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Mass Effect AGE

By Clemens Kander 1

What will you find in here?


You wont find the basic rules of Dragon Age RPG in here. This is an expansion to the original game, that takes the AGE mechanics and puts it into the Mass Effect universe. You will find new rules or rule adaptions (like the Health/Armor/Shield mechanic for example) new classes, talents, Biotic and Tech abilities, items and adversaries. You will find new focuses, but you wont find an explanation about focuses in general, what bonuses they give or how they work exactly. You wont find rules for basic, opposed and advanced ability tests or combat mechanics. You will find new stunts, but I will not enlighten you on how to generate and use stunt points. All of those rules are included in Dragon Age RPG Set 1. It is a great game, it is fun and thrilling, so one thing you will definately find here is a recommendation to buy it. Please not that I personally am not affiliated with GreenRonin Publishing or BioWare this is purely a fan project, and once youve got the Dragon Age RPG, you will be free to use this expansion as you like. If you have suggestions or wishes for future editions, feel free to visit the Mass Effect AGE thread on the Green Ronin forums (http://www.greenronin.com/phpBB2/viewtopic.php?f=33&t=10703) and leave a comment. Skills . . . p. 3 Backgrounds . . . p. 5 Classes . . . p. 15 Talents . . . p. 25 Specializations . . . p. 30 Powers . . . p. 34 Biotics . . . p. 34 Tech . . . p. 38 Equipment . . . p. 42 Actions and Stunts . . . p. 48 Adversaries . . . p. 50 Changelog . . . p. 54 Credits . . . p . 55

Skills
Biotics: Body, Kinetic Fields, Telekinesis Communication: Bargaining, Deception, Disguise, Etiquette, Gambling, Investigation, Leadership, Performance, Persuasion, Seduction, Diplomacy Constitution: Drinking, Running, Stamina, Environmental Resistance Cunning: Archaeology, Cryptography, Cultural Lore, Economy, Evaluation, Humanities, Military Lore, Natural Sciences, Navigation, Religious Lore, Research Dexterity: Acrobatics, Crafting, Driving, Grenades, Initiative, Legerdemain, Omni-Blades, Pistols, Shotguns, Sneaking, Sub-Machine Guns, Visual Arts Perception: Assault Rifles, Empathy, Hearing, Searching, Seeing, Smelling, Sniper Rifles, Tracking Strength: Brawling, Climbing, Heavy Weaponry, Intimidation, Jumping, Might Tech: Synthethics, Arms Tech, Engineering, First Aid, Hacking, Shield Tech, Stealth Willpower: Courage, Faith, Memory, Morale, Self-Discipline

What's new?
The Biotics ability boosts your characters capability when using biotic techniques, such as Barrier, Slam or Warp. Biotics (Body): Enhances Biotic techniques which directly affect the body, such as Charge, Dominate, Reave and Warp. Biotics (Kinetic Fields): Enhances Biotic techniques which create kinetic fields, either in defense or as an attack, such as Barrier, Nova, Shockwave and Stasis. Biotics (Telekinesis): Enhances Biotic techniques which involve hurling persons and things around, such as Pull, Singularity, Slam and Throw. Communication (Diplomacy): This affects your ability to avoid diplomatic incidents and to negotiate with your opponent. Constitution (Environmental Resistance): Resilience against environmental hazards, like radiation, heat or frost. Cunning (Archaeology): Your ability to find and dig up ancient ruins and artifacts. Cunning (Economy): You are proficient in the field of financial affairs. Cunning (Humanities): Includes philosophy, history, literature and the like. Cunning (Natural Sciences): Your prowess in the natural sciences, such as biology, physics, et cetera. This focus may be dispersed into several unique focuses (p.e. Cunning (Biology)) at the DM's discretion. Dexterity (Omni-Blades): Making an attack with the melee Omni-Blade. Dexterity (Pistols): Aiming and shooting with pistols. Dexterity (Sneaking): Moving unseen and unheard without the use of stealth generators. Dexterity (Shotguns): Aiming and shooting with shotguns. Dexterity (Sub-Machine Guns): Aiming and shooting with sub-machine guns.

Dexterity (Visual Arts): Drawing a picture, sculpting a statue out of rock, forming something out of clay. May be dispersed into unique focuses at the DM's discretion. Perception (Assault Rifles): Aiming and shooting with assault rifles. Perception (Sniper Rifles): Aiming and shooting with sniper rifles. Strength (Heavy Weaponry): Aiming and shooting heavy weapons, such as rocket launchers, grenade launchers, cryo blasters and other experimental heavy weapons. The Tech ability resembles your prowess when using Tech powers, such as Combat Drone, Overload or Incinerate, but also determines your proficiency when handling electronic circuits or mass effect technology of any sort. Tech (Synthetics): Improves your ability to interact with VIs and AIs. The Tech powers Combat Drone and AI Hacking profit from this focus. Tech (Arms Tech): Applies when deploying experimental weapon technology, such as Cryo Blast, Damping Field and Incineration Tech. Also useful when disarming bombs and mines. Tech (First Aid): Using Medi-Gel to heal allies, as well as deploying neural tech to hinder the enemy. Enhances Neural Shock and the First Aid tech power. Tech (Hacking): Hacking omni-tools, computers and terminals, as well as bypassing electronic circuits to open locked doors, safes etc. Tech (Shield Tech): Enhances powers related to shielding technology, such as Energy Drain, Shield Boost, Overload and Tech Armor. Tech (Stealth): Using a stealth generator. Willpower (Memory): The ability to reach and access distant memories.

Backgrounds
Asari
Asari Maiden Asari live through three stages in their lives, of which being a maiden is the very first. Asari maiden are often curious and feel an urge to experience the galaxy and foreign cultures. They tend to become explores, to satisfiy their need for discovery, but often also take up a job as dancers in clubs (of whatever sort) to meet a variety of people.

Add 1 to your Biotics ability. All asari are gifted biotics. Pick one of the following ability focuses: Communication (Seduction) or Cunning (Cultural Lore), You are an asari. Even though they are mono-gendered, all asari bodies resemble females. Pick the Biotic class. You are between 100 and 350 years old. Roll twice on the Asari Maiden table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Asari Maiden 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 Asari Matron The second stage of Asari life is the matron. Asari matrons tend to be family-oriented, often settling down and founding a home. Yet there are matrons who disenjoy this lifestyle and rather continue the travels they started in their maiden stage, often as elite soldiers or mercenaries. Add 1 to your Biotics ability. All asari are gifted biotics. Pick one of the following ability focuses: Communication (Diplomacy) or Willpower (Faith). You are an asari. Even though they are mono-gendered, all asari bodies resemble females. Pick the Biotic class. You are between 300 and 700 years old. Benefit +1 Dexterity Communication (Performance) Dexterity (Legerdemain) Perception (Empathy) +1 Cunning Dexterity (Acrobatics) Cunning (Natural Sciences) +1 Perception

Asari Matron 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benefit +1 Cunning Communication (Etiquette) Cunning (Religious Lore) Dexterity (Visual Arts) +1 Perception Perception (Empathy) Cunning (Cultural Lore) +1 Willpower

Roll once on the Asari Matron table and once on the Asari Maiden table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Batarians
Average batarians can not be encountered outside baratian space. The paranoid batarian government has forbidden its citizen to leave the baratrian Hegemony. Thusly, batarians met in the Terminus systems or the Traverse are either soldiers, criminals or in some cases both. Batarians are shrewd negotiators, and their reputation in the galaxy isnt one of the very best. In fact, they are known as notorious slavers, a profession the Citadel Council harshly opposes. Batarians are also known for their anti-human attitude. Add 1 to your Perception ability. Batarians have four eyes, and those are not just for show. Pick one of the following ability focuses: Perception (Seeing) or Communication (Bargaining). You are batarian. Pick a class: Combat or Tech. Roll twice on the Batarian table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Batarian 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benefit +1 Communication Cunning (Evaluation) Strength (Brawling) Constitution (Drinking) +1 Strength Communication (Deception) Tech (Engineering) +1 Willpower

Drell
The drell are a bipedal reptiloid species, originating from the planet Rakhana. The already dry planet had become unliveable on about two centuries ago, which led to the hanar rescuing approximately 375.000 drell and bringing them to their own homeworld on Kahje. Those drell and the hanar have lived in a close relationship since then, so close that many young drell even adopt the hanar beliefs of the Enkindlers. Add 1 to your Strength ability. Even though drell are of the same stature as humans and asari, their dense muscle tissue gives them an advantage when it comes to strength.

Pick one of the following ability focuses: Willpower (Memory) or Cunning (Religious Lore). You are a drell. Pick a class: Combat or Biotic. Roll twice on the Drell table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Drell 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benefit +1 Willpower Constitution (Environmental Resistance) Dexterity (Acrobatics) Cunning (Cultural Lore) +1 Dexterity Willpower (Faith) Strength (Climbing) +1 Cunning

Humans
Earthborn (Under Class) Humanity has come far in the 22nd century. Though, as it is usual with progress, some get left behind. Life in the human under class is rough, and many people turn to crime or to mercenary groups to make a living. Add 1 to your Strength ability. Growing up surrounded by criminals and other scum makes you strong. Pick one of the following ability focuses: Strength (Brawling) or Tech (Hacking). You are human. Pick a class: Combat, Biotic or Tech. Roll twice on the Earthborn (Under Class) table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Earthborn (Under Class) 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 Earthborn (Upper Class) Life in the human community is easy for those who can afford it. Diseases and worries of the like are a thing of a past, and a human can live up to 150 years with proper medical attention. Most upper class citizen can afford proper education. Add 1 to your Communication ability. In the upper class, your success depends on your words. Pick one of the following ability focuses: Communication (Etiquette) or Dexterity (Driving). You are human. Pick a class: Combat, Biotic or Tech. Roll twice on the Earthborn (Upper Class) table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Earthborn (Upper Class) 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 Colonist Many humans seek freedom and independene from the Systems A lliance and thusly leave Alliance space to found a home on unexplored or uncharted garden worlds. Life outside the influence of the Alliances or the Councils fleets is dangerous and the threat of batarian slavers or pirates is always omnipresent. Add 1 to your Perception ability. You must be on your guard if you want to survive outside of Alliance space. Pick one of the following ability focuses: Strength (Climbing) or Tech (Engineering). You are human. Pick a class: Combat, Biotic or Tech. Roll twice on the Colonist table for additional beneftis. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Benefit +1 Constitution Cunning (Humanities) Communication (Diplomacy) Tech (Engineering) +1 Dexterity Dexterity (Legerdemain) Constitution (Drinking) +1 Tech Benefit +1 Dexterity Constitution (Stamina) Dexterity (Legerdemain) Communication (Deception) +1 Constitution Tech (Hacking) Perception (Seeing) +1 Willpower

Colonist 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benefit +1 Strength Constitution (Stamina) Communication (Bargaining) Willpower (Self-Discipline) +1 Constitution Dexterity (Crafting) Cunning (Cultural Lore) +1 Willpower

Spacer Life in deep space may not seem appealing to a majority of people, yet it is necessary to man freighters and battleships who restlessly travel from system to system and from spaceport to spaceport. But sometimes, extraordinarily often on deep space freighters, children are born and grow up there, knowing life only as a nomad. Spacer 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 Human Benefit +1 Constitution Tech (Engineering) Constitution (Stamina) Dexterity (Legerdemain) +1 Dexterity Communication (Gambling) Dexterity (Legerdemain) +1 Perception Quarian Benefit +1 Tech Dexterity (Crafting) Cunning (Evaluation) Tech (Engineering) +1 Constitution Dexterity (Sneaking) Tech (Hacking) +1 Cunning

Add 1 to your Willpower ability. It takes strength of will to face the dangers that lurk in deep space. Pick one of the following ability focuses: Dexterity (Driving) or Cunning (Navigation).

Choose a race: You are either human or quarian. Pick a class: Combat or Tech. Roll twice on the Spacer table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Krogan
Natural Krogan In these times, a krogan being birth is a rare thing to see. The krogan have been inflicted with a serious geneteic disease, the genophage, which modified the fertility of the krogan women to produce only one living child in a thousand conceptions. The krogan adapted to this in a matter of culture family, clans, are valued, even though many krogan leave their homeworld of Tuchanka, because they see no options in staying. Krogan are fierce warriors, feared by many in the galaxy. Natural Krogan 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benefit +1 Willpower Constitution (Stamina) Strength (Intimidation) Perception (Smelling) +1 Strength Communication (Leadership) Cunning (Cultural Lore) +1 Dexterity

Add 1 to your Constitution ability. The krogan are resilient and their nervous system allows wounds to heal faster than usual. Pick one of the following ability focuses: Strength (Might) or Willpower (Courage). You are krogan. Pick a class: Combat or Biotic. Roll twice on the Natural Krogan table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Tankbred Krogan While most of the krogan have accepted their fate, being sterilized by the genophage, some have picked up the path of the scientist to either find a cure or at least a bypass for the disease. They bred krogan in tanks, for experiments or as warriors. Thusly, most tankbred are modified to be born soldiers. Those scientists however are often seen as outsiders and wierdlings by the rest of the krogan, and so are their creations. Add 1 to your Strength ability. You carry the strength of the krogan in your genes. Pick one of the following ability focuses: Cunning (Military Lore) or Strength (Brawling). You are krogan. Pick a class: Combat or Biotic. Roll twice on the Tankbred Krogan table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

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Tankbred Krogan 2D6 Roll 2 3-4 5 6 7-8 9 10-11


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Benefit +1 Dexterity Strength (Intimidation) Constitution (Einvironmental Resistance) Dexterity (Grenades) +1 Constitution Weapon Group: Shotguns* Willpower (Courage)
+1 Perception

*If you also gain the weapon group because of your level 1 class abilities, take the Dexterity (Shotguns) focus instead.

