Академический Документы
Профессиональный Документы
Культура Документы
By Matthew Skau
The Premise
The game takes place in a near future. After so many wars, the world
has finally unified itself under the guidance of the Alliance, a military
and political organization responsible for maintaining world peace and
defending Humanitys assets and interests. With this new founded
peace, Humanity could take its major first steps forward and into the
stars.
As it began exploring and settling in different planets of the solar
system, Humanity discovered, by 2148 CE (Common Era, which
matches the A.D. chronology)., the ruins of an ancient alien ruins
buried in Mars, of a spacefaring civilization, called Prothean, that
existed during the time Humanity was still living in caves. Those ruins
contained information and resources that allowed Humanity to reach
the technological level so advanced they could alter the very fabric of
space through the use of a unique element called Element Zero
(commonly known as eezo). When subjected to an electrical current,
releases dark energy which can be manipulated into a mass effect
field, raising or lowering the mass of all objects within that field. A
positive current increases mass, a negative current decreases it. This
mass effect is used in countless ways, from generating artificial
gravity to manufacturing high-strength construction materials. It is
most prominently used to enable faster-than-light (FTL) space travel
without causing time dilation. When Humans discovered the Prothean
ruins on Mars, they also discovered refined element zero that the
Protheans had left behind. It enabled research into FTL ship drives.
But this technology wasnt the only thing Humanity found. Thanks to
the information cache on Mars, by 2149 CE., Humanity discovered that
Plutos moon, Charon, was not a moon at all but a gargantuan piece of
technology used by the Protheans, known as a mass relay station. Mass
Relays, as Humanity later discovered, are the network of a galaxy by
creating mass-free corridors between them (which allows for nearly
The Game
Mass Effect was followed by two additional games (Mass Effect 2 and
Mass Effect 3), and several additional downloadable content packs, all
of which expanded Commander Shepards journey to save the galaxy
from the Reapers, while continuing to struggle with all the political
and social issues of a galaxy filled with different races and cultures.
The third installment of the franchise was the last chapter in
Shepards history but the rich universe BioWare has created displays
potential for future works and the continuation of the franchise,
hinted as a possibility by BioWare itself.
Mass Effect, and the sequels that followed, received several awards
and were very well accepted by the critics and gamers. It was
considered by many as one of the best RPGs made.
Although it is not truly necessary to play the electronic games of the
Mass Effect trilogy in order to play the adaptation presented in this
book, it is highly advised to do so. Playing the game on the computer
or console will give you an entirely different insight on the universe
and will let you live it even more intensively.
Stats
On a 10+, the GM will tell you something interesting and useful about
the subject relevant to your situation. On a 7-9, the GM will only tell
Cool
ask you How do you know this? Tell him the truth, now. You can
Hard
Hot
Sharp
Will
Its up to the GM to tell you what that insight is, but it should be
impressive.)
Basic Moves
All the basic moves from Apocalypse World are used EXCEPT open
your brain. For reference, the basic moves are:
Go Aggro
Seize by Force
Seduce or Manipulate
Read a Person
Help or Interfere
Session End
The first six on the list can be Advanced as per the Apocalypse
World Rulebook.
amounts of damage may drop you once more to 12:00, but even then
you will somehow manage to survive)
Battle Moves
Mental Harm:
When a player character suffers mental trauma or a fit of madness
The 4 Optional Battle Moves are in play. Any time a move uses the
Youre out of your own control. You come to yourself again a few
moments later, having done I-dont-know-what.
7-9, hold 1. As long as you defend that position, you may spend your
effect.
Barter Moves:
Peripheral Moves
The following peripheral Moves from Apocalypse World are in play:
Harm and Healing Moves:
Suffer Harm
Advancement Rules
Experience is not gained by rolling highlighted stats. Instead, you
mark experience whenever you roll a 6- on any Move except the Harm
Move. Other methods for marking experience (Hx rollover, certain
ammo moves.
Character Creation
The Advancement chart is standardized for all classes. Check off each
advancement as its purchased. You may only purchase each item
once:
1.
2.
3.
Generate Stats
4.
5.
6.
Generate Hx
__ +1 Personal Move
__ +1 Personal Move
__ +1 Personal Move
Must have 5 advances from choices above before selecting
those below
__ remove a debility
Generate Stats
Your five Stats are:
Cool
Hard
Hot
Sharp
Will
Your class grants you your starting score in your Primary Stat.
For the other four stats, start them at 0 and modify them
according to the point-buy system below:
Start with 2 points
+1 costs 1 pt.
+2 costs 3 pts.
-1 grants +1 pt.
-2 grants +3 pts.
