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Prologue

Table of Contents
Chapter 1: Prologue
Getting Started
Not familiar with PnP RPGs?

5
6
7

Chapter 2: Character Creation 12


Races 15
Asari 15
Batarians 19
Drell 20
Elcor 22
Humans 23
Krogan 25
Quarian 27
Salarian 31
Turian 33
Volus 36
Vorcha 38
Vital Statistics
40
Character Morality
41
Classes 42
Adept
45
Engineer 46
Infiltrator
47
Sentinel 49
Soldier 51
Vanguard 52
Race Specific Classes
54
Asari Pure Biotic
54
Asari Huntress
55
Asari Scientist
56
Krogan Battlemaster
58
Quarian Machinist
60
Salarian Scientist
61
Turian Agent
62

Chapter 3: Skills and Feats

64

Skills 65
Feats 91

Chapter 4: Specializations
Combat Specialization
Biotic Specialization
Tech Specialization
Ammo Specialization
Power Mods

100
101
117
138
154
159

Chapter 5:
Items and Equipment

166

Weapons 168
Armors 190
Biotic Amplifiers
201
Omni-Tools 202
Weapon Modifications
206
Armor Modifications
212
Other Equipment
214
Heavy Weapons
221
Cybernetics 227
Equipment and ME timeline
239

Chapter 6: Combat

240

The Battle Grid


How combat works
Combat Statistics
Critical Hits and
Critical Failures
Attacks of Opportunity
Actions in Combat
Attack Actions
Special Attack Related Actions
Movement, Position
and Distance
Special Movement Rules
Injury and Death
Combat Modifiers
Cover and Line of Effect
Combat Maneuvers
Special Initiative Actions
Weight Load

241
241
242

Chapter 7: Game Mastering


Chapter 8: Other Rules

264
270

245
246
246
248
249
251
253
254
255
256
258
262
263

Losing Body Parts


271
Morale (Variant Rule)
272
Retraining 274
Research 275
Achievement Feats
284
(Variant Rule)
Tricks 286
Warfare 288

Chapter 9: NPCs and Enemies 304


Geth 307
New Race/Class: Sentient Geth 317
Blood Pack Mercenaries
321
Blue Suns Mercenaries
327
Eclipse Mercenaries
334
CAT6 Mercenaries
343
Mechs 346
Reaper Ground Forces
352
Cerberus Forces
360
Collector Forces
367
Drones 374
Military Personnel
377
Rachni 383
Alien Creatures
385
Other Races
388

Chapter 10:
Ships and Vehicles

394

Type of Ships and Vehicles


395
Ships and Vehicles Statistics
395
Driving/Piloting 403
Vehicles and Ships in Combat
403
Vehicle and Ship Customization 408

Chapter 11:
Environmental Rules

418

A Varied Universe
419
Environmental Hazards
427
Afflictions 440

Chapter 12:
Mass Effect Universe

444

The Milky Way


445
The Citadel Council
446
Galactic Standard Time
448
Councilors 449
Citadel 449
Systems Alliance
452
Other Important Locations
454
Timeline 462

Chapter 13: Appendix

474

Special Abilities
475
Conditions 477
Glossary 478
Index 486
Area Damage Sizes
492
Character Sheet
497

Prologue

Credits
Lead Game Designer: Joo Paulo da Vinha Santos
Additional Game Design Contributions: Ricardo Freire da Silva, Olivier Brassard, Christopher Humphries,
Tommy Rayburn, Javier Suarez, Bobby Weiss, Mathew Rodriguez, Robert Day, S. D. Kahler II, Yoav Beeri,
Alice Michalak
Lead Graphic Designer: Tommy Rayburn
Additional Graphic Design Contributions: Joo Paulo da Vinha Santos, Benjamin Slack

Images used are take from these Mass Effect Concept Books: The Art of Mass Effect, Art of the Mass Effect
Universe, Mass Effect 2 Collectors Edition: Art Book, and The Art of Mass Effect 3
Additional artwork used is property of: Patryk Olejniczak

Special Thanks
To the BioWare team that brought us one of the most amazing science-fiction universe and one of the best
roleplaying games there is.
To all those who supported me and helped shaped this game with ideas, feedback and playtests.
Based on the Mass Effect RPG created by BioWare and on the d20 system rules.

This game would not be possible without the passion and dedication of gamers who helped playtest and
develop it. This game is for enjoyment purposes only, it is NOT for sale.
Thank you for all your time and effort.

Prologue

In the year 2148, explorers on Mars discovered


the remains of an ancient spacefaring civilization.
In the decades that followed, these mysterious
artifacts revealed startling new technologies,
enabling travel to the furthest stars.
The basis for this incredible technology was a
force that controlled the very fabric of space and
time. They called it the greatest discovery in human
history.

The civilizations of the galaxy call it...

reach the technological level so advanced they could alter the very
fabric of space through the use of a unique element called Element
Welcome to the adaptation of Mass Effect into a
Zero (commonly known as eezo). When subjected to an electrical
Pen and Paper (PnP) Role Playing Game (RPG.) For
current, releases dark energy which can be manipulated into a mass
starters, Id like to thank you for taking your time to
effect field, raising or lowering the mass of all objects within that field.
take a look at this adaptation. I have been working
A positive current increases mass, a negative current decreases it.
hard to ensure this adaptation has the same feel as
This mass effect is used in countless ways, from generating artificial
the great Mass Effect game so that all players are able
gravity to manufacturing high-strength construction materials. It
not only able to relive the game itself but are also
is most prominently used to enable faster-than-light (FTL) space
capable of creating new stories and adventures within
travel without causing time dilation. When humans discovered the
the universe of Mass Effect.
Prothean ruins on Mars, they also discovered refined element zero
that the Protheans had left behind. It enabled research into FTL ship
Being a lover of great PnP RPGs, such as Dungeons &
Dragons and World of Darkness, as well as of electronic drives.
RPGs, such as Baldurs Gate, Dragon Age and, of course,
But this technology wasnt the only thing humanity found.
Mass Effect, I decided to look up for an adaptation of the
Thanks to the information cache on Mars, by 2149 CE., humanity
greatest Sci-Fi RPG I have ever played. I wanted to create
discovered that Plutos moon, Charon, was not a moon at all but a
campaigns and new stories within that universe and join
gargantuan piece of technology used by the Protheans, known as
with friends to play them. But I was surprised to find that
a mass relay station. Mass Relays, as humanity later discovered, are
there was nothing more than a few topics of discussion
the network of a galaxy by creating mass-free corridors between
in internet forums about a similar adaptation, with only a
them (which allows for nearly instantaneous travel over distances
handful of ideas on possible game mechanics.
of hundreds or even thousands of light years). By activating that

Introduction/ Notes From Author

relay, dubbed the Charon Relay, humans were able to travel to


This didnt make me quit the idea of sitting around a table
with friends playing within the Mass Effect universe, in fact even further star systems and expand their domain, activating
other relays in the process. Although there were questions
it made me even more determined. So I set myself to create
about what they could possibly find on the other side of a relay,
an adaptation of the game with an RPG system that is easy
questions that caused fear among many, humanity didnt stop.
and world-widely spread: the d20 system. With the help of
a few other friends also RPG lovers we created what you
Humanitys free reign and fast-careless expansion, however,
now see within this manual.
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
Mass Effect is a Science-Fiction action RPG developed by
BioWare for the Xbox 360 and then ported to Microsoft Windows planet short after. Being militaristic by nature, the turians
began mobilizing for a full-scale war against the humans
by Demiurge Studios. The Xbox 360 version was released
worldwide in November 2007 published by Microsoft Game that would have undoubtedly resulted in the complete
Studios. The Windows version was released on May 28, 2008, victory of the aliens, but then the Citadel Council, the
central government that ensure stability and peace in
published by Electronic Arts.
the galaxy intervened and welcomed humanity into their
society. 2157 CE,. therefore, became a historical year for
The game takes place in a near future. After so many wars, the
humanity, the year when they learned they truly werent
world has finally unified itself under the guidance of the Alliance,
alone, that there were other races out there. And that
a military and political organization responsible for maintaining
some were far more powerful.
world peace and defending humanitys assets and interests. With
The following years led to humanitys quick expansion
this new founded peace, humanity could take its major first steps
into the galactic society, adapting faster than any other
forward and into the stars.
race. Though their economy was smaller than others,
As it began exploring and settling in different planets of the solar and their military force still pales in comparison to the
system, humanity discovered, by 2148 CE (Common Era, which
turians, or even the salarians, humanity was regarded
matches the A.D. chronology)., the ruins of an ancient alien ruins with great interest and seen as a race of great
buried in Mars, of a spacefaring civilization, called Prothean, that
potential, even if tension and racism still existed
existed during the time humanity was still living in caves. Those ruins
both towards humans and from humans towards
contained information and resources that allowed humanity to other races.

Getting Started

Not familiar with Mass Effect?

Chapter 1 : Introduction

The game starts at 2183 CE. Humanity has history but the rich universe BioWare has created displays potential
established itself as one of the most prominent
for future works and the continuation of the franchise, hinted as a
and important races of Citadel Space, an advent
possibility by BioWare itself.
that took other races dozens when not hundreds
Mass Effect, and the sequels that followed, received several awards and
of years to achieve. This quick political, economical,
were very well accepted by the critics and gamers. It was considered
military, and even social expansion created a lot of
by many as one of the best RPGs made.
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,
Although it is not truly necessary to play the electronic
eventually reaching a time when they wanted more
games of the Mass Effect trilogy in order to play the
saying in the galaxys politics. Although the other races
adaptation presented in this book, it is highly advised to
were not so willing to let them take a seat in the Citadel
do so. Playing the game on the computer or console will
Council, they granted humanity an opportunity: to
give you an entirely different insight on the universe and
have a human enter the right-hand of the council,
will let you live it even more intensively. Not to mention
an organization that answered only to it and
that when playing the games you also have
could operate above the law if necessary:
access to the universes story and description
the Spectres.
in the form of images and sounds, not merely
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 top-of-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.

words. That alone can make all the difference


(after all, as the saying goes, one image
equals a thousand words).

Not familiar with PnP


RPGs?
A pen-and-paper roleplaying game or
tabletop RPG is a form of roleplaying
game (RPG) in which the participants
describe their characters actions through
speech. Participants determine the
actions of their characters based on
their characterization, and the actions
succeed or fail according to a system of
rules and guidelines. Within the rules,
players have the freedom to improvise;
their choices shape the direction and
outcome of the game.
Unlike other types of RPG, PnP RPGs are often
conducted like radio drama: only the spoken
component of a role is acted. This acting is not
always literal, and players do not always speak
exclusively in-character. Instead, players act out
their role by deciding and describing what
actions their characters will take within the
rules of the game. In most games, a specially
designated player called the Game Master
(GM) creates a setting in which each player
plays the role of a single character. The GM describes
the game world and its inhabitants; the other players
describe the intended actions of their characters.

Mass Effect was followed by two additional games (Mass Effect 2 and
Mass Effect 3), and several additional downloadable content packs, all The terms pen-and-paper and tabletop are generally
only used to distinguish this format of RPG from other
of which expanded Commander Shepards journey to save the galaxy
from the Reapers, while continuing to struggle with all the political formats, since neither pen and paper nor a table are
strictly necessary.
and social issues of a galaxy filled with different races and cultures.
The third installment of the franchise was the last chapter in Shepards
PnP RPGs are games of your imagination in which

Chapter 1 : Introduction

The results of the partys choices and the overall


storyline for the game are determined by the
GM according to the rules of the game and the
GMs interpretation of those rules. The GM selects
and describes the various Non-Player Characters
(NPCs) the party encounters, the settings in which
these interactions occur and the outcomes of
those encounters based on the players choices
and actions. These encounters can be diplomatic,
puzzles, challenges and even battles. The games
extensive rules which cover diverse subjects such
as social interactions, combat, and the effect of the
environment on PCs help the GM to make these
decisions.
You dont have to memorize this book to play the
game. Once you understand the basics, start playing!
Use rule book as a reference tool during play, in order
to check for things you dont know.

Game Materials
While it is true that this game is limited by
imagination, there are material requirements to play
it. In order to play this game your group needs these
items:
This manual. Only one copy is needed but players
might want to have a copy for each.
A copy of the character sheet for each player.
A battle grid.
Miniatures to represent each character and the
enemies that challenge them.
A set of dice for each player. A set of dice includes at
least one four-sided die (d4), four six-sided dice (d6),
one eight-sided die (d8), two ten-sided dice (d10),
one twelve-sided die (d12), and one twenty-sided die
(d20).

you participate in thrilling adventures and dangerous quests


by taking on the role of a hero a character you create from
imagination that can be anything, from a hero from the likes
of movies or a evil villain plotting to conquer the galaxy, that
Pencils and paper to keep notes and to map the locations
must be built according to the rules. During the course of play,
your characters will explore.
each player directs the actions of his or her character and its
interactions with the other characters in the game. Unlike other
games, PnP RPGs might have no objective at all, depending on Game Mechanics
what the players and the GM decide to make it. The ultimate goal
Mass Effect d20 is based on the simple d20 core
of the game is to provide an entertaining social experience for all mechanism that keeps the game-play fast and intuitive.
those involved.
Whenever you attempt an action that has some chance
A game takes the form of meetings between players, usually known
of failure, you roll a twenty-sided die (d20). To determine
as sessions, where the characters are set into a series of challenges,
if your character succeeds at a task, you do this:
filled with wonder and epic action which constitute the adventure.
Roll a d20.
Multiple adventures connected by one storyline make a campaign.
Add any relevant modifiers.
Typically, each player controls only a single character, which
represents an individual in a fictional setting. As a group, these player Compare the result to a target number. If the result
equals or exceeds the target number (set by the
characters (PCs) are often described as a party of adventurers, with
GM or given in the rules), your character succeeds.
each member often having his or her own areas of specialty and their
If the result is lower than the target number, you
own personality. Each player decides the actions his or her character,
fail.
according to the situation presented, either by narrating their actions
We describe dice rolls with expressions such as
and thoughts or by speaking as the character.

Chapter 1 : Introduction

3d4+3, which means roll three four-sided dice and add 3


(resulting in a number between 6 and 15). The first number
tells you how many dice to roll (adding the results together).
Most people become apprehensive when they first see the
The number immediately after the d tells you the type of dice
size of this manual. This feeling worsens when they give a
to use. Any number after that indicates a quantity that is added
general look at all rules and options here presented. Most
or subtracted from the result. Exception goes for the following
first-time players get confused and ask themselves do I
expression d%, which means roll a percentile dice by rolling
have to know all these rules? There are just too many. The
two ten-side dice, choosing which represents the set of tens and
answer is simple: no, you dont need to know all the rules
the set of units.
presented here. In fact, you are not required to read every
page on this book. You only need to know the rules that
affect your character and the abilities that character can
What Characters can do
perform. Only real dedicated players, or those with much
A character can try to do anything you can imagine, just as long as
game experience, know almost all rules. And even them
it fits the scene the GM describes. Depending on the situation, your
sometimes get confused with some or ask for help with
character might want to listen at a door, search an area, bargain
others. That is perfectly normal.
with a shopkeeper, talk to an ally, jump over containers, move, use
So, when playing for the first time, dont try to know
an item, attack an opponent, etc.
everything, otherwise you will get extremely confused
Characters accomplish tasks by making skill checks, ability checks,
and the game loses its fun. Instead, think merely
or attack rolls, using the core mechanic. See each appropriate
on your character, create it by following the steps
section of this book to learn more about possibilities such as skills,
presented in Creating a Character (see below) and
ability checks, attack and damage rolls, biotic powers, tech powers
by asking for a general explanation on each option
and so on.
presented (such as race, class, feats, etc). As the game
develops, and you gain more experience on how
the game runs, you will eventually feel the need
to perform other actions, seek other solutions

Playing the Game

Chapter 1 : Introduction

and develop other skills. When that happens, read about


what you seek here, and ask for help to your GM or other
experienced players.
By following this advice you can ensure that you learn
everything in its due time and the game never loses its fun.
After a few gaming sessions, and before you notice it, you
have already gained much insight on the rules and how they
work, that much is guaranteed.

creatures are able to use. They allow one to do extraordinary


things and may even seem like magic to more ignorant
creatures. Biotic powers specify what they can target, what
their effects are and how they can be resisted or negated.
Bonus: Bonuses are numerical values that are added to checks
and statistical scores. Most bonuses have a type, and as a
general rule, bonuses of the same type are not cumulative
(do not stack) only the greater bonus granted applies.
Bonuses without type stack.

Common Terms

Class: Classes represent chosen professions taken by


characters and some other creatures. Classes give a host
In Mass Effect d20 you will find numerous terms, abbreviations
of bonuses and allow characters to take actions that they
and definitions present in the rulebooks and game-play. The
otherwise could not, such as sending an enemy flying with
following are among the most common.
one punch or freezing him in place. As a creature gains
Ability Score (Stat): Each creature has six ability scores: Strength,
levels in a given class, it gains new, more powerful abilities.
Dexterity, Constitution, Intelligence, Wisdom and Charisma.
Check: A check is a d20 roll which may or may not be
These scores represent a creatures most basic attributes. The
modified by another value. The most common types are
higher the score, the more raw potential and talent your character
attack rolls, skill checks and saving throws.
possesses.
Creature: A creature is an active participant in the story
Action: An action is a discrete measurement of time during a
or world. This includes PCs, NPCs and monsters.
round of combat. Using abilities and making attacks all require
Damage Reduction (DR): Armor and some other
actions to perform. There are three types of action: normal, free
special abilities have the ability to reduce damage
action and full-round action.
taken from weapons and other forms of attack. Some
Attack of Opportunity (AoO): Sometimes a combatant in a melee
DR might only be against specific forms of damage
lets her guard down. In this case, combatants near her can take
but most apply to all. The number presented in the
advantage of her lapse in defense to attack her for free. These free
Damage Reduction indicates how many points of
attacks are called attacks of opportunity.
damage are reduced from the damage points dealt by
Base Attack Bonus (BAB): Each creature has a base attack bonus and
a specific damage source.
it represents its skill in combat. As a character gains levels or Hit Dice,
Defense: All creatures in the game have a Defense.
his base attack bonus improves.
This represents how hard it is to hit a creature in
Biotics Powers: These are special abilities that some characters and

Chapter 1 : Introduction

10

combat. As with other scores, higher is better.


Difficulty Class (DC): Whenever a creature
attempts to perform an action whose success is
not guaranteed, he must make some sort of check
(usually a skill check or saving throw). The result of
that check must meet or exceed the Difficulty Class
of the action that the creature is attempting to
perform in order for the action to be successful.

combine them into a single multiplier, with each extra multiple adding
1 less than its value to the first multiple. For example, if you are asked to
apply a 2 multiplier twice, the result would be 3, not 4.
Nonplayer Character (NPC): These are characters controlled by the
GM.

Experience Points (XP): As a character overcomes


challenges, defeats monsters and completes quests,
he gains experience points. These points accumulate
over time and when they reach or surpass a specific
value the character gains a level.

Penalty: Penalties are numerical values that are subtracted from a


check or statistical score. Penalties usually do not have a type and
most of them stack with one another.
Player Character (Character, PC): These are the characters
portrayed by the players.

Feat: A feat is an ability a creature has mastered. Feats


often allow creatures to circumvent rules or restrictions.
Creatures receive a number of feats based off their Hit
Dice, but some features grant bonus feats.

Round (Rd, plural Rds): Combat is measured in rounds. During an


individual round, all creatures have a chance to take a turn to act, in
order of initiative. A round represents 6 seconds in the game world.
Every combatant may make at least one action every round.
Rounding: Occasionally the rules ask you to round a result or
value. Unless otherwise stated, always round down.

Saving Throw (Save): When a creature is subject of a dangerous


ability, it often receives a saving throw to mitigate the damage
or result. Saving throws are passive, meaning that a character
does not need to take an action to make a saving throw they
are made automatically. There are three types of saving throws:
Hit Dice (HD): Hit Dice represent a creatures general
Fortitude (used to resist poisons, diseases and other bodily
level of power and skill. As a creature gains levels, it gains
ailments), Reflex (used to avoid effects that target an area) and
additional Hit Dice. Monsters, on the other hand, gain racial
Will (used to resist mental attacks).
Hit Dice, which represent the monsters general prowess
Skill: A skill represents a creatures ability to perform an
and ability. Hit Dice are represented by the number the
ordinary task, such as climb a wall, sneak down a hallway or
creature possesses followed by a type of die, such as 3d8.
This value is used to determine a creatures total hit points. In spot an intruder. The number of ranks possessed by a creature
in a give skill represents its proficiency in that skill. As a
this example, the creature has 3 Hit Dice. When rolling for this
creatures hit points, you would roll a d8 three times and add creature gains Hit Dice, it also gains additional skill points
that can be used to buy skill ranks.
the results together, along with other modifiers.
Game Master (GM): A GMis the person who adjudicates
the rules and controls all of the elements of the story and
world that the players explore. His duty is to provide a fair
and fun game.

Hit Points (HP): Hit points are an abstraction signifying how


robust and healthy a creature is at the current moment. To
determine a creatures hit points, roll the dice indicated by its
Hit Dice. A creature gains maximum hit points in its first Hit
Dice. Wounds subtract hit points, while healing restores hit
points. Some abilities may grant temporary HP that disappear
after a specific duration. When a creatures hit points drop below
0, it becomes unconscious. When a creatures hit points reach a
negative total equal to its Constitution score, it dies.

Stacking: Stacking refers to the act of adding together


bonuses or penalties that apply to one particular check or
statistic. Generally speaking, most bonuses of the same
type do not stack. Instead, only the highest bonus applies.
Most penalties stack, meaning that their values are added
together. Penalties and bonuses generally stack with one
another, meaning that penalties might negate or exceed
part or all of the bonuses, and vice versa.

Tech Powers: Similar to biotics but based either on


Initiative: Whenever combat begins, all creatures involved in electronic technology or biological knowledge, tech
the battle must make an initiative check to determine the order powers allow one to control synthetics, disable Shields
in which creatures act during combat. The higher the result of the and even stun or freeze organics. Only some classes
allow access to these powers. Tech powers are as vast as
check, the earlier a creature gets to act.
biotics, each tech power specify what they can target,
Level: A characters level represents his overall ability and power.
what their effects are and how they can be resisted or
There are three types of levels. Class level is the number of levels of
negated.
a specific class possessed by a character. Character level is the sum
Turn: In a round, a creature receives one turn, during
of all class levels possessed by a character.
which it can perform a wide variety of actions.
Monster: Monsters are creatures that rely on racial Hit Dice instead
Generally in the course of one turn, a character
of class levels for their powers and abilities (although some possess
can perform two actions and one free action, or it
class levels as well). PCs are usually not monsters.
can perform one single full-round action (which
Multiplying: When you are asked to apply more than one multiplier
consumes all the normal actions of that turn) as well
to a roll, the multipliers are not multiplied by one another. Instead, you as one free action.

11

Chapter 1 : Introduction

Chapter 2
Character Creation

In order to play Mass Effect d20, each player must can be spent on a wide range of equipment and gear, from armor, to
create their own characters, a single creature that
weapons and even add-ons or upgrades to other equipment. This gear
they will control during the course of the game. As a
helps your character survive while adventuring.
player, you must start with your characters concept.
Step 6 Finishing Details: Finally, you need to determine all of a
Do you want a valiant warrior fighting his enemies
characters details, including his hit points (HP), Defense, saving throws
with honor or a mystical biotic user who can control
(save), initiative modifier, attack values, etc. All of those numbers are
others through his abilities? Nearly anything is
determined by the decisions made in previous steps. Aside from
possible, as long as it is within the limits of physics
these, you need to decide on your characters name and physical
and mass effect capabilities.
appearance. It may also be good to choose some personality
Once you have a general concept worked
traits, background traits and even flaws to make your
out, use the following steps to bring your
character more realistic (see Vital Statistics, and the
idea to life, recording the result information
variant rule Character Traits).
and statistics in your Character Sheet.

Ability Scores

Step 1 Determine Ability Scores:


Start by generating your characters
ability scores (see Ability Scores).
These six scores determine your
characters most basic attributes and are
used to decide a wide variety of details
and statistics. Some class selections
require you have better than average
scores for some of your abilities.

Ability scores represent your characters


major and most general attributes. Each
character, monsters included, have six
ability scores: Strength (Str), Dexterity (Dex),
Constitution (Con), Intelligence (Int), Wisdom
(Wis) and Charisma (Cha) (see below for
more information about each ability score).
These are used to measure your characters
physical, mental and personality traits and
turn them into game statistics.

Step 2 Pick your Race: Next, pick


your characters race, noting any
modifiers to your ability scores
and any other racial traits (see
Races). There are 11 basic races to
choose from, although your GM
might have others to add to the list.
Step 3 Pick your Class: A characters
class represents a profession, such
as Soldier or Engineer. If this is a new
character, he starts at 1st level in his
chosen class. As he gains experience
points (XP), he goes up in level, granting him
new powers and abilities. Once chosen the
character cannot change his class. There are
two types of classes: General Classes,
which can be chosen by characters
of any race, and Specific Classes
which can only be chosen by
characters of a specific race.
Step 4 Pick Skills, select Feats and Powers: Determine the
number of skill points possessed by your character, based on his
class and Intelligence modifier (and any other bonuses). Then
spend these points in ranks on skills (see Skills). After skill ranks
have been bought, choose feats (see Feats) depending on how
many feats your character can have, depending on his level, class
and race (sometimes, a good background for your character might
make your GM grant your character more feats). After feats have
been chosen, select the ammo, combat, biotic or tech powers your
character knows.

Since ability scores are the base of a


characters trait, it stands to reason that
they will affect almost any die roll you
make with your character. A character
relies on dexterity to aim more effectively
and a strong character is likely to hit harder than a
weaker one.

Generating Ability Scores


There are a number of different methods
used to generate ability scores. Each of these
methods gives a different level of flexibility and
randomness to character generation. The
methods depend on the GMs choice of play
and the campaign style.
Racial modifiers are applied after the scores
are generated.
Standard: Roll 4d6, discard the lowest die result and add
the three remaining results together. Record this total
and repeat the process until six numbers are generated.
Assign these totals to your ability scores as you see
fit. This method tends to provide an average of 12-13,
which is the average for this setting. In this method, if
the highest ability score of a character is 13, he must
determine new ability scores.

Step 5 Buy Equipment: Each new character begins the game with
an amount of credits, based on his class and character level, that

13

Low Powered Campaign: Roll 3d6, add the results


together. Record this total and repeat the process
until six numbers are generated. Assign these totals
to your ability scores as you see fit. This method

Chapter 2: Character Creation

tends to provide an average of 10-11. This method


is quite random and there will be huge differences
between ability scores. In this method, if the highest
ability score of a character is 12, he must determine
new ability scores.

method to generate ability scores but with a little improvement. Rerolls


make that possible. The rerolls may either be the creation of a new
ability scores table, using the same method as in the first, to allow the
player to chose between the two tables; may be a reroll of any number
of dice the GM decides or even be the reroll of any number of statistic
High Powered Campaign: Roll 5d6, discard the two scores the GM decides.
lowest dice result and add the three remaining results
together. Record this total and repeat the process
Final Ability Scores And Modifiers
until six numbers are generated. Assign these totals
Once results are assigned to each ability score, they are increased
to your ability scores as you see fit. This method tends
or decreased according to race. Each race provides a bonus and/or
to provide an average of 13-14, with less difference
penalty to certain ability scores. Just add or subtract normally.
between scores than that provided by the Standard
Once that is done you have to determine the modifiers for each
mode. In this method, if the highest ability score of a
ability score. Those modifiers are essential and affect many rolls
character is 14, he must determine new ability scores.
during the game. To determine modifiers either look at the next
Epic Campaign: Roll 2d6 and add 6 to the sum of the
table or use the following mathematical expression: (ability score
dice. Record this total and repeat the process until six
-10) / 2 (rounded down, negative numbers round up instead).
numbers are generated. Assign these totals to your
ability scores as you see fit. This method provides little All ability scores are important. Tech Powers and skill points
require Intelligence, Biotics
different between ability scores
are based on Charisma and
Score
Modifier
Score
Modifier
and presents an average of 14Wisdom, Dexterity is vital to all
15. In this method, if the highest 1
-5
18 - 19
+4
characters since it affects their
ability score of a character is 15, 2 - 3
-4
20 - 21
+5
ability to aim well, Constitution
he must determine new ability
4-5
-3
22 - 23
+6
determines HP, Strength is
scores.
6-7
-2
24 - 25
+7
vital to carry heavier weapons,
Dice Pool: Each character has
etc. In the end, it is best not to
8-9
-1
26 - 27
+8
a pool of 24d6 to assign to his
maximize just one or two ability
10 - 11
+0
28 - 29
+9
statistics. Before the dice are
scores while forgetting the
+1
30 - 31
+10
rolled, the player selects the 12 - 13
others.
+2
32 - 33
+11
number of dice to roll for each 14 - 15
score, with a minimum of 3d6 16 - 17
+3
etc..
Ability Scores
for each ability. Once the dice
have been assigned, the player
Descriptions
rolls each group and totals the
Each ability score describes your character and affects some
result of the three best dice. For more high-powered games,
the GM should increase the total number of dice to 28. This of his actions. Abilities can be divided into three groups:
physical abilities, which include Strength, Dexterity and
method generates characters of a similar power to the Standard
method. In this method, if the highest ability score of a character Constitution; mental abilities, which include Intelligence
and Wisdom; and social/personality abilities, which
is 13, he must determine new ability scores.
include Charisma.
Purchase: Each character receives a number of points to spend
on increasing his basic attributes. In this method, all attributes Strength (Str) measures a characters muscle and
start at a base of 10. A character can increase an individual score physical power. This ability is extremely important for
those wishing to fight in melee combat, since it adds its
by spending some of his points. Likewise, he can gain more points
to spend on other scores by decreasing one or more of his ability modifier to damage rolls Strength also determines how
much weight a character can carry with him and the
scores. No score can be reduced below 7 or raised above 18 using
this method. With this method, one point raises or decreases the armors he can use. If strength score reaches 0 it means
that the character cannot move at all. He lies helpless
ability score by 1.
on the ground.
The number of points you have to spend using the purchase
method depends on the type of campaign you are playing. If you Dexterity (Dex) measures hand-to-eye coordination,
are playing a Low Powered Campaign you should have 10 points to agility, reflexes and balance. This ability is extremely
important for all characters since it improves a
spend. If you are playing a Standard campaign, you should have 14
points to spend. If you are playing a High Powered Campaign, you characters defense and affects the characters ability
to aim and hit the enemy with weapon fire, biotic
should have 18 points to spend. If you are playing an Epic Campaign
powers or tech powers. If dexterity reaches 0 it means
you should have 22 points to spend.
that the character cannot move at all. He lies helpless
Rerolls: The GM may determine that he desires to use a specific
on the ground.

Chapter 2: Character Creation

14

Constitution (Con) represents a characters health


and stamina. This ability is useful to all classes since
it increases the number of Hit Points of a character.
If constitution reaches 0, the character dies.
Intelligence (Int) determines how well a character
learns and reasons. This ability is extremely
important for tech power users. If it reaches 0, the
character cannot think and is unconscious in a comalike stupor, helpless.

considered the opposite of bonus and they stack with each other since
they are generic. Most penalties have a limited duration. Penalties to
ability scores cannot reduce them to less than 1 so a character never
risks dying for taking too much penalty to ability scores.
Damage: Ability damage is similar do HP damage (and also healed
in a similar way, see Injury and Death for information on how to heal
Ability Damage). Ability damage always stack and may reduce a
characters ability scores to 0.

Drain: The worst ability decrease of all, ability drain is the opposite
of Permanent Increase, reducing the ability scores by the drain value.
Wisdom (Wis) describes a characters common sense,
Drained ability score points can never be recovered. Drain is similar
will power, perception and intuition. At first it may be
to Ability Damage since it stacks and may reduce the ability scores
difficult to differentiate Intelligence from Wisdom but
to 0, but it cannot be healed the way Ability Damage can.
while the first represents ones ability to analyze and
process information, Wisdom represents being aware
and in tune with ones surroundings. This ability is
Changes in ability scores
extremely important for some biotic power users. If this
Over time, a characters ability scores can change to better or
score reaches 0, the character is withdrawn into a deep
worst. If the change on a score is enough to change a modifier,
sleep filled with nightmares, helpless.
then all attributes and rolls associated with that modifier will
Charisma (Cha) measures a characters force of
have different effects, since the modifier is no longer the same.
personality, persuasiveness, personal magnetism, ability
The only ways to change an ability score are the following:
to lead and physical attractiveness. This ability is extremely
Upon attaining level 3rd, and every three levels thereafter (6th,
important for some biotic power users and for every party
diplomat or leader. If charisma reaches 0, the character 9th and so on), the character gains 1 point to any score at the
players choice.
cannot think and is unconscious in a coma-like stupor,
helpless.
Some abilities alter ability scores temporarily or
permanently.
When a character has a negative Charisma modifier means
that such character is either ugly, by normal standards, or
Some items provide bonus or penalties to ability scores as
lacks a strong personality. So, whenever a character has a
long as they are worn.
negative Charisma modifier the player/GM must choose
Some effects may cause temporary ability damage.
between both choices. If the character is ugly he adds his Cha
mod as a penalty to all cha based skills except Intimidate, to Some effects may cause permanent ability drain.
With aging, the ability scores suffer changes.
which he adds the modifier as bonus. If the character lacks of
a strong personality add his negative Cha mod as a penalty to
all Charisma based skills except Disguise, to which he adds the
modifier as bonus.

Races

Ability Damage, Penalty and Drain

Some things affect and change a characters abilities scores,


The Milky Way is filled with thousands of different races
from items to poisons and biotics. These changes either increase
but only a handful is sapient. Some are valued members
ability scores or reduce them. Changing ability scores affect all of Citadel space, working to build a better galactic
related checks and may even render a character incapable of
community; others are lawless, caring nothing for the
using certain feats, abilities, biotic powers or tech powers, if the Citadel Councils edicts; a few are outcasts, but all are
character can no longer meet the pre-requisites.
unique.
The most common types of changes an ability score can suffer are
the following:

The races here presented are not, by all means, the


only existing sapient races. After all, less than 1% of the
entire galaxy has been explored so it is quite possible
Bonus: When not specified, generic bonuses stack with each other.
that are plenty other races that have yet to make
Enhancement: The most common type of ability increases, contact with the known races.
enhancements are usually associated with biotic powers or items.
Permanent Increase: The rarest of all ability increase types,
permanent will increase the ability score permanently. All ability
score points gained with every 4 levels are permanent increases.
Penalty: The most common of ability scores decrease types, penalty is

15

Asari
The asari, a race native to the planet Thessia, are
often considered the most powerful and

Chapter 2: Character Creation

respected sentient species in the known galaxy.


They were the first race, after the Protheans, to
achieve interstellar flight, and to discover and
inhabit the Citadel.

her partner. It allows the asari to explore her partners genetic heritage
and pass desirable traits on to any offspring. During mating an asari and
her partner share memories, thoughts, and feelings. It is also possible
for an asari to meld with another for the sole purpose of transferring
A mono-gender race distinctly feminine in thoughts, without reproduction. If the asari so desires, it can even force
appearance the asari are known for their elegance, ideas and orders into the mind of her partner, possibly forcing him to
act as she wishes if the partner cannot resist the asari willpower that
diplomacy, and biotic talent. Their millennia-long
lifespan and unique physiology that allows them is. This is not done without consequence, however, and the partner
is always aware of the attempt, even if he ends up being compelled
to reproduce with a partner of any gender or species
give them a conservative but convivial attitude to perform as the asari commands. This method of mind-control is
frowned upon by most asari and is forbidden by Galactic Law.
toward other races. The asari were also the ones who
proposed the creation of the Citadel Council and have
been at the heart of galactic society ever since.

Asari pass through three climacteric life stages, marked by


biochemical and physiological changes:

Biology: A typical asari individual has a blue to purple


skin tone. Some asari also have facial markings that
can either be tattoos or genetic in the later case those
markings might represent the father species of that
particular asari. In the place of head hair, asari possess
wavy folds of sculpted skin; aside from this and their skin
tone, aesthetically the asari are the closest alien species to
humans.
Despite their obvious difference between them and
humans, and their tremendous difference when compared
to other races such as turians or krogans, asari are
considered attractive by almost all species, which is useful
considering their method of reproduction. Although not
fully explained, some scientists speculate this attraction may
be neurochemical in nature.

The Maiden stage begins at birth and is marked by the drive


to explore and experience. Most young asari are curious and
restless.
The Matron stage of life begins around the age of 350, though
it can be triggered earlier if the individual melds frequently.
This period is marked by a desire to settle in one area and raise
children.
The Matriarch stage begins around 700 years of age, or later
if the individual melds rarely. Matriarchs become active in their
community as sages and councilors, dispensing wisdom from
centuries of experience. Their knowledge and guidance may
be one reason why Matriarchs are rarely seen outside asari
space.

However, it should be noted that, each stage can be started


whenever an asari feels that she has reached the correct
Asari have a robust cellular regenerative system. While they level of maturity. While each stage of life is marked by strong
biological tendencies, individuals do make unexpected life
do not heal faster than other species, asari are known to reach
choices. For example, there are Maidens who stay close to
1000 years of age.
home rather than explore, Matrons who would rather work
Although asari have one gender, they are not asexual. An asari
than build a family, and Matriarchs who have no interest in
provides two copies of her own genes to her offspring, which
community affairs.
regardless of the species or sex of the father is always
an asari. The second set is altered in a unique process called History: The asari were the first contemporary race to
achieve space-flight and discover the mass relays. When
melding, also known as the joining.
they found the Citadel in around 580 BCE, the asari also
During melding, an asari consciously attunes her nervous
encountered the keepers, whose mute assistance enabled
system to her partners, sending and receiving electrical impulses
them to quickly settle on the station and learn how to
directly through the skin. A common phrase used before melding
operate its systems. Sixty years later, the salarians made
is embrace eternity, presumably to help focus the partners mind.
first contact with them, and together the two species
Effectively, the asari and her partner briefly become one unified
agreed to found the Council.
nervous system. This unique means of reproduction is the reason
asari are all talented biotics. Their evolved ability to consciously Culture: Because of their long lifespan, asari tend to
have a long view not common in other races. When
control nerve impulses is very similar to biotic training. The
partner can be another asari, or an alien of any gender. However, they encounter a new species or situation, the asari are
since the asari began encountering other sentient species, non- more comfortable with an extended period of passive
asari mates have become preferred for the diversity they provide. observation and study than immediate action. They are
This reproductive process can lead to some confusion among non- unfazed that some of their investments or decisions
asari, who might expect offspring with mixed genes. However, the may not pay off for decades or centuries. Matriarchs
offspring is always 100% asari, as it does not actually take DNA from can seem to make incomprehensible decisions, but
their insight is evident when their carefully-laid plans
the partner, simply use it as a map to randomize the genes of the
come to fruition. In interstellar relations, this long
offspring.
view manifests in the unspoken policy of centrism.
An asaris melding ability extends to a mental connection as well,
The asari instinctively seek to maintain stable
which some describe as being the true union between an asari and
balances of economic, political, and military power.

Chapter 2: Character Creation

16

Traditionally, asari spread their influence through Economy: The asari possess the largest single economy in the galaxy.
cultural domination and intellectual superiority.
They have extensive trade and social contacts. Craft guilds, such as
They invite new species of advanced development
those within the cities Serrice and Armali, hold a virtual monopoly
to join the galactic community, knowing that their
on advanced biotic technology. Given their political influence, an
ideals and beliefs will inevitably influence the
embargo by the asari would prove disastrous to any race.
existing culture. The asari tend toward communal,
Religion: The pantheistic mainstream asari religion is siari, which
consensus attitudes among themselves too: for
translates roughly as All is one. The faithful agree on certain core
example, they prefer to live in shared spaces aboard
truths: the universe is a consciousness, every life within it is an
starships even if there are alternatives available.
aspect of the greater whole, and death is a merging of ones spiritual
Asari believe that their offspring acquire the best
energy back into greater universal consciousness. Siarists dont
qualities of the father from the melded genes which,
specifically believe in reincarnation; they believe in spiritual
of course, depends much on the father qualities and
energy returning to the universal consciousness upon
those a particular asari considers as being the best of
death will eventually be used to fill new mortal vessels.
them. They also frown upon intraspecies conception,
Siari became popular after the asari left their homeworld
since genetic traits and cultural insight is gained from
and discovered their ability to meld with nearly any
mating outside their species, so its considered wasteful
form of life. This ability is seen as proof that all
for asari to reproduce together. The results of such
life is fundamentally similar. Siari priestesses see
unions are occasionally referred to as purebloods,
their role as promoting unity between disparate
a great insult among contemporary asari. A rare
shards of the universes awareness.
genetic defect known as Ardat-Yakshi, which
Before the rise of siari pantheism, asari
makes asari destroy the partners mind during a
religions were as diverse as their political
mating melding, occurs much more frequently
opinion. The strongest survivor of those days
among the daughters of purebloods.
is the monotheistic religion worshipping the
Some races, especially humans, that had a long
goddess Athame. Like the asari, the goddess
history of cultural and gender bias where the
cycles through the triple aspects of maiden,
male gender is was always dominant might
matron, and matriarch. Asari often swear by the
have trouble convincing themselves that asari
goddess, though this may be a cultural legacy
are the most powerful race in known space,
rather than reflecting an individuals belief.
despite their political and military superiority.
Government: The asari governmental
Most, of course, keep this feeling to themselves.
structure, known as the Asari Republics, is
Asari are well aware they tend to be attractive, and
relatively broad; the asari came late to the
are comfortable expressing their sexuality. During
notion of world government. For centuries, their
maiden stage, many asari take the job of erotic
homeworld of Thessia was dotted with loose
dancers in bars or discos. Young males of all races tend
confederacies of great republican cities. The
to have a fascination with asari.
closest Earth equivalent would be the ancient
Because of their natural sensuality and ability to mate
Mediterranean city-states. Since the asari culture
with any species, asari are sometimes rumored to
values consensus and accommodation, there was
be promiscuous. These rumors are mostly a result of
little impetus to form larger principalities. Rather
misinformation (or wishful thinking). In fact, asari have
than hoard resources, the asari bartered freely.
to accept that if they mate outside their own species,
Rather than attack one another over differing
they will almost inevitably outlive their partner (with the
philosophies, they sought to understand one
notable exception of the krogan, who have a similarly
another. Only in the information age did the
immense longevity). Therefore they have had to apply
city-states grow close; communication over the
their philosophical long view to relationships as well,
internet evolved into an electronic democracy.
savoring the time they spend with their partners rather
Aside from their Council representative, the
than focusing on their inevitable loss. As a result of the
asari have no politicians or elections, but a
age difference many asari raise their daughters alone,
free-wheeling, all-inclusive legislature that
especially if the father species is short-lived. Despite

citizens can participate in at will. Policy debates
their partners death, a part of them will live within their child.
take place at all hours of the day, in official chat rooms
The asari celebrate the springtime fertility ritual Janiris, which marks
and forums moderated by specially-programmed
the start of the new year. During this time, they create wreathes of virtual intelligences. All aspects of policy are open to
flowers and distribute them among their friends and loved ones.
plebiscite at any time. In any given debate, the asari
As is the case with the holidays of some other Citadel species, the tend to lend the most credence to the opinions of
celebration of Janiris has been adopted by other species that operate
any Matriarchs present.
in Citadel Space.

17

Chapter 2: Character Creation

In modern times, the asari normally act as the


diplomatic arm of the Citadel Council.
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 farm villages may be only a few women
with small arms. There is no uniform; everyone wears
what they like. The asari military is not an irregular
militia, however; those who serve are full-time
professionals.

Diplomats: All asari start with a +2 bonus to Diplomacy.


Melding: All asari possess the ability to attune her nervous system
with that of another willing creature through touch. It is through this
ability that asari reproduce. This ability also allows the asari and the
other creature to share memories, thoughts and feelings. The asari
can choose to mate or simply share memories and thoughts with a
melding.
The asari must constantly be touching the target creature (if her or
the creature breaks contact, or is removed from contact by another,
the melding is immediately broken). The activation time for this
ability varies with the asaris HD: up to 5 HD it requires 1 full round,
.above 5 HD it merely requires 1 action.

No asari can keep a melding for longer than a number of minutes


equal to her Constitution score, pushing beyond that limit forces
the asari to make Constitution checks each minute (initial DC is
10 and increases by 1 with each additional minute beyond the
limit spent in melding) to avoid becoming fatigued. After each
melding, the Asari must make a Fortitude save DC 12 or becomes
fatigued for young asari melding can be extremely intense and
Huntresses fight individually or in pairs, depending on
debilitating.
the tactics preferred in their town. One-on-one, a huntress
Once fatigued, the melding ends and the asari cannot use this
is practically unbeatable, possessing profound tactical
ability until she recovers.
insight, a hunters eye, and a dancers grace and alacrity.
Biotics abilities are also a requirement to enter the military
Both the asari and the target creature can break the melding at
meaning that an asari must have developed her innate
will, with a free action, but only during their turns.
biotic talents prior to enlistment.
There is, however, a more darker side to the asari mind melding
While fluid and mobile, asari cant stand up in a firefight the
ability. Any asari can force the meld on an unwilling creature by
way a krogan, turian, or human could. Since their units are
touching the creature (and maintaining contact) and forcing
small and typically lack heavy armor and support weapons,
the meld unless the creature succeeds on a Will save DC 10
they are almost incapable of fighting a conventional war,
+ 1/2 asari HD + asari Charisma modifier. In addition, during
particularly one of a defensive nature. So asari units typically
any melding, willingly or not, the asari can also force the
undertake special operations missions. Like an army of ninja,
creature to act in a certain way, as if controlling the creatures
they are adept at ambush, infiltration, and assassination,
thoughts. To avoid this, the target creature must succeed on
demoralizing and defeating their enemies through intense,
a Will save DC 10 + 1/2 asari HD + asari Charisma modifier
focused guerrilla strikes. Asari huntresses were among the first
or is compelled to act according to the asaris wished. This
individuals to be chosen as Spectres.
form of mind control is limited because it ends as soon as
contact is broken, and because the creature is completely
As a popular turian saying puts it, The asari are the finest
aware of the asaris influence and mind-control attempt,
warriors in the galaxy. Fortunately, there are not many of them.
so asari who use this usually do it to extract information
Asari Names: Aethyta, Aleena, Alestia, Batha, Nassana, Lidanya,
or force the creature into mating with her. The GM may
Liselle, Mallene, Nelyna, Rana, Seryna, Shaira, Tela
award the target creature with a bonus or penalty to this
Asari Family Names: Dantius, TSoni, Calis, Thanoptis, Vasir, Iallis.
Will save depending on how many Renegade or Paragon
points the creature has in comparison to the asari.
Classes: An asari character can be of any General Class or of the
following Special Classes: Asari Pure Biotic, Asari Huntress or Asari Example: if the asari has a high Renegade score and the
target a high Paragon score, the GM can award a bonus
Scientist.
to resist the asaris commands.
The average asari huntress is in the maiden stage
of her life and has devoted 20-30 years studying the
martial arts. Asari choose to be warriors at a young
age, and their education from that point is dedicated to
sharpening their mind and body for that sole purpose.
When they retire, they are quite proficient at killing.

During melding, both the asari and the target


creature are completely oblivious to the surrounding
Physical characteristics: an asari gains a +2 bonus to Dexterity,
environment, becoming unable to see, hear or feel
Wisdom and Charisma and a -2 penalty to Strength and Constitution.
anything except each other and what they share.
They are gracious, wise and beautiful creatures, considered as such
A violent shake, however, breaks the melding
even by members of other races, but their bodies are weaker.
immediately.
Medium: As Medium creatures, asari have no special bonuses or
During the melding, the asaris eyes become pitch
penalties due to their size.
black with the iris barely distinguishable.
Normal Speed: Asari speed is 30 feet.
Random height: 4 5 + 2d10

Asari Racial Traits

Chapter 2: Character Creation

18

Random weight: 75 lb + (result of 2d10 from


height) 2d4

Batarians

In the early 2160s, humans began to colonize the Skyllian Verge, a region
the batarians were already actively settling. The batarians asked the
Citadel Council to intervene and declare the Verge an area of batarian
interest. When the Council refused, the batarians closed their Citadel
embassy and severed diplomatic and economic relations, becoming
an inward-looking rogue state.

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


Money and weapons funneled from the batarian government to
Kharshan, the batarians are a disreputable species
criminal organizations led to many brutal raids on human colonies
that chose to isolate itself from the rest of the galaxy.
in the Verge, culminating in the Skyllian Blitz of 2176, an attack on
The Terminus Systems are infested with batarian
the human capital of Elysium by batarian-funded pirates and slavers.
pirate gang and slaving rings, fueling the stereotype
In 2178, the Alliance retaliated with a crushing assault on the
of the batarian thug. It should be noted that these
moon of Torfan, long used as a staging base by batariancriminals do not represent average citizens, who are
backed criminals. In the aftermath, the batarians retreated
forbidden to leave batarian space by their omnipresent
into their own systems, and are now rarely seen in Citadel
and paranoid government.
space.
Despite several disagreements with the Citadel and
Batarians are now known mostly for their slaving
hostility toward humans, most batarians prefer
practices, particularly their raid on the planet
profitable pursuits such as drug running and
Mindoir in 2170. Once captured, the slavers
slave grabs to an all-out war. They have a
implant control devices in the skulls of their
reputation for being shrewd businessmen
slaves without bothering with anesthetic. The
and merchants, though in more lawless
batarians are also known to enslave addicts
regions of the galaxy like Omega,
of the biotic drug red sand when they can no
negotiations with a batarian are likely to be
longer afford to support their habit.
conducted at gunpoint.
Culture: Batarians place an extremely high
Despite this being the general attitude,
value on social caste and appearance, and
many batarians mostly those outside
overstepping ones place is frowned upon.
batarian space treat humans with as
Casting aspersions on the monetary worth of
much respect as humans treat them.
a social better is considered a serious insult.
Biology: Batarians are an anthropoidal race
Batarians strongly believe that species with
like humans and asari. Their most distinctive
less than four eyes are less intelligent; they
physical feature is their four eyes. The
often gain the upper hand in inter-species
batarians are one of two known organic races in
arguments because other races find it difficult
the galaxy to have developed more than a single
to know which eyes to focus on when speaking
pair of eyes; the other such race, the yahg, have
to them.
four pairs. Batarians also exhibit different skin
Slavery is an integral part of the batarian caste
tone colors with the usual being a dark, brownsystem, despite being illegal according to
red hue with pale facial ridges.
Council law, and it is currently unknown how the
Batarians are similar to humans in terms of
batarians maintained standing on the Citadel for
age and height. They also weigh only a few
so long with slavery still actively practiced. The
more pounds.
custom is so deeply ingrained in batarian culture
that batarians consider the Councils anti-slavery
Biotics are rare among batarians with only
standing
to be prejudicial. Rogue batarian slave
one in hundred exposures resulting in
rings
are
feared throughout the galaxy, especially
a stable biotic user. Like in humans and
among
colonists.
other races, biotics dont occur normally in
batarians.

Body language is an important part of


batarian
society. For example, tilting ones
History: The Citadel Council made first
head
to
the
left
is
a sign of admiration and respect.
contact with the batarians in approximately
200 BCE, and
When
a
batarian
tilts
his head to the right it is a sign
granted the batarians an embassy on the Citadel a century later.
that
he
is
(or
considers
himself to be) superior to the
Despite being welcomed into the galactic community, batarian
one
that
the
gesture
was
directed at. Therefore, this
aggression provoked several crises in galactic relations over the
gesture
can
also
be
interpreted
as an insult.
years. Sometime around 1785 CE, a batarian fleet bombarded the
salarian colony world of Mannovai; in 1913, the Batarian Hegemony Religion: Little is known about batarian religious
annexed the independent asari colony of Esan; and in 2115, Citadel
beliefs except that they do believe in the afterlife.
forces skirmished with batarian forces on the planet Enael.
When a batarian dies, his soul leaves the body

19

Chapter 2: Character Creation

through the eyes. Treatment of the corpse is


considered unimportant, unless the batarians eyes
have been removed by an enemy.

ability score at creation but a penalty of -2 to Wisdom.

Government: The rest of the galaxy views


the batarians as an ignorable problem. Their
government, known as the Batarian Hegemony,
is still hostile to the Systems Alliance, but beneath
the notice of the powerful Council races. It is not
known what the average batarian thinks about their
enforced isolation, as the Department of Information
Control ensures that only government-approved news
enters or leaves batarian space. Given the batarian
governments oppressive nature, it is speculated their
supreme leadership is autocratic or totalitarian in
nature. The batarians blame humanity for their troubles
and claim they were forced to fend for themselves,
despite the fact that their exile is largely self-imposed.

Medium: As Medium creatures, batarian have no special bonuses or


penalties due to their size.
Normal Speed: Batarian speed is 30 feet.
Heightened Vision: Batarians gain a +4 bonus to Spot checks
thanks to their two pairs of eyes.
Random height: male 4 10 + 2d10; female 4 5 + 2d10

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.

Random weight: male 125 lb + (result of 2d10 from height) 2d4;


female 90 lb + (result of 2d10 from height) 2d4

Drell
The drell are a reptile-like race that were rescued from their dying
homeworld by the hanar following first contact between the two.
Since then, the drell have remained loyal to the hanar for their
camaraderie and have fit comfortably into galactic civilization.

Biology: Drell are omnivorous reptile-like humanoids with an


average lifespan of 85 galactic standard years. Drell appearance
is very similar to asari and humans, but their muscle tissue is
slightly denser, making them somewhat stronger. Many of their
more reptilian features are concealed, however one unique
characteristic is the hyoid bone in their throats, which allows
Military: Little is known about the batarian military other
them to inflate their throats and produce vocal sounds outside
than the fact it is largely nationalized; most batarian military
of the human range. They also have two sets of eyelids, like
hardware is produced by an institution called Batarian State
crocodiles. Drell possess the ability to shed tears.
Arms.
Because the drell ancestors emerged from arid, rocky deserts,
The batarian fleet is known to operate at least one
the humid, ocean-covered hanar homeworld of Kahje
dreadnought (as a non-Citadel race, they are not bound by
proved tolerable only when the drell stayed inside a climatethe Treaty of Farixen and may have more). They also field
controlled dome city. The leading cause of death for drell
smaller vessels, including the Hensa class of cruisers. However,
on Kahje is Keprals Syndrome, caused by cumulative longgiven one member of this class -- later obtained by the
term exposure to a humid climate. This syndrome erodes
quarians and refurbished as the Idenna -- was twenty years old
the ability of drell lungs to take in oxygen, and eventually
in 2183, the batarians may have retired the Hensa class from
spreads out to other organs. It is noncommunicable, and
active service by this time.
there is currently no known cure, though leading hanar
Their military capacity is believed to be weaker than the Systems
scientific authorities are working on creating a genetic
Alliance as early as 2160 (when colonisation of the Skyllian Verge
adaptation.
began) as many batarians claims that the council and batarians
The drell possess eidetic memory, an adaptation to a
themselves knew the humans were stronger but nothing was
world where they must remember the location of every
done to protect them, and they were left to defend themselves.
necessary resource (vegetation, drinkable water and prey
The batarian military has a special forces division known as the
migration paths) across vast distances. The memories
Special Intervention Unit. All that is known about the SIU is that are so strong that an external stimulus can trigger a
their training program is brutal with a mortality rate as high as
powerful memory recall. These recalls are so vivid and
18%.
detailed that some drell may mistake it for reality. This
process can be involuntary.
Batarian Names: Balak, Charn, Edan, Eluam, Groto, Jath, Jella,
Forvan, Solem, Tarak
Batarian Family Names: Haddah, Ranperah, Ib-ba, Dalserah, Amon
Classes: A batarian character can be of any General Class.

Biotics occur more on drells than on humans, but not


naturally like in asari. 2 in 10 exposures result in a
stable drell biotic user.

History: The drell ancestors emerged from dry,


rocky deserts on the barren world of Rakhana. 800
years ago, the naturally-arid drell homeworld began
its descent into lifelessness due to disastrous and
Batarian Racial Traits
intensive industrial expansion. At the time, the
Physical characteristics: a batarian gains a +2 bonus to two drell lacked interstellar flight capacity, and with

Chapter 2: Character Creation

20

their population bursting at 11 billion they faced an employer. The drell religion is also polytheistic, with the drell having
certain doom. It was around this time that the
multiple gods whom they pray to in varying situations. This religion
hanar made first contact with the drell race. In
included at least three gods: Amonkira, Lord of Hunters, Arashu,
the following ten years, the hanar would transport
Goddess of Motherhood and Protection, and Kalahira, Goddess of
hundreds of thousands of drell to the hanar world,
Oceans and Afterlife.
Kahje. The remaining billions left on Rakhana would
Many of the older traditions of the drell have begun to die out. The
perish on their dying planet, warring against each
younger generations no longer believe the old ways of their ancestors
other for diminishing resources. The drell now thrive
can help them now, with so many other ways to interpret ones place
co-existing with the hanar and have been a part of
in the universe. Many drell have embraced the hanar Enkindlers or
the galactic civilization for roughly two centuries.
the asari philosophies.
The debt of gratitude that the drell owe the hanar is
Drell Names: Thane, Feron, Irikah, Kolyat
referred to as the Compact, which the drell fulfill by
taking on tasks that the hanar find difficult, such as
Drell Family Names: Krios
combat. Any drell may refuse to serve, but as being
Classes: A drell character can be of any General Class.
requested to serve is a great honor, few turn down
the offer.
Culture: Most drell are content to live on Kahje.
They are afforded every opportunity to thrive
by the hanar, yet some outsiders and even 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.
Most drell, especially those who integrate
themselves into a society either the hanars
or that of another species tend to act honorably
and have great respect for members of that society,
rarely thinking themselves as superiors or more
important.
Some drell grow a close, personal relationship with
the hanar. So much so that the hanar will even tell
the drell their Soul Name. Drell have adapted
to communication with hanar by getting
implants in their eyes to allow them to
observe the bioluminescense the hanar use
for communication. Those drell are able to see ultraviolet light
as a silvery color, though might lose differentiation between
colors at the opposite end of the spectrum, such as the
difference between dark red and black.

Drell Racial Traits

Physical characteristics: a drell gains a +1


bonus Strength and Charisma.
Medium: As Medium creatures, drell have
no special bonuses or penalties due to their
size.
Normal Speed: Drell speed is 30 feet.
Heat Resistant: Drells gain a +5 bonus on
all checks made to resist heat effects and reduce
the Hazardous level of any heat-related Hazardous
environment by 1.
Perfect Memory: The drells eidetic memory allows
them to recall any thing they lived, heard, seen or
sensed with perfect detail. This memory is so detailed
they can even remember the humidity of the air or
even the smell of a situation that occurred years ago
(although only memories after birth can be recalled).
This powerful feature gives them a stronger sense of
self, thus granting a +2 bonus on Will saving throws.
With one action the drell can relieve a specific memory
in his mind and remain in a trance, almost unaware of
what goes on around them, for as long as they desire.
This is also useful to avoid suffering, as remembering
a pleasant memory can greatly help them resist pain
effects. In game terms, they gain a +2 bonus on all
saves against pain effects.

This eidetic memory has some disadvantages,


however. The first is the longer they relieve a memory,
the easier it is for them to lose grasp of reality.
Relieving a 5 minute memory forces a Will save DC 10.
Failure indicates the drell loses grasp of reality falling
Since drell either lives in some society or as adventurers,
unconscious for at least one hour, time which they
they have no government or military of their own.
spend reliving that and related memories. For each
Religion: Drell are deeply religious, believing that they have souls additional 5 minutes of the memory recalled, the DC
separate from their bodies. They see death as a departure from the increases by 1. Will saves are rolled each 5 minutes of
the memory recalled.
body, and they also state that a persons body and soul form a Whole.
When the soul is traumatized or otherwise disrupted, or the body is
The other disadvantage is the possibility of the drell
ill or injured, a person is no longer Whole. They also believe that their
recalling a pleasant memory involuntarily when
body can be directed as a separate entity from themselves, such as
faced with a psychological traumatic experience

21

Chapter 2: Character Creation

(such as losing a loved one or being tortured). To History: Prehistoric elcor traveled across Dekuuna in large tribal groups.
avoid this happening, the Drell must make a Will
These groups were likely led by the oldest and most experienced elcor.
save (GM sets the DC, depending on how traumatic
This may have later developed into the elcor culture of Elders, whose
the experience was, but usually is between 15 and
wisdom could keep the tribe safe provided they followed the correct
20) or he automatically recalls a pleasant memory to
guidance (see below).
avoid dealing with the trauma. If this happens, the
The elcor were just making their first forays into space travel when the
DC to avoid losing grasp of reality increases by 5.
asari made contact with them. With their help, the elcor discovered
The drell is also able to describe, through speech, the
the closest mass relay and, within a single lifetime, had established
memory he is currently reliving (drells choice).
a regular trade route to the Citadel. The elcor quickly became one of
the more prominent species in Citadel space.
Also note that thoughts and memories are processed
in ones brain at tremendous speed. It is impossible
to determine with precision the exact time it takes to
remember 5 minutes of a memory but you can assume
that a drell has the ability to shorten or extend the time
he would require, but with a maximum of 25 minutes
and a minimum of 1 minute of real time for
each 5 minutes of the memory.
Hyoid Throat Bone: Thanks to
their special hyoid bone in their
throats, drell can inflate their
throats thus becoming more
resistant to suffocation. They
gain a +4 bonus on saves against
suffocation effects.

Culture: Elcor usually prefer to stay on their colonies rather than


travel in space, which may be why few elcor are seen on the Citadel
or on other worlds. Possibly because of their size or evolution in
the open air, the elcor find the necessary confines of space travel
uncomfortable. Evolving in a high-gravity environment where
a fall could be lethal has made elcor psychology deeply
cautious and conservative. Their culture is built on
small, tight-knit groups, and their conservative
nature means the elcor government is
extremely stable. Despite this, they are
always welcoming to outsiders.

Random height: male 4 5 + 2d10; female


4 3 + 2d10
Random weight: male 120 lb + (result
of 2d10 from height) 2d4; female 90 lb
+ (result of 2d10 from height) 2d4

Elcor

Economy: The elcor economy is small,


only slightly larger than the Alliances,
but extremely well developed. They
see no point to rushing things, and
are fond of making thorough, centurylong development plans. They dont
need to trade for any resourcethey
have all they require to supply their
own needs, and trade only in finished
goods. Any attempt to embargo their
space would be fruitless.

Government: The elcor government


is known as the Courts of Dekuuna.
The elcor follow the recommendations
of their Elders, who spend years poring
over ancient records of jurisprudence to
determine the precedent that should be
followed in any given situation. The Elders record
closely argued and minutely detailed instructions on
what course to follow in any theoretical crisis. These
Biology: Elcor evolved on a high-gravity world, making them are filed away in huge libraries of data discs and are
slow, but incredibly strong. Their large, heavy bodies are incapable consulted when needed. This makes elcor policies very
of moving quickly, but they possess a rather imposing stature and predictable, provided one has done a great deal of
immense strength, as well as thick, tough skin. They move using research.
all four limbs to support and balance their massive bodies. Given Military: Because of their slow, conservative psyches,
their method of communication, they likely have highly-attuned
elcor are not suitable for making the spur-of-theolfactory senses.
moment decisions necessary in combat situations.
Instead, they rely on sophisticated VI combat systems.
Elcor speech is heard by most species as a flat, ponderous monotone.
Among themselves, scent, extremely slight body movements, and These war machines can choose between thousands
subvocalized infrasound convey shades of meaning that make a of gambits developed and polished over centuries by
human smile seem as subtle as a fireworks display. Since their subtlety elcor strategists.
The elcor are a Citadel species native to
the high-gravity world Dekuuna. They
are massive creatures, standing on four
muscular legs for increased stability.
Elcor move slowly, an evolved response to an
environment where a fall can be lethal. This
has colored their psychology, making them
deliberate and conservative.

can lead to misunderstandings with other species, the elcor prefix all
their dialog with non-elcor with an emotive statement to clarify their
tone.

Chapter 2: Character Creation

The slow speed and immense size of the elcor


makes them easy targets. Fortunately, their durable

22

hide allows them to shrug off most incoming fire.


Elcor warriors dont carry small arms; their broad
shoulders serve as a stable platform for the same
size of weapons typically mounted on Alliance
fighting vehicles. According to an elcor diplomat on
the Citadel, elcor soldiers are called living tanks by
their enemies, among other less flattering names.
Elcor Names: Calyn, Harrot, Petozi, Xeltan
Classes: An elcor character can be of any General
Class.

For all other purposes, such as Two-Weapon Wielding or the time


it takes to swap a weapon for another, consider the elcor is instead
wielding the weapons (so he could only have two pistols mounted, or
a single weapon that requires two hands to use).
Armor: As one would expect, armor is hard to come by for Elcor.
Not only does it need to be specifically designed for their physiology,
it also requires substantially more material. Elcor armor costs 50%
more than they normally cost.
Random height: male 7 10 + 2d10; female 7 8 + 2d10
Random weight: male 700 lb + (result of 2d10 from height)
2d20; female 670 lb + (result of 2d10 from height) 2d20

Elcor Racial Traits


Physical characteristics: an elcor gains a +4 bonus
to Strength, a +4 bonus to Constitution, a -4 penalty to
Dexterity and a -2 penalty to Charisma.

Humans

Humans, from the planet Earth, are the newest sentient species of
Large: Elcor are Large-sized creatures and so they notable size to enter the galactic stage and are hands-down the
most rapidly expanding and developing. They independently
take a -1 size penalty to Defense, a -1 size penalty on all
discovered a Prothean data cache on Mars in 2148, and the mass
Attack Rolls, and a -4 size penalty on Hide checks.
relay networks shortly thereafter.
High Gravity Adaptation: Elcor are adapted to high
hravity. As such, they do not suffer the penalties due to
Biology: Humans have a fairly robust physiology. Their internal
gravity forces that range from 0,5 G to 4,5 G.
makeup and reproductive processes are typical of most bipedal
Tough Hide: An elcors gnarled hide provides them with mammals, and their size and proportions give the appearance
of being strong, fast and agile. In comparison to the Council
a natural Plating equal to 1/2 Elcor level + Constitution
races, humans are roughly physically on par with turians (as
score.
very fit humans can punch them over and even throw them
Ponderous Speed: Elcor speed is 15 feet. They are also
off the ground unassisted), and less agile than asari (whom
quadruped creatures.
they closely resemble), though fit human males are stronger
Slow Reactions: Even with VI assistance, Elcor are slow to
than the average asari. Humans are averagely stronger than
react to a situation. They take a -5 penalty to Initiative tests.
salarians but not as fast. Like most organic races, humans are
In addition, Elcor may not make attacks of opportunity.
also capable of producing biotic individuals but there is a
Body Language: Because elcor usually speak with
high risk of medical complications. Biotic powers in humans
other Elcor mostly through discreet body language, scents,
does not occur naturally like in the asari, it requires a person
and subvocalised infrasound, they have more difficulties
to be exposed to eezo.
communicating with other races, resulting in the Charisma
penalty above. For this reason, Elcor usually state their Humans can live to about 150 years, and recent medical
emotion and/or state of mind at the begining of each sentence. advances have eradicated almost all known diseases that
However, when dealing with other Elcor, these restrictions are afflict them. However, as humans only emerged on the
not present and they gain a +4 bonus to Charisma-based skills galactic stage within the last thirty years, it is highly likely
that the introduction of new technology into their society
on such occasions.
will greatly increase their average lifespan. Humans reach
Weapon Mounting: Due to their quadrupled nature, Elcor
physical maturity at eighteen years of age, at which point
cannot hold weapons like other species. Instead, they mount
they have usually finished their academic education and
weapons on their backs. Although it can be difficult to adapt
some weapons, it allows them to fire far heavier weapons with either directly enter the workforce or begin training for a
far greater stability. The price of weapons is increased by 50% for profession.
an Elcor and the weapons weight is tripled, to account for the
necessary equipment to make aiming and reloading possible for
the Elcor. However, Elcor reduce the total recoil penalty by 2.

It has been noted that humans are unusual in the


galactic community, because they have far greater
genetic diversity compared to other species with more
Elcor can also move while firing, without taking any penalties, so peaks and valleys. This makes human genetic material
useful in biological experiments, as a control group.
every time they make one attack action, they can also take one
action to move (so an Elcor can effectively use two actions, or even
History: In 2148, human explorers on Mars uncovered
a full-round action, performing any type of attack, and at the same
a long-ruined Prothean observation post, with a
time move two actions as well).
surviving data cache that proved Protheans had
Finally, Elcor use Intelligence rather than Dexterity for their shooting
attacks, as they use targeting algorithms rather than manual aiming.

23

studied Cro-Magnon humans millennia ago. While


religions tried to assimilate this discovery into

Chapter 2: Character Creation

their doctrine, a global rush began to decipher the military prowess is amongst the greatest in the galaxy, despite the fact
petabytes of data from the outpost. Discovering
that only 3% of humans volunteer for the Alliance military, a far smaller
information on a mass relay orbiting Pluto,
proportion than other races. Their ability to defeat the turians in the
explorers managed to open the Charon Relay and
First Contact War demonstrated graphically the potential of human
discovered it led to Arcturus. With the help of the
military strength and is therefore a subject of concern for many races,
fledgling Systems Alliance, humans expanded to
who fear the consequences of another human-turian conflict.
other systems, opening any mass relays they could
Government: Systems Alliance, which represents a majority of
find.
humans, has had an embassy on the Citadel since 2165. While
Humans first came to the attention of the galactic
the humans lack a seat on the Citadel Council, some other species
community after a brief but intense conflict with the
dislike their sudden ascendancy compared to their status as relative
turians, known by humans as the First Contact War,
newcomers on the galactic stage. Some species feel that
begun in 2157. The conflict began when the turians
humanity is overly expansive in its colonization efforts
attacked a human fleet attempting to activate a
and aggressive attempts to get a seat on the Council.
dormant mass relay (illegal under Council law) and then
It took other species centuries to achieve what
occupied the human colony of Shanxi.
humanity has done in decades.
Led by Admiral Kastanie Drescher, the Second
Fleet then launched a massive counterattack, 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.
Humanity continued to expand to unclaimed
star systems on the edge of Citadel space, which
eventually led to competition with the batarians.
When the batarians tried and failed to convince
the Council to declare the Skyllian Verge a zone
of batarian interest, they closed their embassy
and withdrew from Citadel space. Viewing
humans as the cause of their fall from grace,
batarians frequently came into conflict with
human colonies, especially batarian slavers.
Tensions between humans and batarians have persisted for
decades.

Humans have also been doing what the Council


could not: colonize planets in the Attican
Traverse, the Skyllian Verge and along
the borders of the Terminus Systems, all
volatile regions where the Council has little
authority. Human forces came into minor
conflicts with the batarians over the Verge.
Unlike many species in Citadel space, humans
have no close allies among the other races,
though they are trade partners with the
turians and asari. Without alliances or key
political positions, humans have had to
follow the edicts of the Council without
having much influence on their decisions.
The latest events in galactic history, however,
were quite fortuitous to humanity: Commander
Shepard was appointed the first human to join the
Spectre ranks and he was ultimately responsible
for saving the Citadel when the rogue Spectre
agent Saren tried to take control of it. In that battle
the Alliance was also responsible for the defeat of the
Reaper Sovereign sacrificing hundreds of human lives
to destroy it and even to save the Citadel Council. This
action allowed humanity to gain

Culture: Humans are generally seen to be very intelligent,


abnormally ambitious, highly adaptable, individualistic and thus,
unpredictable. They have a powerful desire to advance and improve
themselves, and do so with such assertion that the normally staid
Council races have been taken aback by their restlessness and
relentless curiosity. Their economy, while much smaller than any of
the Council races, is very powerful relative to their size, and their

Chapter 2: Character Creation

Classes: A human character can be of any General


Class.

Human Racial Traits


Physical characteristics: a human gains a +2 bonus
to one ability score at creation, representing their
varied nature.
Medium: As Medium creatures, humans have no
special bonuses or penalties due to their size.
Normal Speed: Human speed is 30 feet.
Quick to Master: A human gains a bonus feat at
1st level. They are quick to master specialized tasks.
Skilled: Humans gain +4 skill points at 1st level
and +1 skill point at each level thereafter. They are

24

versatile and capable. (The 4 skill points at 1st level


are added on as a bonus, not multiplied in).

hides. These markings darken to brown or tan over time, showing their
age.

Random height: male 4 10 + 2d10; female 4 5


+ 2d10

Krogan typically stand over 7 feet and weigh roughly one ton in
armor. The most amazing physiological feature of krogan biology is
the multiple instances of major organs. These secondary (and where
Random weight: male 120 lb + (result of 2d10
applicable, tertiary) systems are capable of serving as back-ups in the
from height) 2d4; female 85 lb + (result of 2d10
event of damage to the primary biological structures. They have, for
from height) 2d4
example, two hearts, four lungs, and most notably four testicles. This
reflects in their slang, where they often speak about a quad where
a human would use the words balls or pair. Krogan also have a
secondary nervous system using a neuroconductive fluid, meaning
The krogan are a species of large reptilian bipeds native
they are almost impossible to paralyze. Krogan bleed a yellow or
to the planet Tuchanka, a world known for its harsh
orange fluid when shot, which may be this fluid or actual blood.
environments, scarce resources, and overabundance
Having redundant systems makes krogan difficult to kill or
of vicious predators. The krogan managed to not only
incapacitate in normal combat scenarios. Krogan can live for well
survive on their unforgiving homeworld, but actually
over a thousand years. Their second most distinctive feature is
thrived in the extreme conditions. Unfortunately for
their powerful regenerative system that can regenerate bullet
them, as krogan society became more technologically
injuries in a few seconds if they are left alive.
advanced so did their weaponry.
When young, the krogans plates are still in development and
Four thousand years ago, at the dawn of the krogan
are originated from dozens of smaller plates that grow on the
nuclear age, battles to claim the small pockets of territory
krogan skill and later combine themselves to form one unified
capable of sustaining life escalated into full scale global
skin-plate.
war. Weapons of mass destruction were unleashed,
History: Roughly 2000 years ago the krogan were a primitive
transforming Tuchanka into a radioactive wasteland. The
krogan were reduced to primitive warring clans struggling tribal species trapped on a world suffering through a nuclear
winter of their own making. They were liberated from this state
to survive a nuclear winter of their own creation, a state that
continued until they were discovered by the salarians two by the salarians, who culturally uplifted the krogan by giving
them advanced technology and relocating them to a planet
thousand years later.
not cursed with lethal levels of radiation, toxins or deadly
With the help of the salarians, the krogan were uplifted into
predators.
galactic society, and lent their numbers and military prowess
But the salarian intervention had a particular motive. At the
to bring an end to the Rachni Wars (see below). Ironically, after
time the Citadel was engaged in a prolonged galactic war
the rachni were eradicated, the rapidly-expanding krogan
became a threat to the galaxy in turn, starting the Krogan with the rachni, a race of intelligent space-faring insects. The
salarians hoped the krogan would join the Citadel forces
Rebellions and forcing the turians to unleash the genophage.
This genetic infection dramatically reduced fertility in krogan as soldiers to stand against an otherwise unstoppable foe.
The plan worked to perfection: within two generations the
females, causing a severe drop in births and, ultimately,
rapidly breeding krogan had the numbers to not only drive
population, eliminating the krogan numerical advantage.
the advancing rachni back, but the ability to endure the
Biology: Due to the brutality of their surroundings, natural
harsh conditions of the rachni worlds. They were able to
selection has played a significant role in the evolution of the
pursue them to their home worlds, find the rachni queens,
krogan. Unlike most species on the Citadel, krogan eyes are
and eradicate the entire species.
wide-set - on Earth this is distinctive of prey animals, but in this
For a brief period the krogan were hailed as the saviors
case it gives the krogan 240-degree vision, giving them greater
visual acuity and awareness of approaching predators. Prior to the of the galaxy and were given not only the conquered
rachni worlds but other planets in Citadel space to
genophage, krogan could reproduce and mature at an astonishing
colonize, in gratitude for their help. The Citadel Council
rate.
even commissioned a statue for the Presidium the
Their large shoulder humps store fluids and nutrients, enabling
Krogan Monument to honor the krogan soldiers who
them to survive extended periods without food or water. A bigger
died defending Citadel space.
shoulder hump is seen as a sign of high status, showing how
successful an individual krogan is at hunting. Their thick hides are But without the harsh conditions of Tuchanka to
keep their numbers in check, the krogan population
virtually impervious to cuts, scrapes or contusions, and they are
highly resistant to environmental hazards, including toxins, radiation, swelled to unprecedented numbers. Overcrowded
and running out of resources, the krogan spread out
and extreme heat and cold. Consequently their diets can include food
and drink which would prove very dangerous to other species a fact to forcibly claim other worlds even those already
reflected in the krogan liquor of choice, ryncol, which hits aliens like inhabited by races loyal to the Citadel. There was
ground glass. Younger krogan have yellow or green markings on their always just one more world needed. The final

Krogan

25

Chapter 2: Character Creation

straw was when the krogan began settling the asari Female krogan rarely leave their home worlds, focusing on breeding in
colony of Lusia. When the Council ordered them
an attempt to keep krogan numbers from declining too quickly. The
to leave, Overlord Kredak, the krogan ambassador,
few remaining fertile females who can carry young to term are treated
stormed out of the Chambers, daring the Citadel
as prizes of war, to be seized, bartered or fought over. Recently, it has
races to take their worlds back. War broke out soon
been noted that the females of the krogan species live in clans separate
afterward.
from that of the males. Envoys are sent out from the female clans to
determine who amongst the males is worthy to visit the female clans.
The so-called Krogan Rebellions continued for
nearly three centuries. The krogan sustained massive Due to the effects of the genophage and the lack of fertile females,
this happens often and many male krogan sire children from one
casualties, but their incredible birth rate kept their
population steadily increasing. Victory seemed female.
inevitable. In desperation, the Council turned to the
Religion: Krogan do not have strong religious beliefs. The closest
recently discovered Turian Hierarchy for aid. The turians
they come is to establish ritualistic burial grounds called the
unleashed the genophage on the krogan home worlds:
Hollows, where the skulls of their ancestors are displayed to remind
a terrifying bio-weapon engineered by the salarians. them of where we all come from, and where we all go. The Hollows
The genophage caused near total infant mortality in
are as sacred as any krogan place can be, and violence there is
the krogan species, with only 1 birth in every 1000
forbidden. Several krogan also mention a place called the Void
producing live offspring.
which seems to be the krogan version of the afterlife.
No longer able to replenish their numbers, the krogan
Clans: Krogan are divided into numerous clans. Membership in
were forced to accept terms of surrender. For their role in
a clan allows a krogan to own property, join the army and apply
quelling the Krogan Rebellions, the turians were rewarded
to serve under a battlemaster. Young krogan undergo a rite of
with a seat on the Citadel Council. The krogan, on the
passage that is overseen by a shaman respective to the clan the
other hand, still suffer from the incurable effects of the krogan wishes to join. In clan Urdnot, this rite consists of battling
genophage.
various wild fauna on Tuchanka, ending with an encounter with
Over the last millennium krogan numbers have steadily a thresher maw. Merely surviving for five minutes is considered
proof of worthiness, but killing the thresher maw increases the
declined, leaving them a scattered and dying people. Some
try bizarre treatments for the genophage, including testicle initiates prestige and standing. Few outsiders have seen the
rite of passage take place, even though there are no rules in
transplants. But, faced with the certainty of their extinction
as a species, most krogan have become individualistic krogan tradition that state that a non-krogan cant help with
and completely self-interested. They typically serve as the undertaking of the rite by acting as the participants
mercenaries for hire to the highest bidder, though many still krantt. The rite of passage and all other rites and traditions
resent and despise the Citadel races that condemned them to are preserved by the clan shaman. The shaman must
undergo lengthy and torturous rites to assume the position,
their tragic fate.
and is required to give up his name. Because of this level
Most krogan have not worked toward a cure as they are more of commitment, the shaman is one of the most respected
interested in combat than science. Unless one is discovered
members of a clan.
and used, or the krogan change their violent and self-centered
Government: After their defeat in the Rebellions, the
ways, the extinction of the krogan seems inevitable.
very concept of krogan leadership was discredited.
Culture: The harsh krogan homeworld conditioned the krogan
Where a warlord could once command enough power to
psychology for toughness just as it did the body. Krogan have
bring entire solar systems to heel and become Overlord,
always had a tendency to be selfish, unsympathetic, and blunt.
these days it is rare for a single leader to have more
They respect strength and self-reliance and are neither surprised
than a thousand warriors swear allegiance to him. It is
nor offended by treachery. The weak and selfless do not live speculated that their instinctive aggression and territorial
long. Krogan also have powerful territorial instincts which serve
nature prevent the krogan from forming any kind of
them well in combat, but can create problems; when traveling
centralized government or parliament that is not based
on starships, for example, krogan find sharing quarters nearly
on fear or obedience.
impossible.
Military: Traditional krogan tactics were built on
Most krogan trust and serve no one but themselves. This solitary
attritional mass-unit warfare. Equipped with cheap,
attitude stems in part from a deep sense of fatalism and futility,
rugged gear, troop formations were powerful but
a profound social effect of the genophage that caused krogan
inflexible. Command and control was very centralized;
numbers to dwindle to a relative handful. Not only are they angry soldiers in the field who saw a target contacted their
that the entire galaxy seems out to get them, the krogan are also
commanders behind the lines to arrange fire support.
generally pessimistic about their races chances of survival. The
surviving krogan see no point to building for the future; there will Since the genophage, the krogan can no longer
be no future. The krogan live with an attitude of kill, pillage, and be afford the casualties of the old horde attacks. For that
purpose the Battle Masters were created. Alone they
selfish, for tomorrow we die.
are a match for any ten soldiers of another species.

