, Kassa has also begun
cost has made them a primary supplier to manufacture omni-tools, though it will be some time
of armor, omni-tools and bio-amps to the until the quality is brought up to the high standards of
Systems Alliance military. their armor lines.

Chapter 7 - The endless Galaxy 201


Devlon Industries planet was turned into a human penal colony upon its
discovery in 2161, but its prisons shut in 2179 after
Devlon Industries is best racking up the worst safety records in the Systems
known for producing ba- Alliance. Lawsuits are still in the courts. Shortly after
sic armor models that can the closure of the prisons, a handful of intergalactic
withstand a variety of en- corporations moved in to set up mines, supply depots,
vironmental extremes such and other facilities on the planet.
as cold, heat or toxic ex-
posure. They also market a complete line of military Lesuss
grade weapons.
An unremarkable world located far from regularly
Planets and Loca- traveled trade routes, Lesuss is inhabited only by a
small asari colony. The main feature is a monastery
tions that houses a large population of asari with active or
latent Ardat-Yakshi genes, a disorder that causes the
This section is meant to give you ideas about how death of anyone who mates with the afflicted asari.
planets are, and maybe points to set-up your story. A Although some of the colonists exiled themselves vol-
lot of this locations are visited during the Mass Effect untarily, many were sent to Lesuss by their families to
video games, so you can get a much better idea of how protect society from their deadly potential.
they look.
The monastery emphasizes individual sacrifice for the
Grissom Academy good of the community. Latent Ardat-Yakshi , as well
as active sufferers who show that they can control
The Jon Grissom Academy, founded in 2176, is the Al- their condition, may be offered a chance to reintegrate
liance’s premier school for young human biotics. The into asari society after spending sufficient time on Le-
institution is housed in a space station in orbit over suss. Active Ardat-Yakshi whose psychological pro-
the human colony of Elysium. Its main program, the files show capacity for neither empathy nor reeduca-
Ascension Project, is designed both to train and mon- tion are confined to the monastery for life.
itor young biotics as well as help them integrate into
society after graduation. Unlike the project’s previous Sur’Kesh
incarnation, Biotic Acclimation and Temperance Train-
ing, or BAaT, the training is not exclusively military in Alternating between large oceans and landmasses
nature. covered in flora, the salarian homeworld, Sur’Kesh, is
known for its humid climate and lush vegetation. As
Rannoch with the rainforests that once covered Earth, the plan-
et’s many forests enjoy a rich biodiversity. The salari-
The planet Rannoch, an arid planet orbiting an older an desire for intellectual stimulation drove them long
star in the Tikkun system, is the former quarian home- ago to explore every aspect of their environment, de-
world. Almost three hundred years ago, the quarians veloping ways to thrive without consequences detri-
were driven from Rannoch by the geth, synthetic ser- mental to their habitat.
vants who gained sapience and rebelled against their
creators. Although Rannoch is now largely uninhabit- The areas near major cities and industrial centers are
ed, the geth have acted as caretakers, working to re- meticulously maintained, with an eye towards ensuring
pair the planet’s ecology, restore ancient structures, that sunlight penetrates to the ground level and that
and cultivate some farmland. established paths through the jungle are kept clear
for travel. Burngrass, a soil-enriching and adaptable
Rannoch has no insect life. As a result, its pollinating weed native to Sur’Kesh, has become a major export
plants evolved to rely on animals for propagation. This because of its value for terraforming.
symbiosis between flora and fauna is responsible for
the quarians’ weakened immune systems, which made Thessia
colonization of other planets extremely difficult after
their exile from Rannoch. For many quarians, reclaim- The asari homeworld, Thessia, is the core of the larg-
ing their homeworld from the geth is a matter of both est economy in the Milky Way. The planet’s reserves of
cultural and physiological necessity. element zero are so vast that they affect its price gal-
axy-wide. Because life on Thessia evolved in an eezo-
Gellix rich environment, the world is home to a wealth of both
biotically active and eezo-resistant species. Travel to
Gellix, the second planet in the Arrae system, is a the planet is strictly controlled, but smuggling remains
marginally habitable world of mountains and ice. The an issue.

202 Chapter 7 - The endless Galaxy


Thessia is host to varying republics instead of a single “ice cracking” anywhere but the equator, is the back-
government and, although each maintains a formida- bone of Sanctum’s economy. The planet is rich in plati-
ble military, it is notable for having long been free of num and palladium deposits, as well as boron, which is
internal or external wars. The asari are renowned for locally used in semiconductor doping.
their cultural and political dominance, and they excel in
ambassadorial ventures. They have a strong presence Benning
in Citadel politics and galactic policy.
Benning is a thriving human colony of automated ag-
Tuchanka ricultural systems, with plenty stores of food in the
planet’s granaries and warehouses. It has millions of
Tuchanka, the krogan homeworld, boasts extreme humans living in it, as well as ocasional non-human
temperatures, virulent diseases, and predatory fau- that found home in the planet.
na. Around 1900 BCE, the krogan discovered atomic
weapons and promptly sent their planet into a nuclear Omega
winter. The majority of the population retreated to un-
derground bunkers, and krogan culture slipped into a Originally an asteroid rich in element zero, Omega
dark age dominated by tribal clans. was briefly mined by the Protheans, who eventually
abandoned it due to its thick, impenetrable crust. Thou-
In 80 CE, decades into the Rachni Wars, the Salarian sands of years later, nature did what even the Prothe-
Union made first contact with the primitive krogan and ans could not: a collision with another asteroid broke
initiated a “cultural uplift” to shape them into a mod- Omega in half, exposing its trove of element zero for
ern army capable of confronting the rachni. During this easy mining.
uplift, the salarians constructed the Shroud facility on
Tuchanka to shield the planet from harmful forms of A rush ensued as corporations and private individuals
solar radiation. Later, during the Krogan Rebellions, tried to strike it rich on Omega, and thieves and out-
reproductive rates were curtailed by the genophage, laws followed in their wake. As space became tight,
ensuring the krogan remained a species in decline--and construction of processing facilities extended verti-
Tuchanka a desolate wasteland. cally from the asteroid, creating Omega’s jellyfish-like
silhouette. To prevent future collisions, the station is
Ontarom ringed with enormous mass-effect field generators
that redirect incoming debris.
Sixteen years ago, the Systems Alliance established
the first dish field on Ontarom, defying the tidal dis- Today, Omega is a major hub of narcotics, weapons,
ruptions and electrical storms that periodically sweep and eezo trafficking without even a pretense of civil-
across the planet. The facility has since grown into a ian government or military control. Only mercenary
crucial communications hub for the Alliance. groups have been able to instill a limited order; the
most ruthless is an asari syndicate run by the notori-
Trade between the Alliance base and nearby human ous Aria T’Loak.
settlements sustains planetary unity. The Alliance also
trains and hires colonists to maintain the quantum The Perseus Veil
communicators, further strengthening the bond be-
tween locals and the military forces that use the comm As vast in natural beauty as it is in threat, the pur-
stations. ple and gold nebula called the Perseus Veil forms the
natural border between geth space and the Terminus
Although most of the communication relays serve the Systems.
military, a coalition of Ontarom’s businesses has be-
gun construction on a civilian broadcast hub. The local The Veil’s total opacity prevents Council intelligence
Alliance commander has offered the help of the mili- from surveying geth activity. Theoretically, the geth
tary’s technical experts, making Ontarom a symbol of could be preparing a devastating attack against which
civilian and military cooperation. the Council could be defenseless, or the geth could have
died out, so that the defense budget against them could
Sanctum be gaining the Alliance nothing but economic ruination.

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

Chapter 7 - The endless Galaxy 203


Aeia rooftop hydroponic gardens to support the population.

Humans detected Aeia as an Earth-type world via te- Haestrom


lemetry in 2165. After probe surveys indicated life--
lush vegetation, ample fresh water and breathable air- Before the geth revolt 300 years ago, the quarians
-the Alliance upgraded the planet to a garden-world colonized Haestrom to study the mysterious instabili-
colonization priority. ty of its sun, which threatened premature eruption into
a red giant. As a scientific outpost of minimal military
Feros value, Haestrom was ill-equipped to repel geth forc-
es during the insurrection and fell quickly under their
Feros is a habitable world in the Attican Beta cluster. control.
Two-thirds of the habitable surface is covered with
the ruins of a crumbling Prothean megatropolis. In the Captured geth planetary survey data indicates that
millennia since the Prothean extinction, the ruins have despite sustaining damage, Haestrom’s architecture
been picked over by looters many times. remains as it was before the war, preserving a quari-
an architectural style that no longer exists anywhere
Feros was considered a poor prospect for coloniza- else in the galaxy.
tion, as little open ground remains for agriculture. The
only sizable fresh water sources are the poles, which Because Haestrom’s sun has overwhelmed the plan-
are tapped by the decaying Prothean aqueduct sys- et’s protective magnetosphere, humans foolhardy
tems. The dead cities, while in good condition consid- enough to venture into geth-controlled Haestrom must
ering their antiquity, are of uncertain stability. Ground exercise extreme caution. Minutes of radiation expo-
level is congested by a dozen meters of fallen debris, sure will overload shields and hours of exposure will
and the air is fouled by dust. kill. Furthermore, solar output renders surface-to-or-
bit communication nearly impossible.
In 2178, the human ExoGeni Corporation announced
its intention to place a permanent colony on Feros, to Illium
thoroughly explore the ruins. The pioneer settlement
was placed on the upper levels of several intact sky- A regional hub of asari commerce awash in riches, Il-
scrapers, using the surviving Prothean aqueducts and lium is infamous for its abusive labor practices and

204 Chapter 7 - The endless Galaxy


legalization of nearly everything except murder. As accessible by the legendary Mu Relay. Four thousand
such, Illium is the preferred production site for weap- years ago, the Mu Relay was knocked out of position
ons and pharmaceuticals that would be illegal nearly by a supernova and lost. Since then, Ilos and its clus-
everywhere else, made even more lucrative by legal in- ter have been inaccessible.
dentured servitude. Among the biotics-related pharma-
ceutical producers is the Dantius Corporation, a rising Occasionally, a university will organize an expedition
star in galactic commerce. to chart a route to Ilos using conventional FTL drive.
These never get beyond the planning stages due to the
Despite the dangers of its products, Illium is renowned distance and danger. The journey could take years or
for glamour, luxury, and safety (provided by near-total decades, passing through the hostile Terminus Sys-
surveillance), making it a favored tourist destination. tems and dozens of unexplored systems.
Countless celebrities maintain palatial estates on Illi-
um and in its capital, Nos Astra. The sole obstacle to Korlus
business on Illium is its extensive bureaucracy, toler-
ated only for its provision of security. Known as the starcraft cemetery, Korlus was the re-
gional toxic junk yard for centuries. Ships reaching
Regardless of the character of its economy, Illium’s astronautical “near-death” at connecting mass relays
self-congratulatory media exalts its own society with were sent to Korlus, stripped of every useful compo-
the provincial arrogance of “new money,” glorifying in nent, then dumped planetward to clear shipping lanes.
“sexiest CEOs” and “ten richest residents” lists.
Currently Korlus hosts numerous merc factions such
Ilos as the Blue Suns, rumored to be using downed ship
fossils to test advanced munitions. Massive gun bat-
Like the ancient human city of Troy, Ilos is a world teries threaten anyone attempting planetfall, with min-
known only through second-hand sources. Referenc- imal defenses against ground attack.
es to Ilos have been found at several other Prothean
ruins, though direct study of the world is unlikely to Because ancient vulcanism greenhoused the planet,
occur. Korlus was too hot and CO2-rich to develop a bio-
sphere, despite the abundant lakes that could have
Ilos lies in a remote area of the Terminus Systems only sponsored the development of life. Now cool enough

Chapter 7 - The endless Galaxy 205


for protected habitation, but too scorching for anyone the drell were situated for a massive population crash
but extremophiles and mercenaries seeking secrecy, by 2025 CE.
Korlus supports numerous krogan outposts. The kro-
gan have therefore seeded Korlus with hardy varren, It was then the hanar stepped in, mounting a large-
often kept as war hounds. Varren live primarily on a scale rescue operation to bring drell to the hanar
diet of geophagous vermin and each other. homeworld, Kahje. As wars erupted over what resourc-
es remained on Rakhana and billions began to die, ap-
Noveria proximately 375,000 drell escaped in the exodus. To
repay their debt, the drell entered into an agreement
Noveria is a cool, rocky world, with most of its hydro- with the hanar. Called the Compact, it states that the
sphere locked up in massive glaciers. A privately char- drell would assist the hanar with tasks the hanar can-
tered colony world, the planet is owned by the Noveria not physically perform. Today, high-ranking hanar are
Development Corporation holding company. The NDC often inseparable from their drell attendants.
is funded by investment capital from two dozen high
technology development firms, and administrated by Virmire
an Executive Board representing their interests.
Virmire is a lush world located on the frontier of the
The investors built remote hot labs in isolated loca- Attican Traverse. Its vast seas and orbital position on
tions across Noveria’s surface. These facilities are the inner life zone have created a wide equatorial band
used for research too dangerous or controversial to of humid, tropical terrain. Only the political instability
be performed elsewhere, as Noveria is technically not of the region has impeded efforts at colonization.
part of Citadel space and therefore exempt from Coun-
cil law. Many times, the Citadel has opened negotiations to
settle Virmire with the various criminal gangs and
Pragia petty dictatorships in the nearby Terminus Systems.
All fell apart due to internal power shifts within the
Choked by the hyper-growth of non-native plant spe-
cies, Pragia serves as a galactic reminder about the
imperative for careful regulation during colonization.