Keen-Eyed
Mechanic
Cool Moves:
Unity
Will Moves:
Easy to Trust
Force of Will
Paragon
Ice-Cold
Will to Succeed
Moonlighting
Reputation
A No Shit Pilot
Hard Moves:
Appraising Eye
Battle-Hardened
Battlefield Medic
Clear-eyed
Cooperation
Contact Network
Daredevil
Poisoner
Defy Death
Renegade
Demophobia
Squad Leader
Disciplined Engagement
Hot Moves:
Dutybound
Fitness
Contact Network
Impossible Reflexes
Dance of Death
Inspiring Leader
Merciless
Hypnotic
Oftener Right
Pack Leader
Networker
Siege Engineer
Hx Moves:
Team Player
Easy to Trust
Varren Handler
Ice-Cold
Poisoner
Sharp Moves:
Contact Network
Hacker
Intelligent Aid
The Asari, a race native to the planet Thessia, are often considered
galaxy. They were the first race, after the Protheans, to achieve
interstellar flight, and to discover and inhabit the Citadel. A monogender race distinctly feminine in appearance the Asari are known
Species Move
Embrace Eternity: When an Asari has time and physical intimacy with
psychically melded, spend your hold to ask their player (or the GM if
convivial attitude toward other races. The Asari were also the ones
who proposed the creation of the Citadel Council and have been at the
heart of galactic society ever since.
Government: The Asari governmental structure, known as the Asari
If the intimacy was mutual, both parties gain +1Hx with the other (if
PCs). If the Asari inflicted unwilling intimacy, the other party takes 1-
Ardat-Yakshi Variant
the mutually-fulfilling psychic joining that most Asari are capable of,
democracy.
farm villages may be only a few women with small arms. There is no
to the hold spent (ap, ignores shields and barriers). This harm
uniform; everyone wears what they like. The Asari military is not an
the rest of the galaxy. The Terminus Systems are infested with
race, they are not bound by the Treaty of Farixen and may have
Batarian pirate gang and slaving rings, fueling the stereotype of the
more). They also field smaller vessels, including the Hensa class of
the quarians and refurbished as the Idenna -- was twenty years old in
2183, the Batarians may have retired the Hensa class from active
service by this time. Their military capacity is believed to be weaker
Skyllian Verge began) as many Batarians claims that the council and
and slave grabs to an all-out war. They have a reputation for being
Batarians themselves knew the Humans were stronger but nothing was
Despite this being the general attitude, many Batarians mostly those
outside Batarian space treat Humans with as much respect as
Batarians have a reputation as thugs and slavers. They get +1 any time
they Go Aggro.
notice of the powerful Council races. It is not known what the average
Batarian thinks about their enforced isolation, as the Department of
Information Control ensures that only government-approved news
Species Move
you hold most responsible. Take +1 ongoing to all rolls versus them,
forever. (All rolls with them directly as a target count, of course. Rolls
their troubles and claim they were forced to fend for themselves,
The Drell are a reptile-like race that were rescued from their dying
Since then, the Drell have remained loyal to the Hanar for their
and have great respect for members of that society, rarely thinking
much so that the Hanar will even tell the Drell their Soul Name.
use for communication. Those Drell are able to see ultraviolet light as
a silvery color, though might lose differentiation between colors at
History: The Drell ancestors emerged from dry, rocky deserts on the
dark red and black. Since Drell either lives in some society or as
billion they faced certain doom. It was around this time that the
Hanar made first contact with the Drell race. In the following ten
and have been a part of the galactic civilization for roughly two
centuries. The debt of gratitude that the Drell owe the Hanar is
Training.
Species Move
Mind Body Detachment: When you go into battle, roll +Cool. On a
10+, name one person wholl die and one wholl live. On a 7-9, name
Culture: Most Drell are content to live on Kahje. They are afforded
one person wholl die OR one person wholl live. Dont name a
every opportunity to thrive by the Hanar, yet some outsiders and even
players character; name NPCs only. The GM will make your intentions
Humans, from the planet Earth, are the newest sentient species of
notable size to enter the galactic stage and are hands-down the most
Batarians. When the Batarians tried and failed to convince the Council
Prothean data cache on Mars in 2148, and the mass relay networks
shortly thereafter.
making friends and connections lest the other species turn on them.
Species Move
brief but intense conflict with the Turians, known by Humans as the
First Contact War, begun in 2157. The conflict began when the Turians
a 10+, hold 2. On a 7-9, hold 1. At any time, either you or the GM can
spend your hold to have you show up in any scene, with the proper
(illegal under Council law) and then occupied the Human colony of
Shanxi.
Led by Admiral Kastanie Drescher, the Second Fleet then launched a
massive counter-attack, which caught the Turians by surprise and
expelled them from Shanxi. The conflict caught the attention of the
Citadel Council, which wasted no time brokering a peace, thus
introducing Humans to the galactic community. As a consequence of
the Alliances swift and decisive action during the First Contact War,
the Alliance became the representative and supranational governing
body of Humanity. Since then, Humans have rapidly risen in
prominence.
In 2165, Humanity was granted an embassy on the Citadel in
recognition of their growing power and influence in the galactic
community. The timing of this achievement, less than a decade after
first contact, caused some friction with other Citadel races who had
waited decades for such recognition.