Chapter 2: Character Creation

26

To a Battle Master, killing is a science and their


tactics now focus on delivering maximum strength
and firepower in swift and unstoppable strokes
rather than order dozens of krogans to attack. This
change of focus from mass-unit warfare to maximal
efficiency has increased employment demand in
the fields of security and muscle for hire. Due to the
unsavory reputation of the krogan, most of these
jobs are on the far side of the law.
Battle Masters believe in being well-armed and
equipped, preferably with a gun for each limb.
They are callous and brutal, but methodical
and disciplined. They use any means at their
disposal to achieve their goals, no matter
how reprehensible. Hostage-taking
and genocide are acceptable means
to ensure a quiet occupation with
few krogan casualties.

Normal Speed: Krogan speed is 30 feet.


Amplified Vision: The krogan eye set ensures they cannot be
flanked. It also provides them with a +2 bonus to Spot checks.
Scales: A krogans natural scales provide them with a natural Plating
equal to 1/2 krogan level + Constitution score.
Warrior Personality: Krogans are natural warriors, not diplomats.
As such they prefer intimidating tactics and violence to solving
problems with diplomacy. They gain a +2 bonus to Intimidate and a
-4 penalty to Diplomacy.

Krogan Battlemasters are trained


in such from young age and are
always selected from krogan
biotics. They are also leaders of
many other krogan soldiers and
their tactical knowledge ensures
those soldiers are never used
as shock troops or cannonfodder a sign of evolution in
krogan mentality due to the
genophage.
Biotics are rare among the krogan, especially
since the practice of surgically creating
krogan biotics has been discontinued (due to
the high mortality rate) and because only 1 in
every 100 exposures results in a stable krogan
biotic user. Those that exist are viewed with
suspicion and fear. Combat drones and
other high-tech equipment are likewise in
short supply.
Krogan Names: Droyas, Uvenk, Nax, Okeer,
Skarr, Wreav, Wrex, Guld
Krogan Clan Names: Clan Drau, Clan Forsan,
Clan Ganar, Clan Gatatog, Clan Hailot, Clan
Jorgal, Clan Jurdon, Clan Nakmor, Clan Quash,
Clan Ravanor, Clan Urdnot, Clan Weyrloc

Enhanced Regeneration: A krogan has a


regeneration rate equal to his Constitution modifier.
This regeneration also allows them to regenerate
organs in a rate of 1 organ per day and regenerate
limbs and broken bones in a quarter of the normal
time.
Redundant Systems: A krogans secondary and
tertiary set of organs ensures that all krogans have
a 50% chance of negating critical hits and sneak
attacks. However, once hit by a critical, krogans
immediately switch to secondary or tertiary organs,
a mechanism that takes its toll on higher thought
processes. When victim of a critical hit, krogans
take a penalty of -2 Intelligence, Wisdom and
Charisma and must make a Will save DC 15
or enter in a rage called Blood Haze
where the krogan sees everyone
as hostile. During that rage, the
krogan gains +2 bonus to Str and
Constitution. This lasts for 1 hour.
Cumulative critical hits do not result in a cumulative
penalty.
Krogan Charge: A krogan deals extra 1d8+1 per
HD damage when he makes a melee attack with a
charge
Naturally Adapted: Krogan are highly adapted to any
sort of environment and so they gain a +5 bonus on all
saves against temperature effects, radiation and poisons.
Random height: male 6 5 + 2d6; female 6 3 + 2d6
Random weight: male 700 lb + (result of 2d6 from
height) 20; female 630 lb + (result of 2d6 from height)
20

Quarian

Classes: A krogan character can be of any General Class or of


the following Special Class: Krogan Battlemaster.

The quarians are a nomadic species of humanoid aliens


known for their skills with technology and synthetic
intelligence. Since their homeworld Rannoch was
conquered, the quarians live aboard the Migrant Fleet,
Krogan Racial Traits
a huge collection of starships that travel as a single
Physical characteristics: a krogan gains a +4 bonus to Strength,
fleet.
a +2 bonus to Constitution, a -4 penalty to Wisdom and a -2 penalty
Approximately three hundred years ago the quarians
to Dexterity and Charisma.
created the geth, a species of rudimentary artificial
Medium: As Medium creatures, krogan have no special bonuses or
intelligences, to serve as an efficient source
penalties due to their size.
of manual labor. However, when the geth

27

Chapter 2: Character Creation

gradually became sentient, the quarians became always a technologically capable species. They created the geth
terrified of possible consequences and tried to
around 1900 CE to be used as laborers and tools of war. The quarians,
destroy their creations. The latter won the resulting
mindful of the Citadel Councils laws against creating AI, kept their
war and forced their creators into exile. Now the
programming as limited as that of a VI but because they required
quarians wander the galaxy in a flotilla of salvaged
the geth to perform more complex tasks, they improved the geth by
ships, second-hand vessels, and recycled technology
developing a sophisticated neural network. These changes altered
which they call Migrant Fleet.
the geth to such an extent that they became sentient. This made the
Biology: Quarians are generally shorter and of slighter quarians feel as though they had made a terrible mistake by creating
a sentient species and then using it for labor. Something that would
build than humans. Quarians have an endoskeleton,
lips, teeth, and two eyes with eyelids and tear ducts; be punishable by the Citadel Council.
they also have three thick fingers on both hands which
include a thumb and an index finger, as well as three
toes on each foot. Their ears or ear analogues differ in a
noticeable fashion from those of humans.

Panicked, the quarian government ordered an immediate


shutdown of all geth, hoping to strike the first blow, but they
had underestimated the power of the neural network and how
intelligent the geth had become. Their servants defended
The most important fact of quarian biology is their themselves, resulting in a war that cost billions of quarian lives and
weak immune system. As a result, all quarians by drove them from their homeworld. After being refused aid from
the Citadel Council, the quarians fled in the Migrant Fleet while
necessity dress in highly sophisticated environmentalsuits, to protect them from disease or infection if they the geth took over their systems. Soon after, the Council stripped
the quarians of their embassy, effectively cutting the quarians
are injured. Their suits can be compartmentalized in the
event of a tear or similar breach to prevent the spread of out of Citadel politics as a punishment for their actions. Ever
contaminants (similar to a ship sealing off bulkheads in since, the quarians have devoted all their skills and resources to
preserving their species aboard the Migrant Fleet.
the event of a hull breach).
Quarian immune systems have always been relatively weak, The quarians have since been struggling to survive. While
as pathogenic microbes were comparatively rare in their most of their efforts have been directed toward surviving
and maintaining their species aboard the Flotilla, another
homeworlds biosphere. Furthermore, what few viruses and
other microbes were native to their homeworld were often major concern is to find new ways of combating the geth and
possibly even reclaiming their home world.
partly beneficial to them. After living aboard the Migrant
Fleet for generations, the quarians immune systems have
Culture: One of the factors of life aboard the Migrant Fleet
atrophied further due to the years in the sterile environment
is population control. It is illegal for quarian families to have
of the Fleet. As such, quarians are given various vaccinations more than one child to maintain zero population growth
and immunizations to help ward off disease. However, they
unless the restriction has been lifted to keep numbers
prefer the safety of their suits even in clean environments and
stable so families tend to be small. Along with the fact each
are reluctant to remove them without a good reason.
quarian relies on the others for survival, this ensures that
A quarian who wishes to remove their suit must take bonds between quarians are very strong, compared to a
antibiotics, immuno-boosters, herbal supplements, or the like more individualistic race like the krogan. Loyalty, trust and
in order to do so safely, and even then there are inherent risks. cooperation between quarians are essential for the survival
As a result, physical acts of affection are difficult for quarians, of their species.
even for the purposes of reproduction. Ships in the Migrant Quarians enjoy storytelling, and hold dancers in high
Fleet contain clean rooms where quarians can give birth or
esteem. Some ships from the Fleet linger in orbit over
undergo medical procedures in relative safety, though there are planets used as drive discharge sites, to sell refreshments,
always risks. The most intimate thing quarians can do is link their
supplies or trinkets made by their children to passing
suit environments. Doing so guarantees a quarian will get sick,
crews.
although they will usually adapt over time.
Young quarians go on a Pilgrimage as a rite of passage,
Like turians, the quarians are a dextro-protein species of reverse leaving the Flotilla to look for resources, information or
chirality from humans and asari. The food of levo-protein races
supplies that will be useful to the rest of the fleet. Their
such as humans or asari is at best inedible and at worst poisonous, discovery is then presented to the captain of the ship
most likely triggering a dangerous allergic reaction. Quarians who
they wish to join as a gift upon the quarians return.
want to taste something (other than the refined edible paste issued As well as proving they are a productive member
to all who leave on their Pilgrimage) can eat specially purified turian
of society, this ensures that the quarians maintain
cuisine.
genetic diversity by not intermarrying with the crew
Since quarians live inside suits their whole lives, being inserted into of their home ship. It is also seen as an opportunity
special suits right after birth, they are never exposed to eezo and so for quarians to experience life outside the Migrant
Fleet, to appreciate their own culture.
no quarian even develops any biotic ability.
History: Hailing from the world of Rannoch, the quarians were

Chapter 2: Character Creation

Aboard ship, quarians are used to dealing with

28

cramped conditions. It is not uncommon for all


family members to share a small living space.
Quarians place low value on personal possessions,
evaluating objects by their usefulness, and often
barter items that are not being used to the rest of
the crew via their ships trading deck. Even when
at home, quarians wear their environmental suits
at all times, partly out of caution and partly as a
psychological reaction to the lack of personal space.
Because their suits make it harder to identify
individuals, quarians have developed the habit of
exchanging names whenever they meet.
However, the environmental suits themselves
have gained a certain significance in quarian
society. Quarians do not gain their first suit until
adolescence, and being fitted with their first suit
is considered a rite of passage. After completing
their Pilgrimage, quarians will sometimes
change their suit to reflect their newfound
maturity. Linking suit environments is seen as
an intimate gesture of trust and affection.
Their technology and relations to synthetic life
have had a profound effect on quarian culture.
As a result, in contrast to other races, quarians
are reluctant to trust virtually or artificially
intelligent machines, but they are also
far more likely to treat them as if they were
living beings.
Quarians tend to refer to commanding
officers of any ships, quarian or non-quarian,
as captain, regardless of rank. Their reasoning is
that the COs decisions always carry great weight
on his/her own ship.
Economy: The quarians have a very different
economic system from the rest of the galaxy. While
credits influence what is available in Citadel space,
currency is non-existent in quarian society. Quarians
value the little space they have above all else, so no
unused items are kept to maximize space. When a
quarian has an item they do not need, they place it
in a public area, in what resembles a market. The
items available are put into storage lockers,
and those in need may simply take what
they find. Since quarian society is based
around honor and loyalty to their fellow
quarians, there is rarely disagreement.

Another means of resource income for the Fleet is from whatever


system that the Migrant Fleet is passing through at the time; the
quarians will strip-mine any promising planets for resources with welltrained efficiency. Any other races with industrial or corporate interests
in that system will often offer a gift of ships, food, or other supplies to
encourage the Fleet to leave. Usually, the Admiralty Board accepts the
gift, as the Migrant Fleet is in no position to decline resources or to
engage in open hostilities with other races.
Religion: The quarians used to practice a form of ancestor
worship. This involved taking a personality imprint from the
individual and developing it into an interface similar to a
VI. The quarians began experimenting with making these
imprints more and more sophisticated, hopefully leading
to the wisdom of their ancestors being preserved in an
imprint that could be truly intelligent. However, the
geth destroyed the quarians ancestor databanks
when they rebelled. Some quarians saw their
subsequent exile as punishment for their hubris,
but most accept that the geth rebellion was a
mistake, not a punishment. However, respect
for their ancestors is still prevalent in quarian
society.
Language: Now that the quarians are reduced
to a small, insular population they have one
common language. Such words as are known
have slipped out from intra-quarian insults.
nedas nowhere
tasi no-one
vas [ship-name] crew of
nar [ship-name] child of
keelah exclamation
keelah selai possibly a religious
statement, sometimes used in the same
terms as a benediction (see above)
boshtet curse/insult, likely being relative
to son-of-a-bitch or bastard.
Quarian names are composed of four parts
the quarians given name and clan name
separated by an apostrophe, the title (nar
means child of, referring to their birth ship,
while vas, adopted after the quarian has
completed their Pilgrimage and joined a ship,
means crew of) and the name of their vessel.

When Tali first met Shepard, for instance, she was going
by the name of her birth ship (the Rayya) because at
However, food and medicine are handled more strictly. The food
that point she had not yet completed her Pilgrimage
coming from both the Liveships and from scout ships is put into a
and was thus not yet able to join a quarian crew. Later,
central stock and distributed carefully to individuals. Outgoing food
though, she became known as TaliZorah vas Neema,
is tracked carefully, so as not to put the Migrant Fleet at risk of food
indicating that she had completed her Pilgrimage and
shortage, or worse, mass starvation. Medicine is also distributed
was welcome to join the Neema.
carefully. However, since the quarians wear their enviro-suits
everywhere, even when aboard the Migrant Fleet, they are at a very In certain formal situations, quarians appear to use
both their adult ship and childhood ship.
low risk of sickness. Controlling the flow of medicine also creates an
emergency stockpile in case of a widespread outbreak.

29

Chapter 2: Character Creation

Government: There are roughly 17 million


quarians on the Migrant Fleet (also called the
Flotilla). It is technically still under martial law but
is now governed by bodies such as the Admiralty
Board and the democratically-elected Conclave,
though ship captains and onboard civilian councils
tend to address most issues in-house before it gets
that far. Quarians are divided into several clans that
can be spread across several ships, or restricted to
one.

because the Fleet requires huge amounts of fuel. They are able to
repair what most species would melt down. This proficiency means
corporations sometimes quietly hire quarians on the side.
This unpopularity, and the fact their entire species travels and works
as one, makes most quarians quite insular, caring only about the
continued survival of the Migrant Fleet. Their nomadic life and
exclusion from the Citadel mean that the concerns of the Citadel
races dont particularly interest or impress them.

Military: In the early years, many quarian freighters were armed


and used as irregular privateers. Civilian ships still show a strong
Although the Conclave establishes civil law much as
preference for armament, making them unpopular targets for
any planet-based democracy, enforcement and trials
pirates. Though they have rebuilt their military, there are still mere
are more unique. After the flight from the geth, there
hundreds of warships to protect the tens of thousands of ships. The
were few constables to police the millions of civilians
quarian navy follows strict routines of patrol, and takes no chances.
aboard the Fleet, so the navy parceled out marine
If the intent of an approaching ship cant be ascertained, they
squads to maintain order and enforce the law. Today,
shoot to kill.
quarian marines have evolved training and tactics
For this reason, young quarians on their Pilgrimage are given code
akin to civilian police, but remain adept at combat in
the confined spaces of a starship, and fully under the phrases to repeat upon their return, as they often arrive back in
vessels they have bought or scavenged which are unknown to
command of the military.
the Flotilla. One phrase denotes a successful Pilgrimage and
Once taken into custody, the accused is brought before
the quarian navy will permit them to rejoin the Fleet; the other
the ships captain for judgment. While the ships council
alerts the navy that the quarian is returning under duress, and
may make recommendations, tradition holds that the
their ship will be immediately destroyed.
captain has absolute authority in matters of discipline.
Quarian Names: Daro, Feda, Golo, Han, Hilo, Kal, Kar, Kenn,
Most are lenient, assigning additional or more odious
Lemm, Lia, Prazza, Rael, Seeto, Shala, Tali, Veetor, Ysin, Zaal.
maintenance tasks aboard the ship. Persistent recidivists are
Quarian Clan Names: Xen, Gazu, Gerrel, Jaa, Reegar, Danna,
accidentally left on the next habitable world. This practice
of abandoning criminals on other peoples planets is a point Shal, Vael, Zorah, Hodda, Raan, Nara, Mal, Koris
of friction between the quarians and the systems they pass
Quarian Shipnames: Moreh, Idenna, Neema, Rayya, Tesleya,
through. Captains rarely have another choice; with space and
Ulnay, Tonbay, Qwib Qwib.
resources at a premium, supporting a non-productive prison
Classes: A quarian character can be of any General Class or
population is not an option. Offences that carry exile as a
penalty include murder, treason, repeated violent episodes, of the following Special Class: Quarian Machinist.
and sabotage against vessels, food stores or the Liveships
themselves. Quarians practice capital punishment; mutiny or
Quarian Racial Traits
hijacking starships is punished with execution. Exile is generally
Physical characteristics: a quarian gains a +2 bonus
the preferred punishment, as any offspring an exile may have
to Intelligence and Charisma and take a penalty of -2 to
are welcomed back to the Fleet the exiled quarian, however,
Constitution.
may not unless under very special circumstances.
Medium: As Medium creatures, quarians have no
Galactic Relations: Humans have no political relations with the
special bonuses or penalties due to their size.
quarians because the Migrant Fleet has not yet passed through
Normal Speed: Quarian speed is 30 feet.
any human-controlled area of space. Other species tend to look
Technicians: Quarians are master technicians and
down on the quarians for several reasons, the foremost of which
experts in dealing with electronics. They gain a +2
being their supposed unleashing of the geth upon the galaxy.
bonus to Repair and Electronics.
This act led to the quarians losing their embassy on the Citadel.
Quarians are often viewed as beggars and thieves.
Weakened Immune System: Quarians can only get
out of their suits in sterile and clean environments
Because of the Flotillas limited resources, quarians strip-mine the
otherwise they contract a quarian Infection. Any
systems they pass through, which often puts them at odds with
contact with unclear air, dirty surfaces or even skin
any species currently settled there. The Migrant Fleet also tends
form living creatures or plants also causes the quarian
to drop off criminals on planets it passes, because the quarians
to contract this Infection. Also, at the end of each
cannot support a non-productive prison population. However, life
battle in which the quarian takes HP damage, there
on the Migrant Fleet means quarians have unique skills. Quarians
is a 10% chance that whatever damaged the quarian
have developed an imperfect technique for recovering data from
penetrated his suit and caused a Quarian Infection.
geth memory cores. They are masters at maintaining and converting
This probability is rolled after the end of the battle,
technology, especially ship parts, and they are also expert miners

Chapter 2: Character Creation

30

during which it matter little if the quarian has had a salarian female will lay a clutch of dozens of eggs. Social rules prevent
his suit pierce because the adrenaline, and the
all but a fraction from being fertilized. As a result, 90% of the species is
suits mechanisms to inject the quarian with large
male.
amounts of antibiotics once it is ruptured, ensure
Salarians have photographic memories and rarely forget a fact. They
he never suffers from the infections effects during
also possess a form of psychological imprinting, tending to defer to
that battle. Afterwards, the infection affects him
normally. If the quarian was reduced to 0 HP, the those they knew in their youth. Salarian hatching is a solemn ritual in
which the clan Dalatrass (matriarch) isolates herself with the eggs. The
probability of being infected increases to 20%.
young salarians psychologically imprint on her and tend to defer to
Note that while it is true that quarians have very weak
her wishes.
immune systems and quickly develop and infection if
their suits are ruptured, the suits hole and area injured During the hatching of daughters, the Dalatrasses of the mother
and fathers clans are present at the imprinting. This ensures the
is very small, and the quarian quickly seals off that
portion of the suit ensuring that most infections are offspring have equal loyalty to both, ensuring the desired dynastic
and political unity.
localized to the injury and dont really cause a major
Quarian Infection.
Salarian sex drive and reproduction appear to differ from that of
Random height: male 5 0 + 2d8; female 4 11 + 2d8 humans and it is not hormone-based. They are, however, attracted
to the asari.
Random weight without suit: male 100 lb + (result
of 2d8 from height) 2d4; female 75 lb + (result of 2d8 Salarians have more cartilage in their skeletons than many other
Citadel species, such as humans.
from height) 2d4.
Suits weight: 15 lbs. This weight is added to that of
armors.

History: On their first three interstellar colonies, the salarians


planted settlements named Aegohr, Mannovai, and Jato.

The salarians were the second species to discover the Citadel,


only a few decades after the asari. They opened diplomatic
relations at once and became one of the founding species of
the Citadel Council. In a gesture of trust, the salarians opened
Salarians were the second species to join the Citadel. They
the records of one of their intelligence services, the League
are warm-blooded amphibians native to the planet SurKesh.
of One, but this quickly created problems when the Leagues
Salarians possess a hyperactive metabolism; they think fast,
members found themselves in danger as a result. The League
talk fast, and move fast. To salarians, other species seem
slaughtered the entire Union inner cabinet, but were later
sluggish and dull-witted, especially the elcor. Unfortunately,
hunted with advanced technology and a new, tranquil home
their metabolic speed leaves them with a relatively short
planet (in order to manipulate the krogan into eradicating
lifespan; salarians over the age of 40 are a rarity.
the rachni for the Council). The peaceful home planet and
Salarians are known for their observational capability and nonbetter technology put less strain on the krogan as a species;
linear thinking. This manifests as an aptitude for research and
they no longer had to worry about simply surviving on
espionage. They are constantly experimenting and inventing,
a dangerous planet with primitive technology, as they
and it is generally accepted that they always know more than
did before contact with the salarians. This comparatively
they are letting on.
easy life, combined with their exceedingly high birth
Biology: The salarians are a bipedal race of amphibians, with tall, rate, allowed the krogans the time, numbers and energy
elongated bodies suited for their high metabolism. Their heads to spread through Citadel space, aggressively claiming
are long and thin, and have a pair of horns protruding from the formerly allied planets as their own. In order to end these
top of their skulls. Salarian skin varies in color, but most have a Krogan Rebellions the salarians then provided the
turians with the genophage, a biological weapon that
shade of blue or grey. Some however are brightly colored, ranging
effectively sterilized the krogan resulting in almost all
from light red to green.
krogan pregnancies ending in stillbirth.
Salarian eyes are large, oval and have thin membranes in place of
Though their military is nothing special, salarians
eyelids. Salarians blink upwards, rather than downwards as humans
do. The pupils are a wide slit, oriented horizontally, and iris colours are currently seen as the premier intelligence and
information-gathering arm of the Council. As such they
include green, purple and brown.
are well respected, but some races, including a few
Salarians are noted for their high speed metabolism, which allows
humans, see the salarians as manipulators.
them to function on just one hour of sleep a day. Their minds and
bodies work faster than most sapient races, making them seem Culture: Salarians excel at invention, preferring to
restless or hyperactive. The drawback of this active metabolism is a use cutting-edge technology rather than settle for
anything less. For example, their GARDIAN starship
short lifespan of around 40 human years.
defenses put emphasis on high performance over
The salarians are amphibian haplo-diploid egg-layers; unfertilized
reliability even though a malfunction could cost
eggs produce males and fertilized eggs produce females. Once a year,
lives.

Salarian

31

Chapter 2: Character Creation

The salarians see information gathering and edge technologies; salarian industries are leaders in most fields. They
even spying as a matter of course when dealing
make up for a lack of military quantity by holding a decisive superiority
with other races, but this is not underhanded:
in quality.
they simply embrace the dictum of knowledge is
Religion: Salarians are not notably religious, but as free-willed sentients
power. Alliance counter-intelligence agencies are
there are exceptions. One of the less favored salarian religions (which
constantly uncovering salarian agents and cyberthe Council deems a cult) worships a goddess, and claims that a
warfare incursions, but there is little they can do to
certain pattern of overlapping craters in the southern hemisphere of
stop them.
Trelyn resembles her. Many salarians believe in a wheel of life, a belief
Normally, the rare salarian females are cloistered on
that is spreading due to the short life-spans of salarians
their worlds out of tradition and respect. Powerful
the believers claim that life cannot be so short when so
female Dalatrasses are dynasts and political kingpins.
much is left to do.
They determine the political course of their respective
Government: The salarian government, since at least
regions through shrewd negotiation. Though male
the formation of the Council in 500 BCE, is called the
salarians rise to positions of great authority in business,
Salarian Union. It is a labyrinthine web of matrilineal
academia, or the military, they rarely have any
bloodlines, with political alliances formed through
input on politics, with the exception of the salarian
interbreeding.
representative on the Citadel Council is male.
In many ways, the salarian political network
Due to their method of reproduction, salarians
functions like the noble families of Earths
have no concept of romantic love, sexual
Medieval Europe. Structurally, the government
attraction, or the biological impulses and social
consists of fiefdoms, baronies, duchies, planets,
rituals that complicate other species lives.
and marches (colonization clusters). These are
Male-female relationships are rare (due to
human nicknames, as the original salarian
the scarcity of females) and more akin to
is unpronounceable. Each area is ruled by
human friendship. Sexuality is strictly for
a single Dalatrass (matriarchal head-ofthe purpose of reproduction. Ancient social
household) and represents an increasing
codes determine who gets to fertilize
amount of territory and prestige within the
eggs, which produces more daughters
salarian political web.
to continue the bloodline. Fertilization
Approaching 100 members, the first circle of
generally only occurs after months of
a
salarians clan comprises parents, siblings,
negotiation between the parents clans,
uncles,
aunts, and cousins. The next circle
and is done for purposes of political
includes
second cousins, etc, and escalates
and dynastic alliance. No salarian would
to
well
over
1000 members. The fourth or
imagine defying this code.
fifth circle of a clan numbers into the millions.
Salarian names are quite complex. A full name
Salarian loyalty is greatest to their first circle
includes in order the name of a salarians
and diminishes from there. Their photographic
homeworld, nation, city, district, clan name
memories allow salarians to recognize all their
and given name. For example, the salarian
myriad relatives.
merchant that helped on the reconstruction
Military: In principle, the salarian military
of the human colony of Feros is named
is similar to the Systems Alliance, a small
Gorot II Heranon Mal Dinest Got Inoste
volunteer army that focuses on maneuver
Ledra, but he would be called either by his
warfare. What differentiates the salarians is
clan name, Inoste, or his given name, Ledra.
not their equipment or doctrine, but their
The salarian race also includes the Lystheni
intelligence services and rules of engagement.
offshoot. How the Lystheni are distinct
The salarians believe that a war should be won
from mainline salarians and why they are currently unwelcome
before it begins (a doctrine also espoused by
in Council space is unrevealed. Lystheni salarians may be found
some of humanitys greatest generals, such as Sun Tzu).
living among batarians, exiled quarians, and other galactic refuse at
The unquestioned superiority of their intelligence
Omega.
services allows them to use their small military to
Salarians celebrate Betau, the first day of their New Year.
maximum effectiveness. Well before fighting breaks
Traditionally, it marks the end of winter in the southern hemisphere
out, they possess complete knowledge of their
on the salarian homeworld, SurKesh. During this occasion, they
enemys positions, intentions and timetable. Their
repay debts, and petition favors from one another.
powerful intelligence network is spearheaded in the
Economy: The salarian economy is the smallest of the three Council
field by Special Tasks Groups (STG) who monitor
races, but still far larger than the Alliance. It is based on bleeding- developing situations and take necessary action,

Chapter 2: Character Creation

32

usually without the shackles of traditional laws and


procedures. This may be as simple as scouting and
information gathering, or as complex as ensuring
a conveniently unstable political situation stays
that way. The effectiveness of the STG during the
Krogan Rebellion is what provided the template
for the Council to establish their SPECTRE program
immediately afterward.

they wish to remember someone, it just pops up in their minds where


and when they met that person. When remembering other facts they
lived and experienced, they gain a +10 bonus on the Intelligence
check.
Rapid Metabolism: The salarians rapid metabolism ensures they
only need to rest for 1 hour to gain the benefits of an 8 hour rest.
Random height: male 4 10 + 2d8; female 4 8 + 2d8

Random weight: male 75 lb + (result of 2d8 from height) 2d4;


In every war the salarians have fought, they struck
female 60 lb + (result of 2d8 from height) 2d4
first and without warning. For the salarians, to know
an enemy plans to attack and let it happen is folly; to
announce their own plans to attack is insanity. They
find the human moral concepts of do not fire until fired
upon and declare a war before prosecuting it incredibly
Known for their militaristic and disciplined culture, the turians
naive. In defensive wars, they execute devastating
were the third race to join the Council. They gained their Council
preemptive strikes hours before the enemys own
seat after defeating the hostile krogan for the Council during
attacks. On the offense, they have never issued an official
the Krogan Rebellions. The turians deployed a salarian-created
declaration of war before attacking.
biological weapon called the genophage, which virtually
sterilised the krogan and sent them into a decline. The turians
Biotics are virtually unknown in the salarian military.
Those with such abilities are considered too valuable then filled the peacekeeping niche left by the once-cooperative
krogan, and eventually gained a Council seat in recognition of
to be used as cannon fodder and are assigned to the
intelligence services or even to be allowed to freely roam their efforts.
the galaxy freely. Thus salarian biotic users are kept under
Originally from the planet Palaven, turians are best known for
the strict scrutiny of the Dalarass to which they are most
their military role, particularly their contributions of soldiers
loyal.
and starships to the Citadel Fleet. They are respected for their
While capable of defending themselves against most public service ethic it was the turians who first proposed
creating C-Sec but are sometimes seen as imperialist or rigid
threats, the salarians know that they are small fish in a
universe filled with sharks. As a point of survival, they have by other races. There is some animosity between turians and
humans, largely due to the turian role in the First Contact War.
cultivated strong alliances with larger powers, particularly
with the turians. Though the relationship between the two This bitterness is slowly beginning to heal as shown by the
cooperation of the two races on the construction of the SSV
species was rocky at first due to the krogan uplift fiasco, the
Normandy but many turians still hate humans, and vice
salarians take pains to keep this relationship strong enough
versa.
that anyone who threatens them risks turian intervention.

Turian

Biology: Turians typically stand over six feet tall, have


two long, proportionately thick fingers and an opposable
thumb on each hand, each tipped with talons, and a set of
mandibles around their mouths. The most distinguishing
Salarian Names: Chorban, Ish, Jaroth, Kirrahe, Ledra, Maelon,
feature of turians is their metallic carapace, which is a
Mordin Solus, Morlan, Palon, Rentola, Saleon, Schells, Tazzik.
result of their evolution. Turian features are avian, making
them resemble humanoid birds or raptors. Turians are
Classes: A salarian character can be of any General Class or of the
also recognizable by their voices, which have a distinctive
following Special Class: Salarian Scientist.
flanging effect.
The salarian navy has sixteen dreadnoughts, which is
considerably less than the maximum they are allowed to build
according to the Treaty of Farixen.

Salarian Racial Traits

Since the Unification War, turians normally wear


elaborate facial tattoos marking their colony of origin,
Physical characteristics: a salarian gains a +4 bonus to
though it is not known which markings distinguish
Intelligence, a +2 bonus to Dexterity, a -2 penalty to Constitution
and an additional -2 penalty to another ability score other than which colony. These tattoos are usually white
particularly on turians with darker carapaces but can
Intelligence, Dexterity or Constitution.
be of various colors. As a point of interest, the turian
Medium: As Medium creatures, salarian have no special bonuses
term barefaced refers to one who is beguiling or not
or penalties due to their size.
to be trusted. It is also a slang term for politicians.
Amphibious: Salarian can breathe underwater and have a swim
Turians exhibit the characteristics of predators rather
speed of 20 ft. They can take 10 on all Swim checks even if they
than those of prey species (compare to krogan
normally couldnt.
biology). Their forward-facing alert eyes give the
Fast Speed: Salarian speed is 35 feet.
impression that they possess outstanding eyesight
Photographic memory: Salarians never forget a face. Whenever and their teeth and jaws mimic the structures

33

Chapter 2: Character Creation

possessed by apex predators such as crocodiles contact with the turians. At the Councils behest, the turians brought
or ancient, carnivorous dinosaurs. Needless to
their considerable war machine to bear on the krogan. While the
say, their talons on both their feet and hands
initial turian offensive was successful in routing many krogan warrior
seem capable of ripping flesh. Their slender bodies
bands, it provoked a massive counterattack from the krogan which
also seem to suggest that they are also capable of
devastated several turian colonies. Rather than scaring off the turians
moving at high speeds.
with this show of force, the turians only fought with more resolve to
quash the krogan utterly. Eventually, the turians implemented the
The turian homeworld, Palaven, has a metal-poor
core, generating a weak magnetic field and allowing salarian-developed genophage. Without their advantage in numbers,
the majority of krogan were subdued by 800 CE, although scattered
more solar radiation into the atmosphere. To deal
with this, most forms of life on Palaven evolved some insurgent actions would continue for decades.
form of metallic exoskeleton to protect themselves.
Their reflective plate-like skin makes turians less
susceptible to long-term, low-level radiation exposure,
but they do not possess any sort of natural armor. A
turians thick skin does not stop projectiles and directed
energy bolts. Turian blood has a dark blue coloration,
possibly from the presence of hemocyanin rather than
hemoglobin, which would fit with the biology of a
metallic exoskeleton.

By 900 CE, the turians were granted full membership on the Citadel
Council in gratitude for their service during the Krogan Rebellions.
The turian military fills the military and peacekeeping niche left by
the decimated krogan.

In 2157 CE, following Council laws in place since the Rachni Wars
which prohibited the activation of uncharted mass relays, a turian
force opened fire on explorers from an as yet unknown race:
humanity. One human starship managed to escape and warn the
Systems Alliance, which retaliated and destroyed several turian
Although life on Palaven is carbon-based and oxygenvessels. The situation quickly escalated to war.
breathing, it is built on dextro-amino acids. This places
Over the next several weeks, the outnumbered Alliance lost
the turians in a distinct minority on the galactic stage;
multiple scouting parties and patrols to turian offensives. The
the quarians are the only other sapient dextro-protein
conflict came to a head when a turian fleet broke through
race. The food of humans, asari, or salarians (who evolved
Alliance lines and besieged the human colony of Shanxi. With
in levo-amino acid-based biospheres), will at best pass
no other options, the Alliance garrison on Shanxi surrendered,
through turian systems without providing any nutrition.
and the turians proceeded to occupy the world, confident that
At worst, it will trigger an allergic reaction that can be fatal
the majority of Alliance forces had been defeated. However,
if not immediately treated. Turians have a digestive system
one month later the Alliances Second Fleet caught the turian
similar to birds and reptiles on Earth, some of whom swallow
occupiers by surprise and evicted them from the planet. Both
stones to help break down harder foods in the stomach.
sides began preparations for a protracted interplanetary war.
The lifespan of a turian is comparable to that of a human.
Before that could happen, the Citadel Council intervened
History: The turians had already discovered several mass
and revealed the galactic community to humanity. Terms of
relays and spawned colonies throughout the galaxy when peace were negotiated and the conflict effectively brought
the asari reached the Citadel. At about the time the asari
to an end. The turians were ordered by the Council to give
were forming the Council with the salarians, the turians were
heavy reparations to the Alliance for their part in instigating
embroiled in a bitter civil war. The Unification War, as it was later the conflict, known to the galaxy as the Relay 314 Incident.
named, began with hostilities between the colonies furthest
Mistrust between both races still lingers for years.
from the turian homeworld, Palaven.
Culture: Turians are noted for their strong sense of public
These colonies were run by local chieftains, many of whom had service. It is rare to find one who puts his needs ahead
distanced themselves from the Hierarchy. Without the galvanizing
of the group. Every citizen from age 15 to 30 serves
influence of the government, the colonies became increasingly the state in some capacity, as anything from a soldier
isolated and xenophobic. Colonists began wearing emblems or
to an administrator, from a construction engineer to
facial markings to differentiate themselves from members of other
a sanitation worker. Turians have a strong inclination
colonies and open hostilities became common.
toward public service and self-sacrifice, so they tend to
When war finally broke out, the Hierarchy maintained strict be poor entrepreneurs. To compensate, they accepted
diplomacy and refused to get involved. After several years of the mercantile volus as a client race, offering protection
fighting, fewer and fewer factions remained until the Hierarchy in exchange for their fiscal expertise.
finally intervened. By that time, the chieftains were too weak to
Turian society is highly regimented and very organized,
resist; they were forced to put an end to fighting and renew their and the species is known for its strict discipline and
allegiance to the Hierarchy. Though peace was restored, it took
work ethic. Turians are willing to do what needs to
several decades for animosity between colonists to fade completely.
be done, and they always follow through. They are
To this day, most turians still wear the facial markings of their home not easily spurred to violence, but when conflict is
colonies.
inevitable, they only understand a concept of total
In the midst of the Krogan Rebellions, the Citadel Council made first war. They do not believe in skirmishes or small-

Chapter 2: Character Creation

34

scale battles; they use massive fleets and numbers


to defeat an adversary so completely that they
remove any threat of having to fight the same
opponent more than once. They do not exterminate
their enemy, but so completely devastate their
military that the enemy has no choice but to become
a colony of the turians. It is theorized that another
conflict between the rapidly advancing humans and
the turians could annihilate a large portion of known
space.

courage it has displayed. A citys spirit reflects the accomplishments and


industry of its residents. An ancient trees spirit reflects the beauty and
tranquility of the area it grows in.

These spirits are neither good nor evil, nor are they appealed to for
intercession. Turians do not believe spirits can affect the world, but
spirits can inspire the living. Prayers and rituals allow an individual
to converse with a spirit for guidance or inspiration. For example,
a turian who finds his loyalty tested may appeal to the spirit of his
unit, hoping to reconnect with the pride and honor of the group. A
turian who wishes to create a work of art may attempt
The turian military is the center of their society. It is not
to connect with the spirit of a beautiful location.
just an armed force; it is an all-encompassing public
Turians enjoy absolute freedom of religion and
works organization. The military police are also
can practice whatever appeals to them so long as
the civic police. The fire brigades serve the civilian
it does not impede anyones ability to perform their
population as well as military facilities. The corps
duties. There are many practitioners of the asari
of engineers builds and maintains spaceports,
siarist philosophy. Since opening dialog with
schools, water purification plants, and power
the human Systems Alliance, some turians have
stations. The merchant marine ensures that all
embraced Confucianism and Zen Buddhism.
worlds get needed resources.
Government: The turian government, known
Other species see turians as men of action,
as the Turian Hierarchy, is a hierarchical
and they are generally regarded as the most
meritocracy. While it has great potential for
progressive of the Citadel races (though some
misuse, this is tempered by the civic duty
species believe humans are rivaling this
and personal responsibility turians learn in
position). Since their culture is based on the
childhood.
structure of a military hierarchy, changes
Turians have 27 citizenship tiers, beginning
and advances accepted by the leadership
with civilians (client races and children).
are quickly adopted by the rest of society
The initial period of military service is the
with minimal resistance.
second tier. Formal citizenship is conferred
While turians are individuals with
at the third tier, after boot camp. For client
personal desires, their instinct is to
races, citizenship is granted after the
equate the self with the group, and to
individual musters out. Higher-ranked
set aside all personal desires for the good
citizens are expected to lead and protect
of all. Turians are taught to have a strong
subordinates. Lower-ranking citizens are
sense of personal accountability, the turian
expected to obey and support superiors.
honor that other races find so remarkable.
Promotion to another tier of citizenship is
Turians are taught to own every decision
based on the personal assessment of ones
they make, good or ill. The worst sin they
superiors and co-rankers. At the top are the
can make in the eyes of their people is to
Primarchs, who each rule a colonization cluster.
lie about their own actions. Turians who
The Primarchs vote on matters of national
murder will try to get away with it, but if
importance. They otherwise maintain a handsdirectly questioned, most will confess the crime.
off policy, trusting the citizens on each level
Economy: The turian economy is vastly
below them to do their jobs competently.
larger than that of the Alliance, but cannot
Throughout their lives, turians ascend to the
match the size and power of that of the
higher tiers and are occasionally demoted to
asari. For many years, development was hampered
lower ones. The stigma associated with demotion
by cultural disinterest in economics. Only when the
lies not on the individual, but on those who
turians accepted the volus as a client race, business development
promoted him when he wasnt ready for additional
improved.
responsibility. This curbs the tendency to promote
The military is supported by a well-developed infrastructure. Volus
individuals into positions beyond their capabilities.
manufacturers have been known to produce cheap knock-offs of
Settling into a role and rank is not considered
turian equipment.
stagnation. Turians value knowing ones own
Religion: Turians believe that groups and areas have spirits that limitations more than being ambitious.
transcend the individual. For example, a military unit would be
considered to have a literal spirit that embodies the honor and

35

Turians enjoy broad freedoms. So long as one


completes his duties, and does not prevent others

Chapter 2: Character Creation

from completing theirs, nothing is forbidden. For Mehrkuri, Illo, Septimus, Sidonis, Orinia, Pallin, Lorik, Joram, Garrus,
example, there are no laws against recreational
Vyrnnus.
drug use, but if someone is unable to complete his
Turian Clan Names: Actus, Arterius, Kryik, Nazario, Oraka, Quiin,
duties due to drug use, his superiors step in. Judicial
Lantar, Talid, Vakarian.
proceedings are interventions. Peers express their
Classes: A turian character can be of any General Class or of the
concern, and try to convince the offender to change.
following Special Class: A turian character can be of any General
If rehabilitation fails, turians have no qualms about
Class or of the following Special Class: Turian Agent.
sentencing dangerous individuals to life at hard labor
for the state.
Military: Although they lack the brutality of
the krogan, the refined skill of the asari, and the
adaptability of the humans, the turian military has
formidable discipline and their fleet makes up the
single largest portion of the Citadel Fleet. Their fleet is
also allotted the single largest number of dreadnoughts
by the Treaty of Farixen, having 37 as of 2183 and 39
as of 2185, as a point to their fleets service as galactic
peacekeepers and position as the primary military arm of
the Council.

Turian Racial Traits


Physical characteristics: a Turian gains a +2 bonus to Wisdom
and Dexterity and take a penalty of -2 to Charisma.
Medium: As Medium creatures, turians have no special
bonuses or penalties due to their size.
Normal Speed: Turian speed is 30 feet.

Officers and NCOs are lifers with years of field experience.


Enlisted personnel are thoroughly trained and stay calm
under fire. Turian units dont break. Even if their entire line
collapses, they fall back in order, setting ambushes as they
go. A popular saying holds: You will only see a turians back
once hes dead.

Disciplined: Turians are extremely disciplined, gaining a +1


bonus on Will saves.
Master Militarists: The turians military training and affinity
provide them with a +2 bonus on Heavy Weapon, Knowledge
(tactics) and Piloting skill checks.
Radiation Resistance: Turians gain +4 bonus vs radiation
effects.
Random height: male 5 7 + 2d6; female 5 5 + 2d6

Boot camp begins on the 15th birthday. Soldiers receive a


year of training before being assigned to a field unit; officers
train for even longer. Most serve until the age of 30, at which
they become part of the Reserves. Even if they suffer injuries
preventing front-line service, most do support work behind
the lines.
Most turian families are said to keep small arms in their homes
and basic training includes instruction on how to create simple
firebombs that can be surprisingly effective against armored
vehicles.
Biotics are uncommon. While admired for their exacting skills,
biotics motives are not always fully trusted by the common
soldier. The turians prefer to assign their biotics to specialist
teams called Cabals.

Random weight: male 125 lb + (result of 2d6 from height)


2d4; female 82 lb + (result of 2d6 from height) 2d4.

Volus
The volus are an associate race on the Citadel with their own
embassy, but are also a client race of the turians. They hail
from Irune, which possesses a high-pressure greenhouse
atmosphere able to support an ammonia-based
biochemistry. As a result, the volus must wear pressure suits
and breathers when dealing with other species.

Because they are not physically adept compared to most


species, volus mostly make their influence felt through
trade and commerce, and they have a long history on the
Citadel. However, they have never been invited to join the
Command and control is decentralized and flexible. Individual
Council, which is a sore point for man-y volus individuals.
squads can call for artillery and air support. They make extensive
use of combat drones for light duties, and practice combined Biology: The volus homeworld Irune features an
arms: infantry operates with armor, supported by overhead ammonia-based ecology and a gravitational field
1.5 times that of Earth, as well as a high-pressure
gunships. Strategically, they are methodical and patient, and
dislike risky operations. The turians recruit auxiliary units from atmosphere. This is reflected in the physiology of the
volus themselves. The volus are unable to survive
conquered or absorbed minor races. Auxiliaries are generally light
infantry or armored cavalry units that screen and support the main unprotected in an atmosphere more suitable to
battle formations. At the conclusion of their service in the Auxiliaries, humans and other carbon-based lifeforms, and as
such require protective suits capable of providing
recruits are granted turian citizenship.
the proper atmosphere, as well as being pressurized
Tradition is important. Each legion has a full-time staff of historians
to support the volus. Traditional nitrogen/oxygen
who chronicle its battle honors in detail. The oldest have records
air mixtures are poisonous to them, and in the low
dating back to the turian Iron Age. If a legion is destroyed in battle, it
pressure atmospheres tolerable to most species,
is reconstituted rather than being replaced.
their flesh will actually split open.
Turian Names: Tonn, Saren, Chellick, Nihlus, Kuril, Lilihierax,

Chapter 2: Character Creation

36

History: The volus were the third race to post an in all foreign policy matters and providing auxiliary troops to the turian
embassy to the Citadel after the asari and salarians,
armed forces. They still maintain an embassy on the Citadel, making
in exactly 200 BCE (according to Citadel records
them an associate species of the Council, though they currently share
accessed through Avina, outside the Embassies). The
their embassy with the elcor.
volus mercantile prowess made them instrumental
Military: The volus are not physically cut out for combat, be it a
in developing a stable galactic economy. They
full-scale war or even a bar room scuffle. As such, they are highly
authored the Unified Banking Act, which established
dependent on the turians for defense, although the volus themselves
the credit as the standard currency of interstellar
do provide some auxiliary troops to the Hierarchy. The volus will
trade, and the volus continue to monitor and balance
support the turians in any war they might pursue, and the turians will
the galactic economy even today. After first contact
do the same for the volus.
with the turians during the Krogan Rebellions in the
Possibly for this reason, volus weaponry tends to be utilitarian rather
first millennium CE, the volus petitioned for client
than high-grade. Some volus manufacturers specialise in cheaper,
status within the Turian Hierarchy.
lower-grade copies of expensive turian equipment.
Despite their important contributions to the Citadel
Volus prefer airpower in conflicts, counting on turians for ground
and galactic society, they have never been offered a seat
support. They maintain several flotillas of heavy-bomber frigates
on the Council. This is a source of anger for some volus,
particularly the volus ambassador Din Korlack. Council capable of warfare in any atmosphere.
races need to have provided some extraordinary service
The volus have only produced one dreadnought, the
to the Citadel, such as the turians military support
Kwunu, named after the diplomat who negotiated
during the Krogan Rebellions. Council races also
their client-race status with the turians. The Kwunu is
need to provide fleets, resources, and economic
the only volus ship of its class, but it is remarkably
aid in case of disaster, none of which
well-armed. Its broadside cannons and main
the volus are capable of.
gun are all Thanix Magnetic-Hydrodynamic
Weapons. A turian general touring
Recently, the volus (through
the Kwunu after its maiden
the Turian Hierarchy) have been
system-voyage
enthusiastically
negotiating with the Systems
declared that the ship could char
Alliance over colonisation rights
a planet three times over. While
to Patavig. These negotiations
its construction was funded
have been running smoothly thus
entirely by the Elkoss Combine
far.
corporation, the dreadnought
Culture: Volus culture is dominated by
was jointly gifted to the Vol
trade, whether it be of land, resources,
Protectorate
and
Turian
or even other tribe members. The
Hierarchy upon completion.
volus have a reputation as traders and
Volus Names: Barla Von, Din
merchants, and many, such as Barla
Korlack, Doran, Han Olar, Jahleed, Pitne
Von, work as some of the best financial
For, Dakni Kur, Niftu Cal
advisers in Citadel space. Due to the
volus not being physically adept, they
tend not to be violent, and can even
Volus Racial Traits
seem overly-pacifistic and cowardly to
Physical characteristics: a volus gains a +2
other, more militant species. Their inability to
bonus
to Intelligence, +2 to Wisdom, and -2 to
provide adequate soldiers for themselves and
Strength.
the Citadel is a primary reason for not yet
Small: As Small creatures, Volus add +1 to
being inducted into the Council.
their attack and their defense and +4 to their
Volus have two names but no family names.
hide checks due to their size.
According to volus sensibilities you cannot
own a
Slow Speed: Volus speed is 20 feet.
person, so using a family name would essentially be laying claim to
their offspring. Possibly because of their tribal origins, volus tend to
Low-light vision.
refer to members of other races by their source world rather than
Shrewd Negotiator: Volus add their Intelligence
species name (i.e. Earth-clan instead of human).
modifier as a bonus to their Charisma-based skills
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 falling under the protective umbrella of the turian military,
the volus pay a tax to the Hierarchy, as well as deferring to the turians

37

whenever money is involved. In addition they always


treat Knowledge (business) as a class skill, even if
their class does not have such skill as class skill, and
gain a +2 racial bonus on it.
High Pressure Suit: Whenever the volus

Chapter 2: Character Creation

is damaged by a critical hit, while not protected set of advantages and disadvantages. The vorcha have clusters of nonby Shields or Plating, his suit is ruptured causing
differentiated cells, similar to those found on the Planarian worm of
it to decompress (multiple critical hits do not
Earth. These cells allow the vorcha limited regenerative abilities, as well
stack). The Volus must then make a Repair DC 15,
as the ability to adapt quickly to its environment, such as developing
spending 1 action in the process, as well as one
thicker skin after being burned or increased musculature to survive in
Repair Kit. For each action (including the ones
high gravity. When a vorcha is injured or in distress, these cells move
spent repairing the suit) the volus takes 1d6 damage
to the affected area and rapidly (~1 week) mature to specialized forms
from decompression, done directly to his HP. Other
that will alleviate the issue.
characters can repair the suit instead of the Volus,
but they must make the same check, spend the A vorcha that is cut or burned will adapt to have thicker skin. The
lungs of a vorcha placed in a barely-breathable atmosphere will
actions normally, spend one Repair Kit, and must be
adapt to better use the gases there. A vorcha subjected to high
adjacent to the volus.
gravity will quickly develop stronger heart and leg muscles. NonIf this damage sends the Volus to 0 or lower HP, he falls
differentiated vorcha cell clusters do replenish themselves, but
unconscious and is forced to make a Fortitude save
the process is slow. Generally vorcha can only adapt to a single
DC 10. Failure indicates the Volus did not managed to
environment within their brief lives. However, what cells are
resist the continuous effects of decompression and dies.
replaced allow them to heal rapidly, and even regrow lost limbs
Success means he is able to resist the decompression
over a period of months.
and does not die that round. Each additional round while
However, as a consequence of this, the vorcha
the suit is ruptured forces the Volus to make one new
as
a species no longer evolve as other
Fortitude save. The DC increases +1 for each round, and
races do. The vorcha equivalent
this increase is cumulative.
of
DNA
has
remained
Although the suit weighs 15 lbs, the Volus
unchanged for millions of years.
have had thousands of years of getting used
There is no need for them to
to move around in mechanized pressure
evolve as a species when they
suits so they ignore the effects of the
can adapt as individuals.
suits weight, not counting it for carrying
History: The vorcha originate
capacity purposes.
from a small, hostile, overcrowded
Small arms: Due to their size, volus
planet which has been largely stripped
cannot use weapons designed for
of natural resources by successive
Medium or larger creatures. They can
generations of this fast-breeding, savage
only use weapon designed for Small
species. The lack of resources has resulted in
creatures.
a tight-knit, clan based society in which rival
Random height: male 39 + 2d4;
clans wage constant war against one another
female 37 + 2d4.
for control of scarce resources. Even as their
Random weight: male 75 lb + (result of
population grows, the vorcha constantly
2d4 from height); female 70 lb + (result of 2d4
fight each other in fierce competition over
from height).
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.
Known for their unique biology and aggressive
In 2185, some vorcha on Omega allied themselves
behavior, the vorcha are a primitive race that
with
the Collectors, in an attempt to raise their quality
live among the galaxys darker and more
of
life.
dangerous locations, such as Omega. Many
vorcha are trained by the krogan Blood Pack
Culture: Vorcha society is built around combat. In
as mercenaries due to their savage nature and
fact, the vorcha use combat, both singly and in
adaptability to different environments. The rest
groups, as their default form of communication
of galactic civilization regards them as pests
resulting in their communications being primarily
and scavengers, and their presence is generally
non-verbal. The vorcha are a clan based people who
seen as a blight.
prefer living in communal environments with others
of their species to living alone or in the company of
Biology: The vorcha are the shortest-lived sapient species
currently known, with an average lifespan of only 20 years. The alien races. When a clan population grows too large,
vorcha are known for a rather unique biology that differentiates younger members will depart to start a new clan
them from other known species and which carries with it a striking elsewhere. The vorcha are extremely aggressive,
both against rivals of their own species and against

Vorcha

Chapter 2: Character Creation

38

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.

Natural Immunities: Vorcha are immune to any disease.


Resistant to Damage: Vorcha are naturally resistant to damage
so they do not suffer from the penalty from wearing no armors (see
Equipment chapter). In addition, when wearing no armor, they gain
DR 1.
Enhanced Regeneration: A vorcha has a regeneration rate of 1.
This regeneration also allows them to regenerate organs in a rate of
1 organ per week and regenerate limbs and broken bones in a half
of the normal time.

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.

Enrage: Once per encounter, a vorcha can enter in an enraged state


with 1 action. When he does so, his base regeneration increases to a
number equal to Constitution modifier and gains Plating equal to
1/2 vorcha level + Constitution score (not modifier). This enraged
state lasts until the end of the encounter but can only be used
after the Vorcha has taken damage to his HP.
Naturally Stealthy: Vorcha characters are specialists in hiding
away from other characters, especially when those are more
powerful than the vorcha. It was thanks to this affinity to hiding
that vorcha manage to get just about anywhere undetected.
They gain a +5 bonus on all Move Silently and Hide checks.

Vorcha Names: Narl, Kreete

Vorcha Racial Traits


Physical characteristics: a vorcha gains a +2 bonus
Dexterity and Constitution and takes a -2 penalty to
Charisma and Wisdom and a -4 penalty to Intelligence.
Medium: As Medium creatures, vorcha have no special
bonuses or penalties due to their size.
Normal Speed: Vorcha speed is 30 feet.
Nighvision: Vorcha characters possess nighvision up to 30
ft.

Physical Adaptability: Due to the vorchas special biology,


they are able to adapt themselves to the environment
they grew up in, effectively gaining different bonuses and
penalties, becoming different individuals depending on the
environments they live in. These bonuses can only be gained
by a vorcha that has spent over 2 years living in the same
place. Vorcha characters are not forced to take these bonuses
and penalties, they are optional but can greatly change the
character.
Random height: male 5 4 + 2d4; female 5 2 + 2d4
Random weight: male 110 lb + (result of 2d4 from height)
2d4; female 95 lb + (result of 2d4 from height) 2d4.

Environment

Bonuses gained

Slums of a station/city

+5 bonus on Search checks, -1 penalty on Charisma-based skills except Intimidate

Low-gravity environment of 0.8 +2 bonus to Dexterity, -2 penalty to Strength


G or less (such as a space station)
High-gravity environment of 1.2 +2 bonus to Strength, -2 penalty to Dexterity
G or higher
Toxic environment

Immunity to poisons, -2 penalty to Spot and Search checks.

Hot
environment
(average +2 bonus on saves against hot temperature environment effects and hazards and fire-based powers
temperatures higher than 50 C) like Incinerate or Incendiary Ammo. Take 1 less point of damage from fire-based damage sources (like
Incendiary Ammo). Opposite effect against cold-based effects, hazards, powers.
Cold environment (average +2 bonus on saves against cold temperature environment effects and hazards and cold-based powers
temperatures below 5 C)
like Cryo Blast or Cryo Ammo. Take 1 less point of damage from fire-based damage sources (like Cryo
Ammo). Opposite effect against fire-based effects, hazards, powers.
High-radiation environment

+4 bonus on saves vs. radiation effects. Reduce amount healed to the vorcha, by the use of First-Aid, by
5.

Well educated and/or culturally +2 bonus to Intelligence, +2 bonus to Charisma, -2 penalty to Constitution, -2 penalty to Dexterity
rich environment
Violent clan or gang

39

Increase DR when using no armor by 1, can use enrage one extra time per encounter, -2 penalty to
Charisma

Chapter 2: Character Creation

Vital Statistics
This section offers advice on how to determine vital
statistics for your character, such as age, weight
and height. Start with some idea of your characters
background and personality, and use that to help you
add the details. Note that you arent forced to follow
the rules presented in this section, but if you wish to
avoid them, talk with your GM first.

Height and Weight


Choose your characters height and weight from the ranges mentioned
in the appropriate race description (see Races chapter). Think about
what your characters abilities might say about his or her height and
weight. A weak but agile character, she may be thin. A strong and
tough character, she may be tall or just heavy.

Alternatively, roll randomly for your characters height and weight


as given in the Random Weight and Random Height on each races
Racial Traits. The dice roll given in the Height Modifier determines
the characters extra height beyond the base height. That same
number multiplied by the dice roll or quantity given in the Weight
Modifier determines the characters extra weight beyond the base
Name and Gender
weight. For example, Charn Haddah (a male batarian) has a height
Invent or choose a name that fits your characters race
of 4 feet 10 inches plus 2d10 inches. Charn rolls 2d10 and gets a
and class. The Races chapter contains some examples
result of 8, so Charn stands 5 feet 6 inches tall. Then he uses that
of several races names. A name is a great way for you
same roll, 8, and multiplies it by 2d4 pounds. His 2d4 roll is 7, so
to start thinking about your characters background. For
Marduk weighs an extra 56 pounds (8 7) on top of his base 125
instance, a krogans name might be the name of a krogan
pounds, for a total of 181 pounds.
warlord, and your character may be striving to live up to
his name.
As for gender, your character can be either male or female.

Looks

Decide what your character looks like using the descriptions


of the various races in the Races chapter as a starting point.
Age
Characters with high Charisma scores tend to be better-looking
You can choose or randomly generate your characters than those with low Charisma scores, though a character with
age. If you choose it, it must be at least the minimum age high Charisma could have strange looks, giving him or her a
sort of exotic beauty.
for the characters race and class (see the table below).
Your characters minimum starting age is the adulthood
Your character can be right or left-handed.
age of his or her race plus the number of dice indicated in
You can use your characters looks to tell something about his
the entry corresponding to the characters race and class on
or her personality and background.
that table. For example, a drell Infiltrator must be at least 15
years old (adulthood age 13 plus 2, because the entry for a
Personality
drell infiltrator is +2d4). Alternatively, refer to the table below
and roll dice to determine how old your character is. A drell
Decide how your character acts, what she likes, what she
infiltrator randomly generated starting age, for example, is
wants out of life, what scares her and what makes her
13+2d4 years.
angry. Race and alignment are good places to start when
thinking about your characters personality, but they are
With age, a characters physical ability scores decrease and his
or her mental ability scores increase. The effects of each aging bad places to stop.
step are cumulative. However, none of a characters ability scores
A handy trick for making an interesting personality for
can be reduced below 1 in this way. For example, when a human
your character is including some sort of conflict in her
reaches 40 years of age, his Strength, Dexterity, and Constitution
nature. For example, Charon may act according to a
scores each drop 1 point, while his Intelligence, Wisdom, and Paragon behavior, but hes a little greedy, too. He may be
Charisma scores each increase by 1 point. When he becomes 80
tempted to steal if he can justify it to himself.
years old, his physical abilities all drop an additional 2 points, while
his mental ability scores increase by 1 again. So far he has lost a Your characters personality can change over time.
total of 3 points from his Strength, Constitution, and Dexterity Just because you decide some basic facts about your
scores and gained a total of 2 points to his Wisdom, Intelligence, characters personality upon creation doesnt mean
you need to abide by those facts as if they were holy
and Charisma scores because of the effects of aging.
writ. Let your character grow and evolve the way real
When a character reaches venerable age, the GM secretly rolls
people do.
his or her maximum age, which is the number from the Venerable
column on the next table, plus the result of the dice roll indicated See Character Morality, below, for further information.
on the Maximum Age column on that table, and records the result,
which the player does not know. A character who reaches his or her Background
maximum age dies of old age at some time during the following year,
Decide what your characters life has been like up
as determined by the GM.

Chapter 2: Character Creation

40

Race

Adulthood

Krogan Battlemaster,
Soldier, Turian Agent, Vanguard

Asari Adept, Asari Huntress,


Engineer, Infiltrator, Quarian
Machinist, Sentinel

Adept, Asari Scientist,


Salarian Scientist

Asari

80 years

+2d8

+3d8

+7d6

Batarian

15 years

+1d6

+2d6

+3d6

Drell

13 years

+1d4

+2d4

+3d4

Elcor

20 years

+3d6

+5d6

+7d6

Human

16 years

+1d6

+2d6

+3d6

Krogan

100 years

+2d8

+4d8

+6d8

Quarian

14 years

+1d4

+2d4

+3d4

Salarian

10 years

+1d2

+1d3

+2d3

Turian

16 years

+1d8

+2d8

+2d10

Volus

14 years

+1d4

+2d4

+3d4

Vorcha

3 years

+1d2

+1d3

Middle Age

Old

Venerable

Race

+1d4
3

Maximum Age

350

700

+3d% years

Batarian

40

80

100

+5d10 years

Drell

30

50

65

+3d10 years

Asari

Elcor

40

100

150

+1d% years

Human

40

80

100

+5d10 years

Krogan

400

750

920

+3d% years

Quarian

35

65

85

+2d20 years

Salarian

18

28

38

+2d10 years

Turian

40

80

100

+5d10 years

Volus

28

46

60

+3d8 years

Vorcha

10

14

18

+1d4 years

At middle age: 1 to Str, Dex, and Con; +1 to Int, Wis, and Cha
At old age: 2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At venerable age: 3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Asari have different stages: Adulthood equals the Maiden stage, Middle Age the Matron stage and the Old Age the Matriarch stage.
They possess no stage for a Venerable Age equivalent thus they suffer no penalties and gain no bonuses from such age.

until now. Your characters background should reflect your


choices during the character creation process, such as the
selection of skills, feats, class, race, etc. Here are a few questions
to get you thinking:
In which planet was your character born?
If not in a planet, in which space-station or ship?
Did your character had any friends while growing up?
How did he decide to live his current life?
How did she acquire her class? A soldier, for example, might have
been in the militia, or he may have trained in a military school.
How did he get his starting equipment? Did he assemble it piece
by piece over time? Do any of his personal items have special
significance to him?
Whats the worst thing thats ever happened to him?
Whats the best thing thats ever happened to him?
Does your character have any relatives?

41

Are your characters parents still alive?


What jobs to they hold?
Does he stay in contact with his family? What do his
relatives think of him?
How was your characters childhood?
Did he ever lose anyone dear to him?
If your character has a ship, how did he acquire it?

Character Morality
In a varied galaxy, and in the midst of both terrible and
amazing events, the concepts of good and evil have
lost most of the importance they once held. People
became more focused on the present and how to
succeed and less in such abstract concepts. But

Chapter 2: Character Creation

that doesnt mean that morality lost its importance.


Act based on racism: 1d3 Renegade points.
Although there is no written code of laws that
Kill based on racism: 1d6 Renegade points.
imposes behavior and morality into all, there is
Kill or torture a prisoner: 1d4 Renegade points.
a sense of a code of conduct that many respect
Kill or torture a civilian: 1d6 Renegade points.
and break on occasion, which is a major factor to
ensure peace and acceptance within Citadel Space.
Sacrifice someone important, or several people, just to benefit
Thus, a characters morality is measured by Paragon
yourself: 1d8 Renegade points.
and Renegade points, with Paragon representing a
characters tendency to respect that code of conduct
Paragon and Renegade points are tracked on different scales. A
and Renegade representing a characters affinity to
good action will not make up for an evil one; therefore, being nice
ignore that code.
occasionally will not stop people from fearing a killer or remove the
That code of conduct is similar to the one applied
reputation of an unsympathetic heel, but nor will the occasional
in Earth:
brutal action significantly damage the reputation of an otherwise
Dont disrespect your superiors.
upstanding soldier.
Dont mistreat those below you.
Dont act, or assault, an innocent or defenseless
person.
Dont use force when diplomacy may wield the same,
or better, results.
Treat others with compassion.
Dont tell big lies.
Dont be ruthless.

This code of conduct exists separately from the law. Sometimes


the law may require a Paragon behavior character to act in a
Renegade way. This is to say that while being mindful of your
characters morality is important, it is no less important to be
mindful of the laws, especially the Citadel Laws. Dont think that
just because you extracted vital information from a prisoner,
through torture, that you wont be condemned for using such
violent method (unless you have some form of special clearance
to perform such interrogations).

Dont be extremely selfish.


Obey the law.
Punish the wicked but only when handling them to the
authorities is not possible.
Be merciful whenever possible.
Respect all.

Please note it is true that this code of conduct is applicable


to Citadel Law but not everyone sees it the same way. For
example, krogans, although under Citadel Law, respect more
those that use brute force to solve their problems instead
of diplomacy. And outside Citadel Space, for example the
Terminus Systems, a Renegade-type character is likely to be
more respected.

Etc.

There is a maximum number of 125 points a character can


gain in either scale, Paragon or Renegade.

Paragon and Renegade points are awarded in important,


critical or too trivial situations, where the characters behavior Additionally, characters start the campaign with a number
is likely to have a higher impact both on himself and on others.
of points, to be divided as they desire between both scales,
It is hard to determine how many points should be awarded at
that depends on their age category:
every time but that should always depend with the severity of
If they are in Adulthood, they start with 20 points;
the characters behavior (but usually never than +5 points for
If they are in Middle Age, they start with 40 points;
each situation). For example, a character beating down a prisoner
to extract information may gain +1 or +2 points in Renegade but
If they are in Old age they start with 60 points;
if that character were to insult the Citadel Council, in their faces,
If they are in Venerable age they start with 80 points.
and make a scene in the Citadel Tower, he would likely gain +5
Renegade points.
Another good way to determine how many Paragon or Renegade
points a character gains, without having that determined by the
GM, is to have characters roll a dice to determine that number. It
would be up to the GM to determine which dice they should roll,
but here are a few examples:
Helping an injured soldier with Medi-Gel: 1d3 Paragon points.
Helping a dying civilian with Medi-Gel: 1d4 Paragon points.
Be willing to face a situation, with odds against you, to purposely
save someone important, or save several people: 1d6 Paragon points.
Selflessly help someone, by spending some of your own resources:
1d3 Paragon points.

Chapter 2: Character Creation

Classes
A characters class is one of a characters most defining
features. It is the source of most abilities, skills, and
feats, and these help give characters a unique and
valuable role in any group, as well as in the universe.
Classes depend on the race a player chose for her
character. Some races cannot use biotics so they
cannot take levels in classes that provide biotic
powers. Other races might provide a different

42

training to certain classes.

Character Advancement

amount of biotic points to use and if there are no more points available
no biotic powers can be used.
Tech points: Classes with the ability to use tech powers provide that
which is called by Tech Points. Each tech power costs a certain amount
of tech points to use and if there are no more points available no tech
powers can be used.

As player characters successfully overcome the


challenges set before them, they gain valuable
experience that ultimately leads to greater powers
Special and other class benefits: Each Class Progression table provides
and abilities. This progression is represented by a
a column of special abilities unique to each class.
simple experience system that rewards characters for
facing challenges, defeating enemies, disarming traps,
Some classes provide other level bonuses in the form of columns
and accomplishing story goals. As experience points
but are later described in the class description. Refer to each class
accumulate, characters advance in level, gaining new
description for more information.
abilities, feats, skills, and other class-related powers.
Weapon, Armor and Ammo Proficiency: Whenever a character gains
The rate of this advancement depends on the type of
the 1st level of a given class, he also gains a number of proficiencies
game that you and your GM would like to play. Some
with armor and weapons, representing the train he had with such
prefer a fast-paced game, where characters gain levels
equipment up to the point he entered the class. Regardless of
every few sessions, while others prefer a game where
training, cumbersome armor interferes with certain skills (such as
advancement occurs less frequently. In the end, it is up to
Climb). See Skills and Equipment chapters to learn more about
your group to decide what rate fits best.
armor penalties to. Characters can become proficient with other
weapon or armor types by acquiring the appropriate Armor
Class And Level Bonuses
Proficiency (light, medium, heavy) and Weapon Proficiency
(pistols, sub-machingun, shotgun, assault rifle, sniper rifle) feats.
Each class provides certain bonuses that are applied to
many rolls as modifiers and that grant additional abilities. See Feats chapter to learn more about this.
These level bonuses are the following:

Base Save Bonus: Each class provides a Base Save Bonus to Level Dependant Benefits
saving throws, which can be seen under the columns Fort,
In addition to attack bonuses and saving throw bonuses, all
Ref and Will. The columns represent a base save bonus to
characters gain other benefits from advancing in level. Those
Fortitude saving throws, Reflex saving throws and Will saving
benefits are the following.
throws, respectively, and those bonuses are added to a saving
XP: This column on the table below shows the experience
throw roll. If the Base Save Bonus ends, at 20th level, with
point total needed to attain a given character level that is,
a +6 bonus, it is considered a poor base save progression
the total of all the characters level in classes. (A characters
otherwise it is considered a good base save progression.
level in a class is called his or her class level.) For any character
Base Attack Bonus (BAB): Each class provides bonuses to
(including a multiclass one), XP determines overall character
attack rolls, which is known as Base Attack Bonus. This bonus
level, not individual class levels.
is added normally to attack rolls. Base Attack Bonus that end
Class Skill Max Ranks: The maximum number of ranks
up, at level 20th, with a +20 bonus are considered good BAB
a character can have in a class skill is equal to his or her
progression, while the progression that provides a BAB of +15 at
character level + 3. A class skill is a skill frequently associated
20th level is considered average and the one that ends with just
with a particular class. Class skills are given in each class
+10 at 20th level is considered poor.
description in this chapter. A class skill rank is bought with
Hit Dice (HD): This represents the type of die, provided by every
one skill point. Each class description presents a list of Class
class, to determine the number of Hit Points gained with each
Skills and the number of skill points each level of the class
new level. A character rolls one Hit Dice each time he or she gains provide. Also, see the Skills chapter for more information.
a new level, then applies any Constitution modifier to the roll,
Cross-Class Skill Max Ranks: For cross-class skills (skills
and adds the result to his or her hit point total. Thus, a character
not associated with a characters class), the maximum
has the same number of Hit Dice as levels. For his or her first Hit
number of ranks a character can have is one-half the
Dice, a 1st level character gets the maximum hit points rather than
maximum number for a class skill. Cross-Class Skill ranks
rolling (Constitution modifiers, positive or negative, still apply). The
are bought with 2 skill points. The player can choose
minimum hit points a character gains with each level is 1, even if
to spend only 1 skill point, thus gaining 1/2 ranks.
the character had a negative Con modifier that would reduce that
These 1/2 ranks dont improve skill checks, they merely
number to 0 or below.
indicate the character is training to improve that skill,
Changes in the Constitution modifier will affect the number of hit and thus he is allowed to make checks of such skill
points gained with each level attained henceforth and will also work
if those checks would require training. All skills not
retroactively, changing the number of hit points gained with the
presented in the Class Skill list, found in every class
Constitution modifier at each previous level.
description, are considered cross-class skills.
Biotic points: Classes with the ability to use biotic powers provide Feats: Every character gains two feats at 1st level
that which is called by Biotic Points. Each biotic power costs a certain
and at every two levels (3rd, 5th, 7th, 9th, 11th,

43

Chapter 2: Character Creation

Character Level

XP

Skills Max Ranks

1st

2nd

1000

3rd

3000

4th

6000

5th

10000

6th

16000

7th

24000

10

8th

36000

11

9th

52000

12

10th

76000

13

11th

110000

14

12th

160000

15

13th

220000

16

14th

320000

17

15th

440000

18

16th

640000

19

17th

890000

20

18th

1300000

21

19th

1800000

22

20th

2600000

23

Feats

Ability Score Increases

Unique Specializations

1st and 2nd


3rd

1st
1st

4th
2nd
5th
2nd
6th

3rd

7th
4th

3rd

8th
9th

5th
4th

10th
6th
11th
7th

5th

specializations with Biotic powers. These specializations are


gained at certain levels meaning that when a character reaches
Ability Increases: Upon attaining levels 3rd,6th, 9th, 12th, that level, he can advance one rank in the specialization of a
15th, 18th and 20th, a character increases one of his or her power. The same applies for ammo, although additional ranks
in an ammo specializations can only be gained by spending
ability scores by 1 point, as it was stated in the Ability Scores
chapter. The player chooses which ability score to improve. The Tech, Biotic or Combat specializations to increase ranks in
Ammo powers (see Ammo powers).
ability improvement is permanent.
13th, 15th, 17th and 19th level). See Feats chapter for more
information about feats.

Unique Specializations: This type of specialization is what


makes each character different from those of its class. Unique
Specializations are gained at specific levels (4th, 8th, 12th, 16th
and 20th), regardless of class, and when gained the character
can select one of the following benefits:

Starting level 4th, and every four levels thereafter, the


character also gains one Unique Specialization.

Experience And Levels

Experience points (XP) measure how much your character


has learned and how much he or she has grown in
personal power. Your character earns XP by defeating
opponents, finishing quests and for any other reasons
the GM sees justifiable to grant XP to the characters.
Characters accumulate XP from one adventure to
another. When a character earns enough XP, he or she
If the character uses a Unique Specialization to gain the rank 1
attains a new character level. See the beginning of this
of a power he hadnt possessed yet, that power becomes unique chapter to learn the quantity of XP necessary to attain
for him and he can now use any specialization provided by his class
each character level.
to gain ranks in that power (regardless of the type of power, Biotic/
Advancing a Level: When your characters XP total
Tech/Combat and the type of specialization the class provides). He
reaches at least the minimum XP needed for a new
must still meet the prerequisites in order to gain the rank.
character level, he or she goes up a level. Going up
Unique Specializations can also be used to gain a feat to which the
a level provides the character with several immediate
character meets the prerequisites.
benefits (see below).
Specializations: Classes grant specializations in different things. While
Training and Practice: It stands to reason that a
a Soldier gains specializations in Combat powers, an Adept gains character would have to spend some time, between
Unique Specializations allow a character to gain one rank in a
Combat, Tech or Biotic power to which he meets the prerequisites.
The character gains the rank in that power regardless of whether
his class grants him specializations to advance in that power
or not. However, Unique Specializations do not provide tech or
biotic points.

Chapter 2: Character Creation

44

adventures, to practice his skills and train in order


to become able to perform the abilities he will gain
with each level increase. Realistically speaking, it
would be impossible for a character to gain a certain
benefit, such as a feat, with future levels if he does
not spend time training for that benefit. In order to
make the game easier and faster, this training time
required to learn and gain a benefit isnt considered
and not required to gain levels. Some GMs, however,
may impose this training time and force characters to
take breaks between adventures and quests.

Level Advancement
Each character class description
includes a table that shows how the
class features and statistics increase
as a member of that class advances in
level. When your character attains a
new level, make these changes.

gains specializations with Biotic powers. These specializations are


gained at certain levels meaning that when a character reaches
that level, he can advance one rank in the specialization of a power.
The same applies for ammo, although additional ranks in an ammo
specializations can only be gained by spending Tech, Biotic or
Combat specializations to increase ranks in Ammo powers (see
Ammo powers).
8. Class Features: Check your characters class description in this
chapter for any new capabilities your character may receive. Many
characters gain special attacks or new special powers as they
advance in levels.

Class Descriptions
Each class and their descriptions are presented within the
following pages.

Adept

The Adept is the ultimate biotic, able to


1. Base Attack Bonus: The table
affect the physical world with the power of
presents the total BAB for a given level,
the mind. Adepts are durable and powerful
it is not added to previous values.
manipulators of mass effect fields; they
2. Base Save Bonuses: The table presents the
can use biotics to violently manipulate
total Base Save for a given level, it is not added
objects
in the environment, including nearby
to previous values.
enemy targets. This grants them enormous
3. Ability Score: If your character has just
advantages in combat and allows them to
attained 3rd, 6th, 9th, 12th, 15th, 18th or 20th
perform tactics and movements that would
character level, choose one of his or her ability
otherwise be impossible.
scores and raise it by 1 point, as it was stated at
the Abilities chapter.
Adepts possesses nearly all biotic abilities, but can
only equip light armor, and may only gain specialist
4. Hit Points: Roll a Hit Dice, add your
training with pistols. They also possess no tech abilities.
characters Constitution modifier, and add
the total roll to his or her hit points. Even
An adepts training passes through the training of the
if the character has a Constitution penalty
mind and personality, so they have all knowledge and
and the roll was so low as to yield a result
perform as class skills.
of 0 or fewer hit points, always add at least 1
Starting Credits: 1000 + 5d4 20 (average 1240)
hip point upon gaining a new level. Remember
that changes to the Constitution modifier work
Game Rule Information
retroactively when determining hit points
gained with each level due to Constitution.
Adepts have the following game statistics.
5. Skill Points: Each character gains skill points to spend
Abilities: Adepts benefit from high Wisdom and
on skills as detailed in the appropriate class description.
Charisma
scores, which improves their biotic abilities.
Your characters Intelligence modifier affects the
Hit Dice: d6
number of skill points he or she gets at each level. This
rule represents an intelligent characters ability to learn faster
over time. Use your characters current base Intelligence score,
Class Skills
including all permanent changes (such as inherent bonuses,
ability loss, or an Intelligence increase gained at step 3, above) but The Adept class skills (and the key ability for each skill)
not any temporary changes (such as ability damage, or bonuses are Balance (Dex), Biotics (Wis), Jump (Str), Knowledge
gained from powers or items), to determine the number of skill (all, taken individually) (Int), Perform (all, taken
individually) (Cha) and Research (Int).
points you gain.
6. Feats: Upon attaining 3rd level and at every two level thereafter Skill Points at 1st Level: (6 + Int modifier) 4
(5th, 7th, 9th, 11th, etc.), the character gains one feat of your choice.
Skill Points at Each Additional Level: 6 + Int modifier.
The character must meet any prerequisites for that feat in order to
select it.
Class Features
7. Specializations: Classes grant specializations in different things.
While a Soldier gains specializations in Combat powers, an Adept All of the following are class features of the

45

Chapter 2: Character Creation

Level

Base Attack Bonus

Fort

Ref

Will

Biotic Points

+0

+0

+0

+2

+1

3 Biotic Specialization

+1

+0

+0

+3

+2

2 Biotic Specialization

+1

+1

+1

+3

+3

Biotic Specialization

+2

+1

+1

+4

+4

2 Biotic Specialization

+2

+1

+1

+4

+5

Biotic Specialization

+3

+2

+2

+5

+6

2 Biotic Specialization

+3

+2

+2

+5

+7

Biotic Specialization

+4

+2

+2

+6

+8

2 Biotic Specialization

+4

+3

+3

+6

+9

Biotic Specialization

10

+5

+3

+3

+7

+10

2 Biotic Specialization

11

+5

+3

+3

+7

+11

Biotic Specialization

12

+6

+4

+4

+8

+12

2 Biotic Specialization

13

+6

+4

+4

+8

+13

Biotic Specialization

14

+7

+4

+4

+9

+14

2 Biotic Specialization

15

+7

+5

+5

+9

+15

Biotic Specialization

16

+8

+5

+5

+10

+16

2 Biotic Specialization

17

+8

+5

+5

+10

+17

Biotic Specialization

18

+9

+6

+6

+11

+18

2 Biotic Specialization

19

+9

+6

+6

+11

+19

Biotic Specialization

20

+10

+6

+6

+12

+20

2 Biotic Specialization

Adept Class Progression Table

She can only apply specializations, to increase ranks, on Biotic


powers to which she meets the prerequisites.

