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Apocalypse

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

instantaneous travel over distances of hundreds or even thousands of


light years). By activating that relay, dubbed the Charon Relay,
Humans were able to travel to even further star systems and expand
their domain, activating other relays in the process. Although there
were questions about what they could possibly find on the other side
of a relay, questions that caused fear among many, Humanity didnt
stop.
Humanitys free reign and fast-careless expansion, however, was
short-lived when they made first contact with an alien race: the
Turians. This first contact with an alien species was far from peaceful,
becoming known as the First Contact War, and occurred because
Humanity was breaking (even if unknowingly) one of the most
important laws of galactic society: to activate a relay without knowing
what is on the other side. The war led to the Human colony of Shanxi
being captured by the Turians, a historical event in itself that fueled
some anti-alien campaigns for years to come. But the aliens
underestimated Humanity and were driven from the planet short
after. Being militaristic by nature, the Turians began mobilizing for a
full-scale war against the Humans that would have undoubtedly
resulted in the complete victory of the aliens, but then the Citadel
Council, the central government that ensure stability and peace in the
galaxy intervened and welcomed Humanity into their society. 2157
CE,. therefore, became a historical year for Humanity, the year when
they learned they truly werent alone, that there were other races out
there. And that some were far more powerful.
The following years led to Humanitys quick expansion into the
galactic society, adapting faster than any other race. Though their
economy was smaller than others, and their military force still pales in
comparison to the Turians, or even the Salarians, Humanity was
regarded with great interest and seen as a race of great potential,
even if tension and racism still existed both towards Humans and from
Humans towards other races.
The game starts at 2183 CE. Humanity has established itself as one of
the most prominent and important races of Citadel Space, an advent
that took other races dozens when not hundreds of years to achieve.
This quick political, economical, military, and even social expansion
created a lot of tension as other, much older races, saw Humanity as
too aggressive. But despite the fear and resistance of the other races,
Humanity kept moving forward, eventually reaching a time when they
wanted more saying in the galaxys politics. Although the other races
were not so willing to let them take a seat in the Citadel Council, they
granted Humanity an opportunity: to have a Human enter the right-

hand of the council, an organization that answered only to it and


could operate above the law if necessary: the Spectres.
The game Mass Effect makes the player assume the role of an elite
Human commander named Shepard, the candidate for the Spectres.
His assignment: to perform as best as he can while under evaluation
from a Turian Spectre, to be accepted into their ranks and thus
provide more strength to Humanitys voice in the galactic society. But
during his first mission as a potential candidate, Shepard quickly
comes to realize that he must fight for much more than Humanitys
voice. He must fight to save galactic civilization from an ancient
impending doom: the Reapers. Setting out in the SSV Normandy, a topof-the-line warship, Commander Shepard must travel throughout the
galaxy to find what he can about this ancient danger, to gather allies
and disrupting the plans of those that work to see Humanity, and all
other races, eradicated just like the previous race, the Protheans,
were.
The game Mass Effect also focuses on the social and political struggles
that a galaxy filled with different forms of life and cultures inevitably
possesses, introducing several points of view, some of which are quite
similar to the normal problems Humans face among themselves.

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.

Thank You For Playing!

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

The five stats in Mass Effect Apocalypse are:

you something interesting, its on you to make it useful. The GM might

Cool

ask you How do you know this? Tell him the truth, now. You can

Hard

only consult your training on a particular situation once, unless that

Hot

situation significantly changes.

Sharp

Will

(Advanced: On a 12+, you have an epiphany. Your mind connects


seemingly unrelated facts and you achieve a moment of pure insight.

Note, Will replaces Apocalypse Worlds Weird Stat. This game

Its up to the GM to tell you what that insight is, but it should be

does not use Highlighted Stats. See Advancement below.

impressive.)

Basic Moves
All the basic moves from Apocalypse World are used EXCEPT open
your brain. For reference, the basic moves are:

Do Something Under Fire

Go Aggro

Seize by Force

Seduce or Manipulate

Read a Charged Situation

Read a Person

Help or Interfere

Session End

Call on Inner Strength:


When youve taken enough harm to die, call on your inner
strength and roll +Will. On a 10+ you find some inner reserve that lets
you keep going; youre at 11:00 on the Harm countdown. On a 7-9,
youre hanging on by a thread; youre at 12:00, unconscious, but still
revivable. On a miss, you tried your best, but thats it for you. You
may make this move before deciding whether or not to take a
debility.
(Advanced: On a 12+, you are a tower of iron will, rising from near
death to ignore damage that would kill lesser mortals. Take no harm
until the end of the battle. At the GMs option, truly overwhelming

The first six on the list can be Advanced as per the Apocalypse
World Rulebook.

New Basic Moves


The following two moves are added to the Basic Moves list and granted
to all characters:
Consult Training:
When you consult your training to determine a course, roll +Sharp.

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

roll +mental harm suffered (usually on a scale of +1 to +3 depending

phrase go into battle it indicates a move that is rolled at the start of

on the severity of the trauma). On a 10+, the MC can choose 1:

a Battle Countdown. For reference, the battle moves are:

Provide Covering Fire

Maintain an Untenable Position or Course

Stay the Fuck Down

Follow Through on Someone Elses Move

Youre out of action: unconscious, trapped, incoherent or


panicked.

Youre out of your own control. You come to yourself again a few
moments later, having done I-dont-know-what.

Choose 2 from the 79 list below.

On a 79, the MC can choose 1:


New Battle Move

You lose your footing.

The following new move is added to the list of Battle Moves:

You lose your grip on whatever youre holding.

You lose track of someone or something youre attending to.

Defend a Secure Position:

You miss noticing something important.

When you defend a secure position roll +Hard. On a 10+, hold 3, on a

You take a single concrete action of the MCs choosing.

7-9, hold 1. As long as you defend that position, you may spend your

On a miss, you keep it together and overcome the trauma with no

hold, 1 for 1, to choose an option:

effect.

Redirect an attack from a person or thing in your position to


yourself

Barter Moves:

Halve an attacks effect or harm

Give 1-resources to Someone, but with Strings Attached

You create an opportunity to an ally, giving that ally +1

Go Into a Bustling Market

forward to follow through on your move


Avoid concentrated fire for one tick

Make Known that you Want a Thing and Drop Credits to

Peripheral Moves
The following peripheral Moves from Apocalypse World are in play:
Harm and Healing Moves:

Suffer Harm

Inflict Harm on Another Players Character

Heal Another Players Character

New Harm Move:


The following move is added to the list of Peripheral Moves:

Speed it on its Way


(Note, the names of the barter moves are slightly changed to fit the
setting)

New Equipment Rules


Personal Shields: Most modern combat armor generates a personal
shield. This shield generates a number of free, ablative harm-wedges
that must first be filled before the wearer suffers any harm. The
wearer can regenerate these shield-wedges by getting a hit on the
battle move stay the fuck down. Light Shields offer 2-shield. Heavy
Shields offer 4-shield. Heavy Shields are typically only available on
heavy mechs or gunships. Shields are immune to barrier-affecting
moves, vulnerable to shield-affecting moves. Useable by any Tech or
Combat class.
Biotic Barriers: Functionally identical to Personal Shields. Most
combat-trained biotics can generate Light Barriers which offer 2barrier. Heavy Barriers are typically only generated by masters of
the Barrier move. Barriers are immune to shield-affecting moves,
vulnerable to barrier-affecting moves. Usable by Biotic classes.
Shields and Barriers and the Harm move: damage to shield or
barrier levels do not prompt the suffer harmperipheral move.
Shields on gangs: If the majority of the members of a gang are
equipped with shields, they apply to the gang as a whole. Shields on
gangs refresh at the beginning of each tick in battle (different

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.

__ choose 2 basic moves and advance them

__ invent your own move, subject to GM approval, or +1 Move


from any list

__ invent your own move, subject to GM approval, or +1 Move


from any list

moves) remain unchanged.

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.

Choose your Species

__ +1 Cool (max +3)

2.

Choose your Class

__ +1 Hard (max +3)

3.

Generate Stats

__ +1 Hot (max +3)

4.

Choose your Moves

__ +1 Sharp (max +3)

5.

Develop your Persona

__ +1 Will (max +3)

6.

Generate Hx

__ +1 Class Move (choose one from your available lists,


Biotic/Combat/Tech)

__ +1 Class Move (choose one from your available lists,


Biotic/Combat/Tech)

__ +1 Class Move (choose one from your available lists,


Biotic/Combat/Tech)

__ +1 Personal Move

__ +1 Personal Move

__ +1 Personal Move
Must have 5 advances from choices above before selecting

individuals take the hits)


Ammo: Only properly-trained personnel can safely use advanced

those below

__ +1 to any Stat (max +3)

__ retire your character to safety and create a new character

__ create a second character to play, so now youre playing


two

__ remove a debility

__ choose 2 basic moves and advance them

__ choose 2 basic moves and advance them

__ choose 2 basic moves and advance them

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.