Quarian
Pilgrim Only few quarians can be encountered outside of the quarian flotilla, a huge massing of ships of all sorts, which is the economical, political and social center for quarians throughout the galaxy. It is a little different when it comes to a quarians pilgrimage though. Quarian Pilgrim 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benefit +1 Cunning Communication (Bargaining) Tech (Engineering) Dexterity (Driving) +1 Dexterity Constitution (Environmental Resistance) Tech (Hacking) +1 Strength

The pilgrimage is a rite of passage for the quarian people, a rite where they leave their youth behind them and grow to adulthood. The rite demands young quarians to travel the galaxy in order to find something that will contribute to the efforts of the flotilla, may it be a certain technology, a starship or something of the kind. Add 1 to your Tech ability. Most quarians are tech savants. Pick one of the following ability focuses: Cunning (Navigation) or Dexterity (Legerdemain). You are quarian. Pick a class: Combat or Tech. Roll twice on the Quarian Pilgrim table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Spacer Life in deep space may not seem appealing to a majority of people, yet it is necessary to man freighters and battleships who restlessly travel from system to system and from spaceport to spaceport. But sometimes, extraordinarily often on deep space freighters, children are born and grow up there, knowing life only as a nomad. Add 1 to your Willpower ability. It takes strength of will to face the dangers that lurk in deep space. Pick one of the following ability focuses: Dexterity (Driving) or Cunning (Navigation).

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Choose a race: You are either human or quarian. Pick a class: Combat or Tech. Roll twice on the Spacer table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Spacer 2D6 Roll 2 3-4 5 6 7-8 9 10-11 Human Benefit +1 Constitution Tech (Engineering) Constitution (Stamina) Dexterity (Legerdemain) +1 Dexterity Communication (Gambling) Dexterity (Legerdemain) Quarian Benefit +1 Tech Dexterity (Crafting) Cunning (Evaluation) Tech (Engineering) +1 Constitution Dexterity (Sneaking) Constitution (Environmental Resistance) +1 Cunning

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+1 Perception

Turian Hierarchy

Tier 3 Citizen The turian community is structured into 27 tiers, tier one being the lowest (client races and children) and tier twenty-seven being the highest (the Patriachs, who each govern their own colonial cluster). Tier three is formal citizenship granted to turians after boot camp. Add 1 to your Willpower ability. Turians are raised with strict discipline and honor.

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Pick one of the following ability focuses: Willpower (Morale) or Cunning (Military Lore). You are turian. Pick a class: Combat or Tech. Roll twice on the Tier 3 Citizen table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Tier 3 Citizen 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benefit +1 Dexterity Constitution (Running) Weapon Group: Assault Rifles* Strength (Climbing) +1 Strength Cunning (Cultural Lore) Willpower (Courage) +1 Constitution

*If you also gain the weapon group because of your level 1 class abilities, take the Perception (Assault Rifles) focus instead.

Cabal The turians generally distrust biotics, even though they admire their prowess in combat. Thusly, most turian biotics arent used as regular troops but are organized in a specialized task force, called Cabals. Add 1 to your Willpower ability. Like all turians, Cabals undergo excessive disciplinary and military training. Pick one of the following ability focuses: Constitution (Running) or Strength (Intimidation). You are turian. Pick the Biotic class. Roll twice on the Cabal table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Cabal 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benefit +1 Biotics Cunning (Military Lore) Willpower (Morale) Dexterity (Acrobatics) +1 Dexterity Perception (Seeing) Weapon Group: Pistols* +1 Strength

*If you also gain the weapon group because of your level 1 class abilities, take the Dexterity (Pistols) focus instead.

Volus Even though not turian in biology, the volus are an important part of the turian hierarchy. Not being of particular military strength or even stature the volus have offered their financial and economic prowess to the turian hierarchy in exchange for military protection.Since then they have achieved a reputation as the galaxies most successful financial entrepreneurs. Most volus are fierce negotiators and experts on the fields of economics. Add 1 to your Cunning ability. It takes wit to earn success in the filed of galactic economics.

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Pick one of the following ability focuses: Communication (Bargaining) or Cunning (Economics). You are volus. Pick a class: Biotic or Tech. Roll twice on the Volus table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Volus

2D6 Roll 2 3-4 5 6 7-8 9 10-11 12

Benefit +1 Cunning Communication (Diplomacy) Dexterity (Crafting) Tech (Engineering) +1 Communication Cunning (Evaluation) Communiation (Deception) +1 Tech

Salarian
The salarians were the second race, after the asari, to reach the Citadel, and they were upon the founding members of the council. Salarians are extremely fast paced, due to their metabolism, and are often viewed as hyperactive by other species. The salarians are known for their special operatives they dont field a military as numerous as the turians but rely on an network of spies and operatives to strike where it hurts most.They are also known to be incredibly inventive, not only having uplifted the krogan to space, and developed the genophage but also having invented the GARDIAN weapon systems used in many spaceships. Add 1 to your Dexterity ability. Salarians may not look like it, but their metabolism makes them extremely agile Pick one of the following ability focuses: Cunning (Research) or Tech (Hacking). You are salarian. Pick a class: Combat or Tech. Roll twice on the Salarian table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. Salarian 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benefit +1 Communication Tech (Engineering) Dexterity (Crafting) +1 Cunning Dexterity (Legerdemain) Constitution (Running) Strength (Jumping) +1 Tech

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Classes
Basics
Whats to know about the classes? There are three categories, areas of expertise if you will, where each class fits into. Some overlap, taking abilities from several fields of expertise, whereas others are specialized, utilizing only the powers of a single field. The following table should give you a pretty good overview. Combat Soldier Infiltrator Vanguard Biotics Adept Sentinel Vanguard Tech Engineer Sentinel Infiltrator

Each background allows you to pick a class from one or more of the fields of expertise. For example, if you picked an asari background, which allows you to pick a Biotic class, you would have to choose between Adept, Sentinel and Vanguard, whereas a Salarian, being able to choose between Soldier and Tech, could take any class except the Adept class. Take note of the background colours: The Infiltrator class in the Combat tree has an orange background, whereas the Infiltrator class in the Tech tree has a red background. This means that the Infiltrator class is a mix of Combat and Tech powers. The same principle goes with the Vanguard being Combat/Biotic and the Sentinel being Biotic/Tech. The Soldier, Adept and Engineer class are specialists, taking abilities only from their field of expertise.

Notable Changes
When leveling up, characters will only gain their Constitution as a bonus to their health score. In addition, there are two new mechanics related to recieving and absorbing damage: Shields and Armor. Shields work in a similiar fashion as health does. When a character levels up, he gains 1d6 + Tech (Shield Tech) as a boost to his shields. Armor is a constant value depending on the armor youre wearing. Damage migitation works as following: Shields are a characters first layer of defense. Once the shields are down, the armor gets damaged next. Lastly, if the armor gets worn out, the characters health will take damage. Certain attacks, biotic techniques or arms tech will either deal bonus damage against shields or armor or will bypass them completely. Thus it is necessary to keep track of your shield and armor score at all times. Shields automatically recharge after combat. Armor will have to be repaired, using a Dexterity (Crafting) roll against a TN specified by the DM and using a certain amount of omni-gel (a resource of many uses in the Mass Effect galaxy) depending on the damage the armor has sustained. The big difference between the original AGE armor and Mass Effect AGE (in future referenced to as MEAGE) armor is in its actual effect. Whereas the AGE armor reduces the damage a character takes, MEAGE armor works like a second amount of health, which needs to get damaged in order to break through. As an example: Shepard is wearing an armor with the value of 15. He gets attacked by a blue sun mercenary with a pistol, who deals 6 damage. The armor has now only a value of 9. Should the damage inflicted be greater than the remaining armor value, all overrolling damage is directly inflicted upon the targets health.

Defense and Speed


Defense is calculated as in Dragon Age RPG Set 1 PG p. 31. So is speed, only that all races have a base speed of 10.

Character Creation Notice


Should you decide to create a character and use the rules specified in Dragon Age Set 2 PG p. 26 Buying Abilities you may spend 11 points to buy your abilities, instead of the usual 10. Other than that, th e same rules concerning the cost of abilities and the maximum ability score you can buy still apply.

Leveling up
Leveling up works, as described in Dragon Age RPG Set 1 PG p. 26 Gaining Levels with two exceptions: When leveling up, you recieve your Constitution ability as a bonus to your maximum health (after assigning your ability increase). When leveling up, you add 1d6 + Tech (Shield Tech) to your maximum shield energy.

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Soldier

Soldiers are the backbone of every army. They are the meat that gets thrown into close combat, being either the line of defense or the tip of the spear to break the enemy. Soldiers get trained in a variety of weapons and gear, but they completely lack biotic or tech powers.

Primary Abilities: Constitution, Perception, Strength Secondary Abilities: Biotics, Communication, Cunning, Dexterity, Tech, Willpower Starting Health: 25 + Constitution Starting Shields: 15 + 1d6 + Tech (Shield Tech) Weapon Groups: Brawling, plus any three of the following: Assault Rifles, Heavy Weaponry, Omni-Blades, Pistols, Sniper Rifles, Shotguns, Sub-Machine Guns Famous Soldiers: David Anderson, Ashley Williams, Garrus Vakarian

Class Powers Level 1 Starting Talents: You become a regular in two of the following talents: Assault Training, Close-Quarters Traning, Gunslinger, Omni-Blade Savant or Sniper-Training. You also start as a regular in Armor Training. Level 2 New Ability Focus: You gain one of the following ability focuses: Communication (Leadership), Constitution (Stamina) or Cunning (Military Lore). Level 3 New Talent: You become a regular in a new talent or gain a degree in a talent you already have. Level 4 Weapon Proficiency: You may learn a new weapon group or a weapon group focus or your choice. Iron Nerves: Even in a rain of bullets you can keep your calm. If you roll a successful Willpower (SelfDiscipline) test against TN 11 you may add another 1d6 to your next attack roll. This test cant generate stunt points. Level 5 New Talent: You become a regular in a new talent or gain a degree in a talent you already have.

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Level 6 New Specialization: You may choose one specialization for your class. You gain the regular degree of its specialization talent. Level 7 New Talent: You become a regular in a new talent or gain a degree in a talent you already have. Threaten: You gain access to the Threaten ability, which takes a minor action. If you use it, make an opposed test of your Strength (Intimidate) vs. the targets Willpower (Self -Discipline). If you win, the the target must attack you in some way on his next turn. Level 8 New Specialization Talent: You gain the veteran degree in the specialization talent you gained at level 6. New Weapon Group: You learn a new weapon group of your choice. Level 9 Tactical Commands: Your analysis of the battle greatly benefits you and your allies. As a major action, you may issue tactical commands, to increase either attack, defense, speed or damage by 1 for you and your allies for one round. New Talent: You become a regular in a new talent or gain a degree in a talent you already have. Level 10 New Specialization Talent: You gain the expert degree in the specialization talent you gained at level 6.

Adept
The Adept is the ultimate biotic, able to affect the physical world with the power of the mind. Adepts are durable and powerful manipulators of mass effect fields: they can use biotics to violently manipulate objects 1 in the environment, including nearby enemy targets. They lack the physical prowess of Soldiers and the Tech expertise of Engineers though. The bio-amps Adepts use are specificly designed to enhance the potential of the user to use as big a variety of powers as possible. Primary Abilities: Biotic, Dexterity, Perception Secondary Abilities: Constitution, Communication, Cunning, Strength, Tech, Willpower Starting Health: 20 + Constitution Starting Shields: 15 + 1d6 + Tech (Shield Tech) Weapon Groups: Brawling and any one of the following: Omni-Blades, Pistols, Sub-Machine Guns Famous Adepts: Liara TSoni, Kaidan Alenko, Samara Class Powers Level 1 Excessive Biotic Training: This allows you to learn any of the powers described in the Biotics chapter whenever youre allowed to learn a new power. You may also learn three biotic powers right away. Whenever you may learn a new power, you can choose to further advance a power youve already learned instead this also applies to the powers gained at level 1. Starting Talent: You become a regular in one of the following talents: First Aid, Gunslinger or Quick Reflexes.

http://masseffect.wikia.com/wiki/Adept

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Level 2 New Power: You may learn a new power or gain an advancement in a power youve already learned. Level 3 New Talent: You become a regular in a new talent or gain a degree in a talent you already have. Level 4 New Power: You may learn a new power or gain an advancement in a power youve already learned. Quick Recharge: Whenever you generate stunt points and your biotic powers are on a cooldown, you may instantly refresh your powers for 3 SP. Level 5 New Talent: You become a regular in a new talent or gain a degree in a talent you already have. Level 6 New Specialization: You may choose one specialization for your class. You gain the regular degree of its specialization talent. New Power: You may learn a new power or gain an advancement in a power youve already learned. Level 7 New Stunt:Exploit: If you gain stunt points on a casting roll, you may spend 3 to immediately make an attack with your weapon. This attack cant generate any stunt points. New Talent: You become a regular in a new talent or gain a degree in a talent you already have. Level 8 New Specialization Talent: You gain the veteran degree in the specialization talent you gained at level 6. New Power: You may learn a new power or gain an advancement in a power youve already learned. Level 9 New Weapon Group: You learn how to use the Assault Rifles weapon group. New Talent: You become a regular in a new talent or gain a degree in a talent you already have. Level 10 New Specialization Talent: You gain the expert degree in the specialization talent you gained at level 6. New Power: You may learn a new power or gain an advancement in a power youve already learned.