Adept.
Weapon, Armor and Ammo Proficiency: An Adept is
proficient with all pistols, submachine guns and light armor.
She can also apply any ammo specialization increase to the
following ammo types: warp ammo.

Biotic Specializations can be used to improve the rank


level of any Ammo power the Adept possesses. One Biotic
Specialization improves the current rank of an ammo Power
the Adept possesses by 1. See Ammo powers for further
details.

Biotic Points: An Adept starts the game with a number of


biotic points equal to her Charisma modifier times Adept level
(minimum of 1). She also gains additional biotic points as shown
on the Adept Class Progression table (the numbers in the table
represent the total bonus of biotic points at each level, not the
number of points each level provides).

Engineer
The Engineer is a tech specialist, able to quickly and easily
manipulate the environment with tech powers and repair/
modify equipment.

At the start of each encounter, the Adept has a number of Biotic


points as mentioned above. If those points are expended during an
encounter, she can no longer use biotic powers for the remaining
of the encounters duration. At the end of the encounter, she
regains all lost biotic points.
By spending 2 actions, the Adept can recover a number of Biotic
points equal to her Wisdom modifier. She can do this any number
of times per encounter. Doing so provokes attacks of opportunity.
If any damage is dealt to her Shields, Plating or her Hit Points, the
entire effort is expended without effect.

Engineers possess nearly all tech abilities, but can only


equip light armor and may only gain specialist training
with pistols. They possess no biotic abilities. Tech skills
focus on crippling and damaging the enemy. They are
one of the few classes able to employ Combat Drones on
the battlefield.

Biotic Specialization: At 1st level, the Adept gains 3 specializations,


for Biotic powers. Starting 2nd level and every two levels thereafter the
Adept gains instead 2 specializations. At 3rd level and every two levels
thereafter the Adept gains one specialization. These specializations
are used to gain ranks in new Biotic powers or to increase the rank
level of Biotic powers the Adept possesses.

Chapter 2: Character Creation

Special

Starting Credits: 1000 + 5d4 20 (average 1240)

Game Rule Information


Engineers have the following game statistics.
Abilities: Engineers benefit from high Intelligence,
which improves their tech abilities.
Hit Dice: d6

46

Class Skills
The Engineer class skills (and the key ability for each
skill) are Damping (Int), Decryption (Int), Electronics
(Int), First Aid (Wis), Hacking (Int), Investigate (Int),
Knowledge (physics) (Int), Knowledge (technology)
(Int), Listen (Wis), Medicine (Int), Piloting (Int), Repair
(Int), Research (Int), Search (Int) and Spot (Wis).

This regenerates an amount of Shields equal to 10 + 1 per Engineer level.


This action provokes attacks of opportunity normally and should any
damage be dealt to her Shields, Plating or her HP, the action is expended
without effect.
This ability has a cooldown of 10 actions.

Skill Points at 1st Level: (6 + Int modifier) 4


Skill Points at Each Additional Level: 6 + Int modifier

She can use this ability a number of time per encounter equal to her
Wisdom modifier +1 (minimum of 1).
Improved Shield Boost: At 15th level the Engineers shield boost
ability improves and now regenerates an amount equal to 10 + 2 per
Engineer level.

Class Features
All of the following are class features of the Engineer.
Weapon, Armor and Ammo Proficiency: An
Engineer is proficient with all pistols, submachine
guns and light armor. She can also apply
any ammo specialization increase to the
following ammo types: disruptor ammo.
Tech Points: An Engineer starts the
game with a number of tech points
equal to her Intelligence modifier
times Engineer level (minimum of
1). She also gains additional tech
points as shown on the Engineer
Class Progression table (the numbers in
the table represent the total bonus of tech points at each
level, not the number of points each level provides).

Infiltrator
The Infiltrator is a tech-savvy warrior, able to win battles by
quickly disabling and killing enemies. These soldiers focus
on unlocking alternate routes, gaining access to good
equipment, and obtaining an advantageous position over
enemies in combat.

At the start of each encounter, the Engineer has a


number of Tech points as mentioned above. If those
points are expended during an encounter, she
can no longer use tech powers for the remaining
of the encounters duration. At the end of the
encounter, she regains all lost tech points.
By spending 2 actions, the Engineer can recover
a number of Tech points equal to her Wisdom
modifier. She can do this any number of times per
encounter. Doing so provokes attacks of opportunity.
If any damage is dealt to her Shields, Plating or her
Hit Points, the entire effort is expended without
effect.
Tech Specialization: At 1st level, the Engineer
gains
3 specializations, for Tech powers. Starting 2nd level and
every two levels thereafter the Engineer gains instead 2
specializations. At 3rd level and every two levels thereafter the
Engineer gains one specialization. These specializations are used to
gain ranks in new Tech powers or to increase the rank level of Tech
powers the Engineer possesses.

Infiltrators possess a mixture of combat and tech talents.


They may gain specialist training with pistols and
sniper rifles, begin with light armor (though they can
eventually gain the ability to wear medium armor), and
possess a variety of tech abilities that focus on disabling
and crippling the enemy. Their greatest advantage is
the Tactical Cloak tech power that combined with
the time slow ability can make an Infiltrator the best
sniper there is.
Starting Credits: 1230 + 5d4 30 (average 1590)

Game Rule Information


Infiltrators have the following game statistics.
Abilities: Infiltrators benefit from high Intelligence,
which improves their tech abilities and a high Dexterity
score which improves their stealth skills and their aim.
Hit Dice: d8

Class Skills
The Infiltrator class skills (and the key ability for
each skill) are Balance (Dex), Bluff (Cha), Climb (Str),
Damping (Int), Decryption (Int), Electronics (Int), First
Aid (Wis), Gamble (Cha), Hide (Dex), Investigate (Int),
Jump (Str), Knowledge (tactics) (Int), Listen (Wis), Move
Silently (Dex), Piloting (Int), Repair (Int), Search (Int),
Spot (Wis) and Survival (Wis).

She can only apply specializations, to increase ranks, on Tech powers


to which she meets the prerequisites.
Tech Specializations can be used to improve the rank level of any
Ammo power the Engineer possesses. One Tech Specialization
improves the current rank of an Ammo power the Engineer possesses
by 1. See Ammo powers for further details.
Shield Boost: Starting 5th level, the Engineer can spend a full-round
action to boost her Shields by issuing commands from her omni-tool.

47

Skill Points at 1st Level: (6 + Int modifier) 4


Skill Points at Each Additional Level: 6 + Int modifier.

Class Features
All of the following are class features of the Infiltrator.
Weapon, Armor and Ammo Proficiency: An
Infiltrator is proficient with all pistols, submachineguns, sniper rifles and light armor. He can also

Chapter 2: Character Creation

Level

Base Attack Bonus

Fort

Ref

Will

Tech Points

+0

+0

+0

+2

+1

3 Tech Specialization

+1

+0

+0

+3

+2

2 Tech Specialization

+1

+1

+1

+3

+3

Tech Specialization

+2

+1

+1

+4

+4

2 Tech Specialization

+2

+1

+1

+4

+5

Tech Specialization, Shield Boost

+3

+2

+2

+5

+6

2 Tech Specialization

+3

+2

+2

+5

+7

Tech Specialization

+4

+2

+2

+6

+8

2 Tech Specialization

+4

+3

+3

+6

+9

Tech Specialization

10

+5

+3

+3

+7

+10

2 Tech Specialization

11

+5

+3

+3

+7

+11

Tech Specialization

12

+6

+4

+4

+8

+12

2 Tech Specialization

13

+6

+4

+4

+8

+13

Tech Specialization

14

+7

+4

+4

+9

+14

2 Tech Specialization

15

+7

+5

+5

+9

+15

Tech Specialization, Improved Shield Boost

16

+8

+5

+5

+10

+16

2 Tech Specialization

17

+8

+5

+5

+10

+17

Tech Specialization

18

+9

+6

+6

+11

+18

2 Tech Specialization

19

+9

+6

+6

+11

+19

Tech Specialization

20

+10

+6

+6

+12

+20

2 Tech Specialization

Engineer Class Progression Table

Special

current rank of an Ammo power the Infiltrator possesses by 1.


See Ammo powers for further details.

Combat Specialization: At 1st level the Infiltrator gains 2


specializations, for Combat powers, and one each for each
level thereafter. These specializations are used to gain ranks in
Tech Points: An Infiltrator starts the game with a number of new Combat powers or to increase the rank level of Combat
tech points equal to his Intelligence modifier times Infiltrator powers the Infiltrator possesses.
level (minimum of 1). He also gains additional tech points as
He can only apply specializations, to increase ranks, on
shown on the Infiltrator Class Progression table (the numbers in
Combat powers to which he meets the prerequisites.
the table represent the total bonus of tech points at each level,
Combat Specializations can be used to improve the rank
not the number of points each level provides).
level of any Ammo power the Infiltrator possesses. One
apply any ammo specialization increase to the following
ammo types: disruptor ammo and cryo ammo.

At the start of each encounter, the Infiltrator has a number of


Tech points as mentioned above. If those points are expended
during an encounter, he can no longer use tech powers for the

Combat Specialization improves the current rank of an


Ammo power the Infiltrator possesses by 1. See Ammo
powers for further details.

remaining of the encounters duration. At the end of the encounter,


he regains all lost tech points.

Time Slow: At 2nd level, whenever the Infiltrator uses the


Aiming action with a sniper rifle, his optic enhancements
By spending 2 actions, the Infiltrator can recover a number of Tech work together with neural and muscular implants
points equal to his Wisdom modifier. He can do this any number granting him an increased reaction time during which
of times per encounter. Doing so provokes attacks of opportunity. the world seen through the sniper rifles ocular sights
If any damage is dealt to his Shields, Plating or his Hit Points, the seems to be moving in slow motion.
entire effort is expended without effect.
This ability is automatic and acts whenever the Infiltrator
Tech Specialization: At 1st level the Infiltrator gains 2 specializations, uses the Aiming action with a sniper rifle. It lasts 2
for Tech powers, and one each for each level thereafter. These actions and provides him a +1 bonus to attack per 2
specializations are used to gain ranks in new Tech powers or to Infiltrator levels. In addition, while this ability lasts the
Critical Threat Range of the sniper rifle the Infiltrator
increase the rank level of Tech powers the Infiltrator possesses.
wields increases by 1.
He can only apply specializations, to increase ranks, on Tech powers to
Shield Boost: Starting 3rd level, the Infiltrator
which he meets the prerequisites.
can spend a full-round action to boost his Shields
Tech Specializations can be used to improve the rank level of any Ammo
by issuing commands from his omni-tool. This
power the Infiltrator possesses. One Tech Specialization improves the
regenerates an amount of Shields equal to 10 + 1 per

Chapter 2: Character Creation

48

Base Attack Bonus

Fort

Ref

Will

Tech Points

Level

+0

+0

+2

+0

+0

2 Tech Specialization, 2 Combat Specialization

Special

+1

+0

+3

+0

+1

Tech Specialization, Combat Specialization, Time Slow

+2

+1

+3

+1

+1

Tech Specialization, Combat Specialization, Shield Boost

+3

+1

+4

+1

+2

Tech Specialization, Combat Specialization

+3

+1

+4

+1

+2

Tech Specialization, Combat Specialization

+4

+2

+5

+2

+3

Tech Specialization, Combat Specialization

+5

+2

+5

+2

+3

Tech Specialization, Combat Specialization

+6

+2

+6

+2

+4

Tech Specialization, Combat Specialization, Improved Time Slow

+6

+3

+6

+3

+4

Tech Specialization, Combat Specialization, Medium Armor


Proficiency

10

+7

+3

+7

+3

+5

Tech Specialization, Combat Specialization

11

+8

+3

+7

+3

+5

Tech Specialization, Combat Specialization

12

+9

+4

+8

+4

+6

Tech Specialization, Combat Specialization Improved Shield Boost

13

+9

+4

+8

+4

+6

Tech Specialization, Combat Specialization

14

+10

+4

+9

+4

+7

Tech Specialization, Combat Specialization, Greater Time Slow

15

+11

+5

+9

+5

+7

Tech Specialization, Combat Specialization

16

+12

+5

+10

+5

+8

Tech Specialization, Combat Specialization

17

+12

+5

+10

+5

+8

Tech Specialization, Combat Specialization

18

+13

+6

+11

+6

+9

Tech Specialization, Combat Specialization

19

+14

+6

+11

+6

+9

Tech Specialization, Combat Specialization

20

+15

+6

+12

+6

+10

Tech Specialization, Combat Specialization, Supreme Time Slow

Infiltrator level.
This action provokes attacks of opportunity normally and
should any damage be dealt to his Shields, Plating or his Hit
Points, the action is expended without effect.
This ability has a cooldown of 10 actions.

Infiltrator Class Progression Table


advanced shield causes the sentinel to be like a Juggernaut
so to speak, making taking cover much less necessary, and
rushing your enemies much more productive.

He can use this ability a number of this per encounter equal to


his Wisdom modifier +1 (minimum of 1).

Starting Credits: 1000 + 5d4 20 (average 1240)

Improved Time Slow: At 8th level, the Infiltrators time slow


ability improves and now lasts 4 actions.

Game Rule Information

Medium Armor Proficiency: At 9th level, the Infiltrator gains


proficiency with Medium Armors.

Sentinels have the following game statistics.

Improved Shield Boost: At 12th level the Infiltrators shield


boost ability improves and now regenerates an amount equal to
10 + 2 per Infiltrator level.
Greater Time Slow: At 14th level, the Infiltrators time slow ability
improves. Now the Critical Threat Range increase is 2, instead of 1.
Supreme Time Slow: At 20th level, the Infiltrators time slow ability
reaches its mastery and lasts 6 actions instead of 4. Also, the critical
multiplier of any sniper rifle is increased by 1 when this ability is
active.

Abilities: Sentinels benefit from high Wisdom and


Charisma scores, which improves their biotic abilities and
from high Intelligence score, which improves their tech
abilities.
Hit Dice: d6

Class Skills

Sentinel
Sentinels are unique, bringing both tech and biotic abilities to the
battlefield. While they lack the focus of adepts and engineers, they are
versatile and can handle any situation. Sentinels are equipped with the
most advanced ablation armor system to keep themselves safe. This

49

The Sentinel class skills (and the key ability for each skill)
are Biotics (Wis), Decryption (Int), Electronics (Int), First
Aid (Wis), Knowledge (all, taken individually) (Int), Listen
(Wis), Medicine (Int), Perform (all, taken individually)
(Cha), Repair (Int), Research (Int) and Search (Int).
Skill Points at 1st Level: (4 + Int modifier) 4
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
All of the following are class features of the

Chapter 2: Character Creation

Level

Base Attack Bonus

Fort

Ref

Will

Biotic Points

Tech Points

+0

+0

+0

+2

+0

+0

Special
2 Biotic Specialization, 2 Tech Specialization

+1

+0

+0

+3

+1

+1

Biotic Specialization/Tech Specialization

+1

+1

+1

+3

+1

+1

2 Biotic Specialization/Tech Specialization or Biotic


Specialization/2 Tech Specialization

+2

+1

+1

+4

+2

+2

Biotic Specialization/Tech Specialization

+2

+1

+1

+4

+2

+2

Biotic Specialization/Tech Specialization

+3

+2

+2

+5

+2

+2

2 Biotic Specialization/Tech Specialization or Biotic


Specialization/2 Tech Specialization

+3

+2

+2

+5

+3

+3

Biotic Specialization/Tech Specialization

+4

+2

+2

+6

+3

+3

Biotic Specialization/Tech Specialization

+4

+3

+3

+6

+3

+3

2 Biotic Specialization/Tech Specialization or Biotic


Specialization/2 Tech Specialization

10

+5

+3

+3

+7

+3

+3

Biotic Specialization/Tech Specialization

11

+5

+3

+3

+7

+4

+4

Biotic Specialization/Tech Specialization

12

+6

+4

+4

+8

+4

+4

2 Biotic Specialization/Tech Specialization or Biotic


Specialization/2 Tech Specialization

13

+6

+4

+4

+8

+4

+4

Biotic Specialization/Tech Specialization

14

+7

+4

+4

+9

+4

+4

Biotic Specialization/Tech Specialization

15

+7

+5

+5

+9

+4

+4

2 Biotic Specialization/Tech Specialization or Biotic


Specialization/2 Tech Specialization

16

+8

+5

+5

+10

+5

+5

Biotic Specialization/Tech Specialization

17

+8

+5

+5

+10

+5

+5

Biotic Specialization/Tech Specialization

18

+9

+6

+6

+11

+5

+5

2 Biotic Specialization/Tech Specialization or Biotic


Specialization/2 Tech Specialization

19

+9

+6

+6

+11

+5

+5

Biotic Specialization/Tech Specialization

20

+10

+6

+6

+12

+5

+5

Biotic Specialization/Tech Specialization

Biotic Specialization: At 1st level, the Sentinel gains 2


specializations, for Biotic powers. Starting 2nd level and
every levels thereafter the Sentinel must choose to either
Sentinel.
gain one biotic specialization or one tech specialization.
Weapon, Armor and Ammo Proficiency: A Sentinel is At 3rd level, and every three levels thereafter, the choice
proficient with all pistols and light armor. She can also apply
is different and the Sentinel must choose to either gain 2
any ammo specialization increase to the following ammo types:
biotic specializations and 1 tech specialization, or gain 2
disruptor ammo.
tech specializations and 1 biotic specialization.
Biotic Points: A Sentinel starts the game with a number of These specializations are used to gain ranks in new Biotic
biotic points equal to her Charisma modifier times Sentinel level
powers or to increase the rank level of Biotic powers the
(minimum of 1). She also gains additional biotic points as shown
Sentinel possesses.
on the Sentinel Class Progression table (the numbers in the table
She can only apply specializations, to increase ranks, on
represent the total bonus of biotic points at each level, not the
Biotic powers to which she meets the prerequisites.
number of points each level provides).
Biotic Specializations can be used to improve the rank
At the start of each encounter, the Sentinel has a number of Biotic
level of any Ammo power the Sentinel possesses. One
points as mentioned above. If those points are expended during an
Biotic Specialization improves the current rank of an
encounter, she can no longer use biotic powers for the remaining of
Ammo power the Sentinel possesses by 1. See Ammo
the encounters duration. At the end of the encounter, she regains all
powers for further details.
lost biotic points.
The number of Biotic Specializations the Sentinel can
By spending 2 actions, the Sentinel can recover a number of Biotic
have cannot exceed more than 3 the number of Tech
points equal to her Wisdom modifier. She can do this any number
Specializations
of times per encounter. Doing so provokes attacks of opportunity. If
any damage is dealt to her Shields, Plating or her Hit Points, the entire Tech Points: A Sentinel starts the game with a
number of tech points equal to her Intelligence
effort is expended without effect.
modifier times Sentinel level (minimum of 1). She

Sentinel Class Progression Table

Chapter 2: Character Creation

50

also gains additional tech points as shown on the


Sentinel Class Progression table (the numbers in
the table represent the total bonus of tech points
at each level, not the number of points each level
provides).

Tech Specializations can be used to improve the rank level of any Ammo
power the Sentinel possesses. One Tech Specialization improves the
current rank of an Ammo power the Sentinel possesses by 1. See Ammo
powers for further details.

At the start of each encounter, the Sentinel has a


number of Tech points as mentioned above. If those
points are expended during an encounter, she can
no longer use tech powers for the remaining of the
encounters duration. At the end of the encounter, she
regains all lost tech points.

The number of Tech Specializations the Sentinel can have cannot


exceed more than 3 the number of Biotic Specializations.

Soldier

Soldiers are pure combat specialists. No one is tougher or more


By spending 2 actions, the Sentinel can recover a effective at taking down enemies with gunfire. Soldiers have the
number of Tech points equal to her Wisdom modifier. most thorough weapons training and can use all special ammo
types. High-level operatives are outfitted with ocular synaptic
She can do this any number of times per encounter.
Doing so provokes attacks of opportunity. If any damage processors that allow them to focus on targets with lethal accuracy.
is dealt to her Shields, Plating or her Hit Points, the entire
Soldiers are the full spectrum warrior of the squad whose talents
effort is expended without effect.
focus on improving durability and damage. They may specialize
in any weapon they choose. Soldiers begin with medium armor
Tech Specialization: At 1st level, the Sentinel gains 2
specializations, for Tech powers. Starting 2nd level and proficiency and later gain heavy armor proficiency. Their major
every levels thereafter the Sentinel must choose to either weaknesses are their complete lack of biotic and tech abilities,
relying on squad mates to pick up the slack in those areas.
gain one tech specialization or one biotic specialization.
At 3rd level, and every three levels thereafter, the choice is
different and the Sentinel must choose to either gain 2 tech
specializations and 1 biotic specialization, or gain 2 biotic
specializations and 1 tech specialization.

These specializations are used to gain ranks in new Tech


powers or to increase the rank level of Tech powers the
Sentinel possesses.

Starting Credits: 1300 + 5d4 20 (average 1540)

Game Rule Information


Soldiers have the following game statistics.
Abilities: Soldiers benefit from high Constitution, which

She can only apply specializations, to increase ranks, on Tech


powers to which she meets the prerequisites.
Level

51

Soldier Class Progression Table

Base Attack Bonus

Fort

Ref

Will

Special

+1

+2

+0

+0

2 Combat Specialization

+2

+3

+0

+0

Combat Specialization, Shield Boost

+3

+3

+1

+1

2 Combat Specialization

+4

+4

+1

+1

Combat Specialization

+5

+4

+1

+1

2 Combat Specialization

+6

+5

+2

+2

Combat Specialization

+7

+5

+2

+2

2 Combat Specialization , Heavy Armor Proficiency

+8

+6

+2

+2

Combat Specialization, Improved Shield Boost

+9

+6

+3

+3

2 Combat Specialization

10

+10

+7

+3

+3

Combat Specialization

11

+11

+7

+3

+3

2 Combat Specialization

12

+12

+8

+4

+4

Combat Specialization

13

+13

+8

+4

+4

2 Combat Specialization

14

+14

+9

+4

+4

Combat Specialization

15

+15

+9

+5

+5

2 Combat Specialization

16

+16

+10

+5

+5

Combat Specialization, Master Shield Boost

17

+17

+10

+5

+5

2 Combat Specialization

18

+18

+11

+6

+6

Combat Specialization

19

+19

+11

+6

+6

2 Combat Specialization

20

+20

+12

+6

+6

Combat Specialization

Chapter 2: Character Creation

improves their hit points, and high Dexterity, which


increases their accuracy. Strength is also vital since
it allows the Soldier to wear heavy armor.

Master Shield Boost: At 16th level the Soldiers shield boost ability
improves and now regenerates an amount equal to 10 + 3 per soldier
level.

Hit Dice: d10

Class Skills
The Soldier class skills (and the key ability for each
skill) are Balance (Dex), Climb (Str), First Aid (Wis),
Heavy Weapons (Int), Jump (Str), Knowledge (tactics)
(Int), Listen (Wis), Piloting (Int), Repair (Int) Spot (Wis),
Swim (Str)
Skill Points at 1st Level: (2 + Int modifier) 4
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features

Vanguard
The Vanguard is a powerful combatant, able to combine the offensive
powers of the Adept and the Soldier. They have access to various
weapons and armor, as well 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. The Vanguard wears light armor
to start, though they can upgrade to medium armor, and they may
gain specialist training in shotguns and pistols.

All of the following are class features of the Soldier.

Starting Credits: 1200 + 5d4 30 (average 1560)

Weapon, Armor and Ammo Proficiency: A Soldier is


proficient with all pistols, shotguns, assault rifles, sniper
rifles, light armor and medium armor. He can also apply
any ammo specialization increase to the following ammo
types: disruptor, incendiary and cryo.
Combat Specialization: At 1st level, and every two levels
thereafter, the Soldier gains 2 specializations, for Combat
powers. At each other levels he gains only one specialization.
These specializations are used to gain ranks in new Combat
powers or to increase the rank level of Combat powers the
Soldier possesses.
He can only apply specializations, to increase ranks, on
Combat powers to which he meets the
prerequisites.
Combat Specializations can be used
to improve the rank level of any
Ammo power the Soldier possesses.
One Combat Specialization improves
the current rank of an Ammo power
the Soldier possesses by 1. See Ammo
powers for further details.
Shield Boost: Starting 2nd level, the Soldier can
spend a full-round action to boost his Shields by issuing
commands from his omni-tool. This regenerates an
amount of Shields equal to 10 + 1 per Soldier level.
This action provokes attacks of opportunity normally
and should any damage be dealt to his Shields,
Plating or his Hit Points, the action is expended
without effect.
This ability has a cooldown of 10 actions.
He can use this ability a number of this per encounter
equal to his Wisdom modifier +1 (minimum of 1).
Heavy Armor Proficiency: At 7th level, the Soldier
gains proficiency with Heavy Armors.
Improved Shield Boost: At 8th level the Soldiers
shield boost ability improves and now regenerates
an amount equal to 10 + 2 per Soldier level.

Chapter 2: Character Creation

Game Rule Information


Vanguards have the following game statistics.
Abilities: Vanguards benefit from high Constitution, which
improves their Hit Points, and high Wisdom and Charisma scores,
which improves their biotic abilities. Since the Vanguard usually
engages in close-combat, Strength might be useful for melee
attacks.
Hit Dice: d8

Class Skills
The Vanguard class skills (and the key ability for
each skill) are Balance (Dex), Biotics (Wis), Bluff (Cha),
Climb (Str), Gamble (Cha), Jump (Str), Knowledge
(physics) (Int), Knowledge (tactics) (Int), Listen
(Wis), Piloting (Int), Spot (Wis) and Survival
(Wis)
Skill Points at 1st Level: (4 + In modifier)
4
Skill Points at Each Additional Level: 4
+ Int modifier.

Class Features
All of the following are class features of
the Vanguard.
Weapon,
Armor
and
Ammo
Proficiency: A Vanguard is proficient
with all pistols, submachine-guns,
shotguns and light armor. He can
also apply any ammo specialization
increase to the following ammo
types: incendiary ammo and cryo
ammo.
Biotic Points: A Vanguard starts
the game with a number of biotic
points equal to his Charisma
modifier times Vanguard level

52

Level

Base Attack Bonus

Fort

Ref

Will

Biotic Points Special

+0

+0

+2

+0

+0

2 Biotic Specialization, 2 Combat Specialization

+1

+0

+3

+0

+1

Biotic Specialization, Combat Specialization

+2

+1

+3

+1

+1

Biotic Specialization, Combat Specialization, Shield Boost

+3

+1

+4

+1

+2

Biotic Specialization, Combat Specialization

+3

+1

+4

+1

+2

Biotic Specialization, Combat Specialization

+4

+2

+5

+2

+3

Biotic Specialization, Combat Specialization

+5

+2

+5

+2

+3

Biotic Specialization, Combat Specialization

+6

+2

+6

+2

+4

Biotic Specialization, Combat Specialization

+6

+3

+6

+3

+4

Biotic Specialization, Combat Specialization

10

+7

+3

+7

+3

+5

Biotic Specialization, Combat Specialization, Medium Armor


Proficiency

11

+8

+3

+7

+3

+5

Biotic Specialization, Combat Specialization

12

+9

+4

+8

+4

+6

Biotic Specialization, Combat Specialization, Improved Shield Boost

13

+9

+4

+8

+4

+6

Biotic Specialization, Combat Specialization

14

+10

+4

+9

+4

+7

Biotic Specialization, Combat Specialization

15

+11

+5

+9

+5

+7

Biotic Specialization, Combat Specialization

16

+12

+5

+10

+5

+8

Biotic Specialization, Combat Specialization

17

+12

+5

+10

+5

+8

Biotic Specialization, Combat Specialization

18

+13

+6

+11

+6

+9

Biotic Specialization, Combat Specialization

19

+14

+6

+11

+6

+9

Biotic Specialization, Combat Specialization

20

+15

+6

+12

+6

+10

Biotic Specialization, Combat Specialization

(minimum of 1). He also gains additional biotic points as


shown on the Vanguard Class Progression table (the numbers
in the table represent the total bonus of biotic points at each
level, not the number of points each level provides).
At the start of each encounter, the Vanguard has a number of
Biotic points as mentioned above. If those points are expended
during an encounter, he can no longer use biotic powers for
the remaining of the encounters duration. At the end of the
encounter, he regains all lost biotic points.

Vanguard Class Progression Table


powers or to increase the rank level of Combat powers the
Vanguard possesses.
He can only apply specializations, to increase ranks, on
Combat powers to which he meets the prerequisites.

Combat Specializations can be used to improve the rank


level of any Ammo power the Vanguard possesses. One
By spending 2 actions, the Vanguard can recover a number of
Combat Specialization improves the current rank of an
Biotic points equal to her Wisdom modifier. She can do this any
Ammo power the Vanguard possesses by 1. See Ammo
number of times per encounter. Doing so provokes attacks of
powers for further details.
opportunity. If any damage is dealt to her Shields, Plating or her
Shield Boost: Starting 3rd level, the Vanguard can
Hit Points, the entire effort is expended without effect.
spend a full-round action to boost his Shields by issuing
Biotic Specialization: At 1st level the Vanguard gains 2
commands from his omni-tool. This regenerates an
specializations, for Biotic powers, and one each for each level
amount of Shields equal to 10 + 1 per Vanguard level.
thereafter. These specializations are used to gain ranks in new
Biotic powers or to increase the rank level of Biotic powers the This action provokes attacks of opportunity normally
and should any damage be dealt to his Shields, Plating
Vanguard possesses.
or his Hit Points, the action is expended without effect.
He can only apply specializations, to increase ranks, on Biotic powers
This ability has a cooldown of 10 actions.
to which he meets the prerequisites.
Biotic Specializations can be used to improve the rank level of any He can use this ability a number of this per encounter
Ammo power the Vanguard possesses. One Biotic Specialization equal to his Wisdom modifier +1 (minimum of 1).
improves the current rank of an Ammo power the Vanguard possesses
by 1. See Ammo powers for further details.

Medium Armor Proficiency: At 10th level, a Vanguard


gains proficiency with Medium Armors.

Combat Specialization: At 1st level the Vanguard gains 2


specializations, for Combat powers, and one each for each level
thereafter. These specializations are used to gain ranks in new Combat

Improved Shield Boost: At 12th level the Vanguards


shield boost ability improves and now regenerates
an amount equal to 10 + 2 per Vanguard level.

53

Chapter 2: Character Creation

Charisma scores, which improves their biotic abilities.

Race Specific Classes

Hit Dice: d6

Specific classes are exactly like classes and follow the


same rules. The major difference is that only specific
races can access them. Characters that are not of that
specific race, cannot select that class.

Class Skills
The Asari Pure Biotic class skills (and the key ability for each skill)
are Balance (Dex), Biotics (Wis), Jump (Str), Knowledge (all, taken
individually) (Int) and Perform (all, taken individually) (Cha).
Skill Points at 1st Level: (6 + Int modifier) 4
Skill Points at Each Additional Level: 6 + Int modifier.

Asari Pure Biotic

Naturally born with biotics, an asari who develops


Class Features
her innate powers becomes a true master in biotics.
All of the following are class features of the Asari Pure Biotic.
Asari Pure Biotics are thus more powerful than normal
Weapon, Armor and Ammo Proficiency: An Asari Pure
Adepts, represented by the greater number of biotic
points they gain as they increase in level. However, they
Biotic is proficient with pistols and light armor.
are merely proficient with pistols, rellying more on their
Biotic Points: An Asari Pure Biotic starts the game with a number
biotic powers. This lack of extensive weapon training also
of biotic points equal to her Charisma modifier times Asari Pure
removes the warp ammo proficiency that normal Adepts
Biotic level (minimum of 1). She also gains additional biotic points
have. Only asari can select this class.
as shown on the Asari Pure Biotic Class Progression table (the
Starting Credits: 650 + 5d4 30 (average 1010)
numbers in the table represent the total bonus of biotic points at
each level, not the number of points each level provides).

Game Rule Information


Asari Pure Biotics have the following game statistics.
Abilities: Asari Pure Biotic benefit from high Wisdom and

Asari Pure Biotic Class Progression Table


Level

At the start of each encounter, the Asari Pure Biotic has a


number of Biotic points as mentioned above. If those points are
expended during an encounter, she can no longer use biotic
powers for the remaining of the encounters duration. At the
end of the encounter, she regains all lost biotic points.
By spending 2 actions, the Asari Pure Biotic can recover a

Base Attack Bonus

Fort

Ref

Will

Biotic Points

Special

+0

+0

+2

+0

+0

2 Biotic Specialization, 2 Combat Specialization

+1

+0

+3

+0

+1

Biotic Specialization, Combat Specialization

+2

+1

+3

+1

+1

Biotic Specialization, Combat Specialization

+3

+1

+4

+1

+2

2 Biotic Specialization, Combat Specialization

+3

+1

+4

+1

+2

Biotic Specialization, Combat Specialization

+4

+2

+5

+2

+3

Biotic Specialization, Combat Specialization

+5

+2

+5

+2

+3

2 Biotic Specialization, Combat Specialization

+6

+2

+6

+2

+4

Biotic Specialization, Combat Specialization

+6

+3

+6

+3

+4

Biotic Specialization, Combat Specialization

10

+7

+3

+7

+3

+5

2 Biotic Specialization, Combat Specialization

11

+8

+3

+7

+3

+5

Biotic Specialization, Combat Specialization

12

+9

+4

+8

+4

+6

Biotic Specialization, Combat Specialization

13

+9

+4

+8

+4

+6

2 Biotic Specialization, Combat Specialization

14

+10

+4

+9

+4

+7

Biotic Specialization, Combat Specialization

15

+11

+5

+9

+5

+7

Biotic Specialization, Combat Specialization

16

+12

+5

+10

+5

+8

2 Biotic Specialization, Combat Specialization

17

+12

+5

+10

+5

+8

Biotic Specialization, Combat Specialization

18

+13

+6

+11

+6

+9

Biotic Specialization, Combat Specialization

19

+14

+6

+11

+6

+9

2 Biotic Specialization, Combat Specialization

20

+15

+6

+12

+6

+10

Biotic Specialization, Combat Specialization

Chapter 2: Character Creation

54

number of Biotic points equal to her Wisdom


modifier. She can do this any number of times
per encounter. Doing so provokes attacks of
opportunity. If any damage is dealt to her Shields,
Plating or her Hit Points, the entire effort is expended
without effect.

(Wis)
Skill Points at 1st Level: (4 + In modifier) 4
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

Biotic Specialization: At 1st level, the Asari Pure Biotic


All of the following are class features of the Asari Huntress.
gains 3 specializations, for Biotic powers. Starting 2nd
Weapon, Armor and Ammo Proficiency: An Asari Huntress is
level and every two levels thereafter the Asari Pure
proficient with all pistols, assault rifles and light armor. She can also
Biotic gains instead 2 specializations. At 3rd level and
apply any ammo specialization increase to the following ammo
every two levels thereafter the Asari Pure Biotic gains
types: warp ammo and disruptor ammo.
one specialization. These specializations are used to
Biotic Points: An Asari Huntress starts the game with a number of
gain ranks in new Biotic powers or to increase the rank
biotic points equal to her Charisma modifier times Asari Huntress
level of Biotic powers the Asari Pure Biotic possesses.
level (minimum of 1). She also gains additional biotic points as
She can only apply specializations, to increase ranks, on
shown on the Asari Huntress Class Progression table (the numbers
Biotic powers to which she meets the prerequisites.
in the table represent the total bonus of biotic points at each level,
Biotic Specializations can be used to improve the rank
not the number of points each level provides).
level of any Ammo power the Asari Pure Biotic possesses.
At the start of each encounter, the Asari Huntress has a
One Biotic Specialization improves the current rank of
number of Biotic points as mentioned above. If those
an ammo Power the Asari Pure Biotic possesses by 1. See
points are expended during an encounter, she can
Ammo powers for further details.
no longer use biotic powers for the remaining of the
encounters duration. At the end of the encounter, she
regains all lost biotic points.

Asari Huntress

Asari Huntresses resemble Vanguards only with a


higher focus on biotic powers. They also train for
longer range combat rather than close-range.
Because of this training, Asari Huntress dont
gain proficiency with neither medium armor nor
shotguns but gain instead proficiency with assault
rifles.
Because of this lack of shotgun and armor
proficiency, many Asari Huntresses choose to
ignore the greatest biotic power available to a
Vanguard: Biotic Charge.
Only asari can select this class.
Starting Credits: 1200 + 5d4 30 (average 1560)

Game Rule Information


Asari Huntresses have the following game statistics.
Abilities: Asari Huntresses benefit from high
Constitution, which improves their Hit Points, and
high Wisdom and Charisma scores, which improves
their biotic abilities.
Hit Dice: d8

Class Skills
The Asari Huntress class skills (and the key
ability for each skill) are Balance (Dex), Biotics
(Wis), Bluff (Cha), Climb (Str), Gamble (Cha),
Jump (Str), Knowledge (physics) (Int) ,
Knowledge (tactics) (Int), Listen (Wis),
Piloting (Int), Spot (Wis) and Survival

55

By spending 2 actions, the Huntress can recover


a number of Biotic points equal to her Wisdom
modifier. She can do this any number of times
per encounter. Doing so provokes attacks of
opportunity. If any damage is dealt to her Shields,
Plating or her HP, the entire effort is expended
without effect.
Biotic Specialization: At 1st level the
Asari Huntress gains 2 specializations,
for Biotic powers, and one each
for each level thereafter. These
specializations are used to gain
ranks in new Biotic powers or to
increase the rank level of Biotic powers
the Asari Huntress possesses.
She can only apply specializations, to
increase ranks, on Biotic powers to which
she meets the prerequisites.
Biotic Specializations can be used to improve
the rank level of any Ammo power the Asari
Huntress possesses. One Biotic Specialization
improves the current rank of an Ammo power
the Asari Huntress possesses by 1. See Ammo
powers for further details.
Combat Specialization: At 1st level the Asari
Huntress gains 2 specializations, for Combat
powers, and one each for each level thereafter.
These specializations are used to gain ranks in
new Combat powers or to increase the rank level
of Combat powers the Asari Huntress possesses.
She can only apply specializations, to increase
ranks, on Combat powers to which she meets

Chapter 2: Character Creation

Level

Base Attack Bonus

Fort

Ref

Will

Biotic Points

+0

+0

+2

+0

+0

2 Biotic Specialization, 2 Combat Specialization

+1

+0

+3

+0

+1

Biotic Specialization, Combat Specialization

+2

+1

+3

+1

+1

Biotic Specialization, Combat Specialization

+3

+1

+4

+1

+2

2 Biotic Specialization, Combat Specialization

+3

+1

+4

+1

+2

Biotic Specialization, Combat Specialization

+4

+2

+5

+2

+3

Biotic Specialization, Combat Specialization

+5

+2

+5

+2

+3

2 Biotic Specialization, Combat Specialization

+6

+2

+6

+2

+4

Biotic Specialization, Combat Specialization

+6

+3

+6

+3

+4

Biotic Specialization, Combat Specialization

10

+7

+3

+7

+3

+5

2 Biotic Specialization, Combat Specialization

11

+8

+3

+7

+3

+5

Biotic Specialization, Combat Specialization

12

+9

+4

+8

+4

+6

Biotic Specialization, Combat Specialization

13

+9

+4

+8

+4

+6

2 Biotic Specialization, Combat Specialization

14

+10

+4

+9

+4

+7

Biotic Specialization, Combat Specialization

15

+11

+5

+9

+5

+7

Biotic Specialization, Combat Specialization

16

+12

+5

+10

+5

+8

2 Biotic Specialization, Combat Specialization

17

+12

+5

+10

+5

+8

Biotic Specialization, Combat Specialization

18

+13

+6

+11

+6

+9

Biotic Specialization, Combat Specialization

19

+14

+6

+11

+6

+9

2 Biotic Specialization, Combat Specialization

20

+15

+6

+12

+6

+10

Biotic Specialization, Combat Specialization

Asari Huntress Class Progression Table


the prerequisites.
Combat Specializations can be used to improve the rank
level of any Ammo power the Asari Huntress possesses. One
Combat Specialization improves the current rank of an Ammo
power the Asari Huntress possesses by 1. See Ammo powers for
further details.

Special

Biotics (Wis), Decryption (Int), Electronics (Int), First Aid (Wis),


Knowledge (all, taken individually) (Int), Listen (Wis), Medicine
(Int), Perform (all, taken individually) (Cha), Repair (Int),
Research (Int) and Search (Int).
Skill Points at 1st Level: (6 + Int modifier) 4
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features
All of the following are class features of the Asari Scientist.

Asari Scientist
Asari Scientists are similar to Sentinels, only they have a stronger
biotic training. Like the Asari Pure Biotic, however, Asari Scientists
receive no training with weapons of any kind and so gain no
ammo proficiencies.
Only asari can select this class.
Starting Credits: 650 + 5d4 30 (average 1010)

Weapon, Armor and Ammo Proficiency: An Asari Scientist


is proficient with light armor.
Biotic Points: An Asari Scientist starts the game with a
number of biotic points equal to her Charisma modifier
times Asari Scientist level (minimum of 1). She also gains
additional biotic points as shown on the Asari Scientist
Class Progression table (the numbers in the table
represent the total bonus of biotic points at each level,
not the number of points each level provides).

At the start of each encounter, the Asari Scientist has a


number of Biotic points as mentioned above. If those
points are expended during an encounter, she can
Asari Scientists have the following game statistics.
no longer use biotic powers for the remaining of the
Abilities: Asari Scientists benefit from high Wisdom and Charisma
encounters duration. At the end of the encounter, she
scores, which improves their biotic abilities and from high Intelligence
regains all lost biotic points.
score, which improves their tech abilities.
By spending 2 actions, the Asari Scientist can recover
Hit Dice: d6
a number of Biotic points equal to her Wisdom
modifier. She can do this any number of times per
Class Skills
encounter. Doing so provokes attacks of opportunity.
The Asari Scientist class skills (and the key ability for each skill) are If any damage is dealt to her Shields, Plating or her

Game Rule Information

Chapter 2: Character Creation

56

Level

Base Attack Bonus

Fort

Ref

Will

Biotic Points

Tech Points

+0

+0

+0

+2

+0

+0

2 Biotic Specialization, 2 Tech Specialization

+1

+0

+0

+3

+1

+1

Biotic Specialization/Tech Specialization

+1

+1

+1

+3

+1

+1

2 Biotic Specialization/Tech Specialization or Biotic


Specialization/2 Tech Specialization

+2

+1

+1

+4

+2

+2

Biotic Specialization/Tech Specialization

+2

+1

+1

+4

+2

+2

Biotic Specialization/Tech Specialization

+3

+2

+2

+5

+3

+2

2 Biotic Specialization/Tech Specialization or Biotic


Specialization/2 Tech Specialization

+3

+2

+2

+5

+3

+3

Biotic Specialization/Tech Specialization

+4

+2

+2

+6

+4

+3

Biotic Specialization/Tech Specialization

+4

+3

+3

+6

+4

+3

2 Biotic Specialization/Tech Specialization or Biotic


Specialization/2 Tech Specialization

10

+5

+3

+3

+7

+5

+3

Biotic Specialization/Tech Specialization

11

+5

+3

+3

+7

+5

+4

Biotic Specialization/Tech Specialization

12

+6

+4

+4

+8

+6

+4

2 Biotic Specialization/Tech Specialization or Biotic


Specialization/2 Tech Specialization

13

+6

+4

+4

+8

+6

+4

Biotic Specialization/Tech Specialization

14

+7

+4

+4

+9

+7

+4

Biotic Specialization/Tech Specialization

15

+7

+5

+5

+9

+7

+4

2 Biotic Specialization/Tech Specialization or Biotic


Specialization/2 Tech Specialization

16

+8

+5

+5

+10

+8

+5

Biotic Specialization/Tech Specialization

17

+8

+5

+5

+10

+8

+5

Biotic Specialization/Tech Specialization

18

+9

+6

+6

+11

+9

+5

2 Biotic Specialization/Tech Specialization or Biotic


Specialization/2 Tech Specialization

19

+9

+6

+6

+11

+9

+5

Biotic Specialization/Tech Specialization

20

+10

+6

+6

+12

+10

+5

Biotic Specialization/Tech Specialization

Hit Points, the entire effort is expended without effect.

Special

Asari Scientist Class Progression Table

Biotic Specialization: At 1st level, the Asari Scientist gains 2


specializations, for Biotic powers. Starting 2nd level and every
represent the total bonus of tech points at each level, not
levels thereafter the Asari Scientist must choose to either gain
the number of points each level provides).
one biotic specialization or one tech specialization. At 3rd level,
At the start of each encounter, the Asari Scientist has a
and every three levels thereafter, the choice is different and the
Asari Scientist must choose to either gain 2 biotic specializations number of Tech points as mentioned above. If those points
are expended during an encounter, she can no longer use
and 1 tech specialization, or gain 2 tech specializations and 1
tech powers for the remaining of the encounters duration.
biotic specialization.
At the end of the encounter, she regains all lost tech points.
These specializations are used to gain ranks in new Biotic powers
or to increase the rank level of Biotic powers the Asari Scientist By spending 2 actions, the Asari Scientist can recover a
number of Tech points equal to her Wisdom modifier. She
possesses.
She can only apply specializations, to increase ranks, on Biotic can do this any number of times per encounter. Doing so
provokes attacks of opportunity. If any damage is dealt
powers to which she meets the prerequisites.
to her Shields, Plating or her Hit Points, the entire effort
Biotic Specializations can be used to improve the rank level of any
is expended without effect.
Ammo power the Asari Scientist possesses. One Biotic Specialization
improves the current rank of an Ammo power the Asari Scientist Tech Specialization: At 1st level, the Asari Scientist
gains 2 specializations, for Tech powers. Starting 2nd
possesses by 1. See Ammo powers for further details.
level and every levels thereafter the Asari Scientist
The number of Biotic Specializations the Asari Scientist can have
must choose to either gain one tech specialization
cannot exceed more than 4 the number of Tech Specializations.
or one biotic specialization. At 3rd level, and every
Tech Points: An Asari Scientist starts the game with a number of tech three levels thereafter, the choice is different and
points equal to her Intelligence modifier times Asari Scientist level the Asari Scientist must choose to either gain 2 tech
specializations and 1 biotic specialization, or gain 2
(minimum of 1). She also gains additional tech points as shown on
the Asari Scientist Class Progression table (the numbers in the table biotic specializations and 1 tech specialization.

57

Chapter 2: Character Creation

Starting Credits: 1300 + 5d4 20 (average 1540)

These specializations are used to gain ranks in new


Tech powers or to increase the rank level of Tech
powers the Asari Scientist possesses.
She can only apply specializations, to increase ranks,
on Tech powers to which she meets the prerequisites.
Tech Specializations can be used to improve the rank
level of any Ammo power the Asari Scientist possesses.
One Tech Specialization improves the current rank of
an Ammo power the Asari Scientist possesses by 1.
See Ammo powers for further details.

Game Rule Information


Krogan Battlemasters have the following game statistics.
Abilities: Krogan Battlemasters benefit from high Constitution, which
improves their Hit Points, and high Wisdom and Charisma scores,
which improves their biotic abilities. Since the Krogan Battlemasters
usually engages in close-combat, Strength might be useful for melee
attacks.
Hit Dice: d10

The number of Tech Specializations the Asari Scientist


can have cannot exceed more than 2 the number of
Biotic Specializations.

Class Skills

Krogan Battlemaster
Krogan Battlemasters are the strongest warriors amongst
all krogan. They possess the best training and some biotic
capabilities, as well as a mind honed for killing.
Although Krogan Battlemasters are similar to Vanguards
in many ways, they benefit from a higher combat
specialization, a larger number of weapons proficiencies
and are even able to become proficient with heavy armors.
Only krogans can select this class.

Krogan Battlemaster Class Progression


Level

The Krogan Battlemaster class skills (and the key ability for each
skill) are Balance (Dex), Biotics (Wis), Climb (Str), Heavy Weapons
(Int), Jump (Str), Knowledge (tactics) (Int), Listen (Wis), Piloting
(Int), Spot (Wis) and Survival (Wis)
Skill Points at 1st Level: (4 + In modifier) 4
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
All of the following are class features of the Krogan Battlemaster.
Weapon, Armor and Ammo Proficiency: A Krogan
Battlemaster is proficient with all assault rifles, shotguns, light
armor and medium armor. He can also apply any ammo
specialization increase to the following ammo types:
Table
incendiary ammo.

Base Attack Bonus

Fort

Ref

Will

Biotic Points

+0

+2

+0

+0

+0

2 Combat Specialization, Biotic Specialization

+1

+3

+0

+0

+1

Biotic Specialization, Combat Specialization

+2

+3

+1

+1

+1

Biotic Specialization, Combat Specialization, Shield Boost

+3

+4

+1

+1

+2

2 Combat Specialization

+3

+4

+1

+1

+2

Biotic Specialization, Combat Specialization

+4

+5

+2

+2

+3

Biotic Specialization, Combat Specialization

+5

+5

+2

+2

+3

Biotic Specialization, Combat Specialization

+6

+6

+2

+2

+4

2 Combat Specialization

+6

+6

+3

+3

+4

Biotic Specialization, Combat Specialization, Heavy Armor


Proficiency

10

+7

+7

+3

+3

+5

Biotic Specialization, Combat Specialization

11

+8

+7

+3

+3

+5

Biotic Specialization, Combat Specialization

12

+9

+8

+4

+4

+6

2 Combat Specialization, Improved Shield Boost

13

+9

+8

+4

+4

+6

Biotic Specialization, Combat Specialization

14

+10

+9

+4

+4

+7

Biotic Specialization, Combat Specialization

15

+11

+9

+5

+5

+7

Biotic Specialization, Combat Specialization

16

+12

+10

+5

+5

+8

2 Combat Specialization

17

+12

+10

+5

+5

+8

Biotic Specialization, Combat Specialization

18

+13

+11

+6

+6

+9

Biotic Specialization, Combat Specialization

19

+14

+11

+6

+6

+9

Biotic Specialization, Combat Specialization

20

+15

+12

+6

+6

+10

2 Combat Specialization

Chapter 2: Character Creation

Special

58

Biotic Points: A Krogan Battlemaster starts the of any Ammo power the Krogan Battlemaster possesses. One Biotic
Specialization improves the current rank of an Ammo power the Krogan
game with a number of biotic points equal to his
Battlemaster possesses by 1. See Ammo powers for further details.
Charisma modifier times Krogan Battlemaster level
(minimum of 1). He also gains additional biotic
Combat Specialization: At 1st level the Krogan Battlemaster gains
points as shown on the Krogan Battlemaster Class
2 specializations, for Combat powers, and one each for each level
Progression table (the numbers in the table represent
thereafter. Starting level 4th and every 4 levels thereafter, the
the total bonus of biotic points at each level, not the
Krogan Battlemaster gains instead 2 Combat specializations. These
number of points each level provides).
specializations are used to gain ranks in new Combat powers or to
increase the rank level of Combat powers the Krogan Battlemaster
At the start of each encounter, the Krogan Battlemaster
possesses.
has a number of Biotic points as mentioned above. If
those points are expended during an encounter, he
He can only apply specializations, to increase ranks, on Combat
can no longer use biotic powers for the remaining of
powers to which he meets the prerequisites.
the encounters duration. At the end of the encounter,
Combat Specializations can be used to improve the rank level of
he regains all lost biotic points.
any Ammo power the Krogan Battlemaster possesses. One Combat
By spending 2 actions, the Krogan Battlemaster can
Specialization improves the current rank of an Ammo power the
recover a number of Biotic points equal to his Wisdom
Krogan Battlemaster possesses by 1. See Ammo powers for further
modifier. He can do this any number of times per
details.
encounter. Doing so provokes attacks of opportunity. If
Shield Boost: Starting 3rd level, the Krogan Battlemaster
any damage is dealt to his Shields, Plating or his Hit Points,
can spend a full-round action to boost his Shields by issuing
the entire effort is expended without effect.
commands from his omni-tool. This regenerates an amount of
Biotic Specialization: At 1st level the Krogan Battlemaster
Shields equal to 10 + 1 per Krogan Battlemaster level.
gains 1 specialization, for Biotic powers, and one each for
This action provokes attacks of opportunity normally and should
each level thereafter with the exception of levels 4th, 8th,
12th, 16th and 20th. These specializations are used to gain any damage be dealt to his Shields, Plating or his Hit Points, the
ranks in new Biotic powers or to increase the rank level of action is expended without effect.
Biotic powers the Krogan Battlemaster possesses.
He can only apply specializations, to increase ranks, on
Biotic powers to which he meets the prerequisites.
Biotic Specializations can be used to improve the rank level
Level

Quarian Machinist Class Progression Table

Base Attack Bonus

Fort

Ref

Will

Tech Points

Shield Bonus Special

+0

+0

+0

+2

+1

+5

3 Tech Specialization

+1

+0

+0

+3

+2

+6

2 Tech Specialization

+1

+1

+1

+3

+3

+6

Tech Specialization, Shield Boost

+2

+1

+1

+4

+5

+7

2 Tech Specialization

+2

+1

+1

+4

+6

+7

Tech Specialization

+3

+2

+2

+5

+7

+8

2 Tech Specialization

+3

+2

+2

+5

+9

+8

Tech Specialization

+4

+2

+2

+6

+10

+9

2 Tech Specialization

+4

+3

+3

+6

+11

+9

Tech Specialization

10

+5

+3

+3

+7

+13

+10

2 Tech Specialization

11

+5

+3

+3

+7

+14

+10

Tech Specialization

12

+6

+4

+4

+8

+15

+12

2 Tech Specialization, Improved Shield Boost

13

+6

+4

+4

+8

+16

+12

Tech Specialization

14

+7

+4

+4

+9

+18

+14

2 Tech Specialization

15

+7

+5

+5

+9

+19

+14

Tech Specialization

16

+8

+5

+5

+10

+20

+16

2 Tech Specialization

17

+8

+5

+5

+10

+22

+16

Tech Specialization

18

+9

+6

+6

+11

+23

+18

2 Tech Specialization

19

+9

+6

+6

+11

+24

+18

Tech Specialization

20

+10

+6

+6

+12

+26

+20

2 Tech Specialization

59

Chapter 2: Character Creation

This ability has a cooldown of 10 actions.

Class Skills

He can use this ability a number of this per encounter


equal to his Wisdom modifier +1 (minimum of 1).
Heavy Armor Proficiency: At 9th level, the Krogan
Battlemaster gains proficiency with Heavy Armors.
Improved Shield Boost: At 12th level the Krogan
Battlemasters shield boost ability improves and
regenerates an amount equal to 10 + 2 per Krogan
Battlemaster level.

The Quarian Machinist class skills (and the key ability for each skill)
are Damping (Int), Decryption (Int), Electronics (Int), First Aid (Wis),
Hacking (Int), Investigate (Int), Knowledge (physics) (Int), Knowledge
(technology) (Int), Listen (Wis), Piloting (Int), Repair (Int), Research (Int)
and Search (Int).
Skill Points at 1st Level: (6 + Int modifier) 4
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features

Quarian Machinist

All of the following are class features of the Quarian Machinist.

Similar to Engineers, Quarian Machinists combine the Weapon, Armor and Ammo Proficiency: A Quarian Machinist is
proficient with all pistols, shotguns and light armor. She can also
tech powers of that class with advanced knowledge
of electronics and robotics an innate affinity of all apply any ammo specialization increase to the following ammo
quarians to best Engineers. They also receive training types: disruptor ammo.
Tech Points: A Quarian Machinist starts the game with a number
with shotguns and learn how to enlarge their Shields
capacitors to greatly increase the chances of survival of of tech points equal to her Intelligence modifier times Quarian
Machinist level (minimum of 1). She also gains additional tech
the quarian. However, they lose Medicine as a class skill.
points as shown on the Quarian Machinist Class Progression table
Only quarians can select this class.
(the numbers in the table represent the total bonus of tech points
Starting Credits: 1000 + 5d4 20 (average 1240)
at each level, not the number of points each level provides).

Game Rule Information


Quarian Machinists have the following game statistics.
Abilities: Quarian Machinists benefit from high Intelligence,
which improves their tech abilities.
Hit Dice: d6
Level

At the start of each encounter, the Quarian Machinist has a


number of Tech points as mentioned above. If those points
are expended during an encounter, she can no longer use
tech powers for the remaining of the encounters duration. At

Salarian Scientist Class Progression Table

Base Attack Bonus

Fort

Ref

Will

Tech Points

+0

+0

+0

+2

+1

3 Tech Specialization

+1

+0

+0

+3

+2

2 Tech Specialization

+1

+1

+1

+3

+3

Tech Specialization

+2

+1

+1

+4

+4

2 Tech Specialization

+2

+1

+1

+4

+5

Tech Specialization, Emergency First Aid

+3

+2

+2

+5

+6

2 Tech Specialization

+3

+2

+2

+5

+7

Tech Specialization

+4

+2

+2

+6

+8

2 Tech Specialization

+4

+3

+3

+6

+9

Tech Specialization

10

+5

+3

+3

+7

+10

2 Tech Specialization, Enhanced First Aid

11

+5

+3

+3

+7

+11

Tech Specialization

12

+6

+4

+4

+8

+12

2 Tech Specialization

13

+6

+4

+4

+8

+13

Tech Specialization

14

+7

+4

+4

+9

+14

2 Tech Specialization

15

+7

+5

+5

+9

+15

Tech Specialization

16

+8

+5

+5

+10

+16

2 Tech Specialization

17

+8

+5

+5

+10

+17

Tech Specialization

18

+9

+6

+6

+11

+18

2 Tech Specialization

19

+9

+6

+6

+11

+19

Tech Specialization

20

+10

+6

+6

+12

+20

2 Tech Specialization

Chapter 2: Character Creation

Special

60

the end of the encounter, she regains all lost tech


points.
By spending 2 actions, the Quarian Machinist can
recover a number of Tech points equal to her Wisdom
modifier. She can do this any number of times per
encounter. Doing so provokes attacks of opportunity.
If any damage is dealt to her Shields, Plating or her Hit
Points, the entire effort is expended without effect.

although they still have some training in those. As such, they focus
more on tech powers that affect organics rather than use tech powers
to disable synthetics or destroy the Shields of others. Salarian Scientist
cant use the Combat Drone tech power.
Only salarians can select this class.

Shield Bonus: At each level, the Quarian Machinist


increases the shield capacitors of her armor thus
gaining a bonus to shield as shown on the Quarian
Machinist Class Progression table (the numbers in the
table represent the total shield bonus at each level, not
the number of shield bonus each level provides).

Starting Credits: 1000 + 5d4 20 (average 1240)

Game Rule Information


Salarian Scientists have the following game statistics.
Abilities: Salarian Scientists benefit from high Intelligence, which
improves their tech abilities.
Hit Dice: d6

Tech Specialization: At 1st level, the Quarian Machinist


gains 3 specializations, for Tech powers. Starting 2nd
level and every two levels thereafter the Quarian
Machinist gains instead 2 specializations. At 3rd level and
every two levels thereafter the Quarian Machinist gains
one specialization. These specializations are used to gain
ranks in new Tech powers or to increase the rank level of
Tech powers the Quarian Machinist possesses.

Class Skills
The Salarian Scientist class skills (and the key ability for each
skill) are Decryption (Int), Electronics (Int), First Aid
(Wis), Hacking (Int), Investigate (Int), Knowledge (all,
taken individually) (Int), Medicine (Int), Repair (Int),
Research (Int) and Search (Int).

She can only apply specializations, to increase ranks, on


Tech powers to which she meets the prerequisites.
Tech Specializations can be
used to improve the rank
level of any Ammo power the
Quarian Machinist possesses.
One
Tech
Specialization
improves the current rank of an
Ammo power the Quarian Machinist
possesses by 1. See Ammo powers for
further details.
Shield Boost: Starting 3rd level, the Quarian
Machinist can spend a full-round action to boost her
Shields by issuing commands from her omni-tool.
This regenerates an amount of Shields equal to 10 +
1 per Quarian Machinist level.
This action provokes attacks of opportunity normally
and should any damage be dealt to his Shields, Plating
or her Hit Points, the action is expended without effect.
This ability has a cooldown of 10 actions.
She can use this ability a number of this per encounter
equal to her Wisdom modifier +1 (minimum of 1).
Improved Shield Boost: At 12th level the Quarian
Machinists shield boost ability improves and now
regenerates an amount equal to 10 + 2 per Quarian
Machinist level.

Salarian Scientist
Salarian Scientists are similar to Engineers in many ways but
they prefer to study biology rather than electronic systems

61

Skill Points at 1st Level: (6 + Int modifier) 4


Skill Points at Each Additional Level: 6 + Int
modifier.

Class Features
All of the following are class features
of the Salarian Scientist.
Weapon, Armor and Ammo
Proficiency: A Salarian Scientist
is proficient with all pistols,
submachine guns and light armor.
He can also apply any ammo specialization
increase to the following ammo types: chemical
ammo.
Tech Points: A Salarian Scientist starts the
game with a number of tech points equal to his
Intelligence modifier times Salarian Scientist
level (minimum of 1). He also gains additional
tech points as shown on the Salarian Scientist
Class Progression table (the numbers in
the table represent the total bonus of tech
points at each level, not the number of
points each level provides).
At the start of each encounter, the Salarian
Scientist has a number of Tech points
as mentioned above. If those points are
expended during an encounter, he can no
longer use tech powers for the remaining of
the encounters duration. At the end of the
encounter, he regains all lost tech points.
By spending 2 actions, the Salarin Scientist
can recover a number of Tech points

Chapter 2: Character Creation

equal to his Wisdom modifier. He can do this any


number of times per encounter. Doing so provokes
attacks of opportunity. If any damage is dealt to his
Shields, Plating or his Hit Points, the entire effort is
expended without effect.

skills and their aim.


Hit Dice: d8

Class Skills

The Turian Agent class skills (and the key ability for each skill) are
Tech Specialization: At 1st level, the Salarian
Scientist gains 3 specializations, for Tech powers.
Balance (Dex), Bluff (Cha), Climb (Str), Damping (Int), Decryption
Starting 2nd level and every two levels thereafter the
(Int), Electronics (Int), First Aid (Wis), Hide (Dex), Investigate (Int),
Salarian Scientist gains instead 2 specializations. At
Knowledge (tactics) (Int), Listen (Wis), Move Silently (Dex), Piloting
3rd level and every two levels thereafter the Salarian
(Int), Repair (Int), Search (Int), Spot (Wis) and Survival (Wis).
Scientist gains one specialization. These specializations
Skill Points at 1st Level: (6 + Int modifier) 4
are used to gain ranks in new Tech powers or to
increase the rank level of biotic powers he possesses.
Skill Points at Each Additional Level: 6 + Int modifier.
He can only apply specializations, to increase ranks, on
Tech powers to which he meets the prerequisites.
Tech Specializations can be used to improve the rank
level of any ammo power the Salarian Scientist possesses.
One Tech Specialization improves the current rank of an
ammo Power the Salarian Scientist possesses by 1.
See Ammo Powers for further details.
Emergency First Aid:
Starting 5th level, the
Salarian Scientist can use
medi-gel with a 1 action,
instead of a full-round action.
Enhanced First Aid: Starting 10th
level, whenever the Scientist uses
medi-gel to heal himself or another of his
allies, he heals 50% more HP. Should this exceed full HP,
the amount of healing that exceeds becomes temporary
HP that last until the end of the encounter. He cannot use
this ability if the target already has temporary HP.

Turian Agent
From the greater turian military comes the deadly
Turian Agent. They benefit from the best Turian Agents
have to offer but instead of being forced to remain in
sniper-range combat, Turian Agents can also engage
in long-range combat thanks to their proficiency
with assault rifles.
Turian Agents difference themselves from normal
Infiltrators by having a superior knowledge of Tech
powers
Only turians can select this class.
Starting Credits: 1230 + 5d4 30 (average 1590)

Game Rule Information


Turian Agents have the following game statistics.
Abilities: Turian Agents benefit from high
Intelligence, which improves their tech abilities and
a high Dexterity score which improves their stealth

Chapter 2: Character Creation

Class Features
All of the following are class features of the Turian Agent.
Weapon, Armor and Ammo Proficiency:
A Turian Agent is proficient with all pistols,
assault rifles, sniper rifles and light armor.
He can also apply any ammo specialization
increase to the following ammo types:
disruptor ammo.
Tech Points: A Turian Agent starts
the game with a number of tech
points equal to his Intelligence
modifier times Turian Agent level
(minimum of 1). He also gains
additional tech points as shown on
the Turian Agent Class Progression
table (the numbers in the table
represent the total bonus of tech
points at each level, not the number of
points each level provides).
At the start of each encounter, the
Turian Agent has a number of Tech
points as mentioned above. If those
points are expended during an
encounter, he can no longer use
tech powers for the remaining of the
encounters duration. At the end of the
encounter, he regains all lost tech points.
By spending 2 actions, the Turian Agent can
recover a number of Tech points equal to his
Wisdom modifier. He can do this any number
of times per encounter. Doing so provokes
attacks of opportunity. If any damage is dealt
to his Shields, Plating or his Hit Points, the entire
effort is expended without effect.
Tech Specialization: At 1st level the Turian
Agent gains 2 specializations, for Tech
powers, and one each for each level
thereafter. At level 5th, and every 4
levels thereafter, the Turian Agent gains
2 Tech specializations instead. These
specializations are used to gain ranks in new
Tech powers or to increase the rank level of Tech
powers the Turian Agent possesses.

62

Level

Base Attack Bonus

Fort

Ref

Will

Tech Points

+0

+2

+0

+0

Special
2 Tech Specialization, 2 Combat Specialization

+1

+0

+3

+0

+1

Tech Specialization, Combat Specialization, Time Slow

+2

+1

+3

+1

+1

Tech Specialization, Combat Specialization, Shield Boost

+3

+1

+4

+1

+2

Tech Specialization, Combat Specialization

+3

+1

+4

+1

+2

2 Tech Specialization, Combat Specialization

+4

+2

+5

+2

+3

Tech Specialization, Combat Specialization

+5

+2

+5

+2

+3

Tech Specialization, Combat Specialization

+6

+2

+6

+2

+4

Tech Specialization, Combat Specialization, Improved Time Slow

+6

+3

+6

+3

+4

2 Tech Specialization, Combat Specialization, Medium Armor


Proficiency

10

+7

+3

+7

+3

+5

Tech Specialization, Combat Specialization

11

+8

+3

+7

+3

+5

Tech Specialization, Combat Specialization

12

+9

+4

+8

+4

+6

Tech Specialization, Combat Specialization Improved Shield Boost

13

+9

+4

+8

+4

+6

2 Tech Specialization, Combat Specialization

14

+10

+4

+9

+4

+7

Tech Specialization, Combat Specialization, Greater Time Slow

15

+11

+5

+9

+5

+7

Tech Specialization, Combat Specialization

16

+12

+5

+10

+5

+8

Tech Specialization, Combat Specialization

17

+12

+5

+10

+5

+8

2 Tech Specialization, Combat Specialization

18

+13

+6

+11

+6

+9

Tech Specialization, Combat Specialization

19

+14

+6

+11

+6

+9

Tech Specialization, Combat Specialization

20

+15

+6

+12

+6

+10

Tech Specialization, Combat Specialization, Supreme Time Slow

He can only apply specializations, to increase ranks, on Tech


powers to which he meets the prerequisites.
Tech Specializations can be used to improve the rank level
of any Ammo power the Turian Agent possesses. One Tech
Specialization improves the current rank of an Ammo power
the Turian Agent possesses by 1. See Ammo powers for further
details.
Combat Specialization: At 1st level the Turian Agent gains 2
specializations, for Combat powers, and one each for each level
thereafter. These specializations are used to gain ranks in new
Combat powers or to increase the rank level of Combat powers
the Turian Agent possesses.

Turian Agent Class Progression Table


round action to boost his Shields by issuing commands from
his omni-tool. This regenerates an amount of Shields equal to
10 + 1 per Turian Agent level.
This action provokes attacks of opportunity normally and
should any damage be dealt to his Shields, Plating or his Hit
Points, the action is expended without effect.
This ability has a cooldown of 10 actions.
He can use this ability a number of this per encounter
equal to his Wisdom modifier (minimum of 1).

He can only apply specializations, to increase ranks, on Combat


powers to which he meets the prerequisites.

Improved Time Slow: At 8th level, the Turian Agents time


slow ability improves and now lasts 4 actions.

Combat Specializations can be used to improve the rank level


of any Ammo power the Turian Agent possesses. One Combat
Specialization improves the current rank of an Ammo power the
Turian Agent possesses by 1. See Ammo powers for further details.

Medium Armor Proficiency: At 9th level, the Turian


Agent gains proficiency with Medium Armors.

Time Slow: At 2nd level, whenever the Turian Agent uses the
Aiming action with a sniper rifle, his optic enhancements work
together with neural and muscular implants granting him an
increased reaction time during which the world seen through the
sniper rifles ocular sights seems to be moving in slow motion.

Improved Shield Boost: At 12th level the Turian Agents


shield boost ability improves and now regenerates an
amount equal to 10 + 2 per Turian Agent level.

This ability is automatic and acts whenever the Turian Agent uses the
Aiming action with a sniper rifle. It lasts 2 actions and provides him a
+1 bonus to attack per Agent level. In addition, while this ability lasts
the Critical Threat Range of the sniper rifle the Agent wields increases
by 1.

Greater Time Slow: At 14th level, the Turian Agents


time slow ability improves. Now the Critical Threat
Range increase is now 2, instead of 1.
Supreme Time Slow: At 20th level, the Turian Agents
time slow ability reaches its mastery and lasts 6
actions instead of 4. Also, the critical multiplier of any
sniper rifle is increased by 1 when this ability is active.

Shield Boost: Starting 3rd level, the Turian Agent can spend a full-

63

Chapter 2: Character Creation

Chapter 3
Skills and Feats

Skills

character level (for a character that has increased a skill to its maximum
rank). When making a skill check, you add your skill ranks to the roll as
part of the skill modifier, so the more ranks you have, the higher your
skill

Skills represent a varied number of common tasks


check result will be.
available to any character and NPC. They are used in
Ranks tell you how proficient you are and reflect your training in a
a daily basis, some more than others depending on
given skill. In general, while anyone can get a lucky roll, a character
the characters class, job and role in society. As one
with, for example, 10 ranks in a given skill has a higher degree of
becomes more experienced, and gains new levels
training and expertise in that skill and a higher chance of succeeding
with such experience increase, he also increases his
in a task involving that skill than a character with 9 ranks or fewer.
ability to certain tasks.
With each level up, the character is awarded additional skill points
Some skills represent a general training and
to buy skill ranks with.
understanding required for some classes, such as the
Biotics skill for classes that employ biotic powers.
Getting Skills: A character gains skill points according
to the class in which he gained a level. If that level is the
1st character level, the total number of skill points gained
is multiplied by 4.

Using Skills

When your character uses a skill, you make a skill check to see
howwell he or she does. The higher the result of the skill check,
the better. Based on the circumstances, your result must match
or beat a particular number (a DC or the result of an opposed skill
If you buy a class skill, your character gets 1 rank (equal to
check) for the check to be successful. The harder the task, the
a +1 bonus on checks with that skill) for each skill point.
higher the number you need to roll.
If you buy other classes skills (cross-class skills), you get
1/2 rank per skill point. Your maximum rank in a skill is your Circumstances can affect your check. A character that is free to
work without distractions can make a careful attempt and avoid
character level + 3. Remember that while 1/2 ranks do not
simple mistakes. A character who has lots of time can try over
provide any bonuses, they allow a character to consider the
andover again, thereby assuring the best outcome. If others
skill, in which they just have 1/2 ranks, as a skill the character
help, the character may succeed where otherwise he or she
is trained in.
would fail.
Using Skills: To make a skill check, roll:
1d20 + skill modifier (Skill modifier = skill rank + ability
modifier + miscellaneous modifiers)

Skill Checks

A skill check takes into account a characters training (skill


rank), natural talent (ability modifier) and luck (the die roll).
This roll works just like an attack roll or a saving throw the
It may also take into account his or her races knack for doing
higher the roll, the better. Either youre trying to match or
certain things (racial bonus), what the character is carrying
exceed a certain Difficulty Class (DC), or youre trying to beat
(load penalty), or a certain feat the character possesses,
another characters check result. For instance, to sneak quietly
among other things.
past a guard, an infiltrator needs to beat the guards Listen check
To make a skill check, roll 1d20 and add your characters
result with her own Move Silently check result.
skill modifier for that skill. The skill modifier incorporates
Skill Ranks: A characters number of ranks in a skill is based on
the characters ranks in that skill and the ability modifier
how many skill points a character has invested in it. Many skills
for that skills key ability, plus any other modifiers that
can be used even if the character has no ranks in them; doing this
may apply. Unlike with attack rolls and saving throws, a
is called making an untrained skill check.
natural roll of 20 on the d20 is not an automatic success
and a natural roll of 1 is not an automatic failure.
Ability Modifier: The ability modifier used in a skill check is the
modifier for the skills key ability (the ability associated with the
skills use). The key ability of each skill is noted in its description.

Difficulty Class

Miscellaneous Modifiers: Miscellaneous modifiers include racial


bonuses, armor check penalties and bonuses provided by feats,
favorable or unfavorable conditions (this bonus is granted by the
GM, if he so decides it), among others.

Some checks are made against a Difficulty Class (DC).


The DC is a number set by the GM (using the skill rules
as a guideline) that you must score as a result on your
skill check in order to succeed.

Acquiring Skill Ranks

Opposed Checks

Ranks indicate how much training or experience your character has


with a given skill. Each of his or her skills has a rank, from 0 (for a skill
in which your character has no training at all) to a number equal to 3 +

An opposed check is a check whose success or failure


is determined by comparing the check result to

65

Chapter 3: Skills and Feats

Examples of opposed checks: Task

Skill (key ability)

Opposing Skill (key ability)

Con someone

Bluff (Cha)

Sense Motive (Wis)

Pretend to be someone

Disguise (Cha)

Spot (Wis)

Win a ship race

Piloting (Int)

Piloting (Int)

Hide from someone

Hide (Dex)

Spot (Wis)

Make bully back down

Intimidate (Cha)

See Intimidate skill description

Sneak up on someone

Move Silently (Dex)

Listen (Wis)

Make a coin disappear in your sleeve

Sleight of Hand (Dex)

Spot (Wis)

another characters check result. In an opposed check, check, for example, is part of your movement. Each skill description
specifies the time required to make a check.
the higher result succeeds, while the lower result fails.
In case of a tie, the higher skill modifier wins. If these
scores are the same, roll again to break the tie. For
Practically Impossible Tasks
example, to sneak up on someone, you make a Move
Sometimes you want to do something that seems practically
Silently check. Anyone who might hear you can make a
impossible. In general, a task considered practically impossible
Listen check to react to your presence. For the opponent
has a DC of 40, 60, or even higher (or it carries a modifier of +20 or
to hear you, his or her Listen check result must exceed
more to the DC).
your Move Silently check result.
Practically impossible tasks are hard to delineate ahead of time.
Theyre the accomplishments that represent incredible skill
and luck.The GM decides what is actually impossible and what
is merely practically impossible. Characters with very high skill
Generally, if your character attempts to use a skill he or
modifiers are capable of accomplishing incredible, almost
she does not possess, you make a skill check as normal.
unbelievable tasks, just as characters with very high combat
The skill modifier doesnt have a skill rank added in because
bonuses are.
the character has no ranks in the skill. Any other applicable
modifiers are applied to the check.

Untrained Skill Checks

Many skills can be used only by someone who is trained in


them. If you dont have Electronics, for example, you just
dont know enough of circuits, electric systems and software
to try and breakdown the simplest of firewalls protecting a
data core.

Checks without Rolls

A skill check represents an attempt to accomplish some goal,


usually while under some sort of time pressure or distraction.
Sometimes, though, a character can use a skill under more
favorable conditions and eliminate the luck factor.

Taking 10: When your character is not being threatened


or distracted, you may choose to take 10. Instead of rolling
Access to Skills
1d20 for the skill check, calculate your result as if you had
The rules assume that a character can find a way to learn any
rolled a 10. Distractions or threats (such as combat) make
skill. For instance, if a character wants to learn Gamble, nothing
it impossible for a character to take 10. Taking 10 takes ten
in the rules exists to stop him. However, the GM is in charge of
times as long as making a single check would take.
the universe and makes all the decisions about where one can
Taking 20: When you have plenty of time, you are
learn certain skills and where one cant. While the same character
faced with no threats or distractions and the skill being
is living on a small colony where there is little or no gamble, for
attempted carries no penalties for failure, you can take
example, the GM can decide that he has no way of learning to be a
20. In other words, eventually you will get a 20 on 1d20
professional Gambler. Its up to the GM to say whether a character
if you roll enough times. Instead of rolling 1d20 for the
can learn a given skill in a given setting.
skill check, just calculate your result as if you had rolled
a 20. Taking 20 means you are trying until you get it
Time and Skill Checks
right and it assumes that you fail many times before
Using a skill might take an action, several actions, a round, take no succeeding. Taking 20 takes twenty times as long as
making a single check would take.
time, or take several rounds or even longer. Types of actions define
how long activities take to perform within the time of a combat
Since taking 20 assumes that the character will fail
round (6 seconds) and how movement is treated with respect to
many times before succeeding, if you take 20 on a skill
the activity (see Action Types). Some skill checks are instant and that carries
represent reactions to an event, others are included as part of an
penalties for failure (for instance, an Electronics
action and arent considered as actions. Other skill checks represent
check to disarm a bomb), your character would
partof movement. The distance you jump when making a Jump
automatically incur those penalties before

Chapter 3: Skills and Feats

66

Skill Synergy: 5 or more ranks in

Gives a +2 bonus on

Balance

Climb checks

Bluff

Diplomacy checks

Bluff

Intimidate checks

Bluff

Sleight of Hand checks

Bluff

Disguise checks to act in character while being observed by another

Jump

Balance checks

Knowledge (behavior sciences)

Diplomacy checks

Knowledge (behavior sciences)

Bluff checks

Knowledge (biology)

Medicine checks

Knowledge (business)

Diplomacy checks when haggling

Knowledge (current events)

Gather Information checks

Knowledge (history)

Perform (oratory) checks

Knowledge (popular culture)

Gather Information checks

Knowledge (technology)

Electronics checks

Knowledge (technology)

Repairs checks

Knowledge (theology and philosophy)

Diplomacy checks

Perform (act)

Disguise checks to act in character

Perform (dance)

Balance checks

Perform (oratory)

Diplomacy checks

Perform (sing)

Gather Information checks

Search

Survival checks when following tracks

Sense Motive

Diplomacy checks

Tumble

Balance checks

Tumble

Jump checks

completing the task (in this case, the bomb wouldmost likely
set off ).If take 20 is possible, so is take 10.
Ability Checks: The normal take 10 and take 20 rules apply for
ability checks.

In cases where the skill restricts who can achieve certain


results (such as with Electronics), you cant aid another to
grant a bonus to a task that your character couldnt achieve
alone.

Combining Skill Attempts

Skill Synergy

When more than one character tries the same skill at the same
time and for the same purpose, their efforts may overlap.

Its possible for a character to have two skills that work well
together. In general, having 5 or more ranks in one skill
gives the character a +2 bonus on skill checks with each
of its synergistic skills, as noted in the skill description and
on table above. In some cases, this bonus applies only to
specific uses of the skill in question, and not to all checks.
Some skills provide benefits on other checks made by a
character, such as those checks required to use certain
class features.