The Krogan are a species of large reptilian bipeds native to the planet
the fields of security and muscle for hire. Due to the unsavory
reputation of the Krogan, most of these jobs are on the far side of the
thousand years ago, at the dawn of the Krogan nuclear age, battles to
preferably with a gun for each limb. They are callous and brutal, but
escalated into full scale global war. Weapons of mass destruction were
nuclear winter of their own creation, a state that continued until they
Krogan casualties.
were discovered by the Salarians two thousand years later. With the
help of the Salarians, the Krogan were uplifted into galactic society,
Krogan Battlemasters are trained in such from young age and are
and lent their numbers and military prowess to bring an end to the
always selected from Krogan biotics. They are also leaders of many
Rachni Wars (see below). Ironically, after the rachni were eradicated,
starting the Krogan Rebellions and forcing the Turians to unleash the
Krogan biotics has been discontinued (due to the high mortality rate)
supply.
Krogan Names: Droyas, Uvenk, Nax, Okeer, Skarr, Wreav, Wrex, Guld
Krogan Clan Names: Clan Drau, Clan Forsan, Clan Ganar, Clan
Gatatog, Clan Hailot, Clan Jorgal, Clan Jurdon, Clan Nakmor, Clan
behind the lines to arrange fire support. Since the genophage, the
destroyed or lost.
Krogan can no longer afford the casualties of the old horde attacks.
For that purpose the Battle Masters were created. Alone they are a
match for any ten soldiers of another species. To a Battle Master,
Species Move
Blood Rage: Take -2 on all suffer harm rolls.
pirates. Though they have rebuilt their military, there are still
ships. The Quarian navy follows strict routines of patrol, and takes
latter won the resulting war and forced their creators into exile.
rejoin the Fleet; the other alerts the navy that the Quarian is
destroyed.
Quarian Names: Daro, Feda, Golo, Han, Hilo, Kal, Kar, Kenn, Lemm,
Quarian Clan Names: Xen, Gazu, Gerrel, Jaa, Reegar, Danna, Shal,
law but is now governed by bodies such as the Admiralty Board and
can mean infection and death, they still scatter across the galaxy and
risk their lives for their people. Quarians get +1 to Call on Inner
Strength.
before it gets that far. After the flight from the geth, there were
few constables to police the millions of civilians aboard the Fleet,
so the navy parceled out marine squads to maintain order and
Species Move
enforce the law. Today, Quarian marines have evolved training and
relatively small and can be held in one hand, roll +Sharp. On a 10+,
you happen to have just the thing, or close enough. On a 7-9, you have
the ships captain for judgment. While the ships council may make
recommendations, tradition holds that the captain has absolute
authority in matters of discipline. Most are lenient, assigning
additional or more odious maintenance tasks aboard the ship.
Military: In the early years, many Quarian freighters were armed
and used as irregular privateers. Civilian ships still show a strong
tech, in which case no luck. On a miss, you used to have just the
thing, but you recently sold it or someone stole it. Maybe you can get
it back
Salarians were the second species to join the Citadel. They are warm-
hyperactive metabolism; they think fast, talk fast, and move fast. To
themselves against most threats, the Salarians know that they are
the Turians. Though the relationship between the two species was
rocky at first due to the Krogan uplift fiasco, the Salarians take pains
accepted that they always know more than they are letting on.
Species Move
Non-Linear Thinking: Whenever a non-Salarian seeks to Read a Person
on you, they must spend twice as much hold to gain information about
hold.
Known for their militaristic and disciplined culture, the Turians were
Turians are taught to own every decision they make, good or ill. The
the third race to join the Council. They gained their Council seat after
worst sin they can make in the eyes of their people is to lie about
defeating the hostile Krogan for the Council during the Krogan
their own actions. Turians who murder will try to get away with it, but
called the genophage, which virtually sterilised the Krogan and sent
them into a decline. The Turians then filled the peacekeeping niche
Military: Although they lack the brutality of the Krogan, the refined
skill of the Asari, and the adaptability of the Humans, the Turian
military has formidable discipline and their fleet makes up the single
Turians are best known for their military role, particularly their
largest portion of the Citadel Fleet. Their fleet is also allotted the
respected for their public service ethic it was the Turians who first
Humans, largely due to the Turian role in the First Contact War. This
squads can call for artillery and air support. They make extensive use
the two races on the construction of the SSV Normandy but many
Culture: Turians are noted for their strong sense of public service. It is
rare to find one who puts his needs ahead of the group. Every citizen
armored cavalry units that screen and support the main battle
always follow through. They are not easily spurred to violence, but
Vyrnnus.
that they remove any threat of having to fight the same opponent
more than once. They do not exterminate their enemy, but so
completely devastate their military that the enemy has no choice but
to become a colony of the Turians. It is theorized that another conflict
Species Move
the civic police. Turians are taught to have a strong sense of personal
Squad Tactics: When another players character rolls +Hx to aid you,
The Volus are an associate race on the Citadel with their own
embassy, but are also a client race of the Turians. They hail from
only produced one dreadnought, the Kwunu, named after the diplomat
who negotiated their client-race status with the Turians. The Kwunu is
wear pressure suits and breathers when dealing with other species.
the only Volus ship of its class, but it is remarkably well-armed. Its
Volus mostly make their influence felt through trade and commerce,
and they have a long history on the Citadel. However, they have never
been invited to join the Council, which is a sore point for man-y Volus
char a planet three times over. While its construction was funded
completion.