Two centuries ago, batarian agribusiness chose unin-


habited Pragia as their empire’s breadbasket. Coloni-
zation authorities introduced non-native, industrially
mutated plants that flourished in the world’s fertile
volcanic soil.

Synergizing with Pragia’s natural geothermal condi-


tions and chemotropic microbes, the imported species
soon became a nightmare. Mutant strains of poison-
ous and even carnivorous plants arose, overgrowing
colonies in days instead of years, and causing the ba-
tarians to abandon their holdings. Because the plan-
et’s small animal population is insufficient to check its
plant growth, Alliance ecologists predict soil exhaus-
tion in 400 years.

Due to its relative isolation and lack of population,


Pragia has become a regional haven for drug-runners,
weapons-smugglers, pirates, mercenaries, terrorists,
and intelligence agents seeking secrecy.

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,

206 Chapter 7 - The endless Galaxy


opposing parties. The Citadel has written off the col- systems compensate for each other’s presence.
onization of Virmire as impossible without significant
political change. Arcturus Station
The Terminus powers themselves are unlikely to ever Arcturus Station is the gateway to Sol, a 5-kilome-
settle Virmire. Most lack the resources to support set- ter diameter ‘Stanford Torus’-type space station at
tlement of a virgin world, finding it more expedient to the trailing Lagrange point of the gas giant Themis.
steal from their neighbors than build for themselves. Construction on Arcturus Station began in 2151 and
concluded in 2162. It was inaugurated in 2156, and
Terminus Systems has served as the military and political headquarters
of the Systems Alliance from the First Contact War
The Terminus Systems are located on the far side of until the present.
the Attican Traverse, beyond the space administered
by the Citadel Council or claimed by the human Sys- When humanity activated the Charon Mass Relay
tems Alliance. It is populated by a loose affiliation of in 2149, it led to Arcturus, 36 light years from Sol,
minor species, united only in their refusal to acknowl- Earth’s sun. Arcturus is the third brightest star seen
edge the political authority of the Council or adhere to from Earth. It is an ancient red giant from the genera-
the Citadel Conventions. tion born before Sol. Its worlds are either gas giants or
ice chunks. While some rocky debris exists, the metal
Their independence comes at a price; the Terminus is content is 25% lower than normal. To build Arcturus
fraught with conflict. War among the various species Station, metallic asteroids were towed through the
is common, as governments and dictators constantly mass relays to the construction site. Many of these
rise and fall. The region is a haven for illegal activities, asteroids remain near the station, their mined-out ar-
particularly piracy and the slave trade. eas home to transient populations.

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.

Chapter 7 - The endless Galaxy 207


The batarians rose to the colonization challenge, ship- nized in 2160, Zorya’s temperate and tropical zones
ping in large numbers of laborers. They took the high are overrun with plants and fungi of all kinds. As a
financial costs and casualties due to accidents or lo- result, the air in most habitable areas is choked with
gistical snafus in stride. Large-scale dumping of cya- pollen and spores that range from benign to deadly.
nobacteria has increased the oxygen in the atmosphere The scattered colonies across the planet have resort-
by a fraction of one percent, a modest increase that ed to clear-cutting and slash-and-burn farming to cre-
the Hegemony trumpets as a sign of their eventual vic- ate habitable zones, and the more rural areas, where
tory. Short-term profits on Aratoht are largely made the spores are thickest, are populated only by vorcha.
in the minerals sector through mining the extremely Lax ecological laws allow mining and manufacturing
metal-rich planetary crust. The dark side to the mining industries to flourish and pollute cheaply, as the plan-
does not appear on the propaganda poster--the ma- et’s carrying capacity far outstrips the current size of
jority of laborers are indentured servants or slaves. its colonies.

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

208 Chapter 7 - The endless Galaxy


latter half of the century. FTL drive core. With only a core, a ship has no motive
power.
Uncharted Worlds
The amount of eezo and power required for a drive
There are between two and four hundred billion stars increases exponentially to the mass being moved and
in the galaxy, and less than 1% of them have ever been the degree it is being lightened. Very massive ships or
visited or had their systems properly surveyed. very high speeds are prohibitively expensive.

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.

FTL Drive Practical gunnery range is determined by the velocity


of the attacker’s ordnance and the maneuverability of
Faster-than-light drives use element zero cores to the target. Beyond a certain range, a small ship’s abili-
reduce the mass of the ship, allowing higher rates of ty to dodge trumps a larger attacker’s projectile speed.
acceleration. This effectively raises the speed of light The longest-ranged combat occurs between dread-
within the mass effect field, allowing high speed travel noughts, whose projectiles have the highest velocity
with negligible relativistic time dilation effects. but are the least maneuverable. The shortest-range
combat is between frigates, which have the slowest
Starships still require conventional thrusters (chem- projectile velocities and highest maneuverability.
ical rockets, commercial fusion torch, economy ion
engine, or military antiproton drive) in addition to the Opposing dreadnoughts open with a main gun artillery

Chapter 7 - The endless Galaxy 209


duel at EXTREME ranges of tens of thousands of ki- Fighters are one-man craft used to perform close-
lometers. The fleets close, maintaining evasive lateral range attacks on enemy ships.
motion while keeping their bow guns facing the enemy.
Fighters are launched and attempt to close to disrup- Interceptors are one-man craft optimized for destroy-
tor torpedo range. Cautious admirals weaken the ene- ing opposing fighters.
my with ranged fire and fighter strikes before commit-
ting to close action. Aggressive commanders advance Dreadnoughts
so cruisers and frigates can engage.
The dreadnought is the ultimate arbiter of space war-
At long range, the main guns of cruisers become useful. fare; millions of tons of metal, ceramic, and polymer
Friendly interceptors engage enemy fighters until the dedicated to the projection of firepower against an en-
attackers enter the range of ship-based GARDIAN fire. emy vessel of like ability. No sane commander would
Dreadnoughts fire from the rear, screened by smaller face a dreadnought with anything less than another
ships. Commanders must decide whether to commit to dreadnought.
a general melee or retreat into FTL.
A dreadnought’s power lies in the length of its main
At medium range, ships can use broadside guns. Fleets gun. Dreadnoughts range from 800 meters to one ki-
intermingle, and it becomes difficult to retreat in order. lometer long, with a main gun of commensurate length.
Ships with damaged kinetic barriers are vulnerable to An 800-meter mass accelerator is capable of acceler-
wolf pack frigate flotillas that speed through the bat- ating one 2 kg. slug to a velocity of 283 km/s every
tle space. two seconds. Each slug has the kinetic energy of 38
kilotons of TNT, three times the energy released by the
Only fighters and frigates enter close ‘knife fight’ fission weapon that destroyed Hiroshima.
ranges of 10 or fewer kilometers. Fighters loose their
disruptor torpedoes, bringing down a ship’s kinetic The turian fleet presently has 37 dreadnoughts; the
barriers and allowing it to be swarmed by frigates. asari, 21; and the salarians, 16. Humanity has six, with
GARDIAN lasers become viable weapons, swatting an additional hull under construction at Arcturus Sta-
down fighters and boiling away warship armor. tion. Alliance battleships are named for mountains of
Earth.
Neither dreadnoughts nor cruisers can use their main
guns at close range; laying the bow on a moving target Frigates
becomes impossible. Superheated thruster exhaust
becomes a hazard. Frigates are light escorts and scouts, often possess-
ing extensive GARDIAN systems providing anti-fighter
Military Ship Classifica- screening for capital ships, and crewed with a squad
of marines for security and groundside duty. Unlike
tions larger vessels, frigates can land on planets.
Larger warships are generally classified in one of four
The most important role filled by frigates is recon-
weights:
naissance. Sensors, unlike ships and communications
employing the mass effect, are limited to the speed of
Frigates are small, fast ships used for scouting and
light, therefore a stationary observer can detect a ves-
screening larger vessels. Frigates often operate in
sel a light-year away only when its light arrives a year
wolf-pack flotillas.
later.
Cruisers are middle-weight combatants, faster than
Because faster-than-light attackers always arrive be-
dreadnoughts, and more heavily armed than frigates.
fore defenders can detect them with luminal sensors,
Cruisers are the standard patrol unit, and often lead
attackers can always surprise defenders. For defense,
frigate flotillas.
fleets surround themselves with spheres of scouting
frigates scanning for enemy ships and transmitting
Dreadnoughts are kilometer-long capital ships mount-
warnings to the main body.
ing heavy, long-range firepower. They are only de-
ployed for the most vital missions.
Frigates achieve high FTL cruise speeds because of
their high-performance drives. They also have propor-
Carriers are dreadnought-sized vessels that also car-
tionally larger thrusters and lighter design mass, al-
ry large numbers of fighters.
lowing them greater maneuverability. In combat, speed
and maneuverability make frigates immune to long-
Smaller vessels are almost exclusively used in a sup-
range fire of larger vessels.
port role to the warships during combat:

210 Chapter 7 - The endless Galaxy


In fleet combat, frigates are organized into “wolf pack” Cruisers
flotillas of four to six. Wolf packs speed through en-
emy formations, hunting enemy vessels whose kinet- Cruiser-weight starships are the standard combat unit
ic barriers have been taken down by fighter-launched encountered away from large naval bases, the ‘poor
disruptor torpedoes. Wolf packs circle-strafes vulner- bloody infantry’ of most fleets. Nimble scouting frig-
able targets, using superior speed and maneuverabili- ates have neither the punch nor the stamina to stand
ty to evade return fire. up to serious combat, and the mighty dreadnoughts
are a strategic resource, carefully hoarded and com-
Alliance frigates are named for great battles in human mitted to the most critical battles.
history.
Cruisers perform routine independent ‘show the flag’
Carriers patrols in settled systems and lead flotillas of frigates
in small engagements, such as pirate suppression cam-
All races provide their fleets with organic fighter sup- paigns. In major fleet engagements, cruiser squadrons
port. Cruisers fit a handful in the space between the support the dreadnought battle line by screening their
interior pressure hulls and exterior armor. Dread- flanks against enemies attempting to maneuver for a
noughts have a hangar deck within the hull. Humans, main gun ‘bow shot’ from their vulnerable broadsides.
who had only recently ‘graduated’ from surface to
space combat, were the first to build ships wielding Alliance cruisers are named after cities of Earth.
fighters as the main armament.
Fighters
In fleet combat, carriers stay clear of battle, launch-
ing fighters bearing disruptor torpedoes. Fighters are Fighters are single-pilot combat small craft. They are
the primary striking power of the ship; if a carrier en- lightweight enough that they can be economically fit-
ters mass accelerator range of the enemy, things have ted with powerful element zero cores, making them ca-
gone very wrong. pable of greater acceleration and sharper maneuvers
than starships.
It is possible to recover and rearm fighters during
combat, though most carriers seal the flight deck and Kinetic barrier shields changed starship battles from
try to stay out of the way. The flight deck is essentially short, vicious bloodbaths to extended, indecisive slug-
a corridor through the armor and into the heart of the ging matches. Only the main gun of a dreadnought
vessel. A single well-placed torpedo is enough to gut a could punch a mass accelerator slug through the bar-
carrier. riers of an opposing dreadnought. This changed with
the development of the fighter-launched mass disrup-
Alliance carriers are named after great leaders, art- tor torpedo, a short-ranged weapon that can penetrate
ists, and intellectuals from human history. kinetic barriers to destroy their projector assemblies.