Aid Another
You can help another character achieve success on a skill check
by making the same kind of skill check in a cooperative effort.To
do so, you must make a check for the intended skill against a DC of
10. If you succeed, you provide a +2 bonus to your allys skill check.
Multiple allies can make an Aid Another but the GM might impose
limitations.

Your GM may limit certain synergies if desired, or may


add more synergies for specific situations.

Aid Another cannot be used for social skills and the Sense Motive
skill unless all characters are actively interacting and talking.

When one check isnt enough: Sometimes the


GM might decide that a certain action requires the
character to roll more than one different skill check
If you roll a 10 or higher on your check, the character you are helping
gets a +2 bonus to his or her check (you cant take 10 on a skill check (for example: trying to extract information from a
high secure software firm could require a Hacking
to aid another). In many cases, a characters help wont be beneficial,
or only a limited number of characters can help at once. The GM limits skill check followed by a Decryption skill check).
cooperation as he or she sees fit for the given conditions.

67

Chapter 3: Skills and Feats

Ability Checks

Surface Modifiers

Sometimes a character tries to do something to


which no specific skill really applies. In these cases,
you make an ability check. An ability check is a
roll of 1d20 plus the appropriate ability modifier.
Essentially, youre making an untrained skill check.
The GM assigns a Difficulty Class, or sets up an
opposed check when two characters are engaged in
a contest using one ability score or another.

Lightly obscured (scree, light debris)

+2

Severely obstructed (natural cavern floor, heavy debris)

+5

Lightly slippery (wet floor)

+2

Severely slippery (ice sheet)

+5

Sloped or angle

+2

Degrading Narrow Surface (unstable narrow surface,


falling debris)1

+4

In some cases (especially those with prolonged use


of a specific ability score) an action is a straight test of
ones ability with no luck involved. Just as you wouldnt
make a height check to see who is taller, you dont
make a Strength check to see who is stronger. When
two characters arm wrestle, for example, the stronger
character simply wins. In the case of identical scores,
roll a die.

DC Modifier2

1.

Only if running or charging. Failure by 4 or less means the creature


cant do so, but can otherwise act normally.

2.

Above 21 inches no check is necessary but squeezing movement


and combat rules apply if space is lower than 5 ft

3.

Only applies to Narrow Surface

4.

These modifiers stack

Take 10 or 20: No

Skills with Prerequisites

Check: You make a Balance check as part of a movement. A


successful check lets you move half your speed for 1 round,
Some skills require the character to meet some
prerequisites before he can use that skill or buy ranks along a precarious surface. You can move at full speed with a
for it. Hacking, for example, cant possibly be used if the Balance check if you take a -5 penalty and you can even make a
run in that round if you take a -20 penalty on the check. A failure
character hasnt some knowledge of electronics.
by 4 or less means you cant move for 1 round. A failure for 5 or
Skills that have prerequisites cannot be used untrained,
more means you fall. The DC of the Balance check varies with
with exception of social skills (Diplomacy and Intimidate).
the surface, as detailed in the tables above.
Note: The table presents Narrow Surfaces for medium sized
creatures. For smaller sized creatures just reduce by half the
This section describes each skill, including common uses and value indicated on the table for each size reduction (example:
typical modifiers. Sometimes skills can be used for purposes a Balance check DC 15 represents a Narrow Surface of 3
6 inches wide for small creatures and a Narrow Surface
not mentioned here (example, a bunch of pilotsmight be
of 1,5 3 inches wide for a tiny creature). For larger sized
impressed by making a Pilot check).
creatures double the value indicated on the table for each
size increase (example: a Balance check DC 15 represents a
Narrow Surface of 12 24 inches wide for large creatures
Balance
and a Narrow Surface of 24 48 inches wide for huge
You can keep your balance in situations that could otherwise make creatures).
you fall, such as a narrow edge.
Being attacked while Balancing: You are considered

Skill Descriptions

Ability: Dex
Load Check Penalty: Yes
Training: No
Narrow Surface

Balance DC

12 212 inches wide

10

6 12 inches wide

15

3 5 inches wide
Less than 3 inches wide

20
Impossible

Difficult Surface

Balance DC1

Uneven Terrain

121

Moving Surface

14

Violently Moving Surface

18

Chapter 3: Skills and Feats

flat-footed while balancing. If you have 5 or more ranks


in Balance, you arent considered flat-footed while
balancing. If you take damage directly to your HP, while
balancing, you must succeed on another Balance check
against the same DC or fall either from the Narrow
Surface or fall prone on the Difficult Surface.
Resist Trip: If you have 8 or more ranks in Balance,
you can make a Balance check in place of a Strength
or Dexterity check to avoid being tripped by an
opponent. You take a -8 penalty on your Balance
check. If you succeed you are not tripped and you may
not attempt to trip your opponent.
Synergy: If you have 5 or more ranks in Balance, you
gain a +2 bonus on Climb checks.

68

Biotics
You can identify biotic powers and understand how
they work. This skill is also vital to all biotic users as it
determines their power capabilities.
Ability: Int
Load Check Penalty: No
Training: No

make the shopkeeper glance down. It would not cause him to ignore
you and try topick up the object.
A bluff requires interaction between you and the target. Creatures
unaware of you cannot be bluffed.
Creating a Diversion to Hide: You can use the Bluff skill to help you
hide. A successful Bluff check gives you the momentary diversion you
need to attempt a Hide check while people are aware of you.This
usage does not provoke an attack of opportunity.

Take 10 or 20: No

Delivering a Secret Message: You can use Bluff to get a message


to another character without others understanding it. The DC is
Check: Use this skill to determine the effects of an
15 for simple messages, or 22 for complex messages, especially
incoming biotic power or of one already in use. The
those that rely on getting across new information. Failure by 4 or
typical DC for this check is 16 + number of specialization
less means you cant get the message across. Failure by 5 or more
of the power. It requires no more than a free action
means that some false information has been implied or inferred.
to identify the power and you can even use this check
Anyone listening to the exchange can make a Sense Motive check
during the round of an opponent, to identify any power
opposed by the Bluff check you made in order to intercept your
he might be using.
message.
Biotic users also need a certain number of ranks in this
Heckling: You can heckle a performer by taking 1 minute and
skill to be able to access biotic powers.
making a Bluff check opposed by the performers Concentration
Try Again: Yes but only for powers that have a duration
check. If you win, the performer must make a new Perform check
other than instantaneous.
with a -2 penalty plus an additional -2 for every 5 points in which
you won the opposed check. If you lose, the audience sides
with the performer, who gains a +2 circumstance bonus on the
Bluff
Perform check for that performance. Some audience members
might be unfriendly toward you if the performers Perform
You can make the outrageous
check is successful.You can
or the untrue seem plausible,
Circumstance
Sense Motive modifier
only make one check to heckle
or use doublespeak to deliver
Target wants to believe you
-5
during a given performance.
a secret message to another
character. The skill encompasses
acting, conning, fast talking,
misdirection, prevarication and
misleading body language.

Bluff is believable and doesnt


affect the target much

+0

Feinting in Combat: You can


also use Bluff to mislead an
Bluff is a little hard to believe or
+5
opponent in melee combat (so
puts the target at risk
that it cant dodge your next
attack effectively). To feint,
Bluff
is
hard
to
believe
or
puts
the
+10
Ability: Cha
make a Bluff check opposed
target at great risk
Load Check Penalty: No
by your targets Sense Motive
Bluff is almost too incredible to
+20
Training: No
check, but in this case, the
consider
target adds its BAB to the
Take 10 or 20: No
roll along with any other
Check: A Bluff check is opposed by the targets Sense Motive
applicable modifiers. If your Bluff check result exceeds this
check. A Bluff check made as part of a general interaction is at
special Sense Motive check result, your target is denied
least a full-round action, but it can take much longer if you try
its Dexterity bonus to Defense (if any) for the next melee
something more elaborate.
attack you make against it. This attack must be made on
Favorable and unfavorable circumstances weigh heavily on the
your current turn.
outcome of a bluff. Two circumstances can weigh against you: The
Feinting in this way against a non-humanoid such as
bluff is hard to believe, or the action that the target is asked to take
an elcor is difficult because its harder to read a strange
goes against its self-interest, nature, personality, orders, or the like.
creatures body language; you take a 4 penalty on your
If its important, the GM can distinguish between a bluff that fails
Bluff check. Against a creature of animal Intelligence (1
because the target doesnt believe it and one that fails because it
or 2) its even harder; you take a 8 penalty. Against a
just asks too much of the target.
non-intelligent creature, its impossible.
A successful Bluff check indicates that the target reacts as you wish,
Feinting in combat does not provoke an attack of
at least for a short time (usually 1 round or less) or believes something
opportunity and requires an action. It can also be
that you want it to believe. Bluff, however, is not a mind controlling
made as a part of an action in which you move at
effect. For example, you could use bluff to put a shopkeeper off guard
least 5 feet (cant be made in 5-ft steps).You can try to
by saying there is an object on the ground. At best, such a bluff would
feint more than one opponent by making other

69

Chapter 3: Skills and Feats

Bluff checks to feint other opponents. However,


each opponent beyond 1st gains a +3 cumulative
circumstance bonus on his Sense Motive check.
Try Again: Varies. Generally, a failed Bluff check in
social interaction makes the target too suspicious
for you to try again in the same circumstances, but
you may retry freely on Bluff checks made to feint in
combat (can only make one feint for each target in
each round). Retries are also allowed when you are
trying to send a message, but you may attempt such a
retry only once per round. Each retry carries the same
chance of miscommunication.
Synergy: If you have 5 or more ranks in Bluff, you get a
+2 bonus on Diplomacy,Intimidate and Sleight of Hand
checks, as well as on Disguise checks made when acting
in character.

Example Surface or Activity

Modifier to DC

Climbing a chimney (artificial or natural) or other


location where you can brace against opposite walls

- 10

Climbing a corner where you can brace against a


perpendicular wall

-5

Climbing at half speed instead of one-quarter speed

+5

Climbing at normal speed

+ 20

Climbing while retaining Dexterity bonus to AC

+ 20

Surface is slippery

+5

with those on the following table to determine an appropriate DC.


Add to that DC any applicable modifier, as indicated on the table
below.

Taking other actions while climbing:You need both hands free to


climb, but you may cling to a wall with one hand while you use
a biotic power or take some other action that requires only one
hand. While climbing, you cant move to avoid a blow, so you
lose your Dexterity bonus to Defense (if any). You also cant use
Climb
a shield while climbing. However, you can take a -20 penalty on
your Climb check and retain your Dexterity bonus to Defense
This skill represents your ability to climb up or down walls or
while climbing.
other similar vertical surfaces.
Combat Climb: Any time you take damage directly to your
HP, while climbing, make a Climb check against the DC of the
slope or wall. Failure means you fall from your current height
and sustain the appropriate falling damage (see Environmental
Hazardsfor more information on falling damage).

Ability: Str
Load Check Penalty: Yes
Training: No
Take 10 or 20: only take 10

Check: With a successful Climb check, you can advance up,


Making Your Own Handholds and Footholds: You can make
down, or across a slope, a wall, or some other steep incline
your own handholds and footholds by pounding pitons into
(or even a ceiling with handholds) at one-quarter your
a wall. Doing so takes 1 minute per piton, and one piton is
normal speed. A slope is considered to be incline at an angle
needed per 3 feet of distance. As with any surface that offers
measuring less than 60 degrees; a wall is any incline at an
handholds and footholds, a wall with pitons in it has a DC of
angle measuring 60 degrees or more.
15.
A Climb check that fails by 4 or less means that you make no
Rappelling: You can use a rope and climbing gear to make
progress and one that fails by 5 or more means that you fall
a rapid descent while climbing. You must have a climbers
from whatever height you have already attained.The DC of the
kit, rope and at least 1 rank in Climb. While rappelling,
check depends on the conditions of the climb. Compare the task
you can descend at your base land speed down a wall of
Climb Example Surface or Activity

DC

A slope too steep to walk up, or a knotted rope with a wall


to brace against

A rope with a wall to brace against, or a knotted rope

A surface with ledges to hold on to and stand on, such as


very rough wall or a ships rigging

10

Any surface with adequate handholds and footholds


(natural or artificial), such as a very rough natural rock
surface or a tree, or an unknotted rope, or pulling yourself
up when dangling by your hands

15

An uneven surface with some narrow handholds and


footholds, such as a typical wall in a cavern

20

A rough surface, such as a natural rock wall

25

An overhand or ceiling with handholds but no footholds

25

A perfectly smooth, flat, vertical surface

Chapter 3: Skills and Feats

any surface type with a DC 10 Climb check, or you can


take a full-round action to move twice your speed. You
can take a full-round action to descend at 4 times your
speed by making a DC 20 Climb check. You take normal
DC modifiers for a slippery wall and trying to retain your
Dexterity bonus to AC, and the DC increases by 10 if you
have no wall to brace against.
Catching Yourself When Falling: Its practically
impossible to catch yourself on a wall while falling.
Make a Climb check (DC = walls DC + 20) to do so. Its
much easier to catch yourself on a slope (DC = slopes
DC + 10) or while rappelling (DC = DC to rappel + 10).
Catching a Falling Character While Climbing: If
someone climbing above you or adjacent to you
falls, you can attempt to catch the falling character
if he or she is within your reach. Doing so requires
a successful melee touch attack against the falling

70

character (though he or she can voluntarily forego


any Dexterity bonus to Defense if desired). If
you hit, you must immediately attempt a Climb
check (DC = walls DC + 10). Success indicates that
you catch the falling character, but his or her total
weight, including equipment, cannot exceed your
heavy load limit or you automatically fall. If you fail
your Climb check by 4 or less, you fail to stop the
characters fall but dont lose your grip on the wall. If
you fail by 5 or more, you fail to stop the characters
fall and begin falling as well.

Load Check Penalty: No


Training: No
Take 10 or 20: No
Check: You must make a Concentration check whenever you might
potentially be distracted (by taking damage, by harsh weather, and
so on) while engaged in some action that requires your full attention.
Such actions include hacking a computer terminal, maintaining a
performance, disabling a bomb, piloting a ship and even talking
with someone in a relaxed position. In general, if an action wouldnt
normally provoke an attack of opportunity, you dont need to make
a Concentration check to avoid being distracted.

Action: Climbing is part of movement, so its generally


part of an action (and may be combined with other
types of movement). Each action that includes any
climbing requires a separate Climb check. Catching
yourself or another falling character doesnt take an
action.

If the Concentration check succeeds, you may continue with


the doing what you were doing as normal. If the check fails,
you are forced to stop whatever you were doing, that required
concentration, for 1 round or until the distraction has passed,
whichever takes longer. For example, if you were in the process of
hacking something but then someone annoying started speaking,
You can use a rope to haul a character upward (or lower
you simply stop the attempt but may continue after that person
a character) through sheer strength. You can lift double
ceases talking (although, depending on what you were trying
your maximum load in this manner.
to hack, taking too long in the hacking attempt might alert
A creature with a climb speed has a +8 racial bonus on
someone or completely shut the computer terminal).
all Climb checks. The creature must make a Climb check
The table above summarizes various types of distractions that
to climb any wall or slope with a DC higher than 0, but it
cause you to make a Concentration check, and the DC of such
always can choose to take 10, even if rushed or threatened
check. If more than one type of distraction is present, make a
while climbing. If a creature with a climb speed chooses an
check for each one; any failed Concentration check indicates
accelerated climb (see above), it moves at double its climb
that the task is not completed.
speed (or at its land speed, whichever is slower) and makes
a single Climb check at a 5 penalty. Such a creature retains Making a Concentration check doesnt take an action; it is
either a free action (when attempted reactively) or part of
its Dexterity bonus to Defense (if any) while climbing and
opponents get no special bonus to their attacks against it. It another action (when attempted actively).
can use the Run action while climbing provided it runs in a
Being distracted by something doesnt necessarily force you
single line.
to stop doing whatever you were doing. If a heated argument
Try Again: Yes

Concentration

in the CIC of a ship distracted the pilot and forced him to


stop piloting the ship, then everyone would be in trouble.
In that case the pilot can still force himself to pilot the
ship, although the argument still causes some momentary
distractions on him which reduces his performance.

You are particularly good at focusing your mind.


Ability: Con
Distraction
Damaged during the action
Taking continuous damage during the action.2
Distracted by non-damaging tech or biotic power

71

Continued Distraction: In situations where you are


being continuously distracted (ex: an heated argument
is occurring right next to you) but still wish to continue
DC
10 + damage dealt Damaged during the action1
10 + 1/2 continuous damage last dealt
Distracting powers save DC

Vigorous motion (ex: on a moving vehicle).

12

Violent motion (ex: on a ship being violently shaken by enemy attacks).

18

Extraordinarily violent motion (earthquake).

25

Weather is a high wind carrying blinding rain or sleet.

10

Weather is wind-driven hail, dust, or debris.

14

1.

Such as during the execution of an activity that takes more than a single full-round action (example: Hacking)

2.

Such as from Chemical or Inferno ammo types

Chapter 3: Skills and Feats

performing whatever action you were doing,


you take a -1 penalty on all checks related to that
action for one round. Each additional round the
distracting source persists, you take an additional
and cumulative -1 penalty. When this penalty makes
you fail that which you were doing, then you are
forced to stop (and you

Take 10 or 20: only take 10


Prerequisites :Requires Electronics 4 ranks
Check: The time required to use this skill varies with the difficulty
of a given task as shown in the table below. Using this skill requires
concentration on the task and interrupting it has a 50% chance of
forcing one to start over, instead of just continue his work.

Remember that when you use this skill to shut down security systems,
you only affect the electronic systems themselves. Those monitoring
security cameras, for example, might be alerted if one or more
cameras are shut down. Also remember that shutting down security
systems doesnt open locked doors or containers for those are run
Try Again: Yes, but only in the sense that you can be
by different security programs but it shuts down programs that
interrupted several times while performing an action.
alert security when a door or container is opened.
If you are interrupted once, by failing a Concentration
Try Again: Yes. However, some systems might react to several
check, but later resume whatever you were doing, you
consecutive damping attempts.
can be distracted once again thus forcing you to make
Special: You can only use this skill if you have access to the
new Concentration checks while still performing the
systems of a computer terminal that is linked to the electronic
same action. Being interrupted several times doesnt
system that you are trying to shut down or disable.
apply any sort of penalty but a continued distraction
does (see above).
You can also try to combine more than one check, performing
should remove the distracting source, otherwise
whenever you wish to do something that requires
concentration, you take the entire penalty for
continued distraction ever since it started).

Special: Although combat can be quite distracting, the various damping actions at once. For that use the action with the
highest DC, of all the actions you are attempting to perform at
adrenaline it pumps into ones organism is enough to
force him to concentrate on his action. Thus a character once, and add +3 to that DC for each action additional action.
The time required is equal to the time required to perform the
can dismantle a bomb right in the middle of a battlefield
action with the highest DC.
without penalty. If he takes damage, however, the action he
is performing might be interrupted if taking damages does
Only after that you can apply the three modifiers presented in
interrupt such action.
the table below.
Class Skill: Concentration is considered as a class skill for all
classes.

Decryption
Damping
This skill represents ones ability to disable an electronic system, or
at least to negate its effects for a short period of time. It is especially
useful against security systems.
Ability: Int
Load Check Penalty: No

This skill represents ones ability to decrypt an electronic systems


codes and force it to operate without proper authorizations.
Decryption is usually used against locked doors and containers.
It also allows one to decrypt coded messages and understand
the purpose of a given electronic code (for example: determine
that a foreign code in a doors software is actually a security
system that alerts whenever that door is opened).

Training: Yes

Ability: Int

Situation where Damping checks apply

DC

Time Required

Shut down normal security cameras for 1 minute in the next security section

12

Usually 1d4 rounds

Shut down professional security cameras for 1 minute in the next security section

17

Usually 1d8 rounds

Shut down military-grade security cameras for 1 minute in the next security section 23

Usually 2d6 rounds

Shut alarm mechanisms in doors for the next security section for 1 minute

Usually 1d6+1 rounds

15

Shut down normal defense systems in the next security area for 1 minute

15

Usually 3d6 rounds

Shut down professional defense systems in the next security area for 1 minute

20

Usually 4d6+1 rounds

Shut down military-grade defense systems in the next security area for 1 minute

25

Usually 1d4+1 minutes

Shut down another program for 1 minute

GMs decides both DC and time required

Previous check but in half the time

+5

Previous check but for an entire level of a complex instead of just a section

+10

Double time required

Previous check but the duration lasts twice as much

+5

Time required increases by 50%

Chapter 3: Skills and Feats

72

Load Check Penalty: No

Diplomacy

Training: Yes

This skill represents the ability to give others the right impression of oneself, to negotiate effectively and to influence others. It includes etiquette,
social grace, tact, subtlety and a way with words.

Take 10 or 20: only take 10


Prerequisites: Requires Electronics 2 ranks
Check: Using this skill usually takes 1d6+1 rounds
to open locked doors or containers. The DC varies
with door but it usually is 13 for doors and containers
with simple locking mechanisms, 18 for doors and
containers with average locking mechanisms and
25 for doors and containers with strong locking
mechanisms.

Identifying the purpose of a simple program or


electronic code takes 1 minute and has a DC of 18.
Average programs and codes have a DC of 25 and take
3d6 minutes. Complex programs and codes have a DC of
30 and take 3d12 minutes.

Ability: Cha
Load Check Penalty: No
Training: No
Take 10 or 20: No
Prerequisites: Paragon points.
Check: Changing others attitudes with Diplomacy generally takes
at least 1 full minute. In some situations, this time requirement may
greatly increase. A rushed Diplomacy check (such as an attempt to
head off a fight between two angry warriors) can be made as a fullround action, but you take a 10 penalty on the check.

Special: You can change the attitudes of others with a successful


Decrypting messages is more complex. Checks are made
Diplomacy check; see the Influencing NPC Attitudes, below, for
every minute against one single Decryption check of
basic DCs. In negotiations, participants roll opposed Diplomacy
the person that encrypted the message which serves as
checks and the winner gains the advantage. Opposed checks
the DC for all your checks. The message is only decrypted
also resolve situations when two advocates or diplomats plead
once you achieved a number of successes equal to that
opposite cases in a hearing before a third party.
persons Intelligence score (not modifier). For GMs, instead
The GM might apply circumstance penalties based on how
of creating NPCs each time a player uses this skill, you can
much the NPC hates, distrust or dislikes your race, on how much
instead determine that novice NPCs have a +6 modifier
the NPC despises or disagrees with your ideals and morals.
on their Decryption skill and an Intelligence score of 12.
Professional NPCs have a +10 modifier on their Decryption Haggling: You can use the Diplomacy skill to lower the asking
price of an item by taking 1 minute to haggle. To do so, make
skill and an Intelligence score of 14. Expert NPCs have a +15
modifier on their Decryption skill and an Intelligence score of a Diplomacy check, taking the typical DC for influencing NPC
and adding the sellers Diplomacy modifier to the DC. Most
16.
sellers start out indifferent and with a +5 Diplomacy modifier.
Try Again: Yes. However, some systems might react to several
If you improve the sellers attitude to friendly, you receive a
consecutive decrypting attempts.
5% discount and if you improve to helpful you gain a
Special: You can only use this skill if you have access to the
10% discount. Also, for each 5 points higher than the
systems of a computer terminal that is linked to the electronic
necessary result to improve the attitude to helpful, you
system to which you are trying to use this skill.
gain an additional 5% discount. If you improve the sellers
attitude to unfriendly or worse, that seller either refuses to
sell anything to you or might increase the price.
Initial Attitude

New Attitude (DC to achieve)


Hostile

Unfriendly

Indifferent

Friendly

Helpful

Hostile

< 23

23

30

40

55

Unfriendly

<6

18

30

45

Indifferent

<1

18

32

Friendly

<1

22

Helpful

<1

Attitude

Means

Possible Actions

Hostile

Will take risks to hurt you

Attack, interfere, berate, flee

Unfriendly

Wishes you ill

Mislead, gossip, avoid, watch suspiciously, insult

Indifferent

Doesnt much care

Socially expected interaction

Friendly

Wishes you well

Chat, advise, offer limited help, advocate

Helpful

Will take risks to help you

Protect, back up, heal, aid

73

Chapter 3: Skills and Feats

When you haggle with a merchant whose attitude normally react to what the character is saying, estimating whether the
is already friendly, which already gives you a 5%
reaction would be hostile to the idea (meaning it would be very hard
discount, you take a -5 penalty on the Diplomacy
to accept), unfriendly, indifferent, friendly or helpful. The Diplomacy
check. Haggling cannot be used if the discount you
check then determines the new attitude of the NPC towards that idea.
gain is already 50% or higher or if the bonus you
gain when selling an item is 50% or higher. All % is
related to the selling or buying price, not the items
Disguise
base cost as those presented in this guide.
Use this skill to change your appearance or someone elses or to
Please note that many merchants do not allow
impersonate someone. The effort requires at least a few props, some
haggling, especially if they are merely employees of
makeup, and some time.
some other merchant or company. Also, depending on
Ability: Cha
the culture, some merchants may frown on haggling
while others may actually have higher prices just so
Load Check Penalty: No
that buyers might haggle with them for lower prices.
Training: No
Mediating: To mediate a disagreement between parties
Take 10 or 20: No
that are not already hostile toward one another, you
Check: You can create a disguise with 1d310 minutes of work
must spend a day and succeed in adjusting each groups
attitude to friendly or better toward the other party in and a Disguise check. Your check result determines how good
the disguise is and it is opposed by others Spot check results. If
the negotiation. To do so, make a Diplomacy check with
the normal DC for influencing an NPC, adding the group you dont draw any attention to yourself, others do not get to
leaders Diplomacy modifier to the DC. The DC increases make Spot checks. If you come to the attention of people who
by 5 if the two parties are of different cultures or races. You are suspicious (such as a guard watching commoners walking
can take a -10 penalty on the check to attempt mediation through a city market), the GM can assume that such observers
are taking 10 on their Spot checks.
in 1 hour.
The effectiveness of your disguise depends in part on how
As long at least one side remains unfriendly or better,
you can retry a Diplomacy check made to mediate a much youre attempting to change your appearance.
disagreement.
Try Again: Optional, but not recommended because retries
usually do not work. Even if the initial Diplomacy check
succeeds, the other character can be persuaded only so far,
and a retry may do more harm than good. If the initial check
fails, the other character has probably become more firmly
committed to his position, and a retry is futile.
Prerequisites: Diplomacy is a skill directly related to those
with a Paragon behavior (see Character Morality chapter).
As such, you cannot buy ranks in this skill unless you have a
specific number of Paragon points. The Diplomacy rank limit
of a character is equal to that characters Paragon points
divided by 5 (minimum of 1).Each rank costs 1 skill point.
At character creation, the characters base rank limit in
Diplomacy starts at 0 but is immediately affected by the
characters background, which may give Paragon points.
Influencing Npc Attitudes: Use the tables above to
determine the effectiveness of Diplomacy checks (or
Charisma checks) made to influence the attitude of a NPC.

Alterations

Check Modifier
-2

Disguise as different gender

-5

Disguise as different race1


Disguise as different age category

-22

Form-altering procedure

+20

Minor details only

+5

Familiarity

Check Modifier

Recognizes on a sight

-4

Friends or associates

-6

Close friends

-8

Intimate

-12

1.

These modifiers stack; use all that apply.

2.

Per step of difference between your actual age category and


your disguised age category. The steps are: young (younger
than adulthood), adulthood, middle age, old and venerable;
or maiden, matron or matriarch for asari

For example, if a character encounters a non-player character


whose initial attitude is hostile, that character needs to get a result
of 23 or higher on a Diplomacy check (or Charisma check) to change
that NPCs attitude. On any result less than 23, the NPCs attitude is
unchanged. On a result of 23 to 29, the NPCs attitude improves to
unfriendly.

If you are impersonating a particular individual, those


who know what that person looks like get a bonus
on their Spot checks according to the table below.
Furthermore, they are automatically considered to
be suspicious of you, so opposed checks are always
This table can also be used whenever a character is trying to persuade called for.
an NPC. Simply determine how the NPC to be persuaded would
There are surgical procedures and genetic

Chapter 3: Skills and Feats

74

modifications that can alter your appearance. But time but the DC of the check increases by 5. GMs are free to create other
situations where Electronics checks apply
there are also very advanced scanners that can
detect DNA from skin flakes, completely destroying
Try Again: Yes. But in the case of bombs, failure might mean an
the Disguise attempt. Beware when using such
explosion.
procedures for many will not tolerate a character
Special: For bombs, the DC and required time both to activate and
wearing the face of another, and in Citadel Space
deactivate are present in each bombs description (see Equipment).
procedures like these are forbidden by Citadel Law.
Some of the checks presented above require access to either the
Try Again: Yes. You may try to redo a failed disguise,
electronic device or a computer terminal.
but once others know that a disguise was attempted,
Aid Another: No. You cannot adi others on Electronics checks.
theyll be more suspicious.
Since Electronics checks usually require you to manipulate electric
Special: This skill is only used to pass as another
devices and hardware, having others over your shoulder giving
and fool others by sight alone. If you engage in
their opinions on how you should be working is actually harmful.
conversations, however, it falls into Bluff skill to talk
However, you can have another make the check instead of you,
your way out.
provided he can give you indications of all the steps you should
take. This is useful for bomb-experts who can guide another, even
one with little experience, through communication channels and
Electronics
tell them how to disable a bomb.
This skill represents a characters knowledge and skill with
electronic systems and devices. It indicates how well he can
work around and with an electronic system. It also indicates
a characters ability to copy an electronic code or message
and to set up or disable very simple electronic devices such as
small vehicles, manufacturing robots and even bombs.

First Aid
Use this skill to heal wounds with medi-gel, discern cause of death,
or provide long-term care to others.

Ability: Int

Ability: Wis
Load Check Penalty: No

Load Check Penalty: No

Training: No

Training: Yes

Take 10 or 20: Varies

Take 10 or 20: only take 10


Check: The time required to use this skill varies with the
difficulty of a given task as shown in the table below. Using
this skill requires almost full concentration but disrupting it
rarely forces the character to start over for the simple reason
that electronics usually involve manipulation of hardware and
electric systems. You can always attempt the check in half the

Check: Whenever you use medi-gel to heal yourself or


another party member, you must roll a First Aid check. You
heal a number of HP equal to your check result. Using this
action requires 1 full-round action and consumes 1 Medi-Gel
kit.

Situation

DC

Time Required

Activate an electronic mechanism

10

Usually 1d3 rounds

Shut down a simple electronic device 15


such as a small vehicle, manufacturing
robots or monitors

Usually 1d6 rounds

Intercept a coded message with simple 15


protection

Usually 1d6 rounds

Intercept a coded message with average 20


protection

Usually 1d6+2 rounds

Intercept a coded message with expert 28


protection

Usually 1d6 minutes

Copy an intercepted message to your 20


omni-tool or computer

Usually 1d6 rounds

Run a diagnostics on an electronic system 12


(cannot be made in half the time)

2
rounds
but
diagnostics may take a
lot more

Previous check but in half the time

75

+5

Long-Term Care: Providing long-term care means treating


a wounded person for a day or more. If your First Aid
check is successful, the patient recovers hit points or
ability score points (lost to ability damage) at twice the
normal rate: 2 hit points per
level for a full 8 hours of rest in a day, or 4 hit points per
level for each full day of complete rest; 2 ability score
points for a full 8 hours of rest in a day, or 4 ability score
points for each full day of complete rest.
You can tend as many as six patients at a time. You need
a few items and supplies (bandages, salves and so on)
that are easy to come by in settled lands.
You do not gain benefits from rest while performing
Long-Term Care. Giving long-term care counts as light
activity for the healer. You cannot give long-term care
to yourself. Can take 10 but not take 20.
Determine cause of death:You can use the First Aid
skill to determine what killed a dead creature. The
difficulty of this task depends on the nature of the
death itself, as shown on the table above.

Chapter 3: Skills and Feats

Cause of Death

First Aid DC

Physical injuries

Environmental (fire, suffocation, etc)

Biotic/Tech power with visible effect

12

Poison

17

Power/ability with no visible effect

20

stakes.
A Gambler check represents a specific amount of time of the game
(known as game-round). The check is made at the end of a gameround against checks from all players involved. The character with
the lowest result leaves the game empty handed, so at the next of
each game-round there will always be one less player. Note that
once a game starts no additional player can enter.

Each day that passes between the time of the


creatures death and the time the examination is made
increases the DC of the check to determine the cause
of death by 5. Can take 10 or take 20.
Sometimes, at the GMs discretion, it may be required
to perform an autopsy to a dead creature in order to
truly figure out what killed it (see the Medicine skill for
more information).

Games have a minimum bet, depending on the stakes. For each


check the characters must put the bet money on the table. After the
check, the one with the highest result takes all the money from the
table.
A player can exit a game at any point, but he does not recover the
money he may have already bet or even lost, and only takes what
he has earned.

Try Again: Varies. When determining the cause of death,


or providing long-tearm care, you can try again. When
healing injuries, you heal the amount you roll, even if the
result is low.

Gamble
Use this whenever you are playing gambling in casinos or with
another person.

For each additional game-round a character plays, the minimum


bet for that game-round doubles (remember that two doubles
equal a tripling and so on).
The table above provides general information for gambling
games. Depending on the stakes the game-round will take
a certain amount of time, has a specific minimum bet and the
NPCs playing it have a specific Gambler skill modifier that
increases as the stakes get higher. All these values are standard,
the GM can alter them.

Ability: Cha

If the PC cannot, or doesnt want to, pay the bet, he is removed


from the game with all the money he made but not the one he
lost.

Load Check Penalty: No

Synergy: For each 5 ranks in you have in Bluff, Diplomacy,


Intimidate, Perform (comedy), and Sense Motive, you gain a
+2 bonus on Gamble checks.

Training: No
Take 10 or 20: No
The ability to play in games with wages that test the
perception and manipulation abilities of each player (such as
poker games). This skill allows players to gain money by playing
in such games.
The entire gambling event is resolved by a few dice rolls, so the
neither the player nor the GM need to know exactly which game
is being played and how it is played. The GM only has to decide
how many players are in the game by the time the PC joins it. A
game lasts for as long as there are players wanting to play the
game and the earnings one can gain by playing depend on the
Stakes

Duration of a Minimum
game-round
bet

Very low stakes

2 minutes

1 credit

+2

Low stakes

3 minutes

2 credits

+5

Low-average stakes

5 minutes

4 credits

+7

Average stakes

8 minutes

8 credits

+15

High-average stakes

12 minutes

16 credits

+20

High stakes

17 minutes

32 credits

+25

Low-rich stakes

23 minutes

64 credits

+35

Medium-rich stakes

30 minutes

128 credits

+45

High-rich stakes

38 minutes

256 credits

+55

Chapter 3: Skills and Feats

Modifier
of NPCs

Gather Information
Use this skill for making contacts in an area, finding out local
gossip, rumorsand collecting general information.
Ability: Cha
Load Check Penalty: No
Information DC

Credits Required

Examples

Public

10

Usually 2d6

Major news, local


government issues,

Private

17

Usually 4d6

Gossip, private club,


military figures

Exclusive

23

Usually 10d6

Scandals, invitationonly
club,
local
criminals

Secret

28

Usually 50 + 5d6

Secrets,
espionage
group, criminal cartel

Unknown

35

Usually
10d6

Specific

+5

Usually 200 + 6d6

100

+ Shadow government,
underground cult
A particular politicians
affairs

76

Training: No

Take 10 or 20: only take 10

Take 10 or 20: only 10 only (double time


needed)

Prerequisite: Decryption 4 ranks, Electronics 4 ranks

Check: This skill requires concentration. The DC and time required vary
Check: With 1d4+1 hours, money for buying drinks
depending on the action, as shown in the table below. The check can
and making friends, and a Gather Information check,
be made in half the time but doing so increases its DC by 5. GMs are
you can learn about a topic youre interested in. The
free to create other situations where Hacking checks apply.
higher your check result, the better the information.
Forgery: This skill is also useful to create electronic forgeries, such
If you want to find out about something specific or
as new electronic identifications or access clearance for specific
secret, the DC is higher as determined by the GM and
forbidden areas. Doing so, however, is complicated. First, a Hacking
the circumstances.
check must be made. The GM sets the DC according the importance
The GM may also determine modifiers for this check,
of the forgery being created (usually between 15 and 40). For
depending on where you are trying to gather the
example: creating a new ID requires one to access the ID storage
information. For example, trying to learn about some
banks, which usually have a decent protection, thus usually have a
secret gossip in a well-reputed bar might be difficult,
DC of 20 or 25. Creating a forgery that grants access to a top-secret,
while the same might be easy to achieve if done in a bar
high-security military complex requires an extreme amount of
for scoundrels and ill-repute people.
work and care and thus should have a DC of 35 or even 40. Failing
the check by 4 or less carries no consequences and you are aware
Try Again: Yes, but it takes time for each check.
Furthermore, you may draw attention to yourself if you that you failed in creating your forgery after comparing it to
others. Failing by 5 or more, however, also reveals that you failed
repeatedly pursue a certain type of information.
in your check but immediately alerts the system of your attempt
to insert a fake ID or clearance within the data-banks, which in
turn might alert security.

Hacking

Use this skill to hack electronic systems and have them do


what they can for you.
Ability: Int
Load Check Penalty: No
Training: Yes

After succeeding on the initial check, you have a working


forgery but it doesnt mean you are safe. First, if the forgery
you created must present a picture, you must either provide
yours or create a disguise to match the picture present in the
forgery. Secondly, certain security systems may verify your
identity. This verification is the ultimate challenge of your
forgery. You and the system make opposed Hacking rolls. If

Situation

DC

Time Required

Hack a door, with simple locking mechanisms, to open for 2 rounds then close and lock.

15

1d3 rounds

Hack a door, with average locking mechanisms, to open for 2 rounds then close and lock.

21

1d6 rounds

Hack a door, with strong locking mechanisms, to open for 2 rounds then close and lock.

28

2d6+1 rounds

Hack normal security cameras to display in the terminal what they are monitoring

10

1round

Hack professional security cameras to display in the terminal what they are monitoring

14

1d3 rounds

Hack military security cameras to display in the terminal what they are monitoring

18

1d3+1 rounds

Hack normal security cameras to replace the image they are recording with a previous record made a few 15
rounds ago, or that was stored in your omni-tool

2 rounds

Hack professional security cameras to replace the image they are recording with a previous record made a few 22
rounds ago, or that was stored in your omni-tool

2d4+2 rounds

Hack military-grade security cameras to replace the image they are recording with a previous recording made a 30
few rounds ago, or that was stored in your omni-tool

2d6+2 rounds

Hack a simple manufacturing or stockpiling robot to move as you desire but for as long as you continue the 12
hack

1d3 rounds

Hack platform and wall systems to move them as you will

2d4 rounds

14

Hack bank terminal to transfer money to you. The DC is equal to 15 + the amount of money you wish to transfer divided by 500 (rounded
down). The number of rounds it takes is equal to the DC divided by 3 (rounded down).
Hack normal defensive systems IFF and alter it

15

1d6+1 rounds

Hack professional defensive systems IFF and alter it

22

2d6+2 rounds

Hack military-grade defensive systems IFF and alter it

30

3d6+3 rounds

Previous check but in half the time

+5

77

Chapter 3: Skills and Feats

you win, the forgery is accepted as real. If you lose, usually (but not always; see below) obviates the need for a Hide check,
however, it means the system managed to detect
since nothing can see you anyway.
some discrepancies in the forgery or detected your
If people are observing you, even casually, you cant hide. You can
work in the data-banks and your forgery is detected
run around a corner or behind cover so that youre out of sight and
for what it is. The consequences of such detection,
then hide, but the others then know at least where you went. If your
however, vary, and if the system doesnt raise the
observers are momentarily distracted (such as by a Bluff check; see
alarm against intruders, you are not aware of your
below), though, you can attempt to hide. While the others turn their
success or failure (the GMusually rolls this Hacking
attention from you, you can attempt a
check secretly).
Hide check if you can get to a hiding place of some kind. (As a general
Creating a forgery requires a number of minutes equal
guideline, the hiding place has to be within 1 foot per rank you have
to the DC of the initial Hacking check.
in Hide). This check, however, is made at a 10 penalty because you
Special: To use this skill you must have access to a
have to move fast.
terminal linked with the object or institution that you
While invisible, you gain a +40 bonus on Hide checks if you are
are trying to hack.
immobile, or a +20 bonus on Hide checks if youre moving.
Try Again: Yes but only for certain cases. Some lowclearance terminals (such as the ones of banks) are
protected with programs that lock the terminal and
systems after one hacking attempt is made (either failing
or succeeding). In high-clearance terminals you can try as
many times as you want.

Heavy Weapon
This skill indicates your expertise with heavy weapons
Ability: Int
Load Check Penalty: No

Sniping: If youve already successfully hidden at least 10 feet from


your target, you can make one ranged attack, then immediately
hide again, spending one action. You take a 20 penalty on your
Hide check to hide yourself after the shot.
Creating a Diversion to Hide: You can use Bluff to help you hide.
A successful Bluff check can give you the momentary diversion
you need to attempt a Hide check while people are aware of
you.
Blend into a Crowd: You can use the Hide skill to blend into a
crowd, but doing so conceals you only from someone scanning
the area to find you. You remain visible to everyone around you
and if they happen to be hostile, theyre likely to point you out.

Move between cover:If youre already hiding thanks to cover


or concealment, and you have at least 5 ranks in Hide, you can
Take 10 or 20: No
make a Hide check to try to move across an area that doesnt
Check: This skill is essential to use Heavy Weapons. See Heavy
offer cover or concealment without revealing yourself. For
Weapons in the Equipment chapter to learn more about them.
every 5 ranks in Hide you possess, you can move up to 5
ft between one hiding place to another. For every 5 ft of
open space you must cross between hiding places, you
take a -5 penalty on your Hide check. Movement speed
Hide
penaltiesapply too.
Use this skill to sink back into the shadows and proceed unseen.
Sneak up from Hiding: You can sneak up on someone
Ability: Dex
after emerging from a hiding place. For every 5 feet of
open space between you and the target, you take a -5
Load Check Penalty: Yes
penalty on your Hide check. If your Hide check succeeds,
Training: No
your target doesnt notice you until you attack or perform
Take 10 or 20: No
some other attention-grabbing action. Such a target is
Check: You can use this skill as part of your movement. Your check treated as being flat-footed with respect to you.
is opposed by the Spot check of anyone who might see you. You
Tail someone:You can try to follow someone while
can move up to 1/2 your normal speed and hide at no penalty.
remaining unseen. If you stay at least 60 ft away
When moving at a speed greater than 1/2 but lessthan your normal
from your target, you must succeed on a Hide check
speed, you take a 5 penalty. Its practically impossible (20 penalty)
(opposed by your targets Spot check) once every 5
to hide while attacking, running or charging. A creature larger or
smaller than Medium takes a size bonus or penalty
DC Modifier
on Hide checks depending on its size category: Your Target
Fine +16, Diminutive +12, Tiny +8, Small +4, Large Is sure nobody is following
-5
4, Huge 8, Gargantuan 12, Colossal 16.
Has no reason to suspect anybody is following
+0
Training: Yes

You need cover or concealment in order to attempt


a Hide check. Total cover or total concealment

Chapter 3: Skills and Feats

Is worried about being followed

+10

Is worried about being followed and knows youre an enemy

+20

78

minutes. At a distance of less than 60 ft, you must


make a Hide check each minute. Extraordinary
actions on your part (such as using powers or
attacking) may disrupt the tail even if you do not fail
a check.

take a 4 penalty on your Intimidate check for every size category that
you are smaller than your target.A character immune to fear cant be
intimidated, nor can non-intelligent creatures.

Demoralize Opponent: You can also use Intimidate to weaken an


opponents resolve in combat, with a one action. To do so, make an
Tailing someone requires cover or concealment, as
Intimidate check opposed by the targets modified level check (see
normal for attempting a Hide check. A moderately
above). If you win, the target becomes shaken for 1 round. You can
crowded street provides sufficient cover and
intimidate only an opponent that is up to 30 ft from you. You cant
make the target more fearful of you with this.
concealment to accomplish this goal. Alternatively,
you can duck between areas of cover or concealment,
Try Again: Optional, but retries may not work. On other situations,
as described in Move between Cover (see above).
however, you may need to make several Intimidate checks before
Even if you fail a Hide check while tailing someone
or you are spotted while moving too great a distance
between hiding places, you can attempt a Bluff check
opposed by your quarrys Sense Motive check to look
innocuous. Success means your quarry sees you but
doesnt realize youre tailing him; failure alerts him that
youre actually following. A modifier may apply to the
Sense Motive check, depending on how suspicious
your quarry is. The table above provides Sense Motive
modifiers for particular situations.

the character breaks (GMs decision).


Prerequisites: Intimidate is a skill directly related to those with a
Renegate behavior (see Character Morality chapter). As such, you
cannot buy ranks in this skill unless you have a specific number of
Renegade points. The Intimidate rank limit of a character is equal
to that characters Renegade points divided by 5 (minimum of 1).
Each rank costs 1 skill point.

Try Again: Yes. However, a failed Hide checks means that


someone, from which you are trying to hide, spots you until
you try a new Hide check.

Intimidate
Use this skill to get a bully to back down, to frighten an
opponent, or to make a prisoner give you the information you
want. Intimidation includes verbal threats and body language.
Ability: Cha

At character creation, the characters base rank limit in Intimidate


starts at 0 but is immediately affected by the characters
background, which may give Renegade points.

Investigate
Use this skill to analyze a crime scene. Investigate allows you to
discern patterns in clues, turn clues into evidence, and otherwise
prepare a crime scene and evidence for further analyzes by a
crime lab.
Ability: Int
Load Check Penalty: No

Load Check Penalty: No


Training: No

Training: Yes
Take 10 or 20: only take 10

Check: You generally use Search to discover clues and


Investigate to analyze them. For example, you might find
Prerequisites: Renegate points.
pieces of garbage and shrapnel from a bomb at a crime
Check: You can change anothers behavior with a successful
scene using Search. Then you could use Investigate to
check and 1 minute of interaction. Your Intimidate check is determine what belonged to the bomb, or to collect
opposed by the targets modified level check (1d20 + character
fingerprints from such pieces.
level or Hit Dice + targets Wisdom bonus + targets modifiers on
If you have access to a crime lab, you use the Investigate
saves against fear). If you beat your targets check result, you may
skill to collect and prepare samples for the lab. The result
treat the target as friendly, but only for the purpose of actions
of your Investigate check provides bonuses or penalties
taken while it remains intimidated.That is, the target retains its
to the lab workers.
normal attitude, but will chat, advise, offer limited help, or advocate
on your behalf while intimidated. See the Diplomacy skill, above, Analyze clue: You can make an Investigate check to
for additional detail. The effect lasts as long as the target remains
in your presence and for 1d610 minutes afterward. After this time, Circumstances
DC Modifier
the targets default attitude toward you shifts to unfriendly (or, if
Every day since event (max modifier -10)
+2
normally unfriendly, to hostile).
Take 10 or 20: No

If you fail the check by 5 or more, the target provides youwith


incorrect or useless information, or otherwise frustratesyour efforts.
You gain a +4 bonus on your Intimidate check for every size
category that you are larger than your target. Conversely, you

79

Scene is outdoors

+5

Scene slightly disturbed

+2

Scene moderately disturbed

+4

Scene heavily disturbed

+6

Chapter 3: Skills and Feats

apply forensic knowledge to a clue. By examining


a bullet hole, you might approximate the location
of the shooter or at least the direction of the shot.
By examining a body you might be able to tell if the
dead person was restrained or not, etc.

provide additional insight unless other clues are introduced. Evidence


can only be collected once unless there is enough material (for example,
a large blood pool) to take more samples.

This function of the skill does not provide new clues


where none existed before. It simply allows you to
extract information from a clue you have gathered.
The base DC is 15, to which the following modifiers
apply, depending on the circumstance of the crime
scene:

Jump
Use this skill to leap over pits, vault low fences, or reach a ledge that
stands above you.

Also remember that certain evidences may decay with


time (especially those in a dead body) or may be swept
away by climate, if the scene is outdoors.

Collect Evidence: You can


collect and prepare evidences
to send to the lab, such as
gathering fingerprints from a
weapon, collecting tissue and
biological samples, filming and
photographing scratch marks
for 3D modeling, etc.
To collect a piece of evidence,
make an Investigate check DC
15. If you succeed the sample is
usable and can be used by the
members of the crime lab. If
you succeed by 10 or more, the
members of the crime lab gain a
+2 circumstance bonus on their
checks to analyze the evidence.
If you fail by 4 or less, the sample
is usable but in bad condition,
giving the characters in the lab
a -5 penalty when analyzing it. If
you fail by 5 or more, the sample
isnt usable.

Collecting evidences usually


takes 1d4 minutes per evidence
collected.

Load Check Penalty: Yes


Training: No
Take 10 or 20: No

Check: The DC and the distance you can cover vary according
to the type of jump you are
Long Jump Distance
Jump DC1
attempting (see below).Your
5 feet
6
Jump check is modified by
your speed. If your speed is 30
10 feet
13
feet, then no modifier based on
15 feet
19
speed applies to the check. If
20 feet
25
your speed is less than 30 feet,
25 feet
31
you take a 3 penalty for every
30 feet
38
5 feet of speed less than 30 feet.
If your speed is greater than 30
High Jump Distance2
Jump DC1
feet, you gain a +2 bonus for
1 foot
4
every 5 feet beyond 30 feet.

Analyzing a clue usually takes


1d6 rounds.

This function of this skill


does not provide additional
evidentiary material. It simply
allows you to collect items
youve found in a manner that
best aids the characters in
the lab when analyzing that
material.

Ability: Str

2 feet

3 feet

12

4 feet

16

5 feet

20

6 feet

24

7 feet

28

8 feet

32

Creature Size

Vertical reach

Colossal

128 feet

Gargantuan

64 feet

Huge

32 feet

Large

16 feet

Medium

8 feet

Small

4 feet

Tiny

2 feet

Diminutive

1 foot

Fine

1/2 feet

1.

Requires a 20-foot running start. Without a running


start, double the DC.

2.

Not including vertical reach.

Special: Investigate requires the use of an Evidence Kit. If you do not


have one, you take a -4 penalty on your check.
Try Again: Generally, analyzing the same clue again does not

Chapter 3: Skills and Feats

All Jump DCs given here assume


that you get a running start,
which requires that you move
at least 20 feet in a straight line
before attempting the jump. If
you do not get a running start,
the DC for the jump is doubled.
Distance moved by jumping is
counted against your normal
maximum movement in a
round. For example, Cody has
a speed of 30 feet. If he moves
20 feet, then jumps across a
10-foot-wide chasm, hes then
moved 30 feet total, so thats
one of his actions for that
round. But he can easily run
for 20 ft then jump another
15 and run for an additional
25 ft, performing a total of
60 ft moved in a round, the
equivalent to two actions.

If you have ranks in Jump and


you succeed on a Jump check,
you land on your feet (when
appropriate). If you attempt a Jump check untrained,
you always land prone unless.
A Jump check is included in your movement, so

80

it is part of one action. If you run out of movement


mid-jump, your next action (either on this turn or
on your next turn) must be one to complete the
jump.

checks. Each 0,25 G above the standard 1 G provides a -2 penalty on all


Jump checks.
Synergy: If you have 5 or more ranks in Jump, you get a +2 bonus on
Balance checks.

Long Jump: A long jump is a horizontal jump. At the


midpoint of the jump, you attain a vertical height
equal to one-quarter of the horizontal distance.
TheDC for the jump is equal to the distance jumped
(in feet) + 1/4 the same distance (rounded normally).
For example, a 10-foot-wide pit requires a DC 13 Jump
check to cross (10 + 1/4 of 10).
If your check succeeds, you land on your feet at the far
end. If you fail the check by less than 5, you dont clear
the distance, but you can make a DC 15 Reflex save to
grab the far edge of the gap. You end your movement
grasping the far edge. If that leaves you dangling over a
chasm or gap, getting up requires one action and a DC
15 Climb check.

Knowledge
Knowledge represents a study of some body of lore, possibly an
academic or even scientific discipline.
Knowledge actually encompasses a number of unrelated skills.
Below are listed typical fields of study. With your GMs approval, you
can invent new areas of knowledge.
Art (sculpture, painting, classic or historic music, books)
Behavior Sciences (psychology, general race behavior, cultural
behavior).

High Jump: A high jump is a vertical leap made to reach a


ledge high above or to grasp something overhead. The DC
is equal to 4 times the distance to be cleared. For example,
the DC for a high jump to land atop a 3-foot-high ledge is
12 (3 4).
If you jumped up to grab something, a successful check
indicates that you reached the desired height. If you wish
to pull yourself up, you can do so with a jump and a DC 15
Climb check. If you fail the Jump check, you do not reach
the height, and you land on your feet in the same spot from
which you jumped. As with a long jump, the DC is doubled if
you do not get a running start of at least 20 feet.

Biology (knowledge on organics).


Business (corporations, major retail centers).
Civics (laws, bureaucracy, traditions, customs).
Current Events (recent events with mark still visible, current
myths, rumors).
History (royalty, wars, colonies, migrations, founding of
colonies, major past events, great discoveries).
Physics (physics, quantum-physics and quantum-mechanics
sciences).

Obviously, the difficulty of reaching a given height varies


according to the size of the character or creature. The
maximum vertical reach (height the creature can reach without
jumping) for an average creature of a given size is shown on
the previous table. Quadrupedal creatures (such as varren), and
long creatures (such as a threashermaw) dont have the same
vertical reach as a bipedal creature; treat them as being one size
category smaller.
Hop Up: You can jump up onto an object as tall as your waist,
such as a table or small boulder, with a DC 10 Jump check. Doing
so counts as 10 feet of movement. You do not need to get a
running start to hop up.

Popular Culture (current popular idols, trends, current art


styles).
Space (astronomy).
Streetwise (underworld, guilds, personalities, inhabitants).
Tactics (military tactics).
Technology (evolution of technology, current technology,
devices).
Theology and Philosophy (religious beliefs, code of
morals, lines of thought).
Ability: Int
Load Check Penalty: No
Training: Yes.
Take 10 or 20: No

Check: Answering a question within your field of study


Jumping Down: If you intentionally jump from a height, you take
has a DCof 10 (for really easy questions), 15 (for basic
less damage than you would if you just fell. The DC to jump down
questions), or 20 to 30 (for really tough questions).
from a height is 15. You do not need a running start to jump down.
If you succeed on the check, you take falling damage as if you had You can use this skill to identify creatures and their
dropped 10 fewer feet than you actually did. Thus, if you jump down special powers or vulnerabilities (GM decides which
from a height of just 10 feet, you take no damage. If you jump down check is necessary but for organic creatures it is usually
from a height of 20 feet, you take damage as if you had fallen 10 feet. the a Knowledge (biology) check while for synthetics
it is Knowledge (technology) checks). In general, the
Gravity: Gravity affects jumps directly and can be as important as
DC of such a check equals 15 + the creatures CR. A
the characters strength. Jumping in environments with low gravity is successful check allows you to remember a most
quite easy, allowing one to cover a large distance with a single jump.
of the useful information about that monster. For
In environments with high gravity it is the opposite. In game terms, every 5 points by which your check result exceeds
each 0,25 G below the standard 1 G provides a +2 bonus on all Jump

81

Chapter 3: Skills and Feats

the DC, you recall another piece of important


information regarding that monster.

Every time you have a chance to hear something in a reactive manner


(such as when someone makes a noise or you move into a new area),
you can make a Listen check without using an action. Trying to hear
something you failed to hear previously requires one action.

Try Again: No. The check represents what you know


and thinking about a topic a second time doesnt let
Try Again: Yes. You can hear something you failed to hear previously
you know something that you never learned in the
first place. However, since this may be bothersome
with no penalty.
during the game (because players wont use this skill
until they are sure that they might get good results,
Sound
DC
or because it might be bothersome for GM to note
A ships engines
-20
down what does each player knows) a player can
A battle
-10
make a new check every time his character spends
People
Talking
0
time studying or gains everytime a character gains new
ranks in that skill.
An automatic door opening
0
Synergy: If you have 5 or more ranks in Knowledge
(behavior sciences), you get a +2 bonus on Bluff checks.

People Whispering

15

Condition

If you have 5 or more ranks in Knowledge (biology),


you get a +2 bonus on Medicine checks.

DC modifier

Ambient noise

+5

Loud ambient noise

+10

Extremely loud ambient noise

+15

If you have 5 or more ranks in Knowledge (current


events), you get a +2 bonus on Gather Information checks.

Through a door

+10

If you have 5 or more ranks in Knowledge (history), you


get a +2 bonus on Perform (oratory) checks.

Per 10 feet distance

If you have 5 or more ranks in Knowledge (popular


culture), you get a +2 bonus on Gather Information checks.

Per 10 feet distance underwater


Listener distracted

+5

If you have 5 or more ranks in Knowledge (technology),


you get a +2 bonus on Electronics checks.

Listener Sleeping2

+10

Aquatic creature underwater3

+10

If you have 5 or more ranks in Knowledge (business),


you get a +2 bonus on Diplomacy checks when haggling.

Through a wall

+15
+1

+2

Per 10 feet distance over water1


1

If you have 5 or more ranks in Knowledge (technology),


you get a +2 bonus on Repairs checks.
If you have 5 or more ranks in Knowledge (theology and
philosophy), you get a +2 bonus on Diplomacy checks.

1.

Pick one of these that most applies.

2.

A successful check awakens the listener.

3.

Aquatic creatures with natural swim speed

+3

Listen

Medicine

Use this skill to hear approaching enemies, to detect someone


sneaking up on you from behind, or to eavesdrop on someone elses
conversation.

The Medicine Skill reflects a characters training and expertise


in physiology of common creatures and how to treat injuries
and illness.

Ability: Wis

Ability: Int

Load Check Penalty: No

Load Check Penalty: No

Training: No

Training: Yes

Take 10 or 20: Only take 10

Take 10 or 20: No

Check: Your Listen check is either made against a DC that reflects


how quiet the noise is that you might hear, or it is opposed by your
targets Move Silently check.Your GM may decide to make the Listen
check for you, so that you dont know whether not hearing anything
means that nothing is there, or that you failed the check.
A successful Listen check allows you to tell the general location
or direction of the sound. If understanding the actual content of
the sound is important, beating the DC by 10 allows you to do so,
assuming you can otherwise understand that content. Beating the DC
by 20 allows you to pinpoint where a sound is coming from.

Chapter 3: Skills and Feats

Prerequisites: Requires First Aid 5 ranks.


Check: You make a Medicine check whenever you wish
to do one of the following actions presented in the
following table:
There are additional situations in which Medicine
can be used. They, however, may have more complex
rules.
Treat Disease: you must spend 10 minutes helping
the subject by giving him infusions and medicine, as

82

Actions

DC

Time Required

Identify the use of certain pharmaceutical products

15

1d6 rounds

Make a diagnostic (may require medical exams to be performed)

25

10d6 minutes

Perform autopsy to uncover clues

18

1d6 hours

Treat a poisoned character

Poisons DC

1d4 rounds

well as performing minor procedures that may help


fight the disease. You can only make this check once
per day for a given disease, and the subject only gains
the bonus this check provides for his next Fortitude
save made to fight the disease.
You succeed by making a check against the diseases
DC. Success provides a bonus on the Fortitude save
equal to 1/2 your ranks in Medicine. This expends one
Medi-Gel kit.

required to remain for 1d10+1


days resting, after which he
is fully capable of performing
any action normally. He may,
however,
require
physical
therapy.The DC is, generally,
equal to 25 but can be higher for
more complex transplantations.

Special: Surgery and Transplantations cannot be made without


access to special and proper equipment. Making such checks
without that equipment incurs a penalty on the check that can go
from -5 to -10.

Surgery: This check allows you to perform a


complex surgery on the subject, in order to help him
recover from ability damage. Performing a surgery or
transplantationfatigues you for 24 hours -2 hours for every
point above the DC. You can only make one roll every 5
hours and the surgery proceeds until it is completed, until
the patient dies or until he is in a stable condition enough
to wait for another surgery later on.

Also due to the usually high DCs of Medicine checks, most


professionals work with teams who perform Aid Another checks to
increase the chances of success.

Move Silently

A normal surgery removes 1d10 points of attribute


damage to all physical attributes: Strength, Dexterity and
Constitution, while healing, at the same time, 2d10 points of
vitality damage to the subject. The DC is, generally, equal to
30 but the stronger damage the higher the DC. The subject
requires 1d10+1 days to recover.

You can use this skill to move without making noise.


Ability: Dex
Load Check Penalty: Yes
Training: No
Take 10 or 20: No

Check: You make Move Silently as a part of your movement.


Your check is opposed by the Listen check of anyone who
might hear you. You can move up to one-half your normal
speed at no penalty. When moving at a speed greater than
one-half but less than your full speed, you take a 5 penalty.
Its practically impossible (20 penalty) to move silently while
A head surgeryremoves 1d10 points of attribute damage to
all mental attributes: Intelligence, Wisdom and Charisma and running or charging.
cures any of the following conditions: dazed, confused, shaken,
Noisy surfaces, such as bogs or undergrowth, are tough to
staggered, stunned, paralyzed and unconscious.The DC is,
move silently across. When you try to sneak across such a
generally, equal to 30 but the stronger damage the higher the
surface, you take a penalty on your Move Silently check
DC. The subject requires 1d10+3 days to recover.
equal to -2 for noisy surfaces (such as scree, shallow or
A specific surgery allows a damaged organ or body part (that deep bog, undergrowth, dense rubble) and equal to -5
is still present) to regain its functions or start to heal and later for very noise surfaces (such as dense undergrowth, deep
regain its functions. This check is used to heal organs or body snow).
parts that dont heal normally, as indicated in the Loss of Body
Try Again: No, at least not for the same situation.
Parts chapter. When successful, either you repair the damaged
organ/part and put it in functioning conditions or repair it
enough to allow for self-repair that usually takes 3d6 weeks,
GMs discretion.The DC is, generally, equal to 30 but the stronger Perform
damage the higher the DC.
You are skilled in a type of artistic expression, which may
Alternatively, you can use a specific surgery check to halve the time encompass a variety of specific methods, and you know
a body part takes to heal itself through normal natural means or to how to put on a show.
reattach lost body parts that were preserved. That however requires
the subject to rest for 1d10 days and may require him to spend some
time in physical therapy.The DC is, generally, 25 but the stronger
damage the higher the DC.

Like Knowledge, Perform is actually a number of


separate skills. For instance, you could have the skill
Perform (act). Your ranks in that skill dont affect any
checks you happen to make for Perform (oratory)
Transplantation requires that you possess a new functional organ or Perform (string instruments). You could have
or body part to give to the subject. It allows you to replace a several Perform skills, each with its own ranks, each
malfunctioning organ with a new working one. The subject only purchased as a separate skill.

83

Chapter 3: Skills and Feats

Perform DC

Performance

10

Routine performance. Trying to earn money by playing in public is essentially begging. You can earn 1d3 credits/day.

15

Enjoyable performance. In a prosperous city, you can earn You can earn 1d6 credits/day

20

Great performance. In a prosperous city, you can earn 3d6 credits/day. In time, you may be invited to join a professional
troupe and may develop a regional reputation.

25

Memorable performance. In a prosperous city, you can earn 5d6 credits/day. In time, you may come to the attention of
noble patrons and develop a national reputation.

30

Extraordinary performance. In a prosperous city, you can earn 7d6 credits/day. In time, you may draw attention from
distant potential patrons

Each of the nine categories of the Perform skill includes


a variety of methods, instruments, or techniques, a
small list of which is provided for each category below.
The GM is free to expand any of these categories with
additional methods, instruments, or techniques, as
appropriate for his or her campaign.
Act (comedy, drama, mime)
Comedy (buffoonery, limericks, joke-telling)
Dance (ballet, waltz, jig)
Keyboard instruments (harpsichord, piano, pipe organ)
Oratory (epic, ode, storytelling)
Percussion instruments (bells, chimes, drums, gong)
String instruments (fiddle, harp, lute, mandolin)

Piloting
This skill represents your ability to pilot ships and vehicles.
Ability: Int
Load Check Penalty: No
Training: No
Take 10 or 20: Only take 10
Check: Routine tasks, such as ordinary driving around town,
or when traveling through a well traveled space route, dont
require a Piloting check. Make a check only when some unusual
circumstance exists (such as inclement weather, navigating
without charts or radar, etc), or when you are piloting during a
dramatic situation (being chased or attacked or when you are
racing against the clock to reach a certain destination).

Wind instruments (flute, pan pipes, recorder, trumpet)


Sing (ballad, chant, melody)
Ability: Cha

A Piloting check requires one action. To learn more about


vehicles and situations that require piloting checks, see the
Ships chapter.

Load Check Penalty: No


Training: No
Take 10 or 20: No
Check: You can impress audiences with talent and skill.
Action: Varies. Trying to earn money by playing in public
requires anywhere from an evenings work to a full days
performance, at the GMs discretion.
Try Again: Yes. Retries are allowed, but they dont negate
previous failures, and an audience that has been unimpressed in
the past is likely to be prejudiced against future performances.
Increase the DC by 2 for each previous failure.

Repair
Use this skill to repair damage of mechanical creatures or
objects, robots, bionics, electronic systems, etc.
Ability: Int
Load Check Penalty: No
Training: No
Take 10 or 20: No

Check: Whenever you wish to repair something, you


make a Repair check and use a Repair Kit. Repairing
Synergy: If you have 5 or more ranks in Perform (act), you gain a things takes 1d6 rounds. To mechanical or bionic
creatures, or to systems that suffered damage, this check
+2 bonus on your Disguise Self checks to impersonate someone.
heals a number of HP equal to the checks result. This
If you have 5 or more ranks in Perform (dance), you gain a +2 bonus
usage consumes 1 Repair Kit.
on your Balance checks.
When trying to repair other systems that are broken it is
If you have 5 or more ranks in Perform (oratory), you gain a +2 bonus
up to the GM to set the DC, which should be between
on your Diplomacy checks.
15 and 30. The more complex the system, the higher
the DC. The number of Repair Kits necessary to repair
If you have 5 or more ranks in Perform (sing), you gain a +2 bonus on
the system should be equal to the DC divided by 3.
your Gather Information checks.
Try Again: Only when trying to Repair a broken
system

Chapter 3: Skills and Feats

84

Research
This skill represents ones ability to use scientific
knowledge and hard evidences to create theories and
scientific advances.
Like Knowledge, Research is divided in several skills,
all related to a different scientific knowledge.
Biology
Physics
Chemistry
Quantum Physics
Engineering
Electronics
Geology
Ability: Int
Load Check Penalty: No
Training: Yes.

used to identify the best landing site on a planet with a high seismic
activity.
he time it takes to perform these actions, as well as the DC, when not
already determined, is determined by the GM.
Try Again: For Squad and Ship Enhancements, yes. For other usages,
no until new information on the subject is found.
Special: Using this skill requires a laboratory of some kind, even if
poorly equipped. Without one no Research checks may be made.
For more information on ship laboratories, and the bonuses and
penalties they provide on Research checks, see the Ships chapter.
Additionally, characters can hire researchers to accompany them on
their travels. A researcher costs 1 credit per day for each point of
modifier he possesses in one specific Research skill. A researcher
with additional Research skills adds all his Research skills modifiers
and multiplies them by 1,5, increasing the final result by 10% for
each additional Research skill he possesses. For these calculations,
round up instead of down.
Most Researchers have an Intelligence modifier between +3 and
+6.

Take 10 or 20: No
Example: a Salarian researcher with +4 Int mod, 6 ranks in Research
Check: Usually it takes months or even years of study, tons
of data gathering and processing and countless nights (biology), 5 ranks in Research (Physics) and 3 ranks in Research
(Geology) and no other modifiers to those skills would cost the sum
without sleep to bring forth decent scientific advances.
Fully equipped labs with large teams are also common. of modifiers (6+4+5+4+3+4), multiplied by 1,5 which totals 39 and
then would increase the price by 20% because he possesses two
However, this skill has proven invaluable for space explorers,
adventurers and even those on a mission, where full- additional Research skills beyond one. So the total would be 46,8
equipped lab might be a rarity and time is as precious as credits which round to 49 credits per day.
currency.
Its main usage is to allow a character to develop Squad
Enhancements (see the Equipment chapter for more Search
information on them) and Ship Enhancements (see Ships
You can find secret doors, simple traps, hidden compartments
chapter for more information on them). These can provide a
and other details not readily apparent. The Spot skill lets you
tremendous advantage to any character and party and increase
notice something, such as a hiding character. The Search
the usefulness and performance of a Ships systems and parts.
skill lets a character discern some small detail or irregularity
Thus, any party should have at least one character with ranks
through active effort.
in one or more Research skills, or should hire a researcher to
Ability: Int
accompany them in their travels.
Load Check Penalty: No
Other useful usages are as follows:
Training: No
Research (biology) can be used to develop countermeasures
Take 10 or 20: Yes, and only take 10, but you must
against natural poisons found in a foreign world; or it can be used
use the same result, to find everything that required a
to create countermeasures against biologic weapons illegally
Search check, for the same room or area.
employed by those who do not follow the Citadel Laws.
Research (chimestry) can be used to counter chemical weapons; Check: A searcher must be within 10 feet of the object
or surface to be searched. It takes a full-round action
or it can be used to identify valuable chemical agents present in a
that provokes attacks of opportunity to search a 5-footforeign environment.
by-5-foot area or a volume of goods 5 feet on a side.
Research (engineering) can be used to determine how to bring
The table above gives DCs for typical tasks involving
stability to a recently found but unstable ruin; or it can be used to
the Search skill.
determine how to compensate for a flaw in a Ships design.
Research (electronics) can be used to identify the capabilities an Try Again: No
AI already developed for itself; or it can be used to perfect electronic
systems and software.

Research (geology) can be used to identify valuable mineral deposits


if scanners arent powerful enough to reveal everything; or it can be

85

Synergy: If you have 5 or more ranks in Search, you


get a +2 bonus on Survival checks to find or follow
tracks.

Chapter 3: Skills and Feats

Task

DC

Search a compartment to find an object

10

Find a complex mechanical trap

21 or higher

Notice a well-hidden secret door

30

Notice a secret door or a simple trap

20

Find a footprint1
1.

Varies

A succcesful Search check can find a footprin or a similar sign of a


creatures passage, but it wont let you find or follow a trai. See the
Track feat for the appropriate DC

Sense Motive
This skill represents sensitivity to the body language,
speech habits and mannerisms of others which allows one
to determine when he is being lied to.
Ability: Wis
Armor Check Penalty: No
Training: No

Synergy: If you have 5 or more ranks in Sense Motive,


you gain a +2 bonus on Diplomacy.

Sleight of Hand
This skill represents your ability to take or hide something
small without being noticed.
Ability: Dex
Load Check Penalty: No
Training: Yes
Take 10 or 20: No

A DC 10 Sleight of Hand check lets you palm a coinsized, unattended object. Performing a minor feat of legerdemain,
such as making a coin disappear, has a DC of 10 unless an observer
is determined to note where the item went.
When you use this skill under close observation, your skill check
is opposed by the observers Spot check. The observers success
doesnt prevent you from performing the action, just from doing
it unnoticed.

Take 10 or 20: No

You can hide a small object on your body, such as a small


blade weapon (knife, for example). Your Sleight of Hand check
Check: A successful check lets you avoid being bluffed (see
the Bluff skill). You can also use this skill to determine when is opposed by the Spot check of anyone observing you or
the Search check of anyone frisking you. In the latter case,
something is up (that is, something odd is going on) or to
assess someones trustworthiness. Your GM may decide to the searcher gains a +4 bonus on the Search check, since its
generally easier to find such an object than to hide it. An
make your Sense Motive check secretly, so that you dont
extraordinarily small object, such as a coin or ring, grants you a
necessarily know whether you were successful.
+4 bonus on your Sleight of Hand check to conceal it. Heavy or
Discern Secret Message: You may use Sense Motive to
baggy clothing grant you a +2 bonus on the check. Drawing
detect that a hidden message is being transmitted via the
a hidden weapon requires one action and doesnt provoke
Bluff skill. In this case, your Sense Motive check is opposed by
an attack of opportunity. Remember that scanners can easily
the Bluff check of the character transmitting the message. For
identify items in your possession, rendering your Sleight of
each piece of information relating to the message that you are
Hand check useless.
missing, you take a 2 penalty on your Sense Motive check. For
If you try to take something from another creature, you
example, if you eavesdrop on people planning to assassinate
a visiting diplomat, you take a 2 penalty on your check if you must make a DC 20 Sleight of Hand check to obtain it. The
opponent also makes a Spot check to detect the attempt,
dont know about the diplomat.
opposed by the same Sleight of Hand check result you
If you succeed by 4 or less, you know that something hidden
achieved when you tried to grab the item. An opponent
is being communicated, but you cant learn anything specific
who succeeds on this check notices the attempt,
about its content. If you beat the DC by 5 or more, you intercept
regardless of whether you got the item. The GM is free to
and understand the message. If you fail by 4 or less, you dont
limit what you can take in this manner holstered pistols
detect any hidden communication. If you fail by 5 or more, you
might be easy, but securely worn items, such as a helmet,
infer some false information.
You can check against each use of the Bluff skill to
communicate a secret message.

Condition
Wearing a baggy or heavy clothing

+2

Hunch: With a successful DC 20 Sense Motive check


and 1 minute, you can make a gut assessment of the
social situation. You can get the feeling from anothers
behavior that something is wrong, such as when
youre talking to an impostor. Alternatively, you can
get the feeling that someone is trustworthy. If you fail
you cant try again.

Object is extraordinarily small (coin, ring)

+4

Make check in one action

-20

Try again against the same observer after failing

-10

Try Again: No, though you may make a Sense Motive


check for each Bluff check made against you.

Chapter 3: Skills and Feats

Task

Check Modifier

DC

Pal a coin-sized object, make a coin disappear 10


Lift a small object from a creature

20

Any task while observed

Observers Spot check

Hide an object on your person

Searchers Search check +4

86

are just impossible.

distracted he takes a -5 penalty.

Read Lips: To understand what someone is saying by reading lips,


you must be within 30 feet of the speaker, be able to see him or her
speak and understand the speakers language. The base DC is 15, but
it increases for complex speech or an inarticulate speaker. You must
Dagger Surprise: If you palm a dagger during a maintain a line of sight to the lips being read.
fight, you can surprise your opponent when the
If your Spot check succeeds, you can understand the general content
dagger suddenly appears in your hand. For this
of a minutes worth of speaking, but you usually still miss certain
technique to work, you must have a dagger sheathed
details. If the check fails by 4 or less, you cant read the speakers lips.
on your person, must have the Quick Draw feat and
If the check fails by 5 or more, you draw some incorrect conclusion
must be holding nothing in your off hand. You must
about the speech. Your GM rolls your check secretly in this case, so
fight the same foe for at least 2 consecutive rounds to
that you dont know whether you succeeded or missed by 5.
make your opponent used to the idea that you have
Reading lips, however, requires one to really know the language
nothing in your off hand. At the beginning of your turn
being spoken, which is rare (most people now depend on translator
during the third round, use the Quick Draw to draw the
software inserted into armor and even clothing. If the character
sheathed dagger as a free action with your off hand.
does not know the language, he cannot read lips. Also, depending
Then make a Sleight of Hand check opposed by your
on the race, a penalty might apply. A human, for example, can
opponents Spot check. If you win, your foe is considered
read the lips of an asari just as easy as he reads those of another
flat-footed for the next single attack you make with the
human. However, turians have different facial structure and it is
dagger now in your off hand - regardless of your success,
difficult for him to read a turians lips. Even a krogan, although
the same foe wont fall for the same trick from you twice
similar, has a different lip movements. In such cases, a penalty of
during the same encounter.
-5 or higher should apply.
Try Again: You can try Sleight of Hand checks again.
Action: Varies. Every time you have a chance to spot something
Untrained: An untrained Sleight of Hand check is simply a in a reactive manner (for example, when someone tries to sneak
Dexterity check. Without actual training, you cant succeed
past you while hidden, or you move into a new area), you can
on any Sleight of Hand check with a DC higher than 10,
make a Spot check without using an action. Trying to spot
except for hiding an object on your body.
something you failed to see previously requires one action.
To read lips, you must concentrate for a full minute before
making a Spot checkand you cant perform any other action
(other than moving at up to half speed) during this minute.
You can also use Sleight of Hand to entertain an
audience as though you were using the Perform
skill. In such a case, your act encompasses elements
of legerdemain, juggling, etc

Spot

Use this skill to notice something, such as hidden creatures.


Ability: Wis

Try Again: Yes. You can try to spot something that you failed
to see previously at no penalty. You can attempt to read lips
once per minute.

Load Check Penalty: No


Training: No

Survival

Take 10 or 20: No

Use this skill to get along in the wild and to track others.

Check: The Spot skill is used primarily to detect characters or


creatures that are hiding. Typically, your Spot check is opposed
by the Hide check of the creature trying not to be seen.

Ability:Wis

Sometimes a creature isnt intentionally hiding but is still difficult


to see, so a Spot check is necessary to notice it.
A Spot check result higher than 20 generally lets you become
aware of an invisible creature near you, though you cant actually
see it.Spot is also used to detect someone in disguise (see the
Disguise skill) and to read lips when you cant hear or understand
what someone is saying.

Load Check Penalty: No


Training: No
Take 10 or 20: only take 10 to follow tracks
Check: You can keep yourself and others safe and fed in
the wild. The table below gives the DCs for various tasks
that require Survival checks.

The GM may call for Spot checks to determine the distance at which
an encounter begins. A penalty applies on such checks, depending
on the distance between the two individuals or groups, and an
additional penalty may apply if the character making the Spot check
is distracted (not concentrating on being observant).
For each 10 feet of distance, the spotter takes a -1 penalty and if he is

87

Survival does not allow you to follow difficult tracks


unless you have the Track feat.
If you have 5 or more ranks in Survival, you can
automatically determine where true north lies.
Trailblazing: When travelling in poor conditions or
difficult terrain, you can attempt a Survival check
to hasten your groups progress. On a check result
of 15 or better, you can increase the movement

Chapter 3: Skills and Feats

Task

DC

Get along in the wild. Move up to one-half your overland speed while hunting and foraging (no food or water supplies needed).
You can provide food and water for one other person for every 2 points by which your check result exceeds 14

14

Gain a +2 bonus on all Fortitude saves against severe weather while moving up to one-half your overland speed, or gain a +4
bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival
check result exceeds 18

18

Keep from getting lost or avoid natural hazards, such as quicksand.

18

Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check result exceeds 20, you can predict
the weather for one additional day in advance.

20

Follow tracks (see the Track feat).


Terrain

Varies
Survival DC

Plains

Forest

13

Swamp

16

Hill

10

Cold

12

Mountain

12

Snowy Mountain

15

Desert

18

Poor Visibility

+4

terrain may become lost if he or she moves away from a trail,


road, stream, or other obvious path or track. Forests are especially
dangerous because they obscure far-off landmarks and make it
hard to see the sun or stars.
Chance to Get Lost: If conditions exist that make getting lost a
possibility, the character leading the way must succeed on a
Survival check or become lost. The difficulty of this check varies
based on the terrain, the visibility conditions, and whether or
not the character has a map of the area being traveled through.
Refer to the table above and use the highest DC that applies.