Personal Moves Sorted by Stat

Keen-Eyed

Mechanic

Cool Moves:

Unity

Break and Enter

Will Moves:

Easy to Trust

Force of Will

Eye on the Door

Paragon

Ice-Cold

Will to Succeed

Moonlighting

No-Stat / Automatic Moves:

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

Artful & Gracious

Fitness

Contact Network

Impossible Reflexes

Dance of Death

Inspiring Leader

Dangerous and Sexy

Knife in the Dark

Fingers in Every Pie

Merciless

Hypnotic

Oftener Right

Life of the Party

Pack Leader

Networker

Siege Engineer

Hx Moves:

Team Player

Easy to Trust

Varren Handler

Ice-Cold

Poisoner

Sharp Moves:

Contact Network

Good in the Clinch

Hacker

Intelligent Aid

The Asari, a race native to the planet Thessia, are often considered

Asari are paragons of elegance, grace, and diplomacy. Take + 1

the most powerful and respected sentient species in the known

whenever you Seduce or Manipulate.

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

for their elegance, diplomacy, and biotic talent. Their millennia-long

Embrace Eternity: When an Asari has time and physical intimacy with

lifespan and unique physiology that allows them to reproduce with a

someone, roll +Hot. On a 10+, hold 3. On a 7-9, hold 1. While youre

partner of any gender or species give them a conservative but

psychically melded, spend your hold to ask their player (or the GM if

convivial attitude toward other races. The Asari were also the ones

an NPC) questions, 1 for 1:

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

What was your characters lowest or highest moment?

For what does your character crave forgiveness, and of


whom?

Republics, is relatively broad; the Asari came late to the notion of

What are your characters secret pains or joys?

world government. For centuries, their homeworld of Thessia was

What does your character hold closest to his heart?

dotted with loose confederacies of great republican cities. The closest

If the intimacy was mutual, both parties gain +1Hx with the other (if

Earth equivalent would be the ancient Mediterranean city-states.

PCs). If the Asari inflicted unwilling intimacy, the other party takes 1-

Since the Asari culture values consensus and accommodation, there


was little impetus to form larger principalities. Rather than hoard
resources, the Asari bartered freely. Rather than attack one another

harm (ap, ignores shields/barriers)

over differing philosophies, they sought to understand one another.

Ardat-Yakshi Variant

Only in the information age did the city-states grow close;

The Ardat-Yakshi are the result of a rare genetic mutation. Instead of

communication over the internet evolved into an electronic

the mutually-fulfilling psychic joining that most Asari are capable of,

democracy.

the psychic joining of an Ardat-Yakshi is fatal to the other party and

Military: The Asari military resembles a collection of tribal warrior


bands with no national structure. Each community organizes its own
unit as the locals see fit, and elect a leader to command them. Units
from populous cities are large and well-equipped, while those from

an addictive rush for the Ardat-Yakshi. Instead of Embrace Eternity,


the Ardat-Yakshi instead gains the Hypnotic Personal Move as
her Species Move with the following addition:

The Ardat-Yakshi may spend all of her hold to do harm equal

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

is neurological and rarely manifests in an obvious fashion to

irregular militia, however; those who serve are full-time professionals.


Asari Names: Aethyta, Aleena, Alestia, Batha, Nassana, Lidanya,
Liselle, Mallene, Nelyna, Rana, Seryna, Shaira, Tela
Class: Asari favor Biotic Classes.

an onlooker. If the harmed character dies, the Ardat-Yakshi


marks experience.

A race of four-eyed bipeds native to the world of Kharshan, the

produced by an institution called Batarian State Arms. The Batarian

Batarians are a disreputable species that chose to isolate itself from

fleet is known to operate at least one dreadnought (as a non-Citadel

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

Batarian thug. It should be noted that these criminals do not represent

cruisers. However, given one member of this class -- later obtained by

average citizens, who are forbidden to leave Batarian space by their

the quarians and refurbished as the Idenna -- was twenty years old in

omnipresent and paranoid government.

2183, the Batarians may have retired the Hensa class from active
service by this time. Their military capacity is believed to be weaker

Despite several disagreements with the Citadel and hostility toward

than the Systems Alliance as early as 2160 (when colonisation of the

Humans, most Batarians prefer profitable pursuits such as drug running

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

shrewd businessmen and merchants, though in more lawless regions of

done to protect them, and they were left to defend themselves.

the galaxy like Omega, negotiations with a Batarian are likely to be


conducted at gunpoint.

Batarian Names: Balak, Charn, Edan, Eluam, Groto, Jath, Jella,


Forvan, Solem, Tarak

Despite this being the general attitude, many Batarians mostly those
outside Batarian space treat Humans with as much respect as

Batarian Family Names: Haddah, Ranperah, Ib-ba, Dalserah, Amon

Humans treat them.


Class: Batarians favor Combat Classes.
Government: The rest of the galaxy views the Batarians as an
ignorable problem. Their government, known as the Batarian

Batarians have a reputation as thugs and slavers. They get +1 any time

Hegemony, is still hostile to the Systems Alliance, but beneath the

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

enters or leaves Batarian space. Given the Batarian governments

Paranoid Grudges: Whenever you take a debility, name the person

oppressive nature, it is speculated their supreme leadership is

you hold most responsible. Take +1 ongoing to all rolls versus them,

autocratic or totalitarian in nature. The Batarians blame Humanity for

forever. (All rolls with them directly as a target count, of course. Rolls

their troubles and claim they were forced to fend for themselves,

against their family and friends, minions, or property may count, in

despite the fact that their exile is largely self-imposed.


However, the Batarians still provide up-to-date glossaries and
linguistic rules to the rest of the galaxy (allegedly so they can
continue distributing propaganda). Possibly due to the prevalence of
Batarian criminal gangs, Batarian languages have become lingua
franca in the Terminus Systems.
Military: Little is known about the Batarian military other than the
fact it is largely nationalized; most Batarian military hardware is

the GMs judgment.)

The Drell are a reptile-like race that were rescued from their dying

Most Drell, especially those who integrate themselves into a society

homeworld by the Hanar following first contact between the two.

either the Hanars or that of another species tend to act honorably

Since then, the Drell have remained loyal to the Hanar for their

and have great respect for members of that society, rarely thinking

camaraderie and have fit comfortably into galactic civilization. The

themselves as superiors or more important.

leading cause of death for Dress on Kahje is Keprals Syndrome,


caused by cumulative long-term exposure to a humid climate. This

Some Drell grow a close, personal relationship with the Hanar. So

syndrome erodes the ability of Dress lungs to take in oxygen, and

much so that the Hanar will even tell the Drell their Soul Name.

eventually spreads out to other organs. It is noncommunicable, and

Drell have adapted to communication with Hanar by getting implants

there is currently no known cure, though leading Hanar scientific

in their eyes to allow them to observe the bioluminescense the Hanar

authorities are working on creating a genetic adaptation.

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

the opposite end of the spectrum, such as the difference between

barren world of Rakhana. 800 years ago, the naturally-arid Drell

dark red and black. Since Drell either lives in some society or as

homeworld began its descent into lifelessness due to disastrous and

adventurers, they have no government or military of their own.

intensive industrial expansion. At the time, the Drell lacked


interstellar flight capacity, and with their population bursting at 11

Drell Names: Thane, Feron, Irikah, Kolyat

billion they faced certain doom. It was around this time that the
Hanar made first contact with the Drell race. In the following ten

Drell Family Names: Krios

years, the Hanar would transport hundreds of thousands of Drell to the


Hanar world, Kahje. The remaining billions left on Rakhana would

Class: Drell dont favor any particular type of Class.

perish on their dying planet, warring against each other for


diminishing resources. The Drell now thrive co-existing with the Hanar

Drell have eidetic memories, with memory flashbacks often seeming

and have been a part of the galactic civilization for roughly two

as real to them as the world around them. Drell get +1 to Consult

centuries. The debt of gratitude that the Drell owe the Hanar is

Training.

referred to as the Compact, which the Drell fulfill by taking on tasks


that the Hanar find difficult, such as combat. Any Drell may refuse to
serve, but as being requested to serve is a great honor, few turn down
the offer.

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

some Hanar regard the Drell as second class citizens. However it is


quite the opposite, they have integrated themselves into every level
of Hanar society as respected, productive citizens.
Those who leave Kahje tend to be adventurers. These solitary Drell
travelers often seek out new species elsewhere, and in turn adopt that
species culture. Such Drell number in the thousands, and are
scattered across the galaxy, tending towards quiet, integrated lives.

come true, if its even remotely possible. On a miss, your detachment


is too complete, and youre barely paying attention. Take -1
throughout the battle.

Humans, from the planet Earth, are the newest sentient species of

Humanity continued to expand to unclaimed star systems on the edge

notable size to enter the galactic stage and are hands-down the most

of Citadel space, which eventually led to competition with the

rapidly expanding and developing. They independently discovered a

Batarians. When the Batarians tried and failed to convince the Council

Prothean data cache on Mars in 2148, and the mass relay networks

to declare the Skyllian Verge a zone of Batarian interest, they

shortly thereafter.

closed their embassy and withdrew from Citadel space. Viewing


Humans as the cause of their fall from grace, Batarians frequently

History: In 2148, Human explorers on Mars uncovered a long-ruined

came into conflict with Human colonies, especially Batarian slavers.

Prothean observation post, with a surviving data cache that proved

Tensions between Humans and Batarians have persisted for decades.

Protheans had studied Cro-Magnon Humans millennia ago. While


religions tried to assimilate this discovery into their doctrine, a global

Class: Humans dont favor any particular type of Class.

rush began to decipher the petabytes of data from the outpost.


Discovering information on a mass relay orbiting Pluto, explorers

Humans are new to the galactic stage and need to be constantly

managed to open the Charon Relay and discovered it led to Arcturus.

making friends and connections lest the other species turn on them.