Volus Names: Barla Von, Din Korlack, Doran, Han Olar, Jahleed, Pitne
Species Move
falling under the protective umbrella of the Turian military, the Volus
know of a thing you want, roll +Sharp. On a hit, you can ask the GM
On a miss, your speech and body language betray your interest in the
Other
Other species, such as the Elcor, Hanar, or Vorcha arent really
suitable for player characters (the Volus are already pushing it) but if
someone has a particularly compelling concept for one, Im willing to
work with it.
Known for their unique biology and aggressive behavior, the Vorcha
are a primitive race that live among the galaxys darker and more
dangerous locations, such as Omega. Many Vorcha are trained by the
Krogan Blood Pack as mercenaries due to their savage nature and
adaptability to different environments. The rest of galactic civilization
regards them as pests and scavengers, and their presence is generally
seen as a blight. The Vorcha are the shortest-lived sapient species
currently known, with an average lifespan of only 20 years. The
Vorcha are known for a rather unique biology that differentiates them
from other known species and which carries with it a striking set of
advantages and disadvantages
History: The Vorcha originate from a small, hostile, overcrowded
planet which has been largely stripped of natural resources by
successive generations of this fast-breeding, savage species. The lack
of resources has resulted in a tight-knit, clan based society in which
rival clans wage constant war against one another for control of scarce
resources. Even as their population grows, the Vorcha constantly fight
each other in fierce competition over basic necessities. This incessant
warfare has made each generation of Vorcha stronger and more
aggressive than that which preceded it. However, their continual lack
of resources have kept Vorcha society extremely primitive. In 2185,
some Vorcha on Omega allied themselves with the Collectors, in an
attempt to raise their quality of life.
Culture: Vorcha society is built around combat. In fact, the Vorcha
use combat, both singly and in groups, as their default form of
communication resulting in their communications being primarily nonverbal. The Vorcha are a clan based people who prefer living in
communal environments with others of their species to living alone or
in the company of alien races. When a clan population grows too
large, younger members will depart to start a new clan elsewhere.
The Vorcha are extremely aggressive, both against rivals of their own
species and against any alien who stands in their way. Vorcha who
have managed to escape their homeworld have a tendency to occupy
uninhabited areas of space stations or larger spaceships. The Vorcha
are not themselves a space-faring race, although many have found
their way off-world as stowaways on ships visiting their homeworld.
The Vorcha who escaped their hostile homeworld did so by hiding on
the ships of space faring races that had the misfortune of visiting their
planet. Their adaptability and resilience allows them to flourish in the
dark and dirty corners of the places they end up.
Seeing the potential of the Vorchas individual adaptability, Krogan
Blood Pack mercenaries often sweep pockets of Vorcha, gathering
Species Move
Vorcha Regeneration: When you hit 9:00 or further on the Harm
countdown, roll +Hard. On a 10+, heal 2 harm. On a 7-9, heal 1 harm.
On a miss, your system is too traumatized, you may not regenerate for
the rest of the battle. You may not regenerate harm inflicted by
weapons with the "burn" tag or incendiary ammo.
Design thoughts: Since regen only kicks in when you hit 9:00 or
further, it's conceivable that you can use it more than once in a fight
if you heal below 9:00 and then get harmed back to 9. But if you're
just taking too much damage too fast, or have been hurt particularly
bad to where regen doesn't bring you back below 9:00, you only get it
the once. That seems in keeping with Vorcha's adaptability.
Adept
The Adept is the ultimate biotic, able to affect the physical world with
Starting Equipment:
Starting Equipment:
Engineer
Engineers are tech experts, capable of interfacing with practically
anything using their Omni-tool, sabotaging enemy technology or
summoning holographic combat drones to aid in a fight.
the power of the mind. Adepts are durable and powerful manipulators
Soldier
Soldiers are pure combat specialists. No one is tougher or more
effective at taking down enemies with gunfire. Soldiers have the most
thorough weapons training and can use all special ammo types. Highlevel operatives are outfitted with ocular synaptic processors that
allow them to focus on targets with lethal accuracy.
sky.
2-shields)
Chameleon Omni-tool
Sentinel
Starting Equipment:
Sentinels are unique, bringing both tech and biotic abilities to the
battlefield. While they lack the focus of adepts and engineers, they
autofire)
are versatile and can handle any situation. Sentinels are equipped
2-shields, heavy)
Bluewire Omni-tool
Infiltrator
shield. This bonus lasts the entire battle, and refreshing your
shield will include the bonus. At any time during the battle
you may purge the excess energy. Select one character within
close range per bonus shield and inflict 2-harm to them. This
ends the move for the rest of the battle. Not compatible
Starting Equipment:
Vanguard
Starting Equipment:
L3 Implants
Starting Equipment:
Bluewire Omni-tool
tick.
At the conclusion of Character Creation, you should have the following
Moves:
You come under only incidental damage for one tick, even
beyond 9:00
Make them defend you. They take all harm from an attack
meant for you.