Chapter 7 - The endless Galaxy 211


Starship G.A.R.D.I.A.N. defenses must be overwhelmed usually causes fatal cancers in the victim, but in rare
through swarm tactics. Fighter groups can take heavy cases it coalesces into nodules within the fetus’s de-
casualties pressing their torpedo attacks home. Once veloping nervous system.
fighter-launched torpedoes have crippled an enemy’s
barriers, the mass accelerators on frigates and cruis- Biotic Amps
ers can make short work of them.
Biotics manipulate mass effect fields using dozens of
Interceptors are a type of fighter optimized to attack element zero nodules within their nervous systems
other fighters, with no ability to damage starships. In- that react to electric stimuli from the brain. Amplifiers
terceptors are used to screen friendly units from in- allow biotics to synchronize the nodules so they can
coming fighter attack. form fields large and strong enough for practical use.
Amplifiers can improve a specific discipline or talent.
Technology An implant is a surgically-embedded interface port into
The Genophage which amps are “plugged in.” On humans, the implant is
usually placed at the base of the skull for convenient
The genophage bioweapon was created to end the access, though the user must be careful to keep it free
Krogan Rebellions. The turians fought the krogan to of contaminants.
a standstill, but the sheer weight of krogan numbers
indicated they could not be stopped through conven- Implant ports can fit a variety of amps, and there is
tional means. The turians collaborated with the salari-
ans to engineer a genetic counter to the krogans’ rapid
breeding.

The genophage virus replicated by ‘eating’ key genetic


sequences, altering every cell of krogan physiology so
the krogan could not use gene therapy to fix the affect-
ed tissues. Once a genophage strain could replicate no
more, it would starve and die, limiting mutation and
contamination. In addition, the ‘created’ genetic flaw
is hereditary. The resulting mutation made only one
in a thousand krogan pregnancies carry to term, re-
ducing offspring viability rather than fertility. Krogan
warlords fought battles over the females able to carry
children to term.

The release of the genophage is still controversial and


bitterly debated in many circles.

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.

There are three branches of biotics. Telekinesis uses


mass-lowering fields to levitate or impel objects.
Mass-raising Kinetic Fields are used to block or pin
objects. Distortion uses rapidly shifting mass fields to
shred objects.

Most organic species are capable of developing biotic


abilities, though there are risks involved. Biotics are
the result of in-utero exposure to element zero. This

212 Chapter 7 - The endless Galaxy


a growing market for modifications and add-ons. The volume of space-time when subjected to an electrical
finest quality implants and amps are manufactured by current. With a positive current, mass is increased.
asari artisans, but the Alliance’s L3 implants--first de- With a negative current, mass is decreased. The stron-
ployed in 2170--are a significant step forward. ger the current, the greater the magnitude of the dark
energy mass effect.
Life as a Biotic
In space, low-mass fields allow FTL travel and inex-
Biotics possess extraordinary abilities, but they must pensive surface-to-orbit transit. High-mass fields cre-
live with minor inconveniences. The most obvious issue ate artificial gravity and push space debris away from
is getting adequate nutrition. Creating biotic mass ef- vessels. In manufacturing, low-mass fields permit the
fects takes such a toll on metabolism that active biot- creation of evenly blended alloys, while high mass com-
ics develop ravenous appetites. The standard Alliance paction creates dense, sturdy construction materials.
combat ration for a soldier is 3,000 calories per day;
biotics are given 4,500, as well as a canteen of potent The military makes extensive use of mobility enhanc-
energy drink for quick refreshment after hard combat. ing technologies, with mass effect utilizing fighting ve-
hicles standard front-line issue in most military forces.
Another issue is electric charge. Electricity accumulat- Mass effect fields are also essential in the creation of
ed in starship drive cores must be discharged, and so kinetic barriers or shields to protect against enemy
must the electricity in a biotic user. Biotics are prone fire.
to small static discharges when they touch metal.
Omni-tool
Unfortunately, human biotics also face suspicion and
persecution, beginning with the popular misconception Omni-tools are handheld devices that combine a com-
that they can read and control minds. Biotics symbol- puter microframe, sensor analysis pack, and minifac-
ize the dehumanization of mankind to people philo- turing fabricator. Versatile and reliable, an omni-tool
sophically or religiously opposed to gene modification can be used to analyze and adjust the functionality
and cybernetics. Militaries are the only organizations of most standard equipment, including weapons and
that always welcome biotics, offering them huge re- armor, from a distance.
cruitment incentives.
The fabrication module can rapidly assemble small
Training three-dimensional objects from common, reusable in-
dustrial plastics, ceramics, and light alloys. This allows
Biotic implants and amplifiers only provide the poten- for field repairs and modifications to most standard
tial to create coherent mass effect fields. Whether bi- items, as well as the reuse of salvaged equipment.
otics can actually do so is largely determined by their
training. Omni-tools are standard issue for soldiers and first-in
colonists.
Biotics must develop conscious control over their ner-
vous systems, sending specific electrical impulses to Medi-gel
the element zero nodules embedded in their nerves.
They are taught to use their implants and amps with Medi-gel is a common medicinal salve used by para-
biofeedback devices and physical mnemonics. Specif- medics, EMTs, and military personnel. It combines
ic gestures or muscle movements fire the proper se- several useful applications: a local anesthetic, disin-
quence of nerves to activate a certain skill. fectant, and clotting agent all in one. Once applied, the
gel is designed to grip tight to flesh until subjected to
Conatix Industries pioneered biotic training with the a frequency of ultrasound. It is sealable against liq-
Biotic Acclimation and Temperance Training program. uids--most notably blood--as well as contaminants
Although BAaT did not achieve the desired results, and gases.
many techniques taught are still used today.
The gel is a genetically engineered bioplasm created by
Many human think tanks are trying to develop some the Sirta Foundation, a medical technology megacorp
form of biotic super soldier. Most are benign efforts based on Earth. Technically, medi-gel violates Coun-
to create more flexible troops. Others, less publicly cil laws against genetic engineering, but so far, it has
known, are unapologetic attempts to create Nietzs- proved far too useful to ban.
chean supermen.
Element Zero (“Eezo”)
Mass Effect Fields
When subjected to an electrical current, the rare ma-
Element zero can increase or decrease the mass of a terial dubbed element zero, or “eezo,” emits a dark en-

Chapter 7 - The endless Galaxy 213


ergy field that raises or lowers the mass of all objects known as the Shroud Towers. The towers were essen-
within it. This “mass effect” is used in countless ways, tially enormous coilguns that could fire a payload of
from generating artificial gravity to manufacturing lenses into space along with the equipment necessary
high-strength construction materials. It is most prom- to monitor the payload’s trajectories. Many krogan
inently used to enable faster-than-light space travel. warlords enthusiastically approved of the plan, some
because they believed in saving their homeworld, but
Eezo is generated when solid matter, such as a planet, most because they saw future military applications
is affected by the energy of a star going supernova. for the Shroud Towers. The Shroud was completed on
The material is common in the asteroid debris that or- schedule over the next few decades, by which time the
bits neutron stars and pulsars. These are dangerous rachni held the warlords’ full attention.
places to mine, requiring extensive use of robotics,
telepresence, and shielding to survive the incredible The Krogan Rebellions were not kind to the Shroud
radiation from the dead star. Only a few major corpo- Towers. All but one was destroyed during the push for
rations can afford the set-up costs required to work krogan demilitarization, and the remaining tower was
these primary sources. repurposed to be used in cloud seeding and monitoring
weather. It remains on the landscape as an anachro-
Mass Relays nism, a symbol of a time when krogan and salarians
helped themselves by aiding one another.
Believed to be of Prothean origin, the enormous struc-
tures, scattered throughout the stars, create corri- Artificial Intelligence
dors of virtually mass-free space. This allows instan-
taneous transit between locations normally separated An artificial intelligence is a self-aware computing sys-
by years or even centuries using conventional FTL tem capable of learning and independent decision mak-
drives. ing. Creation of a conscious AI requires adaptive code,
a slow expensive education, and a specialized quan-
Primary mass relays can propel ships thousands of tum computer called a “blue box.”
light-years. The flight path, however, is fixed to a single
relay elsewhere in the galaxy. By contrast, secondary An AI cannot be transmitted across a communication
relays, while only capable of propelling ships a few
hundred light-years, can reach any other relay within
their limited range.

Many primary relays lie dormant, their destinations


not yet known. These relays are often left inactive on
purpose, as established civilizations are unwilling to
blindly open a passage that might connect them to a
new, hostile species.

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.”

Without intervention, Tuchanka would have sunk into


a slow but certain mass extinction. The salarian solu-
tion was to assemble the Shroud, a permanent sun
shield of trillions of tiny diffractory lenses placed at
the L1 Lagrange point, the point in space where the
lenses’ naturally stable orbit would shade the planet.

The salarians settled on a delivery method that became

214 Chapter 7 - The endless Galaxy


channel or computer network. Without its blue box, an tarians, who isolated themselves from galactic society
AI is no more than data files. Loading these files into nearly two decades ago, take pains to provide up-to-
a new blue box will create a new personality, as vari- date glossaries and linguistic rules, though most sus-
ations in the quantum hardware and runtime results pect this is only so they can continue exporting pro-
create unpredictable variations. paganda.

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.

Chapter 7 - The endless Galaxy 215


When found outside a human head, grayboxes are usu- space. Further, destruction of buoys hampers a foe’s
ally accessed with a specialized reader. A separate de- military intelligence; comm buoys are the first targets
cryption key is almost always required, as users with of raiders in wartime. Second, quantum communica-
data sensitive enough to require a graybox invariably tions cannot be intercepted between source and desti-
install their own encryption. nation, allowing no “wiretaps.”

Communications Unfortunately, QECs cannot replace the galactic civil


communications infrastructure. First, they have ex-
Real-time communication is possible thanks to net- tremely limited bandwidth. A single entangled parti-
works of expensive mass relay comm buoys that can cle can only transmit a single qubit (quantum bit) of
daisy-chain a transmission via lasers. data at once. Second, the system’s exclusively point-
to-point nature precludes peer-to-peer networking and
Comm buoys are maintained in patterns built outward data dissemination through the galactic extranet.
from each mass relay. The buoys are little more than a
cluster of primitive, miniature mass relays. Each indi- The most strategically appropriate military application
vidual buoy is connected to a partner on another buoy of QECs is at the headquarters level. Each Alliance col-
in the network, forming a corridor of low-mass space. ony would maintain a QEC at its military headquarters
Tightbeam communications lasers are piped through and each fleet flagship in its CIC. All the pairs for these
these ‘tubes’ of FTL space, allowing virtually instan- would be located at a central facility within Arcturus
taneous communication to anywhere on the network. Station. During an attack, a facility would signal Arc-
The networks connect across regions by communica- turus to transmit its information to every other fleet
tions lasers through the mass relays. and colony. However, destruction of the comm center
at Arcturus would collapse the entire network.
With this system, the only communications delay is
the light lag between the source or destination and the Haptic Adaptive Interface
closest buoy. So long as all parties remain within half
a light-second (150,000 km) of buoys, seamless re- Advances in computing have done away with tradi-
al-time communications are possible. Since buoys are tional input devices like keyboards. Instead, modern in-
maintained in all traveled areas, most enjoy unlimited put peripherals are usually holographically displayed
instant communication. Ships only suffer communica- in front of the user at a height and angle for ergo-
tions lag when operating off established deep space nomic ease. Machines that use this interface detect
routes, around uninhabited outer system gas giants,
and other unsettled areas.

During wartime, comm buoy networks are the first


target of attack. Once the network is severed, it can
take anywhere from weeks to years to get a message
out of a contested system. In systems where a buoy
network has not yet been built or has been destroyed,
rapid communication means ferrying information
through high-speed courier ships and unmanned data
drones.

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.