With the help of the fledgling Systems Alliance, Humans expanded to

Grant +2 instead of +1 whenever you Aid Another.

other systems, opening any mass relays they could find.


Humans first came to the attention of the galactic community after a

Species Move

brief but intense conflict with the Turians, known by Humans as the

In the Thick of Things: At the beginning of the session, roll +Will. On

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

attacked a Human fleet attempting to activate a dormant mass relay

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

tools and knowledge. On a miss, the GM holds 1, and can spend it to

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.

have you already be there, but somehow pinned, caught or trapped.

The Krogan are a species of large reptilian bipeds native to the planet

killing is a science and their tactics now focus on delivering maximum

Tuchanka, a world known for its harsh environments, scarce resources,

strength and firepower in swift and unstoppable strokes rather than

and overabundance of vicious predators. The Krogan managed to not

order dozens of Krogans to attack. This change of focus from mass-unit

only survive on their unforgiving homeworld, but actually thrived in

warfare to maximal efficiency has increased employment demand in

the extreme conditions. Unfortunately for them, as Krogan society

the fields of security and muscle for hire. Due to the unsavory

became more technologically advanced so did their weaponry. Four

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

law. Battle Masters believe in being well-armed and equipped,

claim the small pockets of territory capable of sustaining life

preferably with a gun for each limb. They are callous and brutal, but

escalated into full scale global war. Weapons of mass destruction were

methodical and disciplined. They use any means at their disposal to

unleashed, transforming Tuchanka into a radioactive wasteland. The

achieve their goals, no matter how reprehensible. Hostage-taking and

Krogan were reduced to primitive warring clans struggling to survive a

genocide are acceptable means to ensure a quiet occupation with few

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,

other Krogan soldiers and their tactical knowledge ensures those

the rapidly-expanding Krogan became a threat to the galaxy in turn,

soldiers are never used as shock troops or cannon-fodder a sign of

starting the Krogan Rebellions and forcing the Turians to unleash the

evolution in Krogan mentality due to the genophage. Biotics are rare

genophage. This genetic infection dramatically reduced fertility in

among the Krogan, especially since the practice of surgically creating

Krogan females, causing a severe drop in births and, ultimately,

Krogan biotics has been discontinued (due to the high mortality rate)

population, eliminating the Krogan numerical advantage.

and because only 1 in every 100 exposures results in a stable Krogan


biotic user. Those that exist are viewed with suspicion and fear.

Government: After their defeat in the Rebellions, the very concept of

Combat drones and other high-tech equipment are likewise in short

Krogan leadership was discredited. Where a warlord could once

supply.

command enough power to bring entire solar systems to heel and


become Overlord, these days it is rare for a single leader to have more

Krogan Names: Droyas, Uvenk, Nax, Okeer, Skarr, Wreav, Wrex, Guld

than a thousand warriors swear allegiance to him. It is speculated that


their instinctive aggression and territorial nature prevent the Krogan

Krogan Clan Names: Clan Drau, Clan Forsan, Clan Ganar, Clan

from forming any kind of centralized government or parliament that is

Gatatog, Clan Hailot, Clan Jorgal, Clan Jurdon, Clan Nakmor, Clan

not based on fear or obedience.

Quash, Clan Ravanor, Clan Urdnot, Clan Weyrloc

Military: Traditional Krogan tactics were built on attritional mass-unit

Class: Krogan favor Combat Classes.

warfare. Equipped with cheap, rugged gear, troop formations were


powerful but inflexible. Command and control was very centralized;

Krogan are tough bastards with multiple biological redundancies and

soldiers in the field who saw a target contacted their commanders

thick armor plates. Krogan get +1armor that cannot be removed,

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.

The Quarians are a nomadic species of Humanoid aliens known for

preference for armament, making them unpopular targets for

their skills with technology and synthetic intelligence. Since their

pirates. Though they have rebuilt their military, there are still

homeworld Rannoch was conquered, the Quarians live aboard the

mere hundreds of warships to protect the tens of thousands of

Migrant Fleet, a huge collection of starships that travel as a single

ships. The Quarian navy follows strict routines of patrol, and takes

fleet. Approximately three hundred years ago the Quarians created

no chances. If the intent of an approaching ship cant be

the geth, a species of rudimentary artificial intelligences, to serve

ascertained, they shoot to kill. For this reason, young Quarians on

as an efficient source of manual labor. However, when the geth

their Pilgrimage are given code phrases to repeat upon their

gradually became sentient, the Quarians became terrified of

return, as they often arrive back in vessels they have bought or

possible consequences and tried to destroy their creations. The

scavenged which are unknown to the Flotilla. One phrase denotes a

latter won the resulting war and forced their creators into exile.

successful Pilgrimage and the Quarian navy will permit them to

Now the Quarians wander the galaxy in a flotilla of salvaged ships,

rejoin the Fleet; the other alerts the navy that the Quarian is

second-hand vessels, and recycled technology which they call

returning under duress, and their ship will be immediately

Migrant Fleet. Quarians are generally shorter and of slighter build

destroyed.

than Humans. The most important fact of Quarian biology is their


weak immune system. As a result, all Quarians by necessity dress in

Quarian Names: Daro, Feda, Golo, Han, Hilo, Kal, Kar, Kenn, Lemm,

highly sophisticated environmental-suits, to protect them from

Lia, Prazza, Rael, Seeto, Shala, Tali, Veetor, Ysin, Zaal.

disease or infection if they are injured. Their suits can be


compartmentalized in the event of a tear or similar breach to

Quarian Clan Names: Xen, Gazu, Gerrel, Jaa, Reegar, Danna, Shal,

prevent the spread of contaminants (similar to a ship sealing off

Vael, Zorah, Hodda, Raan, Nara, Mal, Koris

bulkheads in the event of a hull breach).


Class: Quarians favor Tech Classes.
Government: There are roughly 17 million Quarians on the Migrant
Fleet (also called the Flotilla). It is technically still under martial

Quarians are survivors. When any puncture to their environment suits

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

the democratically-elected Conclave, though ship captains and

risk their lives for their people. Quarians get +1 to Call on Inner

onboard civilian councils tend to address most issues in-house

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

Nomads and Scavengers: When you need something, provided its

tactics akin to civilian police, but remain adept at combat in the

relatively small and can be held in one hand, roll +Sharp. On a 10+,

confined spaces of a starship, and fully under the command of the

you happen to have just the thing, or close enough. On a 7-9, you have

military. Once taken into custody, the accused is brought before

something pretty close, unless what youre looking for is specialized

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-

ensuring a conveniently unstable political situation stays that way.

blooded amphibians native to the planet SurKesh. Salarians possess a

The effectiveness of the STG during the Krogan Rebellion is what

hyperactive metabolism; they think fast, talk fast, and move fast. To

provided the template for the Council to establish their SPECTRE

Salarians, other species seem sluggish and dull-witted, especially the

program immediately afterward. While capable of defending

elcor. Unfortunately, their metabolic speed leaves them with a

themselves against most threats, the Salarians know that they are

relatively short lifespan; Salarians over the age of 40 are a rarity.

small fish in a universe filled with sharks. As a point of survival, they

Salarians are known for their observational capability and non-linear

have cultivated strong alliances with larger powers, particularly with

thinking. This manifests as an aptitude for research and espionage.

the Turians. Though the relationship between the two species was

They are constantly experimenting and inventing, and it is generally

rocky at first due to the Krogan uplift fiasco, the Salarians take pains

accepted that they always know more than they are letting on.

to keep this relationship strong enough that anyone who threatens


them risks Turian intervention.

Government: The Salarian government, since at least the formation of


the Council in 500 BCE, is called the Salarian Union. It is a labyrinthine

Salarian Names: Chorban, Ish, Jaroth, Kirrahe, Ledra, Maelon, Mordin

web of matrilineal bloodlines, with political alliances formed through

Solus, Morlan, Palon, Rentola, Saleon, Schells, Tazzik.

interbreeding. In many ways, the Salarian political network functions


like the noble families of Earths Medieval Europe. Structurally, the

Class: Salarians favor Tech Classes.

government consists of fiefdoms, baronies, duchies, planets, and


marches (colonization clusters). These are Human nicknames, as the

Salarians make up for shorter lifespans with incredibly fast minds.

original Salarian is unpronounceable. Each area is ruled by a single

Whenever you Read a Charged Situation take +2 instead of +1 when

Dalatrass (matriarchal head-of-household) and represents an

acting on the GMs answers.

increasing amount of territory and prestige within the Salarian


political web. Salarian loyalty is greatest to their first circle and
diminishes from there. Their photographic memories allow Salarians to
recognize all their myriad relatives.

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

Military: In principle, the Salarian military is similar to the Systems

you. Whenever you Read a Person on another Salarian, you get +1

Alliance, a small volunteer army that focuses on maneuver warfare.

hold.

What differentiates the Salarians is not their equipment or doctrine,


but their intelligence services and rules of engagement. The Salarians
believe that a war should be won before it begins (a doctrine also
espoused by some of Humanitys greatest generals, such as Sun Tzu).
The unquestioned superiority of their intelligence services allows them
to use their small military to maximum effectiveness. Well before
fighting breaks out, they possess complete knowledge of their enemys
positions, intentions and timetable. Their powerful intelligence
network is spearheaded in the field by Special Tasks Groups (STG) who
monitor developing situations and take necessary action, usually
without the shackles of traditional laws and procedures. This may be
as simple as scouting and information gathering, or as complex as

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

Rebellions. The Turians deployed a Salarian-created biological weapon

if directly questioned, most will confess the crime.