Check once per hour (GM may change the time between
checks) spent in local or overland movement to see if travelers
No map
+4
have become lost. In the case of a party moving together, only
modifier for overland movement by 1/4, to a maximum of 1 the character leading the way makes the check. (Tip to GM:
Make this check in secret, since the characters may not realize
(see Overland Movement). For example, you could increase
your movement rate through trackless jungle from 1/4 to that theyre lost right away.)
1/2 your normal overland movement rate. With a result of
Effects of Being Lost: If a party becomes lost, it is no
25 or higher you can increase the movement modifier by 1/2
longer certain of moving in the direction it intended to
(and thus could travel through trackless jungle at 3/4your
travel. Randomly determine the direction in which the
normal rate). In either case the 1 maximum still applies.
party actually travels during each hour of local or overland
You can guide a group up to four individuals (including movement. The characters movement continues to be
yourself ) at no penalty. However, for each additional individual random until they blunder into a landmark they cant miss,
in the group being guided, apply a -2 penalty to the trailblazing or until they recognize that they are lost and make an effort
to regain their bearings.
attempt.
Recognizing that Youre Lost: Once per hour of random
travel, each character in the party may attempt a Survival
check (DC 20, 1 per hour of random travel) to recognize
that they are no longer certain of their direction of travel.
Some circumstances may make it obvious that the
Getting Lost
characters are lost; if they expected to reach a certain
There are many ways to get lost in the wilderness. Following
spot within an hour but three or four hours pass by with
an obvious road, trail, or feature such as a stream or shoreline
no sign of their destination, thats a bad sign.
prevents any possibility of becoming lost, but travelers striking off
cross-country may become disoriented especially in conditions of Setting a New Course: A lost party is also uncertain
of determining in which direction it should travel in
poor visibility or in difficult terrain.
order to reach a desired objective. Determining the
Poor Visibility: Any time characters cannot see at least 60 feet in
correct direction of travel once a party has become
the normal conditions of visibility, they may become lost. Characters
lost requires a Survival check (DC 15, +2 per hour
traveling through fog, snow, or a downpour might easily lose the
of random travel). If a character fails this check, he
ability to see any landmarks not in their immediate vicinity. Similarly,
chooses a random direction as the correct direction
characters traveling at night may be at risk, too, depending on the
for resuming travel. (Tip to GM: Again, this is a check
quality of their light sources, the amount of moonlight and whether
you should make in secret. The lost characters may
they have nighvision or lowlight vision.
think they know the way to travel after regaining
Difficult Terrain: Any character in forest, moor, hill, or mountain their bearings, but could be entirely wrong again)
This ability applies only to long-distance overland movement
it has no effect on tactical movement.

Chapter 3: Skills and Feats

88

Once the characters are traveling along their new the DC), or to follow tracks when the DC for the task is 10 or lower, only a
course, correct or incorrect, they may get lost again.
character with the Track feat can use Survival to follow tracks when the
If the conditions still make it possible for travelers
task has a higher DC.
to become lost, check once per hour of travel as
described in Chance to Get Lost, above, to see if the
party maintains its new course or begins to move at
Swim
random again.
Using this skill, a land-based creature can swim, dive, navigate
Conflicting Directions: Its possible that several
underwater obstacles, and so on.
characters may attempt to determine the right
Ability: Str
direction to proceed after becoming lost. If that
happens, the GM makes a Survival check for each
Load Check Penalty: Yes, double
character in secret, then tell the players whose
Training: No
characters succeeded the correct direction in which
Take 10 or 20: only take 10 when not being threatened or
to travel and tell the players whose characters failed a
distracted
random direction they think is right.
Check: Swim is always part of your movement. Make a check once
Regaining Your Bearings: There are several ways to
per round while you are in the water. Success means you may
become un-lost. First, if the characters successfully set
a new course and follow it to the destination theyre swim at up to 1/2 your speed (as a full-round action) or at 1/4 your
speed (with one action).
trying to reach, theyre not lost anymore. Second, the
characters through random movement might run into an
unmistakable landmark. Third, if environmental conditions
suddenly improve lost characters may attempt to set a
new course, as described above, with a +4 bonus on the
Survival check.
Action: Varies. A single Survival check may represent
activity over the course of hours or a full day. A Survival
check made to find tracks is at least a full-round action, and
it may take even longer at the GMs discretion.

If you fail by 4 or less, you make no progress through the water. If


you fail by 5 or more, you go underwater.
If you are underwater, either because you failed a Swim check
or because you are swimming underwater intentionally, you
must hold your breath. You can hold your breath for a number
of rounds equal to your Constitution score, but only if you do
nothing other than take actions to move or free actions. If
you take an action or a full-round action (such as making an
attack), the remainder of the duration for which you can hold
your breath is reduced by 1 round (effectively, a character
in combat can hold his or her breath only half as long as
normal). After that period of time, you must
make am DC 10 Constitution check every
Swim DC
round to continue holding your breath. Each
10
round, the DC for that check increases by 1.
15
If you fail the Constitution check, you begin
201
to drown (see Suffocation and Drowning in
Environmental Hazards).

Special: In a galaxy with tremendous scientific advancements


it is very difficult to get lost in the wild, or to have the need to
perform Survival checks to find which
Water
food is available. Computers, scanners
Calm Water
and AIs/VIs can immediately give the
necessary information provided the
Rough Water
character has ways of contacting his
Stormy Water
Ships VI or AI, or some other member
of his ship. This skill only becomes vital
1. You cant take 10 on Swim
The DC for the Swim check depends on the
when the character is out of contact, is in
checks in stormy water, even
water, as given on the table above:
enemy lands or has no communications
if you arent otherwise being
device with him. As for directions, only
threatened or distracted
Each half hour you swim you must make
access to satellite images is required for
a Constitution check DC 15 or take 1d6
the omni-tools computer to identify the
nonlethal damage from fatigue. TheDC increases by 1 for
characters current location. If the omni-tool is broken, however, or
each additional half hour.
the character has none, then this skill becomes, once more, vital.
You can also swim faster. By taking a -10 penalty on your
Try Again: Varies. For getting along in the wild or for gaining the
swim check, you can swim at up to your speed as a fullFortitude save bonus noted in the table above, you make a Survival
round action (rather than half your speed), or half your
check once every 24 hours. The result of that check applies until the
speed with one action (rather than one-quarter).
next check is made. To avoid getting lost or avoid natural hazards,
A creature with a swim speed can move through water
you make a Survival check whenever the situation calls for one.
at its indicated speed without making Swim checks. It
Retries to avoid getting lost in a specific situation or to avoid a
gains a +8 racial bonus on any Swim check to perform
specific natural hazard are not allowed. For finding tracks, you can
a special action or avoid a hazard. The creature always
retry a failed check after 1 hour (outdoors) or 10 minutes (indoors) of
can choose to take 10 on a Swim check, even if
searching.
distracted or endangered when swimming. Such a
creature can use the run action while swimming,
Restriction: While anyone can use Survival to find tracks (regardless of

89

Chapter 3: Skills and Feats

enemies more quickly than normal. By accepting a 10 penalty on your


Tumble checks, you can move at your full speed instead of 1/2 your
speed.

provided that it swims in a straight line.


Try Again: Yes. A failure on a swim check doesnt
prevent you from making other swim checks in
different rounds.

Sprinting Tumble: You can try to tumble past or through an


opponents space while running by accepting a -20 penalty.

Tumble
You can move acrobatically even through battlefields.
Ability: Dex
Load Check Penalty: Yes

Ignore Falling Damage: For every 15 points of your Tumble check


result, you can treat a fall as if it were 10 feet shorter than it really is
when determining damage. A check result of 15-29 treats a fall as 10
feet shorter, 30-44 as 20 feet shorter, 45-59 as 30 feet shorter and so
forth. You can use this special usage of the Tumble skill even if your
speed has been reduced by weight load, etc.

Training: Yes
Take 10 or 20: None
Special: You can land softly when you fall or tumble
past opponents. You can also tumble to entertain an
audience (as though using the Perform skill). The DCs for
various tasks involving the Tumble skill are given below
and can be modified according to the following table.

Free Stand: With a DC 35 Tumble check result, you can stand up


faster from prone. Normally you spend an action to stand from
prone but with this check you do it in a free action. You can use
this special usage of the Tumble skill even if your speed has been
reduced by weight load, etc.

Rolling Dodge: Once per round, a character can perform a Rolling


Dodge. This allows him to roll to a specific direction in order to
avoid being hit by a power that requires a Range Touch Attack or
Obstructed or otherwise treacherous surfaces, such as
to avoid being hit by a Melee Attack. To do that, you only need to
natural cavern floors or undergrowth, are tough to tumble
make a Tumble check against the Ranged Touch Attack modifier
through. The DC for any Tumble check made to tumble
or the Melee Attack modifier. Success allows you to avoid that
into such a square is modified as indicated below.
attack.
Accelerated Tumbling: You try to tumble past or through
Regardless of your check result, you are forced to move to a
Task

Tumble DC

Tumble at 1/2 speed as part of normal


movement, provoking no AoO while doing so.
Failure means you provoke AoO normally. Check
separately for each opponent you move past, in
the order in which you pass them (players choice
of order in case of a tie). Each additional enemy
after the first adds +2 to the Tumble DC.

15

25

This special usage can be used in another creatures turn.

Note: You cant use this skill if your speed has been reduced
by a power or if you move through difficult terrain.
Synergy: If you have 5 or more ranks in Tumble you gain
+2 to Balance,Jump checks.
Class Skill: Tumble is considered as a class skill for all
classes.

DC Modifier

Lightly obstructed (scree, light rubble, shallow


bog1, undergrowth)

+3

Severely obstructed (natural cavern floor,


dense rubble, dense undergrowth)

+6

Lightly slippery (wet floor)

+4

Severely slippery (ice floor)

+7

Sloped or angled

+2

Accentuated sloped or angled

+5

1.

You can use this special usage of the Tumble skill even if your
speed has been reduced by weight load, etc.
Performing a Rolling Dodge also provides you with a +2
bonus to Defense. This bonus does not stack with other
Defense bonus granted from movement.

Tumble at 1/2 speed through an area occupied by


an enemy (over, under, or around the opponent)
as part of normal movement, provoking no AoO
while doing so. Failure means you stop before
entering the enemy-occupied area and provoke
an AoO from that enemy. Check separately for
each opponent. Each additional enemy after the
first adds +2 to the Tumble DC.
Surface is

direction of your choice a distance up to 10 ft.

Tumble is impossible in deep bog

Chapter 3: Skills and Feats

Passive Skills
When travelling and exploring, chars often have the
need to maintain vigilance and a constant search for
traps and clues. This can be a problem for the GM, since
they cant be constantly rolling skill checks throughout
the entire journey/adventure and since any request for
a skill roll made by the GM indicates, to the players,
that something is about to happen or that theres
something to be found (which may lead to a change
in the players attitude, tactics and actions creating a
metagaming situation).
To avoid such situations the players can say that they

90

are constantly using the Search, Listen, Piloting


and/or Spot skills making them passive skills. While
in Passive Skill mode they suffer any restrain and
gain any bonus/penalties from the skills they are
using and instead of rolling they always take 10.
Players can, at any time, break this Passive Skill mode
by indicating they wish to roll for a specific skill, or
skills, in a specific moment.

prerequisites, benefits and special considerations.

Able Learner
You can learn new skills easier than most.
Prerequisites: Int 13+
Benefit: Your Cross-Class cost only 1 skill point to gain 1 skill rank,
instead of 2 skill points for each skill rank. Your maximum rank limit
for Cross-Class skills remains the same (1/2 the maximum Class Skill
ranks you can have)

Feats
Feats are a special feature that either gives the character
a new capability or improves one he or she already
has. They are some of the most essential and defining
options of a character and are the main element that
differ characters of the same class and race.
Unlike a skill, a feat has no ranks. A character either has a
feat or does not.

Normal: Without this feat, to gain 1 skill rank on a Cross-Class skill


you must spend 2 skill points.
Special: This effect is not retroactive. Skill points already spent to
buy ranks in Cross-Class skills before selecting this feat are not
recovered. This feats effects only apply to skill points gained at the
level this feat is selected and at every level thereafter.

Advanced Ammo Focus

One of your Ammo powers becomes extremely hard to resist


Selecting the same feat doesnt double its bonuses for
Prerequisites: Improved Ammo Focus
the feat does not stack with itself unless otherwise stated.
Benefit: Select one Ammo power that you can use, to which
So choosing the Alertness feat twice wont result in a total
+6 bonus to Listen and Spot checks. However, bonuses you apply the Improved Ammo Focus feat. The DC to resist that
power increases by 1.
provided from different feats stack so choosing the Perfect
Liar and Persuasive feats will provide a total +6 bonus on
Special: A character can select this feat multiple times. Its
Bluff checks, +3 bonus on Diplomacy checks and a +3 bonus
effects dont stack. Each time you take this feat, it applies to
on Sense Motive checks.
a different power to which the Improved Ammo Focus feat
applies.

Acquiring Feats
Unlike skills, feats are not bought with points. A player simply
chooses them for his or her character. Each character gets one
feat upon creation. At 3rd level and every two levels thereafter
(5th, 7th, 9th, and so on) the character gains another feat. Feats
are gained according to character level, regardless of individual
class levels.
A human character also gets a bonus feat at 1st level, chosen
by the player. This feat can be of any feat for which the character
qualifies.

Advanced Biotic Focus


One of your Biotic powers becomes extremely hard to resist.
Prerequisites: Improved Biotic Focus
Benefit: Select one Biotic power that you can use, to
which you apply the Improved Biotic Focus feat. The DC to
resist that power increases by 1.

Prerequisites
Some feats have prerequisites. Your character must have the
indicated ability score, class feature, feat, skill, base attack bonus,
or other quality designated in order to select or use that feat. A
character can gain a feat at the same level at which he or she gains
the prerequisite. For example: a 3rd level Soldier could gain the
Close Contact Shooting feat (whose prerequisites are Base Attack
Bonus +3) as his 3rd level feat since his Base Attack Bonus reaches +3.
A character cant use a feat if he or she has lost a prerequisite.

Special: A character can select this feat multiple times. Its


effects dont stack. Each time you take this feat, it applies
to a different power to which the Improved Biotic Focus
feat applies.

Description
The following pages present a description of each feat, with its

91

Advanced Combat Focus


One of your Combat powers becomes extremely hard to
resist.
Prerequisites: Improved Combat Focus
Benefit: Select one Combat power that you can use,
to which you apply the Improved Combat Focus feat.
The DC to resist that power increases by 1.

Chapter 3: Skills and Feats

Feats

Prerequisites

Benefit

Able Learner1

Int 13+

Cross-class skills cost only 1 skill point per rank

Acrobatic

+3 bonus on Tumble and Jump checks

Agile

+3 bonus on Balance checks and +1 to Reflex saves

Alertness

+3 bonus on Listen and Spot checks

Access to at least one Ammo power

Increase the DC of one of your Ammo powers by 1

Ammo Access to at least one Ammo power

Increase the DC of one of your Ammo powers by 1

Ammo Access to at least one Ammo power

Increase the DC of one of your Ammo powers by 1

Ammo Focus

Improved
Focus1
Advanced
Focus1

Ammo Proficiency1

Varies

Gain proficiency with one ammo type

Armor Proficiency

Varies

Gain proficiency with selected type of armor

Artist

+3 bonus on Perform and Diplomacy checks

Athletic

+3 bonus on Climb and Swim checks

+3 bonus on Investigate and Sense Motive checks

Access to at least one Biotic power

Increase the DC of one of your Biotic powers by 1

Access to at least one Biotic power

Increase the DC of one of your Biotic powers by 1

Biotic Access to at least one Biotic power

Increase the DC of one of your Biotic powers by 1

Attentive
Biotic Focus

Improved Biotic Focus1


Advanced
Focus1
Bravery

Character level 5, Cha 12+

Cat Fall

Balance 8 ranks, Climb 5 ranks, Jump 8 ranks, Take less damage from falling
Tumble 8 ranks, Dex 16+

Close Contact Shooting

BAB +3

Add twice Cha mod on all checks versus fear effects

You still provoke AoO from shooting when threatened in


melee but taking damage doesnt prevent you from shooting

Improved
Close Close Contact Shooting, Point Blank Shot, You no longer provoke AoO from shooting when threatened
Contact Shooting
BAB +6
in melee
Ranged
Attack
Opportunity
Combat Expertise1
Improved
Expertise

Advanced
Focus1

Int 13+

Combat Combat Expertise, Int 14+, BAB +6

If an enemy provokes an AoO from you, you can replace your


normal melee AoO for one single shot, against that target,
with your weapon. Burst weapons fire up to their RoF instead.
Trade attack bonus for Defense (max 5 points)
As Combat Expertise but with a maximum limit of 12 points.

Access to at least one Combat power

Increase the DC of one of your Combat powers by 1

Combat Access to at least one Combat power

Increase the DC of one of your Combat powers by 1

Combat Access to at least one Combat power

Increase the DC of one of your Combat powers by 1

Combat Focus1
Improved
Focus1

of Point Blank Shot, Close Contact Shooting

Creative

Choose two skills from the Perform and/or Research skill list,
+3 bonus to checks made with those two skills.

Deceptive

+3 bonus on Bluff and Disguise checks

Dodge

Dex 13

+1 dodge bonus to Defense against one specific opponent.


You can choose a new opponent each round with a free action

Dodge

+4 bonus to Defense against attacks of opportunity provoked


by moving in or out of a threatened square

Shot on the Run1

Point Blank Shot, Mobility, Dex 15+, BAB +4

Shoot weapons while moving

Spring Attack1

Mobility, BAB +4

Move before and after melee attack

Double Jointed

Dex 16+

You can squeeze as if you were one size smaller. In addition,


you gain a +4 bonus to escape bindings and grapple checks.

Educated

Int 14

Add all Knowledge skills and the Biotics skill as class skills

Endurance

+4 bonus on checks or saves vs. nonlethal damage

Mobility

Chapter 3: Skills and Feats

92

Diehard1

Endurance

Remain conscious when HP are negative

Extra Biotics2

Gain 4 Biotic points

Extra Biotic Training

Gain a rank in one Biotic power

Extra Combat Training

Gain a rank in one Combat power

Extra Techs2

Gain 4 Tech points

Extra Tech Training

Gain a rank in one Tech power


Reduce Aiming time, for sniper rifles, to 1 action

Fast Stabilization

BAB +4, Dex 16+

Field Medic

First Aid 10 ranks, Medicine 8 ranks, You can provide long-term care for a number of additional patients
Knowledge (Biology) 6 ranks
equal to your Wis modifier. When healing damage with Medi-gel, you
heal additional damage equal to 1/2 your level + Int modifier

Fleet

Increase your base speed by 5 feet

Force of Personality

Cha 13

Add Cha modifier, instead of Wis modifier, to Will saves

Greater Bashing

Str 16+

Characters melee attacks add 2 Str mod to damage (instead of 1)


and have their critical threat range increased by 1.

Greater Fortitude

+2 bonus on Fortitude Saves

Heavy Arm

Str 14+, BAB +1

Increase the range of thrown objects, such as grenades, by 50%


(rounded to nearest 5 ft increment)

Improved Critical

Proficiency with weapon, BAB +8

Increase the selected weapon type critical threat range by 1

Improved Initiative

+4 bonus on initiative checks

Improved Plating

Natural Plating

Increase your natural Plating by 1 for each HD (retroactive and increases


with HD increase as well)

Improved Regeneration2

Natural regeneration

Increase your Regeneration ability by 1

Information Broker

Gather Information and Sense Motive are always class skills for you. +2
bonus on skill checks with those skills

Intimidating Prowess

Add Str mod as bonus to Intimidate

Investigator

+2 bonus on Gather Information, Investigate, Search and Sense Motive


checks

+2 bonus to Will saves

Iron Will

Int 13

Use any skill, even trained only ones

Less Sleep

Con 14+, Wis 12+

Reduce to 1/2 the number of hours needed to receive the benefit of a


full nights rest or a full days rest

Lightning Reflexes

+2 bonus to Reflex saves

Medical Practitioner

+3 bonus to Medicine and Knowledge (Biology) checks

Jack of All Trades

Negotiator

+3 bonus on Diplomacy and Sense Motive checks

Nimble Moves

Dex 13

Ignore 5 feet of difficult terrain when you move. This allows you to make
5-ft steps in difficult terrain.

Dex 15, Nimble Moves

Ignore 15 feet of difficult terrain each round, stacks with bonuses from
Nimble Moves.

Open Minded

Immediately gain 5 skill points

Perfect Liar

+3 bonus on Bluff and Sense Motive checks

+3 bonus on Bluff and Diplomacy checks

Acrobatic Steps

Persuasive
Photographic Memory
Point Blank Shot

Int 18+, can only be selected at 1st Remember things easily


level

+1 bonus on attack rolls with ranged weapons against opponents


within 30ft.

Far Shot

Point Blank Shot, BAB +1, Wis 13+

Increase projectile weapon range by 50% (rounded to nearest 5 ft


increment)

Precise Shooting

Point Blank Shot, BAB +1

Ignore penalty for shooting into melee

Precise Shooting, Spot 3 ranks

Your allies do not count when determining the cover of your targets

Coordinated Shot

93

Chapter 3: Skills and Feats

Improved
Shooting1

Precise BAB +4, Wis 14+, Dex 14+, Precise Reduce Cover bonus to Defense by 1 step
Shooting

Resist Disease

+4 bonus on Fortitude saves vs. all diseases

Resist Poison

+4 bonus on Fortitude saves vs. all poisons

Resources

Can only be selected at 1st level

Increase the amount of starting credits of your class by 50% (rounded


normally)

Run1

Run at 5 normal speed (only 4 while in Heavy Load); bonus on Jump


checks with running start; make one turn during the run

Quick Draw1

BAB +1

Draw light weapon as free action

Quick Reconnoiter

Listen 5 ranks, Spot 5 ranks

Spot and Listen become free actions, +2 bonus to initiative

Quick Reload

BAB +3

Reduce reload time by 1 action (to a minimum of 1 free action)

Quick Draw, Quick Reload, BAB +5

Reduce reload time by an additional action (minimum of 1 free action)

Disguise and Sleight of Hand are always class skills. +2 bonus on skill
checks with those skills

Cha 13+, Biotics 2 ranks

Gain access to biotic points and to one Biotic power

Instant Reload
Scoundrel
Simple Biotic Training1
Simple Tech Training

Skilled
Skill Focus
Sneak Attack

1, 2

Int 13+, Electronics 2 ranks

Gain access to tech points and to one Tech power

Choose 3 skills. Those skills are now considered Class Skills

Grants +5 bonus to one skill

BAB +1, Wis 12+, see text

Deal extra damage against targets with their Dex bonus to Defense
denied

Assassin

Sneak Attack (taken 3 times), Dex Increase sneak attack damage dice to d6 (for sniper rifles damage dice
13, Knowledge (biology) 5 ranks, 30 is increased to d10)
Renegade points

Improved Sneak Attack

Sneak Attack, Wis 14+, BAB +3

Damage bonus from the Sneak Attack feats can be multiplied on a


critical hit

+3 bonus on Hide and Move Silently checks

Access to at least one Tech power

Increase the DC of one of your Tech powers by 1

Access to at least one Tech power

Increase the DC of one of your Tech powers by 1

Tech Access to at least one Tech power

Increase the DC of one of your Tech powers by 1

Stealthy
Tech Focus

Improved Tech Focus

Advanced
Focus1
Thug

Gain +2 bonus on Diplomacy, Gamble, Gather Information, Intimidate


and Initiative checks

Toughness

Gain +1 HP/level, this is a retroactive effect that stacks with the bonus
from other toughness feats

Base Fort +2, Toughness

Gain +1 HP/level, this is a retroactive effect that stacks with the bonus
from other toughness feats

Track1

Use Survival skill to track

Two-Weapon Wielding

Dex 14+

Reduce penalty from Two-Weapon combat by 2.

Improved Toughness

Improved Two-Weapon Two-Weapon Wielding, Dex 16+, Reduce penalty from Two-Weapon combat by an additional 2
Wielding
BAB +6
Advanced
Two- Improved Two-Weapon Wielding, Reduce penalty from Two-Weapon combat by an additional 2
Weapon Wielding
Dex 18+, BAB +11
Weapon Proficiency

BAB +1

Gain proficiency with selected weapon type

Weapon Focus

Proficiency with weapon, BAB +1

+1 on attack rolls with one selected type of weapon

Improved
Focus1

Weapon Weapon Focus, BAB +8

White Hat

1.

See feat description.

2.

You can select this feat multiple times. Its effects stack.

Chapter 3: Skills and Feats

Gain additional +1 bonus on attack rolls with selected weapon


+2 bonus to Electronics, Hacking, Decryption, and Damping checks

94

Special: A character can select this feat multiple


times. Its effects dont stack. Each time you take
this feat, it applies to a different power to which the
Greater Combat Focus feat applies.

Proficiency (medium) has Armor Proficiency (light) as prerequisite;


Armor Proficiency (heavy) has Armor Proficiency (medium) as
prerequisite.

Advanced Tech Focus

Benefit: Select a type of armor: Light, Medium or Heavy. You can now
wear armors of that type.
Normal: A character cannot wear armor to which it has no proficiency.

One of your Tech powers becomes extremely hard to


resist.
Prerequisites: Improved Tech Focus
Benefit: Select one Tech power that you can use, to
which you apply the Improved Tech Focus feat. The DC
to resist that power increases by 1.
Special: A character can select this feat multiple times.
Its effects dont stack. Each time you take this feat, it
applies to a different power to which the Improved Tech
Focus feat applies.

Biotic Focus
One of your Biotic powers becomes harder to resist.
Prerequisites: Access to at least one Biotic power
Benefit: Select one Biotic power that you can use. The DC to resist
that power increases by 1.
Special: A character can select this feat multiple times. Its effects
dont stack. Each time you take this feat, it applies to a different
Biotic power.

Cat Fall
Ammo Focus

You know how to position your body for a softer landing.

One of your Ammo powers becomes harder to resist.

Prerequisites: Balance 8 ranks, Climb 5 ranks, Jump 8 ranks,


Tumble 8 ranks, Dex 16+

Prerequisites: Access to at least one Ammo power


Benefit: Select one Ammo power that you can use. The DC
to resist that power increases by 1.
Special: A character can select this feat multiple times. Its
effects dont stack. Each time you take this feat, it applies to a
different Ammo power.

Benefits: The character knows how to fall like a cat does in mid
air, this means that the character may be able to use their feet
to bounce off objects and take some of the impact fall and
damage away from their bodies. The character receives only
1/2 damage when falling from heights and if the damage
taken doesnt reduce the character to below 1/2 half his
maximum normal HP, he doesnt fall prone upon landing.

Ammo Proficiency

Special: The character must be unbound and the entire


bodies free to twist as you fall.

You are proficient with the selected type of ammo.


Prerequisites: Armor-Piercing ammo required BAB +3;
Chemical ammo requires Knowledge (biology) 4 ranks; Cryo
ammo require BAB +1; Disruptor ammo requires Electronics
3 ranks or Repair 4 ranks; Incendiary ammo requires BAB +1;
Shredder ammo requires Knowledge (biology) 3 ranks and First
Aid 2 ranks; Warp ammo requires Biotics 4 ranks and the ability to
use one Biotic power.

Combat Expertise
You know how to use your combat skill to improve defense.
Prerequisite: Int 13

Benefit: When you make a melee attack, you can take


a penalty from -1 to -5 on your attack roll and add the
Benefit: Select one type of ammo with which you have no same number (+5 or less) as a dodge bonus to your
proficiency: Chemical, Cryo, Disruptor, Incendiary, Shredder or Defense. This number may not exceed your base attack
Warp. You are now proficient with that type of ammo and can apply bonus. The changes to attack rolls and Defense last until
your next turn.
Ammo Specialization increases to that type of ammo.
Normal: A character cannot apply specializations to increase ranks
in ammo types with which the character is not proficient.

Combat Focus
One of your Combat powers becomes harder to resist.

Armor Proficiency

Prerequisites: Access to at least one Ammo power

You are proficient with the selected type of armor.

Benefit: Select one Combat power that you can use.


The DC to resist that power increases by 1.

Prerequisites: Armor Proficiency (light) has no prerequisites; Armor

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Chapter 3: Skills and Feats

Special: A character can select this feat multiple


times. Its effects dont stack. Each time you take this
feat, it applies to a different Combat power.

Improved Precise Shooting


Your shots are more precise to a point where even cover may not help your
target that much.
Prerequisites: BAB +4, Wis 14+, Dex 14+, Precise Shooting

Diehard

Benefit: Your ranged attacks treat the cover and concealment bonus
of your targets as if the cover was 1 step lower. This means that targets
You can remain conscious even when dying.
with Massive Cover (+10 Def ) are considered to have only ThreePrerequisite: Endurance.
Quarters (+7 Def ). Thos with Three-Quarters cover are considered
to have One-Half (+4 Def ) and those with One-Quarter (+2 Def )
Benefit: You can act as if disabled when your HP is
below 0 (but not low enough to kill you) but you are are considered to have None (0 Def ). The same reduction applies
to Concealment: Total Concealment (50%) becomes Concealment
still dying.
(20%) and normal Concealment (20%) becomes None (0%)
Normal: A character without this feat that is reduced to
In addition, when you shoot or throw ranged weapons at a
negative hit points is unconscious and dying.
grappling opponent, you automatically strike at the opponent you
have chosen.

Improved Ammo Focus


One of your Ammo powers becomes even harder to resist.
Prerequisites: Ammo Focus
Benefit: Select one Ammo power that you can use, to
which you apply the Ammo Focus feat. The DC to resist
that power increases by 1.

Normal: See rules on the effects of cover and concealment.


Without this feat, a character that shoots or throws a ranged
weapon at a target involved in a grapple must roll randomly to
see which grappling combatant the attack strikes.
Special: If you are using the Complex Cover Rules, this feat
reduced the Cover bonus to Defense by 3 instead. Concealment
is reduced normally.

Special: A character can select this feat multiple times. Its


effects dont stack. Each time you take this feat, it applies
to a different Ammo power to which the Ammo Focus feat
applies.

Improved Tech Focus


One of your Tech powers becomes even harder to resist.
Prerequisites: Tech Focus

Improved Biotic Focus


One of your Biotic powers becomes even harder to resist.
Prerequisites: Biotic Focus
Benefit: Select one Biotic power that you can use, to which you
apply the Biotic Focus feat. The DC to resist that power increases
by 1.

Benefit: Select one Tech power that you can use, to which
you apply the Tech Focus feat. The DC to resist that power
increases by 1.
Special: A character can select this feat multiple times. Its
effects dont stack. Each time you take this feat, it applies to
a different power to which the Tech Focus feat applies.

Special: A character can select this feat multiple times. Its effects
dont stack. Each time you take this feat, it applies to a different
Biotic to which the Biotic Focus feat applies.

Improved Weapon Focus


Your combat skills with the selected weapon improve.
Prerequisites: Weapon Focus

Improved Combat Focus


One of your Combat powers becomes even harder to resist.
Prerequisites: Combat Focus
Benefit: Select one Combat power that you can use, to which you
apply the Combat Focus feat. The DC to resist that power increases
by 1.

Benefit: Select one weapon type to which your Weapon


Focus feat applies. Shots made with weapons of that
type now gain +1 additional bonus to attack rolls.
Special: A character can select this feat multiple times.
Its effects dont stack. Each time you take this feat,
it applies to a different weapon type o which the
Weapon Focus feat applies.

Special: A character can select this feat multiple times. Its effects
dont stack. Each time you take this feat, it applies to a different
Combat to which the Combat Focus feat applies.

Chapter 3: Skills and Feats

96

Jack of All Trades

Photographic Memory

You can use any skill, regardless of your training.

A character with photographic memory has an uncanny


ability to remember things.

Prerequisites: Int 13+


Benefit: You are able to make any skill check, even if you have 0
skill ranks in a skill that requires at least 1/2 skill rank in order to
use (such as Knowledge or Electronics, for example).

Prerequisites: Int 18+, can only be selected at 1st level

Benefit: A character with photographic memory has


an uncanny ability to remember things. After reading
Special: Because you can use any skill even if untrained, you add a book, they can quote passages without missing a
any bonus you might have on that skill check, even if you dont word, and they almost never forget anything. The GM
will provide information that the character would
have at least 1/2 skill rank.
remember whenever it is necessary. Under stressful
Normal: Without this feat, skills that have a Yes on the Training entry
conditions involving numerous distractions, you must
can only be used if the character has at least 1/2 rank in them. A
make a Concentration check DC 15 to absorb what
character only gains any bonuses he might have to those skills (such your senses detect. Success enables you to recall an
as bonuses from feats) if he has at least 1/2 skill rank in them.
event perfectly: the GM relates to you exactly what
was seen or heard.
If you merely glanced or sensed faintly at what
you are trying to remember, increase the

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Chapter 3: Skills and Feats

Concentration DC by +10.

Simple Biotic Training


You have some Biotic abilities.

Quick Draw

Prerequisites: Cha 13+, Biotics 2 ranks

Benefit: Select one Biotic power to which you meet the prerequisites,
with exception of class requisites which do not need to be met. You
Prerequisite: Base attack bonus +1.
can now use the 1st rank of that Biotic power. Additionally, you gain
a number of Biotic points equal to your Cha modifier times your HD
Benefit: You can draw a light weapon, such as a pistol
or sub-machine gun, or a light melee weapon, such (these points increase as you increase HD, minimum of 1 per HD)
as a dagger, as a free action instead of requiring one
Special: If your class grants you access to Biotic Points, you do not
action. Holstering weapons still requires a one action.
gain the points given by this feat. However, this feat is useful to gain
You can draw weapons with startling speed.

Normal: Without this feat, you requires one action to


draw a weapon, or (if your base attack bonus is +1 or
higher) as a free action as part of movement.

access to Biotic powers that are not available to your class.


You can select this feat multiple times. Its effects dont stack. Each
time you take this feat you gain a different Biotic power but not
additional Biotic points.

Run
You can run faster than most.

Simple Tech Training

Benefit: When using the Run action, you move 5 times


your speed (if you are carrying no more than a Medium
Load) or 4 times speed (if are carrying a Heavy Load). If you
make a jump after a running start you gain a +4 bonus on
your Jump check.

You have some Tech abilities.


Prerequisites: Int 13+, Electronics 2 ranks

Benefit: Select one Tech power to which you meet the


prerequisites, with exception of class requisites which do not
need to be met. You can now use the 1st rank of that Tech
Special: During your Run action you can make a change in
power. Additionally, you gain a number of Tech points equal to
direction of no more than 45. This change in direction can
your Int modifier times your HD (these points increase as you
be made at any point during the Run.
increase HD, minimum of 1 per HD)
Special: Without this feat your Run limit is 4 times your speed
Special: If your class grants you access to Tech Points, you do
(if carrying no more than Medium Load) or 3 times your speed
not gain the points given by this feat. However, this feat is
if carrying Heavy Load, you do not gain the +4 bonus on Jump
useful to gain access to Tech powers that are not available to
checks made with a running start, and your Run action allows
your class. You can select this feat multiple times. Its effects
you to move only in a straight line.
dont stack. Each time you take this feat you gain a different
Tech power but not additional Tech points.

Shot on the Run


You can fire weapons while moving around.

Sneak Attack

Prerequisites: Point Blank Shot, Dodge, Mobility, Dex 15+, BAB


+4

You know to place shots where it really hurts.


Prerequisites: BAB +1, Wis 12+, see special

Benefit: When taking an action to move up to your speed, you


can fire one or more shots with an Atk penalty equal to your speed
divided by 5 (minimum of -1 penalty). You can only take one attack
action per action of movement so you can never use this feat to
fire more than your weapons RoF during a movement action.
If you use this action while making a Run, you can instead make a
Double-Tap or Auto-Fire attack actions provided you move at least
two times your movement speed. If you move at least three times
your movement speed you can also make a Full-Auto Fire attack
action. Regardless of the attack action you make, all your shots take
and additional penalty to attack equal to your speed divided by 5
(minimum of -1 penalty).

Benefit: Whenever you make an attack action, and hit at


least 1 shot with it, against a target that has its Dexterity
bonus to Defense denied (such as making a surprise
attack against the target), you deal extra 1d3 points of
damage. This damage is not dealt per shot, it is dealt for
each attack action made against the target and only if
at least one shot from that attack action deals damage
to the target. In addition, this damage is not multiplied
on a critical hit.

Special: The penalty mentioned is in addition to recoil penalty. Also,


you cannot use this feat with when making a Withdraw or a Charge.

Chapter 3: Skills and Feats

Special: With sniper rifles, the bonus damage is


instead +1d6 per attack action.
This feat can be selected multiple times. For each
time the feat is selected, its BAB prerequisite increase
by +2 (for example: if a character already has

98

selected this feat twice, for the third time the feats
prerequisites are: BAB +5, Wis 12+).

Spring Attack

Firm Ground: Most normal outdoor surfaces (such as lawns, fields,


woods, and the like) or exceptionally soft or dirty indoor surfaces (thick
rugs and very dirty or dusty floors). The creature might leave some
traces (broken branches or tufts of hair), but it leaves only occasional
or partial footprints.

You are trained in fast melee attacks and fancy


footwork.
Prerequisites: Dex 13, Dodge, Mobility, BAB +4.
Benefit: When using the attack action with a melee
attack, you can move both before and after the attack,
provided that your total distance moved is not greater
than your speed.

Hard Ground: Any surface that doesnt hold footprints at all, such
as bare rock or an indoor floor. The creature leaves only traces (scuff
marks or displaced pebbles).
Several modifiers may apply to the Survival check, as given on the
table below.
If you fail a Survival check, you can retry after 1 hour (outdoors) or
10 minutes (indoors) of searching.

Normal: Without this feat, you can use the Survival skill to find
tracks, but you can follow them only if the DC for the task is 10 or
lower. Alternatively, you can use the Search skill to find a footprint
or similar sign of a creatures passage using the DCs given above,
You must move at least 5 feet both before and after you
but you cant use Search to follow tracks, even if someone else has
make your attack in order to gain the benefits of Spring
already found them.
Attack.
Moving in this way does not provoke an AoO from the
defender you attack, though it might provoke AoO from
other creatures, if appropriate.

Surface

Survival DC

Very soft ground

Tech Focus

Soft ground

10

One of your Tech powers becomes harder to resist.

Firm ground

15

Hard ground

20

Prerequisites: Access to at least one Tech power


Benefit: Select one Tech power that you can use. The
DC to resist that power increases by 1.

Condition

Special: A character can select this feat multiple times.


Its effects dont stack. Each time you take this feat, it
applies to a different Tech power.

Size of creature or creatures being tracked:1

Track
You can follow the trails of creatures and characters
across most types of terrain.
Benefit: To find tracks or to follow them for 1 mile
requires a successful Survival check. You must make
another Survival check every time the tracks become
difficult to follow, such as when other tracks cross them
or when the tracks backtrack and diverge.
You move at half your normal speed (or at your normal
speed with a 5 penalty on the check, or at up to twice
your normal speed with a 20 penalty on the check).
The DC depends on the surface and the prevailing
conditions:
Very Soft Ground: Any surface (fresh snow, thick
dust, wet mud) that holds deep, clear impressions of
footprints.
Soft Ground: Any surface soft enough to yield to
pressure, but firmer than wet mud or fresh snow, in
which a creature leaves frequent but shallow footprints.

99

Survival DC modifier

Every 3 creatures in the group being tracked

-1

Fine

+8

Diminutive

+4

Tiny

+2

Small

+1

Medium

+0

Large

-1

Huge

-2

Gargantuan

-4

Colossal

-8

Every 24 hours since the trail was made

+1

Every hour of rain since the trail was made

+1

Fresh snow cover since the trail was made

+10

Poor visibility:

Overcast or moonless night

+6

Moonlight

+3

Fog or precipitation

+3

Tracked party hides trail

+5

1.

For a group of mixed sizes, apply only the modifier for the largest size
category.

2.

Apply only the largest modifier from this category

Chapter 3: Skills and Feats

Chapter 4
Specializations

Chapter 4: Specializations

100

Combat Specialization

Combat power uses can be recovered during an encounter. For that,


the character must spend 3 consecutive actions resting (doing nothing
at all) but without taking any damage. If he takes any damage to his
Shield HP, Plating HP or normal HP, this is interrupted and he must start
over.

Combat powers are special combat-oriented


The following pages provide information about each power.
abilities the character may use during an encounter
to gain the advantage. Some are affect a characters
grenades. Others improve the characters skills
Adrenaline Rush
with specific firearms. Whatever focus a character
chooses, if he lacks access to Biotic and Tech powers,
A rush of adrenaline accelerates reflexes and grants time to line up the
then Combat powers will ensure his effectiveness and
perfect shot.
survivability during battles and adventures.
Prerequisite: BAB +3. Unlike other Combat powers, each new rank
Some classes allow a character to improve his combat
of Adrenaline Rush increases the BAB prerequisite by 2.
abilities by gaining Combat Specializations. These allow
Activation: 1 action
the character to gain ranks in Combat powers, either tom
be able to use a new one or to improve an existing one.
Effect: The character is filled with adrenaline, allowing him to be
A character can also take the Extra Combat Training feat
more accurate and quicker.
to gain one extra rank in one Combat power. The same
This power can be used a number of times per encounter equal
feat may be chosen several times, each time improving
to Constitution modifier (minimum of 1).
the rank in a Combat power by 1 (provided the character
When ranks 4, 5 and 6 are attained, the character must choose
meets the necessary prerequisites to gain such rank)
one of two different permanent effects at each rank.
A character increases his ranks in a specific Combat power
by spending one Combat specialization to increase his Rank 1: This power has the following statistics:
rank by one step, but only for that power. All characters
Provides a bonus on attack rolls, made while this power lasts,
are considered to start with 0 ranks in all Combat powers.
equal to Wisdom modifier.
Until the Rank 1 in a Combat power is gained, characters are
Provides a bonus on Reflex saves, made while this power
not allowed to use that power. Once a rank is attained, the
lasts, equal to Wisdom modifier.
character can still choose to use a lesser rank of that power.
Lasts for 1 action.
He can also decide the lower the statistics of the powers
rank he is using (such as damage, area or effect, etc) but not
Cooldown: 4 actions.
cooldown of the rank he uses.
Rank 2: This power has the following statistics:
Combat powers have prerequisites that have to be met in order
to gain a rank in a specific Combat power. The prerequisites
are present in each Combat power description, below. Also,
prerequisites in the form of skill ranks increase by 2 for each
additional rank beyond 1st. Thus the Shrapnel Grenade rank
4 requires the character to have 8 ranks in the Repair skill. The
prerequisites in form of BAB increase by +1 for each new rank, so
the rank 3 of Assassination requires the character to have a BAB
of +3.

Provides a bonus on attack rolls, made while this power


lasts, equal to Wisdom modifier (minimum of 1).
Provides a bonus on Reflex saves, made while this power
lasts, equal to Wisdom modifier (minimum of 1).
Lasts for 1 action.
Cooldown: 3 actions.
Rank 3: This power has the following statistics:

Combat powers possess a cooldown. This cooldown represents


the amount of time during which no Combat power can be
used. This cooldown only kicks-in once the power is used, unless
otherwise stated,or once certain conditions are met. Some classes,
however, have the ability to negate this cooldown, allowing new
Combat powers to be used when they normally couldnt.
Unlike Biotic or Tech powers, Combat powers take quite the toll
on the character and so they can only be used a specific number
of times per encounter. Some ranks, however, provide permanent
bonuses while some powers require the character to spend resources
like grenades.
Some Combat powers can be dismissed with 1 free action. These
present a (D) in the target entry.

101

Provides a bonus on attack rolls, made while this power


is active, equal to Wisdom modifier (minimum of 1).
Provides a bonus on Reflex saves, made while this
power lasts, equal to Wisdom modifier (minimum of 1).
Lasts for 2 actions.
Cooldown: 3 actions.
Rank 4: This power gains one of the following
upgrades:
Hardening:
While this power is active, the character increases
armor and Shields DR by 1.

Chapter 4: Specializations

Time Dilation:
While this power is active, attacks made by the
character have their critical threat range increased
by 1.

When ranks 4, 5 and 6 are attained, the character must choose one of
two different effects for each rank.
Save: Fortitude save negates the stun effect; Reflex save halves the
damage. DC equals 12 + Electronic ranks divided by 2.

Rank 5: This power gains one of the following


upgrades:

Rank 1: This power has the following statistics:

Duration:
Increase Adrenaline Rush duration by 1 action.
Burst:

Grenade deals 1d6 points of damage against creatures without


Shield HP.
Grenade deals 4d6 points of damage against Shield HP.
Radius: 25 ft

The character can change the effect of the Adrenaline


Rush into a burst of adrenaline that allows him to
remove the cooldown effect of any of the following
powers or abilities: Biotic power, Tech power, First-Aid
or Shield Boost.
When using this ability, reduce Adrenaline Rush
cooldown by 1 action.
The normal effects of the power do not apply.
The character must decide to use this ability when first
activating Adrenaline Rush.
Rank 6: This power gains one of the following upgrades:
Ignore Pain:
While this power is active, the character increases all
forms of DR he possesses by 1.
Greater Rush:

Creatures without Shield HP are stunned for 1 action (the first


action of their next turn).
Rank 2: This rank does not increase the powers statistics. Instead, it
increases the characters grenade capacity by 1. This is a permanent
bonus.
Rank 3: This power has the following statistics:
Grenade deals 1d6 points of damage against creatures without
Shield HP.
Grenade deals 5d6 points of damage against Shield HP.
Radius: 25 ft
Creatures without Shield HP are stunned for 1 action (the
first action of their next turn).
Rank 4: This power gains one of the following upgrades:
Damage:

Increase damage against Shield HP and against creatures


While this power is active, the character gains the
without Shield HP by 1d6
possibility of using 1 extra action, which can only be used
in the characters round. The character gains only 1 single Radius:
action for the entire duration of Adrenaline Rush, so if the
Increase radius by 5 ft.
character decides to use this extra action in the first round
Rank 5: This power gains one of the following upgrades:
that Adrenaline Rush is active, he cannot perform one extra
action in the second round (provided this powers duration is Maximum Grenades:
used in a way that lasts up to a second round). A full-round
This upgrade permanently increases the characters
action still consumes the entire round, even if the character has
grenade carrying capacity by 1.
3 actions in that round.
Electrical Damage:
The extra action cannot be used to make attack actions, but
Affected creatures take 1d6 points of damage per
can be used for anything else.
round for the next 2 rounds.
Rank 6: This power gains one of the following upgrades:

Arc Grenade

Armor-Piercing:

Stun and electrocute your enemies with an EMP-packed grenade.


Effective against shields and barriers.
Prerequisite: Electronics 2 ranks, Repair 2 ranks.
Activation: None. Character can choose to use this power when he
or she throws a grenade.
Effect: The character can alter his grenades to release an EMP charge
when they explode. This blast deals little damage to creatures
without Shield HP but it carries a chance of stunning any creature
(organics, mechanical and synthetics), caught in the blast, for a small
duration. In addition, it deals a large amount of damage against Shield
HP.

Chapter 4: Specializations

Creatures without Shield HP but with Plating HP now


take the same damage they would take as if they had
Shield HP.
Shield Overload:
Increase damage against Shield HP to d8s instead
of d6s (only the initial damage from the blast).

Assassination
Increase skill with sniper rifles.
Prerequisite: BAB +0, proficiency with Sniper Rifles.

102

Activation: 1 action

Rank 5: This power gains one of the following upgrades:

Effect: Increase characters skill with sniper rifles. This


power can be used a number of times per encounter equal
to Wisdom modifier (minimum of 1).

Precision:

When ranks 4, 5 and 6 are attained, the character must


choose one of two different permanent effects at each rank.

Increase the bonus to critical threat range, while this power


is active, by 1.
Duration:

Rank 1: This power has the following statistics:


Increase critical threat range of sniper rifles, wielded by the
character, by 1 while this power is active and while using the
Aiming action.

Increase Assassination duration by 1 action.


Rank 6: This power gains one of the following upgrades:
Deadly:

Lasts for 2 actions.


Cooldown: 5 actions.
Rank 2: This power has the following statistics:
Increase critical threat range of sniper rifles, wielded by the
character, by 1 while this power is active and while using the
Aiming action.
Lasts for 2 actions.
Cooldown: 4 actions.

Spend one additional usage of Assassination to make the


next successful attack with a sniper rifle, wielded by the
character, an automatic critical hit that does not need to be
confirmed.
This can only be used while using Aiming.
Using this ability automatically ends this power.
Accuracy:
Increase the bonus to critical threat range, while this
power is active, by 1.

Rank 3: This power has the following statistics:


Increase critical threat range of sniper rifles, wielded by the
character, by 2 while this power is active and while using the
Aiming action.

Ballistic Blades

Lasts for 3 actions.


Cooldown: 4 actions.
Rank 4: This power gains one of the following upgrades:
Recharge Speed:
Reduce cooldown by 1 action.
Stability:
Decrease total recoil penalty of sniper rifles, wielded by the
character, by 1 while this power is active.

103

Fire a salvo of blades to impale your enemies, inflicting


massive bleed damage.
Prerequisite: BAB +3, Repair 6 ranks, Knowledge
(physics) 3 ranks, Batarian race
Target: Creatures in area
Range: Varies with rank
Activation: 1 action
Effect: This power creates many razor sharp blades in
the characters omni-tool, which are then fired into a
specific area, dealing damage to any creature in

Chapter 4: Specializations

it and causing them to bleed for a short duration. Explosive Blades:


This power can be used a number of times per
Increase save DC by 2
encounter equal to Wisdom modifier (minimum of
1). Creatures in the area are allowed a Reflex save to
halve the damage and to negate the bleeding effect.
Cooldown: 3 actions
Save: Reflex save halves damage. DC equals 10 +
Repair ranks divided by 2 + Wis mod.
Rank 1: This power has the following statistics:

Blade Armor

Reinforce armor with razor sharp blades that damages enemies that
melee you.
Prerequisite: Electronics 4 ranks, Repair 6 ranks, Knowledge
(physics) 3 ranks, Batarian race

Area: 40 ft cone

Target: Self (D)

Damage to all in area: 5d6

Activation: 1 action

Creatures damaged by this power gain Bleeding 1


Bleeding Duration: 3 actions.
Rank 2: This power has the following statistics:
Area: 40 ft cone
Damage to all in area: 5d6
Creatures damaged by this power gain Bleeding 1
Bleeding Duration: 3 actions.
Cooldown reduced to 2 actions.
Rank 3: This power has the following
statistics:
Area: 40 ft cone
Damage to all in area: 6d6

Duration: Until dismissed


Effect: This power creates many razor sharp blades around the
users armor, granting the user increased damage, damage
reduction and the ability to reflect melee damage back to the
attacker, at the cost of increasing the cooldown of any power
used while its activated. This power can be used a number of
times per encounter equal to Wisdom modifier (minimum of 1).
Cooldown: 3 actions after Blade Armor is dismissed
Note: This power has no effect on attacks and abilities that
instantly kill the target (regardless of HP) and it has no effect on
attacks and melee abilities used by creatures
one or more sizes larger
than the character.
Rank 1: This power has
the following statistics:

Creatures damaged by this


power gain Bleeding 1
Bleeding Duration: 3 actions.

Damage Reduction of 1

Cooldown reduced to 2 actions.

Melee bonus damage: +1d3

Rank 4: This power gains one of the


following upgrades:
Damage:
Increase damage dealt by 1d6
Spread:
Area becomes half a circle
(radius equal to cone size),
centered on you
Rank 5: This power gains one
of the following upgrades:
Attack Range:
Increase size of area cone to
60 ft.
Improved Damage:
Increase damage dealt by 1d6
Rank 6: This power gains one of the following upgrades:
Damage and Bleed:
Increase damage dealt by 1d6
Increase Bleeding duration by 1 action

Chapter 4: Specializations

Cooldown of other powers is increased by 2


actions. This includes the following abilities as well:
First Aid and Shield Boost.
Half of melee damage received is also dealt to the
attacker (rounded down)
Rank 2: This power has the following statistics:
Damage Reduction of 1
Melee bonus damage: +1d4
Cooldown of other powers is increased by 2 actions.
This includes the following abilities as well: First Aid
and Shield Boost.
Half of melee damage received is also dealt to the
attacker (rounded down)
Cooldown reduced to 2 actions.
Rank 3: This power has the following statistics:
Damage Reduction of 1
Melee bonus damage: +1d6
Cooldown of other powers is increased by 2
actions. This includes the following abilities as well:
First Aid and Shield Boost.

104

Half of melee damage received is also dealt to


the attacker (rounded down)

wielded by the character, is increased by 4 (this is a permanent bonus).


In addition, this power has the following statistics:

Cooldown reduced to 2 actions.


Rank 4: This power gains one of the following
upgrades:

Increase rate of fire with submachine guns, wielded by the character,


by 1 while this power is active.
Lasts for 3 actions.

Durability:
Reduce total recoil penalty of submachine guns by
2 while this power is active.
Increases Damage Reduction by 1

Cooldown: 3 actions.
Rank 4: This power gains one of the following upgrades:
Stability Synergy:

Melee Damage:
Melee bonus damage changed to +1d8

Reduce total recoil penalty of submachine guns by 2 while this


power is active.
Firing Rate:

Rank 5: This power gains one of the following upgrades:


Shield Recharge:
While this power is active, the razor blades slowly
regenerate the characters shields at the rate of 1 point
per round.
Damage Returned:
Now all melee damage received is dealt to the attacker.
Rank 6: This power gains one of the following upgrades:
Power Recharge:
The cooldown increase of other powers is reduced by 1
action.
Durability:
Increases Damage Reduction by 1

Increase rate of fire with submachine guns, wielded by the


character, by 1 while this power is active.
Rank 5: Upon attaining this rank, the critical threat range of any
submachine gun, wielded by the character, is increased by 1 (this
is a permanent bonus). In addition, this power gains one of the
following upgrades:
Duration:
Increase Bullet Rain duration by 1 action.
Headshots:
Increase critical multiplier of submachine guns, wielded by
the character, by 1 while this power is active.
Rank 6: This power gains one of the following upgrades:
Recharge Speed:
Reduce cooldown by 1 action.
Accuracy:

Bullet Rain
Increase skill with submachine guns.

Reduce total recoil penalty of submachine guns by 2 while


this power is active.

Prerequisite: BAB +0, proficiency with Submachine Guns.


Activation: 1 action

Carnage

Effect: Increase characters skill with submachine guns. This


power can be used a number of times per encounter equal to
Wisdom modifier (minimum of 1).

Increase skill with shotguns.

When ranks 4, 5 and 6 are attained, the character must choose


one of two different permanent effects at each rank.

Prerequisite: BAB +0, proficiency with Shotguns.


Activation: 1 action

Rank 1: This power has the following statistics:


Increase rate of fire with submachine guns, wielded by the
character, by 1 while this power is active.
Lasts for 2 actions.
Cooldown: 4 actions.

Effect: Increase characters skill with shotguns. This


power can be used a number of times per encounter
equal to Wisdom modifier (minimum of 1).
When ranks 4, 5 and 6 are attained, the character must
choose one of two different permanent effects at each
rank.

Rank 2: This power has the following statistics:



Increase rate of fire with submachine guns, wielded by the
character, by 1 while this power is active.
Lasts for 2 actions.
Cooldown: 3 actions.
Rank 3: Upon attaining this rank, the clip size of any submachine gun,

105

Rank 1: This power has the following statistics:


Empty at least half an entire shotgun ammo clip
(or an entire one if the clip has only 1 shot) to launch
a blast against the target. A normal attack must be
made to see if blast hits the target.
Target must be up to 60 ft away.
Damage dealt: critical hit damage to target,

Chapter 4: Specializations

half that to adjacent creatures. If the weapon


deals extra damage to targets within range, that
damage is also dealt.

shotguns, wielded by the character, increase by 1 (this is a permanent


bonus). In addition, this power gains one of the following upgrades:

If the target of the Carnage is on fire and this


ability kills him, the blast area increases by 5 ft and
affected creatures are caught on fire, with no save
to avoid.

Armor Damage:
If target still has Plating, increase the critical multiplier of the
shotgun by 1 for the purpose of determining the blasts damage.
Damage:

Cooldown: 4 actions.

Increase blast damage by +1d6.

Rank 2: This power has the following statistics:


Empty at least half an entire shotgun ammo clip (or
an entire one if the clip has only 1 shot) to launch a
blast against the target. A normal attack must be made
to see if blast hits the target.
Target must be up to 60 ft away.

Cluster Grenade
Lob a biotic-infused grenade at your enemies and watch them fly.
Prerequisite: Biotics 3 ranks, able to use one Biotic power.

Damage dealt: critical hit damage to target, half that


to adjacent creatures. If the weapon deals extra damage
to targets within range, that damage is also dealt.
If the target of the Carnage is on fire and this ability
kills him, the blast area increases by 5 ft and affected
creatures are caught on fire, with no save to avoid.
Cooldown: 3 actions.

Activation: None. Character can choose to use this power when


he or she throws a grenade.
Effect: The character can infuse his grenades with biotic power
to have the creatures in the area by the grenade blast fly into the
air until the beginning of their next available action. When this
duration ends, they take falling damage normally, but do not risk
damaging the body with the fall.

Rank 3: Upon attaining this rank, the critical threat range of


shotguns, wielded by the character, increase by 1 (this is a
permanent bonus). In addition, this power has the following
statistics:

Affected creatures can save to avoid being sent flying.


All rules for throwing grenades still apply normally.
When ranks 4, 5 and 6 are attained, the character must choose
one of two different permanent effects at each rank.

Empty at least half an entire shotgun ammo clip (or an


entire one if the clip has only 1 shot) to launch a blast against
the target. A normal attack must be made to see if blast hits
the target.

Save: Fortitude save negates flying effect. DC equals 12 +


Electronics ranks divided by 2.
Rank 1: This power has the following statistics:

Target must be up to 60 ft away.

Grenade deals 3d6 points of damage.

Damage dealt: critical hit damage +1d6 to target, half that


to adjacent creatures. If the weapon deals extra damage to
targets within range, that damage is also dealt.

Radius: 15 ft

If the target of the Carnage is on fire and this ability kills


him, the blast area increases by 5 ft and affected creatures are
caught on fire, with no save to avoid.
Cooldown: 3 actions.
Rank 4: This power gains one of the following upgrades:

Creatures are sent flying 10 ft into the air.


Rank 2: This rank does not increase the powers statistics.
Instead, it increases the characters grenade capacity by 1.
This is a permanent bonus.
Rank 3: This power has the following statistics:
Grenade deals 4d6 points of damage.
Radius: 15 ft

Radius:
Increase blast radius by 5 ft. Targets in the blast area take as
much damage as the target.

Creatures are sent flying 10 ft into the air.


Rank 4: This power gains one of the following upgrades:

Damage:
Increase blast damage by +1d6.
Rank 5: This power gains one of the following upgrades:
Incapacitate:
The target of the blast is dazed for 1 action.
Recharge Speed:
Reduce cooldown by 1 action.
Rank 6: Upon attaining this rank, the critical threat range of

Chapter 4: Specializations

Damage:
Increase damage by 1d6
Radius:
Increase radius by 5 ft.
Rank 5: This power gains one of the following
upgrades:
Maximum Grenades:
This upgrade permanently increases
characters grenade carrying capacity by 1.

the

106

Damage Combo:
Creatures sent flying with this power have the
damage reduction of their armor reduced by 1,
while they remain flying.

Cooldown: 2 actions.
Rank 4: This power gains one of the following upgrades:

Rank 6: This power gains one of the following


upgrades:
Damage & Force:
Increase damage by 1d6.
Increase flying distance by 5 ft.
Stronger Lift:
Increase the Fortitude save DC by 2.

Force:
Target is pushed back an additional 5 ft.
Increase this powers damage by 1d6.
Radius:
Any creature adjacent to the target also takes this powers damage
and must save or is sent prone.
Rank 5: This power gains one of the following upgrades:
Shatter:
If the target is frozen, it takes an additional 1d6 points of damage.
If the target is frozen, it is pushed back an additional 10 ft.

Concussive Shot
Flatten your enemy with a precise blast of your weapon.

Recharge Speed:
Reduce cooldown to 1 action.

Prerequisite: BAB +0, Electronics 1 rank

Rank 6: This power gains one of the following upgrades:

Target: Self (D)

Amplification:

Activation: Along with the attack


Effect: This power alters the characters weapon to deliver
a single shot with more impact force. The shot travels faster
and when it connects explodes sending the target back.
Affected targets can save to avoid being pushed back.

This shot now includes the effects of the normal attack, so


it adds weapon damage (normally multiplied if the attack
resulted on a critical hit), as well as the Ammo power applied
to the weapon.
Devastating:

To use this attack, the character must make a normal OneShot attack. He must decide to use this power before the
attack roll is made. If the attack is successful, the shot does
not deal its normal damage, being replaced instead by this
powers effects. This shot is not empowered with the current
ammo properties. Even if the attack resulted on a critical hit,
this powers statistics remain the same, unless otherwise
stated.
This power can be used a number of times per encounter equal
to Wisdom modifier (minimum of 1).
When ranks 4, 5 and 6 are attained, the character must choose
one of two different permanent effects at each rank.
Save: Fortitude save negates flying effect. DC equals 12 + Biotic
ranks divided by 2.
Rank 1: This power has the following statistics:
Power deals 1d6 damage.
The target is pushed back 5 ft away and falls prone.
Cooldown: 3 actions.
Rank 2: This power has the following statistics:
Power deals 1d6 damage.
The target is pushed back 5 ft away and falls prone.
Cooldown: 2 actions.
Rank 3: This power has the following statistics:

Organic targets with no Shield HP or Plating take extra 2d6


points of damage and are sent back an additional 10 ft.
Increase cooldown increase of others powers by 1 action.

Flashbang Grenade
Throw a disorienting, concussive charge that inflicts minor
damage and incapacitates all nearby targets.
Prerequisite: Damping 4 ranks, Decryption 4 ranks,
Electronics 8 ranks, Repair 8 ranks.
Activation: None. Character can choose to use this power
when he or she throws a grenade.
Effect: The character can alter his grenades to release a
flashbang blast. This blast deals little damage to creatures
in the area but dazes targets and incapacitates them. For
the dration of the incapacitate feature of this power, the
affected creatures weapons overheat and cant be used,
the omni-tool is jammed so it cannot be used and no
Tech or Biotic power can be used as well (though any
power already activated remains active).
When ranks 5 and 6 are attained, the character must
choose one of two different effects for each rank.
Save: Fortitude save negates the daze effect; Will
save negates the disabling effect. DC equals 12 +
Decryption ranks divided by 2.

Power deals 1d6 damage.


The target is pushed back 10 ft away and falls prone.

107

Chapter 4: Specializations

Rank 1: This power has the following statistics:


Grenade deals 1d6 points of damage.
Daze duration: 1 actions (first action of affected
creatures turn).

The character can purge the current (thus dismissing this power), to
charge his/her gauntlets/fists and gain a damage bonus on melee
attacks for a certain duration.

Incapacitate duration: 1 actions (first action of


affected creatures turn).

Note the DR provided applies not only to HP, but also to Shields and to
Plating.

Radius: 20 ft
Rank 2: This rank does not increase the powers
statistics. Instead, it increases the characters grenade
capacity by 1. This is a permanent bonus.
Rank 3: This power has the following statistics:
Grenade deals 1d6 points of damage.
Daze duration: 1 actions (first action of affected
creatures turn).

This power can be used a number of times per encounter equal to


Wisdom modifier (minimum of 1).
When ranks 4, 5 and 6 are attained, the character must choose one of
two different permanent effects at each rank.
Rank 1: This power has the following statistics:
Damage Reduction of 1.
Melee bonus Damage: +1d6. This damage is multiplied on
critical hits.

Incapacitate duration: 2 actions.


Radius: 25 ft
Rank 4: This power has the following statistics:
Grenade deals 1d6 points of damage.
Daze duration: 2 actions.
Incapacitate duration: 2 actions.
Radius: 25 ft
Rank 5: This power gains one of the following upgrades:
Maximum Grenades:
This upgrade permanently increases the characters
grenade carrying capacity by 1.

Melee bonus damage lasts: 4 actions


Cooldown of other powers is increased by 2 actions. This
includes the following abilities as well: First Aid and Shield Boost.
Character speed is reduced by 10 ft.
Cooldown: 4 actions.
Rank 2: This power has the following statistics:
Damage Reduction of 1.
Melee bonus Damage: +1d6. This damage is multiplied on
critical hits.
Melee bonus damage lasts: 4 actions
Cooldown of other powers is increased by 2 actions. This
includes the following abilities as well: First Aid and Shield
Boost.

Frag Grenade:
Increase grenade damage to 3d6.
Rank 6: This power gains one of the following upgrades:
Improved Flashbang Grenade:
Increase save DC of this power by +2.
Increase radius by 5 ft.
Senses Overload:
Increase daze and incapacitate duration by 1 action.

Character speed is reduced by 10 ft.


Cooldown: 3 actions.
Rank 3: This power has the following statistics:
Damage Reduction of 1.
Melee bonus Damage: +2d6. This damage is multiplied
on critical hits.
Melee bonus damage lasts: 4 actions
Cooldown of other powers is increased by 2 actions.
This includes the following abilities as well: First Aid and
Shield Boost.

Fortification
A visible white shield surrounds you and your armor.
Prerequisite: Electronics 3 ranks, proficiency with medium armor.
Target: Self (D)
Activation: 1 action
Effect: This power surrounds the character with a white-like solid
barrier, created by reinforcing the armor using protective Foucault
currents. This power provides a certain amount of damage reduction
to the character, at the cost of increasing the cooldown of any power
used while this lasts and reducing characters speed.

Chapter 4: Specializations

Character speed is reduced by 10 ft.


Cooldown: 3 actions.
Rank 4: This power gains one of the following upgrades:
Durability:
Increase damage reduction by 1.
Melee Damage:
Increase melee damage by +1d6. This damage is
multiplied on critical hits.

108

Rank 5: This power gains one of the following


upgrades:

to release damaging pulses. Using this power, however, removes your


Shield HP as you damage those around you. This power lasts for as long
as you maintain it but using it prevents you from doing anything else
Shield Recharge:
since you also compact yourself into an almost fetal position (you gain
While this power is active, the Foucault current
bonuses to Defense as if you were crawled). It takes one action to end
slowly regenerate the characters shields at the rate
this power, after which the cooldown kicks in (during this action you
of 1 point per round.
also get up back into normal position).
Power Synergy:
In addition, enemies affected by this power are also dazed for 1
The cooldown increase of other powers is reduced
by 1 action.

action. Fortitude save negates this daze effect. Powers statistics vary
with rank.

Rank 6: This power gains one of the following


upgrades:

If you lose all Shield HP while using this power, it automatically


ends but you must still spend an action to get back from the crawl
position. While this power is active you cannot gain Shield HP in
any way.

Lighter Currents:
Characters speed is no longer reduced.
Durability:
Increase barriers Damage Reduction by 1.

Geth Shield Pulse


You can redirect your kinetic barriers into pulses that damages
your enemies at the cost of shield strength.

This power can be used a number of times per encounter equal to


1 + Intelligence modifier (minimum of 1).
When ranks 4, 5 and 6 are attained, the character must choose
one of two different permanent effects at each rank.
Save: Fortitude save negates daze effect. DC equals 12 +
Electronic ranks divided by 2.

Prerequisite: Electronics 6 ranks, Repair 6 ranks, Knowledge


(technology) 3 ranks, geth race only
Target: All enemies in area
Activation: 2 actions
Area: Varies with specialization
Cooldown: 1 action
Effect: By manipulating your shields, you can use your shields

109

Note: This power cannot be selected by any race other than


geth, not even through Unique Specializations. In addition,
enemies killed by this power are vaporized, along with all
equipment and loot they might have.
Rank 1: This power has the following statistics:
When you activate this power you deal 1d6 points of
damage to each enemy in the area.
When you activate this power you lose a number of Shield
HP equal to half to total damage dealt.
Any enemy that ends an action within the powers area

Chapter 4: Specializations

takes 1d4 points of damage and you lose 1 Shield


HP.
This power affects an area of 10 ft radius.
Rank 2: This power has the following statistics:
When you activate this power you deal 2d6 points
of damage to each enemy in the area.

Homing Grenade
Launch this seeking grenade to track down a target, causing a massive
explosion on impact.
Prerequisite: Electronics 7 ranks, Repair 7 ranks.

When you activate this power you lose a number of


Shield HP equal to half to total damage dealt.

Activation: None. Character can choose to use this power when he or


she throws a grenade.
Range: 40 ft

Any enemy that ends an action within the powers


area takes 1d4 points of damage and you lose 1 Shield
HP.
This power affects an area of 10 ft radius.
Rank 3: This power has the following statistics:

Effect: The character can choose to throw a grenade through his


omni-tool, but against a specific target. Doing so causes the grenade
to fly and seek that target, dealing damage on impact. Because of
the hooming seeking abilities of the grenade, cover and movement
bonuses to the targets Defense are halved.

When you activate this power you deal 2d6 points of


damage to each enemy in the area.
When you activate this power you lose a number of
Shield HP equal to half to total damage dealt.
Any enemy that ends an action within the powers area
takes 1d4 points of damage and you lose 1 Shield HP.
This power affects an area of 15 ft radius.
Rank 4: Upon attaining this rank, this power gains one of
the following upgrades:

The character must succeed on a ranged touch attack to affect the


target.
When ranks 4, 5 and 6 are attained, the character must choose
one of two different effects for each rank.
Note: because this power fires the grenade from the omni-tool,
instead of being the character using his Strength to throw it,
there is a specific range for the power which is not dependant
on the characters Strength.

Radius:
Increase area of effect by 5 ft.
Damage:

Rank 1: This power has the following statistics:


Grenade deals 5d6 points of damage to the target.
Rank 2: This rank does not increase the powers statistics.
Instead, it increases the characters grenade capacity by 1. This
is a permanent bonus.

Increase initial damage by 1d6 point.

Rank 3: This power has the following statistics:

Increase damage per action by 1d4 point. You lose 1


additional Shield HP.
Rank 5: This power gains one of the following upgrades:
Mobility:
You can now have this power active and act normally. You
no longer require one action to end this power (since you no
longer go into a compact crawled position). You must now
spend one free action to end this power.
Wave Length:

Grenade deals 6d6 points of damage to the target.


Rank 4: This power gains one of the following upgrades:
Damage:
Increase damage by 1d6
Impact Radius:
Creatures adjacent to the target now take half the
damage dealt.
Rank 5: This power gains one of the following upgrades:

Damage dealt by this power now bypasses all existing DR of


the affected creatures.

Capacity:

Rank 6: This power gains one of the following upgrades:

This upgrade permanently increases the characters


grenade carrying capacity by 1.

Greater Pulse:

Fire Damage:

Increase area of effect by 5 ft.


You can activate this power with 1 action.
Greater Damage:
Increase initial damage by 1d6 point.
Increase damage per action by 1d4 point. You lose 1 additional
Shield HP.

Targets damaged by this power are caught on fire,


taking 1d6 fire damage per action for 2 actions.
Rank 6: This power gains one of the following
upgrades:
Armor Damage:
Deal 50% more damage against Plating HP.
Reduce targets Plating HP DR by 1 for 3 actions.

Chapter 4: Specializations

110

Split Grenade:

Rank 6: This power gains one of the following upgrades:

Armor Damage:
The grenade splits and seeks two different
targets (only one grenade is consumed). A ranged
Increase damage done to Plating by 2d6.
touch attack roll must still be made against each
target. If it hits, it deals only 50% of normal damage. Radius & Duration:
Targets must still be in range and no more than 40 ft
Area remains on fire for 1 additional action.
away from each other.
Increase radius by 5 ft.

Inferno Grenade
Cluster-bomb a small area with plasma fire.
Prerequisite: Electronics 1 ranks, Repair 2 ranks.
Activation: None. Character can choose to use this
power when he or she throws a grenade.

Lift Grenade
Send biotic-infused grenade at your enemies and watch them fly.
Prerequisite: Able to use Pull.

Effect: The character throws a grenade filled plasma that


cover the blast area with fire, dealing damage to anyone
within, or that enters, the affected area.

Activation: None. Character can choose to use this power when


he or she throws a grenade.

An Inferno Grenade explodes immediately after contact


with a surface.
All rules for throwing grenades still apply normally.

Effect: The character can infuse his grenades with biotic power to
have the creatures in the area by the grenade blast fly. Unlike the
Cluster Grenade power, this power keeps the affected creatures in
the air for a longer duration, by sacrificing blast damage. When
this duration ends, they fall softly on the ground, taking no
damage.

When ranks 4, 5 and 6 are attained, the character must


choose one of two different permanent effects at each rank.
Rank 1: This power has the following statistics:
Creatures in the area take 1d6 damage for each action in
which they acted within the area or passed through it.

Affected creatures can save to avoid being sent flying.


All rules for throwing grenades still apply normally.
When ranks 4, 5 and 6 are attained, the character must choose
one of two different permanent effects at each rank.

Radius: 15 ft

Save: Fortitude save negates flying effect. DC equals 12 +


Biotic ranks divided by 2.

Area remains on fire for 3 actions.

Rank 1: This power has the following statistics:

Rank 2: This rank does not increase the powers statistics.


Instead, it increases the characters grenade capacity by 1. This
is a permanent bonus.
Rank 3: This power has the following statistics:
Creatures in the area take 2d6 damage for each action in
which they acted within the area or passed through it.
Radius: 15 ft
Area remains on fire for 3 actions.

Grenade deals 2d6 points of damage.


Radius: 15 ft
Creatures are sent flying 10 ft into the air.
Creatures remain in the air for 1 action (effectively losing
the first action of their next round)
Rank 2: This rank does not increase the powers statistics.
Instead, it increases the characters grenade capacity by 1.
This is a permanent bonus.

Rank 4: This power gains one of the following upgrades:


Damage:
Increase damage by 1d6
Radius:
Increase radius by 5 ft.
Rank 5: This power gains one of the following upgrades:
Maximum Grenades:
This upgrade permanently increases the characters grenade
carrying capacity by 1.

Rank 3: This power has the following statistics:


Grenade deals 3d6 points of damage.
Radius: 15 ft
Creatures are sent flying 10 ft into the air.
Rank 4: This power gains one of the following upgrades:
Damage:
Increase damage by 1d6
Radius:
Increase radius by 5 ft.

Improved Damage:
Increase damage b 1d6.

111

Chapter 4: Specializations

Rank 5: This power gains one of the following


upgrades:
Improved Radius:
Increase radius by 5 ft.

Cooldown: 3 actions.
Rank 4: Upon attaining this rank, the reload time of pistols, wielded by
the character, is changed to 1 free action (this is a permanent bonus).
In addition, this power gains one of the following upgrades:

Duration:
Creatures remain in the air for 1 additional action.
Rank 6: This power gains one of the following
upgrades:
Slam:
After duration ends, the creatures are projected to
the ground, taking normal falling damage.
Creatures that are projected to the ground are dazed
for 1 action.

Accuracy:
Increase attack bonus by +2 while this power is active.
Firing Rate:
Increase rate of fire of pistols, wielded by the character, by 1 while
this power is active.
Rank 5: This power gains one of the following upgrades:
Duration:
Increase Marksman duration by 1 action.
Headshots:

Stronger Lift:

Increase critical multiplier of pistols, wielded by the character,


by 1 while this power is active.

Increase the Fortitude save DC by 2.

Rank 6: This power gains one of the following upgrades:

Marksman
Increase skill with pistols.
Prerequisite: BAB +0, proficiency with Pistols.

Recharge Speed:
Reduce cooldown by 1 action.
Gunslinger:

Activation: 1 action
Effect: Increase characters skill with pistols. This power can
be used a number of times per encounter equal to Wisdom
modifier (minimum of 1).
When ranks 4, 5 and 6 are attained, the character must choose
one of two different permanent effects at each rank.
Rank 1: This power has the following statistics:
Increase rate of fire of pistols, wielded by the character, by 1
while this power is active.
Gain a +2 bonus to attack of pistols, wielded by the character,
while this power is active.
Lasts for 2 actions.

Reduce recoil of pistols, wielded by the character, by 1 while


this power is active.
Increase rate of fire of pistols, wielded by the character, by 1
while this power is active.

Martial Artist
You learn to take the best advantage of melee weapons,
focusing your fighting skills on engaging the enemy up-close
rather than at a distance.
Prerequisite: Int 12+, BAB +0, Knowledge (military tactics)
1 rank
Activation: 1 action

Effect: The character performs a special attack against a


specific target or against several targets he threatens.
Rank 2: This power has the following statistics:
This special attack depends on the type of melee weapon
Increase rate of fire of pistols, wielded by the character, by 1
used, but because some ranks provide different special
while this power is active.
attacks, the chracter must choose which special attack he
wants to use. Some ranks provide permanent bonuses.
Gain a +2 bonus to attack of pistols, wielded by the character,
while this power is active.
If a character is wielding two different types of melee
Lasts for 2 actions.
weapons, he cannot gain the benefit of two different
special attacks, he must choose which special attack is
Cooldown: 3 actions.
used.
Rank 3: This power has the following statistics:
When ranks 5 and 6 are attained, the character must
Increase rate of fire of pistols, wielded by the character, by 1 while
choose one of two different effects for each rank.
this power is active.
Gain a +2 bonus to attack of pistols, wielded by the character, while Save: Varies with rank and melee weapon used
Cooldown: 4 actions.

this power is active.

Lasts for 3 actions.

Chapter 4: Specializations

Rank 1: This power has the following statistics:


Stunning Fist: If character is fighting in melee

112

unarmed: he performs one melee attack, against


a single target he threatens. The target must then
make a Fortitude save (DC 10 + characters Wis
mod + 1/2 Character level) or is dazed for 1 action.
This power can be used a number of times per
encounter equal to 1 + Wisdom modifier (minimum
of 1). Using this special attack removes one usage
from other special attacks granted by this power (to
a minimum of 0 special attacks).
Precise Strike: If character is fighting in melee with
a light melee weapon: he performs one melee attack,
against a single target he threatens. This attack has
its critical threat range increased by 2. This power can
be used a number of times per encounter equal to 1 +
Dexterity modifier (minimum of 1). Using this special
attack removes one usage from other
special attacks granted by this power
(to a minimum of 0 special attacks).
Power Strike: If character is
fighting in melee with a heavy melee
weapon: he performs on melee
attack, against a single target he
threatens. For this attack, add 2 Str
modifier instead of just 1 (multiple
sources that increase Str mod to
melee damage stack but follow the
multiplying rules see Common
Terms in Chapter 1). This power
can be used a number of times per
encounter equal to 1 + Strength
modifier (minimum of 1). Using this
special attack removes one usage
from other special attacks granted by
this power (to a minimum of 0 special
attacks).

attacks).
Quick Strike: If character is fighting in melee with a light melee
weapon: he performs one melee attack, against a single target he
threatens. If he deals damage, he gains a second free attack (in the
same action) that if it hits deals 50% of normal damage. This power
can be used a number of times per encounter equal to 1 + Dexterity
modifier (minimum of 1). Using this special attack removes one usage
from other special attacks granted by this power (to a minimum of 0
special attacks).
Knockback: If character is fighting in melee with a heavy melee
weapon: he performs on melee attack, against a single target he
threatens. If he deals damage, the target must make a Fortitude
save (DC 10 + characters Str mod to melee damage + 1/2 Character
level) or is knockback 5 ft. For each additional 5 points the target
failed the save, he is pushed back
another 5 ft. If the target cannot
be moved (because he is stuck to
the ground or against a wall, for
example) he takes 1d6 points of
damage for each 5 ft it would have
moved due to this special attack.
This power can be used a number
of times per encounter equal to 1 +
Strength modifier (minimum of 1).
Using this special attack removes
one usage from other special
attacks granted by this power (to a
minimum of 0 special attacks).

Spinning Strike: If character is


fighting in melee with a two-handed
melee weapon: he performs on
melee attack, against each target
he threatens. Roll for each target
separately. This power can be used a number of times per
encounter equal to 1 + Dexterity modifier (minimum of 1). Using
this special attack removes one usage from other special attacks
granted by this power (to a minimum of 0 special attacks).

Extended Reach: If character


is fighting in melee with a twohanded melee weapon: he
performs one melee attack, against
a single target he threatens. For this
attack, the character threatened
area is increased by 5 ft. This power
can be used a number of times per
encounter equal to 1 + Dexterity
modifier (minimum of 1). Using this
special attack removes one usage
from other special attacks granted
by this power (to a minimum of 0 special attacks).

Rank 4: This rank does not increase the powers statistics.