Stasis
Make them die. They take 1 harm per hold spent (ap, ignore
When you declare Stasis and then use any other harm-inflicting move,
shields/barriers)
Your Class grants you a special class move and a bonus class
Nova
not be harmed by any means. If done in battle, the stasis lasts for one
When you purge your barrier using Nova, roll +Cool. On a hit, you
Biotic Moves
Combat Moves
character within close range. On a 10+, your position is secure for the
Throw
Tech Moves
When you seize by force in battle, add the following options to that
moves list:
effect (aside from the extra damage for having more unharmed barrier
Pull
When you use Pull, roll +Cool. On a hit, choose a GM character. You
pull them into the air and out of cover. You create an opportunity and
may follow through to full effect. On a 10+, you take +1forward.
Warp
Reave
+1harm
Biotic Moves
Barrier
When you go into battle, you strengthen your biotic barrier.
Roll +Cool. On a 10+, gain +2-barrier, on a 7-9, +1-barrier. This bonus
lasts the entire battle, and refreshing your barrier will include the
bonus. At any time during the battle you may purge the excess biotic
energy. When you do so, select one character within close range per
level of bonus barrier and inflict s-harm to them. This ends the move
for the rest of the battle. Not compatible withFortification or Tech
Armor.
Dominate
When you Dominate a biological NPC, roll +Will. On a 10+, hold 3, on
a 7-9, hold 2. At any time, spend your hold 1 for 1 to:
You may use Warp as if it were a weapon that does (2-harm close
implanted). When you inflict harm using Warp as a result of another
move, choose 1:
Warp Ammo
When you charge a weapons ammo with biotic energy, harm from the
weapon permanently destroys 2-barrier on the target. You can only
Shockwave
Add (s)-harm
Combat Moves
Armor-Piercing Ammo
Harm from the weapon adds the (ap) quality. You can only have one
include the bonus. At any time during the battle you may purge the
Carnage
move for the rest of the battle. Not compatible with Barrieror Tech
Armor.
When you go into battle, roll +Cool. On a 10+, gain 2 hold. On a 7-9,
When you declare that you are using Concussive Shot with a weapon
gain 1 hold. You may spend your hold at any time, 1 for 1, to count as
automatically rolling a 10+ when you act under fire or go aggro until
Cryo Ammo
Shredder Ammo
A weapon loaded with shredder ammo does +1harm against targets
with no shields, barriers, or armor. You can only have one Ammo move
attached to a weapon at a time. Changing Ammo moves in mid-battle
counts as acting under fire.
Harm from the weapon adds the (s) damage quality. You can only have
one Ammo move attached to a weapon at a time. Changing Ammo
Tech Moves
Cryo Blast
You may use Cryo Blast as if it were a weapon that does (s+2-harm
close implanted messy). On a hit with a harm-inflicting move, even if
harm is entirely negated by shields or armor, the target is frozen
and open for follow-through.
Decoy
When you create a holographic Decoy of yourself in battle,
roll +Sharp. On a 10+, hold 2. On a 7-9, hold 1. At any time you may
spend your hold 1 for 1 to completely negate all harm inflicted by an
enemy attack as they attack your decoy instead. Area attacks might
not be negated by this move as the GM and the fiction dictate.
Energy Drain
tick.
Make them die. They take 1 harm per hold spent (ap, ignore
shields/barriers)
Sentry Turret
Gain +1shield
Incinerate
Furthermore, you can defend that position even if you yourself leave
You may use Incinerate as if it were a weapon that does (2-harm close
Personal Moves
Neural Shock
You may use Neural Shock as if it were a weapon that does (s+2-harm
close implanted). On a hit with a harm-inflicting move, even if harm is
A No Shit Pilot
Overload
When you Overload a characters personal shields in battle,
roll +Sharp. On a hit, the shields are destroyed, and may not be
refreshed that battle. On a 10+, the target also permanently loses 1armor. A hit on Overload may also, at GM discretion, destroy
holographic drones or fry electronic equipment.
Sabotage
When you Sabotage a piece of technology being wielded against you
in battle, Roll +Sharp. On a hit, it breaks and is non-functional for the
rest of the battle. On a 10+, it does 1-harm to the wielder.
When you Sabotage a synthetic NPC in battle, roll +Sharp. On a 10+,
hold 3, on a 7-9, hold 2. At any time, spend your hold 1 for 1 to:
Appraising Eye
being. When you attempt to enter or exit such a place, roll +Cool. On
thing here?
way.
Your network is compact and well run. You only have a dozen
to 25 contacts. Remove one want.
Whats the best thing your character owns, or the best thing
Clear-eyed
Contact Network
When you perform your chosen art any act of expression or culture
or when you put its product before an audience, roll +Hot. On a 10+,
can provide help or resources in a pinch. You have about fifty contacts
network and roll +(stat) (see below). On a 10+, you have surplus on
hand for your needs, and your network can provide useful intel or
resolve a problem for you. On a 7-9, you have surplus, but choose one
network below.
Choose 1:
Battle-Hardened
When you act under fire, roll +Hard instead of roll +Cool
reprisals
Battlefield Medic
When you are caring for people, not fighting, you get +1armor. You
weakness.