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

left by the once-cooperative Krogan, and eventually gained a Council

skill of the Asari, and the adaptability of the Humans, the Turian

seat in recognition of their efforts. Originally from the planet Palaven,

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

contributions of soldiers and starships to the Citadel Fleet. They are

single largest number of dreadnoughts by the Treaty of Farixen, having

respected for their public service ethic it was the Turians who first

37 as of 2183 and 39 as of 2185, as a point to their fleets service as

proposed creating C-Sec but are sometimes seen as imperialist or

galactic peacekeepers and position as the primary military arm of the

rigid by other races. There is some animosity between Turians and

Council. Command and control is decentralized and flexible. Individual

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

bitterness is slowly beginning to heal as shown by the cooperation of

of combat drones for light duties, and practice combined arms:

the two races on the construction of the SSV Normandy but many

infantry operates with armor, supported by overhead gunships.

Turians still hate Humans, and vice versa.

Strategically, they are methodical and patient, and dislike risky


operations. The Turians recruit auxiliary units from conquered or

Culture: Turians are noted for their strong sense of public service. It is

absorbed minor races. Auxiliaries are generally light infantry or

rare to find one who puts his needs ahead of the group. Every citizen

armored cavalry units that screen and support the main battle

from age 15 to 30 serves the state in some capacity, as anything from

formations. At the conclusion of their service in the Auxiliaries,

a soldier to an administrator, from a construction engineer to a

recruits are granted Turian citizenship.

sanitation worker. Turian society is highly regimented and very


organized, and the species is known for its strict discipline and work

Turian Names: Tonn, Saren, Chellick, Nihlus, Kuril, Lilihierax,

ethic. Turians are willing to do what needs to be done, and they

Mehrkuri, Illo, Septimus, Sidonis, Orinia, Pallin, Lorik, Joram, Garrus,

always follow through. They are not easily spurred to violence, but

Vyrnnus.

when conflict is inevitable, they only understand a concept of total


war. They do not believe in skirmishes or small-scale battles; they

Turian Clan Names: Actus, Arterius, Kryik, Nazario, Oraka, Quiin,

use massive fleets and numbers to defeat an adversary so completely

Lantar, Talid, Vakarian.

that they remove any threat of having to fight the same opponent
more than once. They do not exterminate their enemy, but so

Class: Turians favor Combat Classes.

completely devastate their military that the enemy has no choice but
to become a colony of the Turians. It is theorized that another conflict

Turian culture is militaristic and regimented, and Turians know how to

between the rapidly advancing Humans and the Turians could

act under stress. Take +1 when you Act Under Fire.

annihilate a large portion of known space. The Turian military is the


center of their society. It is not just an armed force; it is an allencompassing public works organization. The military police are also

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,

accountability, the Turian honor that other races find so remarkable.

they mark experience.

The Volus are an associate race on the Citadel with their own

Turians for ground support. They maintain several flotillas of heavy-

embassy, but are also a client race of the Turians. They hail from

bomber frigates capable of warfare in any atmosphere. The Volus have

Irune, which possesses a high-pressure greenhouse atmosphere able to

only produced one dreadnought, the Kwunu, named after the diplomat

support an ammonia-based biochemistry. As a result, the Volus must

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

Because they are not physically adept compared to most species,

broadside cannons and main gun are all Thanix Magnetic-

Volus mostly make their influence felt through trade and commerce,

Hydrodynamic Weapons. A Turian general touring the Kwunu after its

and they have a long history on the Citadel. However, they have never

maiden system-voyage enthusiastically declared that the ship could

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

individuals. The Volus homeworld Irune features an ammonia-based

entirely by the Elkoss Combine corporation, the dreadnought was

ecology and a gravitational field 1.5 times that of Earth, as well as a

jointly gifted to the Vol Protectorate and Turian Hierarchy upon

high-pressure atmosphere. This is reflected in the physiology of the

completion.

Volus themselves. The Volus are unable to survive unprotected in an


atmosphere more suitable to Humans and other carbon-based

Volus Names: Barla Von, Din Korlack, Doran, Han Olar, Jahleed, Pitne

lifeforms, and as such require protective suits capable of providing the

For, Dakni Kur, Niftu Cal

proper atmosphere, as well as being pressurized to support the Volus.


Traditional nitrogen/oxygen air mixtures are poisonous to them, and

Class: Volus may not take a Combat Class.

in the low pressure atmospheres tolerable to most species, their flesh


will actually split open.

Volus are consummate traders and merchants. Get +1 when Reading a


Person.

Government: The Volus government is known as the Vol Protectorate.


Rather than being a fully sovereign government in its own right, the
Protectorate is a client state of the Turian Hierarchy. In return for

Species Move

falling under the protective umbrella of the Turian military, the Volus

Acquisitive Eye: When you see, hear about, or otherwise come to

pay a tax to the Hierarchy, as well as deferring to the Turians in all

know of a thing you want, roll +Sharp. On a hit, you can ask the GM

foreign policy matters and providing auxiliary troops to the Turian

questions. On a 10+, ask 3. On a 7-9, ask 2:

armed forces. They still maintain an embassy on the Citadel, making

them an associate species of the Council, though they currently share

How can I make this mine?

Who will stand in my way?

Who will try to take it from me once its mine?

What is this truly worth?

their embassy with the elcor.


Military: The Volus are not physically cut out for combat, be it a fullscale war or even a bar room scuffle. As such, they are highly

On a miss, your speech and body language betray your interest in the

dependent on the Turians for defense, although the Volus themselves

thing to anyone whos paying attention.

do provide some auxiliary troops to the Hierarchy. The Volus will


support the Turians in any war they might pursue, and the Turians will
do the same for the Volus. Possibly for this reason, Volus weaponry
tends to be utilitarian rather than high-grade. Some Volus
manufacturers specialise in cheaper, lower-grade copies of expensive
Turian equipment. Volus prefer airpower in conflicts, counting on

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

them up and literally beating them into soldiers. Vorcha trained by


this ordeal are stronger, faster, smarter, and more resilient than other
members of the race. Gaining even a few Vorcha gives a mercenary
band a formidable advantage; each additional Vorcha magnifies the
gangs combat ferocity exponentially.
Vorcha Names: Narl, Kreete
Class: Vorcha favor Combat Classes.
Vorcha are used to savage combat where they throw themselves at the
enemy without concern for their own safety. They get +1 whenever
they sieze by force.

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.

Choose your Class

Roll +Sharp. On a 10+, hold 3. On a 7-9, hold 2. You may


spend your hold 1 for 1 to:

Your class determines the score of your Primary Stat, determines


which list or lists of Class Moves you may select from, grants you a
special Class Move, as well as a bonus Class Move.

having rolled a 10+ to keep you from coming under


concentrated fire

Adept

The Adept is the ultimate biotic, able to affect the physical world with

of mass effect fields; they can use biotics to violently manipulate

perform tactics and movements that would otherwise be impossible.

Primary Stat: Cool +3

Class Move Singularity: When you use Singularity in battle,

Lose all remaining hold.

+1 Move from the Tech Moves list

Starting Equipment:

roll +Cool. On a 10+, spend 3, on a 7-9, spend 2. Spend 1 to


name a GM character and pull them off their feet, disabling

M-5 Phalanx Heavy Pistol (2-harm close loud)

Choice of Omni-tool (Nexus, Polaris)

Light Combat Armor with Shield Generator (1-armor,


2-shield)

them for one tick. On a miss, you come under concentrated


fire now. (If its before 9:00, now its 9:00).

+1 Move from the Biotic Moves list.

Starting Equipment:

M-5 Phalanx Heavy Pistol (2-harm close loud)

Light Combat Armor (1-armor)

L5x Implants (2-barrier) with choice of bio-amp


(Prodigy, Polaris)
Bluewire Omni-tool

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.

Primary Stat: Sharp +3

Class Move Combat Drone: When you summon a


holographic combat drone to help you in battle.

Take the hit. The drone takes an attack meant for


you. You suffer no harm, but the drone is destroyed.

objects in the environment, including nearby enemy targets. This


grants them enormous advantages in combat and allows them to

Create an opportunity. The drone creates an


opportunity for you to follow through.

the power of the mind. Adepts are durable and powerful manipulators

Provide covering fire for you. The drone counts as

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.

Primary Stat: Hard +3

Class Move Adrenaline Rush: When you go into battle,


roll +Hard. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold
1, but you come under concentrated fire for one tick (the
clock does not advance). During the battle you can spend
your hold 1 for 1 to:

Name an NPC within the reach of your weapon. You


kill, disable or disarm them (GMs choice)

Name a character within melee range. You redirect


their attack to another character within your reach,

or else to nowhere into the ground or a wall or the

M-92 Mantis sniper rifle (3-harm far hi-tech)

sky.

M-5 Phalanx Heavy Pistol (2-harm close loud)

Name a character within your reach. While you keep

Light Combat Armor with shield generator(1-armor,

fighting, you intercept any attack directed at them

2-shields)

and they suffer no harm.

Chameleon Omni-tool

Ignore all harm to yourself from an incoming attack.