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Engineer
Engineers are tech specialists, the most effective class at disabling the defense of the toughest enemies or 2 incapacitating them to render them harmless. Engineers know how to get the maximum out of their omnitool. They are experts on the field of hacking, decryption, arms and shield tech and engineering, of course. They lack the heavy armarment of soldiers though, and they have no access to biotics. Primary Abilities: Cunning, Dexterity, Tech Secondary Abilities: Biotics, Communication, Constitution, Perception, Strength, Willpower Starting Health: 20 + Constitution Starting Shields: 20 + 1d6 + Tech (Shield Tech) Weapon Groups: Omni-Blades and any of the following: Brawling, Pistols, Sub-Machine Guns Famous Engineers: TaliZorah Vas Normandy, Mordin Solus Class Powers Level 1 Tech Proficiency: This allows you to learn any of the powers described in the Tech chapter whenever youre allowed to learn a new power. You may also learn three tech powers right away. Whenever you may learn a new power, you can choose to further advance a power youve already learned i nstead this also applies to the powers gained at level 1. Starting Talent: You become a regular in one of the following talents: Decryption, Electronics, Omni-Blade Savant. Level 2 New Power: You may learn a new power or gain an advancement in a powe r youve already learned. Level 3 New Talent: You become a regular in a new talent or gain a degree in a talent you already have. Level 4 New Power: You may learn a new power or gain an advancement in a power youve already learned. Tech Grenade: You can apply tech powers onto grenades and activate them once the grenade is thrown. The tech power will affect anyone whos affected regularily by the grenade. Area of effect powers can not be applied and your powers may not be on cooldown. This is a stunt that costs 3 SP and that can be used if you generated stunt points on a successful Dexterity (Grenades) roll. You have to make a successful roll for the tech power in order for it to work, but only once no matter how many opponents are adjacent to the grenade. Utilizing this stunt wont put your tech powers on cooldown. This tech power roll can not generate stunt points. Level 5 New Talent: You become a regular in a new talent or gain a degree in a talent you already have.

http://masseffect.wikia.com/wiki/Engineer

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Level 6 New Specialization: You may choose one specialization for your class. You gain the regular degree of its specialization talent. New Power: You may learn a new power or gain an advancement in a power youve already learned. Level 7 New Talent: You become a regular in a new talent or gain a degree in a talent you already have. Deploy Turret: You may deploy an automated turret on the battlefield as a major action. A turret is a floating automated platform which will shoot at anything you specify. You can deploy only one turret at a time It will deal 1d6-1 damage to a target of your choice per turn until it is destroyed. It has a defense of 9 and an armor value of 5. Turrets can be bought on the regular market for 100 Cr. per turret. Level 8 New Specialization Talent: You gain the veteran degree in the specialization talent you gained at level 6. New Power: You may learn a new power or gain an advancement in a power youve already learned. Level 9 New Weapon Group: You learn how to use the Heavy Weaponry weapon group. New Talent: You may learn a new power or gain an advancement in a power youve already learned. Level 10 New Specialization Talent: You gain the expert degree in the specialization talent you gained at level 6. New Power: You may learn anew power or gain an advancement in a power youve already learned.

Vanguard
The Vanguard is a powerful combatant, able to combine the offensive powers of the Adept and the Soldier. They have access to various weapons and armor, as well 3 as biotics. Vanguards can be usually found next to soldiers in the front line. Their biotic powers allow them to quickly move in onto the enemy and disable them in a deadly charge, while protecting them with kinetic barriers. They usually wear heavy armor and carry shotguns as their main weapons, but exeptions may be seen.

http://masseffect.wikia.com/wiki/Vanguard

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Primary Abilities: Biotics, Constitution, Strength Secondary Abilities: Communication, Dexterity, Perception, Strength, Tech, Willpower Starting Health: 25 + Constitution Starting Shields: 15 + 1d6 + Tech (Shield Tech) Weapon Groups: Brawling and two of the following: Omni-Blades, Shotguns, Pistols, Sub-Machine Guns Famous Vanguards: Urdnot Wrex Class Powers Level 1 Starting Talent: You become a regular in one of the following talents: Close-Quarters Training, Gunslinger, Armor Training. Level 2 New Power: You may learn the Charge, Nova or Barrier power. Level 3 New Talent: You become a regular in a new talent or gain a degree in a talent you already have. Level 4 New Power: You may learn the Charge, Nova or Barrier power or gain an advancement in one of those powers, that youve already learned. Knock-Out: You may attempt a melee attack with the butt of your gun as a minor action to throw your opponent off-balance. This is an opposed Strength (Brawling) vs. the targets Dexterity (Acrobatics). If you succeed, your opponent has been knocked prone. Level 5 New Talent: You become a regular in a new talent or gain a degree in a talent you already have. Level 6 New Specialization: You may choose one specialization for your class. You gain the regular degree of its specialization talent. Level 7 New Power: You may learn the Charge, Nova or Barrier power or gain an advancement in one of those powers, that youve already learned. Level 8 New Specialization Talent: You gain the veteran degree in the specialization talent you gained at level 6. New Weapon Group: You learn a new weapon group of your choice. Level 9 Discharge: Once per encounter, you may use any of your biotic powers as a free action. New Specialization Talent: You gain the expert degree in the specialization talent you gained at level 6. Level 10 New Power: You may learn the Charge, Nova or Barrier power or gain an advancement in one of those powers, that youve already learned.

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Infiltrator
There isnt much known about Infiltrators, but that is just a sign of how good they are at their jobs. Infiltrators are typically agents or spies, sent into a foreign or hostile environment to gather data, sabotage facilities or assasinate persons of importance. They rely not only on their combat abilities, but also on their skill to manipulate people so they themselves can stay undercover. For combat situations Infiltrators have adapted tech and combat powers to become deadly on range. Primary Abilities: Communication, Perception, Tech Secondary Abilities: Biotics, Constitution, Cunning, Dexterity, Strength, Willpower Starting Health: 20 + Constitution Starting Shields: 15 + 1d6 + Tech (Shield Tech) Weapon Groups: Brawling and two of the following: Assault Rifles, Omni-Blades, Pistols, Sub-Machine Guns, Sniper Rifles Famous Infiltrators: Kasumi Goto, Kai Leng Class Powers Level 1 Aimed Shot: Your stealth field generator allows you to ambush your opponents. If you are stealthed, you can try to take an aimed shot at an enemy. To do so, make an opposed test of your Tech (Stealth) vs. the opponents Perception (Seeing). This is a minor action, but you dont have to attack right away. If you succeed you can add +2 to the attack roll and +1d6 damage if the attack succeeds. For every turn you wait after the opposed test, you may add another +1 to your attack roll, as long as you attack the target of your opposed test. Waiting a turn is considered a major action. You can not take aimed shots against enemies that are adjacent to you. Starting Talent: You become a regular in one of the following talents: Contacts, Electronics, Sniper Training. Level 2 New Power: You may learn the Cryo Blast, Neural Shock or Overload power. Level 3 New Talent: You become a regular in a new talent or gain a degree in a talent you already have. Level 4 New Power: You may learn the Cryo Blast, Neural Shock or Overload power or gain an advancement in one of those powers, that youve already learned. Reinforced Steatlh Generator: You may re-roll any Tech (Stealth), but you must keep the results of the second roll. Level 5 New Talent: You become a regular in a new talent or gain a degree in a talent you already have. Level 6 New Specialization: You may choose one specialization for your class. You gain the regular degree of its specialization talent.

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Level 7 New Power: You may learn the Cryo Blast, Neural Shock or Overload power or gain an advancement in on of those powers, that youve already learned. Tech Experience: Whenever youre called to make an advanced test using either the Tech (Hacking) or the Tech (Stealth) focus, you may add +2 to the results of your dragon die, allowing you to succeed in the test faster. Level 8 New Specialization Talent: You gain the veteran degree in the specialization telent you gained at level 6. Level 9 Sweet Dreams: If you are stealthed, you can attempt to quietly take out an enemy whos not aware of your presence. If you make a succesful opposed test of your Tech (Stealth) vs. the opponents Perception (Seeing) you hit him at a vulnerable spot to send him to the realm of dreams, or the realm of funny bits and bites when it comes to mechs. This ability cant be used during combat. New Specialization Talent: You gain the expert degree in the specialization talent you gained at level 6. Level 10 New Power: You may learn the Cryo Blast, Neural Shock or Overload power or gain an advancement in on of those powers, that youve already learned.

Sentinel
Sentinels are unique, bringing both tech and biotic abilities to the battlefield. While they lack the focus of 4 adepts and engineers, they are versatile and can handle any situation. Lacking the skills of a soldier, Sentinels heavily depend on their biotic and tech powers to keep themselves safe and to inflict damage upon their enemies. Primary Abilities: Biotics, Dexterity, Tech Secondary Abilities: Communication, Constitution, Cunning, Perception, Strength, Willpower Starting Health: 20 + Constitution Starting Shields: 15 + 1d6 + Tech (Shield Tech) Weapon Groups: Brawling and one of the following: Omni-Blades, Pistols, Sub-Machine Gun Famous Sentinels: Miranda Lawson Class Powers Level 1 Biotic Training: You may learn the Warp, Throw or Barrier power. Tech Training: You may learn the Cryo Blast, Overload or Tech Armor power. Starting Talent: You become a regular in one of the following talents: Electronics, Gunslinger, Quick Reflexes.

http://masseffect.wikia.com/wiki/Sentinel

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Level 2 New Power: You may learn the Warp, Throw, Barrier, Cryo Blast, Overload or Tech Armor power or gain an advancement in one of those powers, that youve already learned.

Level 3 New Talent: You become a regular in a new talent or gain a degree in a talent you already have. Level 4 New Power: You may learn the Warp, Throw, Barrier, Cryo Blast, Overload or Tech Armor power or gain an advancement in one of those powers, that youve already learned. Quick Recharge: Whenever you generate stunt points and your biotic or your tech powers are on a cooldown, you may instantly refresh either your biotic or your tech powers for 3 SP. Level 5 New Talent: You become a regular in a new talent or gain a degree in a talent you already have. Level 6 New Specialization: You may choose one specialization for your class. You gain the regular degree of its specialization talent. New Power: You may learn the Warp, Throw, Barrier, Cryo Blast, Overload or Tech armor power or gain an advancement in one of those powers, that youve already learned. Level 7 New Talent: You become a regular in a new talent or gain a degree in a talent you already have. Bonus Talent: You learn the Armor Training (Regular) talent and may increase it as if it had no prerequesites. Level 8 New Specialization Talent: You gain the veteran degree in the specialization talent you gained at level 6. Level 9 New Stunt: Combined Force: When generating stunt points on a casting roll you may use the Combined Force stunt for 4 SP. This allows you to immedietaly use another power against any target in range. If you generated the stunt points by a Biotic casting roll, then use a Tech power now. If you generated the stunt points by a Tech casting roll, use a Biotic power. This stunt resets the cooldown on your omni-tool and bioamp. Example: You have the standard issue Bluewire I omni-tool and Solaris I bio-amp. You already used a Tech power last round, so your omni-tool has still two rounds to cool down before you can use it again. Luckily, your bio-amp is ready and you use it to cast a Biotic power. On the casting roll, you generate enough stunt points to use the Combined Force stunt. You choose a Tech power which fits your needs and roll the dice. Both your bio-amp and your omni-tool are now on a three rounds cooldown. New Power: You may learn the Warp, Throw, Barrier, Cryo Blast, Overload or Tech Armor power or gain an advancement in one of those powers, that youve already learned. Level 10 New Specialization Talent: You gain the expert degree in the specialization talent you gained at level

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Talents
Armor Training
Classes: Soldier, Vanguard, Infiltrator Requirement: None. Your armor is like a second skin to you. You have been trained to fight in armor and reduce the penalties they would inflict upon your agility. Regular: You can wear medium armor with no penalty to dexterity, only to speed. Veteran: You can wear heavy armor with no penalty to dexterity, only to speed. Expert: You negate all penalties to speed induced by wearing armor.

Arms Tech
Classes: Engineer, Infiltrator, Sentinel. Requirement: You need the Tech (Arms Tech) focus. Regular: Youre home at weapon engineering. You may now modify your weapons and ammo by using special weapon and ammo modifications up to the Regular level. Applying Regular weapon and ammo modifications is a TN 11 Tech (Arms Tech) or a TN 13 Tech (Engineering) test. Veteran: You may now use Veteran weapon and ammo modifications. Applying Veteran weapon and ammo modifications is a TN 13 Tech (Arms Tech) or a TN 15 Tech (Engineering) test. Also the cooldown induced on your omni-blade lasts 1 round less after using an Arms Tech type tech power. Expert: You may now use Experimental weapon and ammo modifications. Applying Experimental weapon and ammo modifications is a TN 15 Tech (Arms Tech) or a TN 17 Tech (Engineering) test.

