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Races
Asari: Automatically roll for Bio, +1 Dex, +1 Soc, -1 Str, -1 End. The Long
View: Asari begin at age 100, and career terms represent twenty-year intervals
rather than four-year ones; Asari who fail survival rolls are assumed to have
spent 2 + 3d6 years in that term. Asari do not begin making aging rolls until the
age of 220, and may ignore age-related penalties for entering careers (but not
term-related ones). All advancement rolls suffer a -2 DM.
Batarian: +1 Str, +1 End, +1 Int, -1 Edu, -2 Soc (unless among other Batarians).
Drell: Automatically roll for Bio, +1 Str, +1 Dex, -2 End.The Compact: Drell
player characters begin with a Hanar contact.
Human: May choose to roll for Bio. A New Breed: Humans who roll for Biotic
scores are limited to a maximum of 4 career terms.
Krogan: +2 Str, +2 End, -2 Int, -2 Edu, -2 Soc (unless intimidating someone, in
which case +2). At character creation, a Krogan may trade their +2 End bonus
for the ability to roll a Biotic score. Krogan begin at age 20 and career terms
represent twenty-year intervals rather than four-year ones; Krogan who fail
survival rolls are assumed to have spent 2 + 3d6 years in that term. Life of
Violence: Krogan do not make aging rolls, and may ignore age-related penalties
for entering careers (but not term-related ones), but must use the optional Iron
Man system on page 40; if they fail a survival roll, the character is dead.
Quarian: +1 Int, +1 Edu, -2 End, -2 Soc (unless around other Quarians). Always
begin with Vacc Suit 1.Pilgrimage: Quarians must take Drifter for their first term,
but receive a +2 DM for that survival roll.
Salarian: -2 Str, -2 End, +2 Int, +2 Edu. Rapid Metabolism: Salarian PCs roll
twice on skill tables for each career term, but begin making aging rolls after the
second term at 2d6-5.
Turian: Automatically roll for Bio, -1 Dex, +1 End. Team Spirit: Turian characters
must take Agent (law enforcement or intelligence), Army, Marines, or Navy for
their first term. All Turian player characters begin with a Turian contact.
Biotics
Abilities that allow the mental manipulation of mass effect fields exist, actual
psionics do not. The sole exception is Asari joining, a quasi-telepathic process which
is limited to skin contact, requires the conscious consent of both parties, and conveys
gestalt impressions, physical stimuli, and emotional states rather than detailed
information. Since joining has no combat or conflict-resolution applications, there are no
game rules attached to it.
Travel
FTL spaceships use the Warp Drive variant rules on page 109 for intra-cluster travel.
Commercial craft are powered by fusion or cheap fission engines, while military craft
use antimatter.
Travel between star clusters or across galactic distances employs Mass Relays. Mass
Relay travel is effectively instantaneous and requires no special power source or space
drive, as the Relays themselves do the work. Relay travel is accomplished by making a
standard-difficulty Astrogation check to plot a course, a routine Communications check
to transmit that course to the Relay, and a standard Piloting check to move into
position.
Art has a new specialty, Art (cooking), representing the characters ability to
cook tasty and nourishing food for several species.
Engineer (Jump Drive) is now Engineer (FTL Drive) and refers to the operation
and maintenance of a ships mass effect fields and Element Zero core.
Gun Combat (Energy Rifle) and (Energy Pistol) do not exist, as energy and laser
weapons are not a significant factor in Mass Effect.
The Language skill has the following specialties: Asari Dialects, Batarian
Dialects, Drell Dialects, Elcor Body Language, Geth Binary, Hanar
Bioluminescence, Human Dialects, Krogan Dialects, Quarian Dialects, Salarian
Dialects, Turian Dialects, and Written Prothean.
Life Sciences (Psionicology) is now Life Sciences (Biotics).Space Sciences has a
new specialty, Space Sciences (Mass Effect), which represents study of the exotic
Element Zero and its uses.
The Steward skill does not exist. Characters who receive it during creation may
re-roll that skill roll.
Gear
Medigel requires a combat action to use and heals 3 characteristic points plus 1 for
every rank in Medic (including rank 0), divided however the receiving character wishes.
Example: Sandra uses Medigel on Victus. Sandra has Medic 2, so the Medigel heals six
characteristic points.