+1 Move from the Combat Moves list

Sentinel

Starting Equipment:

Sentinels are unique, bringing both tech and biotic abilities to the

M-8 Avenger assault rifle (3-harm close loud

battlefield. While they lack the focus of adepts and engineers, they

autofire)

are versatile and can handle any situation. Sentinels are equipped

M-23 Katana shotgun (3-harm close reload messy)

with the most advanced ablation armor system to keep themselves

M-5 Phalanx Heavy Pistol (2-harm close loud)

safe. This advanced shield causes the sentinel to be like a

Heavy combat armor with shield generator (3-armor,

Juggernaut so to speak, making taking cover much less necessary,

2-shields, heavy)

and rushing your enemies much more productive.

Bluewire Omni-tool

Primary Stat: Cool +2

Class Move Tech Armor: When you go into battle, you

Infiltrator

strengthen your armor with special holographic layers.

The Infiltrator is a tech-savvy warrior, able to win battles by quickly

Roll +Sharp. On a 10+, gain +2-shield, on a 7-9, gain +1-

disabling and killing enemies. These soldiers focus on unlocking

shield. This bonus lasts the entire battle, and refreshing your

alternate routes, gaining access to good equipment, and obtaining an

shield will include the bonus. At any time during the battle

advantageous position over enemies in combat.

you may purge the excess energy. Select one character within

Primary Stat: Sharp +2

close range per bonus shield and inflict 2-harm to them. This

Class Move Tactical Cloak: When you use your tactical

ends the move for the rest of the battle. Not compatible

cloak in battle, roll +Sharp. On a 10+, hold 3. On a 7-9, hold

with Barrier or Fortification.

2. On your turn, you can spend your hold 1 for 1 to:

+1 Move from the Tech Moves or Biotic Moves lists.

Starting Equipment:

Create an opportunity but you havent yet seized it


or followed through on it. The GM will tell you what

M-4 Shuriken submachine gun (2-harm close autofire


loud)

it is. Take +1forward.

Secure an objective by stealth

M-5 Phalanx Heavy Pistol (2-harm close loud)

Attack from surprise. This option uses up all

Medium Combat Armor with shield generator (2armor, 2-shields)

remaining hold. Do +1harm per spent hold.

he 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 as biotics. Vanguards are the front line of
the squad. Their biotic powers focus on combat potential - disabling
the enemy, making their armor ineffective, and shielding themselves
from harm so that they can get close enough to go to work.

Vanguard

+1 Move from the Combat Moves or Tech Moves lists

Logic Arrest Omni-tool

Starting Equipment:

L3 Implants

Primary Stat: Hard +2

Class Move Biotic Charge: When you use Biotic Charge in


battle, 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
s+2-harm. On a 7-9, inflict s-harm. On a miss, you still cross
the distance but you suffer concentrated fire now. (If its
before 9:00, now its 9:00)

+1 Move from the Biotic Moves or Combat Moves lists.

Starting Equipment:

M-23 Katana shotgun (3-harm close reload messy)

M-5 Phalanx heavy pistol (2-harm close loud)

Medium combat armor (2-armor)

L5n Implants (2-barrier)

Bluewire Omni-tool

Choose your Moves

Make them fight on your behalf. If in battle, this lasts for 1

tick.
At the conclusion of Character Creation, you should have the following

Moves:

Your Species grants you a species move.

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)

on a hit, instead of inflicting harm you may lock the character in


stasis. The character is disabled, may not act or make moves, and may

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

move selected from the following three lists:

When you purge your barrier using Nova, roll +Cool. On a hit, you

tick, otherwise it wears off when the GM decides.

Biotic Moves

inflict s-harm +1harm per unharmed barrier segment to every

Combat Moves

character within close range. On a 10+, your position is secure for the

Throw

Tech Moves

moment. On a 7-9, your position is untenable. If used while Barrier is

When you seize by force in battle, add the following options to that

active, Nova counts as purging your bonus Barrier to no additional

moves list:

effect (aside from the extra damage for having more unharmed barrier

You dominate their position

wedges). No matter what, hit or miss, your biotic barrier is down.

You make your position tenable or your course secure

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

When you reach out with your biotics to Reave a character,

Permanently destroy 1-armor

roll +Hard. On a 10+, all 3. On a 7-9, choose 2:

+1forward to go aggro on anyone who can see the attack

You also select one Personal Move


Finally, the GM assigns you a Special Move based on your Persona and
character motivations.

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:

Inflict 1-harm (ap ignore shields/barriers)

Heal 1-harm on yourself

Warp Ammo

Permanently destroy 1-armor and 1-barrier

When you charge a weapons ammo with biotic energy, harm from the
weapon permanently destroys 2-barrier on the target. You can only

Shockwave

have one Ammo move attached to a weapon at a time. Changing

You may use Shockwave as if it were a weapon that does (2-harm

Ammo moves in mid-battle counts as acting under fire.

close implanted messy). When you inflict harm using Shockwave as a


result of another move, choose 1:

Add (s)-harm

Hit one additional character of your choice

Combat Moves
Armor-Piercing Ammo
Harm from the weapon adds the (ap) quality. You can only have one

Ammo move attached to a weapon at a time. Changing Ammo moves

include the bonus. At any time during the battle you may purge the

in mid-battle counts as acting under fire.

currents through your gauntlets for increased melee damage.


Inflict +1harmin melee per point of bonus shield purged. This ends the

Carnage

move for the rest of the battle. Not compatible with Barrieror Tech

In battle, you count as a gang (n-harm gang small, where n=harm of

Armor.

the weapon youre holding). You retain your normal armor.


Marksman
Concussive Shot

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

and then inflict harm with another move, choose 1:

automatically rolling a 10+ when you act under fire or go aggro until

the end of the battle.

You do -1harm but you automatically create an opportunity


as if you had hit 7-9 on follow through on someone elses
move.

You ignore up to 2-barrier on the target.

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

moves in mid-battle counts as acting under fire.


Disruptor Ammo
Harm from the weapon permanently destroys 2-shield. 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.
Incendiary Ammo
Harm from the weapon permanently destroys 2-armor on the target.
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.
Fortification
When you go into battle, you activate the Foucault currents in your
armor. Roll +Hard. On a 10+, gain +2-shield, on a 7-9, gain +1-shield.
This bonus lasts the entire battle, and refreshing your shield will

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

When you target an enemy in battle who is either shielded or


synthetic with Energy Drain roll +Sharp. On a hit, you drain 2-shield

tick.

(if a shielded enemy) or inflict 2-harm (if an unshielded synthetic


enemy). On a 10+, you refresh your own shields by 2 (but no higher

Make them fight on your behalf. If in battle, this lasts for 1


Make them defend you. They take all harm from an attack
meant for you.

than your shield rating).

Make them die. They take 1 harm per hold spent (ap, ignore
shields/barriers)

Geth Shield Boost:

Sentry Turret

Gain +1shield

When you place a Sentry Turret in battle you automatically make


that position a secure one and get +1 to defend a secure position.

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

it. If you choose to Redirect an attack from a person or thing in your

implanted burn). On a hit with a harm-inflicting move, even if harm is

position to yourself you may redirect it to the turret instead,

entirely negated by shields or armor, the target is burning and

destroying the turret and ending this move.

permanently loses 2-armor. They may also panic.

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

entirely negated by shields or armor, anyone attacking the target

When operating a vehicle

takes +1ongoing for the rest of the battle.

If you do something under fire, add the vehicles power to


your roll

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.

power to your roll

If you go aggro, add your vehicles power to your roll

If you try to seduce or manipulate someone, add your


vehicles looks to your roll

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:

If you try to seize something by force, add your vehicles

If you help or interfere with someone, add your vehicles


power to your roll

If someone interferes with you, add your vehicles weakness


to their roll

If you fail your move, take a penalty forward equal to your


vehicles weakness

Appraising Eye

being. When you attempt to enter or exit such a place, roll +Cool. On

When you read a situation, on a hit, in addition to your other

a 10+, choose 3. On a 7-9, choose 2:

questions, you may ask this:

You get where you wanted to be

Whats the most beautiful, the rarest, or the most valuable

You remain undetected while getting there.

thing here?

You leave no trace of ever having been there

You stumble across something useful or interesting along the

When you read a person, on a hit, in addition to your other questions,

way.

contacts. Surplus: +1Resources, want: needy

Your network is compact and well run. You only have a dozen
to 25 contacts. Remove one want.

Your network gains additional income or information through


violent conflict. Surplus: +1Resources, want: embattled

you may ask this:

Your network is extensive, perhaps around a hundred

Your network gains additional income through the


information trade. Surplus: +Insight, want: infiltrated

Whats the best thing your character owns, or the best thing

Clear-eyed

your characters carrying?

When you read a person, roll +Hard instead of roll +Sharp

Your network gains additional income through control of


physical resources, perhaps a planet rich in minerals or a
refinery. Surplus: +1Resources, want: immobile

Artful & Gracious

Contact Network

When you perform your chosen art any act of expression or culture

You have developed an extensive network of allies and contacts who

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

spend 3. On a 7-9, spend 1. Spend 1 to name an NPC member of your

spread around the galaxy. At the beginning of the session, or as soon

audience and choose one:

thereafter as you are in a position to do so, you may contact your

This person must meet me

network and roll +(stat) (see below). On a 10+, you have surplus on

This person must have my services

hand for your needs, and your network can provide useful intel or

This person loves me

resolve a problem for you. On a 7-9, you have surplus, but choose one

Then Choose 1 Weakness:

This person must give me a gift

want. On a miss, your network is in want. The precise values of your

This person admires my patron

networks surplus and want are determined by creating your contact

On a miss, you gain no benefit, but suffer no harm or lost opportunity.

network below.