Cooperation
Then Choose 2 Benefits:
When you are given an order by a superior, take +1 to any rolls you
Dance of Death
make when following that order. If you pursue that course but dont
Hacker
When you enter into a charged situation, roll +Hot. On a 10+, hold 2.
roll +Hx instead of roll +Hot. An NPC, roll +Cool instead of roll +Hot.
On a 7-9, hold 1. Spend your hold 1 for 1 to make eye contact with
an NPC present, who freezes or flinches and cant take action until
Name your escape route and roll +Cool. On a 10+, youre gone. On a 7-
Hypnotic
When you have time and solitude with someone, they become fixated
behind, or take something with you, the GM will tell you what. On a
upon you. Roll +Hot. On a 10+, hold 3. On a 7-9, hold 2. They can
Daredevil
If you go into battle without hedging your bets, you get +1armor. If
Put out the word that you want a thing could be a person, could be
Defy Death
people make an effort and everybody wants to please you and close is
For NPCs, while you have hold over them, they cant act against you.
(max. +3).
For PCs, instead, any time you like you can spend your hold, 1 for 1:
attached.
Demophobia
When cornered by a gang or mob, roll +gang size (1 for small, 2 for
Fitness:
Gain 2 new Harm wedges at 7:00 and 8:00. Draw in two new lines on
your next action. On a 7-9, carry +1forward to your next action, if that
Disciplined Engagement
You can roll +Will to get the effects of going aggro, without going
Ice-Cold
When you inflict harm, you can choose to inflict any amount of harm
aggro. Your victim has to be able to see you, but you dont have to
When you go aggro on an NPC, roll +Cool instead of roll +Hard. When
Decide at the moment you inflict the harm; you need not tell anyone
roll +Hard.
Impossible Reflexes
When you do something under fire, roll +Sharp instead of roll +Cool
Merciless
Whenever anyone who can see you calls upon inner strength they
Moonlighting
When you go into your workspace and dedicate yourself to making a
Intelligent Aid
what youre doing and tell the GM. The GM will tell you sure, no
more than your juggling. Roll +Cool. On a 10+, you get profit from all
You can choose to roll +Sharp instead of roll +Hx when you aid
the gigs you chose. On a 7-9, you get profit from at least 1; if you
chose more, you get catastrophe from 1 and profit from the rest. On a
miss, catastrophe all around. The gigs you arent working give you
Keen-Eyed
neither profit nor catastrophe. Whenever you get a new gig, you also
When you go into battle roll +Sharp. On a 10+, hold 3. On a 7-9, hold
get +1juggling.
1. During battle you may spend your hold, 1 for 1, to re-roll any single
unreliable
danger
first
On a 79, choose 1. On a miss, you still choose one, but things get
Field Repair: When you try to keep a piece of tech from falling
apart roll +Sharp. On a 10+, the machine can ignore 3 of the harm it
has thus far taken. On a 7-9, the machine can ignore 2 of the harm it
has taken. On a miss, you may well have made things worse Note
Mechanic
that this does not permanently repair the machine (that requires the
You are skilled with your hands and can fix, repair, or build pretty
On a 10+, hold 3 over them. On a 7-9, hold 2 over them. Whenever you
Siege Engineer
like, you can spend your hold, 1 for 1, to have them mark experience,
gone)
typically for taking actions that follow your example. On a miss, they
force that position or building, add the following line to that moves
spot)
Maintaining your honor (you keep your word and your name /
Poisoner
list of options:
something youve touched. If its an NPC, roll +Hard; a PC, roll +Hx.
Squad Leader
For advancement, you can cross off +1 Personal Move and instead
sometime during the next 24 hours. On a 7-9, its 2-harm (ap, ignore
maybe including your guy maybe not, get it, and all suffer 3-harm (ap,
Networker
ignore shields/barriers).
roll +Hot. On a hit, you can ask the GM questions. On a 10+, ask 3. On
Renegade
a 7-9, ask 1:
They freeze.
And choose 1:
Oftener Right
When a character comes to you for advice, tell them what you
honestly think the best course is. If they do it, they take +1 to any
Your squad is lax about security and likes to drink and brag.
Pack Leader
Reputation
When you lead a squad into battle, it counts as one size larger than it
When you meet someone important (your call), roll +Cool. On a hit,
is.
theyve heard of you, and you say what theyve heard; the GM will
When your squad fights for you, roll +Hard. On a 10+, hold 3. On a 7-9,
hold 1. Over the course of the fight, spend your hold 1 for 1 to make
Paragon
dealing with them as well. On a miss, theyve heard of you, but the
your squad:
another players character your vision and your methods, roll +Will.
Vulnerable: reprisals
For advancement, you can cross off +1 Personal Move to instead add
Alongside saving the galaxy, every character in the Mass Effect games
has personal motivation, a reason to fight, a reason to live.