Assault Training
Classes: Any. Requirement: You must be trained in the Assault Rifles weapon group. Regular: Your aim with assault rifles is exceptional. When taking the Aim action you may add +2 to your attack roll instead of +1. Veteran: You may reload an assault rifle at any time as a free action. Expert: Suppressive Fire: You gain the Suppressive Fire major action. Using this action allows you to spend up to 3 ammunition to keep your allies from being hit. Your allies will gain +1 defense per clip spent until the beginning of your next turn.

Body
Classes: Adept, Sentinel, Vanguard. Requirement: You need the Biotics (Body) focus. Regular: You enhance your melee capabilities. When attacking unarmed, you may add your Biotics ability score to your damage roll. Veteran: When using a Body type biotic power, the cooldown induced on your implant lasts 1 round less than usual. Expert: You use your biotics to enhance your bodys abilities. Choose a focus: Constitution (Running), Dexterity (Acrobatics), Strength (Climbing) or Strength (Jumping). If you fail a test with the chosen focus you may re-roll the test, but you have to keep the results of the second roll.

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Close-Quarters Training
Classes: Soldier or Vanguard. Requirement: You need Strength 2 or higher. Regular: You have learned how to quickly close the distance between yourself and an enemy. You can Charge up to your speed in yards. Veteran: When attacking successfully in close combat with a shotgun or unarmed, you may move the target of your attack 2 yards in any direction. Expert: You have learned how to quickly disarm opponents in melee. The Disarm stunt now only costs 1 SP instead of 2 SP, when attacking with a shotgun or unarmed.

Command5
Classes: Any. Requirement: You need Communication 2 or higher or the Communication (Leadership) focus. Regular: You presence inspires your allies. If you take a major action to make a heroic gesture, your allies will gain a +1 bonus to Willpower (Morale) tests for the rest of the encounter. Veteran: Your allies follow your lead. Any NPCs you lead gain a +1 bonus when rolling for initiative. Expert: When you stand firm, your allies stand with you. When you lead NPCs into battle, they will not have to make a Willpower (Morale) test until at least two-third of your sides combatants are out of the fight (dead, routed or incapacitated).

Contacts6
Classes: Any. Requirement: You need Communication 1 or higher. Regular: You can attempt to make a contact out of a NPC with a successful Communication (Persuasion) test with a TN fitting the occasion and specified by the GM. Veteran: Once youve established a contact, you can try to get a favor with another successful Communication (Persuasion) test. The target number is specified by the GM and based on the nature of the favor. Expert: You can turn an acquaintance into an ally witha show of loyalty. If you do a significant favor for a contact, he will treat you as a friend when you ask him for favors. He will go out of hist way to help you and will be willing to put himsef in dange for you.

Decryption
Classes: Any. Requirement: You need (Cryptography) focus. the Cunning

Regular: Youve become trained at reading and decyphering codes. Whenever you fail a Cunning (Cryptography) test, you may re-roll the test again but have to keep the results of the second roll. Veteran: You may attempt to create your own unique code. Doing so is an advanced Cunning (Cryptography) test. TN and threshold will be specified by the GM based on how complex you want your code to be.
5 6

Same as the Command talent in the Dragon Age Set 2 PG. P. 40 Same as the Contacts talent in the Dragon age Set 2 PG. P. 40

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Expert: You have developed a gaze for codes. You can easily spot coded messages in news announcements, on extranet sites, in advertisments and the like. Spotting such codes doesnt require a test anymore.

Electronics
Classes: Any. Requirement: You need Tech (Hacking) focus. Regular: Whenever you fail a Tech (Hacking) test, you may re-roll it, but you have to keep the results of the second roll. Veteran: Youve developed quick reflexes when infiltrating computer systems. If your hacking or bypassing attempt is being countermeasured and an opposed test is called, you recieve a +1 bonus for this test. Expert: Easy locks and security systems dont bother you any more. You may apply 1 unit of omni -gel on easy locks and security systems to automatically succeed in your hacking or bypassing attempt.

First Aid7
Classes: Any Requirement: You need the Tech (First Aid) focus. Regular: Using the First Aid action is now a minor action. Veteran: Your First Aid action now heals an am ount of damage equal to your healing rolls (Dragon Die x 2) + Cunning. Expert: Your First Aid action now heals an amount of damage equal to your healing rolls (Dragon Die x 3) + Cunning.

Fitness
Classes: Soldier, Vanguard, Infiltrator. Requirement: None. Regular: You instantly gain 1d6 + Constitution maximum health. Veteran: Choose a focus: Constitution (Running) or Strength (Climbing). All actions involving the specified focus cost you only half as much time. Expert: You instantly gain 1d6 + Constitution maximum health.

Gunslinger
Classes: Any. Requirement: You need Dexterity 2 or higher. Regular: Fighting with side arms (pistols and sub-machine guns) requires constant situational awareness. If you take the activate action, you gain a +1 Defense bonus until the end of the encounter while fighting with pistols and sub-machine guns. Veteran: You have learned how to fire two shots in close proximity with accurate grouping. You can perform the Lightning Attack stunt for 2 SP instead of the usual 3 as long as you are using a side-arm. Expert: You have learned how to accurately fire two sidearms at the same time. When you attack with a sidearm in your main hand you may also attack with the sidearm in your off-hand as a minor action. The second attack does not generate any stunt points, and you only add half of your Perception (rounded down) to the damage.
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Same as the Chirurgy talent in the Dragon Age Set 2 PG. P. 40

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Lore8
Classes: Any. Requirement: You need Cunning 2 or higher. Regular: When making a successful roll with a Lore focus (like Military Lore or Cultural Lore) the GM should give you some extra piece of information on the topic. Veteran: When making an advanced Cunning (Research) test, you gain a +1 bonus on your dragon die, allowing you to reach the threshold faster. Expert: Pick any two of oyur lore focuses. When making tests using these focuses, you can re-roll a failed test but you must keep the result of the second roll.

Omni-Blade Savant
Classes: Any. Requirement: You need the Omni-Blades weapon group. Regular: Being close to your enemies, its easier to find weak spots in their defense. You may use the Pierce Armor stunt for 1 SP instead of the usual 2 when attacking with an omni-blade. Veteran: You may use an activate action to gain +1 Defense for the rest of the encounter when wielding an omni-blade. Expert: You gain the Fast Power stunt which immediately refreshes your cooldowns and allows you to use a power of your choice. The power may not have a TN higher than 12. This stunt costs 4 SP.

Quick Reflexes
Classes: Any. Requirement: You need Dexterity 2 or higher. Regular: You may use the Ready action as a free action. Veteran: You may go prone or stand up from being knocked prone as a free action. Expert: If you are shot at and cover is nearby, you may attempt a Dexterity (Acrobatics) roll against the attack roll. If you succeed, you roll into cover, taking only half damage (rounded down). You cant use this ability if you are already in cover or if an enemy is adjacent to you.

Scouting9
Classes: Any. Requirement: You need Dexterity 2 or higher. Regular: If you fail a Dexterity (Sneaking) test, you may re-roll the test but have to keep the results of the second roll. Veteran: You may perform the Seize the Initiative stunt for 2 SP instead of the usual 4. Expert: If you fail a Perception (Seeing) test, you may re-roll the test but have to keep the results of the second roll.

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Same as the Lore talent in the Dragon Age Set 2 PG. P. 41 Same as the Scouting talent in the Dragon Age Set 2 PG. P. 43

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Silver Tongue
Classes: Any. Requirement: You need Communication 2 or higher. Regular: Choose a Communication focus (except (Performance)). Whenever you fail a test with the chose focus, you may re-roll the test but have to keep the results of the second roll. Veteran: You appear very likeable to other people. They are more likely to do small favors for you, even unasked (like inviting you for a drink, giving you a ride). Expert: You can verbally maneuver even through the most dangerous situations. You gain a +1 bonus to your dragon die on every Communication test you make (except (Performance)).

Sniper Training
Classes: Any. Requirement: You need the Sniper Rifles weapon group. Regular: You have learned to control your body to allow for more accurate shooting. When wielding sniper rifles, taking the Aim action gives a +2 bonus to attack rolls. Veteran: You have been trained to aim for the weakest points on your targets. You can perform the Pierce Armor stunt for 1 SP instead of 2 when using a sniper rifle to attack. Expert: You and your weapon are as one. When wielding a sniper rifle, you can choose to re-roll your damage. However, you must keep the second roll, even if its less than the first.

Synthetics
Classes: Engineer, Infiltrator, Sentinel. Requirement: You need the Tech (Synthetics) focus. Regular: Youve got a small VI drone as a permanent companion. It can illuminat e an area of 10 yards radius. It cant move out of your sight and you can communicate with it via your omni -tool. Veteran: Your VI drone may now move out of your sight as long as it stays within a 50 yards radius of you. It can perform small tasks that do not require physical contact, like eavesdropping, scouting and computing difficult formulas. Master: Your VI drone now serves as a mobile interface for your omni-tool. You can use tests that require a Tech (Focus) roll through your drone. You may as well use tech powers through the drone, but this will overload it, which results in its destruction. Youll have to repair the drone before it can be used again.

Telekinesis
Classes: Adept, Sentinel, Vanguard. Requirement: You need the Biotics (Telekinesis) focus. Regular: You may lift and move small objects without physical contacts, just using your biotic capability. Veteran: Add a bonus of +1 to your dragon die whenever generating stunt points by casting a Telekinsis style biotic power. Expert: Your telekinetic abilities have become incredibly strong. You may attempt a Biotics (Telekinesis) test vs. TN 13 in order to lift yourself up in the air for a number of rounds equal to your rolls dragon die. You can then hover around freely in the air. You may also use this ability to try and soften a fall from high ground.

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Specializations
Phantom
Classes: Infiltrator Requirement: You must have Dexterity and Tech 3 or higher and the Tech (Stealth) focus. Regular: You have learned to backstab your opponent in melee combat. In order to do so you must make a move action to get close to your target and then make an opposed Tech (Stealth) vs. Perception (Seeing) test. If you succeed you hit your opponent in an unpredicted way and add +2 to your next attack roll as well as +1d6 to your damage, if your backstab hits. You cant backstab targets you start your turn adjacent to. Additionally, you have learned to point out weaknesses in your victims defenses. By using an activate action, you may mark an enemy in 10 yards around you for death. All ranged and melee attacks against this enemy will deal +1 damage. The target stays marked until you mark another target, until the encounter ends or until it dies. Marking another target takes another activate action. The same target cant be marked multiple times in the same encounter. Veteran: You have learned to bluff a target you start your turn adjacent to. In order to do so, you have to decieve him by making an opposed Communication (Deception) vs. Willpower (Self-Discipline) test. If you succeed, you wrong-foot the target and may backstab it as if you hadnt started your turn adjacent to it. In addition to bluffing, the Veteran degree also grants all your Tech (Stealth) rolls a +2 bonus. Expert: You exploit the weaknesses of your enemies. When you backstab a target you marked for death, you may add +1d6 to your damage if you hit.

Bastion
Classes: Adept Requirement: You must have Biotics and Willpower 3 or higher. Regular: Using a major action, you can raise a barrier with a radius of 10 yards around you. Everyone who stands within the boundaries of this barrier gains a +2 defense bonus against ranged attacks from outside the barrier. If someone tries to break through the barrier from the outside, a run action is required. You will have to maintain the barrier or it will collaps after one round. Maintaining the barrier takes a minor action each round. Veteran: Maintaining your barrier field becomes a free action. Expert: When using a Kinetic Field type power, your cooldown is reduces by one turn.

Champion
Classes: Vanguard Requirement: You must have Strength and Communication 3 or higher. Regular: When using the Charge action or the Charge biotic power, all enemies in sight of you suffer a -2 on their attack rolls for the next round. Veteran: You can use an activate action to enter the Champion stance. When in Champion stance, you plant yourself on the ground, disabling your enemies from pushing you around like a wimp. The Skirmish and Knock Prone stunts have no effect on you. Additionally, while in Champion stance, you may add your Biotics ability score instead of Dexterity to your defense. Expert: When in Champion stance, you inspire your friends. Allies in sight of you gain +1 to defense +1 on Willpower checks and inflict +1 damage on all attacks.

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Commando
Classes: Adept Requirement: You must have Biotics 3 and Dexterity 3 or higher. Regular: Commandos are trained to fight with weapons as well as with biotics. You may use your Biotics ability score to fulfill the strength requirements of any weapons. Veteran: You gain the Warp Ammo stunt. This is a stunt that costs 2 SP and which can be used after generating stunt points with a ranged attack roll. You imbue your ammo with biotic energy before shooting, Your attack deals +2d6 damage against enemies affected by biotic powers. Expert: You may add your Biotics ability score instead of Perception as damage to your ranged attacks.

Controller
Classes: Engineer Requirement: You must have Tech and Cunning 3 or higher and the Synthetics (Veteran) talent. Regular: Youre proficient at controlling more than one VI at once. Using the Synthethics talent, you can now control two VI drones instead of one at the same time. They can scout in different directions and perform different actions. If you send them both to perform the same action, you will get a +3 bonus on your ability test. Veteran: You get a +2 bonus on all Tech (Hacking) tests you make. Expert: Using the Deploy Turret ability, you may control up to a number of automated turret platforms equal to your Tech ability score.