You simply perform very well.

Choose 1:

Your contacts respect strength. Perhaps theyre soldiers or

Your network has infiltrated another, larger organization.


Surplus: +1Resources, want: obligation

Your network has access to rare or specialized technology.


Surplus: +1Resources, want: idle

Your network is expansionary, with effective recruiters.


Surplus: +Growth, want: obvious

Your network is very busy, or deep under-cover. Want:


unreliable

Your network relies entirely on you for everything. Want:


desperation

Your network is subject to bullying or blackmail. Want:

Battle-Hardened

mercenaries. Roll +Hard when contacting them, surplus: 1-

When you act under fire, roll +Hard instead of roll +Cool

Resources, want: violent

Your network has multiple masters. Want: obligation

Your contacts respect your allure or forceful personality.

Your networks resources are stretched thin. -1Resources.

reprisals

Battlefield Medic

Perhaps theyre spies or businessmen. Roll +Hot

When you are caring for people, not fighting, you get +1armor. You

when contacting them, surplus: 1-Resources, want: shady

For advancement, you may cross off a Personal Move advance to

Your contacts respect intelligence. Perhaps theyre

instead choose 2 new benefits, or take 1 new benefit and remove 1

academics or technicians. Roll +Sharp when contacting them,

weakness.

have access to mundane medical supplies worth 4-stock (see Medical


Kit in Equipment).

surplus: 1-Resources, want: deceived


Break and Enter
You are talented at gaining access to places you have no business

Cooperation
Then Choose 2 Benefits:

When you successfully aid another you take +1forward as well.

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 go aggro or seize something by force via melee combat,

accomplish your ends, you mark experience.

When you seek to subvert a computer system that doesnt belong to

roll +Hot instead of roll +Hard.

you or bypass electronic security measures, roll +Sharp. On a 10+, all


Easy to Trust

3. On a 7-9, choose 2. On a miss, choose 1 anyway.

Dangerous and Sexy

When you try to seduce or manipulate another players character,

You get into the system or past the security

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.

You dont alert anyone to your intrusion

You dont permanently damage something important

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

Eye on the Door

you break it off. On a miss, your enemies identify you immediately as

Name your escape route and roll +Cool. On a 10+, youre gone. On a 7-

Hypnotic

their foremost threat.

9, you can go or stay, but if you go it costs you: leave something

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

miss, youre caught vulnerable, half in and half out.

spend your hold, 1 for 1, by:

Daredevil
If you go into battle without hedging your bets, you get +1armor. If

giving you something you want

you happen to be leading a squad (gang) or convoy, it

Fingers in Every Pie

acting as your eyes and ears

gets +1armor too.

Put out the word that you want a thing could be a person, could be

fighting to protect you

somethin somethin, could even be just a thing and roll +Hot. On a

doing something you tell them to

Defy Death

10+, it shows up for you remarkably quickly. On a 7-9, well, your

Whenever someone under your protection or care dies, gain +1 Will

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).

close, right? On a miss, it shows up for you with strings wicked

For PCs, instead, any time you like you can spend your hold, 1 for 1:

attached.

Demophobia

they distract themselves with the thought of you. Theyre


acting under fire.

When cornered by a gang or mob, roll +gang size (1 for small, 2 for

Fitness:

medium, 3 for large, 4 for a village). On a 10+, carry +1forward to

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

your Harm countdown.

action involves running away or hiding.

They inspire themselves with the thought of you. They take


+1 right now.

On a miss, they hold 2 over you on the exact same terms.


Force of Will

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

you like, less than or up to your harm as established, including s-harm.

interact. If your victim forces your hand, your uncanny presence

you go aggro on another players character, roll +Hx instead of

Decide at the moment you inflict the harm; you need not tell anyone

counts as a weapon doing s-harm close loud-optional.

roll +Hard.

Good in the Clinch

Impossible Reflexes

When you do something under fire, roll +Sharp instead of roll +Cool

The way you move unencumbered counts as armor. If youre naked or

in advance how much harm you intend to inflict.


Dutybound

nearly naked, 2-armor; if youre wearing non-armor fashion, 1-armor.


If youre wearing armor, use it instead.
Inspiring Leader

Workspace: Choose 3: a garage or cargo hold, a darkroom, skilled

Merciless

labor, a junkyard of raw materials, a cargo vehicle, high-tech gadgets,

When you do harm, do +1harm

machining tools, transmitters & receivers, an alien relic, booby traps.

Whenever anyone who can see you calls upon inner strength they

Moonlighting
When you go into your workspace and dedicate yourself to making a

You get 2-juggling. Whenever theres a stretch of downtime in play, or

thing, or to getting to the bottom of something technological, decide

between sessions, choose a number of your gigs to work. Choose no

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

problem, but and then 1 to 4 of the following:

the gigs you chose. On a 7-9, you get profit from at least 1; if you

another whos rolling.

Its going to take hours/days/weeks/months of work

chose more, you get catastrophe from 1 and profit from the rest. On a

First youll have to get/build/fix/figure out (something)

miss, catastrophe all around. The gigs you arent working give you

Keen-Eyed

Youre going to need (someone) to help you with it

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

Its going to cost you a ton of credits

get +1juggling.

1. During battle you may spend your hold, 1 for 1, to re-roll any single

The best youll be able to do is a crap version, weak and

gain +1 to the roll.

die on any move.

unreliable

Choose 3 paying gigs (profit/catastrophe):

Its going to mean exposing yourself and colleagues to serious

Bodyguarding (1-resources / embattled)

danger

Espionage (1-resources / deceived)

Youre going to have to add (something) to your workspace

Mercenary Work (1-resources / embattled)

first

Enforcement (1-resources / overthrown)

Its going to take several/dozens/hundreds of tries

Honest Work (1-resources / impoverished)

Youre going to have to take (something) apart to do it.

Companionship (1-resources / entangled)

Deliveries (1-resources / bushwhacked)

Knife in the Dark


When you attack from hiding or from a circumstance prepared by you

in advance, your harm is (ap)


Life of the Party
When you hit the club or enter the party,
roll EITHER +Hot OR +Resources spent (max +3). On a 10+, choose 3.

The GM might connect them all with and, or might throw in a

Infiltration (1-resources / discovered)

On a 79, choose 1. On a miss, you still choose one, but things get

merciful or. Once youve accomplished the necessaries, you can go

Salvage (1-resources / impoverished)

really out of hand (the GM will say how).

ahead and accomplish the thing itself.

Brokering deals (1-resources / shut out)

Technical work (2-resources / shut out)

You befriend a useful NPC.

You hear rumors of an opportunity.

Field Repair: When you try to keep a piece of tech from falling

Sex (2-resources / entangled)

You gain useful information.

apart roll +Sharp. On a 10+, the machine can ignore 3 of the harm it

Counter-espionage (2-resources / infiltrated)

You are not entangled, conned, or tricked.

has thus far taken. On a 7-9, the machine can ignore 2 of the harm it

Murder for hire (3-resources / embattled)

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

And choose 1 obligation gig:

You are skilled with your hands and can fix, repair, or build pretty

workspace above), but does permit it to perhaps survive long enough

much anything. You have a dedicated workspace for larger projects,

to get the job done.

and an ability to repair things on the fly.

Avoiding Someone (You keep well clear / they catch you in a


bad spot)

Paying debts (you keep up with them / they come due)

Revenge (you victimize someone / they humiliate you)

On a 10+, hold 3 over them. On a 7-9, hold 2 over them. Whenever you

Siege Engineer

Protecting someone (nothing bad happens to them / theyre

like, you can spend your hold, 1 for 1, to have them mark experience,

When you attack a fortified and secure position or a building with

gone)

typically for taking actions that follow your example. On a miss, they

people in it you count as a gang (n-harm gang small where n = harm-

Pursuing luxury (beauty in your life / you wind up in a bad

hold 1 over you, on the same terms.

rating of the weapon youre holding). If you attempt to seize by

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:

you cross a line)

Name somebody who might conceivably eat, drink, or otherwise ingest

Seeking answers (you get a clue / you chase a red herring)

something youve touched. If its an NPC, roll +Hard; a PC, roll +Hx.

You smash a wall or defensive structure opening the way

On a 10+, they do, and suffer 4-harm (ap, ignore shields/barriers)

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

You have a squad (gang in AW terms) of about a dozen men and

gain +2 gigs, or +1 gig and remove your obligation gig.

shields/barriers). On a miss, some several people of the GMs choice,

women. By default: 2-harm gang small 1-armor, and choose 2:

maybe including your guy maybe not, get it, and all suffer 3-harm (ap,

Networker

ignore shields/barriers).

When you collect gossip about someone important (your call),

Your squad consists of two dozen men and women. Medium


instead of small

Your squad is well armed. +1harm

roll +Hot. On a hit, you can ask the GM questions. On a 10+, ask 3. On

Renegade

Your squad has combat armor. +1armor

a 7-9, ask 1:

You have a reputation as a ruthless badass who will do whatever it

Your squad has access to shields or biotic

How are they doing? Whats up with them?

takes. When you give someone an order or a warning, roll +Hard. On a

What or who do they love best?

hit, they choose:

Who do they know, like and/or trust?