Instead, when the character is engaging an enemy in
melee, he can attempt to swap positions with his target
Rank 2: This rank does not increase the powers statistics. Instead,
(provided the target can move to the characters space
it increases the melee damage the character deals, with a melee without restriction). To do so, he must make a free
attack, by 1. It also increases the characters Defense by 1 when he
touch attack against the target. If he hits, he deals no
is engaging an enemy in melee. This is a permanent bonus.
damage but gains a free grapple check. If he wins this
grapple, he switches place with the target. This can
Rank 3: This power has the following statistics:
only be done against targets of the same size, and
Improved Grab: If character is fighting in melee unarmed: he only a number of times per encounter equal to 1 + Int
performs one melee attack, against a single target he threatens. If
modifier (minimum of 1).
he deals damage, the character can immediately initiate a grapple
against the target, without provoking AoO. This power can be used He must spend one free action to use this special
a number of times per encounter equal to 1 + Wisdom modifier attack, but he can use it during the turn of another
(minimum of 1). Using this special attack removes one usage from creature (if he does so, he loses his free action until
other special attacks granted by this power (to a minimum of 0 special the end of his next round). He must decide to do

113

Chapter 4: Specializations

so before any attack roll against him is resolved. If Target: One target
he succeeds on using it, the first attack roll made
Activation: 1 action
against him is instead made against the target of
this special attack and further attacks must take into Range: Target up to 100 ft away
account the 5 ft he moved with this ability and the
Effect: This power focuses part of the characters shields into a beam
characters new position.
of electric energy that explodes on impact. In order to use this power,
some of the characters Shield HP must be consumed. If the character
Rank 5: This power gains one of the following
does not have enough Shield HP to be consumed, this power fails.
upgrades:
Upon hitting the target, this power explodes damaging nearby
enemies. If this power is used to kill frozen targets, the target
The character gains 1 extra usage of all special
explodes and any adjacent creature is immediately frozen for 1
attacks granted by this power. In addition, the
action. Alternatively, if this power is used to kill targets in flames, the
character can choose to spend 3 uses of one special
target explodes and any adjacent creature is immediately catches
attack (thus also removing 3 uses of other special
fire (1d6 damage per action).
attacks) to gain one extra melee attack action that turn.
When ranks 4, 5 and 6 are attained, the character must choose one
He must spend 1 free action in order to use this ability.
of two different effects for each rank.
Advanced Martial Artist:
Extra Special Attacks:

Character gains a bonus to Initiative equal to The character must succeed on a ranged touch attack to affect the
target.
Intelligence modifier and adds Intelligence modifier to
Defense but not Flat-Footed Defense. Any situation that
This power can be used a number of times per encounter equal
negates Dexterity bonus to Defense also negates the
to Wisdom modifier (minimum of 1).
Intelligence bonus to defense. This is a permanent bonus.
Rank 1: This power has the following statistics:
Rank 6: This power gains one of the following upgrades:
Target takes 3d6 points of damage. Creatures in impact
Advanced Rank 1 Attacks:
radius also take that damage.
Stunning Fist now stuns the target that fails the save
Impact radius: 10 ft away from the target.
(stunned targets drop their weapons).
50% of characters maximum Shield HP must be consumed
Precise Strike critical threat range bonus increases to 4.
to use this power (rounded down).
Power Strike now adds 3 Str mod to melee damage.
Cooldown: 2 actions.
Spinning Strike now makes adds x2 Str mod to damage
instead of x1 (x3 depending on the feat)

Rank 2: This power has the following statistics:

Advanced Rank 3 Attacks:

Target takes 3d6 points of damage. Creatures in impact


radius also take that damage.

Targets caught by Improved Grab can now be thrown away.


To do this, the character must spend 1 action and make a
grapple check against the grappled opponent. If he wins, he
can send the flying 10 ft in a chosen direction. For each 5 points
the character beats the targets grapple check, he adds 5 ft to
this distance. If the target cannot be moved (because he is stuck
to the ground or against a wall, for example) he takes 1d6 points
of damage for each 5 ft it would have moved due to this special
attack.

Impact radius: 10 ft away from the target.


50% of characters maximum Shield HP must be
consumed to use this power (rounded down).
Cooldown: 1 action.
Rank 3: This power has the following statistics:

The extra attack from Quick Strike now deals 100% normal
damage instead of 50%.

Target takes 4d6 points of damage. Creatures in impact


radius also take that damage.
Impact radius: 15 ft away from the target.

Increase the save DC of Knockback by 4.

50% of characters maximum Shield HP must be


consumed to use this power (rounded down).

When the character uses Extended Reach, he adds his Dexterity


modifier to attack and damage rolls. In addition, he increases the
critical threat range of the Extended Reach attack by 2.

Rank 4: This power gains one of the following


upgrades:

Cooldown: 1 action.

Damage:

Phase Disruptor
Focus the energy of your shields to fire a high-powered beam at a target
from afar.

Increase damage by 1d6.


Radius:
Increase impact radius by 10 ft.

Prerequisite: Electronics 5 ranks

Chapter 4: Specializations

114

Rank 5: This power gains one of the following


upgrades:

by the character is changed to 1 free action.


Duration:

Knockdown:
Unprotected enemies are sent prone when
damaged by this power.
Efficient Blast:

Increase Overkill duration by 1 action.


Rank 5: This power gains one of the following upgrades:
Improved Duration:

Only 25% of characters maximum Shield HP are


consumed to use this power (rounded down).

Increase Overkill duration by 1 action.


Recharge Speed:
Reduce cooldown by 1 action.

Rank 6: This power gains one of the following


upgrades:

Rank 6: This power gains one of the following upgrades:

Plating Damage:

Recharge Speed:

Increase damage done to Plating HP by 50%.


Shield/Barrier Damage:

Reduce cooldown by 1 action.


Stability Synergy:

Increase damage done to Shield HP, Barrier Shields or


other biotic Barrier type powers by 50%.

Spend one additional usage of Overkill to reduce the base recoil


of assault rifles, wielded by the character, to 0.
Using this ability reduces the duration of Overkill by 1 action.

Overkill

Using this ability increases the cooldown by 1 action.

Increase skill with assault rifles.


Prerequisite: BAB +0, proficiency with Assault Rifles.

Shrapnel Grenade

Activation: 1 action

Rip your enemies apart with this shrapnel-packed grenade.

Effect: Increase characters skill with assault rifles. This


power can be used a number of times per encounter equal
to Wisdom modifier (minimum of 1).

Prerequisite: Repair 2 ranks


Activation: None. Character can choose to use this power
when he or she throws a grenade.

When ranks 4, 5 and 6 are attained, the character must choose


one of two different permanent effects at each rank.
Rank 1: This power has the following statistics:
Halve the recoil penalty of assault rifles (rounded normally),
wielded by the character, while this power is active.

Effect: The character throws a grenade filled with shrapnel to


deal greater damage in a larger radius. Unlike other grenades,
if a Shrapnel Grenade is thrown directly at a creature, and hits
that creature, it explodes immediately.
All rules for throwing grenades still apply normally.

Lasts for 2 actions.


Cooldown: 4 actions.
Rank 2: This power has the following statistics:
Halve the recoil penalty of assault rifles (rounded normally),
wielded by the character, while this power is active.

When ranks 4, 5 and 6 are attained, the character must


choose one of two different permanent effects at each
rank.
Rank 1: This power has the following statistics:
Grenade deals 4d6 points of damage.
Radius: 20 ft

Lasts for 2 actions.


Cooldown: 3 actions.
Rank 3: This power has the following statistics:
Halve the recoil penalty of assault rifles (rounded normally),
wielded by the character, while this power is active.

Rank 2: This rank does not increase the powers statistics.


Instead, it increases the characters grenade capacity by
1. This is a permanent bonus.

Lasts for 3 actions.


Cooldown: 3 actions.
Rank 4: Upon attaining this rank, the critical threat range of assault
rifles, wielded by the character, is increased by 1 (this is a permanent
bonus). In addition, this power gains one of the following upgrades:
Faster Reload:

Rank 3: This power has the following statistics:


Grenade deals 5d6 points of damage.
Radius: 20 ft
Rank 4: This power gains one of the following
upgrades:
Damage:
Increase damage by 1d6

While this power is active, the reload time of assault rifles wielded

115

Chapter 4: Specializations

Radius:
Increase radius by 5 ft.

Rank 5: This power gains one of the following upgrades:


Maximum Grenades:

Rank 5: This power gains one of the following


upgrades:

This upgrade permanently increases the characters grenade


carrying capacity by 1.

Maximum Grenades:

Armor-Piercing:

This upgrade permanently increases the characters


grenade carrying capacity by 1.
Bleed:
Organic creatures caught in the blast take 1d6
points of damage per round until they are healed.
Rank 6: This power gains one of the following
upgrades:

Increase damage done to Plating by 2d6.


Rank 6: This power gains one of the following upgrades:
Damage:
Increase damage by 1d6.
Proximity Trap:

Armor-Piercing:
Increase damage done to Plating by 2d6.
Shield Overload:

Grenade stays active for 5 actions, instead of just 1, before


exploding. They also explode when an enemy enters its explosion
radius. As the name suggests, this is best used as a proximity
trap, however it allows the grenade to explode immediately after
being glued to a specific creature.
Increase radius by 5 ft.

Increase damage done to Shields by 2d6.

Sticky Grenade

Unity

Stick this grenade to your opponent, and the explosion will


tear apart the target.
Prerequisite: Electronics 2 ranks, able to use one Tech
power.
Activation: None. Character can choose to use this power
when he or she throws a grenade.
Effect: The character throws a grenade filled with supercharged particles that work like an adhesive, sticking the
grenade to the target. Although the grenade still takes 1
action before exploding, the target is unable to remove it.

Combine several skills to heal multiple allies at the same time,


bringing them back from unconsciousness and restoring their
shields in the process.
Prerequisite: Electronics 6 ranks, First Aid 6 ranks, Repair 6
ranks, Knowledge (biology) 3 ranks, must have the Spectre
achievement feat
Target: Selected allies within range
Activation: 1 action

Effect: By manipulating the omni-tool in combination with


the First Aid Dispenser, the character is able to effectively
heal fallen squad members, restoring a portion of their
All rules for throwing grenades still apply normally.
normal HP, of their Shield HP and even bringing them back
When ranks 4, 5 and 6 are attained, the character must choose
to consciousness.
one of two different permanent effects at each rank.
When using this power, select a number of allies equal to
Rank 1: This power has the following statistics:
your Intelligence modifier +1, to be targeted by this power
and gain its benefits. These allies must be in range of your
Grenade deals 5d6 points of damage.
First Aid Dispenser (so if your First Aid Dispenser can only
Radius: 5 ft
affect characters within 30 ft, they must be within 30 ft to
Rank 2: This rank does not increase the powers statistics.
gain the benefit of this power).
Instead, it increases the characters grenade capacity by 1. This is a
Once this power is used, only one Medi-Gel kit is
permanent bonus.
expended and the cooldown of the First Aid Dispenser
Rank 3: This power has the following statistics:
is activated.
Grenade deals 6d6 points of damage.
Radius: 5 ft
Rank 4: This power gains one of the following upgrades:
Damage:
Increase damage by 1d6
Radius:
Increase radius by 5 ft.

Chapter 4: Specializations

This power can be used a number of times per


encounter equal to 1 per Wisdom modifier (minimum
of 1).
When ranks 4, 5 and 6 are attained, the character
must choose one of two different permanent effects
at each rank.
Rank 1: This power has the following statistics:
Roll First Aid check normally, as if using a First Aid

116

Dispenser. Each of the selected characters gains


30% of the First Aid check (rounded normally).
Selected characters recover 10% of their
maximum Shield HP even if their Shield HP have
been reduced to 0 (rounded normally).

Selected characters have their Shield DR increased by 1 until the end


of the encounter (if they are affected by this power multiple times, the
effects do not stack).

Rank 2: This power has the following statistics:


Roll First Aid check normally, as if using a First Aid
Dispenser. Each of the selected characters gains 45%
of the First Aid check (rounded normally).
Selected characters recover 20% of their maximum
Shield HP even if their Shield HP have been reduced to
0 (rounded normally)
Rank 3: This power has the following
statistics:
Roll First Aid check normally, as if
using a First Aid Dispenser. Each of the
selected characters gains 60% of the
First Aid check (rounded normally).
Selected characters recover 30%
of their maximum Shield HP even if
their Shield HP have been reduced to
0 (rounded normally).
Rank 4: Upon attaining this rank, this
power gains one of the following
upgrades:
Adrenaline Boost:
Selected characters also gain a +1
bonus on all attack rolls, skill checks
and ability checks until the end of the
encounter (if they are affected by this
power multiple times, the effects do
not stack).
Painkillers:
Selected characters have their DR
increased by 1 until the end of the
encounter (if they are affected by this
power multiple times, the effects do
not stack).
Rank 5: This power gains one of the
following upgrades:
Healing Surge:
Increase amount of HP healed by 15%.
Shield Restoration:
Increase amount of Shield HP recovered by 10%.
Rank 6: This power gains one of the following upgrades:
Greater Healing:
Increase amount of HP healed by 25%.
Shield Hardening:
Increase amount of Shield HP recovered by 10%.

117

Biotic Specialization
The term biotics refers to the ability for some life-forms to create
mass effect fields using Element Zero nodules embedded in their
body tissues. These powers are accessed and augmented by using
bio-amps. Biotic individuals use an array of powers that grant
them an edge in combat. They can knock enemies over from
a distance, lift them into the air,
generate gravitational vortices to tear
obstacles or enemies apart, create
protective barriers, deliver powerful
melee attacks, paralyze an opponent,
and so on
Only some classes allow a character
to improve his Biotic powers by
providing
Biotic
Specialization.
These allow the character to gain
specializations, gaining new ranks in
Biotic powers, thus being able to use
a specific Biotic power. A character
can also take the Extra Biotic Training
feat to gain one extra rank in one
Biotic power. The same feat may
be chosen several times, each time
improving the ranks in a Biotic power
by 1 (provided the character meets
the necessary prerequisites to gain
such rank). Alternatively, a character
can take the Simple Biotic Training to
gain access to a single Biotic power,
which is a valuable feat for characters
of classes that provide no Biotic
powers but wish to use Biotics.
A character increases his ranks in a
specific Biotic power by spending
one biotic specialization to increase
his rank by one step for that power.
All characters are considered to start with 0 ranks in
all Biotic powers. Until the Rank 1 in a Biotic power is
gained, characters are not allowed to use that power.
Once a rank is attained, the character cannot choose
to use a lesser rank of that power. He can, however,
choose to deal less damage with powers that deal
damage.
Biotic powers have prerequisites that have to be met
in order to gain a specialization in a specific Biotic
power. The prerequisites are present in each Biotic
power description, below. Also, prerequisites in
the form of skill ranks increase by 2 for each

Chapter 4: Specializations

additional rank beyond 1st. Thus the Barrier rank 4


requires the character to have 8 ranks in the Biotics
skill.
Biotic powers possess a Biotic Cooldown. This
cooldown represents the amount of time during
which no Biotic use can use Biotic powers. Biotic
Cooldown only kicks-in once the power is used,
unless otherwise stated, or once certain conditions
are met.

radius. Doing so removes the field.


Blast Damage: 3d6 to all creatures in blast area (no save)
Cooldown is reduced to 2 actions.
Cost: 2 biotic points to activate.
Rank 3: This power has the following statistics:

Some Biotic powers also have maintenance.


Maintenance removes biotic points from a characters
biotic points pool for as long as a power with
maintenance is active. If during an encounter the
character performs something to recover points, the
points reserved to maintenance do not return. Only
after those powers have been removed or dismissed
are those points available to be recovered through such
actions.

Enemies 10 ft away from the character take 2d4 points of damage


for each action they start in that area.
Field can be recast, with 1 action, to create a blast in a 15 ft radius.
Doing so removes the field.
Blast Damage: 4d6 to all creatures in blast area (no save)
Cooldown is reduced to 2 actions.
Cost: 3 biotic points to activate.
Rank 4: This power gains one of the following upgrades:
Damage:

Some Biotic powers can be dismissed with 1 free action.


These present a (D) in the target entry. The following
pages provide information about each power.

Increase field damage to targets within 10 ft of character by


1d4
Increase blast damage by 1d6
Increase cost by 1 biotic point.
Impact Radius:

Annihilation Field
Spin this fiery effect around you to burn nearby enemies.
Prerequisite: Biotics 7 ranks, Knowledge (physics) 2 ranks,
Knowledge (biology) 2 ranks

Increase radius of blast effect by 5 ft.


Rank 5: This power gains one of the following upgrades:
Damage taken:

Target: Self (D)

Targets that are damaged by the field have their entire DR


reduced by 1 until the beginning of their next round (taking
damage multiple times does not decrease DR any further)

Activation: 1 action

Increase cost by 1 biotic point.

Duration 15 actions.

Movement Speed:

Effect: Spin a blackened biotic fire around you to burn nearby


enemies. When active, the field can be recast to blast a shortrange area.

The characters speed is increased by 5 ft while this


power is active

When ranks 4, 5 and 6 are attained, the character must choose


one of two different effects for each rank.

Rank 6: This power gains one of the following upgrades:

Cooldown: 3 actions

Increase cost by 1 biotic point.


Improved Damage:

Save: Reflex save negates being thrown. DC equals 10 + Biotic


ranks divided by 2 + Wis mod.

Increase field damage to targets within 10 ft of


character by 1d4
Increase blast damage by 1d6

Rank 1: This power has the following statistics:


Enemies 10 ft away from the character take 1d4 points of
damage for each action they start in that area.

Increase cost by 1 biotic point.


Drain:

Field can be recast, with 1 action, to create a blast in a 15 ft


radius. Doing so removes the field.
Blast Damage: 3d6 to all creatures in blast area (no save)
Cost: 2 biotic points to activate.
Rank 2: This power has the following statistics:
Enemies 10 ft away from the character take 1d4 points of damage
for each action they start in that area.
Field can be recast, with 1 action, to create a blast in a 15 ft

Chapter 4: Specializations

Increase this powers duration to 30 actions.


For each point of damage dealt to a creature with
the field (but not the blast), the characters Shield
HP regenerate 1 point (if they are at maximum, they
gain nothing). This, however, turns the characters
shield into Barrier Shields, meaning they count as
both normal Shield HP as well as Biotic powers for
the purpose of determining whether or not certain
powers or abilities deal extra damage against them.
Increase cost by 1 biotic point.

118

Barrier

Rank 4: This power gains one of the following upgrades:

A visible mass-effect field surrounds you.

Blast Effect:

Prerequisite: Biotics 2 ranks

Increase damage to 2d6 + 2 per Wisdom modifier.

Target: Self (D)

Increase area of effect by 5 ft.

Activation: 1 action
Maintenance: Equals power cost.
Effect: Barrier spawns a mass effect field that soaks
up damage. This barrier provides the character with
damage reduction against each shot. Because this field
covers the character and his/her shields, so its damage
reduction always applies even when the character has
Shields or Plating.

Improved Barrier Strength:


Increase Barriers Damage Reduction by 1.
Rank 5: This power gains one of the following upgrades:
Shield Recharge:
Barriers mass effect fields slowly regenerate the characters
shields at the rate of 1 point per round.
Powered Blast:

The mass effect field created has a major setback: it


slows the characters movement speed by 10 feet.
This power can be detonated, by the character, with a
free action (instead of just dismissed) or by another biotic
power capable of detonating it. This powers detonation
deals a certain amount of damage to everyone (except the
character) within certain radius of the character. Damage,
detonation radius and damage reduction vary with rank.

Characters affected by the Barriers detonation are dazed for 1


action (their next available action).
Rank 6: This power gains one of the following upgrades:
Lighter Barrier:
Reduce Barriers speed penalty to 5 ft.
Increase cost by 1 biotic point.
Greater Barrier Strength:

Once the Barrier is dismissed or destroyed, the character


suffers from a blowback that imposes this powers
cooldown.
If a Barrier is already in place, the character cannot create
another before dismissing the existing one.
When ranks 4, 5 and 6 are attained, the character must choose
one of two different permanent effects at each rank.
This power can be detonated.
Cooldown: 3 actions after last Barrier was removed or
destroyed
Rank 1: This power has the following statistics:
Damage Reduction of 1.
Detonation Damage: 1d6 + 1 per Wisdom modifier.
Detonation Radius: 10 ft.
Cost: 1 biotic point to activate.
Rank 2: This power has the following statistics:
Damage Reduction of 1.
Detonation Damage: 1d8 + 1 per Wisdom modifier.
Detonation Radius: 10 ft.
Cost: 1 biotic point to activate.
Rank 3: This power has the following statistics:
Damage Reduction of 1.
Detonation Damage: 1d10 + 1 per Wisdom modifier.
Detonation Radius: 15 ft.
Cost: 2 biotic points to activate.

Increase Barriers Damage Reduction by 1.


Increase cost by 1 biotic point.

Biotic Charge
You charge against a target, in a blink of an eye, leaving only a
faint visible trail of the mass-effect field you used to achieved
such attack.
Prerequisite: Biotics 4 ranks, Vanguard, Krogan Battlemaster
or Asari Huntress class
Target: One target
Activation: 1 action
Effect: The character uses biotics to augment speed and
strength, and charges across the battlefield towards a
target (range to target varies with specialization). This
culminates in a powerful collision that deals damage
(varies with specialization) and sends the target enemy
flying backward. This power also compensates for
impeding obstacles, by allowing the Vanguard to phase
through solid objects en route to their target.
The affect target is allowed a Fortitude save to avoid
being sent flying. Larger enemies are not sent flying
but if they fail the save they are sent prone. Targets
that still have their Shields and Plating up cannot be
sent flying but still must make the same Fortitude save
or are sent prone.
This power also increases survivability by restoring a
portion of the characters shields.
If a character has ranks in the Biotic Nova power

119

Chapter 4: Specializations

he can choose to activate it immediately after Improved Charge:


using this power. Using a Biotic Nova in such way
Increase flying distance by 5 ft.
requires only 1 free action and the only cooldown
Increase damage by 1d6.
it applies is the cooldown of the Biotic Charge. Using
Rank 5: This power gains one of the following upgrades:
Biotic Nova in such way always occurs after the Biotic
Charge, so if the Biotic Nova removes the characters
Biotic Ammo Field:
Shield HP, it also removes the Shield HP provides by
For the next 2 actions, the characters shots are imbued with some
the Biotic Charge.
biotic energy dealing +1 point of damage per shot.
If the character also has the Barrier power, he can also
Increase cost by 1 biotic point.
choose to activate it at the same time he performs a
Greater Charge:
Biotic Charge. Activating the Barrier power this way
requires 1 free action. It does, however, increase the
Increase flying distance by 5 ft.
Barriers biotic point cost to twice its normal value (so,
Increase damage by 1d6.
for example, activating a rank 3 Barrier would cost 4
Increase cost by 1 biotic point.
biotic points).
When ranks 4, 5 and 6 are attained, the character must
choose one of two different permanent effects at each
rank.
Cooldown: 3 actions
Save: Fort save to avoid being sent flying. DC
equals 10 + Biotic ranks divided by 2 + Cha mod.

Rank 6: This power gains one of the following upgrades:


Quick Recharge:
25% chance of this powers cooldown not activating.
Increase cost by 1 biotic point.
Increased Shelds:
Number of Shield HP restored now equals
10 Wisdom modifier.

Rank 1: This power has the following statistics:


Range up to 60 ft.
Damage dealt: 2d6.

Activating the Barrier power costs only the


normal Barrier cost.

Flying Distance: 10 ft.

Increase cost by 1 biotic point.


Restores a number of Shield HP
equal to 3 Wisdom modifier.
Cost: 2 biotic points to activate.
Rank 2: This power has the following statistics:

Biotic Enhancement
Use biotics to enhance your natural physical abilities.

Range up to 60 ft.

Prerequisite: Biotics 2 ranks

Damage dealt: 3d6.

Target: Self (D)

Flying Distance: 10 ft.

Activation: 1 free action

Cooldown is reduced to 2 actions.

Cost: Varies

Restores a number of Shield HP equal to 5


Wisdom modifier.

Maintenance: Equals power cost.

Cost: 2 biotic points to activate.


Rank 3: This power has the following
statistics:
Range up to 70 ft.
Damage dealt: 4d6.
Flying Distance: 15 ft.
Cooldown is reduced to 2 actions.
Restores a number of Shield HP equal to 7 Wisdom modifier.
Cost: 3 biotic points to activate.
Rank 4: This power gains one of the following upgrades:
Radius:
The character can affect two additional targets that are up to 10 ft
away from the target of this ability.

Chapter 4: Specializations

Effect: This power allows the character to


manipulate mass effect fields to alter some of his
or her bodys performance and slightly improve
appearance.
After the power is activated, the modifications
remain in place until it is dismissed.
This power surrounds the character with a mass effect
field, similar to a Barrier but it is faint. A DC 15 Spot
checks allows a one to notice the field surrounding the
character, and the character can willingly lower the DC
(it cannot increase it though). Note that some people
may frown on doing business or simply talking to
someone using this power.
Once the Biotic Enhancement is dismissed or
removed, the character suffers from a blowback that

120

imposes this powers cooldown.

Can increase his/her speed by +5 ft or +10 ft.

When ranks 4, 5 and 6 are attained, the character


must choose one of two different permanent effects
at each rank.

Can increase Reflex save +1, +2 or +3.


Strength Synergy:

This power can be detonated.

Can increase Strength score by +1, +2 or +3.

Cooldown: 5 actions after last Biotic Enhancement


was dismissed or removed.

Can increase Fortitude save by +1, +2 or +3.


Jumps checks made without running start do not double the Jump
DC.

Cost: For each point of modification, or for each 5 ft


Rank 6: This power gains one of the following upgrades:
speed enhancement, this power costs 1 biotic point
Agility Power:
to activate and 1 to maintain. So if a character decides
to alter his Strength score by 3, skill bonus by 2 points
Can increase Dexterity score by +1 or +2 (+1, +2 or +3 if Agility
Synergy was selected in Rank 5).
and Fortitude save by 2, the power would cost 7 biotic
points to activate and would have a maintenance of 7
Can increase his/her speed by +5 ft or +10 ft (+5 ft, +10 ft or +15
biotic points.
ft if Agility Synergy was selected in Rank 5).
Rank 1: This power allows the following changes:
Can increase Reflex save +1, +2 or +3 (+1, +2, +3 or +4 if Agility
Synergy was selected in Rank 5).
Can increase Strength score by +1.
Can increase Fortitude save by +1.

Strength Power:

Can increase Reflex save by +1.


Provides a bonus on Charisma-based skill checks. Bonus
can only be of 1 point.
Rank 2: This power allows the following changes:
Can increase Strength score by +1 or +2.
Can increase Fortitude save by +1.

Can increase Strength score by +1, +2 or +3 (+1, +2, +3 or +4 if


Strength Synergy was selected in Rank 5).
Can increase Fortitude save by +1, +2 or +3 (+1, +2, +3 or +4
if Strength Synergy was selected in Rank 5).
Melee attacks add 2 Strength modifier to damage instead
of 1 Strength modifier.

Can increase Reflex save by +1.


Provides a bonus on Charisma-based skill checks. Bonus
can only be of +1 or +2.
Character can increase his/her speed by +5 ft.
Rank 3: This power allows the following changes:

Biotic Kinesis
Mass-effect fields surround the object allowing you to alter its
mass and move it with a thought.

Can increase Strength score by +1 or +2.

Prerequisite: Biotics 6 ranks, ability to use Pull, Knowledge


(physics) 2 ranks

Can increase Dexterity score by +1.

Target: One object (D)

Can increase Fortitude save by +1 or +2.

Activation: 1 action

Can increase Reflex save by +1 or +2.

Range: Object must be up to 60 ft away

Provides a bonus on Charisma-based skill checks. Bonus can


only be of +1, +2 or +3.

Effect: By creating a mass effect field, Biotic Kinesis allows


the character to alter the mass of an object, thus allowing
the object to be moved or rotated, by the character, from
a distance.

Character can increase his/her speed by +5 ft.


Rank 4: This power gains one of the following upgrades:
Invisible Field:
The mass effect field generated by this power is harder to notice.
Increase the Spot DC to notice the field to 25.
Smoothing Field:
Bonus on Charisma-based skill checks can be up to +5.

Character applies the same skill bonus on checks to escape


grapple and on Dexterity-based checks with the exception of Hide.
Rank 5: This power gains one of the following upgrades:
Agility Synergy:
Can increase Dexterity score by +1 or +2.

121

This power is quite useful for creating defenses on the


fly, as it allows the character to manipulate debris in
the battlefield and turn them into barricades and even
shelter.
Once affected by this power, the object beings to float
in place, a few feet above the ground waiting to be
moved by the character. It can be moved with 1 action.
The maximum weight of the object the character can
affect, vary with rank.
Note that concentration is required to move the
object, so performing an action, other than moving
the object, breaks this power making the object
fall. Additionally, the object cannot be moved

Chapter 4: Specializations

beyond the range of this ability. Should the


distance between the character and the object
increase beyond 60 ft, this power is removed
immediately.

Rank 5: This power gains one of the following upgrades:


Object Throw:
Characters with the ability to use Throw can apply that powers
effect to the object and direct it to any direction they wish. Objects
under this power are considered as lose objects for the purpose of
determining if they can be thrown or not.

The speed of which the object can be moved


depends on the objects size: for Colossal objects, it
requires 5 actions to move the object 5 ft; Gargantuan
objects require 4 actions to move 5 ft; Huge objects Improved Kinesis:
require 3 actions to move 5 ft; Large objects require 2
Increase maximum weight by 50 lb per Wisdom modifier.
actions to move 5 ft; Medium objects require 1 action
Rank 6: This power gains one of the following upgrades:
to move 5 ft; Small objects require 1 action to move up
to 10 ft; Smaller objects require 1 action to move up to Movement Synergy:
15 ft.
The character can now move at 1/2 speed while using this power.
This power cannot be used on objects being held by a
character.

Increase cost by 1 biotic point. This also increases the cost to


maintain this power by 1.

When ranks 5 and 6 are attained, the character must


choose one of two different permanent effects at each
rank. This power can be detonated.

Faster Kinesis:

Special: Two or more characters with this power can


combine their efforts to move heavier objects. If two or
more characters use this power at the same object, they
add together the maximum weight that each character
can lift and move through the use of Biotic Kinesis. Both
must still pay the normal cost of their power. The speed
the object can be moved is equal to the lowest Biotic
Kinesis speed found between the characters involved. If
one or more characters break this effort, and the remaining
characters cannot support the objects weight, then the
power is removed for all characters and the object falls.

Double the speed the character is able to move the object:


Colossal objects require 3 actions to move the object 5 ft;
Gargantuan objects require 2 actions to move 5 ft; Huge objects
require 2 actions to move 5 ft; Large objects require 1 action to
move 5 ft; Medium objects require 1 action to move 10 ft; Small
objects require 1 action to move up to 20 ft; Smaller objects
require 1 action to move up to 30 ft.

Cooldown: 4 actions after the power is dismissed or removed.


Rank 1: This power has the following statistics:
Can affect objects weighting up to 50 lbs per Wisdom
modifier.

Increase cost by 1 biotic point.

Biotic Nova
A massive visible mass-effect field is released from you, throwing
away nearby enemies.
Prerequisite: Biotics 5 ranks, ability to use Throw
Target: Characters in area
Activation: 1 action

Effect: Biotic Nova allows a character to release a powerful


mass effect field that affects all around the character
friend and foe alike damaging them and pushing them
Rank 2: This power has the following statistics:
back When a character is caught by it, it is subjected to the
Can affect objects weighting up to 100 lbs per Wisdom
characters current Throw biotic power with the exception
modifier.
that the character is unable to choose the direction in
Cost: 1 biotic point to activate plus 1 additional point for each which those affected fly: they will always fly in directions
away from the character.
action the object is under this powers influence.
Cost: 1 biotic point to activate plus 1 additional point for
each action the object is under this powers influence.

Rank 3: This power has the following statistics:


Can affect objects weighting up to 150 lbs per Wisdom modifier.
Cost: 1 biotic point to activate plus 1 additional point for each
action the object is under this powers influence.
Rank 4: This power has the following statistics:
Can affect objects weighting up to 200 lbs per Wisdom modifier.
Cost: 1 biotic point to activate plus 1 additional point for each
action the object is under this powers influence.

If a character has an active Barrier, when affected by a


Biotic Nova that Barrier is detonated.
This power has one major setback: using it automatically
removes any Shield HP the character still has and also
removes, without detonating, the Barrier power (if the
character has one active).
When ranks 4, 5 and 6 are attained, the character must
choose one of two different permanent effects at
each rank.
Cooldown: 3 actions
Save: Reflex save allows one to avoid the Throw

Chapter 4: Specializations

122

effect of the blast. DC equals 10 + Biotic ranks


divided by 2 + Cha mod.
Rank 1: This power has the following statistics:

Biotic Shield Dome


You conjure a massive biotic barrier that looks like a dome, which covers
you and the nearby area

Damage: 3d6 + 1 per Wisdom modifier.

Prerequisite: Biotics 7 ranks, ability to use Barrier

Radius: 10 ft.

Target: Area (D)

Cost: 4 biotic points to activate.

Activation: 1 action

Rank 2: This power has the following statistics:


Damage: 3d6 + 1 per Wisdom modifier.
Radius: 15 ft.
Cost: 4 biotic points to activate.
Rank 3: This power has the following statistics:
Damage: 4d6 + 1 per Wisdom modifier.
Radius: 15 ft.
Increase Throw flying distance by 5 feet.
Cost: 5 biotic points to activate.
Rank 4: This power gains one of the following upgrades:
Powerful Nova:
Increase damage to 5d6 + 2 per Wisdom modifier.
Increase Throw flying distance by 5 feet.
Increase cost by 1 biotic point.
Improved Radius:
Increase radius by 10 ft.
Increase cost by 1 biotic point.
Rank 5: This power gains one of the following upgrades:
Fast Recharge:
Reduce cooldown to 2 actions.
Half Blast:

Effect: This power creates a large dome that covers and protects a
circular area, centered on the character. This area is protected by
the Biotic Shield Dome from any attacks from the outside, until it is
destroyed, but it does not prevent creatures from entering the area
and attacking those protected from within. Only creatures 2 or more
sizes lower than the character are unable to enter the dome. Radius
of the area, as well as the effect of this power, varies with rank.
While this power is active, the character is unable to perform any
action other than move. Movement speed, however, is reduced to
1/2.
The dome doesnt merely soak damage coming from the outside,
it is also capable of a deflecting some projectiles. Any attacks
made from inside are not blocked by the dome so characters
inside it can attack those outside while being protected. In
addition, the dome regenerates itself a number of points per
round equal to the characters Wisdom modifier.
The character can choose the radius of the dome but up to the
maximum radius allowed by it.
Maintaining this power is exhausting. After one minute of
maintaining the power active, the character must perform
a Fort save DC 15 every minute. For each additional minute,
after the first, the DC increases by 1. Failing makes the
character fatigued. Once fatigued, the character must
make new Fort saves DC 15, + 1 for each additional minute
fatigued, or becomes exhausted. If the character becomes
exhausted, the power is automatically dismissed.

While this power is active, the character cannot perform


Gain the option of using Biotic Nova two times in a row any other action than talking or moving. Performing other
(character is forced to use it in the next available action), which
actions will immediately dismiss this power.
only consumes half of existing Shield HP, still removes Barrier
At the characters choice, the dome can also block attacks
while dealing only half normal damage with each use. This is
or powers made from the inside. The character could use
useful as it forces a second save against the Throw effect to
this to prevent an explosion from affecting creatures
targets that dont escape from the affected area between the
beyond a certain area, or imprisoning enemies within for
two uses of Biotic Nova.
a certain time.
You can choose not to use this version when using Biotic Nova.
The character can also choose to create a dome around
Rank 6: This power gains one of the following upgrades:
another character. This option requires the character to
suffer the same penalties as if he was creating a normal
Pierce:
dome, and the created shield has the normal statistics.
Deal extra 5d6 damage against targets that have Barrier, Shields
However it protects only one single character and
or Plating.
the area that character occupies. With this option the
Increase cost by 2 biotic points.
biotic user is not protected by the dome itself but can
use one hand to keep this special dome and another
Sustain Shields:
to attack with any one-handed weapon (it cannot,
Whenever you use this power, roll a d%. If the result is 25 or less,
however, use other powers while maintaining this
the Shields HP arent removed with this usage.
smaller dome). In addition, if the protected character
moves, the biotic user can move as well to maintain
Increase cost by 2 biotic points.
the protection (provided he can move to a square
adjacent to the protected character in his

123

Chapter 4: Specializations

round, otherwise the power is dismissed). The


biotic user cannot use this option on himself.

Improved Dome Strength:

Alternatively, the character can choose to create a


wall made of the same power as the dome. The wall
has the same statistics as a normal dome. The area of
the wall cannot exceed the domes radius multiplied
by 3. Maintaining this wall requires full concentration
and so the character cannot move or perform other
actions.

Increase domes HP by Wis mod 5.


Increase domes Defense by 2.
Rank 6: This power gains one of the following upgrades:

When ranks 4, 5 and 6 are attained, the character must


choose one of two different permanent effects at each
rank.
Note: This dome is still considered a biotic power so
everything that deal extra damage to Biotic powers also
deal extra damage to the dome.
Cooldown: 6 actions after power has been dismissed or
destroyed.
Maintenance: Equals power cost.
Rank 1: This power has the following statistics:
Dome as a radius of 10 ft.
Dome as a Defense of 10.
Dome has a number of HP equal to Wis mod 15.
Cost: 4 biotic points to activate.
Rank 2: This power has the following statistics:
Dome as a radius of 10 ft.
Dome as a Defense of 12.
Dome has a number of HP equal to Wis mod 20.
Cost: 4 biotic points to activate.
Rank 3: This power has the following statistics:

Greater Dome Strength:


Increase domes HP by Wis mod 10.
Increase cost by 1 biotic point.
Dome Nova:
If the character has the Biotic Nova power, he can have that power
take effect at the same time he dismisses the dome. Doing so
requires no action, the Biotic Nova is activated with the action that
dismisses the Biotic Dome. However, using this ability increases the
dismiss time of the Barrier from 1 free action to 1 action.
This ability causes the Biotic Nova to take effect as if it was
centered on the dome itself (so a Rank 3 Biotic Nova being used
this way would have its affected 15 ft radius area start where the
dome ends).
To use this ability the character must pay twice the normal Biotic
Nova cost. This ability cannot be used with a Half Blast Nova.
The range of the Biotic Nova, when used this way, is increased
by 10 feet.
Increase cost by 1 biotic point.

Biotic Strike
Infuse a part of your body with a visible mass-effect field, such
as elbows, fists, feet, knees or head, to deliver a powerful melee
attack.
Prerequisite: Biotics 2 ranks

Dome as a radius of 15 ft.

Target: One target

Dome as a Defense of 12.

Activation: 1 free action

Dome has a number of HP equal to Wis mod 25.

Effect: Biotic Strike is the most common power a biotic can


learn. It allows one to fight in melee combat with extreme
efficiency, even if he or she isnt trained in such combat.
This power generates a mass effect field around a point
Solid Dome:
of the characters body (his choice) which then detonates
The dome now prevents anyone from getting inside it or from
when that point collides against another creature
leaving it. Creatures 2 or more sizes Larger than the character can
or object. It effectively allows the characters fists to
still enter the dome.
become so deadly that in the hands of someone well
trained it can even take down heavy mechs.
Increase domes Defense by 2.
Cost: 5 biotic points to activate.
Rank 4: This power gains one of the following upgrades:

Increase cost by 1 biotic point.


Lighter Dome:
Using a Biotic Dome no longer reduces the characters speed to
1/2.
Increase cost by 1 biotic point.
Rank 5: This power gains one of the following upgrades:
Improved Radius:
Increase domes radius by 10 ft.

Chapter 4: Specializations

This power must be activated right before a melee


attack is made.
When ranks 5 and 6 are attained, the character must
choose one of two different permanent effects at each
rank.
Cooldown: 1 action
Rank 1: This power has the following statistics:
Character gains a bonus to melee attack roll equal

124

to Wisdom modifier.

Dominate

Character gains a bonus to melee damage roll


equal to Charisma modifier.

Dominate allows a biotic to take control of the targets mind and make
him change sides to aid the character.

Cost: 1 biotic point to activate.


Rank 2: This power has the following statistics:

Prerequisite: Biotics 9 ranks, Knowledge (biology) 4 ranks, Asari Pure


Biotic class

Character gains a bonus to melee attack roll equal


to Wisdom modifier.
Character gains a bonus to melee damage roll
equal to 1d4 +1 per Charisma modifier (example:
a Charisma score of 16 provides 1d4+3 bonus to
damage).

Target: One target


Activation: 1 action
Range: Target must be up to 60 ft away.

Effect: Dominate allows a biotic to take control of the targets


mind and make him chance sides to aid the character. The affected
Cost: 1 biotic point to activate.
character can save to avoid this mind-controlling attempt. If the
save fails, the target becomes under control of the biotic and does
Rank 3: This power has the following statistics:
whatever he or she commands. If no command is given, the target
Character gains a bonus to melee attack roll equal to
defends the biotic and attacks his or her enemies (even if they
Wisdom modifier.
were once the targets allies) to the best of his abilities. Issuing a
Character gains a bonus to melee damage roll equal
new command requires a free action.
to 1d4 per Charisma modifier (ex: Cha 16 provides +3d4)
The target affected by this power, however, will never perform
Cost: 1 biotic point to activate.
suicide actions such as being ordered to jump out of the airlock into space but certain course of actions that are potentially
Rank 4: This power has the following statistics:
dangerous but not necessarily suicidal are accepted such as
Character gains a bonus to melee attack roll equal to
suggesting the target to stay alone behind and engage the
Wisdom modifier.
enemy while the biotic retreats.
Character gains a bonus to melee damage roll equal to
Targets that still have their Shields or Plating up cannot be
1d6 per Charisma modifier (ex: Cha 16 provides +3d6)
controlled through this power.
Cost: 1 biotic point to activate.
To take more specializations beyond the first, the character
Rank 5: This power gains one of the following upgrades:
needs to have at least one rank in Barrier.
Blast Effect:
Only one target can be under the influence of Dominate at
On a successful melee attack, while using this power,
any given time.
enemies up to 10 ft away from the target also take the extra
Once Dominate has passed or is removed, the character
damage granted by this power.
suffers from a blowback that imposes this powers cooldown.
Increase cost by 1 biotic point.
No ranged touch attack is required for this ability.
Throwing Strike:
When ranks 4, 5 and 6 are attained, the character must
If the character has the ability to use Throw, he can
choose one of two different permanent effects at each
immediately use it, with no action but paying the double of
rank.
Throw cost, after a successful melee attack with a Biotic Strike.
The target of the Throw must be the target hit by the melee This power can be detonated.
attack and the character does not need to succeed on a range
Cooldown: 3 actions after last Dominate has passed, was
touch attack.
removed or was attempted but failed.
The target can still save against the Throw effect.
Increase cost by 1 biotic point.
Rank 6: This power gains one of the following upgrades:
Accurate Strike:
When using this power, the character can roll a Biotics skill check
instead of a normal attack roll to determine if the character hits the
target.
Stronger Blast:
Increase damage of Biotic Strike to 1d8 per Charisma modifier.

Save: Will save negates. DC equals 10 + Biotic ranks


divided by 2 + Cha mod.
Rank 1: This power has the following statistics:
Target becomes mind controlled for 1 action (the
first action of his next turn).
Cost: 10 biotic points to activate.
Rank 2: This power has the following statistics:
Target becomes mind controlled for 2 actions.
A rank 1 Barrier is also applied to that target for
that duration (or until it is detonated).
Cost: 12 biotic points to activate.

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Chapter 4: Specializations

Rank 3: This power has the following statistics:


Target becomes mind controlled for 3 actions.
A rank 1 Barrier is also applied to that target for
that duration (or until it is detonated).
Cost: 12 biotic points to activate.

Effect: Plague an opponent with a persistent, damaging biotic field.


Effects vary with rank.
Effect transfers to a second target if the first is killed. Effects length
depends on Dark Channels duration. Only one field may be active at
a time.

Rank 4: This power gains one of the following


upgrades:
Lingering Dominate:
Increase duration of Dominate by 1 action.
Increase cost by 2 biotic points.

When ranks 4, 5 and 6 are attained, the character must choose one of
two different permanent effects for each rank.
Targets under the effect of Dark Channel cannot be targeted by this
ability.
The biotic user must succeed on a ranged touch attack to affect the
target. This power can be detonated.

Subtle Control:
If the target succeeds on the save, he must make a
new one with a bonus on the save equal to the targets
Charisma modifier, or be under the effect of Dominate.

Cooldown: 3 actions
Save: Fortitude save negates. DC equals 10 + Biotic ranks divided
by 2 + Wis mod.

Increase cost by 2 biotic points.


Rank 5: This power gains one of the following upgrades:
Improved Duration:

Note: This power is only available for campaigns set during or


after the events of Mass Effect 3 (and only after Javik has been
awakened by Commander Shepards team)
Rank 1: This power has the following statistics:

Increase duration of Dominate by 1 action.

Damage dealt equals 1 Charisma mod per action.

Increase cost by 2 biotic points.

Duration: 5 actions starting from first use (not reset upon


transfer to a new target).

Group Dominate:
Can target one additional creature up to 20 feet away
from the target.

Cost: 3 biotic points to activate.


Rank 2: This power has the following statistics:

Increase cost by 2 biotic points.


Rank 6: This power gains one of the following upgrades:
Nightmare:

Damage dealt equals 1 Charisma mod per action.


Duration: 5 actions starting from first use (not reset upon
migration to a new target).

The targets mind is filled with nightmares, effectively


becoming shaken for 1 minute.

Cooldown is reduced to 2 actions.

Increase cost by 2 biotic points.

Rank 3: This power has the following statistics:

Cost: 3 biotic points to activate.

Indoctrination:
Increase duration of Dominate by 1 action.
Can force target to perform suicidal action (like jumping off a
cliff ) but target is allowed a new save, with the targets Charisma
modifier as a bonus on the save, to avoid the action (succeeding
on this save does not break the Dominate but negates the
suicidal action)
Increase cost by 2 biotic points.

Dark Channel
This ancient Prothean power hits a targeted enemy with a powerful
biotic field that does constant damage for an extended period. If the
enemy is killed the power will hop to a nearby enemy.
Prerequisite: Biotics 10 ranks, Knowledge (history) 5 ranks

Damage dealt equals 2 Charisma mod per action.


Duration: 5 actions starting from first use (not reset
upon migration to a new target).
Cooldown is reduced to 2 actions.
Cost: 3 biotic points to activate.
Rank 4: This power gains one of the following upgrades:
Increased Damage:
Creatures affected by Dark Channel take additional
damage per action equal to characters Wisdom
modifier.
Increased Duration:
Increase duration by 2 actions.
Increase cost by 1 biotic point.

Target: One target; Special (see below)

Rank 5: This power gains one of the following


upgrades:

Activation: 1 action

Slow:

Range: Target must be up to 60 ft away

Chapter 4: Specializations

Creatures affected by Dark Channel may only

126

move at half their speed.


Increase cost by 1 biotic point.
Recharge Speed:
Cooldown is reduced to 1 action.
Increase cost by 1 biotic point.

power continues to be dealt to the next layer of protection


(so, for example, is this power deals 90 points of damage to a
creature in the area that has 20 Shield HP, 30 Plating HP and
50 normal HP, the creature not only loses its Shield HP and
Plating HP but also takes 40 points of damage to his normal
HP). However, it quickly drains a characters biotic points.

Rank 6: This power gains one of the following upgrades:


Damage:
Damage dealt increases to 3 Charisma mod.

When ranks 4, 5 and 6 are attained, the character must choose


one of two different permanent effects at each rank.
Cooldown: 10 actions

Increase cost by 1 biotic point.


Pierce:
Damage dealt to Shield HP or targets under the effect of a
Barrier equals 4 Charisma mod.
Increase cost by 1 biotic point.

Save: Fortitude save to avoid being sent flying. DC equals 10


+ Biotic ranks divided by 2 + Cha mod.
Rank 1: This power has the following statistics:
Affects an area with 20 ft radius
Deals damage 0.5 points of damage per biotic point
spent, rounded down (so spending 50 biotic points deals
25 points of damage).
Cost: Must spend at least 30 biotic points. Can spend
more biotic points to increase powers effectiveness.

Flare
Focus and expend all biotic energy to unleash a huge flare that throws
enemies within its range, causing massive damage.

Rank 2: This power has the following statistics:

Prerequisite: Biotics 8 ranks, ability to use Warp


Target: All characters in the area
Range: Area must be up to 60 ft away

Affects an area with 20 ft radius


Deals damage 0.5 points of damage per biotic point
spent, rounded down (so spending 50 biotic points
deals 25 points of damage).

Activation: 1 action

Cooldown reduced to 8 actions.

Effect: Flare creates a massive biotic explosion that sends targets


flying 10 ft in away from the explosion. Characters are allowed
a Fortitude save to avoid being sent prone. Flare is an extremely
powerful Biotic power since it deals massive damage with no chance
to negate or save for half damage. In addition, damage dealt by this

Cost: Must spend at least 32 biotic points. Can


spend more biotic points to increase powers
effectiveness.

127

Rank 3: This power has the following statistics:


Affects an area with 20 ft radius

Chapter 4: Specializations

Deals damage 0.75 points of damage per biotic


point spent, rounded down (so spending 50 biotic
points deals 37 points of damage).

Duration Until the targets next action.

Effect: Lash damages the target and then yanks them toward you,
dealing damage when they are dropped or hit an object along the way.
Cooldown reduced to 8 actions.
The target can save to resist the movement effect. While flying, the
character is surrounded by a mass effect field that negates mass and
Cost: Must spend at least 34 biotic points. Can
prevents him from taking any action except using Barrier or Levitate.
spend more biotic points to increase powers
Creatures affected by this power are considered to have no Dexterity
effectiveness.
bonus to Defense while the power lasts.
Rank 4: Upon attaining this rank, this power gains
one of the following upgrades:
Effects vary with rank. When effects pass, the target falls, taking
falling damage as appropriate but not suffering from the probability
Damage & Force:
of damaging his body. The target is also sent prone.
Increase damage by 0.25 points of damage per
Targets that still have their Shields or Plating up cannot be affected
biotic point spent.
by this power.
Increase flying distance by 5 ft.
When ranks 4, 5 and 6 are attained, the character must choose one
Increase minimum biotic point cost by 2.
of two different effects for each rank.
Radius:
For each size larger than Medium, a creature gain a +4 bonus to
Increase area radius by 10 ft.
saves against this power. For each size smaller it gains a -4 penalty
to saves against this power.
Increase minimum biotic point cost by 2.
Rank 5: This power gains one of the following upgrades:
Recharge Speed:
Cooldown reduced by 2 actions.
Increase minimum biotic point cost by 2.
Detonate:
This power can be used to detonate Biotic powers, dealing
an additional 1d6 points of damage per rank of the power
detonated (this extra damage is also carried to the following
layers of protection).
Increase minimum biotic point cost by 2.
Rank 6: This power gains one of the following upgrades:
Radius:

The biotic user must succeed on a ranged touch attack to affect


the target. This power can be detonated only if Detonate is
selected at Rank 4.
Cooldown: 3 actions
Save: Reflex save negates being thrown. DC equals 10 + Biotic
ranks divided by 2 + Wis mod.
Note: This power is only available in campaigns set during
or after the events of Mass Effect 3. In campaigns set during
the events of Mass Effect 3, this power is only available for
Cerberus or Ex-Cerberus agents part of the Phoenix program.
Rank 1: This power has the following statistics:
Target takes 1d6 damage for each two ranks of this power
before being thrown.

Increase area radius by 10 ft.

Target is thrown 40 ft toward the character, taking an


additional 1d6 for each 10 ft moved this way. Target remains
in the air for 1 action (his first action of his next turn). This
Improved Damage:
flight duration is only until the end of the characters turn
Increase damage dealt to targets with Shield HP, Barrier Shields
meaning that until there those affected are flying and
or under the influence of the Barrier power by 0.25 points of
have their Dexterity bonus to Defense denied. At the end
damage per biotic point spent.
of this duration they fall prone. For every 5 points the
attack exceeds the targets Defense, the target remains
Increase minimum biotic point cost by 2.
airborn for one additional action (to a maximum of 3
actions). Please note that objects and creatures in the
path of the flying target halt the movement and both
Lash
the target and the object/creature take damage for
each 10 ft thrown towards the character.
Latch this biotic field onto enemies to jerk them towards you, doing
massive damage in the process.
Cost: 3 biotic points to activate.
Increase minimum biotic point cost by 2.

Prerequisite: Biotics 6 ranks, Knowledge (physics) 2 ranks, ability to


use Pull, Human Adept or Vanguard only
Target: One target
Activation: 1 action
Range: Target must be up to 60 ft away.

Chapter 4: Specializations

Rank 2: This power has the following statistics:


Target takes 1d6 damage for each two ranks of this
power before being thrown.
Target is thrown 40 ft toward you, taking an
additional 1d6 damage per obstacle they would
hit along the way. Target remains in the air for 1

128

action (his first action of his next turn). This flight Rank 6: This power gains one of the following upgrades:
duration is only until the end of the characters turn
Fast Recharge:
meaning that until there those affected are flying
Each time this power is used roll 1d100. If the result is 35 or less, the
and have their Dexterity bonus to Defense denied.
power does not impose a cooldown period.
At the end of this duration they fall prone. For every
5 points the attack exceeds the targets Defense, the
Targets sent flying are still considered under the affects of this
target remains airborn for one additional action (to
power for 2 additional rounds after this powers effects end.
a maximum of 3 actions). Please note that objects
Increase cost by 2 biotic points.
and creatures in the path of the flying target halt
Shield Penetration:
the movement and both the target and the object/
creature take damage for each 10 ft thrown towards
Targets with Shield HP or a Barrier can still be lifted up by this
the character.
power, but at reduced strength. For those targets, the pre-throw
Cooldown is reduced to 2 actions.
Cost: 3 biotic points to activate.
Rank 3: This power has the following statistics:
Target takes 1d6 damage for each two ranks of this
power +1d6 before being thrown.

damage is reduced to d4s and the number of actions spend flying


are reduced by 1 (minimum of 1)
Increase cost by 1 biotic point.

Levitate

Target is thrown 40 ft toward you, taking an additional


1d6 damage per obstacle they would hit along the way. Mass-effect fields surround you and allow you to levitate.
Target remains in the air for 1 action (his first action of his
Prerequisite: Biotics 8 ranks, ability to use Pull, Knowledge
next turn). This flight duration is only until the end of the
(physics) 3 ranks
characters turn meaning that until there those affected
Target: Self
are flying and have their Dexterity bonus to Defense
denied. At the end of this duration they fall prone. For every
Activation: 1 free action
5 points the attack exceeds the targets Defense, the target
remains airborn for one additional action (to a maximum Effect: By creating a mass effect field, Levitate allows the
of 3 actions). Please note that objects and creatures in the character to reduce his or her body mass, thus reducing
greatly the effects of gravity. When affected by this power, the
path of the flying target halt the movement and both the
target and the object/creature take damage for each 10 ft character can literally levitate through the air and land gently
on the ground. The duration and effect varies with rank. This
thrown towards the character.
power is extremely useful if the character is the target of a
Cooldown is reduced to 2 actions.
Pull and wishes to land safely. Since this power functions by
Cost: 4 biotic points to activate.
altering the speed with which a character falls and negating
any effects from landing, it is also useful for characters
Rank 4: This power gains one of the following upgrades:
falling from buildings, provides the building isnt a towering
Damage:
structure more than a mile long.
Damage from being thrown towards the target is increased
When ranks 5 and 6 are attained, the character must
by +1d6 due to the increased velocity.
choose one of two different permanent effects at each
Increase cost by 1 biotic point.
rank. This power can be detonated.
Detonate:
Special: This power can be activated during another
creatures turn. Doing so, however, removes the possibility
This power may now be detonated as normal.
of using the free action in the next turn of the character.
Increase cost by 1 biotic point.
The character can choose to use this power a few actions
before touching the ground, however the sudden
Recharge Speed:
change in falling momentum would prevent lethal
damage from being dealt but it would transform that
Cooldown is reduced to 1 action.
same amount of damage into non-lethal damage. So if
Increase cost by 1 biotic point.
a character falls 100 ft but uses Levitate only in the last
Damage Over Time:
20 ft, he still takes 15d6 points of non-lethal damage,
but only after the Levitates effects are resolved.
For each round for the next 2 rounds the target takes half of the
damage taken when this power is initially used (not including the
Note that while using this power, the character can
damage from being thrown several feet)
still be affected by wind conditions, and is considered
Increase cost by 1 biotic point.
as being flying for any purpose. The targets Dexterity
bonus to Defense is also negated.
Rank 5: This power gains one of the following upgrades:

129

Chapter 4: Specializations

Cooldown: 2 actions after effects have passed

surface while this power is in effect.

Rank 1: This power has the following statistics:

Increase cost by 2 biotic points.

Character falls at a rate of 10 ft per action and


takes no damage upon landing.

Comet Nova:

Character can move up to 5 ft away in an available


horizontal direction.
Lasts for 2 actions.
Cost: 6 biotic points to activate.

The character can alter the Levitate effects to allow him to fall at
normal falling speed but take no damage. Upon falling, the character
immediately uses any Biotic Nova power the character possesses,
without requiring an action to do so. The cost of the Biotic Nova is
doubled, however.

Rank 2: This power has the following statistics:


Character falls at a rate of 15 ft per action and takes
no damage upon landing.
Character can move up to 5 ft away in an available
horizontal direction.
Lasts for 3 actions.
Cost: 7 biotic points to activate.
Rank 3: This power has the following statistics:
Character falls at a rate of 20 ft per action and takes no
damage upon landing.
Character can move up to 5 ft away in an available
horizontal direction.

Note that this power can only be used if the character reaches the
surface while this power is in effect.
Increase cost by 2 biotic points.

Pull
Mass-effect fields surround the target and make him levitate towards
you.
Prerequisite: Biotics 6 ranks, Knowledge (physics) 2 ranks
Target: One target
Activation: 1 action
Range: Target must be up to 60 ft away

Lasts for 4 actions.

Effect: Pull sends a target flying upwards and then levitates


there for a few seconds before dropping on the ground. At
Cost: 8 biotic points to activate.
the same time, he also slowly drifts towards the biotic. The
Rank 4: This power has the following statistics:
target can save to resist this effect. While flying, the character
Character falls at a rate of 25 ft per action and takes no
is surrounded by a mass effect field that negates mass and
damage upon landing.
prevents him from taking any action except using Barrier or
Levitate. Creatures affected by this power are considered to
Character can move up to 5 ft away in an available
have no Dexterity bonus to Defense while the power lasts.
horizontal direction.
Lasts for 4 actions.
Cost: 9 biotic points to activate.
Rank 5: This power gains one of the following upgrades:
Improved Levivate:
Increase the rate of falling by 5 ft per action.
Increase distance a character can move, horizontally, by 5 ft.
Increase cost by 1 biotic point.
Glide:
Increase distance a character can move, horizontally, by 15 ft.
Increase cost by 1 biotic point.
Rank 6: This power gains one of the following upgrades:

Effects vary with rank. When effects pass, the target falls,
taking falling damage as appropriate but not suffering from
the probability of damaging his body. The target is also sent
prone.
Targets with Shield HP or Plating HP cannot be affected by
this power.
When ranks 4, 5 and 6 are attained, the character must
choose one of two different permanent effects at each
rank.
For each size larger than Medium, a creature gain a +4
bonus to saves against this power. For each size smaller
it gains a -4 penalty to saves against this power.

Comet:

Targets under the effect of Pull cannot be targeted by


this ability.

The character can alter the Levitate effects to allow him to fall at The character must succeed on a ranged touch attack
normal falling speed but take no damage. Upon falling, the character to affect the target. This power can be detonated.
immediately detonates this power dealing 1d8 per Charisma
Cooldown: 3 actions
modifier points of damage to everyone within 10 ft, dazing them for
1 action. If, instead, he falls on top of a creature, that creature takes Save: Fortitude save negates. DC equals 10 + Biotic
ranks divided by 2 + Wis mod.
3d8 per Charisma modifier points of damage (only that creature) and
it is stunned.
Note that this power can only be used if the character reaches the

Chapter 4: Specializations

130

Rank 1: This power has the following statistics:

Reave

Target is thrown 10 ft into the air

Attack the targets nervous system with biotic power.

Target moves 5 ft closer to the character for each


action it remains under the effect of Pull.

Prerequisite: Biotics 9 ranks, Medicine 4 ranks, Knowledge (biology) 4


ranks

Target remains in the air for 1 action (first action


of his next turn)
Cost: 2 biotic points to activate.
Rank 2: This power has the following statistics:
Target is thrown 15 ft into the air
Target moves 5 ft closer to the character for each
action it remains under the effect of Pull.
Target remains in the air for 1 action (first action of
his next turn)

Target: One target


Activation: 1 action
Range: Target must be up to 60 ft away.
Effect: Reave employs mass effect fields to biotically attack the
targets nervous or synthetic systems and prevent healing. While
this power lasts, the target is unable to recover any form of HP,
either through regeneration, Shield Boost, first aid, etc.

Reave has a disabling effect when used to leech health from


most sapient organics, who will double over momentarily before
Cost: 2 biotic points to activate.
being forced to a standing position as the leech effect continues.
Rank 3: This power has the following statistics:
This can be used to set up victims for the killing shot as they are
helpless and largely immobile. Targets are allows a save to resist
Target is thrown 15 ft into the air
the pain, thus being able to act normally while under the affect
Target moves 5 ft closer to the character for each action
of this power, but the save does not prevent the damage.
it remains under the effect of Pull.
If the target still has his Shields or Plating up, Reave does not
Target remains in the air for 2 actions
affect him but instead it affects his Shields or Plating, dealing
Cooldown is reduced to 2 actions.
twice its damage immediately to them.
Cost: 3 biotic points to activate.
The character must succeed on a ranged touch attack to affect
Rank 4: This power gains one of the following upgrades:
Duration:
Increase duration of Pull by 1 action.
Increase cost by 1 biotic point.

the target. This power can be used to detonate Biotic powers


that can be detonated. The detonation area is 5 ft for each two
ranks and all creatures within that area take 1d6 per Reave
rank. Once detonated, a power is immediately removed and
stops taking effect.

Radius:
All creatures adjacent to the target are also affected by the
Pull unless they succeed on the save.

When ranks 4, 5 and 6 are attained, the character must


choose one of two different permanent effects at each rank.

Increase cost by 1 biotic point.


Rank 5: This power gains one of the following upgrades:
Lift Damage:
Creatures affected by Pull take damage per action equal to
characters Wisdom modifier.

Cooldown: 4 actions
Save: Fortitude save to avoid being helpless in pain. DC
equals 10 + Biotic ranks divided by 2 + Wis mod.
Note: Damage is dealt for each action the power is active,
regardless of Fortitude save result.

Expose:
Creatures affected by Pull take 1 additional point of damage per
weapon shot made against them.

Rank 1: This power has the following statistics:


Damage dealt equals 2 Charisma mod.
The target remains in pain and helpless for 1 action
(the first action of his next turn is lost).

Rank 6: This power gains one of the following upgrades:

Cost: 3 biotic points to activate.

Double Pull:

Rank 2: This power has the following statistics:

With the same use of Pull, the character can target one additional
creature within range. He must still make a range touch attack
against that creature and the creature can still save to avoid this
power.
Increase cost by 2 biotic points.
Faster Recharge:
Cooldown is reduced to 1 action.
Increase cost by 1 biotic point.

131

Damage dealt equals 2 Charisma mod.


The target remains in pain and helpless for 1 action
(the first action of his next turn is lost).
Cooldown reduced to 3 actions.
Cost: 3 biotic points to activate.
Rank 3: This power has the following statistics:
Damage dealt equals 2 Charisma mod.

Chapter 4: Specializations

The target remains in pain and helpless for 2


actions
Cooldown reduced to 3 actions.

Creatures that are already flying are not sent flying.


If this power hits targets with Shield or Plating, those targets wont be
sent flying and the damage is done to either the Shields or the Plating.

Cost: 4 biotic points to activate.


Rank 4: This power gains one of the following
upgrades:

When ranks 4, 5 and 6 are attained, the character must choose one of
two different permanent effects at each rank.

Duration:
Increase duration of Reave by 1 action.
Increase cost by 1 biotic point.
Radius:
All creatures within 10 ft of the target are also
affected by the Reave.
Increase cost by 1 biotic point.

This power can be used to detonate Biotic powers that can be


detonated. The detonation area is 5 ft for each two ranks and all
creatures within that area take 1d6 per Shockwave rank. Once
detonated, a power is immediately removed and stops taking effect.
Cooldown: 4 actions
Save: Reflex save negates the flying but not the damage. DC equals
10 + Biotic ranks divided by 2 + Cha mod.
Rank 1: This power has the following statistics:

Rank 5: This power gains one of the following upgrades:

Explosion cascade has a range of 30 ft and affects all in that line.

Damage:

Everyone in the line takes 3d8 points of damage.

Damage increased by 1 Charisma mod.


Recharge Speed:
Cooldown Reduced to 2 actions.
Rank 6: This power gains one of the following upgrades:
Shields and Plating:
This power deals three times its damage to Shields and
Plating, instead of just twice normal damage.
Increase cost by 1 biotic point.
Damage and Duration:
Damage increased by 1 Charisma mod.

Affected creatures fly 5 ft into the air.


Cost: 6 biotic points to activate.
Rank 2: This power has the following statistics:
Explosion cascade has a range of 40 ft and affects all in that
line.
Everyone in the line takes 3d8 points of damage.
Affected creatures fly 5 ft into the air.
Cooldown reduced to 3 actions.
Cost: 6 biotic points to activate.
Rank 3: This power has the following statistics:

Increase duration of Reave by 1 action.

Explosion cascade has a range of 40 ft and affects all in


that line.

Increase cost by 1 biotic point.

Everyone in the line takes 4d8 points of damage.


Affected creatures fly 10 ft into the air.

Shockwave
Blast the way in front of you with mass-effect fields.
Prerequisite: Biotics 9 ranks, ability to use Pull
Target: All characters in line
Activation: 1 action
Effect: Shockwave sends out a series of explosive biotic impacts in
front of the user ignoring any obstacles. It can be unleashed along
the ground to launch all enemies in its path into the air, or used
against airborne targets.

Cost: 6 biotic points to activate.


Rank 4: This power gains one of the following upgrades:
Empowered Explosions:
Increase damage by 1d8.
Affected targets are sent flying 15 ft into the air.
Extended Explosions:
When determining the line of effect of the shockwaves,
use an additional parallel line, no more than 5 ft away
from the first, to determine the area the cascade affects.

Increase range of explosion cascade by 10 ft.


The explosions will affect anyone within the line but characters can
save to avoid them. The range of the explosion cascade, as well as Rank 5: This power gains one of the following
the radius they affect and flying distance, depend on rank. Targets upgrades:
sent flying do so momentarily, falling in same space they occupied Detonate:
but they are sent prone and take damage from falling as normal (but
When detonating Biotic powers through the use of
do not suffer from probability of damaging body parts). This flight
a Shockwave, increase damage dealt by 3d6.
duration is only until the end of the characters turn meaning that
until there those affected are flying and have their Dexterity bonus Reach:
to Defense denied. Large or bigger targets are not sent flying.
Increase range of explosion cascade by 20 ft.

Chapter 4: Specializations

132

Rank 6: This power gains one of the following


upgrades:
Recharge Speed:

entire power and all affected by it take the detonation damage.


When ranks 4, 5 and 6 are attained, the character must choose one of
two different permanent effects at each rank.

Reduce cooldown to 2 actions.

Cooldown: 4 actions after last Singularity ended.

Increase cost by 1 biotic point.

Save: Reflex save avoid being caught by this power; Fortitude save to
negate the powers effects after being caught by it. DC equals 10 +
Biotic ranks divided by 2 + Wis mod.

Lifting Shockwave:
Targets remain in the air until the beginning of
their next turn, instead of falling immediately after
the end of the characters turn.
Increase cost by 1 biotic point.

Rank 1: This power has the following statistics:


Radius of 5 ft.
Lasts for 2 actions.
Affected creatures fly 5 ft into the air.

Singularity
Use mass-effect fields to create a singularity effect in a
given point.

Cost: 4 biotic points to activate.


Rank 2: This power has the following statistics:
Radius of 5 ft.

Prerequisite: Biotics 7 ranks, Knowledge (physics) 4


ranks, Adept or Asari Pure Biotic class, ability to use Pull

Lasts for 2 actions.


Affected creatures fly 5 ft into the air.

Target: All characters in area

Cooldown reduced to 3 actions.

Activation: 1 action

Cost: 4 biotic points to activate.

Range: A grid intersection up to 60 ft away.

Rank 3: This power has the following statistics:

Effect: The power launches a dark energy sphere to create


an intense mass effect field. The field creates a warp in the
space-time continuum, creating a gravity well akin to a black
hole. Creatures not protected by Shield or Plating are drawn
into the Singularity and held briefly helpless in orbit while
protected enemies are held in place. The Singularity will drain
any shields, armor, or biotic barriers of enemies over time.
Any character wandering into the gravity well of a Singularity
after it has been created will be also be pulled into orbit.

Radius of 10 ft.
Lasts for 2 actions.
Affected creatures fly 5 ft into the air.
Cooldown reduced to 3 actions.
Cost: 4 biotic points to activate.
Rank 4: This power gains one of the following upgrades:
Duration:

Area affected by this power, its duration as well as the time it


holds creatures varies with rank. If there are more creatures
than the limit within the area, the closest ones are affected first
and among them the enemies of the biotic always go first.

Increase this powers duration by 1 action.


Increase cost by 1 biotic point.
Radius:
Increase radius by 5 ft.

Characters in the area affected by Singularity can make a


Reflex save to avoid being caught by this power. Each round
they remain within the area, they must make a new save to
avoid being caught. Those caught by the Singularity can make
a Fortitude save, with a free action, to return to the ground and
negate further effects of this power.

Affected creatures fly an additional 5 ft into the air.


Increase cost by 1 biotic point.
Rank 5: This power gains one of the following upgrades:
Lift Damage:

By the end of their hold duration, creatures affected are softly sent
to the ground taking no damage from the fall. They, however, are
sent prone and their new location is randomly determined among
the squares the Singularity occupied. Once a creature has been held
by this power, he cannot be affected by the same Singularity.
For each size larger than Medium, a creature gain a +4 bonus to
saves against this power. For each size smaller it gains a -4 penalty to
saves against this power.
Targets that still have their Shields or Plating up cannot be affected
by this power. This power can be detonated. Using a biotic power like
Warp or Reave on a target affected by the Singularity detonates the

133

Creatures affected by Singularity take damage per


action equal to characters Wisdom modifier.
Increase cost by 1 biotic point.
Recharge:
Reduce cooldown by 1 action.
Increase cost by 1 biotic point.
Rank 6: This power gains one of the following
upgrades:
Expand:
Increase radius by 5 ft.

Chapter 4: Specializations

Affected creatures fly an additional 5 ft into the


air.

Rank 2: This power has the following statistics:

Increase cost by 1 biotic point.

The target is sent flying 5 ft into the air (so no falling damage applies).

Blast:
If Singularity is not detonated, once this powers
duration ends it causes a blast that deals 6d6 points
of damage to all within 20 ft of its point of origin.
Increase cost by 1 biotic point.

Target takes 3d6 points of damage from this powers slam.


Cooldown reduced to 3 actions.
Cost: 3 biotic points to activate.
Rank 3: This power has the following statistics:
The target is sent flying 10 ft into the air.
Target takes 3d6 points of damage from this powers slam.

Slam
Lift the target in the air, using mass-effect fields, only to
send him with a great force against the ground, a second
later.
Prerequisite: Biotics 9 ranks, ability to use Pull and
Throw, Knowledge (physics) 5 ranks

Cooldown reduced to 3 actions.


Cost: 4 biotic points to activate.
Rank 4: This power gains one of the following upgrades:
Force:
Increase slams damage by 1d6.
Radius:

Target: One target


Activation: 1 action
Range: Target must be up to 60 ft away

Creatures adjacent to the target are also affected, and they can
save to avoid this power.
Rank 5: This power gains one of the following upgrades:

Improved Force:
Effect: Slam lifts a target and slams them to the ground,
Target is sent an additional 5 ft into the air.
inflicting damage. It is basically a combination of the two
powers it requires as prerequisite, with the benefit it only
Increase cost by 1 biotic point.
requires one action to perform. Another benefit is the fact
Recharge:
that Slam propels the target upwards with the same speed
Reduce cooldown by 1 action.
as it does downwards so if the target is sent flying but hits
a ceiling, it takes the damage dealt by this power when it
Increase cost by 1 biotic point.
hits the ceiling and once more when it hits the ground (in
Rank 6: This power gains one of the following upgrades:
addition to the falling damage, but it does not suffer from
the probability of damaging the body). The target remains in Incapacitate:
the same square it occupied by is sent prone. The target falls
Affected targets are dazed for 2 actions instead of 1.
prone on the ground and is dazed for 1 action.
Increase cost by 1 biotic point.
The target can save to negate this powers effects.
Double Slam:
This powers effects vary with specialization.
The character must succeed on a ranged touch attack to affect
the target. Targets that still have their Shields or Plating up
cannot be affected by this power.

With the same use of Slam, the character can target one
additional creature within range. He must still make a
range touch attack against that creature and the creature
can still save to avoid this power.

For each size larger than Medium, a creature gain a +4 bonus to


saves against this power. For each size smaller it gains a -4 penalty
to saves against this power.
When ranks 4, 5 and 6 are attained, the character must choose one
of two different permanent effects at each rank.

Increase cost by 2 biotic points.

Smash

Cooldown: 4 actions

Drive the lash into the ground to cause area-of-effect


damage and devastating direct damage.

Save: Fortitude save negates. DC equals 10 + Biotic ranks divided by


2 + Cha mod.

Prerequisite: Biotics 6 ranks, Knowledge (physics) 2


ranks, Human Adept or Vanguard only

Rank 1: This power has the following statistics:


The target is sent flying 5 ft into the air (so no falling damage
applies).
Target takes 3d6 points of damage from this powers slam.
Cost: 3 biotic points to activate.

Chapter 4: Specializations

Target: Three 5ft squares in a line directly in front of


you.
Activation: 1 action
Range: Melee (15ft; requires Phoenix Lash, see
Equipment)

134

Duration Instantaneous. Special (see below)

Electrical Damage:

Effect: Smash uses the biotic-electrical whips


proprietary to Project Phoenix to deliver a massive
jolt of energy that both damages and knockback.
Effects vary with rank. The target is also sent prone.
If something prevents the target from being moved
by this power, the target takes 1d6 damage and halts
the movement.

This power may now be detonated, with Tech powers (any tech
power that does damage to Shield HP can be used to detonate this
power,) within the next 3 rounds. Detonation damage equals 4d6 and
affects all in a 15-ft radius.

When ranks 4, 5 and 6 are attained, the character must


choose one of two different effects for each rank.
The biotic user must succeed on a melee touch attack
to affect the target.

Your next melee attack, against the target, deals +2d6 damage.
This attack must be made within 2 actions or the benefits of this
power are lost.
Increase cost by 1 biotic point.
Rank 5: This power gains one of the following upgrades:
Force & Damage:

This power can be detonated within 3 rounds only if


Biotic Combo is selected at Rank 4.
This power may be detonated within 3 rounds by Tech
powers if Electrical Damage is selected at rank 4. This is
due to the powers dependence upon special Cerberus
technology.

Target takes +1d6 additional melee damage.


Target is pushed an additional 5 ft out of the area of effect.
Recharge Speed:
Cooldown is reduced to 2 actions.
Rank 6: This power gains one of the following upgrades:

Cooldown: 4 actions

Armor Damage:

Save: Fortitude save negates movement effect and


knockdown. DC equals 10 + Biotic ranks divided by 2 + Wis
mod.
Rank 1: This power has the following statistics:

This power does an additional +3d6 damage if target has


Shield HP or Plating HP.
Increase cost by 2 biotic points.
Impact Radius:

Targets in area take melee damage from the Phoenix Lash


as part of this power.

The area of effect becomes a 15 ft cone, affecting all targets


within.
Increase cost by 2 biotic point.

Target is pushed 10 ft outside of the area of effect and


rendered prone (pushed to the sides).
Cost: 3 biotic points to activate.
Rank 2: This power has the following statistics:

Stasis

Targets in area take melee damage from the Phoenix Lash as


part of this power.

Conjure a mass-effect field that prevent your opponent from


moving or performing any action.

Target is pushed 10 ft outside of the area of effect and


rendered prone (pushed to the sides).

Prerequisite: Biotics 7 ranks, Knowledge (physics) 3 ranks


Target: One target

Cooldown is reduced to 3 actions.

Activation: 1 action

Cost: 3 biotic points to activate.

Range: Target must be up to 60 ft away

Rank 3: This power has the following statistics:


Targets in area take melee damage +1d6 from the Phoenix
Lash as part of this power.

Effect: Stasis causes an enemy to be temporarily locked


in a mass effect field, freezing the target in place and
making them unable to attack.

Target is pushed 15 ft outside of the area of effect and rendered


prone (pushed to the sides).
Cooldown is reduced to 3 actions.
Cost: 4 biotic points to activate.
Rank 4: This power gains one of the following upgrades:
Biotic Combo:
This power may now be detonated, with Biotic powers, within the
next 3 rounds.
Target takes +1d6 additional melee damage.
Increase cost by 1 biotic point.

135

While in Stasis they cannot be moved so Biotic powers


that force the target to move do not work. Duration of
this power varies with specialization.
This power cannot be used on creatures bigger than
Large.
The character must succeed on a ranged touch attack
to affect the target. Stasis can be used on targets with
Shields active but not one those with Plating even if
they have Shields active.
The Stasis is immediately broken if the target takes
an amount of damage equal to 10 Wisdom

Chapter 4: Specializations

modifier. However, when affected by Stasis, the


target gains DR 3, as the mass effect field that locks
it in place is solid and can absorb damage.
When ranks 4, 5 and 6 are attained, the character
must choose one of two different permanent effects
at each rank.

Throw
Launch a mass-effect blast that propels the target.
Prerequisite: Biotics 3 ranks

Cooldown: 4 actions
Rank 1: This power has the following statistics:
Target remains in Stasis for 2 actions.
Cost: 3 biotic points to activate.
Rank 2: This power has the following statistics:
Target remains in Stasis for 2 actions.
Cooldown reduced to 3 actions.
Cost: 3 biotic points to activate.
Rank 3: This power has the following statistics:
Target remains in Stasis for 3 actions.
Cooldown reduced to 3 actions.
Cost: 4 biotic points to activate.
Rank 4: This power gains one of the following upgrades:

Target: One target


Activation: 1 action
Range: Target must be up to 60 ft away
Effect: Throw uses mass effect fields to reduce the targets mass then
hurl them away, damaging them if they hit an object. The target can
save to avoid being thrown. Thrown distance and damage taken
varies with specialization.
For each size larger than Medium, a creature gain a +4 bonus to
saves against this power. For each size smaller it gains a -4 penalty
to saves against this power.
Targets that still have their Shields or Plating up cannot be thrown.
Instead, if they fail the save, they are stumbled back by 5 ft, resetting any Special Actions (i.e. Camping, Full Defense, Aiming)
or any features that may carry from previous rounds (like the
increased RoF from the Geth Plasma SMG).
When ranks 5 and 6 are attained, the character must choose one
of two different permanent effects at each rank.

Duration:

The character must succeed on a ranged touch attack to affect


the target. By taking a -5 penalty on the range touch attack,
Increase Stasis duration by 1 action.
the character can arc this power and have the target sent
Stasis Strength:
flying in another direction. The character can choose the new
Increase the amount of damage the target can take, before
direction to which the target will fly. Please note that using
the Stasis breaks, by an additional 5 characters Wisdom
this power in such a way can never bring the target closer to
modifier.
the character, the new direction must always send the target
away or at least keep the same distance between them.
Rank 5: This power gains one of the following upgrades:
Weaker Mass Effect field:
Reduce DR granted by Stasis by 1 point.
Increase cost by 1 biotic point.
Detonate:
Stasis can now be detonated.

This power may be used on objects that weight up to 100 lbs


per Wisdom modifier.
Cooldown: 2 actions
Save: Fortitude save negates. DC equals 10 + Biotic ranks
divided by 2 + Cha mod.

Increase cost by 1 biotic point.