While QEC technology is extremely expensive and dif-


ficult to produce, it offers two enormous advantages.
First, it allows instantaneous communication over
any distance without reliance on the network of comm
buoys, which is limited due to the sheer volume of

216 Chapter 7 - The endless Galaxy


a user through a microframe chip in the user’s glove cess.
that “keys in” to the computer. Once a user is accept-
ed, motion accelerometers in the user’s gloves match Not all believe such an evolution to be negative. Tran-
his hands’ location with that of a proportionate but scendency cults believe organic minds will one day be
smaller “mirror” set of controls inside the computer it- uploaded and emulated as software data, providing
self. As the user presses against the holographic field, synthetic immortality.
force-feedback in the glove kicks in, giving a slight re-
sistance. A person can then feel his way through using Credits
a touch-screen that isn’t actually there. A simple tog-
gle switch on the back of the hands allows the gloves The standard credit was established by the Citadel’s
to be turned off when not in use. Unified Banking Act as the currency of interstellar
trade. The credit has a managed floating exchange
Haptic interfaces have become so common that some rate, calculated in real time by the central bank to
individuals undergo cybernetic enhancement surgery maintain the average value of all participating curren-
to have the accelerometers implanted in their finger- cies. Some regional currencies are worth more than a
tips. “Going bareskin” is the sign of a committed com- credit, and some less.
puter user, who no longer has to fuss with putting on
gloves or cleaning them with alcohol wipes to get rid of Hard currency can be stolen or counterfeited, so elec-
the clammy-hand smell. tronic fund transfers are the norm. More importantly,
physical transactions cannot be easily tracked, mak-
Synthetics ing them ideal for tax evasion or the purchase of illegal
goods.
“Synthetic” is the politically correct term for an artifi-
cially intelligent computer. An artificial intelligence (AI) When the Alliance joined the Citadel, its various nation-
is capable of learning and independent decision mak- al treasuries were linked into the credit network. A hu-
ing--capabilities beyond the simple virtual intelligence man with a bank account of Mexican pesos, Japanese
(VI) software used as computer operating systems. yen, or Indian rupees can purchase any item priced in
credits at fair market value. All economies that partic-
An AI requires both quantum computing hardware ipate in the credit network are required to price items
(brain) and adaptive software (consciousness). When in both local currency and credits.
first brought online, an AI runs at a very low process-
ing speed, with a handful of input sources, and the in- Security Mechs
tellectual capability as a newborn human. AIs experi-
ence life at the speed their hardware runs, and can The death of thousands of security and military per-
absorb information from millions of sources at once. If sonnel in the Battle of the Citadel was a loss felt
“switched on” at full capacity, they cope badly with the throughout the galaxy. As large numbers of qualified
deluge of input. At best, such an AI is severely autistic; personnel transferred to the Citadel to replace those
at worst, it is insane. that died, short-handed security companies filled out
their numbers with large-scale use of unmanned se-
As operators teach AI to reason and filter incoming curity robots. Commonly referred to as “mechs,” the
data, they increase the AI’s processing speed. At a security robots are typically grouped into light and
year’s age, an AI can observe, consider, and react hun- heavy varieties. Light mechs come in a variety of siz-
dreds of times faster than its organic creators. Mature es but are easily distinguished by opposable digits
AIs may be frustrated by the comparative “slowness” that help them in their versatile security roles. Heavy
of the organics they must interact with. mechs lack digits and are simply weapons platforms
intended to keep the peace in high-threat areas. The
Galactic culture mistrusts synthetic life. While physi- quadrupedal dog mech has a “face” composed of con-
cally immobile, an AI can assert its will by taking con- traband-detection sensors, and it too is armed in case
trol of networked computing systems. AI laboratories a perpetrator resists arrest.
are physically isolated from the galactic extranet and
placed in remote, uninhabited locales. A typical security mech has an extremely limited virtu-
al intelligence. Its duty is straightforward and narrow,
Some futurists believe the ascendancy of synthetics is usually to guard an area, run a friend-or-foe program
inevitable. The theory of technological singularity as- to halt unauthorized access, and fire a set of prere-
serts that as the rate of technological advancement corded voice commands to warn troublemakers away
increases, there will come a point at which AIs can from the area. Light security mechs are equipped with
modify themselves faster than organics can. Eventu- irritant sprays and electroshockers to force compli-
ally, synthetic life will be able to self-evolve so rapidly, ance, and heavy mechs may be outfitted with flash-
organics will lose the ability to comprehend the pro- bang stunners for similar purposes. When facing an

Chapter 7 - The endless Galaxy 217


opponent armed with a firearm, any mech will imme- Use of WMD is forbidden on “garden” worlds like
diately resort to lethal antipersonnel weapons to neu- Earth, with ecospheres that can readily support a pop-
tralize the threat. If the situation turns violent rapidly ulation. If a habitable world is destroyed, it will not be
enough, it may not even use its warnings. replaced for millions of years. The Conventions do not
forbid the use of WMD on hostile worlds or in sealed
Security mechs are frowned upon for actual military space-station environments. Many militaries continue
duty. Though tough enough to survive most firefights, to develop and maintain stockpiles.
their VI simply does not have the programming to plan
an ambush, rescue a hostage, treat a wound, or any of The Conventions graded Weapons of Mass Destruc-
countless other objectives that a soldier must be able tion into tiers of concern; Tier I is the greatest threat
to perform on the fly. to galactic peace.

Drones TIER I: Large kinetic impactors, such as asteroid


drops or de-orbiting space stations. Effectively free
Drones are small robots used to support and supple- and available in any system (in the form of debris left
ment organic soldiers on the battlefield. They have no over from planetary accretion), kinetic impactors are
artificial intelligence of any kind, but follow fixed, mini- the weapon of choice for terrorists and “third galaxy”
mally adaptive programs. Most varieties employ mass nations.
effect levitation to improve mobility.
TIER II: Uncontrolled self-replicating weapons, such
All modern armies rely on veritable fleets of drones for as nanotechnology, viral or bacteriological organisms,
routine soldiering (static garrisons, patrols, etc.). The “Von Neumann devices,” and computer viruses. These
use of drones in non-critical duties keeps manpower weapons can lie dormant for millennia, waiting for a
needs down and reduces casualties in low intensity careless visitor to carry them on to another world.
conflicts. Less advanced races and cultures with less
sensitivity to casualties have correspondingly few-
er drones in their inventory. Drones are of little use
in conventional open field battles, as they are poorly
armed and armored.

In addition to combat drones, support drones are used


to assist organic units in the field. Reconnaissance
drones are small, stealthy craft that screen combat
units in the field and warn commanders when enemies
are spotted. Electronic Warfare drones supplement
battlefield technicians, serving as mobile jammers and
ELINT (ELectronic INTelligence gathering platforms.
Military and civilian police utilize “dazzler drones”
equipped with powerful strobe lights to disorient and
subdue intruders using nonlethal force.

Drone formations are officially referred to as wings


(i.e., “Deploy the 4th Assault Drone Wing on the left
flank!”). Common soldiers often refer to friendly for-
mations as flocks and enemy formations as swarms.

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.

The Conventions regulate the use of Weapons of Mass


Destruction. A WMD causes environmental alteration
to a world. A bomb that produces a large crater is
not considered a WMD; a bomb that causes a nuclear
winter is.

218 Chapter 7 - The endless Galaxy


TIER III: Large energy-burst weapons, such as nuclear to fix a ratio of dreadnought construction between
or antimatter warheads. themselves. At the top of the pyramid is the peace-
keeping turian fleet.
TIER IV: Alien species deliberately introduced to crowd Below the turians are the other Council races, current-
out native forms necessary for the health of an eco- ly the asari and salarians. Council associate races are
system. Ecological tampering can take years to bear at the bottom. The human Systems Alliance is part of
fruit, making it difficult to prove. this last group.

Treaty of Farixen The ratio of turian to Council to associate dread-


noughts is 5:3:1. For every dreadnought humans are
Due to the destructive potential of dreadnoughts, the permitted to build, the asari have three, and the turi-
Council races agreed at the Farixen Naval Conference ans five.

For the GM Only, the Truth of the Galaxy


The chapter 7: The endless galaxy shows most of the the most notorious things, are the influence of the Old
non-game related knowledge (meaning mostly free of Ones, the Reapers.
spoilers), but if you are going to be the GM, you might
want to know more about the secrets of the galaxy, The Reapers
Knowing beforehand what could happend and what’s The Reapers are a highly-advanced machine race of
behind everything will probably spoile any surprise the synthetic-organic starships. The Reapers reside in
GM may have planned, so if you’re going to be a player dark space: the vast, mostly starless space between
and you have not played the Mass Effect games, you galaxies. They hibernate there, dormant for fifty thou-
should stop reading now. If you have played them all, sand years at a time, before returning to the galaxy.
then this holds little to no secret to you. This few pag-
es are about what shepard unfolds in his travels, and These giant machines are ancient; their true name is

Chapter 7 - The endless Galaxy 219


Design
A Reaper is essentially “billions of organic minds, up-
loaded and conjoined within immortal machine bodies.”
In terms of physical design, Reapers bear superfi-
cial resemblance to a cuttlefish or squid, with a bulky
semi-cylindrical body, a tapering plate over the rear
and five tentacle-like “legs” or arms extending from its
front end, in addition to six jointed legs extending from
its body. The rear-most of the larger legs have cres-
cent-shaped extensions. Colossal in size, Reapers are
known to range from 160 meters to over 2 kilometers
in length.

The core of any Reaper is constructed in the image of


the species that was harvested to create it, while the
exterior follows a standardized design that is most
efficient for their purpose. While the outward appear-
ance varies between subtypes, all of them retain fea-
tures of their forebears the Leviathans, an ancient
aquatic race that dominated the galaxy in ages past.
The largest known Reaper ships essentially copied the
Leviathan form while the smaller ones diverge to vary-
ing degrees.

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.

Reapers can control the rate of this process. Optimal-


ly, the subject is led to believe it is still acting on its
own convictions. Indoctrination can drive people mad
outright, and people deemed useful by the Reapers are
given just enough free will to remain competent at their
tasks.

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

220 Chapter 7 - The endless Galaxy


37 million years, it’s only obvious activity being mass Sovereign
effect field generation.
Sovereign was the first Reaper encountered by the
History modern Citadel races. Military leaders initially as-
sumed that Sovereign was a geth or Prothean flag-
Reapers had been known to exist for nearly a billion ship commanded by Saren Arterius, a rogue Spectre.
years, judging by findings from the Leviathan of Dis, The truth was far more alarming. The massive ship
an ancient Reaper corpse. was itself intelligent, and Saren proved to be under its
control.
Before the Reapers came to be, the galaxy was under
the thrall of a race known as Leviathans. They created The attacks by Sovereign against Eden Prime and
an “Intelligence” to solve the problem of organics and the Citadel removed any uncertainty about the Reap-
synthetics killing each other. ers’ technological superiority. Sovereign’s formidable
shielding and firepower allowed it to hold off the com-
However, this Intelligence turned on them, slaughtering bined fleets of the Citadel, and its mass effect fields
most of their kind and processing others into the very proved powerful enough to let the enormous vessel
first true Reaper, Harbinger. Harbinger’s form, that of land on a planet’s surface.
the Leviathans themselves, became the template for
subsequent Reapers harvested from the galaxy’s rac- Sovereign’s mission--to open a mass relay that would
es on cyclical purges over the next millions of years. transport the other Reapers from dark space--proved
its undoing. During the Battle of the Citadel, Sovereign
In order to speed up the time between harvests, the linked its consciousness to Saren’s. When Saren’s
Reapers constructed the mass relay network and the death corrupted the signal and shut down Sovereign’s
Citadel to coordinate it. Engineered creatures called shields, Sovereign’s destruction soon followed.
keepers were placed on the Citadel to maintain the sta-
tion during their absence and to open it for them when Harbinger
they decide to invade.
The Reaper called Harbinger is believed to be the old-
Fifty thousand years before the current galactic era, est and largest in the Reaper armada. From the reach-
the Reapers initiated a purge against the Protheans, es of dark space, Harbinger managed to control the
the dominant spacefaring life-form at the time. The Collectors, a race of human-sized insectoid bipeds, as
Protheans tried to resist like so many others before it sent them on a campaign to kill and gather humans
them, only to fail due to the Reaper’s physical and in- from vulnerable colonies.
sidious might.
The Collectors became a terrifying force in the galaxy,
The Prothean Counterattack responsible for the murder of hundreds of thousands.

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

Chapter 7 - The endless Galaxy 221


General who is itself being possessed by the Reaper tion of their actual military and economic power, per-
known as Harbinger. haps as little as five percent of mainstream geth so-
ciety. Third, this schism suggests that individual geth
In effect, Harbinger assumes control of individual Col- possess more free will and perhaps even personality
lectors to conduct battles personally. Upon posses- than previously suspected. Without such individuality,
sion, a Collector’s skin becomes riddled by red-glow- no geth could have deviated from the group decision
ing cracks, and the eyes begin to emit a bright orange to join or reject Saren’s mission. There could not have
glow. At this point, the drone becomes more resilient been a division.
and wields powerful biotic attacks.
Finally, there is the matter of Legion’s word choice. The
Collector General geth used the English word “heretics” to describe Sar-
en’s followers. Of the many words Legion could have
Cerberus xenobiologists believed until recently that chosen (nonconformists, dissenters, rebels, etc.), only
the Collectors were coordinated by a biotically active the word “heretic” suggests a broadly accepted geth
caste, similar to other insectoid alien species. New ev- philosophy or religion, and that the actions of Saren’s
idence suggests the Collectors have a singular com- allies violated the orthodoxy.
mander, a so-called “Collector General” that has never
been seen on the battlefield. Instead, it selects its min-
ions as remote platforms for its consciousness in a
process that has been likened to a biological hack or a
cybernetic version of demonic possession.

The Collector General differs considerably from a stan-


dard Collector, lacking any humanoid traits, with a
much larger head, a short body, and multiple claw-like
limbs. Collectors in the mold of the Collector General’s
appearance exist within some of their ships, taking on
similar but localized leadership and coordination roles.