They do it, following your order or heeding your warning.

When next should I expect to see them?

They freeze.

And choose 1:

How could I get to them, physically or emotionally?

They back away, hands where you can see them

Your squad is ill-supplied, -1harm or -1armor

They attack you.

Your squad is a pack of fucking Vorcha. It gets +savage

Your squad is loose-knit, with members coming and going as

Oftener Right
When a character comes to you for advice, tell them what you

On a 10+, take +1forward against them as well. On a miss, they do

honestly think the best course is. If they do it, they take +1 to any

what they like and you take

rolls they make in the doing, and you mark experience.

-1forward against them.

barriers. +2shields or +2barrier

Your squad is self-sufficient. +rich

they choose. Vulnerable: desertion.

Your squad owes a significant debt to someone powerful.


Vulnerable: obligation

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,

have them respond accordingly. On a 10+, you take +1forward for

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:

You have a reputation as a beacon of hope. When you share with

GM will decide what theyve heard.

Make a hard advance

Stand strong against a hard advance

another players character your vision and your methods, roll +Will.

Vulnerable: reprisals

Make an organized retreat

Choose as many strengths as its ferocity:

Show mercy to their defeated enemies

Fast, burly, huge, calm, adaptable, quick reflexes, tireless,

Fight and die to the last

camouflage, ferocious, intimidating, keen senses, stealthy

For advancement, you can cross off +1 Personal Move to instead add

Your animal is trained to fight people. Choose as many additional


trainings as its cunning:

Once you have thought about the questions for developing

Hunt, search, scout, guard, fight animals, perform, labor, travel

your Persona (see below), develop a set of motivations for your


character and tell the GM. He will then assign you a Special Move that

a new choice or remove an existing choice.


Choose as many weaknesses as its instinct:
Team Player

Alongside saving the galaxy, every character in the Mass Effect games
has personal motivation, a reason to fight, a reason to live.

On a miss, your orders get misunderstood or garbled or otherwise


confused.

Special Moves

takes at least some of those motivations into account.

Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame


Your Special Move can change in the course of game-play if you and

When you follow through on someone elses move, on a 10+ the GM


selects two options from the list. On a 7-9, you create an

When you work with your animal companion on something its trained

the GM agree that your character has changed sufficiently such that

opportunity AND seize it or follow through on it.

in:

they have significantly different motivations.

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

and you track, add its cunning to your roll

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

both have medi-gel enabled omni-tools), roll +Sharp. On a 10+, heal 2

ferocity drops by 1 until you heal it.

segments. On a 7-9, heal 1 segment. On a miss, something goes awry.

and you read a situation, add its cunning to your roll

Use one dose for every person upon whom you use this move. The GM

and you seduce or manipulate, add its cunning to your roll

will tell you when you can resupply. Furthermore, if you dont have

and someone interferes with you, add its instinct to their

medi-gel but do have access to mundane medical supplies, you can use
those supplies just like a Medical Kit (see Equipment).

roll

and you fail on your move, take a penalty forward equal to


its instinct

Varren Handler
You have a pet creature capable of fighting by your side. You cant

For advancement, you can cross off +1 Personal Move to instead

talk to it per se but it always acts as you wish it to. Name your animal

choose 2 new trainings.

and choose an appropriate species, then choose its stats:

Ferocity +2, Cunning +1, 1 Armor, Instinct +1

Will to Succeed

Ferocity +2, Cunning +2, 0 Armor, Instinct +1

When you act under fire roll +Will instead of roll +Cool

Ferocity +1, Cunning +2, 1 Armor, Instinct +1

Ferocity +2, Cunning +2, 1 Armor, Instinct +2

Develop your Persona


Now that youve selected your Species and your Class, think about the
sort of person you are. Washed up N7 Soldier? Former Blood-Pack
mercenary? Ex-nightclub-dancer? The GM will assign you a Special
Move (see above) appropriate to your personality and motivation. Here
is a list of questions that might help.

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?

Did you have it hard growing up or did you live an ordinary


life?

What prompted you to leave civilian life for a life of violence


and danger?

Who trained you? A formal military? Mercenary company?


School of Hard Knocks?

Who funded your weapons/biotic implants/tech toys?

Now that youve thought about your origins a bit, what brings you to
your current state?

What organization were you most recently a part of before


joining the Shadow Broker?

Are you still pretending to be a part of that organization?

What did the Broker do to secure your allegiance? Timely


information of personal value? Blackmail? Saved someone
close to you? Fund and train you since birth?

And the hardest question of all What is your name?

Now that youve thought of your history, what about your motivations?

What do you care about? What, or who do you love?

What would you die for? Something practical or an ideal?

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 fought shoulder to shoulder with you. Tell


that player Hx+2

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 you figure is doomed to self-destruction. Tell


that player Hx-1

One of them once left you bleeding and did nothing for you.
Tell that player Hx-2

Choose which one of them you think is prettiest. Tell that


player Hx+2

One of them is a subordinate or underling of yours. 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

Tell everyone else Hx=0

On the others turns, choose 1 or 2 from the list below:

reputable mercenary, or small group of half-decent newbies,

Choose the character you trust the least. Whatever number

or the ability to convince a normal person to take a small risk

(2-harm far hi-tech) M-13 Raptor, M-29 Incisor

that player tells you, ignore it; write Hx+3 next to that

to life or liberty on your behalf.

(3-harm far hi-tech) M-97 Viper, Krysae sniper rifle

3-Resources: Represents a high-roller lifestyle if spent

(4-harm far reload recoil hi-tech) M-98 Widow,

characters name instead.

One of them youve been watching carefully for some time,

weekly, a serious, hard-to-find military-grade or hi-tech

in secret. Whatever number that player tells you, ignore it,

weapon, the services of a famous mercenary or small group of

write Hx+3 next to that characters name instead.

hard-cases, or finding a normal guy willing to risk his life for

Choose which character you think is smartest. Whatever

you.

Javelin, KiShock Harpoon Gun

(4-harm far recoil hi-tech) Black Widow

Submachine guns (2-harm close autofire loud) M-4 Shuriken,


M-9 Tempest, M-12 Locust, M-25 Hornet

number that player tells you, add 1 to it.

Sniper rifles (3-harm far reload hi-tech) M-92 Mantis

One of them once betrayed or stole from you. Whatever

Weapons

number that player tells you, give it a +1.

Most weapon models use the base weapon stats as listed below. Some

(3-harm close autofire loud hi-tech) N7 Hurricane,


Blood Pack Punisher, Geth Plasma SMG

specific models may vary, as listed.

Recoil: The +recoil tag indicates a weapon with such a kick that firing

Heavy Pistols (2-harm close loud) M-3 Predator, M-5

it requires either careful setup, careful concentration, or unusual

Phalanx, Acolyte

strength. Using such a weapon without any of those things counts

When your Hx with a character goes to +4, reset it to +1, mark

(2-harm close loud autofire) N7 Eagle

as acting under fire.

experience, and have that characters player tell you a secret about

(3-harm close loud reload) M-6 Carnifex, M-77

Everyone else, whatever number they tell you.

their character, a habit, or what they think about something you care

about.

Paladin, M-358 Talon, Scorpion, Executioner Pistol

Grenades

(3-harm close loud hi-tech) Arc Pistol, M-358 Talon,

Scorpion

Equipment

Resources:

one-use manifestations of the Throw Biotic Move, and can

15 Vindicator, M-76 Revenant, M-96 Mattock, Phaeston,

also negate the size-advantage of a small gang for that

action. +hi-tech.

Equipment, blackmail, fuel, and of course information are all

is you need.

1-Resources: Represents a months rent, no-place fancy. You


can buy some basic weapons (no more than 2-harm), a halfdecent mercenary bodyguards services, or bribe a normal
guy for something not too dangerous to him.

2-Resources: Represents a months rent in a pretty nice


place, a more significant weapon (3-harm or less), a

(4-harm close messy hi-tech) M-37 Falcon, M-55

(4-harm close loud autofire hi-tech) Cerberus


Harrier, Geth Pulse Rifle, N7 Typhoon, Striker

commodities. This game abstracts all of that into a single Resources


number that represents your wealth or ability to procure whatever it

only be used by a biotic. Use of Cluster grenades acts as a

Assault Rifles (3-harm close loud autofire) M-8 Avenger, M-

Argus, M-99 Saber, N7 Valkyrie

The Shadow-Brokers network has access to more than just cash.

the Incinerate Tech Move. +hi-tech.

Lift Grenades: These specialized, high-tech grenades can only

(3-harm close autofire, hi-tech) M-27 Scimitar, N7

be used by a biotic. Use of lift grenades acts as a one-use

Piranha,

manifestations of the Pull Biotic Move with

(4-harm close recoil reload) M-300 Claymore, N7

the +area tag. +hi-tech.

Crusader, AT-12 Raider,

Inferno Grenades: These high-tech, dangerous, incendiary


grenades can be used as one-use manifestations of

Shotguns (3-harm close reload messy) M-23 Katana, Disciple,


M-11 Wraith, M-22 Eviscerator

Flashbang Grenades: Flashbang grenades do (s-harm area hitech).

Assault Rifle

Cluster Grenades: These specialized, high-tech grenades can

(4-harm close reload messy, hi-tech) Venom


Shotgun, Geth Plasma Shotgun, Graal Spike Thrower,

Armor

On a miss, they take 1-harm instead.