Destroyer
Classes: Vanguard Requirement: You must have Biotics and Strength 3 or higher. Regular: Using an activate action, you enter Destroyer stance. While in Destroyer stance you gain a +2 bonus on any Willpower tests you have to make, but suffer a -1 to defense. Veteran: While in Destroyer stance, you may add your Biotics ability score in addition to your Strength ability score as bonus damage to all melee attacks. Expert: When in Destroyer stance, you gain access to the Burst stunt. This stunt can be used when generating stunt points through a melee or shotgun attack and costs 3 SP. When performing the Burst stunt, you may immediately use one of your powers, ignoring the cooldown on your bio-amp. The power s casting roll cant generate stunt points.

Guardian
Classes: Sentinel Requirement: You must have either Biotics or Tech 3 or higher and Constitution 3 or higher. Regular: Using the activate action, you may enter Guardian stance. When doing so, you may proclaim an ally in sight as your charge. You may combine your tech and biotic powers to surround your charge with a tech barrier. That barrier will deflect up to 5 points of damage. However, maintaining the barrier requires your concentration while in protecting a target with the tech barrier, you suffer a -2 penalty to your defense. Veteran: Using the Barrier or Tech Armor power now inflicts one turn less cooldown than usual.

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Expert: When youre in Guardian mode and an enemy successfully hits your charge, you may immediately and as a free action use one of your available powers against that enemy. The enemy must be in range of the power you want to use and your omni-tool or bio-amp (depending on the type of power you want to use) may not be on cooldown.

Marksman
Classes: Soldier Requirement: You must have Perception 3 or higher and the Assault Training (Veteran) talent. Regular: By taking the activate action, you may enter the marksman stance. While in marksman stance, your weapon range is increased by your Perception x 2, you gain a +2 bonus on your attack rolls but also suffer a -2 penalty to defense, when attacked in melee combat. Veteran: While in marksman stance, as long as there are no enemies within 7 yards around you, you deal +1d6 bonus damage. Expert: When performing the Pierce Armor stunt, your damage is penetrating. It will deal full damage instead of half.

Powertech
Classes: Engineer Requirement: You must have Tech and Dexterity 3 or higher and the Arms Tech (Veteran) talent. Regular: You may add +3 to your Tech blast score. Additionally, you may learn a new power or gain a level in a power youve already learned. Veteran: Youre an expert in tech of all sorts add +1 to any Tech rolls you make. Expert: When using Tech powers, the cooldown on your omni-tool is deacreased by 1 round.

Raider
Classes: Sentinel Requirement: You must have Biotics and Tech 3 or higher. Regular: You immediately learn the Submission Net (Regular) Tech power. Veteran: Using an activate action, you can enter Ravage stance. While in Ravage stance, you deal +2 extra damage against already wounded enemies. Expert: While in Ravage stance, when using Warp against an enemy already affected by Submission Net, your Warp ability will deal +1d6 bonus damage.

Shock Trooper
Classes: Soldier Requirement: You must have Constitution 3 or higher and Dexterity 3 or higher. Regular: By using the activate action, you assume a defensive position. While in this position, your movement speed is halfed (rounded up) but you gain +2 to defense. Additionally, while youre in posit ion, enemies wont get any bonuses for outnumbering you. If you use the run action, this will break your position and you will have to take another activate action to assume it again. Veteran: Youre used firing from cover. If you are in a defensive posit ion and you take the Blind Fire action, every -1 penalty you take to your attack grants you +2 defensive, up to a maximum of -3 attack and +6 defense.

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Expert: Emergency Healing: The First Aid action becomes a free action for you, and you may use it to heal either yourself or an ally.

Sniper
Classes: Infiltrator Requirement: You must have Perception 3 or higher and Tech 3 or higher and the Sniper Training (Veteran) talent. Regular: When you hit with Aimed Shot and you generate stunt points, you may use the Precision stunt. This is a stunt that costs 2 SP. When using it, you hit vulnerable spots on your target. Roll 2d6 and check the result on the Hit Zones table for a bonus effect. Ths effect applies additionally to your damage. Veteran: Your experience serves you well, and you can shoot quickly without loosing any time. You can perform the Lightning Attack stunt for 2 SP instead of 3.

Hit Zones
Roll 2-4 5-8 9-11 Hit Zone Legs Torso Arms Effect The target is knocked prone. You deal additional1d6 damage The target looses grip of anything in his hands. Your damage is penetrating.

Expert: Your aim is remarkable. You may use a number of points equal to your Perception 12 Head ability to shift the result of your 2d6 roll on the Hit Zones table as you like. For example, if you rolled 6 and you have a Perception score of 3, you may either shift your result to 3, resulting in a leg shot or to 9, resulting in disarming the opponent.

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Powers
Biotic and Tech powers in MEAGE work similiar to magic in the DARPG. Spellpower is substituted by Biotic power or Tech power depending on the type of ability you want to use. Biotic blast = 10 + Biotic + Focus (If applicable) Tech blast = 10 + Tech + Focus (If applicable) Since there is no mana in Mass Effect, Biotic Implants and Omni-Tools (which enable you to use Biotic and Tech abilities) go on cooldown after use, preventing you from using major Biotic and Tech abilities. The cooldown of your Biotic and Tech abilties is dependent on the quality of your omni-tool or bio-amp. Major abilities are all abilities listed in this chapter. A Biotic could still lift a small item if he has the Telekinesis (Regular) talent, even though his Biotic implant is on cooldown. A Tech has still access to his personal drone gained through the Synthetics (Regular) talent if his Omni-Tool cooldown prevents him from using Tech abilities, and so on and so forth. You may advance only three times in a single power, which means that you will only be able to choose one of the available Expert options for each power.

Biotics Barrier
Biotic Style: Kinetic Fields Time: Major Action Test: None Regular: You convert your shields to a protecting kinetic barrier. This barrier works like an armor, whose armor value is equal to your shield value. Attacks that deal bonus damage against shields dont deal bonus damage to your barrier, and attacks that deal reduced damage against armor deal reduced damage against your barrier. Your barrier is weak vs. attacks that deal bonus damage against armor though (like Warp, Incineration Tech or heavy weapons). This lasts for a number of rounds equal to your casting rolls dragon die. Veteran: Your mental powers are strong and enduring. Your barrier now lasts for a number of rounds equal to you casting rolls dragon die plus your Biotic (Kinteic Fields) ability. Expert: Choose one: Improved Barrier: Your kinetic barrier isnt susceptible to armor damaging attacks anymore. Or: Encasing Barrier: Your kinetic barrier cant be bypassed by certain attacks and skills. Type: Defense Target Number: 10

Charge
Biotic Style: Type: Body Utility Time: Major Action Target Number: 13 Test: Dexterity (Acrobatics) Regular: You charge forward in a biotic storm, ignoring objects and people alike. The charge will move you up to half your speed in yards into a specified direction (it wont work if the charge would end inside of an obstacle.) ignoring small obstacles like chairs, chests, crates, tables, fences and the like and people as well. Enemies standing in your way will suffer 1d6 damage and are knocked away 1d6 yards from their position. If they make a successful Dexterity (Acrobatics) test vs. your Biotic blast they only suffer 1d6 damage. Veteran: You can now charge up to your speed in yards. Expert: Choose one: Heavy Charge: Your charge now deals 1d6 + Biotic (Body) damage. Or: Devastating Charge: Your charge now bypasses shields and armor completely.

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Dominate
Biotic Style: Type: Body Attack Time: Major Action Target Number: 14 Test:Willpower (Self-Discipline) Regular: Your mind is so strong, that you can dominate a visible organic target that isnt farther than 20 yards away for a short amount of time. If your biotic attack succeeds, the target is forced under your control for a number of rounds equal to your casting rolls dragon die. You have to sustain the domination by a major action for each round, or it will cancel. If the target makes a successful Willpower (Self-Discipline) test vs. your Biotic blast, it frees itself from your control but cant take any actions on their next turn. When dominated, the target can attempt a Willpower (Self-Discipline) test at the beginning of each turn. Veteran: Your influence over your enemies minds is remarkable. Sustaining a domination now only requires a minor action. Expert: Choose one: Perfect Domination: Sustaining a domination becomes a free action. Or: Multiple Domination: You may attempt to dominate two enemies at the same time. Sustaining both dominations takes two minor actions.

Nova
Biotic Style: Type: Kinetic Fields Attack Time: Major Action Target Number: 13 Test: Constitution (Stamina) Regular: You unleash a burst of kinetic energy in a 2 yards radius around you. All enemies within this radius suffer 2d6 damage and are knocked prone. If they roll a succesful Constitution (Stamina) test vs. your biotic blast, they only suffer 1d6 damage. Veteran: Instead of focusing your biotic energy around yourself, you may choose a point up to 10 yards away which will then be the center of the nova. Expert: Choose one: Strong Nova: No matter if your enemies succeeceded in their Constitution (Stamina) test or not, you may add your Biotics (Kinetic Fields) to your damage. Or: Wide Nova: The radius of your nova increases to 4 yards.

Pull
Biotic Style: Type: Telekinesis Utility Time: Major Action Target Number: 11 Test: Dexterity (Acrobatics) Regular: You may pull heavy objects or enemies that are up to 30 yards away from you towards yourself. If you succeed on your casting roll, they will be pulled a number of yards equal to your casting rolls dragon die into your direction. If the target is an enemy, he will be knocked prone and can not take any actions on his next turn. If the target makes a successful Dexterity (Acrobatics) vs. your biotic blast test, it wont be knocked prone. Veteran: Your mental pull is becoming stronger. You may choose to add your Biotics (Telekinesis) to your dragon die when determining the extent of your pull. Expert: Choose one: Deadly Pull: You wrap your victim into a vacuum while pulling them towards you. They suffer 1d6 + Biotics damage to their health.Or: Pull Field: Your pull affects a number of people equal to your Biotics ability within 2 yards of the original target.

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Reave
Biotic Style: Type: Body Utility Time: Major Action Target Number: 13 Test: Constitution (Stamina) Regular: You reave away the targets life energy. It sufferds 1d6 damage directly to its health and you gain the same amount of health. If the target makes a successful Constitution (Stamina) test vs. your biotic blast, the damage will be dealt to the targets shields instead or not dealt at all if it would hit armor, and you gain no health at all. Veteran: You can mold energy of all kinds to your uses. If the target makes a successful Constitution (Stamina) test vs. your biotic blast and you reave the targets shields, you gain health equal to the damage reaved, as if you had hit the targets health. Expert: Choose one: Powerful Reave: Your reave power now deals 2d6 damage. Or: All-round Reave: Your reave now deals damage and drains health from the enemys armor as if it had hit health.

Shockwave
Biotic Style: Type: Kinetic Fields Attack Time: Major Action Target Number: 14 Test: Dexterity (Acrobatics) Regular: You send a wave of kinetic fields in a straight line towards your enemies for 6 yards in front of you. Enemies hit by the shockwave suffer 2d6 damage and are knocked prone. If they make a successful Dexterity (Acrobatics) test vs. your biotic blast, they suffer only 1d6 damage and wont be knocked prone. Veteran: You increase the length of your shockwave to 12 yards. Expert: Choose one: Piercing Shockwave: The damage of your shockwave bypasses shields. Or: Relentless Shockwave: Even if your enemies make a successful Dexterity (Acrobatics) test, they will suffer 2d6 damage.

Singularity
Biotic Style: Type: Telekinesis Attack Time: Major Action Target Number: 13 Test: Dexterity (Acrobatics) Regular: You create a singularity field with a 2 yards radius up to 20 yards away which traps enemies within and pulls them up in the air, rendering them helpless for a number of rounds equal to your casting rolls dragon die. They can not make any actions. Enemies who make a successful Dexterity (Acrobatics) test vs. your biotic blast wont be trapped in the singularity. Veteran: Using the Warp power against your singularity will detonate it, dealing 1d6 shield-bypassing damage to all enemies trapped within. Expert: Choose one: Volatile Singularity: If your singularity detonates it will deal 2d6 shield-bypassing damage. Or: Wide Singularity: The radius of your singularity increases to 4 yards.

Slam
Biotic Style: Type: Telekinesis Attack Time: Major Action Target Number: 11 Test: Constitution (Stamina) Regular: You lift a target within 30 yards range up in the air and smash them onto the ground or against a wall, dealing 2d6 damage. If the target makes a succesful Constitution (Stamina) test vs. your biotic blast, it

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will suffer only 1d6 damage. Veteran: Your slam will now leave the victim knocked prone. Expert: Choose one: Crushing Slam: Damage inflicted by your slam now bypasses shields and armor. Or: Multiple Slam: You may now simultaneously slam two targets.

Stasis
Biotic Style: Type: Kinetic Fields Utility Time: Major Action Target Number: 12 Test: Willpower (Self-Discipline) Regular: You createe a kinetic field around a target, locking it in stasis. It cant take any actions for 5 minutes. Any damage taken will break the effect. If the target makes a successful Willpower (Self-Discipline) test vs. your biotic blast, it will only be locked in stasis for a number of rounds equal to your casting rolls dragon die. Veteran: Your target may no be inflicted with 3d6 rolls of damage, before the stasis breaks. It doesnt matter how much damage those rolls will actually inflict, the stasis will break after 3 dice have been rolled to determine damage against the victim. Expert: Choose one: Unstable Stasis: Using the Warp power against the victim of your stasis power will detonate the stasis, dealing 1d6 shield-bypassing damage to all enemies within a two yard radius of the target. Or: Suffocating Stasis: You may choose to break the stasis in order to suffocate your victim, dealing 2d6 shield- and armor-bypassing damage against it.