The Collector General can send a secure signal to any


one of its minions, smoothly take control of their mo-
tor functions, and awaken their previously dormant bi-
otic potential. In a matter of seconds, even the lowliest
Collector drone can be upgraded to a battle-hardened
biotic commander. If the Collector dies, the General can
simply activate and control another body.

Postmortem analysis reveals that this “command sig-


nal” relies on cybernetic implants directly installed in
the Collectors’ cerebellums, but how the technology
functions is presently unknown. Coordinating sensory
input and motor functions simultaneous with remotely
amplifying biotic abilities is beyond the grasp of cur-
rent human science.

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.

This revelation implies several things. First, the major-


ity of geth chose not to attack organic society. Second,
the geth forces the Council and Alliance fleets have
battled the last two years represent only a small por-

222 Chapter 7 - The endless Galaxy


Chapter 8

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,

Chapter 8 - Game mastering in ME 223


which is always a choice of course, but should be de-
cided prior to starting the campaign.
Morale: Paragon
Third, the time factor. Some tasks are complicated and
and Renegade
require a lot of time, but if you have all the time in First and most important of all, Paragon and Rene-
the world, you’ll eventually get it anyway. A very com- gade points ARE NOT good and evil, i can’t emphasize
mon mistake is to ask your players to roll every single this enough. Good and Evil, while objective, are left for
time they do something, even though they don’t really Fame points.
have any penalty to failing the test. For example, hack
a mechanism. Most GM ask their players to roll to try Paragon points
and hack a computer, mechanism or network, but if
they are not against time nor have a limited amount of These are awarded to players that solve a conflict,
attempts, they you should NOT ask for a roll (unless that could and should end in combat, using words to
their ability is just not enough). Every single time a fail- calm and get to agreements with other people, with-
ing has no consequence whatsoever, except for having out calling any shot. The conflict doesn’t actually have
to roll again, you should not ask for said roll. This will to include any of the players, could be an impending
keep the game much more fluid, fast-paced, fun, and conflict between two different factions or any persons.
will give more importance to each roll your players Also, they’re awarded for making acts of kindness
make, instead of rolling all the time, just because. without expecting any kind of reward, or making self
sacrifices.
Maps & Miniatures Renegade points
This adaptation was made thinking on playing it with
a squared map and some miniatures. This is because These are awarded to players that solve a conflict,
having all the cover spots, calculating the area of each that could and should end in combat, using threats or
power and keeping in mind the distance between every violent actions to intimidate other people, to end the
character and foe is very complicated without being conflict without entering combat or at last forcing a
able to visualize it. number of foes to retreat by the boldness of the act.
Also, they’re awarded for making acts to get things
It is intended, as explained with examples in Chapter 5:
Powers (page 110), that the board has squares. Every
square should represent 2 square yards (or meters),
and each character and foe should use only one full
square. Enemies can use more than one square de-
pending on their size, and more than one enemy can be
in a single square, if they’re overwhelmingly more (like
a horde of Husks).

The covers should be drawn upon the line that sepa-


rates two squares (also shown on page 110), not inside
any actual square (unless, for example, it’s a box or a
pillar that uses the whole square, in which case all four
lines are considered cover).

An erasable board would be very practical to re-use


all the time and draw maps on it, but there are tons
of maps you could print for your campaigns too, just
don’t forget to put things to use as cover every 3 or
4 squares.

Mass Effect miniatures are not easy to find, but any


miniature will do, as long as they fit into a single
square (for the playing characters). Warhammer 40k
and Shadowrun miniatures are more close to the Mass
Effect theme, though there are other Sci-fi miniatures.
Regardless, feel free to use anything as a miniature,
even coins and chess pieces will work better than not
having something to visualize the battlefield.

224 Chapter 8 - Game mastering in ME


done without considering the well-being of other peo-
ple, living beings or consequences, by making uncalled
Fame points
demonstrations of violence or imposing their will by They’re a way to determine the importance of each in-
force. dividual playing character in the limitless galaxy. Fame
points are awarded to the players whenever their ac-
Levels in Morale tions influence the life of a significant group of people
or make a feat worth of stories.
Once enough Paragon or Renegade points are award-
ed, the characters will earn one Paragon or Renegade Say, for example, the explorers clear a small (around
Level. 60 persons) colony’s mining facility of some bandits.
Regardless of how they did it, they got rid of the ban-
This are pretty much like an ability (like Strength or In- dits and affected all those people’s lives. This should
telligence) and are called for in special occasions. The earn them 50 Fame Points.
GM or the Player calls for a Paragon or a Renegade
roll to create an outcome that was not possible before, If what they do affects the life of a larger colony (120~
and the GM sets a TN like in any ability test. Note that people) by, for example, fixing an orbital shield gen-
regular ability test can’t be called for the players, Par- erator that was overrun by malfunctioning defense
agon and Renegade rolls are an exception. drones, then they would earn 100 Fame points.

Paragon rolls They could take a contract with a mercenary company


that’s involved in an all-out war with a rival gang, and
Can be called to, for example, calm a panicked victim of the Explorers decide to betray their contractor for a
a crime and get him to talk; can also be called to con- rival gang, completely killing all the people in their HQ
vince a gang member to forgive the life of a thief or to from the inside. It was a big feat as they killed 50 foes
convince a merchant to open his warehouse to protect all by themselves, and left the remaining of the gang
some refugee from a specially harsh storm. get killed by their rivals.

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.

Chapter 8 - Game mastering in ME 225


Negative Fame Points ronmental negative effects are negated or reduced if
appropriate equipment is weared. There are plenty of
All the examples above are a positive action, thus other hazards that are not environmental in nature,
gives positive Fame Points. The players could gain but are explained in the Dragon Age and Fantasy AGE
positive Fame Points for doing Renegade actions too, books.
as cold-blooded murder against a cold-blooded mur-
derers band of bandits isn’t something people really Freezing Environment
goes against.
There are plenty of frozen or low-temperature worlds
But, points can be negative if, on the other hand, the and environments. All characters making combat in
players have a personal gain at the expense of the well such environments have -2 speed and -1 defense per
being of other people, life-form, environment or other. environment threat level, stop health regeneration and
This should be represented as a negative Fame Point reduces -1 to dexterity at level two and can freeze at
gain, but it will not reduce their previous Fame Points, level three. Besides the statistic effects, long expo-
even if they had a positive amount. If their Fame is sures start dealing damage, after 4 rounds - hazard
positive or negative it’s up to the GM to decide, as it is level, each turn everyone takes 1D6 points of penetrat-
how the galaxy will see the explorers. Keep in mind that ing damage, and 2D6 after 4 rounds - hazard level
not everyone is happy with a group of positive Fame and so on. Other effects for Freezing are designated
points, nor everyone is comfortable with a group of by GM depending of the circumstances.
negative Fame points.
Burning Environment
Fame points can go up or down and they’re equivalent.
If something needs 1500 Fame points to unlock, -1500 Very profitable for energy but compensated by the
will also work, the Negative of the Fame Points only risks, Burning Environments reduces -2 the speed and
represent how “good” or “evil” the galaxy sees them, it reduces tech potency by -3 per threat level. At level
always goes farther away from 0. If at any point the 2 it deals 1D6 points of damage to shields per round
GM decides the galaxy sees the players as “evil”, the and in level 3 it halves the armor, deals 2D6 to shields
Fame Points will become negative, if they then change and 1D6 of penetrating damage per round. Places like
to good, it’ll become positive. Suns are off the chart. Burning environments gener-
ated by Sun radiation or Magma can be spread in the
Example same area (if something blocks the sun, the threat
goes down, for example) or have added effects (like
“Let’s say they saved a transport ship
overloading of shields because of dying sun radiation).
stranded in an asteroid belt they were pass-
ing by, and it awarded them 25 positive
Fame Points, so now they have 25 fame
points. Later that day, they went down to
the planet and found a mining facility where
they got a tip that a dangerous bounty hunt-
er was hiding, and that there was a lot of
credits on his head. The mining facility had
about 30 workers, but they found that was
much easier to burn the facility down hack-
ing the facility’s security than to fight the
hunter, along with any trap she should had
in place, so they guarded the exits, hacked
the facility, and burned it down. They got
the job done, gained ten thousand credits to
share, Renegade points and 50 negative
fame points. This leaves them with -75
Fame points and not -25 Fame points.”

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-

226 Chapter 8 - Game mastering in ME


Besides the basic effects, long exposures start dealing such a strong attraction that utterly complicates even
damage, after 4 rounds - hazard level, each turn ev- being on their feet, and makes falling down a real dan-
eryone takes 2D6 points of penetrating damage, and ger. Whenever you get knocked prone you receive 2D6
3D6 after 4 rounds - hazard level and so on. points of penetrating damage per hazard level, and it
gets multiplied if you fall beyond the ground level (from
Toxic Environment a tree for example). Biotic might gets reduced by -3
and speed by -3 per hazard level.
Acid, bacteria, viruses, plenty can go wrong in a planet
development that can cause hazards to every living If you try to get up you need a Strength (Might) test vs
thing, and only a handful of species thrive in this plac- TN 14 in hazard level 1, 16 in 2 and 19 in 3; Failing to
es, and not one of them is well seen. All characters get up deals 1D6 points of penetrating damage.
making combat in such environments take 1D6 point of
penetrating damage and reduce their attack by -3 and Void Environment
add +1 to their recharge per environmental threat level,
also equipment might get damaged of viruses or bac- All armor count as a suit for the Void environment, as
teria could cause different effects on the players (from it’s the closest environmental threat in any spaceship.
hallucination to lasting sickness), depends on the GM. Still, some may be unprotected. There are no levels
Besides the basic effects, long exposures start dealing in the Void Environmental Hazard. You can only take
crippling damage, after 4 rounds - hazard level, each minor actions while in an environmental hazard with-
turn everyone takes 3D6 points of penetrating dam- out protection, and you’ll receive 4D6 points of pen-
age, and 4D6 after 4 rounds - hazard level and so on. etrating damage each round, and must succeed in a
TN 14 Constitution (Stamina) test to remain conscious,
High Pressure Environ- starting from the second round of the Void effect.
ment Reaching 0 health while in void will turn into death
unless each round a Constitution (Stamina) test vs TN
Very high gravity, mass effect fields, some species
16 is passed.
homeworlds (like the Volus or Elcor homeworld) have

Chapter 8 - Game mastering in ME 227


Planning a Cam- the players into doing their own dirty work, framing
innocents as guilty, leading them into traps to have
paign them killed.

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.

Once game session should consist only on talking to


the players and decide what they want to do, once you
got and they have their characters it’ll be easier for

228 Chapter 8 - Game mastering in ME


you to find a reason why they’re traveling or going to take a decision that has any effect on the world, and
start traveling together. You could also ask them for every time you write the next encounter or adventure,
help would you need it. keep the list close to you or at least check it once.

Having the consequences of their actions have real


The power of choice in-game changes into the world will give the players
the feeling that their actions actually matter, and will
A great deal of what makes Mass Effect so special is contribute to their immersion into the galaxy, pushing
the choices the characters make. Push your players to them to further consider their actions, because if their
them, push them to take sides, to make decisions that actions have no consequence, why bother?
do not actually have a correct answer, make them face
the bad side of their believes, face each other’s point
of view of the world. Push them to be in conflict with
themselves, if you do it right, they won’t stop thinking
Mass Battles and
about it even after the session’s over, and it will be a
memorable session.
Organizations
The Dragon Age book as a section with rules regard-
Consequences ing battles that include hundred or thousand of troops.
These same rules can be applied to Mass Effect with-
Every action has a consequence, and this is the most out any modification.
notorious part of a role playing game, one that no oth-
er game can offer you as pen and paper can. In order Ruling for creating and handling organizations can
to do this better, write down every time your players also be used without any changes.

Chapter 8 - Game mastering in ME 229


Chapter 9

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

230 Chapter 9 - Encounter Design


In the end of the book are Quick Reference Cards for focus ( the Might focus in the previous example) or not,
you to copy (or print) and fill up and have a quick view but remember to write your decision down.
of the enemy you are making, also useful for visualiza-
tion and quick access while playing. Finally there is Armor, which represents the armor
value of the enemy. The values shown are for Tacti-
Generic Enemy Ta- cal Armor, in case you want to give them Light Armor,
lower the Armor Value by 2. If you want Heavy Armor,
ble increase the Armor Value by 3 starting at level 5.