Light Combat Armor (1-armor, 2-shield optional, hi-tech)

Medium Combat Armor (2-armor, 2 shield optional, hi-tech)

To use it to speed the recovery of someone at 3:00 or 6:00: dont roll.

Heavy Combat Armor (3-armor, 2 shield optional, heavy, hi-

They choose: spend 4 days (3:00) or 1 week (6:00) blissed out on

tech)

drugs, immobile but happy, or power through and heal more slowly.

Omni-Tools and Biotic Implants

To use it to revive someone whos on deaths door (at 12:00, not

Every character has an Omni-Tool. Theyre the future version of a

beyond): roll +stock spent. On a 10+, they recover to 10:00. On a 79,

smartphone, an all-purpose holographic tool for interfacing with

they recover to 11:00. On a miss, youve done everything you can for

galactic-standard technology. All biotic characters have implants and

them, and theyre still dead.

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):

they need to be physically stabilized before you can move


them.

even sedated, they fight you; youre acting under fire.

theyll be in and out of consciousness for 24 hours.

stabilizing them eats up your stock; spend 1-stock more.

theyll be bedridden, out of action, for at least a week.

theyll need constant monitoring and care for 36 hours.

NPCs, Gangs, Vehicles and Starships


NPCs
NPCs suffer harm differently than PCs do, but in Mass Effect:
Apocalypse, that damage can scale according to how hard, skilled,
trained or just plain dangerous the NPC is. For reference:
When an ordinary NPC suffers

1-harm: cosmetic damage, pain, concussion, fear

2-harm: wounds, unconsciousness, bad pain, broken bones,


shock, likely fatal

3-harm: 50-50 immediately fatal, otherwise terrible wounds,


shock, death soon

4-harm: usually immediately fatal, sometimes mangled and


ruined, waiting to die

5-harm and more: fatal and bodily destructive

When a lieutenant-grade NPC suffers harm reduce the harm by 1


on the scale above for purposes of consequences only.
When a captain-grade NPC suffers harm reduce the harm by 2 on
the scale above for purposes of consequences only.

attacks another vehicle, it inflicts+1harm for every size category

Sample Vehicle List (Small)

larger it is, and -1harm for every size category smaller. Vehicle-

A-61 Mantis Gunship: Frame: Airship, Power +2 (aggressive,

mounted weapons mounted to vehicles of size medium or larger will

workhorse), looks +1 (sleek), weakness +1 (airborne), 1-

tend to just vaporize characters who are not themselves in a vehicle.

armor, heavy machine-gun (4-harm close/far loud autofire)

Atlas heavy mech: Frame: mech, Power +2 (agressive,

Building Vehicles

rugged), looks +1 (powerful), weakness +2 (slow, cramped,)

Vehicles are characterized by stat profile, frame, strength, looks, and

2-armor, 4-shield (for pilot), mass-accelerator cannon (4-

weakness.

harm far loud reload), machine-gun (3-harm close/far loud


autofire)

Choose one stat profile:

ET3 Transport: Frame: Ground Utility Vehicle, Power +2

Power +2 looks +1 1-armor weakness +1

(rugged, off road), looks +1 (muscular), weakness +1 (slow),

Power +2 looks +2 0-armor weakness +1

1-armor

Power +1 looks +2 1-armor weakness +1

Power +2 looks +1 2-armor weakness +2

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:

M-29 Grizzly: Frame: off-road transport, Power +2 (rugged,

Small: aircar, compact, off-road vehicle, ambulance, shuttle,

capacious), looks +1 (powerful), weakness +2 (slow, guzzler),

tank, fighter-craft, construction/utility

2-armor machine-gun (3-harm close/far loud autofire)

Medium: transport, frigate, raider, dropship

Large: cruiser, cargo-hauler

Dreadnought: carrier, dreadnought, ark-ship

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)

M-080: Frame: infantry transport, Power +2 (rugged,

Gangs in Apocalypse World already scale by size. Gangs equipped with

Choose strength or strengths equal to Power stat:

capacious), looks +1 (powerful), weakness +2 (slow,

personal shields are assumed to have those shields against all attacks

Fast, rugged, aggressive, tight, huge, off-road, responsive,

cramped), 2-armor, mass-accelerator cannon (4-harm far

unless action is specifically taken to target members of the gang who

uncomplaining, capacious, workhorse, easily repaired

loud reload)

have already had their shields depleted by harm. Moves that

Tomkah: Frame: off-road transport, Power +2 (rugged,

permanently destroy armor or shields are ineffective against gangs

Choose looks equal to its looks stat:

capacious), looks +1 (powerful), weakness +2 (slow, guzzler),

unless care is taken to attack only the same specific member of the

Sleek, vintage, pristine, powerful, luxe, flashy, muscular, quirky,

2-armor, mass-accelerator cannon (4-harm far loud reload)

gang who was attacked previously.

pretty, handcrafted, spikes & plates, garish

Vehicles and Starships


Vehicles and starships in Mass Effect: Apocalypse also scale in a
manner similar to gangs. Vehicles have four size categories: small,
medium, large, and dreadnought. Much like gangs, when a vehicle

UT-47 Kodiak: Frame: Shuttle, Power +2 (fast, flying), looks


+1 (powerful), weakness +1 (sloppy), 1-armor, machine-gun

Choose weaknesses equal to weakness stat:


Slow, fragile, sloppy, lazy, cramped, picky, guzzler, unreliable, loud,
rabbity.

(3-harm close/far loud autofire)

X3M Skycar: Frame: Aircar, Power +1 (fast), looks +2 (sleek,


flashy), weakness +1 (rabbity), 1-armor

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

Singularity: When you use Singularity in battle, roll +Cool. On a


10+, spend 3, on a 7-9, spend 2. Spend 1 to name a GM character
and pull them off their feet, disabling them for three ticks. On a
miss, you come under 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

Must have 5 above before


selecting those below

+1 Cool (max +3)


+1 Hard (max +3)
+1 Hot (max +3)
+1 Sharp (max +3)
+1 Will (max +3)
+1 Class Move (choose

+1 to any Stat (max +3)


retire your character to safety
create a second character

one from your available lists)

+1 Class Move (choose

one from your available lists)

+1 Class Move (choose

one from your available lists)

+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

Combat Drone: When you summon a holographic combat drone


to help you in battle, roll +Sharp. On a 10+, hold 3. On a 7-9, hold
2. You may spend your hold 1 for 1 to:

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

Must have 5 above before


selecting those below

+1 Cool (max +3)


+1 Hard (max +3)
+1 Hot (max +3)
+1 Sharp (max +3)
+1 Will (max +3)
+1 Class Move (choose

+1 to any Stat (max +3)


retire your character to safety
create a second character

one from your available lists)

+1 Class Move (choose

one from your available lists)

+1 Class Move (choose

one from your available lists)

+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

Tactical Cloak: When you use your tactical cloak in battle,


roll +Sharp. On a 10+, hold 3. On a 7-9, hold 2. On your turn, you
can spend your hold 1 for 1 to:

HARD
Highlighted

You create an opportunity but havent yet seized it or followed


through on it. The GM will tell you what it is. Take +1forward.
Secure an objective by stealth
Attack from surprise. This option uses up all remaining hold.
Do +1harm per spent hold.

HOT
Highlighted

SHARP

HOLD

Highlighted

WILL
HARM

DEBILITIES
Shattered -1 Cool
Crippled -1 Hard
Disfigured -1 Hot
Broken -1 Sharp

EXPERIENCE

ADVANCEMENT

Must have 5 above before


selecting those below

+1 Cool (max +3)


+1 Hard (max +3)
+1 Hot (max +3)
+1 Sharp (max +3)
+1 Will (max +3)
+1 Class Move (choose

+1 to any Stat (max +3)


retire your character to safety
create a second character

one from your available lists)

+1 Class Move (choose

one from your available lists)

+1 Class Move (choose

one from your available lists)

+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

Must have 5 above before


selecting those below

+1 Cool (max +3)


+1 Hard (max +3)
+1 Hot (max +3)
+1 Sharp (max +3)
+1 Will (max +3)
+1 Class Move (choose

+1 to any Stat (max +3)


retire your character to safety
create a second character

one from your available lists)

+1 Class Move (choose

one from your available lists)

+1 Class Move (choose

one from your available lists)

+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

Adrenaline Rush: When you go into battle, roll+Hard. On a 10+,


hold 3. On a 7-9, hold 2. On a miss, hold 1, but you come under
concentrated fire for one tick (the clock does not advance). During
the battle spend your hold 1 for 1 to:

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

Must have 5 above before


selecting those below

+1 Cool (max +3)


+1 Hard (max +3)
+1 Hot (max +3)
+1 Sharp (max +3)
+1 Will (max +3)
+1 Class Move (choose

+1 to any Stat (max +3)


retire your character to safety
create a second character

one from your available lists)

+1 Class Move (choose

one from your available lists)

+1 Class Move (choose

one from your available lists)

+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

Must have 5 above before


selecting those below

+1 Cool (max +3)


+1 Hard (max +3)
+1 Hot (max +3)
+1 Sharp (max +3)
+1 Will (max +3)
+1 Class Move (choose

+1 to any Stat (max +3)


retire your character to safety
create a second character

one from your available lists)

+1 Class Move (choose

one from your available lists)

+1 Class Move (choose

one from your available lists)

+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

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