Rank 6: This power gains one of the following upgrades:
Bubble:
Instead of affecting a single target, Stasis now affects a 10 ft
radius area. Any creature within the area, or that walk into the
area, become under the effect of Stasis. A range touch attack is still
needed to affect the target area. The point of origin must always
be on a solid surface. Like Singularity, if this power is detonated
(the character must have chosen detonate at rank 5), all creatures
affected by this power take detonation damage.
Increase cost by 2 biotic points.
Recharge Speed:
Reduce power cooldown by 1 action.
Increase cost by 1 biotic points.

Chapter 4: Specializations

Rank 1: This power has the following statistics:


Target sent flying 5 ft away.
If target collides with an object or a creature, both take
2d6 damage.
Cost: 1 biotic point to activate.
Rank 2: This power has the following statistics:
Target sent flying 10 ft away.
If target collides with an object or a creature, both
take 2d6 damage.
Cost: 1 biotic point to activate.
Rank 3: This power has the following statistics:
Target sent flying 10 ft away.
If target collides with an object or a creature, both
take 2d6 damage.

136

Cooldown reduced to 1 action.

Warp can be used to damage breakable objects.

Cost: 1 biotic point to activate.

Cooldown: 3 actions

Rank 4: This power has the following statistics:

Rank 1: This power has the following statistics:

Target sent flying 15 ft away.

Deals 2d6 damage.

If target collides with an object or a creature, both


take 3d6 damage.

Detonation Radius: 5 ft.

Cooldown reduced to 1 action.


Cost: 1 biotic point to activate.
Rank 5: This power gains one of the following
upgrades:
Radius:
Creatures adjacent to the target are also affected,
and they can save to avoid this power. They are sent
flying in the same direction as the target.

Cost: 3 biotic points to activate.


Rank 2: This power has the following statistics:
Deals 2d6 damage.
Detonation Radius: 5 ft.
Cooldown reduced to 2 actions.
Cost: 3 biotic points to activate.
Rank 3: This power has the following statistics:

Increase cost by 1 biotic point.


Empowered Throw:

Deals 3d6 damage.


Detonation Radius: 5 ft.
Cooldown reduced to 2 actions.

Increase collision damage by 1d6.

Cost: 3 biotic points to activate.

Increase cost by 1 biotic point.

Rank 4: This power gains one of the following upgrades:

Rank 6: This power gains one of the following upgrades:

Damage:

Double Throw:
With the same use of Throw, the character can target one
additional creature within range. He must still make a range
touch attack against that creature and the creature can still
save to avoid this power.
Increase cost by 1 biotic point.
Greater Throw:
Target is sent flying an additional 10 ft.

Increase damage by 1d6.


Detonate Synergy:
Characters within the detonation radius receive double
damage instead of normal damage.
Increase detonation radius by 5 ft.
Rank 5: This power gains one of the following upgrades:
Improved Damage:
Increase damage by 1d6.

Warp
Launch a mass-effect blast that damages the target.
Prerequisite: Biotics 3 ranks
Target: One target
Activation: 1 action
Range: Target must be up to 60 ft away

Increase cost by 1 biotic point.


Expose:
Characters affected by Warp are subjected to a residual
mass effect field that last only until the beginning of their
turn. Until that, they take 1 additional point of damage
from shots made against them and 1 additional point
of damage from Biotic powers (that deal damage) used
against them.

Increase cost by 1 biotic point.


Effect: Warp spawns a mass effect field that damages enemy
targets. It deals double damage to Plating and will detonate Biotic Rank 6: This power gains one of the following upgrades:
powers affecting the target, such as Biotic Enhancement, Pull or
Pierce:
Singularity. The detonated target takes double damage from Warp,
Increase damage done to Plating by 1d6.
and all targets within the detonation radius receive normal damage.
If they are also being affected by a biotic power, then they also take Recharge Speed:
double damage.
Reduce power cooldown by 1 action.
Damage dealt and detonation radius varies with specialization.
When ranks 4, 5 and 6 are attained, the character must choose one of
two different permanent effects at each rank.
The character must succeed on a ranged touch attack to affect the
target.

137

Chapter 4: Specializations

Tech Specialization

Adhesive Mine
Deploy a small tech-mine that explodes into a sticky substance when
enemies are near.

Prerequisite: Electronics 3 ranks, ability to use Cryo Blast


The term Tech refers to abilities related with
electronic and biological systems. These abilities
Target: Creatures in area
dont derive from special features of a characters
Activation: 1 action
body, they are trained and learned through a
Range: Target area up to 60 ft away.
characters life and career. Tech abilities are based
around reverse engineering, hacking technologies or
Effect: By manipulating the omni-tool, the character can create a
biology knowledge. Tech powers are deployed with
mine filled with super-cooled subatomic particles altered to cover
omni-tools.
large flat surfaces once the mine is triggered.
Only some classes allow a character to improve his
An Adhesive Mine is always placed in a 5-ft square. Anyone,
Tech powers by providing Tech Specialization. These
identified as enemy by the characters IFF, passing the through
allow the character to gain specializations, gaining new
the square triggers the mine, which projects a huge blast of
ranks in Tech powers, thus use a specific Tech power. A
super-cooled subatomic particles. Those particles, however, are
character can also take the Extra Tech Training feat to
launched in a spray very close to ground level, snap-freezing it in
gain one extra rank in one Tech power. The same feat may
a 20-ft radius of the mine. Creatures passing through the frozen
be chosen several times, each time improving the ranks
area must make Balance checks (DC varies with rank) to move.
in a Tech power by 1 (provided the character meets the
Success allows the creature to move at half speed. Failing for 4
prerequisites to gain the rank). Alternatively, a character
or less means the creature cannot move. Failing by 5 or more
can take the Simple Tech Training to gain access to a
means the creature slips in the frozen surface and falls to prone
single Tech power, which is a valuable feat for characters of
on the ground (an action with a Balance DC 15 is required get
classes that provide no Tech powers but wish to use Techs.
up). Creatures can still move while prone without penalty.
A character increases his ranks in a specific Tech power by
This spray does not affect creatures. It also only affects one
spending one tech specialization to increase his rank by
surface, so if the mine is placed on the ground it does not
one step for that power. All characters are considered to
affect the walls, nor does it affect any sort of apparatus or
start with 0 ranks in all Tech powers. Until the Rank 1 in a
furniture within the radius.
Tech power is gained, characters are not allowed to use that
power. Once a rank is attained, the character cannot choose Only 3 Adhesive Mines can be places by the same character
to use a lesser rank of that power. He can, however, choose to at the same time. They last 1 minute when not triggered.
Duration of the freeze varies with rank.
deal less damage with powers that deal damage.
If the character doesnt have enough tech points upon the
Tech powers have prerequisites that have to be met in order to
gain a specialization in a specific Tech power. The prerequisites time when the mine would be activated, then the mine
doesnt trigger at all, remaining in place until it is triggered
are present in each Tech power description, below. Also,
prerequisites in the form of skill ranks increase by 2 for each again and there are enough tech points for it to activate.
additional rank beyond 1st. Thus the 5th rank in AI Hacking
requires the character to have 10 ranks in the Hacking skill.
Tech powers possess a Tech Cooldown. This cooldown represents
the amount of time during which no Tech use can use Tech
powers. Tech Cooldown only kicks-in once the power is used,
unless otherwise stated, or once certain conditions are met.

When ranks 5 and 6 are attained, the character must


choose one of two different permanent effects at each
rank.
Cooldown: 2 actions
Rank 1: This power has the following statistics:

Some Tech powers also have maintenance. Maintenance removes


tech points from a characters biotic points pool for as long as a
power with maintenance is active. If during an encounter the
character performs something to recover points, the points
reserved to maintenance return only after the powers with
maintenance have been removed or dismissed.
The following pages provide information about each power, their
cost in Tech points, duration, action required to activate, benefits,
prerequisites, cooldown, etc.
Some Tech powers can be dismissed with 1 free action. These present
a (D) in the target entry. The following pages provide information
about each power.

Chapter 4: Specializations

Balance check DC 10 + Electronics ranks divided by 2


+ Int mod.
Freeze lasts for 2 actions.
Cost: 1 tech point to activate.
Rank 2: This power has the following statistics:
Balance check DC 11 + Electronics ranks divided by
2 + Int mod.
Freeze lasts for 2 actions.
Cooldown reduced to 1 action.
Cost: 2 tech points to activate.

138

Rank 3: This power has the following statistics:


Balance check DC 12 + Electronics ranks divided by 2
+ Int mod.
Freeze lasts for 3 actions.
Cooldown reduced to 1 action.
Cost: 2 tech points to activate.
Rank 4: This power has the following statistics:
Balance check DC 13 + Electronics ranks divided by 2 +
Int mod.

Activation: 1 action
Range: Target up to 60 ft away.
Effect: This tech power turns enemy synthetic or mechs into
allies that fights for the character during an amount of time that
varies with rank.
The effects of this power are immediately recognized by the
Identify Friend/Foe systems (IFF) of other synthetics, mechs
and vehicles, which immediately alerts them for the change of
behavior of the hacked target.

Freeze lasts for 3 actions.


Cooldown reduced to 1 action.
Cost: 2 tech points to activate.
Rank 5: This power gains one of the following upgrades:
Detection Radius:
Mine now triggers if enemies pass through squares adjacent
to the square the mine occupies.
Smooth Surface:
Increase Balance DC by 1.
Rank 6: This power gains one of the following upgrades:
Smooth Surface:
Increase Balance DC by 2.
Increase cost by 1 tech point.
Duration:

The creatures affected by this power do not need to remain


in the area. Once affected, they are only released from this
power after its duration lasts, no matter how far they move.
The area this power affects varies with rank.
When ranks 4, 5 and 6 are attained, the character must
choose one of two different permanent effects at each rank.
No ranged touch attack is required.
Cooldown: 4 actions
Save: Will save negates. DC equals 10 + Hacking ranks
divided by 2 + Int mod.
Rank 1: This power has the following statistics:
Lasts for 3 actions.
Area Radius: 5 ft.
Cost: 2 tech point to activate.
Rank 2: This power has the following statistics:

Increase duration by 1 action.

Lasts for 3 actions.

Increase cost by 1 tech point.

Area Radius: 5 ft.


Cooldown reduced to 3 actions.

AI Hacking

Cost: 2 tech point to activate.


Rank 3: This power has the following statistics:

Hack an enemy synthetic or mech and have it fight for you.

Lasts for 3 actions.

Prerequisite: Hacking 2 ranks

Area Radius: 10 ft.

Target: Targets in the area

Cooldown reduced to 3 actions.

139

Chapter 4: Specializations

Cost: 3 tech point to activate.


Rank 4: This power gains one of the following
upgrades:
Duration:

Combat Drones are not mechs nor synthetics, so they cannot be targeted
by any power that specifically targets those types of creatures. Combat
Drones only have Shields and their attack does not have any form of
range increment so they can only attack targets that are up to their
maximum range from them.

Increase duration by 1 action.


Radius:
Increase area radius by 5.
Rank 5: This power gains one of the following
upgrades:
Explosive Hack:
If affected targets are destroyed, while this power
last, they deal 3d6 points of damage to any creature
within 10 ft.

The drones have 2 actions per turn, that take place in the characters
turn, but only one of those can be used to attack. They are completely
independent from the character and are unable to receive orders
from the character, always attacking the nearest enemy. However,
the drones limited VI is intelligent enough to move around the
battlefield, taking advantage of it and always trying to remove the
enemys cover benefits.
When ranks 4, 5 and 6 are attained, the character must choose one
of two different permanent effects at each rank.

Increase cost by 1 tech point.


Recharge:
Decrease cooldown by 1 action.

The Drone appears in a designated square that cannot be more


than 10 ft away from the character.
Cooldown: 4 actions after previous Combat Drone has
disappeared or was destroyed.

Increase cost by 1 tech point.

Rank 1: This power has the following statistics:

Rank 6: This power gains one of the following upgrades:

Drone has a Defense of 10.

Berserk:

Drone has 20 Shield HP.

Affected creatures move 10 ft faster and have their recoil


penalty reduced by 2.
Increase cost by 1 tech point.
Tech Vulnerability:
Affected creatures take a -5 penalty on saves against Tech
powers and take additional 1d6 points of damage from Tech
powers that deal damage.
Increase cost by 1 tech point.

Drone has an attack range of 20 ft


Drone has an attack bonus equal to characters Intelligence
modifier 2.
Drone deals 2d6 damage per attack.
Drone can move at a speed of 20 ft.
Cost: 2 tech points to activate.
Rank 2: This power has the following statistics:
Drone has a Defense of 12.
Drone has 25 Shield HP.

Combat Drone

Drone has an attack range of 20 ft

Create a solid holographic sphere to attack your enemies.

Drone has an attack bonus equal to characters


Intelligence modifier 2.

Prerequisite: Electronics 4 ranks, Engineer or Quarian Machinist


class

Drone deals 2d6 damage per attack.

Activation: 1 action
Effect: This power summons forth a Combat Drone that fights for
the character. No more than one Combat Drone can be active at
any given time. After the drone is destroyed or disappears, the
character suffers a blowback that messes up his computers and
omnitool, imposing the cooldown time of this power.
The drones statistics and abilities vary with rank but they remain
active until destroyed or until the end of the encounter.
The drone never goes beyond 100-ft away from the engineer and
performs no other actions than attacking the characters enemies. If
the character manages to move away from the drone, increasing the
distance between each beyond 100 ft, the drone stops any action and
starts moving towards the engineer. If the drone is not within 100 ft of
the character, it does not attack.

Chapter 4: Specializations

Drone can move at a speed of 20 ft.


Cooldown is reduced to 3 actions.
Cost: 2 tech points to activate.
Rank 3: This power has the following statistics:
Drone has a Defense of 12.
Drone has 30 Shield HP.
Drone has an attack range of 20 ft
Drone has an attack bonus equal to characters
Intelligence modifier 2.
Drone deals 3d6 damage per attack.
Drone can move at a speed of 20 ft.
Cooldown is reduced to 3 actions.
Cost: 3 tech points to activate.

140

Rank 4: This power gains one of the following


upgrades:
Shield & Attack:
Increase Drones Shield HP by 10.

Effect: When activated, the users omni-tool fires a mass of super-cooled


subatomic particles capable of snap-freezing the target and chill those
near it. The frozen target also falls prone if his last action, before being
hit by this tech power, was to move. Chilled targets can still move but
have their movement reduced.

Increase Drones damage by 1d6.


Increase Drones attack range by 10 ft.
Drones attack is increased by Int modifier 1.

The character must succeed on a ranged touch attack to affect the


target. This power affects only enemies, and they can save to avoid
the powers effects.

Detonate:

Radius and duration vary with rank.

When destroyed, the drone explodes dealing 4d6


damage to every creature in a 20 ft radius.
Rank 5: This power gains one of the following
upgrades:
Shock:
The drones attack now daze the target for 1 action.
The target can save (DC 15 + characters Intelligence
modifier) to avoid the daze effect.

When ranks 4, 5 and 6 are attained, the character must choose one
of two different permanent effects at each rank.
Cooldown: 4 actions
Save: Fortitude save negates. DC equals 10 + Electronics ranks
divided by 2 + Int mod.
Rank 1: This power has the following statistics:

Drones attack now affects enemies adjacent to the


target.
Increase cost by 1 tech point.
Shield & Damage:

Duration of freeze and chill: 1 action.


Chilled characters speed is reduced by 5 ft.
Radius: target is frozen, adjacent creatures are chilled.
Cost: 2 tech points to activate.
Rank 2: This power has the following statistics:

Increase drones Shield HP by 10.

Duration of freeze and chill: 1 action.

Increase drones damage by 1d6.

Chilled characters speed is reduced by 5 ft.

Drones attack is increased by Int modifier 1.

Radius: target is frozen, adjacent creatures are chilled.

Increase cost by 1 tech point.

Cooldown reduced to 3 actions.

Rank 6: This power gains one of the following upgrades:

Cost: 2 tech points to activate.

Rockets:

Rank 3: This power has the following statistics:

The drones attacks become rocket-like attack.


Increase drones attack range by 20 ft.

Duration of freeze and chill: 1 action.


Chilled characters speed is reduced by 10 ft.

Increase drones damage by 1d6.


Damage is also dealt to any creature adjacent to the target.
Drones attack is increased by Int modifier 1.
Increase cost by 1 tech point.
Chain Lightning:

Radius: target is frozen, adjacent creatures are chilled.


Cooldown reduced to 3 actions.
Cost: 3 tech points to activate.
Rank 4: This power gains one of the following upgrades:
Duration:

The drones attack can now hit 3 additional targets. Each target
cannot be more than 20 ft away from another.

Increase duration by 1 action.

Drones attack is increased by Int modifier 1.

Radius:

Increase cost by 1 tech point.

Increase cost by 1 tech point.


Enemies up to 10 ft away from the target are chilled.
Increase cost by 1 tech point.

Cryo Blast
Launch a blast of super-cooled particles to freeze and damage a target.
Prerequisite: Electronics 3 ranks
Target: One target
Activation: 1 action
Range: Target must be up to 60 ft away.

141

Rank 5: This power gains one of the following


upgrades:
Speed Reduction:
Increase speed reduction by 5 ft.
Cryo Explosion:
Creatures frozen or chilled by this power have
their armor DR reduced by 1.

Chapter 4: Specializations

Rank 6: This power gains one of the following


upgrades:
Recharge Speed:

Drone deals 1d6 damage.


Drone remains active for 10 actions.
Reduce cooldown by 1 action.
Cost: 2 tech points to activate.

Reduce cooldown by 1 action.


Increase cost by 1 tech point.

Rank 3: This power has the following statistics:

Frozen Vulnerability:

Drone has an attack range of 15 ft

Creatures frozen or chilled by this power have their


armor DR reduced by 1.

Drone has an attack bonus equal to characters Intelligence


modifier 2.

Characters with Plating take 1 additional damage


per shot made against them.

Drone deals 2d6 damage.

Increase cost by 1 biotic point.

Reduce cooldown by 1 action.

Drone remains active for 10 actions.


Cost: 3 tech points to activate.

Defense Drone

Rank 4: This power gains one of the following upgrades:

Create a solid holographic sphere to defend you from


nearby enemies.
Prerequisite: Electronics 4 ranks, Quarian Machinist class

Duration:
Increase drones duration by 10 actions.
Range:

Activation: 1 action

Increase drones range by 5 ft.

Effect: This power summons forth a stationary drone


that fights for the character. No more than one Defense
Drone can be active at any given time. After the drone is
deployed, the character suffers a blowback that messes up
his computers and omnitool, imposing the cooldown time
of this power.

Rank 5: This power gains one of the following upgrades:


Attack Rate:

Unlike a Combat Drone, this drone cannot be destroyed by


enemies. In addition, it is always around the characters head
(at a distance of 1 ft as not to disturb the character), so it
appears and occupies the characters space.
This drone attacks once in the characters turn, and it attacks
by electrocuting one enemy within range.
The drones main purpose is to provide an extra, although
small, firepower against enemies close to the character, thus
discouraging any enemy that may thing of moving in close.

The drone can now attack one additional target within


range.
Increase cost by 1 tech point.
Damage & Range:
Increase drones attack range by 5 ft.
Increase drones damage by 1d6.
Increase cost by 1 tech point.
Rank 6: This power gains one of the following upgrades:
Incapacitate:

When ranks 4, 5 and 6 are attained, the character must choose


one of two different permanent effects at each rank.

The drones attack have a 30% chance of knocking down


the target.
Increase cost by 1 tech point.
Chain Lightning:

Cooldown: 2 actions.
Rank 1: This power has the following statistics:
Drone has an attack range of 15 ft
Drone has an attack bonus equal to characters Intelligence
modifier 2.
Drone deals 1d6 damage.
Drone remains active for 10 actions.
Cost: 2 tech points to activate.
Rank 2: This power has the following statistics:

The drones attack can now attack 2 additional targets


within range.
Increase cost by 1 tech point.

Disruptor
Disrupt targets tech and biotic abilities.
Prerequisite: Damping 3 ranks
Target: Targets in area

Drone has an attack range of 15 ft

Activation: 1 action

Drone has an attack bonus equal to characters Intelligence modifier


2.

Range: Area up to 60 ft away

Chapter 4: Specializations

Effect: This power is extremely useful for battlefield

142

control because it not only dazes creatures in the


target area but also negates them the ability to use
Tech and Biotic powers for a short time. Effects vary
with rank.

Increase DC by 1.
Increase cost by 1 tech point.
Recharge:

Affected targets can spend 1 full round (in which


they cannot take damage or the attempt is ruined)
and make an Electronics check with a DC equal to
save DC to reboot the systems of their omni-tools and
armors to remove the effects of this power.

Reduce cooldown by 1 action.


Increase cost by 1 tech point.
Rank 6: This power gains one of the following upgrades:
Area & Duration:

The character must succeed on a ranged touch attack


to affect the target. This power targets only enemies
in the area. Targets can save to negate the stunning
effect.
When ranks 4, 5 and 6 are attained, the character must
choose one of two different permanent effects at each
rank.

Increase duration by 1 action.


Increase affected area radius by 5 ft.
Increase cost by 1 tech point.
Recharge Speed:
Reduce cooldown by 1 action.
Increase cost by 1 tech point.

Cooldown: 7 actions
Save: Will save negates the daze effect. DC equals 10 +
Damping ranks divided by 2 + Int mod.
Rank 1: This power has the following statistics:

Energy Drain
Drain energy from the targets shields and add it to your own.

Area affected: 10 ft radius.

Prerequisite: Electronics 7 ranks, Damping 7 ranks, Decryption


7 ranks

Duration: 3 actions.

Target: Enemies in area

Dazes for 1 action.

Activation: 1 action

Cost: 3 tech points to activate.


Rank 2: This power has the following statistics:
Area affected: 10 ft radius.
Duration: 3 actions.

Range: Target up to 60 ft away.


Effect: Energy Drain saps enemies kinetic barrier power to
boost the characters shields.

Dazes for 1 action.

When ranks 4, 5 and 6 are attained, the character must


choose one of two different permanent effects at each rank.

Cooldown reduced to 6 actions.

No ranged attack is required.

Cost: 3 tech points to activate.

Cooldown: 3 actions

Rank 3: This power has the following statistics:


Area affected: 15 ft radius.
Duration: 3 actions.
Dazes for 1 action.
Cooldown reduced to 6 actions.
Cost: 3 tech points to activate.
Rank 4: This power gains one of the following upgrades:
Duration:
Increase duration by 1 action.
Increase cost by 1 tech point.
Radius:
Increase affected area radius by 5 ft.
Increase cost by 1 tech point.
Rank 5: This power gains one of the following upgrades:
Stronger Disruption:
Increase daze duration by 1 action.

143

Rank 1: This power has the following statistics:


Area affected: 5 ft radius.
Damage dealt to Shields: 3d6.
Character gains: 50% of damage dealt as Shield HP.
Cost: 2 tech points to activate.
Rank 2: This power has the following statistics:
Area affected: 5 ft radius.
Damage dealt to Shields: 3d6.
Character gains: 50% of damage dealt as Shield HP.
Cooldown reduced to 2 actions.
Cost: 2 tech points to activate.
Rank 3: This power has the following statistics:
Area affected: 5 ft radius.
Damage dealt to Shields: 4d6.
Character gains: 50% of damage dealt as Shield
HP.

Chapter 4: Specializations

Cooldown reduced to 2 actions.

other races even through Unique Specializations)

Cost: 3 tech points to activate.

Target: Self (D)

Rank 4: This power gains one of the following upgrades:

Activation: Free action

Damage:

Maintenance: Equals cost

Increase damage by 1d6.


Increase cost by 1 tech point.
Radius:
Increase affected area radius by 5 ft.

Effect: This power increases the Geths targeting abilities, allows


the Geth to see in complete darkness, and even detect targets
through walls or other obstacles. It also provides damage bonus
on melee attacks. Effects vary with rank.

Increase cost by 1 tech point.


Rank 5: This power gains one of the following upgrades:
Drain:
Character gains 100% of damage dealt Shields as Shield HP.
Power Overload:

While this power is active the Geth takes double damage to


Shield HP from all sources. In addition, Shield HP cannot be
recovered or regenerated while this power is active.
When ranks 4, 5 and 6 are attained, the character must choose
one of two different permanent effects at each rank.
Cooldown: 1 action

This power can now be used to deal damage to synthetics


or mechs without Shields. In that situation, the character does
not gain an amount of Shield HP equal to damage dealt.

Rank 1: This power has the following statistics:

Rank 6: This power gains one of the following upgrades:


Improved Damage:

Grants Nightvision 60ft


Grants X-Ray Vision 30ft (inanimate objects and terrain
do not block line of sight within this range but still block
line of effect, invisible characters are revealed)

Increase damage by 1d6.

Melee damage bonus: +1

Increase cost by 1 tech point.

Can increase speed by 5 ft base speed


Cost: 2 +1 for each 5 ft increase to speed.

Strengthen Shield:
After gaining Shield HP with this power, the character also gains
DR 1 that applies for attacks made against the characters shields.

Rank 2: This power has the following statistics:

The DR provided lasts for 3 actions.


Multiple uses do not stack but they reset the duration of the DR.
Increase cost by 1 tech point.

Grants Nightvision 60ft


Grants X-Ray Vision 30ft (inanimate objects and
terrain do not block line of sight within this range
but still block line of effect, invisible characters are
revealed)
Melee damage bonus: +1

Hunter Mode

Can increase speed by 5 ft or by 10 ft base speed

Advanced diagnostics redirect power into offensive systems, boosting


combat capabilities.

Rank 3: This power has the following statistics:

Prerequisite: Hacking 7 ranks, Geth race (cannot be selected by

Chapter 4: Specializations

Cost: 2 +1 for each 5 ft increase to speed.


Grants Nightvision 60ft

144

Grants X-Ray Vision 30ft (inanimate objects and


terrain do not block line of sight within this range
but still block line of effect, invisible characters are
revealed)

Effect: A high-explosive plasma round fired from the users omni-tool


that inflicts damage over time to the target and those near it. Burning
duration lasts a number of actions equal to this powers rank. Effects
vary with rank.

Melee damage bonus: +2


Can increase speed by 5 ft or by 10 ft base speed

The character must succeed on a ranged touch attack to affect the


target.

Increase the critical threat range of all ranged


weapon by +1 while this power is active.
Cost: 3 +1 for each 5 ft increase to speed.

Affected creatures can put out the flames normally by spending


one action (they do not take damage during the action they spend
putting out the flames)

Rank 4: This power gains one of the following


upgrades:
Power Recharge:
Decrease cooldown of all powers by 1 while this
power is active.

This power deals additional Plating.


If this power is used to kill frozen targets, the target explodes and
any adjacent creature is immediately frozen for 1 action.
When ranks 4, 5 and 6 are attained, the character must choose one
of two different permanent effects at each rank.

Increase cost by 1 tech point.


Weapon Accuracy:
Increase the critical threat range of all ranged weapon
by another +1 while this power is active.
Gain a +1 attack bonus while this power is active.
Increase cost by 1 tech point.
Rank 5: This power gains one of the following upgrades:
Power Damage:
Powers that deal damage have their damage increased
by +1d6 while Hunter Mode is active.
Increase cost by 1 tech point.
Rate of Fire:

Cooldown: 4 actions
Rank 1: This power has the following statistics:
Damage dealt: 2d6 + 1d6 per action while in flames.
Damage dealt to Plating: +50%.
Cost: 2 tech points to activate.
Rank 2: This power has the following statistics:
Damage dealt: 2d6 + 1d6 per action while in flames.
Damage dealt to Plating: +50%.
Cooldown reduced to 3 actions.
Cost: 2 tech points to activate.
Rank 3: This power has the following statistics:

Increase weapons RoF by 1 while this power is active.


Increase cost by 1 tech point.
Rank 6: This power gains one of the following upgrades:
Speed & Vision:
Speed increase can now go up to 15ft.
Increase all of the powers vision modes by +30ft.
Increase cost by 1 tech point.
Damage:
Increase the critical multiplier for all ranged weapons by 1
while this power is active.
Increase cost by 1 tech point.

Damage dealt: 3d6 + 1d6 per action while in flames.


Damage dealt to Plating: +50%.
Cooldown reduced to 3 actions.
Cost: 2 tech points to activate.
Rank 4: This power gains one of the following upgrades:
Damage:
Increase damage by 1d6.
Increase cost by 1 tech point.
Radius:
This power now affects any creature adjacent to the
target.
Increase cost by 1 tech point.
Rank 5: This power gains one of the following upgrades:

Incinerate
Launch a blast of high-explosive plasma towards a target.
Prerequisite: Electronics 3 ranks
Target: One target
Activation: 1 action
Range: Target must be up to 60 ft away.

145

Burning Damage:
Increase damage taken for each action spend while
burning by 1d6.
Increase cost by 1 tech point.
Recharge Speed:
Reduce cooldown by 1 action.
Increase cost by 1 tech point.

Chapter 4: Specializations

Rank 6: This power gains one of the following


upgrades:
Freeze Combo:
Frozen or chilled targets take double damage
from this power.
Increase cost by 1 tech point.

Rank 4: This power gains one of the following upgrades:


Duration:
Increase paralysis duration by 1 action.
Increase cost by 1 tech point.
Radius:

Armor Damage:

This power now affects enemies adjacent to the target.


Increase cost by 1 tech point.

This power now deals 100% damage to Plating


instead of 50%.

Rank 5: This power gains one of the following upgrades:

Increase cost by 1 tech point.

Lingering Shock:
Affected creatures become shaken for 2 actions after this powers
effects end.

Neural Shock
Paralyze target organic creature.

Increase cost by 1 tech point.


Recharge Speed:

Prerequisite: Medicine 5 ranks, Knowledge (biology) 5


ranks

Reduce cooldown by 1 action.

Target: One target

Rank 6: This power gains one of the following upgrades:

Activation: 1 action

Improved Duration:

Increase cost by 1 tech point.

Range: Target must be up to 60 ft away.

Increase paralysis duration by 1 action.

Effect: Neural Shock paralyzes organic enemies for a brief


amount of time. The target can make a Fortitude save to
resist the effect when it hits. Failing this save paralyzes the
target but every action he remains paralyzed he can attempt
a Fortitude save to break the effect of this power.

Increase cost by 1 tech point.


Brain Damage:

Save and paralysis duration vary with rank.


When ranks 4, 5 and 6 are attained, the character must choose
one of two different permanent effects at each rank.
The character must succeed on a ranged touch attack to affect
the target. Targets under this powers effect cannot be targeted
again while under this powers effect.
Targets with Shields or Plating cannot be affected by this power.
Cooldown: 4 actions
Save: Fort save to initially resist, Fort save to break the effects. DC
equals 10 + Medicine ranks divided by 2 + Int mod.
Rank 1: This power has the following statistics:
Duration of paralysis: 1 action.
Cost: 2 tech points to activate.
Rank 2: This power has the following statistics:
Duration of paralysis: 1 action.
Cooldown reduced to 3 actions.
Cost: 2 tech points to activate.
Rank 3: This power has the following statistics:
Duration of paralysis: 2 actions.
Cooldown reduced to 3 actions.
Cost: 3 tech points to activate.

Chapter 4: Specializations

Affected creatures receive a -1 penalty to Defense, attack


rolls, saving throws, skill checks and ability checks. This
penalty is recovered once they make a successful rest.
Increase cost by 1 tech point.

Overload
Make a system overload to shut it down or burn it
Prerequisite: Electronics 2 ranks
Target: One target
Activation: 1 action
Range: Target must be up to 60 ft away.
Effect: Overload blasts enemies and shuts down an
enemys shields, rendering them vulnerable to attack.
Affected synthetics or mechs are stunned for a brief
period of time. Effects vary with rank. Affected creatures
can attempt a save to negate the stunning effect. It can
also be used on explosive containers to make them
detonate more violently dealing 50% more damage
than they usually would do.
When ranks 4, 5 and 6 are attained, the character must
choose one of two different permanent effects at each
rank.
This power deals double damage to shields but none
to unprotected organics. It doesnt deal damage to
barrier.

146

No ranged touch attack is required.

Proximity Mine

Cooldown: 3 actions

Deploy a tech-mine that explodes into flames when enemies are near.

Save: Will save negates the stun effect. DC equals


10 + Electronics ranks divided by 2 + Int mod.

Prerequisite: Electronics 5 ranks

Rank 1: This power has the following statistics:


Damage done to Shields HP, synthetics and mechs:
2d6.
Damage done to organics 1d6.
Stunning duration: 1 action.
Cost: 1 tech point to activate.
Rank 2: This power has the following statistics:

Target: Creatures in area


Activation: 1 action
Range: Target area up to 60 ft away.
Effect: The character is capable of placing a mine of highly explosive
plasma on a target area. Anyone, identified as enemy by the
characters IFF, passing the through the squares triggers it, making
it explode in a larger area and damaging everyone in that area.
Creatures affected can attempt a save to halve the damage.

Damage done to Shields HP, synthetics and mechs:


2d6.
Damage done to organics 1d6.
Stunning duration: 1 action.
Cooldown reduced to 2 actions.
Cost: 1 tech point to activate.
Rank 3: This power has the following statistics:

Only 3 Proximity Mines can be places by the same character at the


same time. They last 1 minute when not triggered.
If the character doesnt have enough tech points upon the time
when the mine would be activated, then the mine doesnt trigger
at all, remaining in place until it is triggered again and there are
enough tech points for it to activate.
When ranks 4, 5 and 6 are attained, the character must choose
one of two different permanent effects at each rank.

Damage done to Shields HP, synthetics and mechs: 3d6.

Cooldown: 2 actions

Damage done to organics 1d8.


Stunning duration: 1 action.

Save: Reflex save halves damage. DC equals 10 + Electronics


ranks divided by 2 + Int mod.

Cooldown reduced to 2 actions.

Rank 1: This power has the following statistics:

Cost: 2 tech point to activate.


Rank 4: This power gains one of the following upgrades:
Chain Overload:
Hit one additional creature within 15 ft of the target.
Damage:
Increase damage to Shields HP, synthetics and mechs by 1d6.

Area radius that triggers the mine: 5 ft.


Damage: 3d8.
Blast Radius: 10 ft.
Cost: 2 tech points to activate.
Rank 2: This power has the following statistics:
Area radius that triggers the mine: 5 ft.

Rank 5: This power gains one of the following upgrades:

Damage: 3d8.

Mind Shock:

Blast Radius: 10 ft.

Organic creatures affected by this power must now save to


avoid the stunning effect.

Cooldown reduced to 1 action.

Increase cost by 1 tech point.

Rank 3: This power has the following statistics:

Stunning Synergy:

Cost: 2 tech points to activate.


Area radius that triggers the mine: 5 ft.

Increase stun duration by 1 action.

Damage: 4d8.

Increase cost by 1 tech point.

Blast Radius: 10 ft.

Rank 6: This power gains one of the following upgrades:


Chain Overload:
Hit one additional creature within 15 ft of the target.
Increase cost by 1 tech point.
Shield Damage:

Cooldown reduced to 1 action.


Cost: 3 tech points to activate.
Rank 4: This power gains one of the following
upgrades:
Damage:

Increase damage done to Shield HP, synthetics and mechs by 2d6.

Increase damage by 1d8.

Increase cost by 1 tech point.

Blast Radius:
Increase blast area radius by 5 ft.

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Chapter 4: Specializations

Rank 5: This power gains one of the following


upgrades:
Fast Blast:
Increase the save DC by 1.

Rank 1: This power has the following statistics:


Duration: 1 action.
Cost: 2 tech points to activate.
Rank 2: This power has the following statistics:

Increase cost by 1 tech point.


Slow:

Duration: 1 action.
Cooldown reduced to 3 actions.

Those that fail the save have their speed by 10 ft.

Cost: 2 tech points to activate.

Increase cost by 1 tech point.

Rank 3: This power has the following statistics:

Rank 6: This power gains one of the following


upgrades:
Damage:

Duration: 2 actions.
Cooldown reduced to 3 actions.
Cost: 3 tech points to activate.

Increase damage by 2d8.

Rank 4: This power gains one of the following upgrades:

Increase cost by 1 tech point.

Duration:

Trigger Area & Blast Radius:


Increase the radius of the area that triggers the mine
by 5 ft.
Increase blast area radius by 5 ft.
Increase cost by 1 tech point.

Increase duration by 1 action.


Increase cost by 1 tech point.
Radius:
This power now affects enemies adjacent to the target.
Increase cost by 1 tech point.
Rank 5: This power gains one of the following upgrades:

Sabotage

Recharge Speed:

Overheat the targets weapons or an explosive container.

Reduce cooldown by 1 action.

Prerequisite: Decryption 3 ranks

Increase cost by 1 tech point.

Target: One target

Full Sabotage:

Activation: 1 action

This power now affects all of the targets weapons.

Range: Target must be up to 60 ft away

Reduce duration by 1 action.

Increase cost by 1 tech point.


Effect: Sabotage is used to stop an enemy from firing at you by
overheating the targets weapons. The duration of this overheat
Rank 6: This power gains one of the following upgrades:
varies with rank. This only overheats the weapon being used, so
Damage:
if the target has other weapons he can still switch and use them.
This power now deals 3d6 points of damage to Shield
Certain enemies, however, especially synthetics and mechs,
HP, synthetics and mechs.
have little variety in firepower. For creatures wielding more than
1 weapon, the character must select which weapon this power
Increase cost by 1 tech point.
affects. The target can save to avoid this powers effects.
Improved Duration:
Affected targets can spend 1 full round (in which they cannot
Increase duration by 1 action.
take damage or the attempt is ruined) and make an Electronics
Increase cost by 1 tech point.
check with a DC equal to save DC to reboot the systems of their
weapons to remove the effects of this power.
The character must succeed on a ranged touch attack to affect
the target. Like Overload, this power can be used on explosive
containers to make them detonate more violently dealing 50%
more damage than they usually would do.
When ranks 4, 5 and 6 are attained, the character must choose one of
two different permanent effects at each rank.
Save: Will save negates. DC equals 10 + Decryption ranks divided by
2 + Int mod.
Cooldown: 4 actions

Chapter 4: Specializations

Sentry Turret
Deploy a small turret that attacks enemies.
Prerequisite: Electronics 5 ranks, Engineer class or
Quarian Machinist class.
Activation: 1 action
Range: Target must be up to 60 ft away
Effect: This power allows the character to send a
small device that floats 3 ft in the air turns itself into

148

a turret. This turret fires blasts of energy against an


enemy within range, at a rate of 1 blast per action.
Like a Combat Drone, the turret also possesses 2
actions, however it cannot move so it can spend its
two actions attacking.

Turrets attack is increased by Int modifier 1.


Increase cost by 1 tech point.
Shock:

The character must deploy the turret in a square up to


20 ft away. Also like the Combat Drone, it cannot be at
a distance higher than 100 ft from the character. Since
it cannot move, if the character moves more than 100
ft from the turret, the Sentry Turret is destroyed.

Turrets attack now daze the target for 1 action.


Increase cost by 1 tech point.
Rank 5: This power gains one of the following upgrades:
Cryo Ammo:

The turret lasts until destroyed, until the end of the


encounter or until the character deploys another.
When ranks 4, 5 and 6 are attained, the character must
choose one of two different permanent effects at each
rank.
Cooldown: 4 actions
Rank 1: This power has the following statistics:
Turret has a Defense of 10.
Turret has 30 Shield HP.

Turrets attack is upgraded with cryo ammo, giving its attack a


30% chance of freezing the target, for 1 action, with a successful
attack.
Increase cost by 1 tech point.
Armor-Piercing Ammo:
Turrets attack is upgraded with armor-piercing ammo, dealing
extra 2d8 points of damage against Plating.
Increase cost by 1 tech point.
Rank 6: This power gains one of the following upgrades:
Rockets:

Turret has an attack range of 50 ft


Turret has an attack bonus equal to characters
Intelligence modifier 2.

The turrets attacks become rocket-like attack.


Increase turrets attack range by 20 ft.
Increase turret damage by 1d8.

Turret deals 1d8 damage per attack.

Damage is also dealt to any creature adjacent to the target.

Cost: 1 tech points to activate.

Turrets attack is increased by Int modifier 1.

Rank 2: This power has the following statistics:


Turret has a Defense of 10.

Increase cost by 1 tech point.


Flamethrower:

Turret has 35 Shield HP.

Turret is upgrades with a close-range flamethrower.

Turret has an attack range of 50 ft

This flamethrower has a range of only 20 ft.

Turret has an attack bonus equal to characters Intelligence


modifier 2.

This flamethrower attacks in a line, affecting all creatures


in it, and does not need to make an attack roll against the
targets Defense

Turret deals 1d8 damage per attack.


Reduce cooldown to 3 actions.
Cost: 1 tech points to activate.
Rank 3: This power has the following statistics:
Turret has a Defense of 10.
Turret has 40 Shield HP.

Creatures affected by the flamethrower catch fire, and


can put out the flames normally with one action
The flamethrower deals 4d6 points of damage.
Creatures in flames take 1d6 damage per action.
Increase cost by 1 tech point.

Turret has an attack range of 50 ft


Turret has an attack bonus equal to characters Intelligence
modifier 2.
Turret deals 2d8 damage per attack.
Reduce cooldown to 3 actions.
Cost: 2 tech points to activate.

Shield Block
A shimmering field appears in the palm of your hand,
emitting a deflector shield.
Prerequisite: Electronics 3 ranks, Proficiency with
Medium Armor

Rank 4: This power gains one of the following upgrades:

Target: Self (D)

Shield & Damage:

Activation: 1 action

Increase turrets shields by 10.

Maintenance: Equal to cost

Increase turret damage by 1d8.

Effect: This power generates a small but powerful


deflector shield in order to allow the user to get

149

Chapter 4: Specializations

some breathing room by either mitigating the fire


they sustain, or forcing someone back. Sustaining
this ability does not count as a hostile action and
it does not provoke AoO. However, it increases the
cooldown of other abilities and powers, for as long
as this power is active.

On a successful melee strike: 5 ft knockback.

The target may perform melee attacks when using


this power, which gain a bonus to damage and can
knockback targets. Affected targets can save to resist
the knockback effect.

Cooldown of other powers is increased by 2 actions. This includes


the following abilities as well: First Aid and Shield Boost.
Power occupies one hand in order to be activated and sustained.
Cost: 3 Tech Points
Rank 4: This power gains one of the following upgrades:
Resilient:

Shield block lasts until dismissed. Using this power


makes it impossible to recover any Shield HP, in any
way, until the end of the next round.

Increase Cover bonus, provided by this power, by 1.


Increase Shield DR by 1
Increase Tech Point Cost by 1
Unobstructive:

When ranks 4, 5 and 6 are attained, the character must


choose one of two different permanent effects at each
rank.
Cooldown: 3 actions after dismissal.
Save: Fortitude save negates knockback effect. DC equals
10 + Electronics ranks divided by 2 + Int mod.

Cooldown penalty reduced by 1


Power no longer occupies one hand to be activated or sustained.
Increase Tech Point Cost by 1
Rank 5: This power gains one of the following upgrades:
Advanced Protection:

Note: This power can only be used while armed with an


Enforcer Gauntlet. Using this power usually occupies one
hand in order to sustain it, meaning that when using this
power the character is unable to perform tasks that require
two hands and can only wield a melee weapon, a pistol or a
sub-machinegun.

Increase Cover bonus, provided by this power, by 1.


Increase Shield DR by 1
Repulsive:

Rank 1: This power has the following statistics:


Character gains +1 cover bonus for the duration of this
power.

Melee bonus damage increases to +2d8. This damage is


multiplied on critical hits.
On a successful melee strike: 10 ft knockback.
Rank 6: This power gains one of the following upgrades:
Regenerative:

Melee bonus damage: +1d6. This damage is multiplied on


critical hits.
On a successful melee strike: 5 ft knockback.
Cooldown of other powers is increased by 2 actions. This
includes the following abilities as well: First Aid and Shield
Boost.

While this power is active, the repulsion field takes less of


a toll on the armors systems and diverts power to shields
to slowly regenerate the characters shields at the rate of 1
point per round while not under fire.
Increase Tech Point Cost by 1
Extended Guard:

Power occupies one hand in order to be activated and


sustained.
Cost: 2 Tech Points
Rank 2: This power has the following statistics:
Character gains +2 cover bonus for the duration of this power.
Melee bonus damage: +1d6. This damage is multiplied on
critical hits.

If the character is occupying a square where they are


adjacent to a creature targeted by weapons fire or a
power, the character may choose to incur a -2 penalty to
his Defense until the start of their next turn to provide
a +2 bonus to that creatures Defense. This counts as a
reaction ability, thus this ability cannot be used more
than once per round, but it can be used even if it is not
the characters turn.

On a successful melee strike: 5 ft knockback.


Cooldown of other powers is increased by 2 actions. This includes
the following abilities as well: First Aid and Shield Boost.
Power occupies one hand in order to be activated and sustained.
Cost: 2 Tech Points
Rank 3: This power has the following statistics:
Character gains +2 cover bonus for the duration of this power.
Melee bonus damage: +2d6. Damage is multiplied on critical hits.

Chapter 4: Specializations

Increase cost by 1 Tech point.

Submission Net
Entangle enemies in an electrified net.
Prerequisite: Electronics 8 ranks, Knowledge
(physics) 4 ranks, Batarian race, Sentinel class
Target: One Target
Activation: 1 action

150

Range: Target must be up to 60 feet away

actions

Cooldown reduced to 3 actions.


Effect: This Power causes an enemy to be
completely immovable by an electrified net that
Cost: 3 Tech points to activate.
attaches to the closest plain surface, either a wall
Rank 3: This power has the following statistics:
or ground. Armored targets take damage over
Targets without Plating HP remain immovable 3 actions.
time. Targets without Plating HP are instead held
immovable for short duration, becoming unable
Damage dealt if target has Plating HP: 1d10 per action during 4
to perform any actions except trying to break free
actions.
(see below). While in Submission Net, targets that are
Cooldown reduced to 3 actions.
affected by this powers immovable feature cannot be
Cost: 4 Tech points to activate.
moved by powers and abilities that force the target to
Rank 4: This power gains one of the following upgrades:
move do not work.
The target can save to negate this powers effects. Once
caught, the target can spend 1 action to Strength check
against the Net to escape it (nets Strength check bonus
equals Intelligence modifier + this powers rank). For
each additional action spent inside the net, the target
gains a +1 bonus on the Strength check.

Damage:
Damage dealt if target has Plating changed to 2d6 per action
during 5 actions.
Increases cost by 1 Tech point.
Duration:

The character must succeed on a ranged touch attack


to affect the target. However, the net travels somewhat
slower than most projectiles so targets gain double
movement bonus to Defense. In case the power failed,
either by missing the ranged touch attack or a successful
save, the net falls in a random square adjacent to the target
and remains there for a maximum number of rounds equal
to this powers rank. If an enemy walks into the square
occupied by it, the Net springs and its effects occur normally
(though in such occasion no ranged touch attack is required).
The net, however, is visible so enemies can see it even when
it is simply waiting for a foe to activate it.

Increase immovable duration by 1 action.


Increases cost by 1 Tech point.
Rank 5: This power gains one of the following upgrades:
Damage and Slow:
Damage dealt if target has Plating changed to 2d8 per
action and that target moves at half speed for the duration of
this power.
Increases cost by 1 Tech point.
Recharge Time:
Reduce power cooldown by 1 action.

When ranks 4, 5 and 6 are attained, the character must choose


one of two different effects for each rank.

Rank 6: This power gains one of the following upgrades:

Cooldown: 4 actions

Shield and Barrier:

Increase cost by 1 Tech point.

Save: Reflex save negates. DC equals 10 + Electronics ranks


divided by 2 + Int mod.
Note: Only one Submission Net can exist at each time. If you
use this power again while one Submission Net is active, that
Submission Net dissipates. Also, this powers effects remain the
same even if it removes the targets Plating HP.
If someone tries to grapple the target affected by the Submission
Net, that character is automatically affected by the Net for the
remaining of this powers duration (no save allowed and no attack
roll is necessary).

Damage dealt if target has Plating HP increases by 50%


against Shield HP. If the target has a Barrier the damage also
increases by 50% but does not stack with the increased
damage to Shield HP caused by this rank.
Increase cost by 1 Tech point.
Electric Field:

Rank 1: This power has the following statistics:

The electrified net now also deals 1d6 damage per


action to all creatures in a 20 ft radius for the duration
of this power.
Increase cost by 1 Tech point.

Targets without Plating HP remain immovable for 2 actions.


Damage dealt if target has Plating HP: 1d8 per action during 3
actions
Cost: 3 Tech points to activate.
Rank 2: This power has the following statistics:

Tactical Cloak
Become invisible for a short period of time.
Prerequisite: Electronics 4 ranks, Infiltrator class or
Turian Agent class

Targets without Plating HP remain immovable for 2 actions.

Target: Self (D)

Damage dealt if target has Plating HP: 1d8 per action during 3

Activation: 1 action

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Chapter 4: Specializations

Effect: Tactical Cloak is a tech power available to


Infiltrators or Turian Agents. When activated, it
instantly renders the character almost invisible to
all enemies and optic senses, making targets flatfooted against his attacks.

Melee damage bonus: +1d6.


Reduce cooldown to 2 actions.
Cost: 3 tech points to activate.
Rank 4: This power gains one of the following upgrades:

Duration:
The character gains a +10 bonus to Hide checks,
and while under this powers effects he must make
Increase duration by 1 action.
that check every round (making this check requires
Increase cost by 1 tech point.
no action). Likewise, other characters can attempt
Spot checks to determine if they see the character Damage:
(these Spot checks are made normally, so they
Increase bonus damage to shots by +1 or by +1d6 with sniper
usually consume 1 action unless the GM determines
rifles.
otherwise for example: if the character is adjacent
Increase melee damage bonus by +1d6.
to an enemy, the GM may determine the enemy gains
Increase cost by 1 tech point.
a free spot check or that he even notices the character
automatically). The character can still be felt or even
Rank 5: This power gains one of the following upgrades:
heard. Also, powers or weapons that seek nearby
Recharge Speed:
characters can still seek the character under the effect of
Reduce cooldown by 1 action.
the Tactical Cloak.
However, while under the influence of this power, the
infiltrator cannot use any ability or power that allows him
to regenerate shields or HP. Using Tech powers while the
cloak is in effect removes the Tactical Cloak.

Increase cost by 1 tech point.


Melee Damage:

The cloak is removed if the character makes a single attack


action, uses any kind of power, reloads a weapon, charges a
Heavy Weapon (although the cloak only disappears after the
attack, after the power is used, after the weapon is reload or
after the Heavy Weapon is charged, unless this power has a
smaller duration than the time it takes to charge the Heavy
Weapon in which case it ends first).
Besides making the character invisible, the cloak also provides
a damage bonus to shots made in the attack action that broke
the cloak
When ranks 4, 5 and 6 are attained, the character must choose
one of two different permanent effects at each rank.
Cooldown: 3 actions after the cloak is removed.

Melee damage bonus becomes d8 instead of d6 and the


melee attack that breaks the cloak has its critical threat range
increased by 1.
Increase cost by 1 tech point.
Rank 6: This power gains one of the following upgrades:
Bonus Power:
The character can use one power without breaking the
cloak. Using a second, while the cloak lasts, breaks it.
Increase cost by 1 tech point.
Sniper Damage:
Increase the critical threat range of sniper rifles, wielded
by the character while cloaked, by 1.
Increase cost by 1 tech point.

Rank 1: This power has the following statistics:


Duration: 2 actions.

Tactical Scan

Bonus damage to shots: +1 or +1d6 with sniper rifles.

Reveal weaknesses in defenses, increasing all damage done


to the target and slowing its movement speed.

Melee damage bonus: +1d4.


Cost: 2 tech points to activate.
Rank 2: This power has the following statistics:
Duration: 2 actions.

Prerequisite: Decryption 8 ranks, Damping 8 ranks,


Electronics 8 ranks, Hacking 8 ranks, Quarian race
Target: One target

Bonus damage to shots: +1 or +1d6 with sniper rifles.

Range: Target up to 60 ft

Melee damage bonus: +1d4.

Activation: 1 full-round action

Reduce cooldown to 2 actions.

Effect: This power surrounds the enemy with a visible


red holographic field. This field constantly provides
information about the enemy to the characters omnitool, allowing him to see how the target is moving
and the targets distance from the omni-tool. In
addition, the holographic field slows the enemy

Cost: 2 tech points to activate.


Rank 3: This power has the following statistics:
Duration: 3 actions.
Bonus damage to shots: +1 or +1d6 with sniper rifles.

Chapter 4: Specializations

152

down and provides information of weak points, in


the targets defense and movement, to anyone that
attacks the target.

Increase cost by 1 tech point.


Rank 5: This power gains one of the following upgrades:

The character must succeed on a ranged touch


attack to affect the target. Each target can only have
one Tactical Scan applied to him at any given time.
This power cannot be used on Thresher Maws.

Headshots:

When ranks 4, 5 and 6 are attained, the character


must choose one of two different permanent effects
at each rank.

Critical hits against the target now have their critical multiplier
increased by 1.
Increase cost by 2 tech point.
Movement Speed:
Target has its speed reduced by another 5 ft.
Increase cost by 2 tech point.

Cooldown: 2 actions

Rank 6: This power gains one of the following upgrades:

Save: Will save negates this power. DC equals 10 +


Hacking ranks divided by 2 + Int mod.

Damage:

Rank 1: This power has the following statistics:

Target takes an additional +1d4 points of damage from each


power that deals direct damage uses against him.

Target has its speed reduced by 5 ft.


Target takes 1d4 points of damage from each power
that deals direct damage uses against him.
Attacks made against the target have their critical
threat range increased by 1.
Duration: 6 actions
Cost: 5 Tech points.
Rank 2: This power has the following statistics:

Attacks made against the target have their critical threat range
increased by an additional +1.
Increase cost by 1 tech point.
Area Scan:
Duration of this power is increased by 6 actions.
This power now affects enemies up to 10-ft away from the
initial target. For each enemy, more Tech points must be paid
and the enemies can save to negate this powers effects.

Target has its speed reduced by 5 ft.


Target takes 1d4 points of damage from each power that
deals direct damage uses against him.
Attacks made against the target have their critical threat
range increased by 1.

Increase cost by 1 tech point.

Tech Armor
Create a protective armor around yourself.

Cooldown reduced to 1 action.

Prerequisite: Electronics 3 ranks, Sentinel class

Duration: 6 actions

Target: Self (D)

Cost: 5 Tech points.


Rank 3: This power has the following statistics:
Target has its speed reduced by 5 ft.

Activation: 1 action
Maintenance: Equals power cost.

Effect: This power generates an energy armor suit that


boosts the users shields. When the characters Shields HP
reach 0, this armor is destroyed and sends out a pulse of
Attacks made against the target have their critical threat range
energy, damaging nearby enemies, knocking down those
increased by 1.
without shields or Plating. This powers major drawback is
that increases the cooldown of other powers and abilities
Cooldown reduced to 1 action.
while it is in place. This power affects only enemies.
Duration: 9 actions
Affected creatures can save to resist the knockdown
Cost: 6 Tech points.
effect. Tech Armor lasts until dismissed or destroyed.
When ranks 4, 5 and 6 are attained, the character must
Rank 4: This power gains one of the following upgrades:
choose one of two different permanent effects at each
Weapon Damage:
rank.
Attacks made against the target deal +1 point of damage per
Cooldown: 3 actions after tech armor is removed or
shot or per melee attack.
destroyed.
Increase cost by 1 tech point.
Save: Fortitude save negates knockdown effect. DC
Power Damage:
equals 10 + Electronics ranks divided by 2 + Int mod.
Target takes an additional +1d6 points of damage from each power
Rank 1: This power has the following statistics:
that deals direct damage uses against him.
Target takes 1d4 points of damage from each power that
deals direct damage uses against him.

153

Chapter 4: Specializations

Characters armor base Shield HP is increased by


30%.
Characters shields gain DR 1 that applies only
while the character has Shields. It stacks with other
forms of DR the character might have to his/her
shields.

Melee Damage:
Melee attacks made while this power is active deal extra +50%
damage.
Rank 6: This power gains one of the following upgrades:
Power Recharge:

Cooldown of other powers is increased by 2


actions. This includes the following abilities as well:
First Aid and Shield Boost.
Explosion Radius: 10 ft.

The cooldown increase of other powers is reduced by 1 action.


Increase cost by 1 tech point.
Stronger Hologram:

Explosion Damage: 2d6


Cost: 2 tech points to activate.

Increase DR provided by this power by 1.


Increase cost by 1 tech point.

Rank 2: This power has the following statistics:


Characters armor shields are increased by 30%.
Characters shields gain DR 1 that applies only while
the character has Shields. It stacks with other forms of
DR the character might have to his/her shields.

Ammo Specialization

Cooldown of other powers is increased by 2 actions.


This includes the following abilities as well: First Aid and
Shield Boost.

Ammo types can make a huge difference during a combat.


Some enemies are weaker against a specific ammo type while
others may be more resistant to one. Some hinder targets in
amazing ways while others deal massive amounts of damage.
The following pages provide information on the existing ammo
types as well as the bonuses each rank grants.

Explosion Radius: 10 ft.


Explosion Damage: 2d6
Reduce cooldown of this power to 2 actions.
Cost: 2 tech points to activate.
Rank 3: This power has the following statistics:
Characters armor shields are increased by 30%.

Characters shields gain DR 1 that applies only while the


character has Shields. It stacks with other forms of DR the
character might have to his/her shields.

Characters that wish increase their firepower or be more


effective with ammo-based weapons should choose carefully
the type of ammo in which to advance.
Ranks in Ammo powers are only gained by spending Combat
Specializations, Biotic Specializations or Tech Specializations.
One of such specializations increases the rank of a single
Ammo power by 1.

Cooldown of other powers is increased by 2 actions. This


includes the following abilities as well: First Aid and Shield
Boost.
Explosion Radius: 15 ft.
Explosion Damage: 3d6
Reduce cooldown of this power to 2 actions.
Cost: 3 tech points to activate.

Characters may start with proficiency in some ammo types


(or even in none) but they are considered to have 0 ranks in
all Ammo powers. Those characters are then free to apply
the Specializations they gain into an ammo type they are
proficient with, increasing the powers ranks. Until the 1st
rank in an Ammo power is gained, that ammo cannot be
used. Characters can take the Ammo Proficiency feat to
gain proficiencies with certain types of ammo.

Rank 4: This power gains one of the following upgrades:


Damage & Radius:
Increase explosion radius by 5 ft.
Increase explosion damage by 1d6.
Increase cost by 1 tech point.
Durability:
Bonus to characters armor base Shield HP is increased by 10%.
Increase cost by 1 tech point.
Rank 5: This power gains one of the following upgrades:
Improved Durability:
Bonus to characters armor base Shield HP is increased by 10%.

Chapter 4: Specializations

One action is required to activate, deactivate or alter


an Ammo power. A weapon can only have one Ammo
power active but it remains active until deactivated or
altered. If the character changes weapons or drops the
weapon that has the power active, that weapon loses
the Ammo power and the character must activate it
once more.
The benefits of Ammo powers apply to a weapons
shot, stacking with them. So if a character is using an
M-15 Vindicator with the Incendiary Ammo rank 1,
the weapon deals its damage plus the effects of that
rank with each successful shot.
Ammo powers have only one prerequisite: in order
to gain a rank in an Ammo power, the character

154

must have an equal number of HDs. For example,


if a character wants to increase his Cryo Ammo
power to rank 4, before gaining that rank he must
have 4 HDs.

Rank 4: This power gains one of the following upgrades:


Force:

Certain ammo powers allow you to grant benefits to


a specific number of allies. Those benefits must be
granted whenever the power is activated. To change
the recipient of the powers benefits, the power must
be activated again.

Increase the total thickness it can penetrate by 1 ft.


Squad Bonus:
Squadmates (up to a number equal to Int modifier, minimum of 2)
can use the characters current Armor-Piercing Ammo rank at half the
ranks bonus damage and half maximum thickness it can penetrate.
Rank 5: This power gains one of the following upgrades:
Force:

Armor-Piercing Ammo
Alter your weapons ammo to deal extra damage against
armor and to shoot through light cover.

Increase the total thickness it can penetrate by 1 ft.


Damage:
Increase bonus damage by 1.

Effect: This power imbues the shots with armor-piercing Rank 6: This power gains one of the following upgrades:
capabilities, dealing extra damage against armor and
Damage Synergy:
unprotected targets and gaining the ability to shoot
Reduce penalty to damage against Shields to -1.
through light cover, thus negating the benefits of cover
(this extra damage is multiplied on a critical hit). However, Pierce:
the weapon becomes less effective against Shield HP
Increase the total thickness it can penetrate by 1 ft.
dealing less damage (this damage is not multiplied on a
critical hit).
When ranks 4, 5 and 6 are attained, the character must
choose one of two different permanent effects at each rank.

Chemical Ammo

Your shots are filled with chemical poison and small amounts of
Note: if the bullet is shot through multiple objects, add each
radiation to deal continuous damage against the target for a
objects thickness to determine if the bullet can penetrate
short duration.
them all. Example: if in the path of the bullet there are three
1 ft wall, a character with only the rank 1 of this power cannot Effect: This power makes the weapons shots release a
attack through all of them. Also, firing a weapon with this radioactive poison that deals damage to the creature over
a short period of time. This can only affect unprotected
ammo power within a city may be problematic as missed
attacks can still travel through the wall and hit other creatures, organics and the damage is not multiplied on a critical hit.
Additional shots do not stack, so hitting a character with a
which can easily increase the casualty count.
Chemical Ammo that is already under the influence of this
Rank 1: This power has the following statistics:
power will have no effect.

Deals 1 extra damage against Plating and unprotected
When ranks 4, 5 and 6 are attained, the character must
targets.
choose one of two different permanent effects at each
Deal 2 less damage against Shields.

rank.

Can shoot through objects totaling 1 ft thick (most walls are


no more than 1 ft thick).

Rank 1: This power has the following statistics:

Rank 2: This power has the following statistics:


Deals 1 extra damage against Plating and unprotected targets.
Deal 2 less damage against Shields.
Can shoot through objects totaling 2 ft thick (most walls are no
more than 1 ft thick).
Rank 3: This power has the following statistics:
Deals 2 extra damage against Plating and unprotected targets.
Deal 2 less damage against Shields.
Can shoot through objects totaling 2 ft thick (most walls are no
more than 1 ft thick).

Character takes 1d3 point of damage per action.


This power lasts for 2 actions.
Rank 2: This power has the following statistics:
Character takes 1d4 point of damage per action.
This power lasts for 2 actions.
Rank 3: This power has the following statistics:
Character takes 1d4 point of damage per action.
This power lasts for 3 actions.
Rank 4: This power gains one of the following
upgrades:
Acidic:
This Ammo power can now be used against

155

Chapter 4: Specializations

unprotected synthetics and mechs.


Squad Bonus:
Squadmates (up to a number equal to Int
modifier, minimum of 2) can use the characters
current Chemical Ammo rank but dealing half the
ranks bonus damage (rounded down) for the ranks
duration.

doesnt stack, so attacking a frozen target with this power wont increase
the freeze duration. The same applies to chill duration, only chilled
targets must still save to avoid becoming frozen for the remaining of
this powers duration.

Rank 5: This power gains one of the following


upgrades:
Damage:
Increase damage dealt by 1.
Chemical Burn:
Critical hits made against unprotected organics, while
using this power, deal 1 point of Constitution damage.
Rank 6: This power gains one of the following upgrades:
Duration:

Save: Fortitude save negates knockdown effect. DC equals 10 +


characters HD.
Rank 1: This power has the following statistics:
Chance: 10%.
Chilled movement speed reduction: 5 ft.
Duration: 1 action.
Rank 2: This power has the following statistics:
Chance: 20%.
Chilled movement speed reduction: 5 ft.
Duration: 1 action.
Rank 3: This power has the following statistics:

Increase duration by 1 action.


Damage:
Increase damage dealt by 1.

Chance: 20%.
Chilled movement speed reduction: 5 ft.
Duration: 2 actions.
Rank 4: This power gains one of the following upgrades:
Chance:

Cryo Ammo
Flash freeze and shatter unprotected enemies.
Effect: This power imbues the shots with a chance of
freezing or chilling targets
with no Shield HP or Plating
on
successful
attacks
made with the weapon
that has this power active.
The affected targets can
save to avoid the freezing
effect, but those that make
a successful save are chilled
instead. On a critical hit,
targets do not get a save.
Freezing chance, duration
and speed reduction of
chilled targets varies with
rank.

Increase freeze chance by 10%.


Squad Bonus:
Squadmates (up to a number equal to Int modifier, minimum
of 2) can use the characters current
Cryo Ammo rank at half the ranks
freeze chance.
Rank 5: This power gains one of
the following upgrades:
Duration:
Increase duration by 1 action.
Headshots:
Critical hits made against
frozen targets, while this power is
active, have the critical multiplier
increased by 1.
Rank 6: This power gains one of
the following upgrades:

If the last action a frozen


target made was to move,
he falls on the ground
prone as soon as he is
frozen.

Freeze Chance:

When ranks 4, 5 and 6 are


attained, the character
must choose one of two
different permanent effects
at each rank.

Creatures frozen or chilled by


this power have their armor DR
reduced by 1.

Note: This powers duration

Chapter 4: Specializations

Increase freeze chance by 10%.


Increase speed reduction by 5 ft.
Damage Combo:

Characters with Plating take 1


additional damage per shot made
against them.

156

Disruptor Ammo
Empower your weapons shots with an electric field to
cause extra damage to shields, synthetics and mechs
and to stun targets.

this power, have the critical multiplier increased by 1.


Rank 6: This power gains one of the following upgrades:
Damage:

Increase damage bonus by 1.


Effect: This power is useful to bring down Shields
Improved Stun:
and kill synthetics/mechs, by dealing additional
Increase save DC by +2.
damage against them (this bonus is multiplied on a
critical hit). It can also stun unprotected targets with
each shot. Unprotected targets can make a Fortitude
save to prevent the stun effect. On a successful critical
Incendiary Ammo
hit, they gain no save.
Empower your weapons shots with flames that deal extra damage to
Stun duration and bonus damage varies with rank.
Plating and set targets on fire.
Effect: This power is useful to bring down Plating, by dealing
additional damage against that protection (this bonus is multiplied
on a critical hit). It can also make unprotected targets catch fire
with each shot. Unprotected targets can make a Reflex save to
prevent catching fire. On a successful critical hit, they gain no
Synthetics and mechs are not immune to this stun effect.
save. Creatures can put out the flames normally with one action,
When ranks 4, 5 and 6 are attained, the character must
taking no damage in that action or any further actions.
choose one of two different permanent effects at each
When ranks 4, 5 and 6 are attained, the character must choose
rank.
one of two different permanent effects at each rank.
Save: Fortitude save negates the stun. DC equals 10 + 1/2
Save: Reflex save the catching fire effect. DC equals 10 + 1/2
characters HD.
characters HD.
Rank 1: This power has the following statistics:
Rank 1: This power has the following statistics:
Deals 1 extra damage vs Shield HP and vs synthethics/
Deals 1 extra damage vs Plating.
mechs.
Creatures in flames take 1d6 points of damage per action.
Stun duration: 1 action.
The stun duration does not stack with itself, so failing
the save multiple times wont increase the duration,
even if the target was attacked by different characters
with Disruptor Ammo.

Rank 2: This power has the following statistics:


Deals 1 extra damage vs Shield HP and vs synthethics/
mechs.

Rank 2: This power has the following statistics:


Deals 1 extra damage vs Plating.

Creatures in flames take 1d6 points of damage per action.

Stun duration: 1 action.

Save DC equals 12 + 1/2 characters HD.

Save DC equals 12 + 1/2 characters HD.

Rank 3: This power has the following statistics:

Rank 3: This power has the following statistics:


Deals 2 extra damage vs Shield HP and vs synthethics/mechs.
Stun duration: 1 action.
Save DC equals 12 + 1/2 characters HD.

Deals 2 extra damage vs Plating.


Creatures in flames take 1d6 points of damage per
action.
Save DC equals 12 + 1/2 characters HD.

Rank 4: This power gains one of the following upgrades:

Rank 4: This power gains one of the following upgrades:

Damage:

Damage:

Increase damage bonus by 1.


Squad Bonus:

Increase damage bonus by 1.


Squad Bonus:

Squadmates (up to a number equal to Int modifier, minimum of


2) can use the characters current Disruptor Ammo rank at half the
ranks bonus damage (rounded down).
Rank 5: This power gains one of the following upgrades:
Stun:
Increase save DC by +2.
Headshots:

Squadmates (up to a number equal to Int modifier,


minimum of 2) can use the characters current
Incendiary Ammo rank at half the ranks bonus damage
(rounded down).
Rank 5: This power gains one of the following
upgrades:
Flaming:
Increase save DC by +2.

Critical hits made while using this power, against targets stunned by

157

Chapter 4: Specializations

Headshots:
Critical hits made while using this power, against
targets that are on fire, have the critical multiplier
increased by 1.

Rank 6: This power gains one of the following upgrades:


Damage:

Rank 6: This power gains one of the following


upgrades:

Increase damage by 1.
Grinding Shrapnel:

Damage:

Critical hits made against unprotected organics, while using this


power, have their critical multiplier increased by 1.

Increase damage bonus by 1.


Explosive Burst:
If this power is used to kill a target already in flames,
the target explodes dealing 4d6 points of damage to
all creatures within 10 ft.
Creatures affected by this explosion must make a
Reflex save against this powers DC or risk catching fire.

Shredder Ammo

Warp Ammo
Empower your weapons shots with a biotic field for extra damage.
Effect: This power increases the damage done by the weapons
shots against all types of targets and forms of protection. In
addition, it deals extra damage against characters flying in the air
due to Biotic powers or due to Lift Grenades and against characters
under the effect of Barrier. All forms of extra damage provided by
Warp Ammo stack with each other and are multiplied on a critical
hit.

Your shots now break apart upon contact with soft tissue,
dealing greater damage.

When ranks 5 and 6 are attained, the character must choose one
of two different permanent effects at each rank.

Effect: This power makes the weapons shots deal extra


damage against unprotected organics. This bonus damage
is multiplied on critical hits.

Rank 1: This power has the following statistics:

When ranks 4, 5 and 6 are attained, the character must


choose one of two different permanent effects at each rank.

Deals 1 extra damage.


Deals 1 extra damage against targets flying due to Biotic
powers, Cluster Grenades or Lift Grenades.

Rank 1: This power has the following statistics:


Deals 1 extra bonus damage.

Deals 1 extra damage against targets under the effect of


Barrier.
Rank 2: This power has the following statistics:

Rank 2: This power has the following statistics:


Deals 2 extra bonus damage.
Rank 3: This power has the following statistics:
Deals 3 extra bonus damage.
Rank 4: This power gains one of the following upgrades:
Shrapnel:

Deals 1 extra damage.


Deals 2 extra damage against targets flying due to Biotic
powers, Cluster Grenades or Lift Grenades.
Deals 1 extra damage against targets under the effect of
Barrier.
Rank 3: This power has the following statistics:

Weapons critical threat range is increased by 1 while this


power is active.

Deals 1 extra damage.

Squad Bonus:
Squadmates (up to a number equal to Int modifier, minimum of
2) can use the characters current Shredder Ammo rank at half the
ranks bonus damage (rounded down).
Rank 5: This power gains one of the following upgrades:
Bleed:
Creatures affected by the Shredder Ammo now suffer from
Bleeding 1 until they are healed 1 HP.
Meat Grinder:
Critical hits made against unprotected organics, while using this
power, receive a +5 bonus to confirm the critical hit.

Deals 2 extra damage against targets flying due to


Biotic powers, Cluster Grenades or Lift Grenades.
Deals 2 extra damage against targets under the effect
of Barrier.
Rank 4: This power has the following statistics:
Deals 2 extra damage.
Deals 2 extra damage against targets flying due to
Biotic powers or Lift Grenades.
Deals 2 extra damage against targets under the
effect of Barrier.
Rank 5: This power gains one of the following
upgrades:
Headshots:
While using this Ammo power, critical hits made
against targets flying due to Biotic powers, Cluster

Chapter 4: Specializations

158

Grenades or Lift Grenades or against targets under


the effect of Barrier have their critical multiplier
increased by 1.

make it create a Scout Drone instead. These drones are holographic,


just like normal Combat Drones, and have limited VIs. They also possess
no weaponry. However, scout drones are extremely useful as they
can move much farther away from the character and provide tactical
Squad Bonus:
information and even direct video stream to the character. They are
Squadmates (up to a number equal to Int modifier,
prized by scouts and are of great help when exploring enemy terrain.
minimum of 2) can use the characters current
Warp Ammo rank at half the ranks bonus damage Requirements: Combat Drone rank 1, must spend a Unique
Specialization to obtain it.
(rounded down).
Rank 6: This power gains one of the following
upgrades:
Damage:
Increase damage against targets flying due to Biotic
powers or Lift Grenades and against targets under the
effect of Barrier by 1.

Benefits: This Power Mod provides an entire new rank-tree for the
Combat Drone power. It uses the same rules for that power with the
indicated changes below. When a character uses the Combat Drone
power, he can decide to use his normal ranks of that power or use
this Power Mod instead.

The drone is directly connected to the characters omni-tool and


carries a video camera to allow him to see as if he was the drone.
Detonation:
Watching what the drone is currently seeing, through the omnitools screen, requires the character to spend one action. If the
While using this Ammo power, critical hits can now
character is wearing a helmet/visor, he can choose to double the
detonate Biotic powers (capable of being detonated).
This detonation deals 4d6 points of damage to all
Tech Point cost to have the videofeed directed to it and so seeing
creatures within 10 ft of the target.
the video becomes only a free action. Sentient Geth can do the
same but for them it only increases the Tech Point cost by 50%
(rounded down).

Power Mods

Cooldown: 4 actions after previous Combat Drone has


disappeared or was destroyed.
Rank 1: This power has the following statistics:

Power Mods provide additional costumization to a


characters powers. They can alter a specific powers effects
or statistics, or even provide an entirely new ranks. Their
purpose if to make a character even more unique and capable
of handling an even larger amount of possible situations.
Power Mods are not powers by themselves, rather they work
off an existing power. When a character uses a power to which
he has a Power Mod, he can choose to use the powers normal
effect, or to apply the effects of the mod. If the Power Mod
provides a new rank tree, the character cannot select those
ranks with Biotic, Tech or Combat Specializations. Rather, when
he uses the power in question, he can choose to use instead the
ranks the Power Mod provides, but only up to the maximum rank
level he possesses in the normal power.

Drone has a Defense of 12.


Drone has 15 Shield HP.
Drone has no attack
Drone can move at a speed of 40 ft.
Drone can move up to 200 ft away from the character
Drone lasts up 5 rounds plus 1 round per Intelligence
modifier.
Cost: 2 tech points to activate
Rank 2: This power has the following statistics:
Drone has a Defense of 14.
Drone has 20 Shield HP.

Drone has no attack


When a character levels up, he has the choice to also acquire a
Drone can move at a speed of 40 ft.
Power Mod. However, they usually require the character to give
up a feat slot or even an Unique Specialization, in addition to other
Drone can move up to 300 ft away from the character
requirements the character must meet. Once a feat or Unique
Drone lasts up 5 rounds plus 1 round per Intelligence
Specialization is used to gain a Power Mod, it cannot be regained
modifier.
or used for anything else except Power Mods. This means the
Cost: 2 tech points to activate
character is able to retrain a Power Mod as if it was a feat but only
to gain another Power Mod, not another feat. Like all feats, powers Rank 3: This power has the following statistics:
and abilities, if the character no longer meets the prerequisites for a
Drone has a Defense of 15.
Power Mod, he cannot use it until he does so again.
Drone has 25 Shield HP.
Drone has no attack

Scout Drone

Drone can move at a speed of 40 ft.

This mod allows the character to alter the Combat Drone power and

Drone has nightvision 60 ft as if it had

159

Chapter 4: Specializations

Nightvision goggles
Drone can move up to 400 ft away from the
character
Drone lasts up 7 rounds plus 1 round per
Intelligence modifier.

make it create a Support Turret instead. Like the Sentry Turret, a Support
Turret is stationary, floating 3 ft above the ground. Unlike the Sentry
Turret, its purpose is to restore allies Shield HP and provide minimal fire
support.

Cooldown is reduced to 3 actions.

Requirements: Sentry Turret rank 1, Electronics 8 ranks, must spend a


Unique Specialization to obtain it.

Cost: 3 tech points to activate


Rank 4: This power has the following statistics:
Drone has a Defense of 15.
Drone has 25 Shield HP.

Benefits: This Power Mod provides an entire new rank-tree for the
Sentry Turret power. It uses the same rules for that power with the
indicated changes below. When a character uses the Sentry Turret
power, he can decide to use his normal ranks of that power or use
this Power Mod instead.

Drone has no attack


Drone can move at a speed of 50 ft.
Drone has nightvision 60 ft as if it had Nightvision
goggles
Drone can move up to 550 ft away from the character
Drone lasts up 7 rounds plus 1 round per Intelligence
modifier.

Unlike a normal Sentry Turret, the Support Turret cannot use its
two actions to attack. Instead, the Support Turret uses one action
to attack and another to restore part of the Shields HP of an ally
nearby, even if there are none.
There can only be one Support Turret active at a time. If the
character uses this mod while a previous use is still active, the
previous Support Turret is dismissed.

Cost: 3 tech points to activate


Rank 5: This power has the following statistics:
Drone has a Defense of 16.
Drone has 30 Shield HP.

Warning: The Support Turret can be hacked normally (Hacking


check DC 20, 1d4 rounds to hack). If it is hacked, it targets
enemies as if they were allies, and previous allies as if enemies.
It will still count as if the power was active for the character that
first placed it.

Drone has no attack


Drone can move at a speed of 60 ft.
Drone has nightvision 60 ft as if it had Nightvision goggles
Drone can move up to 750 ft away from the character
Drone is invisible to the naked eye. It can still be seen with
thermal vision and is still detected by radar.

Cooldown: 4 actions
Rank 1: This power has the following statistics:
Turret has a Defense of 10.
Turret has 50 Shield HP.
Turret has an attack range of 40 ft

Drone lasts up 7 rounds plus 1 round per Intelligence


modifier.

Turret has an attack bonus equal to characters Intelligence


modifier 2.

Cost: 4 tech points to activate


Rank 6: This power has the following statistics:
Drone has a Defense of 16.
Drone has 30 Shield HP.
Drone has no attack
Drone can move at a speed of 60 ft.

Turret deals 1d4 damage per attack.


Once per round, the turret restores 5 Shield HP to one
ally within 20 ft.
If the turret manages to restore even 1 point of Shield
HP, it loses 5 Shield HP from itself.
Cost: 2 tech points to activate.
Rank 2: This power has the following statistics:

Drone has nightvision 60 ft as if it had Nightvision goggles


Drone has thermal vision 60 ft as if it had Thermal Vision goggles
Drone can move up to 1000 ft away from the character
Drone is invisible to the naked eye. It can still be seen with
thermal vision and is still detected by radar.
Drone lasts up 10 rounds plus 1 round per Intelligence modifier.
Cost: 5 tech points to activate

Support Turret
This mod allows the character to alter the Sentry Turret power and

Chapter 4: Specializations

Turret has a Defense of 10.


Turret has 60 Shield HP.
Turret has an attack range of 40 ft
Turret has an attack bonus equal to characters
Intelligence modifier 2.
Turret deals 1d4 damage per attack.
Once per round, the turret restores 6 Shield HP to
one ally within 20 ft.
If the turret manages to restore even 1 point of
Shield HP, it loses 5 Shield HP from itself.
Cost: 2 tech points to activate.

160

Rank 3: This power has the following statistics:


Turret has a Defense of 10.
Turret has 70 Shield HP.
Turret has an attack range of 40 ft
Turret has an attack bonus equal to characters
Intelligence modifier 2.

Turret deals 1d4 damage per attack.


Once per round, the turret restores 10 Shield HP to up to 3 allies
within 30 ft.
If the turret manages to restore even 1 point of Shield HP to a
character, it loses 5 Shield HP from itself per character.
Cost: 4 tech points to activate.

Turret deals 1d4 damage per attack.


Once per round, the turret restores 7 Shield HP to
up to 2 allies within 20 ft.
If the turret manages to restore even 1 point of
Shield HP to a character, it loses 5 Shield HP from itself
per character.
Reduce cooldown to 3 actions.
Cost: 3 tech points to activate.
Rank 4: This power has the following statistics:
Turret has a Defense of 10.
Turret has 80 Shield HP.