Special Moves
When you work with your animal companion on something its trained
the GM agree that your character has changed sufficiently such that
in:
Unity
and you attack the same target, add its ferocity to the harm
you inflict
You have med packs with four doses of medi-gel and the knowledge to
use it effectively. When you can tend to an injured colleague (or you
and you take damage, add its armor to your armor and its
Use one dose for every person upon whom you use this move. The GM
will tell you when you can resupply. Furthermore, if you dont have
medi-gel but do have access to mundane medical supplies, you can use
those supplies just like a Medical Kit (see Equipment).
roll
Varren Handler
You have a pet creature capable of fighting by your side. You cant
talk to it per se but it always acts as you wish it to. Name your animal
Will to Succeed
When you act under fire roll +Will instead of roll +Cool
Were you born on your homeworld or a colony? Raised planetside or on a ship or station?
Who are your family? Which of them, if any, are still alive?
Now that youve thought about your origins a bit, what brings you to
your current state?
Now that youve thought of your history, what about your motivations?
What is your secret pain? The damage you hide from everyone
else?
Generate Hx
Everyone in the group has history with the others. At this stage of
character creation, determine what that history is.
Everyone introduces their characters by name and Persona. Take your
turn.
List the other characters names.
Go around again for Hx. On your turn, choose 1, 2 or 3 from the list
below:
One of them has been beside you and has seen everything
youve seen. Tell that player Hx+2
One of them got you out of some serious shit. Tell that player
Hx+2
One of them once left you bleeding and did nothing for you.
Tell that player Hx-2
One of them once let you down and left you in the lurch. Tell
that player Hx-1
One of them is in love with you. Tell that player Hx-1 if its
unrequited, Hx+2 if you return their affections
that player tells you, ignore it; write Hx+3 next to that
you.
Weapons
Most weapon models use the base weapon stats as listed below. Some
Recoil: The +recoil tag indicates a weapon with such a kick that firing
Phalanx, Acolyte
experience, and have that characters player tell you a secret about
their character, a habit, or what they think about something you care
about.
Grenades
Scorpion
Equipment
Resources:
action. +hi-tech.
is you need.
Piranha,
Assault Rifle
Armor
tech)
drugs, immobile but happy, or power through and heal more slowly.
they recover to 11:00. On a miss, youve done everything you can for
can select from an array of biotic amps. Although there are a wide
variety of makes and models of both Omni-Tools and amps, there is no
game-mechanical difference between them.
Medical Kit
Trained medical professionals, such as those with the Battlefield
Medic or Unity Personal moves, may use mundane medical supplies in
the following fashion:
Your kit has all kinds of stuff in it represented by a stock score.
When you use it, spend its stock; you can spend 03 of its stock per
use. You can resupply it for 1-Resources per 2-stock, if your
circumstances let you barter for medical supplies.
To use it to stabilize and heal someone at 9:00 or past:
roll +stock spent. On a hit, they will stabilize and heal to 6:00, but the
MC will choose 1 (on a 10+) or 2 (on a 79):
larger it is, and -1harm for every size category smaller. Vehicle-
Building Vehicles
weakness.
1-armor
M-44 Hammerhead: Frame: hovertank, Power +2 (fast, offroad), looks +1 (sleek), weakness +1 (sloppy), 1-armor massaccelerator cannon (4-harm far loud reload)
Choose frame:
Gangs
M-35 Mako: Frame: off-road tank, Power +2 (rugged, offroad), looks +1 (muscular), weakness +1 (cramped), 1-armor,
mass-accelerator cannon (4-harm far loud reload)
personal shields are assumed to have those shields against all attacks
loud reload)
unless care is taken to attack only the same specific member of the
NAME
CLASS
ARMOR
AGE
ADEPT
WEAPON
WEAPON
SPECIES
Highlighted
MOVES
+1 Species Move, +1 Biotic Move, +1
Personal Move:
WEAPON
APOCALYPSE
By Matthew Skau
HISTORY
COOL
CLASS MOVE
Highlighted
HARD
Highlighted
HOT
GEAR
Highlighted
SHARP
HOLD
Highlighted
WILL
HARM
DEBILITIES
Shattered -1 Cool
Crippled -1 Hard
Disfigured -1 Hot
Broken -1 Sharp
EXPERIENCE
ADVANCEMENT
+1 Personal Move
+1 Personal Move
+1 Personal Move
to play
remove a debility
choose 4 basic moves and
advance them
advance the other 4
basic moves
invent your own move, or +1 Personal
Move
invent your own move, or +1 Personal
Move
NAME
CLASS
ARMOR
AGE
ENGINEER
WEAPON
WEAPON
SPECIES
Highlighted
GEAR
MOVES
+1 Species Move, +1 Tech Move, +1
Personal Move:
WEAPON
APOCALYPSE
By Matthew Skau
HISTORY
COOL
CLASS MOVE
Highlighted
HARD
Highlighted
HOT
Highlighted
SHARP
HOLD
Highlighted
WILL
HARM
DEBILITIES
Shattered -1 Cool
Crippled -1 Hard
Disfigured -1 Hot
Broken -1 Sharp
EXPERIENCE
Provide covering fire for you. The drone counts as having rolled
a 10+ to keep you from coming under concentrated fire
Create an opportunity. The drone creates an opportunity for
you to follow through on.