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

Generic Enemy Table


Levels0 HP & SP Defense & Speed0 Weapon Damage Primary Abilities Secondary Abilities Armor
1-2 25 7 3D6+4 4 1 5
3-4 30 7 3D6+5 4 1 5
5-6 35 7 3D6+6 4 1 5
7-8 42 8 3D6+7 5 2 6
9-10 49 8 3D6+8 5 2 6
11-12 56 8 3D6+9 5 2 6
13-14 62 9 3D6+10 6 3 7
15-16 68 9 3D6+11 6 3 7
17-18 74 9 3D6+12 6 3 7
19-20 82 10 3D6+13 7 4 8

Chapter 9 - Encounter Design 231


Simple enemies Enemy Class
Most simple enemies do not use powers, so if you don’t Pick the class you want. Give the enemy the talents
give them any powers, add +1D6 to the damage of ev- and bonuses that belong to their class level. Ignore
ery weapon they have. That’s it! you have your enemy any power requirement limitation and just take any
ready to charge towards the explorers, only using the power you want. Keep special note about any stunt
statistics from the table. bonus and skill bonuses.

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

232 Chapter 9 - Encounter Design


use and this could drag the pace of combat (unless mented by +2.
there are only 1 or 2 enemies with powers). Consider
that you move many times more units in your turn that These groups will be even weaker to area powers, spe-
each individual player. cially in lower levels. Their strength is their damage
versus shields and their focus fire, at least one of each
On the other hand, Sentinels usually have Tactical Ar- group of 3 should get a stunt each round.
mor and at least 3 or 4 other powers, so don’t use a
lot of them or limit the powers they have. Swarm

Enemy Modifica- Creating a swarm of enemies has the same rules as


Outnumbered 3 to 1, but without shield points, without
tions armor and having 4 or 5 of these per player. An exam-
ple of this are Husks, great numbers but kept at bay
Modifications do not make the enemies harder, as with a single singularity.
long as you pick the positive and negative aspects of
the modification. Modifying an enemy only pushes the Regardless of how many there are, if there is at least
players to approach it in a different way, giving vari- one player with a biotic power like Singularity or a
ety to the combat. You can pick a maximum of one per powerful Throw, then the players will most likely not
group, but you’re also free to pick none (or one from allow them to stand up.
one group and none from the other).
If your players didn’t thought having a biotic or area
Modifications are grouped by what they do, modify powers was a good idea, this is the perfect way to
quantity of enemies and enemy resistance. prove them wrong. If this happens, give them the
chance to change their classes or picks powers again,
Quantity Modification it won’t have any impact in the game.

Having more enemies does not necessarily mean hav- Elite


ing more of the basic enemies found in the table. These
modifications are meant for you to take one of the en- Make 1 enemy out of 2 from the table. Double the dam-
emies in the table and “split it” into more enemies (or age points. This will most likely kill anyone with 3-4
merge them together with the Elite modification). This attacks. Doubled HP and SP. Be careful as it will like-
means that regardless of how many enemies you used ly be too powerful for lower levels but interesting for
the Outnumbered modification on, it will not affect the higher levels. Instead of doubling the damage it could
Threat Level. be able to take two major actions or shoot/hit twice.

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.

Outnumbered 3 to 1 Resistance Modification


Make three enemies out of one from the table. For each These do not actually make the enemy more resistant
of these, halve the damage (no bonus like in 2 to 1). HP as the name would imply, but rather makes them stron-
and SP get divided by 3, rounded up, and then incre- ger to one type of approach and weaker to another.

Chapter 9 - Encounter Design 233


Armored
Adding all SP to HP will result in an armored unit that
will withstand regular fire for one or two more attacks,
unless attacked with fire (all based on Tactical Armor).
Add 3 extra points of armor if higher than level 7. Add
another 3 points of armor if higher than level 13.

This will make them resistant to Electric but weak to


Fire.

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.

This will them resistant to Fire, Cold and Biotics, but


weak to Electric.

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.

An enemy with Health pool and Heavy skill has no


weaknesses or strengths.

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

234 Chapter 9 - Encounter Design


in the Quick Reference card. dealing damage, push the players out of cover. This is
great to push the players to keep moving.
Some (like the Heavy) are meant to be used with other
modifications. If you pick one skill for each enemy it For example, Brutes charge at their enemies even if
won’t affect the Threat Level. Picking more than 2 for they’re behind cover and make a 6 yard wide 3 yards
each enemy will increase the Threat level by 1. long melee attack with their claw that pushes the tar-
gets out of cover. Cerberus Dragoon also have area
Heavy powers that pushes players out of cover, these ene-
mies are shown at the end of the chapter.
It’s a skill to make sure a character with high health
and no armor don’t get thrown around with biotic pow- Flushing covers
ers (like a Boss or a foe with Health pool). The Heavy
skill says: “This enemy is so heavy that for all power Area attacks, skills or powers that deal a lot of dam-
resistance purposes is considered to have Armor and age, but can be avoided if the players move. This is
Shields, even if his armor, shield and barrier values are great to push the players to stay moving in the bat-
0. This character can’t get behind cover.” tlefield.

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

Chapter 9 - Encounter Design 235


like that. The Stagger Melee and Flushing covers are whenever you want, but the power’s use is situational.
some ideas of skills to give some of the enemies you
design to keep the players on the move. For example, Smoke Grenades could be used as an
occasional power, because it will only be used by the
Using powers as an enemies to get close or get out.

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.

Complexity also makes fights harder, so having more


than half of the enemies be complex enemies will raise
the Threat level by 1.

Skills also provide an advantage, so giving more than


2 skills to more than half of the enemies will raise the
Threat Level.

Elemental ammo on all enemies raises the Threat Level


by one, regardless of how many other skills the ene-
mies have.

236 Chapter 9 - Encounter Design


Take it with a grain of salt distance between two different points of cover should
be 3 or 4 squares if you want the players to safely
The table and what’s show here was made with ex- move between points.
pectations on how powerful should the players be
at a certain levels and a lot of calculations that are There should be one full cover every 9 or 10 squares
just an “average expectation” of enemy and player besides the more common half-covers (full cover can
behaviour and thus could widely change from play- be walls). Using too many full-covers will push for a
er group to player group. close-quarter combat.
Always keep in mind that these are just guidelines Any two covers that are separated by more than 5
meant to save the GM some time while preparing squares will leave anyone trying to cross it exposed
a game session. unless using a Run action. Two covers separated by
more than 9 squares will leave anyone trying to cross
The best thing you can do is to build a threat lev- it exposed, even having used the Run action.
el 2 battle and see how your players fare. If they
get overwhelmed and have to run, always build the
encounters one level lower. If they don’t even get Enemy builds exam-
their shields down, always build the encounters
one level higher. ples
Here’s a list of enemies (i know, i know) but they do
If their HP went down and have some difficulties not have any statistics (except for the chosen prima-
during the fight (like an unconscious companion), ry abilities), instead they have the modifications taken
then the threat level is all right. to build them using the statistics from the table, their
modifications, skills and their powers. The list shows

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.

Chapter 9 - Encounter Design 237


Marauder Brute
Outnumbered 2 to 1, Shielded. Has an Assault Rifle Armored. Elite. Heavy. No ranged weapon, only melee.
(Phaeston). Skills: Inorganic Armor: For 2 Stunt Points Skills: Claw Attack: As a major action, it deals -1D6
the Marauder gives 3 points of damage reduction to points of damage but hits in a 6 yards wide 3 yards
any Husk and Cannibal in a 5 yard radius. Does not long area in front of him. Can be used with Charge.
count as Armor. Does not stack. Takes targets out of cover. (This is a stagger melee
skill).
Primary Abilities: Accuracy, Perception, Dexterity,
Willpower. Primary Abilities: Strength, Constitution, Dexterity,
Willpower.
Ravager
Banshee
Armored. Heavy. Consider it uses a Sniper Rifle (Vi-
per). Skills: Juggernaut: +2D6 point of damage, -8 Boss. Elite. Heavy. Barrier, no penalty. Armored, no
points of speed. Acid Splash: After it dies it leaves penalty. Has no ranged weapons, only a melee attack.
a 3-yard-radius area of Toxic Environment level 1 for
2 rounds. Swarmer Spawn: After it dies, it releases a Skills: Juggernaut: Deals +2D6 points of damage (in-
bunch of swarmers that will deal 1D6 of penetrating cluding with Warp), has -8 points of speed (moves
damage to the closest enemy at the end of the round with Charge when possible). Impale: Using a Major and
(with a maximum of 20 yards away). a Minor action, a Banshee can grab an adjacent enemy
and impale it with his hands, leaving him unconscious.
Primary Abilities: Accuracy, Perception, Constitution,
Willpower. Occasional Powers: Half Nova, Barrier, Unstable
Warp, Charge (only moves up to 6 yards, does not
need target, goes through walls).

Primary Abilities: Biotic, Constitution, Willpower,


Strength.

Cerberus
Assault
Outnumbered 3 to 1, health pool. Has submachine gun
(Hornet).

Primary Abilities: Accuracy, Perception, Constitution,


Strength.
Guardian
Outnumbered 2 to 1, health pool. Has heavy pistol (Tal-
on). Skills: Shield: Carries a polycrystalline-composite
shield, that gives him the benefit of full-cover while
outside of cover. (This is a bonus defense skill).

Primary Abilities: Accuracy, Perception, Constitution,


Strength.

Nemesis
Shielded. Has a Sniper Rifle (Raptor). Weakened pow-
er: Assassination (+10 to critical chance instead of
+15).

Primary Abilities: Accuracy, Perception, Dexterity, In-


telligence.

238 Chapter 9 - Encounter Design


(Unique Tech, Defender power).

Primary Abilities: Perception, Accuracy, Strength, Con-


stitution.

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).

Primary Abilities: Strength, Constitution, Dexterity,


Perception.

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.

Occasional Powers: Tactical Cloak, Spherical Barrier


(until the beginning of the phantom’s next turn, it can-
not move or use another action, but powers deal no
damage and have no effect on her).

Primary Abilities: Strength, Dexterity, Perception, Ac-


curacy.

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.

Chapter 9 - Encounter Design 239


Chapter 10

Rewards and campaigns


One of the most recognizable characteristics of role- There are four classifications for each challenge, Easy,
playing games is the character progression. This Regular, Hard, Boss. Each gives a different amount of
means that, over time, players will improve in his own experience. It’s important to note that they’re called
skills and abilities as well as carry better equipment, challenge and not combat because not only combat
that will allow them to take action in more important, with guns gives experience, but any situation where
dangerous and influential quests, missions or assign- the players action could have led them to harm. This in-
ments. cludes delicated negotiations, dangerous explorations,
infiltrations, etc.
But even though everyone loves to become more skilled
and powerful, if you don’t really work for it, you don’t • Easy means there were a chance for the players
really appreciate it. And if you reach the top of your to get hurt, and this included a real probability for
abilities, there is little to work forward to. them to lose resources like a medi-gel (and not
just a bit of health their armor would just recover
So, this chapter presents guidelines for the GM to after the encounter, but an amount that at least
know how much experience the players should be earn- made them think it twice). This should reward the
ing with each challenge, how much fame points they players 125 points of experience.
should earn after each adventure, how many credits
they should hold with each level and when should new • Regular means the players were not pushed to
items become available. their limit, but it was very challenging for them
anyway, required a serious lot of thought or re-
All the items become unlocked upon reaching certain quired a lot of resources (more than 2000 cred-
fame point threshold or a certain level, whichever you its money-wise). This should reward the players
prefer. 200 points of experience.

Level Advancement • Hard means the players were pushed to their


limit, they ended up exhausted, consumed a lot of
The experience points needed to reach every level is resources (5000 credit-wise or more) or one or
explained in Chapter 1: Character creation, in page 18. more of their teammates faced death. This should
What is not explained is how much experience should reward the players 425 points of experience.
each challenge give, and when do the players actually
earn experience. • Boss means there was a special occasion, a chal-

240 Chapter 10 - Rewards and campaigns


lenge the players were really looking forward at least played 4 full campaigns.
to, something they had themselves prepared for
quite some time now. So, the Adventure/Level table shows which level the
players should reach by the end of each adventure,
This could be the final challenge of an adventure, considering there are 16 adventures and the 4°, 8°, 12°
the climax of a campaign, or something that, with- and 16° adventures are the final adventures of a cam-
out the help of the dice, they would not have de- paign.
feated.
As you can see in the table, during the course of the
This should never be awarded by a combat that last adventure of every campaign, the players go up
simply went sour, but to something that really two levels. There should be plenty of challenges, plus a
standed out from the normal and marked a dif- boss classification challenge that would help the play-
ference in the galaxy in some way. This should ers achieve their second level gain in the same adven-
reward the players 525 points of experience, or ture.
if they ended up very close (around 100 or 200
points) to gaining a new level, just improve the
bonus a bit, so they feel a greater sense of ac-
Fame Points ad-
complishment. vancement
Frequency of leveling up In Chapter 1: Character Creation is a small explanation
on the Fame Points, and a more in-depth explanation in
So, by now you should have a more or less clear idea Chapter 8: Game mastering in ME, where an explana-
on how much experience each player gain after every tion on how many Fame Points each challenge should
challenges. Keep in mind that giving everyone the same give the players.
amount of experience pushes the teamwork, so you
should not have a favorite or leave someone behind. Here are presented some guidelines on how many
Fame Points the players should gain in each adven-
Now, you always have at least some control over how ture, continuing the same logic as with the experience,
hard each challenge is, so you can know more or less where from level 1 to 20 the players go through 4
how much experience the players will have at the end campaigns that hold 4 adventures each. The first col-
of each adventure. umn represents all 16 adventures.