Omni-Tools and Biotic Amps are required to activate Tech and Biotic abilities
respectively. Omni-Tools must be earned during character creation or purchased with
credits; characters with Biotics training are assumed to possess amps at the start of
play, but in the rare event that a character develops biotic powers in the course of play,
they will have to undergo the costly surgery to install a biotic amp before they may
access these powers. Rare, high-quality amps and tools are known to exist and may
confer special benefits, such as DM bonuses to attacks or discounts on power point
usage.
Item
Description
Mas
s
Cost
(Cr.)
Armax Arsenal
Gemini Amp
20,00
0
Kassa
Fabrication
Polaris Amp
25,00
0
Sirta Foundation
Unity Amp
30,00
0
Serrice Council
Savant Amp
40,00
0
Armali Council
Prodigy Amp
45,00
0
75,00
0
Aldrin Labs
Bluewire OmniTool
1 kg
45,00
0
Kassa
Fabrication
Polaris OmniTool
1 kg
50,00
0
Ariake
Technologies
Logic Arrest
Omni-Tool
1 kg
55,00
0
Elkoss Combine
Cipher Omni-Tool
1 kg
60,00
0
Armali Council
Nexus Omni-Tool
2 kg
60,00
0
Serrice Council
Savant OmniTool
1.5
kg
65,00
0
Flashlight
15
High-Energy
Ration Bar
20
Medi-Gel
50
Armour Type
Armo
ur
Shiel
ds
Required Skill
Mas
s
Slo
ts
Cost
(Cr.)
Emergency Vaccsuit
Vacc Suit 0
5kg
7,000
Reinforced Street
Clothing
4kg
500
Elkoss Combine
Peacekeeper Flak
Jacket
5kg
2500
Devlon Liberator
Armor (HEV)
Vacc Suit 1
6kg
20,00
0
Vacc Suit 0
8kg
20,00
0
Vacc Suit 1
10k
g
30,00
0
Serrice Council
Phantom Armor
5kg
35,00
0
Vacc Suit 1
11k
g
105,0
00
Ariake Technologies
Scorpion Armor
Vacc Suit 0
12k
g
85,00
0
Kassa Fabrication
Inferno Armor (HEV)
Vacc Suit 1
12k
g
175,0
00
Vacc Suit 1
14k
g
200,0
00
Rosenkov Materials
Titan Armor
Vacc Suit 0 or
Battle Dress 0
12
350,0
00
Armax Arsenal
Predator X Armor
Battle Dress 0
12k
g
700,0
00
Ariake Technologies
Mercenary X Armor
Battle Dress 1
or Vacc Suit 2
14k
g
600,0
00
Weapon
Person
al
Clos
e
Shor
t
Mediu
m
Lon
g
Very
Long
Distant
Sniper
-3
-2
-1
+0
+1
+0
-1
Some exotic energy weapons, such as Collector Lasers and Geth Plasma Shotguns, do
exist, but are not available for purchase and are unlikely to be encountered by most
PCs.
Most slugthrowers in Mass Effect have effectively unlimited ammunition; the Magazine
value is a measure of the number of shots a gun may fire in a combat before it must
cool (the user may elect to not fire that weapon for a full round, perhaps using a skill or
a second sidearm; alternatively, the user may spend a minor action to actively vent a
portion of the weapons coolant, swapping in a new thermal clip).
All Traveller melee weapons are available in Mass Effect.
Some Traveller heavy weapons are available in Mass Effect, but have been reflavoured somewhat; to supplement them, an assortment of new heavy weapons
has been created to model the choices available in the Mass Effect games. PGMPs
and FGMPs do not exist, as such, but their stat lines may be used to represent
exotic or rare heavy weaponry such as Geth armature plasma cannons.
All weapons and armours have slots to accommodate various off-the-shelf optional
modifications. Most have two slots; some more specialized or rare items have one or
none, while commonplace gear may feature as many as three. Modifications encompass
the choices listed on pages 89 and 102 as well as other, more setting-specific options
detailed in Weapons and Armour.
Pistols
Range
Damage
Auto
Recoil
Mass
Magazine
Slots
Cost (Cr.)