Throw
Biotic Style: Type: Telekinesis Attack Time: Major Action Target Number: 11 Test: Dexterity (Acrobatics) Regular: You send out a telekinetic push against an enemy within a 30 yards radius of yourself. The enemy will suffer 1d6 damage and be knocked prone. If your target makes a successful Dexterity (Acrobatics) test vs. your biotic blast it will only suffer 1d6 damage. Veteran: Your telekinetic push throws the target 1d6 + Biotics yards away from you. Expert: Choose one: Heavy Throw: Your throw now deals 2d6 damage. Or: Throw Field: A number of enemies equal to your Biotics ability within a 2 yards radius of your target will be affected by your Throw ability as well.

Warp
Biotic Style: Type: Body Attack Time: Major Action Target Number: 12 Test: Constitution (Stamina) Regular: You attack the molecular structure of your target within a 12 yards radius with your biotics. Your target suffers 1d6 + your casting rolls dragon die damage. This damage will only be dealt against armor or health and is not effective against shields. Warp can be used to detonate other biotic abilities, like Singularity or Stasis. If the target makes a successful Constitution (Stamina) test vs. your biotic blast, it will only suffer 1d6 damage. Veteran: The range of your warp increases to 24 yards. Expert: Choose one: Versitaile Warp: Your warp may now damage shields as well. Or: Heavy Warp: Your warp now deals 2d6 + dragon die damage.

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Tech AI Hacking
Tech Style: Type: Synthetics Attack Time: Major Action Target Number: 14 Test: Tech (Hacking) Regular: You infect one synthetic target inside a 20 yards radius with trojan viruses. If your tech power succeeds, the target is forced under your control for a number of rounds equal to your casting rolls dragon die. You have to sustain the uplink to the target with a major action for each round, or it will cancel. If the target makes a successful Tech (Hacking) test vs. your tech blast, it frees itself from your control but cant take any actions on their next turn. When dominated, the target can attempt a Tech (Hacking) test at the beginning of each turn. Veteran: Your trojan horse is programmed very eloquently, so it takes the target longer to apply countermeasures. Sustaining a constant viral uplink now only requires a minor action. Expert: Choose one: Perfect AI Hacking: Sustaining a data uplink becomes a free action. Or: Multiple AI Hacking: You may attempt to hack two enemies at the same time. Sustaining both uplinks takes two minor actions.

Cryo Blast
Tech Style: Type: Arms Tech Attack Time: Major Action Target Number: 12 Test: Constitution (Environmental Resistance) Regular: You blast a visible target within a 20 yards radius with cryogenic elements, damaging and shockfreezing it. It takes 1d6 damage and will be able to only take a major action on its next turn. If it makes a successful Constitution (Environmental Resistance) test vs. your tech blast it will only take 1d6 damage. Veteran: You enhance the cryogenic elements of your blast. It now deals 2d6 damage. Expert: Choose one: Multiple Cryo Blast: Your cryo blast now affect 2 targets simultenously. Or: Efficient Cryo Blast: If your target fails its Constitution (Environmental Resistance) test it will take 2d6 damage and wont be able to take any actions on its next turn.

Dampening Field
Tech Style: Arms Tech Time: Major Action Test: None Regular: You disturb the molecular structure of biotic mass effect fields by deploying a dampening field. The field has a radius of 3 yards and can be deployed up to 15 yards away from you. It will cancel all biotic effects in its area, but leave your shields weakened until your next turn you suffer a -2 to defense. Veteran: Youve adjusted your shields to your dampening field. You will only suffer a -1 penalty to defense when using the dampening field. Expert: Choose one: Lone Range Field: The range of your dampening field ability increases to 20 yards. Or: Wide Dampening Field: The radius of your dampening field increases to 5 yard. Type: Utility Target Number: 14

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Drone
Tech Style: Synthetics Time: Major Action Test: None Regular: You summon a combat drone to aid you in fight (for Stats see the Adversariers chapter). It will last for a number of rounds equal to your casting rolls dragon die + Tech (Synthetics). The combat drone is under your command and you can assign it targets. Drones can also hack and decrypt circuits and security systems. Caution! Enemy techs may attempt to hack your drone. Veteran: You can detonate your drone at will as long as it is still under your control. This will deal 2d6 damage to enemies standing in a 2 yards radius around it. Expert: Choose one: Countermeasures: If someone attempts to hack your drone, they must make an opposed Tech (Hacking) test vs. your Tech (Synthetics) ability. If they fail, your drone wont be hacked. Or: Advanced Drone: You may summon a Rocket Drone or an Advanced Combat Drone instead of your normal drone (for Stats see the Adversaries chapter). Type: Utility Target Number: 11

Energy Drain
Tech Style: Type: Shield Tech Utility Time: Major Action Target Number: 13 Test: Tech (Shield Tech) Regular: You drain a visible, in a 20 yards radius around you, targets shield energy. This will deal 2d6 damage to their shields and restore your own shields for the same amount. This attack isnt effective against armor or health. If the target makes a successful Tech (Shield Tech) test vs. your tech blast, you will only drain 1d6 damage. Veteran: The range of your energy drain increases to 30 yards. Expert: Choose one: Molecular Energy Drain: You may use energy drain to detonate certain biotic effects, like Singularity or Stasis. Or: Multiple Energy Drain: You may drain two targets shields simultaneously.

First Aid
Tech Style: First Aid Time: Major Action Test: None Regular: You spend medi-gel to instantly heal the wounds of a visible ally or yourself. You may spend up to three packs of medi-gel and for each pack the target heals 1d6 damage. This cant increase your health over your maximum health value. Veteran: You squeeze the most out of the medi-gel. For each pack spent, the target will now heal 3d3 damage. To roll a d3 roll a d6 and divide the result by two (rounding up). Expert: Choose one: Emergency Aid: Using the First Aid power becomes a minor action. Or: Multiple Heal: Your first aid now affects another ally as well, without costing additional medi-gel. Type: Utility Target Number: 10

Incineration Tech
Tech Style: Type: Arms Tech Attack Time: Major Action Target Number: 12 Test: Dexterity (Acrobatics) Regular: You fire a high-explosive plasma round from your omni-tool at an enemy up to 15 yards away. It deals 1d6 damage vs. shields and 2d6 damage vs. armor and health. Additionally the target will suffer

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damage equal to your Tech ability each round for a number of rounds equal to your casting rolls dragon die. If the target makes a successful Dexterity (Acrobatics) test vs. your tech blast, it will only suffer 1d6 damage and no damage per round. Veteran: The range of your incineration tech increases to 20 yards. Expert: Choose one: Third Grade Burns: The damage of your incineration tech against shields increases to 2d6. Or: Lasting Incineration: The target will burn for a number of rounds equal to your casting rolls dragon die + Tech.

Neural Shock
Tech Style: Type: First Aid Attack Time: Major Action Target Number: 13 Test: Constitution (Stamina) Regular: Your omni-blade sends out subliminal waves of energy that shock the targets neural system. The target can only take a single major action until the beginning of your next turn. If the target rolls a successful Constituttion (Stamina) test vs. your tech blast, the neural shock has no effect. Veteran: If the target succeeds in the resistance roll, it will still take a -1 penalty on all ability tests until the beginning of your next round. Expert: Choose one: Heavy Neural Shock: You further cripple the target. If it is unable to resist your shock, it can only move half its speed in yards until the beginning of your next round. Or: Lasting Paralysis: Your neural shock now lasts up to a number of rounds equal to your casting roll s dragon die.

Overload
Tech Style: Type: Shield Tech Attack Time: Major Action Target Number: 12 Test: Tech (Shield Tech) Regular: You overload a visible targets shields and circuits. The target must be within a 15 yard radius around you. Overload will deal 2d6 damage to the targets shields and 2d6 damage to the targets health and armor if the target is synthetic. If the target makes a successful Tech (Shield Tech) test vs. your tech blast, it will only take 1d6 damage. Veteran: Overload will now deal 1d6 damage vs. the targets health and armor if the target is organic. Expert: Choose one: Multiple Overload: You may overload a second target simultaneously. Or: Heavy Overload: Your overload now deals 3d6 damage to shields and synthetic enemies.

Shield Boost
Tech Style: Shield Tech Time: Major Action Test: None Regular: You immediately boost up your own or a visible allys shields. They gain 2d6 energy to their shields. This will restore only damage taken by their shields, not add additional shield energy. Veteran: Your shield boost charges up the targets shields by 2d6 + Tech (Shield Tech) now. Expert: Choose one: Multiple Shield Boost: Your shield boost may now affect a second target. Or: Overcharge: Your shield boost may now add additional shield energy to the targets shields, boosting their value above the original maximum. Type: Defense Target Number: 11

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Submission Net
Tech Style: Type: Arms Tech Defense Time: Major Action Target Number: 12 Test: Dexterity (Acrobatics) Prerequisites: Raider Specialization Regular: You throw an electrified net on a visible target within 20 yards range. The target suffers 1d6 penetrating damage and can only take a minor action for 1d6 turns. If the target makes a successful Dexterity (Acrobatics) test vs. your tech blast, it will only suffer 1d6 damage. Veteran: Even if the target makes a successful Dexterity (Acrobatics) test, the damage it suffers is now penetrating. Expert: Choose one: Wide Net: Your submission net now affects everyone within a 3y radius of your original target. Or: Net Weights: The target is now bound by the net by 1d6 + dragon die turns.

Tech Armor
Tech Style: Shield Tech Time: Major Action Test: None Regular: You technically enhance the armor you wear. Tech Armor lasts a number of rounds equal to your casting rolls dragon die. For the duration of tech armor, your armor gains 10 additional armor value. Veteran: Tech Armor also enhances your combat capabilities by improving your arm ors target sensors. As long as tech armor is active, you may add your Tech (Shield Tech) to your attack rolls. Expert: Choose one: Tech Detonation: You may detonate your tech armor at will, dealing 2d6 shieldbypassing damage to all surrounding enemies. Or: Lasting Tech Armor: Your tech armor now lasts a number of rounds equal to your casting rolls dragon die + Tech (Shield Tech). Type: Defense Target Number: 11

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Equipment
What do I get?
Every characters get their own set of equipment after character creation. Soldiers get an Onyx Flex-Weave Armor, two weapons of their choice, a standard issue-omni tool, a backpack and 10 thermal clips. Adepts get a Skirmisher Flex-Weave Armor, a weapon of their choice, a standard issue-omni tool, a backpack, 4 thermal clips and either a Solaris or Gemini bio-amp I. Engineers get a Skirmisher Flex-Weave Armor, a weapon of their choice, a backpack, 4 thermal clips, and a Bluewire or Polaris omni-tool I. Vanguards get a Onyx Flex-Weave Armor, a weapon of their choice, a backpack, 6 thermal clips, and a Solaris or Gemini bio-amp I. Infiltrators get a Skirmisher Flex-Weave Armor, a weapon of their choice, a backpack, 6 thermal clips, and a Bluewire or Polaris omni-tool I. Infiltrators also get a Stealth Field Generator. Sentinels get a Skirmisher Flex-Weave Armor, a weapon of their choice, a backpack, 3 thermal clips and a Bluewire omni-tool I, as well as a Solaris bio-amp

Armor
Armor Skirmisher Flex-Weave Armor Onyx Flex-Weave Armor Skirmisher Assault Armor Onyx Assault Armor Skirmisher Battle Armor Onyx Battle Armor Armor Value Light Armor 10 15 Medium Armor 20 25 Heavy Armor 30 35 Penalty 0 -1 -2 -3 -4 -5 Cost 200 Cr. 300 Cr. 400 Cr. 500 Cr. 600 Cr. 700 Cr.

Armor: This is the armors name and type. Armor Value: The damage the armor can take before breaking. Penalty: The armors penalty to dexterity and speed (or only speed, if you are trained in the Armor Training talent). The penalty will also be added to the number of rounds your biotic and tech abilities need to cool down. Cost: The cost of the armor when bought on the regular market. Damaged armor must be repaired. In order to restore the full armor value of your armor, you have to make a successful Tech (Engineering) test against a TN specified by the GM. The TN should reflect the damage done to the armor the more it is damaged, the harder it will be to repair it. The number of omni-gel units you need to repair your armor also must be specified by the GM, depending on the situation.

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Weapons
Damage Min. Str Assault Rifles (Perception) M-8 Avenger 2d6 0 M-15 Vindicator 2d6+1 1 M-76 Revenant 2d6+1 2 M-96 Mattock 2d6+3 3 Brawling (Strength) Fist 1d6 Gauntlet 1d6+1 Improvised Weapon 1d6-1 Omni-Blades (Dexterity) Standard Omni-Blade Application MK I 1d6+1 Standard Omni-Blade Application MK II 1d6+2 Heavy Omni-Blade Application MK I 2d6 Heavy Omni-Blade Application MK II 2d6+2 Pistols (Perception) M-3 Predator 1d6 -2 M-6 Carnifex 1d6+3 -1 M-358 Talon 1d6+3 0 M-5 Phalanx 2d6 1 Sniper Rifles (Perception) M-29 Incisor 2d6 1 M-92 Mantis 2d6+2 1 M-97 Viper 2d6+3 2 M-98 Widow 3d6 3 Shotguns (Dexterity) M-22 Eviscerator 1d6+4 0 M-23 Katana 2d6 1 M-27 Scimitar 2d6+2 1 M-300 Claymore 3d6 2 Sub-Machine Guns (Dexterity) M-4 Shuriken 1d6+1 -1 M-9 Tempest 1d6+3 -1 M-12 Locust 2d6 0 M-25 Hornet 2d6+1 1 Weapon Clip 30 25 30 22 20 16 20 16 10 8 8 5 15 17 13 12 22 18 18 22 Cost 240 Cr. 260 Cr. 270 Cr. 300 Cr. 140 Cr. 160 Cr. 240 Cr. 280 Cr. 120 Cr. 180 Cr. 190 Cr. 240 Cr. 240 Cr. 280 Cr. 300 Cr. 360 Cr. 200 Cr. 240 Cr. 280 Cr. 360 Cr. 140 Cr. 180 Cr. 240 Cr. 260 Cr.