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

Chapter 10 - Rewards and campaigns 241


In another example, say the players finish the adven- Levels vs Fame Points
ture number 8, where they also finish a Campaign. This
means that during said adventure the players gained Maybe the players are doing things that while import-
a total of 400 Fame Points, but seeing that this is ant, don’t really affect a lot of people, or the players
the last adventure of a Campaign, a special bonus is don’t really care about fame or none really cares about
properly due to the players, for reaching the conclu- the Fame Points mechanics, or maybe the players have
sion thus a very relevant point in the story. simply not been awarded enough points.

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

242 Chapter 10 - Rewards and campaigns


feeling that their actions actually have an impact on should have an already defined purpose, and as a help
the galaxy, one that’s not static, that changes around to do this, here are some guidelines on how many cred-
them and takes a different shape with every action its should each player gain during the course of each
they take and every decision they made. of the 16 adventures. This goes by hand with the items
that get unlocked with fame points or level, so as soon
Fame points can also be used as an excuse to start as said equipment gets unlocked, they should have the
or “hook” a new adventure or campaign, to engage in money to acquire them, or be close to.
always more and more important, interesting and dan-
gerous missions. The Adventure/Credits table represents the amount of
credits per adventure and consist of enough money to
Remember that Shepard went from a human soldier keep their equipment with the best things available for
in a ship to the avatar of an organic life cycle deciding them, this means the best weapon the money can get,
the fate of the galaxy in the millennia to come not from two attachments to said weapon, their armor of pref-
day to night, but from a series of increasingly import- erence with the two best attachments, enough to get
ant and decisive missions that got him to that point, ten ammo mods per adventure (the best ones avail-
along with his crew, of whom most became known to able), ten kits to mod grenades or traps per adventure
their whole specie. and 2000 credits to spend on traveling, eating and
other things.
Treasures Adventure/Credits
Every action and successful mission should have his Adventure Number0 Credit reward per adventure
reward, besides the experience and fame points gained,
1 8500
that are actually given by the game mechanics rather
2 9350
than the people that asked the players to take part in
3 10300
the mission.
4 12000
5 13000
This section is about credits (how much you should
6 13900
give to your players), unlisted items (those that don’t
7 15000
already appear in the book), unique items (experimen-
8 17600
tal technology, ancient artifacts or the such), and reg-
9 18800
ular items made unique.
10 20000
11 22000
Credit rewards 12 25500
13 27900
First of all, credit rewards not only means actual cred-
14 29350
its, it can be a series of items that sum up, in cost, the
15 32300
amount of credits listed. Second, this follows the same
16 35500
logic as Fame points and Experience points, from level
1 to 20 there should be 4 campaigns with 4 adven-
The important thing here is that with this table the
tures each.
GM has full control over what the players have. Giving
these exact amount of credits to the players will leave
So, the players will likely not go into a mission to come
them with some extra money, the calculations were not
back empty handed, they’ll want a reward for their ef-
exact on purpose, so they never actually reach zero
fort, and they should get it or they’ll likely feel ripped
(none likes to carry zero credits). Once they finish the
off. They’ll want items and credits, but you can’t just
last campaign each player should have about 12000
give them random amounts of money, they must have
credits left, money they could have spent on different
something to spend their money on, otherwise it would
things along the way.
be meaningless.
As a GM be especially mindful that Soldier players
If you as a GM give your players too much money, they
could need more money as they carry more equipment
won’t have anything to spend it on and they’ll start
than other players, same goes with Infiltrators, Van-
losing interest in credit rewards, because they’ll lack
guards and some specializations. Check the prices,
something to work forward to. On the other hand, if
give them a bit more reward or if it feels unfair, give
you give them too little, they’ll probably progress too
the whole group of players the same amount of credits
slow in the game and get a feeling that they’re not get-
as rewards and add a few weapons, armor or mods,
ting anywhere.
casually just the ones the Soldier player would have
bought anyway.
But giving your players just the right amount is not an
easy task. The amount of credits each player is given

Chapter 10 - Rewards and campaigns 243


Remember that this are just guidelines to have some-
thing to build upon and not really rules of the game.

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.

Complete relationship table


Adventure Number0Player level0 Credit Reward 0 Fame points gained0Bonus fame points0Total fame points0
1 2 8500 50 0 50
2 3 9350 100 0 150
3 4 10300 150 0 300
4 6 12000 200 50 550
5 7 13000 250 0 800
6 8 13900 300 0 1100
7 9 15000 350 0 1450
8 11 17600 400 100 1950
9 12 18800 450 0 2400
10 13 20000 500 0 2900
11 14 22000 550 0 3450
12 16 25500 600 200 4250
13 17 27900 650 0 4900
14 18 29350 700 0 5600
15 19 32300 750 0 6350
16 20 35500 800 400 7550

244 Chapter 10 - Rewards and campaigns


Adding range would rend snipers purposeless. Short-
ening range would give too much importance to snip-
ers.

So, Masterwork or specially manufactured items can


be of tier 3, 4 and 5, have the same statistics or just
don’t have said items sold in regular stores but only
awarded after completing adventures or manufac-
tured by special gunsmiths.

Transform what there already is into something more


special, don’t create something beyond as it would un-
balance the game and could leave some players at a
disadvantage, and the whole point of the game is for
everyone to have fun together.

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.

So, what other rewards could there be? Well, that’s up


to your imagination. The galaxy is endless and hyper-
connected, but that doesn’t mean everything has been
discovered and all information is shared, not by a long
shot. With all the distance there is between one place
and the other and all the dangers that lie among the
stars, a lot is lost and remains undiscovered.

Experimental technology or Ancient artifacts (from an-


other cycle) could be found in any exploration. These
do not have to have an specific origin, nor a fixed pur-
pose, but could work as a hook for an adventure, an
invitation to uncover more or just a memento of a spe-
cial occasion.

Said items could also give some numerical benefit, but


only ever to a focus rol (up to 2 different focuses), and
up to +3 to said focuses, that’s the limit.

For example, the players could find an ancient artifact


of unknown origin and after trying to do a number of (Acrobatics). The item can’t be replicated, as it would
things with it, they realized that it helped them see oth- require the original blueprints or a very rigorous study
er people in a different way and understand them bet- and a lot of time of testing.
ter while they hold the object. Then the item would give
them a +2 on any Communication ( Persuasion) and If you wish, you could push a bit the limits of the two
Perception (Empathy) rolls to whoever holds the item. focuses and +3 bonus, but you MUST add a disadvan-
tage, at a plus one minus two ratio.
Same goes with experimental technology, as long as
it’s not a bonus for combat For example, an prothean artifact allows the user to
ignore pain and suffering for about 4 turns of com-
For example, in an abandoned batarian facility in a bat or equivalent time, giving him a +5 to Willpower
planet with some rather violent plant life, they find a (Courage) tests, but this causes numbness in the us-
set of grips that can be attached to any armor that er’s nervous system, and gives a penalty of -2 to all
allows the user to move faster in shorts amounts of Perception and Intelligence tests for 8 turns or equiv-
time by releasing dark energy in the moment, giving a alent time since he or she used the artifact.
+3 bonus to Strength ( Jumping) and +2 to Dexterity

Chapter 10 - Rewards and campaigns 245


Player
Experience
Name
Class
Race Title HP Def
Background Level
Age Gender SP Spd
Heigth Weight Move/Run/Charge
Accuracy Equip. Weight
Assault Rifles Heavy Weapons Shotguns
Sniper Rifles Dual Wielding Pistols

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

Weapons Short Long


Name Type Fire Mode Atk Bonus Ammo Range Range Damage
Player

Character Bio

Fame
Renegade Paragon
Inventory

Talents Novice Journeyman Master

Diagrams and Notes


Power Card Power Card Power Card Owner
Name TN Name TN Name TN
Recharge Area Recharge Area Recharge Area
Range Duration Range Duration Range Duration
Damage Damage Damage
Test Test Test
Sinergy Type Sinergy Type Sinergy Type
Description: Description: Description:
Tech Power Recharge

Power Card Power Card Power Card


Name TN Name TN Name TN
Recharge Area Recharge Area Recharge Area
Range Duration Range Duration Range Duration
Damage Damage Damage
Test Test Test Biotic Power Recharge
Sinergy Type Sinergy Type Sinergy Type
Description: Description: Description:

Power Card Power Card Power Card


Name TN Name TN Name TN Ammo in Clip
Recharge Area Recharge Area Recharge Area
Range Duration Range Duration Range Duration
Damage Damage Damage
Test Test Test
Sinergy Type Sinergy Type Sinergy Type
Description: Description: Description:

Medigel Recovery
Name: Name: Name: Name:

Amount: / Amount: /
Health: / Health: / Health: / Health: /
Shields: / Shields: / Shields: / Shields: /
Name: Name: Name: Name:

Amount: / Amount: /
Health: / Health: / Health: / Health: /
Shields: / Shields: / Shields: / Shields: /
Name: Name: Name: Name:

Amount: / Amount: /
Health: / Health: / Health: / Health: /
Shields: / Shields: / Shields: / Shields: /
Turn Order / / / / / / / / /
Quick Reference Card Quick Reference Card
Name Name

HP SP Def Spd Armor HP SP Def Spd Armor


Acc Per Cons Str Dex Acc Per Cons Str Dex

Int Bio Will Comm Int Bio Will Comm

Weapons Weapons
Short Long Short Long
Name Atk + Range Range Dmg Name Atk + Range Range Dmg

Skills and powers Skills and powers

Quick Reference Card Quick Reference Card


Name Name

HP SP Def Spd Armor HP SP Def Spd Armor


Acc Per Cons Str Dex Acc Per Cons Str Dex

Int Bio Will Comm Int Bio Will Comm

Weapons Weapons
Short Long Short Long
Name Atk + Range Range Dmg Name Atk + Range Range Dmg

Skills and powers Skills and powers


Quick Reference Card Quick Reference Card
Name Name

HP SP Def Spd Armor HP SP Def Spd Armor

Acc Per Cons Str Dex Acc Per Cons Str Dex

Int Bio Will Comm Int Bio Will Comm

Weapons Weapons
Short Long Short Long
Name Atk + Range Range Dmg Name Atk + Range Range Dmg

Skills and powers Skills and powers


Major Actions
Charge if the target character was running. Reaction Shots
have a 0% critical chance.
You may move up to half your Speed (rounded down)
in yards and then make a melee attack against an ad-
jacent enemy. You gain a +2 bonus on your attack roll. Run
This leaves you out of cover unless a move action is You can move up to double your Speed in yards. You
taken after. cannot take this action if you are prone (you’d need to
use the Move action to stand up first).
Hunker Down
You concentrate on defending yourself this round. If Suppressing Fire
you are in cover, until the start of your next turn, you This action can only be done with Automatic Weapons
gain a +3 bonus to your Defense and to resist pow- or Double Wielding pistols. This is not considered an
er effects. Taking any action after this action cancels Attack. You shoot at where your target should be, even
the effect. You can’t receive a Critical Hit while in this if you can’t see it, affecting his ability to focus on his
mode. If you use this in a full cover you can’t be target- own attack. If your target makes an attack while us-
ed by powers unless they ignore cover. ing cover, it receives a -2 Attack to his roll. You must
know where the target is before taking this action.
Stabilize This has no effect if the target shoots from out of cov-
You provide some Medi-Gel to an ally. You must be ad- er, because if he’s out, he doesn’t mind at all.
jacent to your ally and you must have free MediGel.
This is a TN 11 Intelligence (Healing) test. You don’t need Minor Actions
to succeed the test to use it on yourself and is a minor
Activate
action. If you are successful, your ally gets back an
amount of Health equal to the Stunt Dice + 3 times his This allows you to use items or activate modes, such
Constitution. It regains consciousness if was Bleeding. as shooting stances. You can use Medi-Gel on yourself
Regardless, it sets his Medi-Gel Dice for (4 - half Con- with an Activate action.
stitution rounded up) turns. If a character receives an
extra Medi-Gel while his Medi-Gel Dice is still in play, it Reload
will heal and then lose consciousness. Untreated char-
You change the Thermal Clip in your weapon and put a
acters will fade out in an amount of turns equal to 2 +
fresh one, the old one is turned to Omni-Gel.
their Constitution.