M-3
Predator
Ranged
(pistol)
3d6
No
0.5kg
18
200
M-5
Phalanx
Ranged
(pistol)
3d6
No
-1
0.5kg
18
400
M-6
Carnifex
Ranged
(pistol)
3d6+3
No
1kg
600
M-4
Shuriken
Ranged
(pistol)
3d6-3
1kg
24
500
M-9
Tempest
Ranged
(pistol)
3d6
2kg
24
750
M-12
Locust
Ranged
(pistol)
3d6
-1
1kg
36
1000
Ranged
3d6
3kg
18
1000
SMGs
Assault
Rifles
M-8
Avenger
(assault
weapon)
M-15
Vindicator
Ranged
(rifle)
4d6-3
5kg
12
1500
M-76
Revenant
Ranged
(assault
weapon)
3d6
8kg
24
4000
M-96
Mattock
Ranged
(assault
weapon)
3d6+3
No
5kg
24
3500
Range
Damag
e
Auto
Recoil
Mass
Magazine
Slots
Cost (Cr)
M-23
Katana
Ranged
(shotgun
)
4d6
4g
200
M-27
Scimitar
Ranged
(shotgun
)
4d6+3
No
5kg
800
Haliat
Tornado
Ranged
(shotgun
)
4d6
5kg
18
1000
M-92
Mantis
Ranged
(sniper)
5d6
No
7kg
5000
M-29
Incisor
Ranged
(sniper)
4d6+3
6kg
12
5500
M-97 Viper
Ranged
(sniper)
5d6
No
7kg
6000
M-98
Widow
Ranged
(sniper)
5d6+3
No
9kg
15000
Shotgun
s
Sniper
Rifles
Grenades
Range
Damage
Mass
Blast Radius
Frag
Ranged (thrown)
5d6/3d6/1d6
0.5kg
3m/6m/9m
30
Smoke
Ranged (thrown)
None
0.5kg
6m
15
Stun
Ranged (thrown)
3d6
0.5kg
6m
30
Modifications
Cost (Cr.)
Type
Description
Cost
(Cr.)
Ammo, AP
all
slugthrowers
1500
Ammo, Cryo
all
slugthrowers
1000
Ammo, Disruptor
all
slugthrowers
1000
Ammo, Incendiary
all
slugthrowers
2500
Ammo, Warp
all
slugthrowers
2000
Bullpup Frame
all guns
12,000
Combat Optics
all guns
10,000
Targeting VI
all guns
15,000
Suppressor
slugthrowers
with no Auto
score
2,500
Heat Sink
all guns
8,000
Frictionless
Materials
all guns
25,000
Kinetic Stabilizer
all guns
5,000
Scram Rail
Auto value of
1 or better
30,000
Bayonet
all firearms
2,000
Reinforced Stock
all firearms
500
Lightweight
Materials
all firearms
9,000
Hardened Weave
all armors
12,000
Ablative Coating
all armors
30,000
Energized Plating
all armors
75,000
all armors
20,000
Medical Interface
all armors
50,000
Medical
Exoskeleton
all armors
110,000
Motorized Joints
all armors of
Protection 7+
10,000
Exoskeleton
all armors of
Protection 7+
25,000
Combat
Exoskeleton
all armors of
Protection 7+
60,000
N/B/C Shielding
nonHEVarmors
8,000
10
Shield Battery
all armors
6,000
Shield Modulator
all armors
20,000
Shield Interface
all armors
50,000
Biotic Battery
all armors
13,000
Biotic Modulator
all armors
30,000
Biotic Interface
all armors
70,000
Concealment Field
all armors
20,000
Stealth Field
all armors
40,000
Infiltration Field
all armors
100,000
Ammo
Compartment
all armors
15,000
Ammo Tank
all armors
40,000
Experimental
Materials
all armors
12,000
Exotic Materials
all armors
30,000
Benefit Rolls
Ship Shares: If the game being played does not accommodate a mortgaged ship,
characters who roll a Ship Shares result may opt to receive the equivalent of that roll on
the Cash table instead, even if their three Cash rolls have been used. For variable values
of Ship Shares (1d3 Ship Shares, etc.) the character receives that cash value multiplied
by the variable number.
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Weapon or Scientific Equipment: Characters who roll either of these results may
opt, one time, to take a Bio-Amp upgrade or a basic Omni-Tool.
Ally in the Imperium: The PC receives an ally involved in some way in the Citadel
Council.