Note: In order to use omni-blades you must carry an omni-tool as well. Weapon: This is the weapons name and type. Damage: The damage the weapon inflicts when it successfully hits. Perception is added to damage when using assault rifles, pistols, shotguns, sniper rifles and sub-machine guns. Strength is added to damage when brawling or using omni-blades. Min. Str.: The minimum strength required to use the weapon without a malus . Clip: The number of ammunition rounds a thermal clip will last. Ammo itself is not an issue most weapons contain a block of metal which gets cut into slugs by the weapons internal computer, which determines the exact mass of metal required, basing its calculation on weapon type, distance and atmospheric pressure. Weapons tend to overheat though, which is why every weapon needs thermal clips to keep them cooled down. Depending on the calculations of the weapons computer, thermal clips may last longer or shorter. Cost: The cost of the weapon when bought on the regular market. Gauntlets are part of any armor and dont have to be purchased on their own.
10

10

See Dragon Age RPG Set 1 PG p. 41

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Weapon Group Assault Rifles Pistols Sniper Rifles Shotguns Sub-Machine Guns

Weapon Ranges Short Range (y) Long Range (y) 24 48 14 24 50 100 10 14 12 18

Reload Time Minor Action Minor Action Major Action Minor Action Minor Action

Ranged weapons gain the attackers Perception ability as a bonus to their damage roll. Melee weapons gain the attackers Strength ability as a bonus to their damage roll.

Heavy Weaponry
Heavy Weapons are different than common armarments, like Assault Rifles and Pistols. Heavy Weapons dont use thermal clips. Instead, they require power cells to prov ide the massive energy needed to fuel the devastating effects heavy weapons can inflict on the enemy. Reload Time: This is the number of actions required to load new power cells Power Cell: The number of shots a single power cell supports. Cost: The cost of the weapon when bought on the regular market. Strength: The weapons strength requirement. You will not be able to use it if you dont have the minimum strength. ML-77 Missle Launcher Power Cell: Cost: 3 370 Cr.

Reload Time: 3 Major Actions

Strength: 3

Fabricated by Armax Arsenal the ML-77 is a semi-automatic missle launcher, especially popular with the blue suns mercenary group. It has an integrated IFF- and targeting system, allowing the carrier to only in the rough direction of the desired target, and still hit. It is often used against gunships and YMIR mechs, and bears significance in street fights as it is very useful at taking out enemy sniper nests. When attacking with the ML-77 Missle Launcher, you gain a +2 on your attack roll. The ML-77 Missle Launcher deals 2d6 damage to shields, and additionally 1d6 damage to armor and health. If the targets shields are down, it will deal 2d6 damage to the targets armor and health.

Reload Time: 3 Major Actions

M-100 Grenade Launcher Power Cell: Cost: 4 300 Cr.

Strength: 2

This brand-new grenade launcher model designed by Elanus Risk Control Services combines state-of-theart-explosives with a reliable targeting system. It has gained an infamous reputation as the favourite weapon of vorcha boomsquads associated with the blood pack mercenaries. The M-100s internal targeting systems grant you a +1 bonus on your attack roll. It deals 2d6 damage to all targets within a 2 yards radius around your chosen point of impact.

Weapon and Ammo modifications


Weapon Tech specialists may buy weapon and ammo modifications to enhance their weapons. Weapon modifications, such as scopes and barrel enhancements, apply directly to the weapon, whereas ammo modifications are often not more than a chemical agent applied to the weapon slug within the weapon.

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Modification Extended Barrel I Extended Barrel II Extended Barrel III Extended Barrel IV Extended Barrel V Magazine Upgrade I Magazine Upgrade II Magazine Upgrade III Magazine Upgrade IV Magazine Upgrade V Targeting Scope I Targeting Scope II Targeting Scope III Targeting Scope IV Targeting Scope V Cryo Rounds I Cryo Rounds II Cryo Rounds III Incendiary Rounds I Indendiary Rounds II Indendiary Rounds III Polonium Rounds I Polonium Rounds II Polonium Rounds III Shredder Rounds I Shredder Rounds II Shredder Rounds III

Bonus Level Barrel (Weapon) +1 damage Regular +2 damage Regular +3 damage Veteran +4 damage Veteran +5 damage Experimental Magazine (Weapon) +1 Ammo/Clip Regular +2 Ammo/Clip Regular +3 Ammo/Clip Veteran +4 Ammo/Clip Veteran +5 Ammo/Clip Experimental Scopes (Weapon) +1 attack Regular +2 attack Regular +3 attack Veteran +4 attack Veteran +5 attack Experimental Chemical Agents (Ammo) -1 on enemy rolls Regular for 1 round -1 on enemy rolls Veteran for 2 rounds -2 on enemy rolls Experimental for 2 rounds +3 damage vs. Regular armor +5 damage vs. Veteran armor +7 damage vs. Experimental armor +2 damage Regular +4 damage Veteran +6 damage Experimental Slug Modification (Ammo) +3 damage vs. Regular health +5 damage vs. Veteran health +7 damage vs. Experimental health

Cost 40 Cr. 70 Cr. 130 Cr. 160 Cr. 220 Cr. 60 Cr. 100 Cr. 180 Cr. 220 Cr. 300 Cr. 50 Cr. 75 Cr. 125 Cr. 150 Cr. 200 Cr. 100 Cr. 125 Cr. N.A. 75 Cr. 125 Cr. 175 Cr. 100 Cr. 150 Cr. N.A. 100 Cr. 130 Cr. N.A.

Modification: The modifications name and type. Bonus: The bonus the modification will give you when attacking with the modified weapon. Level: The level of the modification. It is required to be trained in the Arms Tech talent to use certain modifications. See the Arms Tech talent for more information. Cost: The cost of the modification when bought on the regular market. If the cost is N.A. then the modification can be accessed only through the black market or other sources of the like.

Gear
Gear is an essential part of the galaxy. Even though the word might be vague, gear can easily be described as anything useful you might encounter on your travels. Medi-gel, omni-gel, backpacks, food, thernal clips, power cells, this all is gear. Gear also includes omni-tools and bio-amps (which enhance biotic abilities).

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Gear Name Backpack High Quality Rations (lasts 1 week) Medi-gel (1 unit) Omni-gel (1 unit) Power Cell (1 unit) Research Equipment Serrice Ice Brandy Standard Issue Omni-Tool Standard Issue Rations (lasts 1 week) Stealth Field Generator Thermal Clip Cost 5 Cr. 15 Cr. 150 Cr. 100 Cr. 150 Cr. 200 Cr. 20 Cr. 50 Cr. 5 Cr. 300 Cr. 50 Cr.

Note: There is a difference between the Standard Issue Omni-Blades and Advanced Omni-Tools. Standard Issue Omni-Blades are used as a link to interarct with terminals, doors and other computer controlled tech. They can be used for hacking and bypassing. Omni-Blades can be attached to Standard Issue Omni-Tools. Advanced Omni-Tools are military grade equipment, specifically designed to enhance the users Tech abilities. Omni-Tools Bonus None +1 None +1 +2 +1 +2 +2 +3 +4

Name Bluewire Omni-tool I Bluewire Omni-tool II Bluewire Omni-tool III Bluewire Omni-tool IV Bluewire Omni-tool V Polaris Omni-tool I Polaris Omni-tool II Polaris Omni-tool III Polaris Omni-tool IV Polaris Omni-tool V Name: The name of the omni-tool.

Cooldown 3 rounds 3 rounds 2 rounds 2 rounds 2 rounds 4 rounds 4 rounds 3 rounds 3 rounds 3 rounds

Cost 150 Cr. 200 Cr. 250 Cr. 300 Cr. 350 Cr. 150 Cr. 200 Cr. 250 Cr. 300 Cr. 350 Cr.

Bonus: The bonus the omni tool gives to Tech ability rolls. Cooldown: The number of rounds it takes the omni-tool to cool down so tech abilities may be used again. Cost: The cost of the omni-tool when bought on the regular market. Bio-amps Bonus None +1 None +1 +2 +1 +2 +2 +3 +4

Name Solaris Bio-Amp I Solaris Bio-Amp II Solaris Bio-Amp III Solaris Bio-Amp IV Solaris Bio-Amp V Gemini Bio-Amp I Gemini Bio-Amp II Gemini Bio-Amp III Gemini Bio-Amp IV Gemini Bio-Amp V Name: The name of the bio-amp.

Cooldown 3 rounds 3 rounds 2 rounds 2 rounds 2 rounds 4 rounds 4 rounds 3 rounds 3 rounds 3 rounds

Cost 150 Cr. 200 Cr. 250 Cr. 300 Cr. 350 Cr. 150 Cr. 200 Cr. 250 Cr. 300 Cr. 350 Cr.

Bonus: The bonus the bio-amp gives to Biotics abiltiy rolls. Cooldown: The number of rounds it takes the bio-amp to cool down your implant so biotic abilities may be used again. Cost: The cost of the bio-amp when bought on the regular market.

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Grenades Name Cryo Grenade Flechette Grenade Incendiary Grenade Effect 1d6 damage and speed halved for (dragon die) rounds 1d6 + 3 damage 1d6 damage and 1 damage to armor or health per round for (dragon die) rounds. 2d6 damage vs. shields Cost 150 Cr. 230 Cr. 250 Cr.

Disruptor Grenade

220 Cr.

The normal Dragon Age RPG rules apply to throwing grenades in MERPG.

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Actions and Stunts


Stunts Cost 1+ 1 2 Stunt Skirmish: You can move yourself or the target of your attack 2 yards in any direction for each 1 SP you spend. Fast Reload: You may immediately reload a ranged weapon. Disarm: You aim for your targets weapon, blowing it out of their hands. The target must make an Dexterity (Legerdemain) test with a TN equal to your attack roll. If they fail, their weapon flies 1d6 yards in a direction of your choosing. Pierce Armor: Your damage will ignore the uppermost layer of defense on your target and deal half damage to the next layer below. Distracting Fire: Your fire rattles an enemies nerves. You must make an opposed test of your weapon ability and focus (Dexterity (Pistols) when using pistols) vs. the targets Willpower (Self-Discipline). If you win, the target suffers a -1 penalty on attack and ability rolls on their next turn. Threatening Fire: Your fire directly threatens one target within 10 yards. You must make an opposed test of your Strength (Intimidate) vs. the targets Willpower (Self-Discipline). If you win, they must attack you in some way on their next turn. Lightning Attack: You make a second attack against the same enemy. If you roll doubles on this attack roll, you do not get any more stunt points. Knock-Down: Make an opposed test of your Strength (Brawling) vs. the targets Dexterity (Acrobatics). If you succeed, the target is knocked prone. Fire Arc: You sweep your weapon across the battlefield, attacking two targets. You use your same attack roll against a target within 10 yards of the first. If this second attack hits, roll damage for the second target. Seize the Initiative: You act quickly and efficiently, seizing control of the pace of battle. You move to the top of the initiative order. This means you may get to take another turn before some of the combatants get to act again. You remain at the top of the order until someone else seizes the initiative.

Roleplaying and Exploration stunts are the same as described in Dragon Age RPG Set 2 p. 78.

Major Actions
Charge: You may move up to half your speed in yards to an enemy and attack him. You gain a +1 bonus on your attack roll. Blind Fire: You fire haphazardly over cover without exposing yourself to return fire. You can choose to take up to a -3 penalty on this attack in order to receive up to +3 in defense until your next turn. You must be in cover in order to use this action. First Aid: You provide some quick first aid to an injured ally. You must be adjacent to your ally and you must have medi-gel ready. This is a TN 11 Tech (First Aid) test. If you are successful, your ally gets back an amount of Health equal to the dragon die + your Tech. A character cannot benefit from another First Aid action until he takes additional damage. This action consumes one medi-gel per use. Attack: You attack an enemy within your range with the weapon you are currently carrying.