Melee Attack Aim


You attack one adjacent enemy in hand-to-hand com- You take the measure of your opponent and plan your
bat. An enemy within 2 yards of you is considered ad- next strike. If your next action is a melee attack or
jacent. Executing a melee attack leaves you out of cov- ranged attack, you gain a +1 bonus on your attack
er, unless a Move action is taken afterwards. roll. If you are behind half cover and you do a Ranged
Attack, you’ll get a +2 bonus instead.
Ranged Attack
You fire or throw a weapon at one visible enemy within Move
range. This does not leave you out of cover. You can move up to your Speed in yards. You can also
go prone, stand up, or mount a vehicle, but if you do
Use Power so you can only move at half Speed (rounded down).
You use one attack, utility or support Biotic, Techno- If you start a round prone and do not stand up, you
logical or Combat power and then set the Recharge may only move at half Speed. Ending your move action
dice in front of you. Sentinels can run 2 different Pow- behind a half or full cover will make you hide behind it.
er Dice. This does not leave you out of cover unless The bonus will last until you leave the cover by mov-
specified. ing again or other effects. Note that half-cover provide
+6 to defense and full cover give +8.
Overwatch
Ready
You put an eye out for anything that moves. First en-
emy that wasn’t in your range (or line of sight, 26 You can draw your gun, pull out a grenade, or other-
yards + perception) that gets in your line of sight and wise ready an item that is stowed. As part of this ac-
your weapon’s range gets a Reaction Shot. Note that tion, you can put away something already in hand. You
the Reaction Shot is a ranged attack with -3 to Attack could thus put away your pistol and a draw a rifle, for
and -1D6 points of damage. This penalty is doubled example.
Common Powers Stunts
Stunt Point Cost Stunt
Puissant Concentration: Increase the Biotic Power or Tech Power of your Power by 1 per
1-3
stunt point spent, to a maximum of 3.
Mighty Power: If the Power does damage, one target of the power of your choice takes an
2 extra +1d6 points of damage. This only applies to the base damage, not any Damage over
Time effect.
Lasting Power: If the power has a duration of at last 1 round, it is extended to twice the
3 original duration, with no additional power recharge. So Hacking, for example, would last
for 4 rounds instead of the usual 2. This stacks with any duration boost.
Power Combo: Your power Primes a Power Combo that can be detonated by a Detonating
Power. If a power Detonates a Primed target it starts the corresponding Explosion. The
3 power to Prime and to Detonate the power cannot be the same, even if the power both
primes and detonates.
Double Casting: If your recharge is set to 0 after resolving the power’s effect, you can use
3 another power. The second power is casted normally but does not generate more Stunt
Points.
Fast Casting: After you resolve this power, you can reduce the power recharge by 2. This
4
can reduce the recharge to 0, but it will still consume a major action.
Disruptive Power: Besides its normal effects, your power is so powerful that it may dis-
rupt another power effect on the target. Roll an immediate test of your corresponding
focus (the one you casted the power with) vs the target’s Willpower (focus) (again, the
5 one he used to cast the power). This is an Opposed Test. Success removes the effect, while
failure has no additional effect (beyond the normal effect of your power). If there are more
than one, you pick the one to disrupt, or you disrupt them all. Doubles on this test do not
generate extra stunt points.
Lethal Power: If the power does damage, one target of the power takes an extra +2d6
5 points of damage. Alternately, all targets of the power take an additional +1d6 damage.
This only applies to the base damage, not any Damage over Time.

Biotic Powers Stunts


Stunt Point Cost Stunt
Biotic Advantage: The target of the power suffers a –1 penalty to resist your next biotic
1
power until the end of your next turn.
Biotic Barrier: You use the residual Dark Energy of the power to set up a temporary
3
Barrier. You gain a +2 bonus to Defense until the beginning of your next turn.
Penetrating Biotics: You manage to cast the Biotic power over the target’s Shield/Barrier.
It deals the full force of the power and deals direct damage to Health, if the power deals
6
any damage. If the power has any force-related test, it ignores the shield bonus (which is
a +4 to the test roll).

Tech Powers Stunts


Stunt Point Cost Stunt
Shield Overclock: Redirecting residual energy from your power, creating a protective field
1+ around you. You gain shields equal to 1D6-1 per SP spent in this stunt with a maximum of
3D6-3.
Technological Acuity: Your expertise with technology assists you. Make a TN 11 Intelligence
test using the focus of your choice. If you succeed, you become aware of some key tech-
1 nological detail of the current encounter. Alternately you can gain a +1 bonus on your next
Tech-related test, including casting, up until the end of your next turn.
3 Damping: You manage to overload your target’s Omnitool. If your opponent has a Tech
3 Expertise, you add 1 to the power recharge of your target’s tech recharge. You can only pick
the target you are attacking, if there are more than one, you have to choose.
4 Chain Reaction: If the power affects only one target, you can have it affect two, as long
4 as the second target is within the power’s range and no more than 6 yards from the orig-
inal target. There is no additional recharge. Targets test against the power separately.
Elemental Damage Power Combo
Biotic Damage deals +1D6 damage to barriers (not To make an Explosion you need to first Prime an explo-
regular shields) and ignores half the target’s armor. sion (which is a power is a Stunt). Targets are primed
until the start of your next turn.
Electric Damage deals +2D6 points of damage against
shields and barriers. Deals normal damage against Once a target is primed for an explosion, any power
unarmored synthetics and half against armored tar- that Detonates said Explosion will start it.
gets or unshielded unarmored organics.
Detonating a primed target is not a stunt, so just using
Fire Damage ignores half the target’s armor. If the a power that Detonates on a primed target will do.
target’s armor is already halved (by a Cryo Blast for
example), it ignores the armor completely. The same target can’t be primed for more than one
explosion at the same time. If you prime an already
Penetrating Damage ignores armor damage reduction, primed target, yours prevail.
but does not bypass shields or barriers. Neither does
it ignores Tech Armor damage reduction or any other You can’t detonate a power with the same power.
damage reduction like Armor Barrier or Reave effect.

Power Effect Power Explosions


Fire Explosion: Deals 1D6+3 points of Penetrating
Damage over Time (or DoT): When a power says it last
Damage in a 3 yard radius.
for more than one round and deals damage, it is con-
sidered Damage over Time.
Cryogenic Explosion: Deals 1D6+3 damage in a 3 yard
radius. It has Freezing (13)(-3).
It the power has only one target, the test must be tak-
en on that target’s turn, until the effect ends.
Electric Explosion: Deals 3 points of Electric Damage
in a 3 yard radius.
Freezing Effect: Target must roll a Constitution (Stami-
na) test vs a TN at the beginning of their next turn. If
Biotic Explosion: Deals 2D6+1 points of Biotic Dam-
they fail, they remain frozen for an amount of turns
age in a 3 yard radius. Unarmored targets must suc-
usually equal to half your Willpower, rounded down,
ceed a TN 11 Strength (Might) test or be knocked prone.
and can’t regenerate health at the end phase of com-
bat.
Piercing Damage
Shielded and armored are “chilled” and get their speed
This ignores half the target’s armor, rounded down,
reduced usually by 4 and get their armor rate reduced
and adds +1 to attack vs targets on half or full cover
by a half, rounded down. If it says Freezing (14)(-3)
per each level of piercing ammo.
is because it’s a Constitution(Stamina) vs TN 14 and
reduces -3 to speed.
Casting Roll
Burning Effect: Unshielded target must roll a Dexter-
To use any power you need to make a Casting Roll.
ity(Acrobatics) vs a TN at the beginning of their next
This is a Basic Test roll, a Willpower (school) test vs
turn. Failing means taking 1D6 penetrating damage
TN specified in the power. If you fail the test, you don’t
and can’t regenerate health during the end phase for
use the power, don’t add to the Recharge Dice and you
for duration of Burning. Succeeding in one test ends
don’t get another Major Action that round.
the effect.

Unarmored targets must pass a TN 9 Willpower Combat Powers Casting


(Self-discipline) or (courage) or begin to panic, unable
It the TN in the power says Defense or “Def”, you make
to do nothing but one minor action. If it says Burning
a normal attack roll (so Accuracy (focus) vs Target’s
(15)(2D6) the Dexterity (Acrobatics) test is vs TN 15
Defense).
and it takes 2D6 points of penetrating damage.
This means that you can use whatever weapon focus
Power Recharge you are already using, like Accuracy (Shotguns) for
When you use a power, a counter is set. At the End the Carnage power. Some combat powers don’t need
Phase, all those counters are lowered by 1. Characters a test.
cannot use powers again until the counter is zero.
Common Stunts
Stunt Point Cost Stunt
Stay Aware: You take a moment to make sure you’re aware of everything that’s happening
around you. Make a TN 11 Perception test with the focus of your choice. If you succeed, the
GM may make you aware of a situation that has escaped your attention, or give you a +1
1 bonus to the next test you make. This bonus cannot stack with another test bonus besides
Focus bonus, and must be used on the next test you make. This bonus ends at the end of
your next turn. This also include defensive rolls to resist adverse effects (like Throw or
Incinerate).
Defensive Stance: Your attack sets you up for defense. You gain a +2 bonus to Defense
2 until the beginning of your next turn while you stay on Cover. If making a melee attack and
you are next to cover, you can put yourself behind it.
Taunt: You insult or distract an opponent of your choice within 10 yards of you. You must
make an opposed test of your Communication (deception) vs. the target’s Willpower
2
(Self-discipline). If you win, the target suffers a –1 penalty on attack rolls and casting rolls
on their next turn. Synthetics are immune.
Threaten: You strike a threatening pose, challenging an opponent of your choice within 10
yards of you. You must make an opposed test of your Strength (Intimidate) vs. the target’s
2
Willpower (Self-discipline). If you win, they must attack you in some way (melee, shoot,
power, etc.) on their next turn. Synthetics are immune.
Cover Grab: If someone is smart enough to get on your cover on the other side, they de-
serve the lesson. You grab your opponent and put it on the ground besides you and punch
2 their face. Make a melee attack with +1D6 of damage and +4 in your attack roll. The tar-
get ends in any adjacent available space behind the cover, knocked prone. After the melee
attack you’re still considered to be in cover.
Set Up: You create an opening an ally can exploit. Pick an ally you can perceive. On their
3 next turn, that ally receives a +2 bonus on the ability test of their choice. The ally must
choose which ability test to use this bonus on before they roll the dice for it.
Dual Strike: Your attack is so strong or accurate it affects two targets. First, pick a sec-
ondary target. They must be next to you if you are using a melee weapon or within 4 yards
of your primary target if you are using a Gun. Apply the test result of your original attack
4
roll to the secondary target (in other words, you only make one attack roll and apply it to
both opponents). If you hit the secondary target, inflict your normal damage on them. This
can’t be done with Powers unless it’s a Combat Power.
Seize the Initiative: Your attack changes the tempo of the battle. You move to the top of
the initiative order. This means you may get to take another turn before some of the com-
4
batants get to act again. You remain at the top of the order until someone else seizes the
initiative.

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.

Action Time Flanking


1. Rolls for initiative. Everyone takes a Dexterity If a straight line can be drawn between you and your
(Initiative) roll and takes note of the result. The target without crossing the target’s cover (consider-
GM rolls for each pack of enemies, not individua ing it’s using one and not just standing behind), you get
enemies (all Husks roll the same for example). +3 to your attack roll and +3 to the Critical Hit. Also,
you ignore the Defense Bonus the cover gives.
2. The one with the higher roll goes first, the second
highest goes second and so on. If there’s a tie, the Higher Ground
one with the higher ability wins.
Attacking from a Higher Ground gives +1 to your at-
tack rolls and +1 to critical chance, and adds a +1
3. Everyone takes his turn, 1 major action and 1 mi-
bonus to defense when you get attacked from lower
nor action or 2 minor actions.
ground. This bonus is given only when the difference is
at last 2 yards and stacks every 2 yards up, up to 10
4. Once everyone has taken his turn, you enter the
yards off the ground.
End Phase. All recharge dice are lowered by 1 and
all shields undamaged the previous round are re-
charged. Shield Gate
When Shields hit 0, all extra damage is reduced to 0.
5. Repeat 3 and 4 until Action Time is over. This only works the first time your shields hit 0 and
when they get fully restored again.
Combat Stunt
Pistol Bonuses
When you make a successful Test Roll and two or
more of the dices have the same number, you generate All pistols have -1 to the attack roll and -1 to the critical
Stunt Points equal to the number in the Stunt Dice. chance when shooting on long range.

Cover Rifle Bonuses


&

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.

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