Travellers Aid Society: Since the Travellers Aid Society does not exist in the Mass
Effect galaxy, PCs are instead considered to receive the benefits of TAS membership by
earning favour with the mysterious Shadow Broker. The Broker always pays his debts and
PCs who have, wittingly or unwittingly, earned Shadow Brokers Favour find it easier to
obtain lodgings in Class A and B starports and receive a marker from the Brokers agents
once every two months. This non-transferable marker which may take the form of
privileged insider information, a valuable resource, or one-time access to a contact may
be redeemed to gain a +3 DM to one Diplomat, Deception, Investigate, Persuade,
Streetwise, Broker, or Carouse roll, or to add or subtract one from the result of any
experience point roll.
Though combat grows ever more technical, experienced soldiers, mercenaries, fighters
and gunmen know not to place all their trust in gadgets and expert systems. Combat
drills represent the fruits of countless sentient-hours of planning, training, and
experience.
Adrenaline Rush Many soldiers and mercenaries receive genetic modifications that
skirt the edge of Council law to improve their reaction time when it counts small
optimizations to neurotransmitter function or limbic system response while other, more
reckless fighters alter their combat armour to deliver drugs with much the same effect.
As a free action, a character may make an Endurance + Medic or Tactics check to
temporarily act with superhuman speed, gaining an extra significant action in
the current round while sacrificing their significant action in the subsequent round. In
addition, for the next full round, the character may dodge or parry twice without penalty
to initiative or DM, and move 9m (6 squares) per minor action. Prerequisite: Medic 2 or
Tactics 2
Carnage Characters with experience handling military-grade heavy weaponry know
how to jury-rig their firearms mass effect core to turn a personal weapon into a form of
one-shot artillery. The character may, in combat, tune their gun to resist the next single
shots acceleration, slowing the round down and superheating it to slag while still in the
barrel. The resulting discharge is by no means accurate but goes off like a small
grenade wherever it hits, dealing 4d6 + Effect damage in a 1.5-meter radius around the
target. Tuning the gun this way requires a minor action; the shot has recoil 4 and a -1
DM and immediately overheats the weapon used. Prerequisite: Gunner (any) 1 or Heavy
Weapons (any) 2.
12
Concussive Shot Some professional soldiers who have made a thorough study of
modern, mass effect-powered firearms have learned how to alter the shot to reduce its
penetrative properties but increase its lateral force. Before rolling a single-shot attack, a
character may elect to make their shot concussive; they roll damage as normal, but
rather than taking damage, the target is knocked prone if the damage roll exceeds its
Endurance. If used on a target under the effect of a biotic Lift or Singularity, Concussive
Shot functions as a biotic Throw. Prerequisite: Gun Combat (any) 2; this firearm must be
used to make the attack.
Immunity Even with the added safety of kinetic barriers, no soldiers except for
Krogan really relish the thought of charging across an open field of fire. Many of the
more bullet-averse professional fighters spend a lot of time thinking about what they
can do to improve their odds in the clutch, tinkering with their combat armour and
optimizing their barrier capacitors; others simply trust in drug dispensers that will keep
them fighting through all but the most crippling pain. A character who takes a minor
action to activate Immunity may, for the next round of combat, choose to defer up to
twelve points of damage from one attack until the start of their next turn; damage
deferred this way comes due at the start of the characters turn as if from a new
attack. (Example: Victus is wearing armour of protection 5 with 5 shields. On his turn he
activates Immunity. Later that round he is struck by a rocket for 22 damage. He elects
to defer twelve points of that damage; he takes 10 now, and his armor and shields fully
soak it, though his shield is reduced to 4. Next round, the other twelve points come due,
and with protection 5 and shield 4 Victus will take 3 points of damage and his shield will
be reduced to 3.) Prerequisite: Battle Dress 2 or Medic 2
Marksman With a lot of practice, and a little technical aid, highly-trained marksmen
can fire rapid volleys with no appreciable loss of accuracy. A character using a weapon
with no Auto rating who takes a minor action to aim may, in addition to the regular
benefits of the Aim action, fire a burst shot as if the weapon had an Auto rating equal to
their Gun Combat skill. (The gun must still be able to fire that many shots.) However,
the concentration required to use the Marksman drill leaves the shooter unable to
dodge or parry for the following round. Prerequisite: Gun Combat (any) 2; this firearm
must be used to make the attack.
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