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Burst-Fire: When you attack with an automatic weapon (sub-machine gun or assault rifle), you may choose to spend 5 ammunition in order to add +1d6 to your weapons damage roll. When doing so, your attac k roll bonus suffers a -3 penalty. Run: You can move up to double your Speed in yards. You cannot take this action if you are prone (youd need to use the Move action to stand up first). You do not gain any benefit from cover until your next turn and suffer and an additional -2 to defense until your next turn. Take Cover: You crouch behind cover, letting your shields recharge. You gain 1d6 + Tech (Shield Tech) shield deflection. Minor Actions Activate: This action allows you to start using certain powers or items, such as fighting styles and grenades. Aim: You take the measure of your opponent and plan your next strike. If your next action is a melee attack or ranged attack, you gain a +1 bonus on your attack roll. Tactical Move: You can move up to your Speed in yards. You can also go prone, stand up, get in a vehicle, or duck into cover, but if you do so you can only move at half speed (rounded down). Prepare: You pick one major action that you prepare to execute and then end your turn. Any time until your next turn, you can interrupt another character and take your prepared action immediately. If you dont use it by your next turn, the action is lost. You cannot take the prepared action if youve already taken a major action on your turn. Prepared actions can be used to interrupt and cancel out Rush actions. Ready: You can take out a weapon, ready a grenade, or otherwise ready an item that is stowed. As part of this action, you can put away something already in hand. You could thus put away your shotgun and a draw an assault rifle, for example. You may not drop and ready an item as a free action. This action is also used to reload your weapon.

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Adversaries
Mechs
LOKI Mech FENRIS Mech -2 -2 2 0 2 1 1 3 0 Speed 12 Abilities (Focuses) Biotics Communication Constitution (Running) Cunning Dexterity Perception Strength Tech (Shock) Willpower Combat Ratings Health Shields Defense 15 -2 1 1 1 2 2 1 1 0 Speed Armor Value 10 10 Abilities (Focuses) Biotics Communication Constitution Cunning Dexterity (Pistols) Perception (Seeing) Strength (Brawling) Tech Willpower Combat Ratings Health Shields Defense 15

15 12 Attacks Weapon Attack Roll Damage Shock +5 1d6 + 4 Powers Favored Stunts: Pierce Armor and Shock Nova

10 12 Attacks Weapon Attack Roll Damage M-3 Predator +4 1d6 + 2 Fist +3 1d6 + 1 Powers Favored Stunts: Distracting Fire and Lightning Attack Talents: Gunslinger (Regular) Weapon Groups: Brawling, Pistols Equipment M-3 Predator, 4 Thermal Clips

Armor Value 15

Shock Nova Stunt: The Fenris mech unleashes a shock nova which fries shields in a 2 yard radius around it. This stunt costs 3 SP and will deal 2d6 damage to all shields within the radius (but none to armor and health). Equipment None.

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Mercs
Eclipse Trooper Abilities (Focuses) 0 Biotics 1 Communication 1 Constitution 1 Cunning (Military Lore) 1 Dexterity (Pistols) 2 Perception 3 Strength (Assault Rifle) 2 Tech (Engineering, First Aid) 1 Willpower Combat Ratings Speed Health Shields Defense 10 15 11 Attacks Weapon Attack Roll M-3 Predator +3 M-8 Avenger +5 Fist +3 Powers Favored Stunts: Distracting Fire and Attack Talents: Armor Training Training (Regular) (Regular), 20

Armor Value 15 Damage 1d6 + 2 2d6 + 2 1d6 + 3 Lightning

Eclipse Vanguard Abilities (Focuses) 3 Biotics (Kinetic Fields) 1 Communication 2 Constitution (Stamina) 1 Cunning 3 Dexterity 1 Perception 2 Strength (Brawling, Shotguns) 0 Tech 1 Willpower Combat Ratings Speed Health Shields Defense Armor Value 11 25 15 13 20 Attacks Weapon Attack Roll Damage M-23 Katana +4 2d6 + 1 Standard +3 1d6 + 3 Omni-Blade App. MK I Fist +4 1d6 + 2 Powers Favourite Stunts: Disarm and Knock-Down Talents: Armor Training Quarters Training (Regular) Powers: Barrier (Regular) Weapon Shotguns Groups: Brawling, Omni-Blades, (Regular), Close-

Assault

Weapon Groups: Assault Rifles, Brawling, Pistols Equipment M-3 Predator, M-8 Avenger, Onyx Flex-Weave Assault Armor, Standard Issue Omni-Tool, 5 Thermal Clips, 3d6 Credits

Equipment M-23 Katana, Standard Issue Omni-Tool (and Omni-Blade App), Skirmisher Assault Armor, 5 Thermal Clips, 3d6 Credits

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Eclipse Engineer Abilities (Focuses) 0 Biotics 1 Communication 1 Constitution 2 Cunning (Research) 3 Dexterity (Pistols) 2 Perception 1 Strength 3 Tech (Engineering) 1 Willpower Combat Ratings Speed Health Shields Defense 13 20 15 13 Attacks Attack Roll +5 +3

Drones
Combat Drone -2 -2 1 0 2 1 2 2 0 Speed 13 Abilities (Focuses) Biotics Communication Constitution Cunning Dexterity Perception Strength (Machine Gun) Tech (Shield Tech) Willpower Combat Ratings Health Shields Defense 5

Armor Value 10 Damage 1d6 + 2 1d6 + 3

Weapon M-3 Predator Standard Omni-Blade App. MK II

Powers Favourite Stunts: Lightning Attack and Seize the Initiative Talents: Arms (Regular) Tech (Regular), Electronics

20 12 Attacks Weapon Attack Roll Damage Machine Gun +4 1d6 + 4 Powers Favourite Stunts: Lightning Attack and Skirmish Powers: Combat Drones explode on destruction, dealing 1d6 damage to everything around them. Equipment None. Rocket Drone -2 -2 1 0 2 1 2 2 0 Speed 13 Weapon Rocket Launcher Abilities (Focuses) Biotics Communication Constitution Cunning Dexterity Perception Strength (Rocket Launcher) Tech (Shield Tech) Willpower Combat Ratings Health Shields Defense 5 20 12 Attacks Attack Roll +4

Armor Value 0

Powers: Incendiary Tech (Regular), Tech Armor (Regular), Tech Grenade as described in the Engineer class Weapon Groups: Omni-Blades, Pistols Equipment M.3 Predator, Skirmisher Flex-Weave Armor Bluewire Omni-tool I, 3 Thermal Clips, 3d6 Credits

Armor Value 0 Damage 2d6

Powers Favourite Stunts: Lightning Attack and Skirmish Powers: The drones rocket launcher is very effective against armor. It will deal +1d6 bonus damage against armor. Equipment None.

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Advanced Combat Drone Abilities (Focuses) -2 Biotics -2 Communication 1 Constitution 0 Cunning 2 Dexterity 1 Perception 3 Strength ( Adv. Machine Gun) 2 Tech (Shield Tech) 0 Willpower Combat Ratings Speed Health Shields Defense Armor Value 13 5 25 12 5 Attacks Weapon Attack Roll Damage Adv. Machine +5 1d6 + 5 Gun Powers Favourite Stunts: Lightning Attack and Skirmish Powers: Advanced Combat Drones explode on destruction, dealing 1d6 damage to everything around them. Equipment None.

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Changelog
1.01
Strength (Assault Rifles) is now Perception (Assault Rifles). Assault Rifles are weapons with longer range and thus need good aim to hit a target. Dexterity (Pistols) is now Perception (Pistols). Pistols are close range weapons, but they can fire only one shot at a time. This shot needs to be well placed. Strength (Shotguns) is now Dexterity (Shotguns). Shotguns are close range weapons, and the carrier needs good handling to use them. Hacking and Bypassing are now the same focus. The Electronics talent has been changed accordingly. Drell now gain +1 Strength instead of +1 Constitution. Reworked weapon strength requirements. Heavy Weapons now have a strength requirement the carrier must meet to use them at all. Omni-Blades no longer have a strength requirement. Fixed some spelling errors. Backgrounds which had access to the Soldier class now have access to the Combat class.

1.02

Power users have been buffed: Adepts, Engineers, Infiltators, Sentinels have recieved a health buff to make them less squishy. Adepts also recieved a minor shield buff. Vanguard's health has been raised to be more in line with the soldier. Adepts and Engineers now may choose three powers instead of two at level 1. Reworked Omni-Tools and Bio-amps: The cooldowns are now much lower, the curve from longest to shortest cooldown has been flattened out. These tools now focus on giving boni to your casting roll. Added a clarification on leveling up: Should have been in v1.0 already, I can't believe I've overlooked this. Added clarifications on some talents, specificially regarding the 'training' talents. Fixed some minor issues (typos, wrong foci at some places, et cetera)

1.03
Added levels 6-10 for all classes. Added specializations for all classes. Changed benefit 3-4 on the Colonist additional benefits table from Tech (Engineering) to Constitution (Stamina). Adepts and Engineers no longer get the assault rifle weapon group, unless specified so by a class power. Changed the Talents background colour from red to light green to prevent confusion over them belonging to a certain class (since red is the colour of the Combat classes). Changed the Telekinesis (Veteran) from +1 to your dragon die when casting Telekinesis powers to +1 when generating stunt points through casting Telekinesis powers. Changed the Strength requirements of the assault rifle weapons from 0, 1, 1, 2 to 0, 1, 2, 3. Adjusted weapon, armor and item prices. SP cost of Threatening Fire increased from 2 to 3. The Sentinel class may no longer choose the Slam power. Sentinels now have access to the Barrier power in return. The stat used to determine the difficulty of a saving throw vs. Tech and Biotic powers is now known as Tech blast or Biotic blast.

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Credits
Thanks to Erik Bernhardt (known on the Green Ronin forums as exhominem) for his original Mass Effect adaption. It inspired me to expand it and build in some systems and mechanics of my own, but his edition provided the basic grid as well as some other stuff. Erik Bernhardts version can be found here: https://docs.google.com/document/d/143aCXdn3Sa12mnsd8AM6X3lGknjBeJ1KoZsh77xXpw/edit Thanks to TBSamophlange of the Green Ronin forums, for some inspiration on backgrounds. http://www.greenronin.com/phpBB2/viewtopic.php?f=33&t=10016&p=97169&hilit=mass+effect#p9716 9

Pictures (In order of appearance)


Thanks to those fine deviantArtists who let me use their extraordinary pieces for this project. Check out their work and support them! Asari Maiden, p. 4: achibner the afterlife (http://achibner.deviantart.com/art/the-afterlife154297740?q=gallery%3Aachibner%20randomize%3A1&qo=3) http://achibner.deviantart.com/ Batarian, p.5: efleck Batarian Portrait (http://browse.deviantart.com/?qh=&section=&q=Batarian#/d4f9z5q) http://efleck.deviantart.com/ Drell, p.6: gamergal Drell (http://browse.deviantart.com/?qh=&section=&q=Drell#/d32nawq) http://gamergal.deviantart.com/ Earthborn Under Class, p.7: patryk-garrett Mass Effect 3 Zaeed Massani (http://browse.deviantart.com/?qh=&section=&q=zaeed+massani#/d3l6884) http://patryk-garrett.deviantart.com/ Earthborn Upper Class, p.7: Italiener Mass Effect Biotic Babe (http://browse.deviantart.com/?q=Mass%20Effect%20Miranda&order=9&offset=24#/d2kgptf) http://italiener.deviantart.com/ Colonist, p.8: Armesan Mass Effect: Mindoir (http://browse.deviantart.com/?qh=&section=&q=Mass+Effect+colonist#/d2lq26a) http://armesan.deviantart.com/ Natural, p. 9: Lornet Wrex (http://browse.deviantart.com/?qh=&section=&q=wrex#/d4tdfef) http://lornet.deviantart.com/ Tankbred, p. 10: MadSpike Grunt (http://browse.deviantart.com/?qh=&section=&q=grunt#/d33csi2) http://madspike.deviantart.com/ Quarian, p.10: Maszrum Quarian (http://browse.deviantart.com/?qh=&section=&q=grunt#/d33csi2) http://maszrum.deviantart.com/ Third Tier Citizen, p. 11: Mereia Turian smile (http://browse.deviantart.com/?q=Turian&order=9&offset=24#/d2kfuj1) http://mereia.deviantart.com/ Volus, p. 13: N7Deunan Hello Earth-clan. . . (http://browse.deviantart.com/?qh=&section=&q=Volus#/d305ckn) http://n7deunan.deviantart.com/ Salarian, p. 13: Dandzialf Salarian agent (http://browse.deviantart.com/?qh=&section=&q=Salarian#/d4todkv)

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http://dandzialf.deviantart.com/ Soldier, p.15: Spiritius ME: default Shepard (http://browse.deviantart.com/?q=mass%20effect%20soldier&order=9&offset=48#/d2yv0op) http://spiritius.deviantart.com/ Adept, p. 16: MentallyInstable Mass Effect team members:Liara (http://browse.deviantart.com/?qh=&section=&q=mass+effect+liara+biotics#/d2y371h) http://mentallyinstable.deviantart.com/ Engineer, p. 17: behnkestudio Tali 2 (http://browse.deviantart.com/?qh=&section=&q=mass+effect+engineer#/d2mjvna) http://behnkestudio.deviantart.com/ Vanguard, p. 18: Warb1rd Vanguard Charge (http://browse.deviantart.com/?qh=&section=&q=mass+effect+vanguard#/d4ie5l7) http://warb1rd.deviantart.com/ Infiltrator, p. 19: GRB76 Kasumi the Thief (http://browse.deviantart.com/?qh=&section=&q=mass+effect+kasumi+goto#/d4pm0wr) http://grb76.deviantart.com/ Sentinel, p. 20: Armesan Mass Effect: Tears (http://browse.deviantart.com/?qh=&section=&q=mass+effect+sentinel#/d2okeap)

Last but not least: Thanks to BioWare and Drew Karpyshyn for creating the Mass Effect universe and for bringing it alive in our heads, dreams and visions.

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