Take the hit. The drone takes an attack meant for you. You
suffer no harm, but the drone is destroyed. Lose all remaining
hold.
ADVANCEMENT
+1 Personal Move
+1 Personal Move
+1 Personal Move
to play
remove a debility
choose 4 basic moves and
advance them
advance the other 4
basic moves
invent your own move, or +1 Personal
Move
invent your own move, or +1 Personal
Move
NAME
CLASS
ARMOR
INFILTRATOR
AGE
SPECIES
Highlighted
GEAR
WEAPON
WEAPON
MOVES
+1 Species Move, +1 Combat/Tech
Move, +1 Personal Move:
WEAPON
APOCALYPSE
By Matthew Skau
HISTORY
COOL
CLASS MOVE
Highlighted
HARD
Highlighted
HOT
Highlighted
SHARP
HOLD
Highlighted
WILL
HARM
DEBILITIES
Shattered -1 Cool
Crippled -1 Hard
Disfigured -1 Hot
Broken -1 Sharp
EXPERIENCE
ADVANCEMENT
+1 Personal Move
+1 Personal Move
+1 Personal Move
to play
remove a debility
choose 4 basic moves and
advance them
advance the other 4
basic moves
invent your own move, or +1 Personal
Move
invent your own move, or +1 Personal
Move
NAME
CLASS
ARMOR
AGE
SENTINEL
WEAPON
WEAPON
SPECIES
Highlighted
GEAR
MOVES
+1 Species Move, +1 Biotic/Tech Move,
+1 Personal Move:
WEAPON
APOCALYPSE
By Matthew Skau
HISTORY
COOL
CLASS MOVE
Highlighted
Tech Armor: When you go into battle, you strengthen your armor
with special holographic layers. Roll +Sharp. On a hit, you gain a
light shield, or your existing light shield becomes a heavy shield.
On a 10+, hold 3, on a 7-9, hold 2.
HARD
Highlighted
HOT
Highlighted
SHARP
HOLD
Highlighted
WILL
HARM
DEBILITIES
Shattered -1 Cool
Crippled -1 Hard
Disfigured -1 Hot
Broken -1 Sharp
EXPERIENCE
At any time during the battle you may purge the excess energy,
dropping the shield-increase. When you do so, immediately spend
all your hold. For each hold spent, select a character within close
range and inflict 2-harm to them. Not compatible with Barrier or
Fortification.
ADVANCEMENT
+1 Personal Move
+1 Personal Move
+1 Personal Move
to play
remove a debility
choose 4 basic moves and
advance them
advance the other 4
basic moves
invent your own move, or +1 Personal
Move
invent your own move, or +1 Personal
Move
NAME
CLASS
ARMOR
AGE
SOLDIER
WEAPON
WEAPON
SPECIES
Highlighted
GEAR
MOVES
+1 Species Move, +1 Combat Move, +1
Personal Move:
WEAPON
APOCALYPSE
By Matthew Skau
HISTORY
COOL
CLASS MOVE
Highlighted
HARD
Highlighted
HOT
Highlighted
SHARP
HOLD
Highlighted
WILL
HARM
DEBILITIES
Shattered -1 Cool
Crippled -1 Hard
Disfigured -1 Hot
Broken -1 Sharp
EXPERIENCE
Name an NPC within the reach of your weapon. You kill, disable or
disarm them (GMs choice)
Name a character within your reach. You redirect their attack to
another character within your reach, or else to nowhere into the
ground or a wall or the sky.
Name a character within your reach. While you keep fighting, you
intercept any attack directed at them and they suffer no harm.
Ignore all harm to yourself from an incoming attack.
ADVANCEMENT
+1 Personal Move
+1 Personal Move
+1 Personal Move
to play
remove a debility
choose 4 basic moves and
advance them
advance the other 4
basic moves
invent your own move, or +1 Personal
Move
invent your own move, or +1 Personal
Move
NAME
CLASS
ARMOR
AGE
VANGUARD
WEAPON
WEAPON
SPECIES
Highlighted
MOVES
+1 Species Move, +1 Biotic/Combat
Move, +1 Personal Move:
WEAPON
APOCALYPSE
By Matthew Skau
HISTORY
COOL
CLASS MOVE
Highlighted
Biotic Charge: When you use Biotic Charge, roll +Cool. On a hit,
name a character on the scene, but outside your reach. You cross the
distance between you before they have time to adjust or react. On a
10+, inflict 2-harm. On a 7-9, take +1forward against them. On a
miss, you suffer concentrated fire now. (If its before 9:00, now its
9:00)
HARD
Highlighted
HOT
GEAR
Highlighted
SHARP
HOLD
Highlighted
WILL
HARM
DEBILITIES
Shattered -1 Cool
Crippled -1 Hard
Disfigured -1 Hot
Broken -1 Sharp
EXPERIENCE
ADVANCEMENT
+1 Personal Move
+1 Personal Move
+1 Personal Move
to play
remove a debility
choose 4 basic moves and
advance them
advance the other 4
basic moves
invent your own move, or +1 Personal
Move
invent your own move, or +1 Personal
Move