Slashing Charge
This mod allows the character to alter the Biotic Charge power and
make that deals damage to all in the characters path.
Requirements: Biotic Charge rank 1, Biotics 8 ranks, Dex 14+, must
spend a Unique Specialization to obtain it.
Benefits: This Power Mod provides an entire new rank-tree for the
Biotic Charge power. It uses the same rules for that power with the
indicated changes below. When a character uses the Biotic Charge
power, he can decide to use his normal ranks of that power or use
this Power Mod instead.

When a character uses this Power Mod he makes a charge


similar to that of Biotic Charge. If the charge makes the character
Turret has an attack bonus equal to characters
move through a square occupied enemy creatures, or through
Intelligence modifier 2.
squares adjacent to those enemies, the character can make a
Turret deals 1d4 damage per attack.
melee attack against him each of them (roll for each enemy in
the path). If the character passes through squares occupied
Once per round, the turret restores 8 Shield HP to up to 2
by creatures of the same size or smaller, those creatures are
allies within 30 ft.
If the turret manages to restore even 1 point of Shield HP sent prone (no save). If it passes through squares occupied
by a creature one or more sizes larger than the character, the
to a character, it loses 5 Shield HP from itself per character.
charge ends in the nearest adjacent square of that creature.
Cost: 3 tech points to activate.
The charge cannot end on an occupied square. It can,
Rank 5: This power has the following statistics:
however, in a square adjacent to one or more enemies, in
Turret has a Defense of 10.
which case the character can also make a melee attack
against them.
Turret has 90 Shield HP.
Turret has an attack range of 40 ft

Turret regenerates its Shield HP at a rate of 2 Shield HP per


round.
Turret has an attack range of 40 ft
Turret has an attack bonus equal to characters Intelligence
modifier 2.

Unlike a normal Biotic Charge, this power does not send


enemies flying or prone, nor does it restore some of the
characters Shield HP. In addition, the character cannot
choose to immediately active a Biotic Nova or a Barrier
immediately after using this Power Mod.

Turret deals 1d4 damage per attack.


Once per round, the turret restores 9 Shield HP to up to 3 allies
within 30 ft.

Cooldown: 3 actions
Rank 1: This power has the following statistics:

If the turret manages to restore even 1 point of Shield HP to a


character, it loses 5 Shield HP from itself per character.
Cost: 3 tech points to activate.
Rank 6: This power has the following statistics:
Turret has a Defense of 10.
Turret has 100 Shield HP.
Turret regenerates its Shield HP at a rate of 2 Shield HP per round.
Turret has an attack range of 40 ft
Turret has an attack bonus equal to characters Intelligence modifier
2.

161

Range 60 ft.
Cost: 3 biotic points to activate.
Rank 2: This power has the following statistics:
Range 70 ft.
Cooldown is reduced to 2 actions.
Cost: 3 biotic points to activate.
Rank 3: This power has the following statistics:
Range 70 ft.
Cooldown is reduced to 2 actions.
Melee attacks made with this Power Mod have

Chapter 4: Specializations

a +1 bonus to damage.
Cost: 4 biotic points to activate.
Rank 4: This power has the following statistics:

Snap freeze
This mod alters the effects of a Cryo Blast so it can be used in close
range and against multiple targets.

Range 75 ft.
Cooldown is reduced to 2 actions.
Melee attacks made with this Power Mod have a
+2 bonus to damage.
Cost: 4 biotic points to activate.
Rank 5: This power has the following statistics:

Requirements: Cryo Blast rank 1, Electronics 5 ranks, must spend a


feat slot to obtain it.
Benefits: When a character uses the Cryo Blast power, he can decide
to use his normal ranks of that power or use this Power Mod instead.
This mod works just like a normal Cryo Blast with the following
differences:

Range 80 ft.
Cooldown is reduced to 1 actions.

The power no longer affects a single target up to 60 ft away.


Instead, it affects all creatures, friend and foe alike, within a 15-ft
cone.

Melee attacks made with this Power Mod have a +2


bonus to damage.
Cost: 5 biotic points to activate.

If the Radius rank 4 option is chosen, that rank has no effect.


Instead, the area of effect of this Power Mod increases to a 20-ft
cone.

Rank 6: This power has the following statistics:


Range 85 ft.
Cooldown is reduced to 1 action.
Melee attacks made with this Power Mod have a +3
bonus to damage.
Cost: 5 biotic points to activate.

The Fortitude save DC increases by 2.


The power is still used with one action but the character can
maintain it for up to one additional action, which must the one
following the action in which the power was activated. The
character must pay double of the powers Tech point cost and
for that additional action the character can do nothing else
other than using this Power Mod. Cooldown is only applied
after this second action.

Shadow Strike

If a character wanders into the affected area, he is caught by


this power and must save against it as normal.

This mod alters the effects of a Tactical Cloak so it allows for a


hit-and-run strike.
Requirements: Tactical Cloak rank 1, must spend a feat slot to
obtain it.
Benefits: When a character uses the Tactical Cloak power, he
can decide to use his normal ranks of that power or use this
Power Mod instead. This mod works just like a normal Tactical
Cloak with the following differences:
The power only provides damage bonus for melee attacks.

Increase Tech Point cost by 1.


All other statistics of the Cryo Blast power remain the same.

Flamer
This mod alters the effects of an Incinerate so it can be used
in close range and against multiple targets.
Requirements: Incinerate rank 1, Electronics 5 ranks, must
spend a feat slot to obtain it.

The damage bonus to melee attacks, provided by the normal


Tactical Cloak, is doubled.
Anything that breaks a normal Tactical Cloak also breaks the
Shadow Strike cloak.

Benefits: When a character uses the Incinerate power, he


can decide to use his normal ranks of that power or use
this Power Mod instead. This mod works just like a normal
Incinerate with the following differences:

The cloak provides a +10 ft bonus to movement speed.


If the cloak is broken by making a melee attack, it activates
immediately after that attack (before the enemy can react),
providing a great chance for the character to escape. This second
activation of the cloak provides no bonuses to damage. In fact, if
this second cloak is broken by an attack or power used, that attack/
power deals only 50% of normal damage (minimum of 1).
The Tech Point cost is increased by 50%.
The cooldown for this power activates when the character first
activates this power and when the second cloak activates itself (if it
does so).
All other statistics of the Tactical Cloak power remain the same.

Chapter 4: Specializations

The power no longer affects a single target up to 60


ft away. Instead, it affects all creatures, friend and foe
alike, within a 15-ft cone.
If the Radius rank 4 option is chosen, that rank has
no effect. Instead, the area of effect of this Power Mod
increases to a 20-ft cone.
Damage dealt is reduced to 1/2 (minimum of 1).
The power is still used with one action but the
character can maintain it for up to one additional
action, which must the one following the action in
which the power was activated. The character must
pay double of the powers Tech point cost and for
that additional action the character can do nothing

162

else other than using this Power Mod. Cooldown is


only applied after this second action.

Throw distance (minimum 5-ft). If the distance thrown is just 5-ft, the
weapon ends in a square adjacent to the target.

If a character wanders into the affected area, he


is caught by this power and must save against it as
normal.

Neither the weapon nor the target take damage from this Power
Mod, unless the GM states otherwise. If the weapon collides against
another object or creature, that object/creature take 1d4 damage if
the weapon can be used with just one hand, or 1d6 damage if the
weapon requires two hands to use.

Increase Tech Point cost by 2.


All other statistics of the Incinerate power remain
the same.

Multi-Grenade

If rank 5 Radius option is selected, this Power Mod also affects


the target itself but he can save normally against it and both flying
distance is damage that Throw would normally apply are reduced to
50% (minimum 5 ft and minimum of 1 damage).

This mod alters the effects of a grenade-based power


so that the grenade launched divided itself into smaller
pieces. This causes the grenade to explode with less
impact but increases the area it affects.

If rank 6 Double Throw option is selected, this Power Mod can


affect one additional weapon the character wields, or one addition
holstered weapon. Roll the Disarm attempt for each weapon
seperately. If one holstered weapon is targetted, the opponent
gains a +4 bonus to the roll.

Requirements: Any one grenade-based power rank 1,


Repair 8 ranks, must spend a feat slot to obtain it.

Although this Power Mod mentions only weapons, it can be


used against any object wielded by the target.

Benefits: When a character uses the a grenade-based


power, he can decide to use his normal ranks of that
power or use this Power Mod instead. This mod works
just like that grenade-based power but with the following
differences:

Increase Biotic Point cost by 2.


All other statistics of the Throw power remain the same.

Remote Grenade

The grenade-based power deals only 1/2 damage when


it exploded (minimum of 1).
The area radius of the grenade-based power increases
by 50%. If the power only affected a single target, it now
affects adjacent creatures as well. If it affected the target and
adjacent creature, it now affects the target and all creatures
up to 10 ft away from it.

This mod alters the effects of a grenade-based power so that


the grenade launched doesnt explode when it should but
rather when the character orders it to.
Requirements: Any one grenade-based power rank 1,
Electronics 5 ranks, Repair 5 ranks, must spend a feat slot to
obtain it.

This Power Mod may be used when throwing a normal


grenade to increase its area of effect by 50% while reducing
its damage by 50% (minimum of 1).
All other statistics of the grenade-based power remain the
same.

Benefits: When a character uses the a grenade-based


power, he can decide to use his normal ranks of that power
or use this Power Mod instead. This mod works just like that
grenade-based power but with the following differences:

Precise Throw
This mod alters the effects of Throw so that it targets the enemys
weapon, disarming him.

The grenade-based power doesnt take effect when it


normally would. Instead, the grenade is thrown/placed
and remains in place for up to 1 minute per Intelligence
modifier (minimum of 1 minute). At any point during that
time, the character can choose to spend 1 action to have
the grenade explode and thus activate the grenadebased power.

Requirements: Throw rank 1, Biotics 6 ranks, Wis 14+, must spend


a feat slot to obtain it.
Benefits: When a character uses Throw, he can decide to use his
normal ranks of that power or use this Power Mod instead. This
mod works just like Throw but with the following differences:
The power does not affect the target. Instead it affects one of the
weapons he wields.
When this Power Mod is used the character makes a Disarm
attempt against the target using the ranged touch attack roll. If
successful, the weapon is sent flying to a direction of the characters
chosing.
The weapon is sent flying a number of feet equal to 1/2 normal

163

The character must be at least 500 ft away from the


grenade. He must be able to use his omni-tool to send
a signal to the grenade to activate. If communications
are being blocked, the signal may not be sent.
The character can have several grenades waiting
for the signal but he must spend 1 action to make 1
grenade explode.
After the time has passed, if the grenade didnt
explode, it does so and its grenade-based power
activates normally.
Any grenade thrown with this Power Mod can be
recovered before they explode but the character
must spend 1 action and an Electronics check

Chapter 4: Specializations

DC 15 to remove the timer and ensure the grenade


goes back to being a normal grenade that can be
used later on.
This Power Mod may be used when throwing a
normal grenade.

Stronger Fortification
This mod alters the effects of Fortification, increasing the DR bonus it
provides.
Requirements: Fortification rank 2, must spend a feat slot to obtain it.

Anyone can pick up a grenade that hasnt yet


Benefits: When a character uses the Fortification power, he can
exploded and and attempt to hack it so that it can
decide to use his normal ranks of that power or use this Power Mod
be used by that person. A Hacking check DC 20 is
instead. This mod works just like Fortification but with the following
required, as well as 1d4 actions, to make this happen.
differences:
If it does happen, the person that picked up the
The DR bonus provided by Fortification increases by 1.
grenade can either defuse it and store the grenade
Fortification provides no melee damage bonus.
for later use, as previously stated, or it can throw the
grenade again but this time he decides when the
Increase speed penalty by 5 ft. If rank 6 Light Current option is
grenade goes off, activating the grenade-based power
selected, the speed penalty remains it but it is only of 5 ft.
it was originally used to throw/place the grenade
Increase cooldown by 1 action.
there in the first place. If this second option is used, the
Must spend two uses of Fortification to activate this Power Mod,
timer still continued to count down normally from the
instead just one.
first time this Power Mod was used (for example: if an
Arc Grenade was thrown with a timer of 3 minutes but
All other statistics of the Fortification power remain the same.
after 2 minutes it is hacked by an enemy and that enemy
throws it back, the grenade will only wait 1 more minute
before exploding and activating the Arc Grenade power).
All other statistics of the grenade-based power remain
the same.

Exploding Singularity

This mod alters the effects of Singularity so that it throws


characters away shortly after they are affected by it.

Quickened Reactions
This mod alters the effects of an Adrenaline Rush to allow
the character change his initiative score and act before his
enemies.
Requirements: Adrenaline Rush rank 2, must spend a feat slot
to obtain it.

Requirements: Singularity rank 2, Throw rank 1, must spend a


feat slot to obtain it.
Benefits: When a character uses the Singularity power, he can
decide to use his normal ranks of that power or use this Power
Mod instead. This mod works just like Singularity but with the
following differences:

Benefits: When a character uses the Adrenaline Rush power, he


can decide to use his normal ranks of that power or use this
Power Mod instead. This mod alters the normal effects of the
Adrenaline Rush, replacing them for the following:
The normal effects of the Adrenaline Rush do not take effect.

Increase Radius of Singularity by 5 ft.


Singularity has no duration. Once this Power Mod is used,
it causes affected creatures (those that fail the Reflex and
Fortitude saves) to be immediately pulled towards the
center of the singularity and then expelled as if they had
been affected by a Throw (Throws power rank equals that
of the characters).

This Power Mod can be activated before or after the turn of


another character (friend or foe).
If used, this Power Mod immediately changes the characters
initiative count so that he can act when this Power Mod is
activated. The character takes his turn immediately after
activating this Power Mod and other turns will be made with the
new initiative count.
For the round made immediately after activating this Power
Mod, the character gains a bonus on all d20 rolls equal to the rank
number of his Adrenaline Rush power.
Cooldown of this Power Mod is 4 actions, which start at the end
of the round the character made immediately after activating this
Power Mod (so during that round, the character can still use other
Combat Powers)

Chapter 4: Specializations

Those affected by this Power Mod take the effects of


the Throw and receive an additional damage equal to
1d6 per 10 ft thrown.
Those affected end up prone.
Creatures and objects caught by this Power Mod are
thrown to the same direction they were pulled from.
Those affected are no longer considered to be flying
and dont take additional falling damage.
Increase Biotic Point cost by an amount equal to the
Biotic Point cost of the characters highest Throw rank.
All other statistics of the Singularity power remain
the same.

164

Implosion

Increase radius of the power by 10 ft.

This mod alters the effects of Singularity so that


it allows the character to use his biotic might and
crush an enemy to death with it.

Decrease cooldown by 1 action (minimum of 1 action).

Requirements: Singularity rank 6, Cha 18+, must


spend a Unique Specialization to obtain it.
Benefits: When a character uses the Singularity
power, he can decide to use his normal ranks of that
power or use this Power Mod instead. This mod alters
the normal effects of the Singularity, replacing them
for the following:

Those affected by this power do not turn into allies. Instead, they
are Confused (see Conditions in the Glossary) for the duration of this
power.
Increase Tech Point cost by 1.
All other statistics of the AI Hacking power remain the same.

Stronger Barrier

This mod alters the effects of Barrier, increasing the DR bonus it


provides.
When this Power Mod is used, the character throws
a small dark orb of biotic energy against the target,
Requirements: Barrier rank 2, must spend a feat slot to obtain it.
requiring a Range Touch to hit the target. If it hits, the
Benefits: When a character uses the Barrier power, he can decide
orb transforms itself into a miniature black hole that
to use his normal ranks of that power or use this Power Mod
prevents the target from moving or doing any actions.
The target can spend one action to make a Reflex save instead. This mod works just like Barrier but with the following
differences:
against the Singularitys saving throw DC. If he succeeds,
he frees himself from the effects of this Power Mod.
The DR bonus provided by Barrier increases by 1.
If it hits, the character also spends his next action
If this power is detonated, in addition to the damage taken by
to implode the target into the miniature black hole,
the power that detonates this Power Mod, the character also
completely crushing him and all his possessions he carries
takes the detonation damage that nearby characters would
with him. The target can make a Fortitude save (DC equals
take. The same happens if the character willingly detonates
Singularitys saving throw DC) to avoid this effect. If he fails,
this Power Mod with a free action.
he is completely killed and no trace of his existance is left
Increase Biotic Point cost by 1.
behind. Succeeding the save allows the target to survive
but deals 6d6 points of damage.
All other statistics of the Barrier power remain the same.
While binded by the miniature black hole, the target
remains in place and is neither sent flying nor prone. The
target is considered flat-footed as well.

Impervious Tech Armor

If the character takes damage between immediately using


This mod alters the effects of Tech Armor so that it provides
this power and until the end of the action used to implode
greater protection in critical areas of the body.
the target, he must make a Concentration check DC 20 +
damage taken or this power is disrupted and immediately Requirements: Tech Armor rank 2, must spend a feat slot to
cancelled. The cooldown enters in effect if this happens. The obtain it.
same happens if the character is moved, grappled, sent prone. Benefits: When a character uses the Tech Armor power, he
Also, during that time the character cannot perform any other
can decide to use his normal ranks of that power or use
actions and provokes AoO.
this Power Mod instead. This mod works just like Tech
Armor but with the following differences:
This Power Mod has a Biotic Point cost of 20 biotic points.
This Power Mod has a cooldown of 6 actions.

AI Disruption
This mod alters the effects of an AI Hacking so it can be used quickly
and against a larger number of enemies, at the cost of simply
confusing the targets of the power instead of turning them into
allies.
Requirements: AI Hacking rank 1, Hacking 3 ranks, must spend a feat
slot to obtain it.
Benefits: When a character uses the AI Hacking power, he can decide
to use his normal ranks of that power or use this Power Mod instead.
This mod works just like a normal AI Hacking with the following
differences:

165

While the character has Shield HP, he gains 5% chance


of negating critical hits and sneak attacks + 5% per rank
of this Power Mod. This stacks with other sources that
provide chance to negate critical hits and sneak attacks.
If the character loses all his Shield HP, or if he
dismissess this Power Mod, all creatures (not just
enemies) in the powers explosion radius will suffer
the explosion damage. The character also suffers the
same amount of damage.
Increase Tech Point cost by 2.
All other statistics of the Tech Armor power remain
the same.

Chapter 4: Specializations

Chapter 5
Items and Equipment

Chapter 5: Items and Equipment

166

Everyone needs equipment to see themselves


through a specific job or event. Explorers and
adventurers are no different but their need for
equipment may be greater than most.
This chapter covers most of the basic and exotic
equipment the characters can find and purchase
throughout the galaxy, such as weapons, heavy
weapons, armors, clothing and other equipment or
enhancements a character might need to succeed.

Starting Credits
A beginning character generally has enough wealth to start out with
the basics: some weapons, some armor suitable to his or her class
(if any), and some miscellaneous gear. As the character undertakes
adventures and amasses loot, he or she can afford better gear. At first,
however, the options are limited by the characters budget.

Note that this starting credits is an abstraction. Your character doesnt


walk into a store with handfuls of credits in his account and buys
every item one by one. Rather, these items may have come the
characters way as gifts from family, equipment from patrons, gear
Credit System
granted during military service, swag gained through duplicity, and
so on.
It has been long since any of the major galaxy races has
used any form of physical object as currency. Because
Assume your character owns at least two outfits of normal clothes,
everything is nowadays connected through electronic
one related to the characters usual job and another related to the
channels, the economy decided not to be the exception.
characters lifestyle during his free-times.
This was, of course, a long process that took decades to
accomplish for each race, but in the end everyone was
Availability
thankful for this transformation as it made all transactions
easier and lifted a lot of weight from wallets.
All the items described in this chapter are assumed to be available
Also, a unified, standard galactic currency was created: to PCs in some place or another. Many of these items are very
expensive and rare. You wont find them on the rack at a store
the credit. It was established by Citadels Unified Banking
Act. The legislation was drafted by the volus, due to their in a town. But a character with the credits to buy an expensive
item can usually connect with a seller and get it.
expertise in financial and commercial matters. The Act also
laid out regulatory guidelines for determining the value
and exchange rate of the credit in relation to the currencies
of the individual Citadel member races.

GMs can easily decide on the spot which items there are for
sale in a given space-port, space-station, colony or trader. In
general, characters should be able to buy any miscellaneous
equipment under 2000 credits anywhere. As for weapons and
armor, only those under 600 credits are available everywhere.
Others might be more difficult to find. If you, as the GM,
do not wish to decide which trade-post has what, use the
following considerations:

The credit has a managed floating exchange rate, calculated


in real time by the central bank to maintain the average value
of all participating currencies. Some regional currencies are
worth more than a credit, and some less. When the Systems
Alliance joined the Citadel, its various national treasuries were
linked into the credit network. A human with a bank account
of Mexican pesos, Japanese yen, or Indian rupees can purchase
any item priced in credits at fair market value. All economies
that participate in the credit network are required to price items
in both local currency and credits.

Small Economy: Small-sized colonies, stations or trade


ships have miscellaneous equipment that cost up to 2000
credits, and have armor and weapons that cost up to 750
credits.

Hard currency can be stolen or counterfeited, so electronic fund


transfers are the norm. More importantly, physical transactions
cannot be easily tracked, making them ideal for tax evasion or
the purchase of illegal goods.

Medium Economy: Medium-sized colonies, stations or


trade ships (least 10 times the size of a small economy)
have miscellaneous equipment that cost up to 5500
credits, and have armor and weapons that cost up to
1500 credits.

This entire game assumes that all trading actions (sells and buys)
are made using the Credit System, through electronic means.
No rules are covered here for individual currency of each race or
nationality.
The game does not assume variations in the values of credits, even
though they are covered by the CUBs Act, as previously stated.
GMs are, however, free to apply their own variations to the value of
credits, depending on the regional currency being used for example,
or depending on the economic situation of Citadel Space.
The Credit System and its network were so successful and appraise
that even races and regions outside Citadel Space use it.

167

Large Economy: Large-sized colonies, stations or


trade ships (20 times larger than small economy) have
miscellaneous equipment that cost up to 12500 credits,
have armor that costs up to 7600 credits and weapons
that cost up to 5000 credits.
Grand Economy: Colonies of city-size; city-sized
stations or extremely rich trade ships (at least 50
times larger than small economy) have miscellaneous
equipment that cost up to 23000 credits, have armor
that costs up to 23000 credits and weapons that cost
up to 12000 credits.
Massive Economy: Colonies of metropolis-size
(at least 100 times larger than small economy) or
the Citadel have any item available or allow a

Chapter 5: Items and Equipment

character to order that item.

and Melee.

These considerations can also be used for buying


More primitive ranged weapons, such as bows or crossbows, have long
different parts and upgrades for ships (see Ships
being forgotten as armors efficiently block any projectile fired from
chapter). Buying property, such as a house or a
those ranged weapons.
landing strip, however, is different. The available
Proficiency: Not all characters can use any weapon. In order to be
properties are always dependant on the type of
able to use them effectively, characters need to have the respective
planet, colony, station or ship. See Lodgings and
weapon proficiency. Otherwise they double the base recoil penalty to
Property below.
attack (see below) and suffer that penalty even if firing only one shot.
Characters not proficient with sniper-rifles cannot use them at all, as
Other Wealth and Trade
they are unable to regulate the scope and determine effects related
to the shot such as the Coriolis effect.
Traders always operate in credits. There is no way
around this. However, characters dont need to just
have credits. They can have titles of lands, resources,
fuel, etc, which can be traded for its equivalent cost in
credits.
The following table provides some information on the
cost of certain resources. Those resources are measured
in units, which is the standard galactic trade unit for
resources. Its quantity or weigh varies with the resource
and may change over time. This, however, has no
considerable affect on the game.
Cost

Item

1 credit

1 unit of fuel

20 credits

1 scanning ship probe

36 credits

1 unit of Element Zero

6 credits

1 unit of Iridium

3 credits

1 unit of Palladium

6 credits

1 unit of Platinum

5 credits

1 unit of gold

12 credits

1 unit of Uranium

1 credit

10 of metal

Selling Items

Different types of weapon: As stated, weapons are divided into


several different groups:
Pistols: Pistols are close- and mid-range weapons designed for a
variety of situations, particularly shooting on the move. They lack
the automatic fire of assault rifles, and do less damage compared
to shotguns or sniper rifles.
However, pistols are significantly more accurate than any of the
other weapons. For this reason they are generally reserved as
backup weapons for biotic and tech users as their main powers
recharge.
Submachine guns: These weapons resemble pistols in size
(being only a little bigger) but unlike the previous weapon type
these have automatic fire and are less accurate (but still more
accurate than assault rifles).
Assault Rifles: Assault rifles are designed for any combat
situation, allowing for close-, medium-, and even (in the
right circumstances) long-range combat. Their automatic
fire makes assault rifles perfectly designed for taking down
enemies quickly or providing cover fire, but due to their
high recoil, sniping with assault rifles is very difficult. Short,
controlled bursts and a crouching stance are required to
hit anything at long range. At close range, spraying bullets
into a target is effective, but not as quick at eliminating the
enemy as a shotgun blast.

In general, characters can sell their equipment for half the


listed price. The GM, however, can decide other selling and even
buying rates for items.

Shotguns: Shotguns are particularly deadly at close range,


as they deliver a massive shot hat scatters itself dealing
massive damage in close range, but greatly losing
Since all trade passes through the Credit System, characters efficiency at longer ranges. They have high recoil and
cannot trade resources or other form of wealth for an item or a low rate of fire but they deal a lot of damage in close
another product directly. They must first trade it for credits then quarters.
use the credits to buy what they seek. Traders, however, may
Sniper Rifles: Considered as the most deadly and
be willing to buy their resources and offer them special deals dangerous of hand-held weapons, sniper rifles have
depending on what they are trying to sell or buy.
an extremely low rate of fire but possess pin-point
accuracy even at extremely long ranges. They are ideal
to kill enemies at a large distance (which many refer to
as sniping an enemy) or to ambush them from places
that confuse them.

Weapons

Melee Weapons: Blades, staffs, knuckles, hammers,


bats, and even improvised weapons such as tables,
A characters weapons help determine how capable he or she is in a
chairs or containers, are all considered melee
variety of combat situations. Weapons are grouped into several types:
weapons. They are rarely used because others
Pistols, Submachine guns, Assault Rifles, Shotguns, Sniper Rifles
weapons are far more useful. Everyone is considered

Chapter 5: Items and Equipment

168

to be proficient with melee weapons.

use weapons designed for Small-sized creatures and vice-versa.

Unarmed Strikes: Although not weapons


themselves, any creature can make unarmed
strikes. Everyone is considered to be proficient with
unarmed strikes. See Combat for more information
on these types of attacks.

The object size of a weapon varies with weapon types: pistols are
tiny objects. Submachine guns, Assault Rifles and Shotguns are small
objects. Sniper Rifles are medium objects. Melee weapons are usually
tiny or small objects, or have the same size of the object that is used as
an improvised weapon.

Ammunition: All weapons, with the exception of


melee weapons, require ammunition. However, the
concept of ammunition has evolved. It is no longer a
small object to be fired by the weapon. Weapons in
the galaxy use mass accelerator technology. The guns
shave a bullet the size of a grain of sand off a dense
block of metal stored in the gun, decrease its mass with
a mass effect field, and fire the projectile at supersonic
velocities. Thus a weapons ammunition is virtually
unlimited.

Holstering Weapons: All non-melee weapons have two forms: the


normal, firing capable form, or another collapsed form that allows
for easy storage in a characters armor (in the back or the sides).
Holstered weapons never risk falling off and despite being exposed
the game considers that nothing can affect them until they are
being held. GMs, however, may apply different rules and decide
than in certain occasion a holstered weapon might be damaged for
some reason.

Weapon Encumbrance: Any character can carry up to one pistol,


one shotgun, one submachine gun, one assault rifle, one sniper
There is a catch, however: the mass accelerators within
rifle and one heavy weapon. Holstering or picking up weapons
the weapons over-heat with ease. Initially, this problem
requires you to spend one action. Weapons weight the same even
was largely ignored and most simply waited for weapons
in collapsed form.
to cooldown to be able to fire them again. But because
Melee weapons may be holstered to be carried on the back or
this made the weapon useless for more than half a minute
waist but doing so occupies the slot of another weapon.
(which can be an eternity during a firefight) and because
every time they overheated the circuits became more and
Weapon Qualities
more damaged, a new technology was developed: thermal
clips. These were created by the Geth to serve as heat
When selecting your characters weapons, keep in mind the
sinks for any weapon. Since any normal soldier can easily
following factors.
swap a thermal clip in a few seconds, this technology was
quickly copied by all other races. Whenever a thermal clip is Cost: This value is the weapons cost in credits. The cost
exhausted it means the weapon has already consumed the includes miscellaneous gear that goes with the weapon, such
clip and has overheated, but inserting a new thermal clip as a holster.
(and thus a new heat sink) immediately cools the weapon and
Damage: The Damage columns give the base damage you
allows it to fire once more.
deal with the weapon with each successful shot. There are
Now, instead of reloading a weapon to have more projectiles two columns for damage: one for Small-sized creatures and
to fire, characters reload the weapon every time a thermal clip another for Medium or larger creatures.
is expended. And it didnt took a standard galactic year for
soldiers to call a thermal clip as an ammo clip because for each
weapon thermal clip allows a character to fire a specific number
of shots, as if it was a normal ammo clip.
Thermal clips are a small round-like cylinder of orange color, 2
inches long and with 1 inch in diameter. Characters can carry up
to 12 Thermal Clips in special pockets made in armors, in addition
to those in each weapons chamber. Some armor upgrades allow
them to carry more Thermal Clips (see Armor Upgrades below).

Critical: The entry in this column notes how the weapon


is used with the rules for critical hits. When your character
scores a critical hit, multiply the shots base damage by
two, three, four or five times, as indicated by its critical
multiplier. Some bonuses to damage, added by powers,
abilities or upgrades, may also be multiplied this way.
See Critical Hits and Critical Failures to learn more about
critical hits.

Strength Needed: Not every character can use every


A Thermal Clip has no significant weight and 1 clip costs 1 credit. weapon. Some are so powerful that unless a character
Because thermal clips are extremely common and always in high has enough strength to hold the weapon and fire it, his
demand, this price has been constant throughout the entire galaxy. shot will likely be disrupted by the weapons kick. So in
order to use the weapon normally, a character must
Weapon Size: Weapons can be wielded by any creature of any sizes
have the Strength indicated in this column. Characters
that has fingers capable of handling the weapon a pulling the trigger.
without this Strength score can still fire the weapon
Even Geth Primes, which are Large creatures, use normal assault
but will take a penalty on all attack rolls (made with
rifles. Small creatures, however, use weapons adapted for them, that weapon) equal to the difference between the
which deal the lower damage but cost the same. This is because it
needed score and their own. So a character with
is expensive to make smaller weapons while maintaining the normal Strength 12 firing a M-98 Widow sniper rifle, that
range, rate of fire, recoil, clip size, and so on. The only thing unable to
requires a Strength score of 16, will take a -4 penalty
maintain is the weapons power. A Medium or larger creature cannot
on the attack (16 12 = 4).

169

Chapter 5: Items and Equipment

Rate of Fire: This column indicates the number of


shots a character can fire with each attack action.
The entries indicate the mode of fire of the weapon
followed by a number indicating how many rounds
it shoots. The modes of fire are as follows:

Recoil: This column indicates the penalty to attack imposed by the


weapons recoil. See the Combat chapter for more information.
Ammo Clip: This column indicates the number of shots a character can
fire, with the weapon, before a new Thermal Clip needs to be reloaded.
It requires 1 action to reload a new clip.

SS Single Shot. The weapon is only capable of firing


one shot with an attack action.

Range Increment: Any attack at equal or less than this distance is not
penalized for range, so a shot from a Carnifex Pistol (range increment
SA Semi-Automatic. The weapon can fire several
50 feet) can strike at enemies up to 50 ft away or closer with no
shots with an attack action but usually not as many as
penalty. However, each full range increment imposes a cumulative
an automatic weapon. Semi-Automatic weapons can
3 penalty on the attack roll. A Carnifex Pistol firing at a target 180
also fire in SS mode.
ft away suffers a 9 penalty on the attack roll (3 3, because 180 ft
B Burst. The weapon automatically fires a specific is at least three range increments but not four). A thrown weapon,
such as a grenade has a maximum range of five range increments.
number of shots with each attack action. This means
A projectile weapon, such as an assault rifle, can shoot up to twelve
weapons with B mode cannot fire in SS mode.
range increments. Snipers can shoot up to 30 range increments.
A Automatic. The weapon can fire several shots with
an attack action. Automatic weapons can also fire in SS Weight: This entry gives the weight of the weapon. There are
two columns for weight: one for weapons used by Small-sized
mode.
characters, and the other for weapons used by Medium-sized or
See the Combat chapter for more information on RoF and
larger characters.
the attack actions available for each mode of fire.
Weapons

Cost

Damage
Small

Critical

Medium

Str
Needed

Rate
of
Fire

Recoil

Ammo
Clip

Range
(ft)

Weight (lb)
Small

Medium

Pistols
Acolyte1

4.565

1d10

1d12

SA 1

-3

30

Arc Pistol1

1.685

1d5/1d10

1d6/1d12

11

SA 2

-2

18

30

Executioner
Pistol1

4.315

3d5

3d6

12

SS

None

50

6,5

M-3 Predator

280

1d5

1d6

SA 2

-2

15

30

M-5 Phalanx1

1.670

1d5

1d6

SA 2

-3

12

30

M-6 Carnifex

2.255

1d10

1d12

SA 1

-3

50

M-77 Paladin

3.735

2d5

2d6

SA 1

-3

50

M-358 Talon1

3.130

1d10

1d12

11

SA 2

-2

20

N7 Eagle1

2.055

1d4

1d6

A3

-3

18

30

Scorpion

2.510

1d10

1d12

11

SA 1

-1

30

Blood Pack
Punisher

4.315

1d4

1d6

13

A7

-5

40

40

Collector
SMG

11.670

1d6

1d8

13

A8

-4

40

40

Geth Plasma
SMG

3.060

1d3

1d4

12

A 12

-4

100

40

4,5

Submachine
Guns1

M-4 Shuriken

1.635

1d4

1d6

B6

-3

36

50

M-9 Tempest

440

1d3

1d4

A 10

-4

50

40

M-12 Locust

3.830

1d4

1d5

1920/2

A5

-3

20

60

3,5

M-25 Hornet

5.600

1d5

1d6

1920/3

13

B3

-5

24

70

N7 Hurricane

10.640

1d6

1d8

13

A 10

-5

40

50

4,5

Chapter 5: Items and Equipment

170

Weapons

Cost

Damage

Critical

Small

Medium

Str
Needed

Rate
of
Fire

Recoil

Ammo
Clip

Range
(ft)

Small

Weight (lb)
Medium

Assault Rifles2
Adas AntiSynthetic Rifle1

9.810

1d8

1d10

14

A3

-5

24

60

10

14

Chakram
Launcher1

2.725

1d3/1d5/

1d4/1d6/

12

SA 1

-1

60

4,5

2d5

2d6

Collectors
Assault Rifle1

3.560

1d3

1d4

13

A4

-2

28

60

7,5

10

Geth Pulse Rifle

4.815

1d3

1d4

13

A8

-2

80

60

M-8 Avenger

385

1d3

1d4

11

A4

-3

30

60

M-15 Vindicator

605

1d5

1d6

11

B3

-4

24

70

3.805

2d5

2d6

14

A1

-3

60

M-37 Falcon

4.250

1d5

1d6

14

A6

-5

60

70

7,5

10

M-55 Argus1

3.565

1d8

1d10

14

B3

-3

21

70

M-96 Mattock

1.265

1d6

1d8

12

SA 2

-2

16

70

6,5

M-99 Saber

4.810

1d10

1d12

19-20/3

14

SA 1

-4

100

11

N7 Typhoon

7.500

1d5

1d6

15

A6

-4

100

60

13

18

N7 Valkyrie

1.310

1d6

1d8

13

B2

-3

16

70

6,5

Particle Rifle

4.500

1d3/1d5

1d4/1d6

12

A6

-1

100

80

Phaeston

1.870

1d4

1d5

13

A5

-2

50

60

Striker Assault
Rifle1

5.000

1d8

1d10

13

A2

-4

12

60

11

15

12.920

3d5

3d6

19-20/3

14

SA 2

-4

15

10

13

M-76 Revenant

1
1

Shotguns1, 2
AT-12 Raider
Disciple

2.585

2d3 (+1d3)

2d4 (+1d4)

12

SA 2

-4

25

Geth Plasma
Shotgun

6.685

3d3/5d3

3d4/5d4

13

SA 1

- 3/5

45

11

Graal Spike
Thrower

1.745

1d6/2d6

1d8/2d8

13

SS

None

40

7,5

10

M-11 Wraith

5.080

3d5

3d6

13

SA 1

-5

25

7,5

10

M-22 Eviscerator

3.625

2d6

2d8

15

SA 1

-4

30

7,5

10

M-23 Katana

330

2d5

2d6

12

SA 1

-4

20

7,5

10

M-27 Scimitar

720

1d8

1d10

11

A2

-5

25

7,5

10

M-300 Claymore

9.740

3d6

3d8

16

SS

None

25

11

15

N7 Crusader

3.925

2d4

2d6

14

SA 2

-4

40

12

N7 Piranha

17.290

3d5

3d6

15

A2

-4

20

11

15

Reegar Carbine

3.200

1d3

1d4

14

A5

22

7,5

10

Venom Shotgun

7.615

3d5

3d6

13

SA 1

-4

10

13

Black Widow1

37.135

3d5

3d6

16

SA 1

-2

300

19

25

Collector Sniper
Rifle1

8.780

1d4

1d6

14

A7

-4

35

150

7,5

10

Javelin1

27.150

3d5

3d6

16

SS

None

200

14

20

Kishock Harpoon
Gun1

12.400

1d6/2d6
(+1d5)

1d6/2d6
(+1d6)

15

SS

None

70

13

18

30

Sp

50

Sniper Rifles

171

Chapter 5: Items and Equipment

Weapons

Cost

Damage
Small

Medium

Critical

Str
Needed

Rate
of
Fire

Recoil

Ammo Range
Clip
(ft)

Weight (lb)
Small

Medium

Krysae Sniper Rifle1

12.125

2d6

2d8

15

SA 1

-1

140

13

18

M-13 Raptor

3.100

2d3

2d4

13

SA 5

-2

15

130

10

14

M-29 Incisor

5.040

2d3

2d4

12

B3

-3

15

160

10

14

M-90 Indra

3.405

1d6

1d8

13

A3

-1

25

70

10

14

850

2d6

2d8

13

SS

None

200

10

14

3.450

1d8

1d10

13

SA 2

-2

150

10

14

M-98 Widow

35.400

2d8

2d10

16

SS

None

300

24

30

N7 Valiant

10.615

2d5

2d6

15

SA 2

-1

140

10

14

100

1d5

1d6

10

0,5

M-92 Mantis
M-97 Viper

1
1

Melee Weapons

Light Melee Weapons


Heavy Melee Weapon

200

2d4

2d6

19-20/2

Two-Handed Melee
Weapon2

400

2d6

2d8

19-20/2

Piece of glass

1d2

1d3

Bat, pipe or knuckle

30

3d3

3d4

Chain

50

1d6

1d8

10

Chair/small container

1d8

1d10

10

Varies

Varies

Table/medium
container

2d6

2d8

10

Varies

Varies

2.750

2d6

2d8

12

Nightshade Blades

550

1d4

1d6

18-20/2

0,5

N7 Shadow Blade

1.550

1d6

1d8

19-20/2

N7 Slayer Blade

1.550

1d6

1d8

19-20/2

Krogan Battle Hammer2

1.

This weapon has special rules. See its extended description to learn about them

2.

Requires the use of two hands to fire the weapon

Variants

They can increase critical multiplier of the weapon.

Each weapon can be upgraded up to a maximum of 5 times.


Upgrading the weapon increases its Variant version (they start
at Variant I). Each upgrade brings a specific number of benefits:

They can increase the range of the weapon.


Etc.

Variants are software upgrades for each weapon, bought


at shops or found during adventures. Once a variant
They reduce the weapons weight.
is purchased, the character needs to spend an hour
They can reduce the charging time of some weapons.
upgrading the weapon. Once upgraded, the market
They can increase rate of fire.
price of the weapon increases by an amount equal to the
They can reduce the recoil penalty the character suffers on variants cost.
his attack actions (please note this reduction does not affect
In order to buy a specific variant, the character must
weapons base recoil, it affects the total recoil penalty. Example: a
already possess the previous variant. Example: in order
character uses an M-8 Avenger type II to perform a Full-Auto Fire
to buy the Variant IV of an M-3 Predator pistol, the
action. In the first attack action, the recoil penalty will be -2 (-3
character must have bought the pistol as well as that
from weapon, with that penalty being reduced by 1 due to variant
pistols variant II and III.
II benefits). In the second attack action the penalty will be -5 (twice
The cost of a variant is always equal to the previous
-3, the weapons base recoil, with that penalty being reduced by 1
due to variant II benefits). In the third it will be -8 (three times -3, the variant cost +15% of that cost. Variant II costs always
weapons base recoil, with that penalty being reduced by 1 due to the normal weapons cost + 15% that cost. Round
normally.
variant II benefits).
They can increase critical threat range of the weapon.

Chapter 5: Items and Equipment

Melee weapons do not possess variants.

172

Pistols

Variant type
II

III

IV

VI

Each additional variant reduces weight by 5% (total -25% weight at variant VI). Do not round the result
Acolyte

Total recoil penalty reduced by 1


Increase DC by 2

Charge requires no
actions

Increase DC by 2

+1 critical threat range


Increase DC by 2

Arc Pistol

Total recoil penalty reduced by 1

Increase RoF by 1

Charge requires no action

Executioner Pistol

+1 critical threat range

+1 bonus damage

M-3 Predator

Total recoil penalty reduced by 1

Increase RoF by 1

+1 critical threat range

M-5 Phalanx

Total recoil penalty reduced by 1

Increase RoF by 1

+1 critical threat range

M-6 Carnifex

Total recoil penalty reduced by 1

Increase RoF by 1

+1 critical threat range

M-77 Paladin

Total recoil penalty reduced by 1

Increase RoF by 1

+1 critical threat range

M-358 Talon

Total recoil penalty reduced by 1

Increase RoF by 1

+1 critical threat range

N7 Eagle

Total recoil penalty reduced by 1

Increase RoF by 1

+1 critical threat range

Scorpion

Total recoil penalty reduced by 1

Increase RoF by 1

+1 critical threat range

Assault Rifles

Variant type
II

III

IV

VI

Each additional variant reduces weight by 5% (total -25% weight at variant VI). Do not round the result
Adas AntiSynthetic Rifle

Total recoil penalty


reduced by 1

Increase RoF by 1

Total recoil penalty


reduced by 1

+1 critical threat range

Chakram
Launcher

Total recoil penalty


reduced by 1

+1 critical threat range

Charge requires 1 less


action (min 0 actions)

Collectors
Assault Rifle

Total recoil penalty


reduced by 1

Increase RoF by 1

Total recoil penalty


reduced by 1

+1 critical threat range

Geth Pulse Rifle

Total recoil penalty


reduced by 1

Increase RoF by 1

Total recoil penalty


reduced by 1

+1 critical threat range

M-8 Avenger

Total recoil penalty


reduced by 1

Increase RoF by 1

Total recoil penalty


reduced by 1

+1 critical threat range

M-15 Vindicator

Total recoil penalty


reduced by 1

Increase RoF by 1

Total recoil penalty


reduced by 1

+1 critical threat range

M-37 Falcon

Total recoil penalty


reduced by 1

Increase RoF by 1

Total recoil penalty


reduced by 1

+1 critical threat range

M-55 Argus

Total recoil penalty


reduced by 1

Increase RoF by 1

Total recoil penalty


reduced by 1

+1 critical threat range

M-76 Revenant

Total recoil penalty


reduced by 1

Increase RoF by 1

Total recoil penalty


reduced by 1

+1 critical threat range

M-96 Mattock

Total recoil penalty


reduced by 1

Increase RoF by 1

Total recoil penalty


reduced by 1

+1 critical threat range

M-99 Saber

Total recoil penalty


reduced by 1

Increase RoF by 1

Total recoil penalty


reduced by 1

+1 critical threat range

N7 Typhoon

Total recoil penalty


reduced by 1

Increase RoF by 1

Total recoil penalty


reduced by 1

+1 critical threat range

N7 Valkyrie

Total recoil penalty


reduced by 1

Increase RoF by 1

Total recoil penalty


reduced by 1

+1 critical threat range

Particle Rifle

+1 critical threat range

Increase RoF by 1

Phaeston

Total recoil penalty


reduced by 1

Increase RoF by 1

Total recoil penalty


reduced by 1

+1 critical threat range

Striker Assault
Rifle

Total recoil penalty


reduced by 1

Increase RoF by 1

Total recoil penalty


reduced by 1

+1 critical threat range

173

Chapter 5: Items and Equipment

Submachine Guns

Variant type
II

III

IV

VI

Each additional variant reduces weight by 5% (total -25% weight at variant VI). Do not round the result
Blood Pack Punisher

Total recoil penalty reduced by 1

Increase RoF by 1

+1 critical threat range

Collector SMG

Total recoil penalty reduced by 1

Increase RoF by 1

+1 critical threat range

Geth Plasma SMG

Total recoil penalty reduced by 1

Increase RoF by 1

+1 critical threat range

M-4 Shuriken

Total recoil penalty reduced by 1

Increase RoF by 1

+1 critical threat range

M-9 Tempest

Total recoil penalty reduced by 1

Increase RoF by 1

+1 critical threat range

M-12 Locust

Total recoil penalty reduced by 1

Increase RoF by 1

+1 critical threat range

M-25 Hornet

Total recoil penalty reduced by 1

Increase RoF by 1

+1 critical threat range

N7 Hurricane

Total recoil penalty reduced by 1

Increase RoF by 1

+1 critical threat range

Shotguns

Variant type
II

III

IV

VI

Each additional variant reduces weight by 5% (total -25% weight at variant VI). Do not round the result
AT-12 Raider

Total recoil penalty reduced by 1

Increase range by 5 ft

+1 critical threat range

Disciple

Total recoil penalty reduced by 1

Increase range by 5 ft

+1 critical threat range

Geth Plasma Shotgun

Total recoil penalty reduced by 1

Increase range by 5 ft

Charge requires no action

Graal Spike Thrower

Total recoil penalty reduced by 1

Increase range by 5 ft

+1 critical threat range

M-23 Katana

Total recoil penalty reduced by 1

Increase range by 5 ft

+1 critical threat range

M-27 Scimitar

Total recoil penalty reduced by 1

Increase range by 5 ft

+1 critical threat range

M-300 Claymore

Total recoil penalty reduced by 1

Increase range by 5 ft

+1 critical threat range

M-22 Eviscerator

Total recoil penalty reduced by 1

Increase range by 5 ft

+1 critical threat range

M-11 Wraith

Total recoil penalty reduced by 1

Increase range by 5 ft

+1 critical threat range

N7 Crusader

Total recoil penalty reduced by 1

Increase range by 5 ft

+1 critical threat range

N7 Piranha

Total recoil penalty reduced by 1

Increase RoF by 1

+1 critical threat range

Reegar Carbine

Increase range by 5 ft

Increase range by 5 ft

+1 critical threat range

Venom Shotgun

Total recoil penalty reduced by 1

Charge requires no
actions

+1 critical threat range

Sniper Rifles

Variant type
II

III

IV

VI

Each additional variant reduces weight by 5% (total -25% weight at variant VI). Do not round the result
Black Widow

+1 critical threat range

Increase critical multiplier by 1

Collector Sniper Rifle

+1 critical threat range

Total recoil penalty reduced by 1

Increase critical multiplier by 1

Javelin

+1 critical threat range

Increase critical multiplier by 1

Kishock Harpoon Gun

+1 critical threat range

Increase critical multiplier by 1

Krysae Sniper Rifle

+1 critical threat range

Increase critical multiplier by 1

M-13 Raptor

+1 critical threat range

Total recoil penalty reduced by 1

Increase critical multiplier by 1

M-29 Incisor

+1 critical threat range

Total recoil penalty reduced by 1

Increase critical multiplier by 1

M-90 Indra

+1 critical threat range

Increase critical multiplier by 1

M-92 Mantis

+1 critical threat range

Increase critical multiplier by 1

M-97 Viper

+1 critical threat range

Increase critical multiplier by 1

M-98 Widow

+1 critical threat range

Increase critical multiplier by 1

N7 Valiant

+1 critical threat range

Chapter 5: Items and Equipment

Increase critical multiplier by 1

174

Each variant and its benefits are present in the


previous tables.

synthetics(multiplied on a critical hit). In addition it also deals +1 bonus


damage per shot against Shield HP.

The EMP-charged bursts fired by this weapon deals damage not only
to the target but also to anyone adjacent. Any creature adjacent to
the target takes 1/2 total damage dealt (independent of the situation,
Acolyte: Designed for asari resistance, the Acolytes
whether they have Shield HP, Plating HP or no protection, or if they
barrels fire advanced ammunition similar to that of
are immune to critical hits). If the adjacent creatures have some sort
an impact-triggered resonant warp bomb, which has
of cover, they are allowed a Reflex save with a DC equal to the attack
a devastating effect on shields and biotic barriers. The
result of the character (bonuses on Reflex saves due to movement or
specialized nature of the warp field means it does not
cover apply) to prevent this damage.
pierce armor as effectively, but the shooters biotics
Because of the nature of the projectiles, the weapon cannot benefit
are expected to make up for this shortcoming.
from Ammo powers.
The Acolyte deals +2 extra damage against Shield HP
It is 2 ft and 8 inches long in its normal form.
and Barrier effects per shot (this damage is multiplied
on a critical hit) but against Plating HP deals -2 damage
per shot (this damage is not multiplied on a critical hit).
Against Reaper units and unprotected synthetics it also At-12 Raider: Carried by the batarian militarys notorious Special
Intervention Unit, the Raider is a semi-automatic shotgun that
deals +1 extra damage per shot (multiplied on a critical
loads slowly but fires rapidly, with tremendous force. Short-range
hit).
even for a shotgun, the Raider has a large pellet spread. Rather
In addition, the shots explosion can momentarily daze
than eliminating recoil, its integral compensators instead make it
the target, forcing him to make a Fortide save DC 15
predictable and vertical.
or be dazed or 1 action
Being a shotgun, the AT-12
(the targets next action).
Raider deals far more damage
Cumulative hits require
at close range. For attacks
additional saves but the
made within range (without
daze duration does not
using range increments)
stack.
the weapon deals extra
The weapon has two major
+1d6 damage per shot. In
problems:
addition, when used to attack
a creature within range, the
First its shots travel
shots of the AT-12 Raider
somewhat slowly, and so
the targets gain double
scatter dealing damage to
movement
bonus
to
any creature adjacent to the
Acolyte Pistol
Defense.
target. Any creature adjacent
to the target takes 1/2 total
The second problem is
damage dealt (independent
that the weapon needs to be charged before it can fire. It takes
of
the
situation,
whether
they
have Shields, Plating or
1 action to charge the weapon. Once charged, the weapon can
no
protection,
or
if
they
are
immune
to critical hits). If
fire until its current Thermal Clip is exhausted or replaced, after
the
adjacent
creatures
have
some
sort
of cover, they
which it must be charged once more.
are
allowed
a
Reflex
save
with
a
DC
equal
to the attack
This weapon is only available in campaigns set during or after the
result of the character (bonuses on Reflex saves due to
events of ME3.
movement or cover apply) to prevent this damage.
It is 11 inches long in its normal form.
In addition, shots made within range have their critical
threat range increased by 1.
Adas Anti-Synthetic Rifle: Named in memory of the quarians
The main drawback of the AT-12 Raider is that the shots
killed in the Morning War on the planet Adas, this weapons
quickly lose their stopping power. For attacks made
electrical attack has been optimized for medium- to long-range
outside range (by using range increments), the weapon
firefights. Alliance marines take issue with calling it a rifle since, deals -1d6 points of damage per shot. Combined
technically, it has no rifling in its barrel. The quarians shrug this off, as
with the lowest range in its class, this makes the ATquarian weapon terminology rarely translates flawlessly into human
12 Raider a poor versatile weapon for long range
languages.
encounters.

Weapon Description

The Adas is without doubt one of the deadliest assault rifles against
those who rely too much on technology. The weapon deals +2
bonus damage per shot against Reaper units and unprotected

175

Batarian characters gain a +1 bonus to attack rolls


made with this weapon.
It is 2 ft long in its normal form.

Chapter 5: Items and Equipment

Arc Pistol: An innovation of the quarian Admiral power. Applying that rank to this weapon has no effect.
DaroXen, the Arc Pistol is a scaled-down Arc
This weapon is only available in campaigns that occur after the events
Projector that only requires thermal clips, to solve
of Mass Effect 2.
its power problems. The Arc Pistol uses a nonvisible
It is 3 ft and 6 inches long in its normal form.
laser to ionize the air and create a path for a highampere electric shock. For a more damaging blast, it
can be charged up.
Chakram Launcher: The fancifully named Chakram Launcher uses
To charge the weapon, the character must spend 1
an internal fabricator to manufacture lightweight ammunition
action. Once charged, the weapon deals 1d12 damage
discs wrapped in holographic tracers. The discs explode on impact,
instead of 1d6 (for Medium-sized or larger characters).
sending shrapnel tearing through the enemy. Markings stamped
However, each shot consumes 3 ammo from the
on the guns barrel are a shipping code created by its manufacturer,
ammo clip, instead of just 1 when it fires charged. The
Ama-Lur Equipment. The code warns that the rifle must be
charge lasts only for the next attack action.
assembled carefully, as it contains mixtures extremely volatile
under pressure. This is why the Chakram Launcher requires thermal
This weapon is only available in campaigns that occur
clips: without a way to dissipate the intense heat caused by its
after the events of Mass Effect 3.
fabrication process, the rifles circuitry would quickly destroy itself
Quarian characters gain a +1 bonus to attack rolls made
in a spectacularly lethal meltdown.
with this weapon.
The Chakram Launcher has a unique charging system. A
It is 1 feet and 1 inch long in its normal form.
character can spend 1 action to charge the weapon allowing
it to deal 1d6 damage with each shot, instead of 1d4 (for
Medium-sized or larger
Blood Pack Punisher:
characters),
during
The Punisher features
the next attack action.
a secondary barrel that
But the character can
fires one armor-piercing
instead spend 2 actions
round per main-barrel
charging the weapon so
burst. It was developed
that instead of dealing
by
Blood
Pack
1d4 or 1d6 it deals
gunsmiths who found
2d6 (for Medium-sized
that their vorcha recruits
or larger characters),
frequently forgot to
during the next attack
optimize ammo loads in
action. These charged
the heat of combat. This
shots do not consume
configuration
makes
additional ammo from
Arc
Pistol
the process automatic
the clip.
and highly effective at
Due to the nature of the projectile shot, the weapon cannot
penetrating armor.
pierce through objects, despite whatever Ammo power or
The Blood Pack Punisher deals +1 extra damage against Plating
upgrade that would otherwise allow such piercing ability.
HP per shot (this damage is multiplied on a critical hit)
The Blood Pack Punishers shots are so powerful, they can pierce
through objects as if they had the rank 1 of the Armor-Piercing
Ammo power. Applying that rank to this weapon has no effect.
This weapon is banned from Citadel Space so using it could pose
judicial problems.
It is 1 feet long in its normal form.

It is 2 ft and 2 inches long in its normal form.


Collector Assault Rifle: The Collector Assault Rifle uses
the same principles as a human assault rifle, but its
organic components clearly set it apart. Its power source
appears to be an internal organ with biotic capacitance;
its ammunition resembles pellets of metallic enamel
that strip shields off enemies with deadly efficiency.

Black Widow: The Alliance wanted to reduce the reload time of


The Collector Assault Rifle deals +1 extra damage
the original M-98 Widow sniper rifle, without sacrificing its stopping
against Shield HP per shot (this damage is multiplied
power. The solution was to increase the number of shots the gun
on a critical hit).
could fire before it needed a fresh thermal clip. Heavy for a sniper
rifle, the Black Widows firepower more than compensates for its This weapon is only available in campaigns that occur
after the events of Mass Effect 2.
encumbrance.
The Black Widows shots are so powerful, they can pierce through It is 2 ft and 6 inches long in its normal form.
objects as if they had the rank 1 of the Armor-Piercing Ammo

Chapter 5: Items and Equipment

176

Collector SMG: This short weapon is a hybrid Collector Sniper Rifle, the character must remain a total of 9 actions
of mechanical and organic parts, some more
without firing with this weapon). This cooldown is automatic, the only
advanced than the Collector assault rifle. It vents
way to prevent it is by firing the weapon. If the weapon is fired while
heat automatically rather than requiring thermal
ammo is being recovered, the recovery process stops and must start
clips and, when wielded by a Collector, extends a
again.
neural link to their skin at the wrist. Its ammunition
In addition, the wielder of this weapon can use a free action to have
is effective against armor and low recoil makes it a
the weapon deal +1 extra damage against Plating HP per shot (this
good weapon for sustained suppression.
damage is multiplied on a critical hit) or have it deal +1 extra damage
The first major difference is that the weapon resembles
against unprotected organics per shot (this damage is multiplied on
weapons of the old firing system, where there were
a critical hit).
no thermal clips. A collector SMG possesses an ammo
This weapon is only available in campaigns that occur after the
clip but only to indicate the quantity of attacks it can
events of Mass Effect 2.
make before overheating. This forces the weapon to
cooldown on its own, a process taking quite a lot of time. It is 3 ft and 2 inches long in its normal form.
For the weapon to start the cooldown, the character
must remain 2 consecutive actions without firing with it.
Once those actions have passed, the weapon cooldowns Disciple: Originally handcrafted for the exclusive use of justicars,
the Disciple Shotguns schematics were finally released to asari
and recovers ammo at a rate of 5 ammo per action (so
in order to recover a completely depleted Collector SMG, commandos after centuries of negotiation. The Disciple uses
the character must remain a total of 10 actions without shells packed with microscale submunitions to deal staggering
firing with this weapon). This cooldown is automatic, the amounts of damage.
only way to prevent it
Being a shotgun, the
is by firing the weapon.
Disciple deals far more
If the weapon is fired
damage at close range.
while ammo is being
For attacks made within
recovered, the recovery
range (without using
process stops and must
range increments) the
start again.
weapon deals extra
+1d6 damage per shot.
In addition, the Collector
SMG deals +1 extra
damage against Plating
HP per shot (this damage
is multiplied on a critical
hit)

In addition, attacks
made with the Disciple
have a lingering effect,
dealing an additional
1d4 points damage at
Blood Pack Punisher Submachine Gun
the beginning of the
This weapon is only
targets next action.
available in campaigns
Multiple
attacks
stack
this
damage.
that occur after the events of Mass Effect 2.
It is 1 ft and 9 inches long in its normal form.
It is 1 feet and 1 inch long in its normal form.
Collector Sniper Rifle: This weapons long-range particle beam Executioner Pistol: Invented by Blood Pack weapons
is capable of sustained fire, allowing it to switch between anti- experts, the first Executioner was improvised using spare
personnel or anti-materiel roles just by holding down the trigger. parts and scrap metal during an Omega territory dispute.
This rifle does not accept thermal clips, instead cooling down by The result was a hand-held cannon able to fire highventing heat into a liquid-containing sleeve that radiates it through impact armor-piercing slugs, although only one at a
time due to its limited heatsink. Many Blood Pack mercs
the fin-like protuberances on its barrel.
carry an Executioner as backup in case they get pinned
The first major difference is that the weapon resembles weapons
down, but some enthusiasts prefer it as their primary
of the old firing system, where there were no thermal clips. A
gun, sticking to the one-shot-one-kill approach.
collector sniper rifle possesses an ammo clip but only to indicate the
quantity of attacks it can make before overheating. This forces the The Executioner Pistols shots are so powerful, they
weapon to cooldown on its own, a process taking quite a lot of time. can pierce through objects as if they had the rank 1 of
For the weapon to start the cooldown, the character must remain the Armor-Piercing Ammo power. Applying that rank
2 consecutive actions without firing with it. Once those actions to this weapon has no effect.
have passed, the weapon cooldowns and recovers ammo at a rate In addition, the Executioner Pistol deals extra +2
of 5 ammo per action (so in order to recover a completely depleted
damage with each shot against Plating HP

177

Chapter 5: Items and Equipment

(multiplied on a critical hit).


It is 1 feet and 1 inch long in its normal form.

take thermal clips. Holding down the trigger speeds up its rate of fire,
rapidly depleting the guns heat sink in exchange for nearly continuous
fire.

The Geth Plasma SMG deals +1 extra damage against Shield HP per
Geth Plasma Shotgun: This three-barreled geth
shot (this damage is multiplied on a critical hit) but against Plating
weapon fires miniature but potent cluster rounds of
deals -1 damage per shot (this damage is not multiplied on a critical
superconducting projectiles and has a longer range
hit).
than standard shotguns. A two-stage trigger system
allows for either quick-fire capacitors or a charge- For each subsequent attack action made without pause, the
weapons RoF increases by +3. This means a character performing,
and-release attack to electrify the projectiles as they
exit the weapon. As the rounds hit the target, they for example, a Full-Auto Fire attack action would fire a number of
shots equal to the weapons normal RoF in the first attack action
fragment and electricity arcs between the pieces, flashconverting the air to conductive plasma. The resulting but in the second it would fire that amount +3 and in the third that
amount +6. In addition, if in the following rounds the character
impact, heat, and electrical charge overloads shields
and barriers and causes massive trauma to unarmored continues to fire the weapon, the RoF continues to increase. So,
in the same example, making another Full-Auto Fire attack action
targets.
in the following round makes the weapon fire with a RoF equal
When used to attack a creature within range, the shots
to normal RoF +9 in the first attack action, normal RoF +12 in the
of the Geth Plasma Shotgun scatter dealing damage to
second, and normal RoF +15 in the third.
any creature adjacent to the target. Any creature adjacent
In addition, when making attack actions in which the RoF was
to the target takes 1/2 total damage dealt (independent
increased through this weapons special feature, the total recoil
of the situation, whether
penalty is reduced by 1.
they
have
Shield
Unlike the RoF increase,
HP, Plating HP or no
this reduction is not
protection, or if they are
cumulative.
immune to critical hits).
If the adjacent creatures
Geth characters gain a
have some sort of cover,
+1 bonus to attack rolls
they are allowed a Reflex
made with this weapon.
save with a DC equal
It is 1 feet long in its
to the attack result of
normal form.
the character (bonuses
on Reflex saves due to
movement or cover
Geth Pulse Rifle:
apply) to prevent this
Geth pulse rifles are
Collector Assault Rifle
damage.
comparable
to
a
standard
stock
assault
In addition, the Geth
rifle, but finely balanced with low-recoil and incredibly
Plasma Shotgun deals extra +2 damage with each shot against
high accuracy. The pulse rifle fires a rapid stream of lightunprotected organic targets (multiplied on a critical hit)
weight slugs which are wrapped in a phasic envelope to
The Geth Plasma Shotgun can also be charged to deal greater
increase their damage.
damage. To charge the weapon the character must spend 1
action. Once charged, the shots made in the next attack action This weapon is only available in campaigns that occur
deal 5d4 damage instead of 3d4 (for Medium-sized or larger after the events of Mass Effect 1.
creatures). Each shot fired while charge consumes 2 ammo from Geth characters gain a +1 bonus to attack rolls made
the ammo clip. This charge has a major drawback: the base recoil
with this weapon.
of the weapon increases to -5 instead of -3 when it fires charged.
It is 2 ft and 8 inches long in its normal form.
Geth characters gain a +1 bonus to attack rolls made with this
weapon.
Graal Spike Thrower: The Graal is one of a long line
It is 2 ft and 3 inches long in its normal form.
of krogan weapons used to hunt thresher maws. Its
ammunition consists of oversized flechettes meant to
Geth Plasma SMG: Produced by the Geth, This submachine pierce thresher hide and create deep wound channels
leading to massive blood loss. For additional
gun works on the same principles as the Spitfire: it shoots super
conducting toroids that break apart on impact, retaining an electrical firepower, the weapon is double-barreled, and, as a
charge that flash-converts the shrapnel into plasma. Unlike the last resort, possesses blades to cause internal injuries
Spitfire, however, this smaller geth weapon has been modified to if the wielder is swallowed by the thresher. Using a

Chapter 5: Items and Equipment

178

Graal on a humanoid target has predictably grisly


effects.

shot is enough.

The Kishock Harpoon Gun can be charged to deal greater damage. To


The Graal Spike Thrower can also be charged to
charge the weapon the character must spend 1 action. Once charged,
deal greater damage. To charge the weapon the
the shots made in the next attack action deal 2d8 damage instead of
character must spend 1 action. Once charged,
1d8 (for Medium-sized or larger creatures). Firing charged shots does
the shots made in the next attack action deal 2d8
not consume additional ammo. In addition, firing charged increased
damage instead of 1d8 (for Medium-sized or larger
the weapons range to 100 ft instead of 70 ft.
creatures). Firing charged shots does not consume
In addition, attacks made with the Kishock have a lingering effect,
additional ammo.
dealing an additional 1d6 points damage at the beginning of the
Because the Graal Spike Thrower projectiles travel
targets next action. Multiple attacks stack this damage.
somewhat slowly, the targets gain double movement
This weapons shots deal 1 extra point of damage against
bonus to Defense.
unprotected synthetics and organics.
Krogan characters gain a +1 bonus to attack rolls made
with this weapon.
It is 1 ft and 10 inches long in its normal form.
Javelin: Called the Javelin by Alliance marines, this geth
weapon holds a reservoir of ferrofluid, magnetically drawn
into the firing chamber and expelled at lethal speeds. Like
a high-pressure water
jet, the ferrofluid cuts
through nearly anything
it hits with so much heat
that it resembles a beam
of light, causing terrible
wounds.

The Kishock Harpoon Guns shots are so powerful, they can pierce
through objects as if they had the rank 1 of the Armor-Piercing
Ammo power. Applying that rank to this weapon has no effect.
On a successful critical hit, made with this weapon, the target is
pushed back 1d2 squares (5 to 10 ft) and falls prone.
Because the Kishock Harpoon Gun projectiles travel somewhat
slowly, the targets gain double movement bonus to Defense.
Batarian characters gain
a +1 bonus to attack
rolls made with this
weapon.
It is 3 ft long in its
normal form.

The Javelins scope has


enhanced visual feeds
Krysae Sniper Rifle:
that make it easier
This turian antimateriel
to spot invisible or
rifle is modified to kill
hidden targets, such as
Reaper enemies. The
characters under the
Geth Plasma Shotgun
Krysaes scope uses
effect of the Tactical
a rangefinder that
Cloak power. Against
adjusts to keep the
those targets, while using the Aiming action, the Javelin
target in proper proportion to the shooter, which comes
provides its wielder with a +10 bonus on Spot checks.
in useful when the sniper is forced into close range. Its
In addition, the weapons shots are so powerful and over-heated specialized ammunition is explosive. In a desperate move,
that they also reduce the cover bonus to Defense of the target to the turians released its specifications over the extranet so
that nearly anyone with a fabricator could manufacture
1/2, as the wielder of the Javelin is fully aware he can target thin
this weapon to help the war effort.
spots of the targets cover in order to hit him.
Geth characters gain a +1 bonus to attack rolls made with this The Krysae possesses several unique features:
weapon.
Double-Shot: this feature allows the weapon to be
charged with one action. The charge cannot be hold
It is 3 ft and 6 inches long in its normal form.
so once it is finished the wielder must spend the
next action firing it or loses the charge. If he fires the
Kishock Harpoon Gun: An Alliance captain on her fifth tour of the
weapon when charged, the weapon fires two shots
Terminus Systems once said that seeing a Kishock was the easiest with the highest attack bonus and no recoil penalty.
way to tell if she was being attacked by batarian mercenaries or
The only problem is, the second shot consumes
slavers, since no bastard with a Kishock means to take you alive. This double ammo (so using this double-shot feature must
powerful sniper rifle fires a harpoon-like spike that causes massive
always consume 3 ammo: on for the first shot, two for
internal bleeding, and its miniaturized disrupters will also destroy the second, thus expending the thermal clip).
synthetics. The rifles biggest drawback is that it must be reloaded
Proximity Fuse: the explosive shots of this weapon
after every shot, but for those with steady aim and good timing, one
damage to target anyone adjacent to him

179

Chapter 5: Items and Equipment

(damage dealt to adjacent creatures is the same as Phalanx enjoys a ballistics advantage over most pistols. Civilian variants
to the target). However, this proximity fuse causes
are often purchased by colonists on planets that have particularly
the shots to explode when passing near an enemy.
dangerous big-game animals.
Because of this, when attacking, you have to draw
The M-5 Phalanx was designed to break Shield HP so against them it
a line between you and the target and determine
deals +1 extra point of damage per shot (multiplied on a critical hit).
which squares the line intersects (if the line touches
It is 1 feet long in its normal form.
a corner, all squares with that corner are considered
as being intersected). If any enemy stands in one of
those intersected squares, the fuse explodes dealing
M-6 Carnifex: A highly accurate and lethal pistol. The Carnifex is
damage to that enemy and those adjacent to him (if
there are several enemies in the intersected squares, a favored sidearm of mercenary leaders and Eclipse mercenary
tech specialists. An expensive but powerful weapon, its marketing
the fuse explodes with the nearest enemy).
materials feature a charging krogan with the slogan Dont you wish
You do not need to see the enemy, so creatures that are
Carnifex was at your side?
hidden or invisible activate the fuse.
The M-6 Carnifex was also designed to be most effective against
Reaper Bane: because this weapon was made to fight
Plating, dealing +1 extra damage per shot against that protection
Reaper enemies, it deals an additional 2 points of
(multiplied on a critical hit).
damage per shot against Reaper units.
It is 1 feet and 1 inch long in its normal form.
Because the Krysae Sniper Rifle projectiles travel
somewhat slowly, the targets gain double movement
bonus to Defense.
M-8 Avenger: The Avenger is a common, versatile, militarygrade
assault
rifle
This weapon is only
manufactured
by
the
available in campaigns
Elkoss
Combine.
Its
set during or after the
accurate
when
fired
events of ME3.
in short bursts, and
It is 3 ft and 4 inches
deadly when fired on
long in its normal form.
full auto. The modular
design and inexpensive
components of the
M-3 Predator: A reliable,
Avenger make it a
accurate
sidearm.
favorite of military
Manufactured
by
groups and mercenaries
Elanus Risk Control, the
alike. The rifle has a
Predator is valued as a
Graal Spike Thrower Shotgun
reputation for being
powerful, deadly, and
tough, reliable, easy
relatively inexpensive
to use, and easy to
weapon. While it is not generally deployed in the military, its
upgrade.
still very popular in the Terminus Systems.
It is 2 ft and 2 inches long in its normal form.
It is 1 feet long in its normal form.
M-9 Tempest: Produced by Elanus Risk Control Services
for the Eclipse mercenary band, the Tempest is an
expensive but deadly addition to anyones personal
arsenal. This fully automatic submachine gun is
punishing up close, but becomes less accurate at long
The M-4 Shuriken deals +1 extra damage against Shield HP per range.
shot (this damage is multiplied on a critical hit) but against Plating
The M-9 Tempest deals +1 extra damage against Shield
HP deals -1 damage per shot (this damage is not multiplied on a
HP per shot (this damage is multiplied on a critical hit)
critical hit).
but against Plating HP deals -1 damage per shot (this
It is 1 feet and 2 inches long in its normal form.
damage is not multiplied on a critical hit).
M-4 Shuriken: As shields have grown in popularity, so has the
popularity of submachine guns. Manufactured by the Elkoss
Combine, the Shuriken Machine Pistol fires six-round bursts with
a high rate of fire.

It is 1 feet and 2 inches long in its normal form.


M-5 Phalanx: The M-5 Phalanx is the product of the Alliances
Offensive Handgun Project, a close-in weapon to be used with no loss
of stopping power in comparison with a soldiers assault rifle. The

Chapter 5: Items and Equipment

M-11 Wraith: The Wraith is favored among


mercenaries, pirates, and slavers in the Terminus

180

systems. Its high-impact damage and sturdy M-15 Vindicator: A battle rifle that fires in three-round bursts.
construction make it a popular quick-draw Favored by assassins and elite mercenaries, and deadly at any range.
shotgun. A variant of the M-22 Eviscerator, demand
Manufactured by Elanus Risk Control Services for the Blue Suns
for the Wraith is higher than ever, even though
mercenary group, the Vindicator is popular in the Terminus Systems.
the weapon is banned in Citadel space. In order to
It is 2 ft and 4 inches long in its normal form.
lighten its weight, the Wraith holds fewer shots than
the Eviscerator.
M-22 Eviscerator: The Lieberschaft 2180 shotgun, or Eviscerator, is
Being a shotgun, the M-11 Wraith deals far more
of human civilian design and has a unique ammunition generator.
damage at close range. For attacks made within
range (without using range increments) the weapon Where most modern firearms shave off chips or pellets from an
ammunition block, the M-22 shaves off serrated metal edges
deals extra +1d6 damage per shot. In addition, When
used to attack a creature within range, the shots of the designed to fly aerodynamically. This dramatically improves
its armor-piercing capabilities, and its tight grouping ensures
M-11 Wraith scatter dealing damage to any creature
adjacent to the target. Any creature adjacent to the lethality at longer ranges than standard shotguns. This design
violates several intergalactic weapons treaties, so the M-22 is not
target takes 1/2 total damage dealt (independent of
distributed to militaries.
the situation, whether they have Shield HP, Plating HP
or no protection, or if they are immune to critical hits).
Being a shotgun, the M-22 Eviscerator deals far more damage at
If the adjacent creatures have some sort of cover, they
close range. For attacks made within range (without using range
are allowed a Reflex save with a DC equal to the attack
increments) the weapon deals extra +1d6 damage per shot. In
result of the character (bonuses on Reflex saves due to
addition, When used to attack a creature within range, the shots
movement or cover apply) to prevent this damage.
of the M-22 Eviscerator
scatter dealing damage
It is 1 ft and 9 inches
to any creature adjacent
long in its normal form.
to the target. Any
creature adjacent to
the target takes 1/2
M-12
Locust:
The
total damage dealt
Kassa
Fabrications
(independent of the
Model 12 Locust is a
situation, whether they
compact
submachine
have Shield HP, Plating
gun developed for the
HP or no protection,
Alliance but now favored
or if they are immune
by gang enforcers and
to critical hits). If the
hitmen.
Featuring
adjacent creatures have
a
complex
recoilJavelin Sniper Rifle
some sort of cover, they
reducing mechanism
are allowed a Reflex
and
high-grade
autotargeting software, the Locust delivers longer-range, more save with a DC equal to the attack result of the character
(bonuses on Reflex saves due to movement or cover apply)
accurate fire than others in its class.
to prevent this damage.
The M-12 Locust deals +1 extra damage against Shield HP per
shot (this damage is multiplied on a critical hit) but against In addition, the M-22 Eviscerator shots deal 1 extra
Plating HP deals -1 damage per shot (damage not multiplied on
damage against platting.
a critical hit).
It is 1 ft and 10 inches long in its normal form.
In addition, when used as an off-hand weapon (see Two-Weapon
Wielding feat), the Two-Weapon Wielding penalty is reduced by 1.
Multiple sources that reduce this penalty stack.
It is 1 feet and 1 inch long in its normal form.

M-23 Katana: Manufactured by Ariake Technologies,


the Katana is a common mercenary weapon, and is also
popular on colonies with varren infestations. Its deadly
at short range, but ineffective at long range.

Being a shotgun, the M-23 Katana deals far more


M-13 Raptor: The Raptor is a human version of a turian weapon
developed for conflict on the low-gravity world Amar. Fighting at damage at close range. For attacks made within
range (without using range increments) the weapon
longer ranges than expected, the turians optimized a low-recoil,
semi-automatic rifle with a scope, and issued it to their regular deals extra +1d6 damage per shot. In addition, When
used to attack a creature within range, the shots of
infantry, creating a hybrid weapon that was half-assault rifle and halfthe M-23 Katana scatter dealing damage to any
sniper weapon.
creature adjacent to the target. Any creature
It is 3 ft long in its normal form.

181

Chapter 5: Items and Equipment

adjacent to the target takes 1/2 total damage dealt real combat conditions the second and third rounds frequently climb in
(independent of the situation, whether they have
difficulty. The noise of the burst is comparable to a single rifle shot in
Shield HP, Plating HP or no protection, or if they are
duration, making it no easier to locate the sniper by sound.
immune to critical hits). If the adjacent creatures
It is 3 ft long in its normal form.
have some sort of cover, they are allowed a Reflex
save with a DC equal to the attack result of the
character (bonuses on Reflex saves due to movement
M-37 Falcon: This Alliance rifle launches 25mm mini-grenades.
or cover apply) to prevent this damage.
Lighter and more accurate than most grenade launchers, the Falcon
burns through specialized ammunition as well as standard thermal
It is 1 ft and 8 inches long in its normal form.
clips. A field fabrication kit generates this ammunition, leaving the
clips as the rifles only limitation.
M-25 Hornet: The M-25 Hornet is a long-range
Because the M-37 Falcon fires 25mm mini-grenades, it deals damage
submachine gun created by Cerberus. It is standard
not only to the target but also to anyone adjacent. Any creature
issue for Cerberus troops, who are trained to handle
adjacent to the target takes 1/2 total damage dealt (independent
the recoil from the guns three-round bursts. Cerberus
of the situation, whether they have Shield HP, Plating HP or no
designed the Hornet to conserve ammunition and
protection, or if they are immune to critical hits). If the adjacent
provide cover-fire during prolonged conflicts.
creatures have some sort of cover, they are allowed a Reflex save
The M-25 Hornet deals +1 extra damage against Shield with a DC equal to the attack result of the character (bonuses on
HP per shot (this damage is multiplied on a critical hit).
Reflex saves due to movement or cover apply) to prevent this
This weapon is only available in campaigns that occur damage.
during or after the
events of Mass Effect 3.
It is 1 feet and 2 inches
long in its normal form.
M-27
Scimitar:
Manufactured by Ariake
Technologies,
the
Scimitar features twin
mass effect generators,
giving it a more rapid
rate of fire than a
M-3 Predator
traditional shotgun. This
weapon was created for
the Eclipse mercenary band, but is rapidly becoming popular
long in its normal form.
with Blood Pack mercs as well.

Since the M-37 Falcon


fires
mini-grenades,
it can be used to fire
on areas to which the
character has no line
of sight, but because
doing so requires the
shots to be arched,
the weapons range is
reduced to 1/2 for those
shots. Squares adjacent
to whatever blocks
line of sight cannot be
targeted.
It is 2 ft and 6 inches

Being a shotgun, the M-27 Scimitar deals far more damage at


close range. For attacks made within range (without using range M-55 Argus: The high-powered Argus rifle is an excellent
increments) the weapon deals extra +1d6 damage per shot. In close-range weapon, and its bursts of fire conserve
addition, When used to attack a creature within range, the shots ammunition during lengthy conflicts. Others across the
of the M-27 Scimitar scatter dealing damage to any creature galaxy are adopting the Argus as their standard rifle, for
adjacent to the target. Any creature adjacent to the target takes both its intimidation factor and suppression power.
1/2 total damage dealt (independent of the situation, whether
A character under the effect of the Adrenaline Rush
they have Shield HP, Plating HP or no protection, or if they are combat power and firing an M-55 Argus have the
immune to critical hits). If the adjacent creatures have some sort of
weapons critical threat range increased by 1, while that
cover, they are allowed a Reflex save with a DC equal to the attack power lasts.
result of the character (bonuses on Reflex saves due to movement
It is 2 ft and 5 inches long in its normal form.
or cover apply) to prevent this damage.
It is 1 ft and 11 inches long in its normal form.

M-76 Revenant: The M-76 Revenant unleashes a


storm of high-velocity slugs. It has low accuracy but
M-29 Incisor: The Incisor is a sniper rifle designed to overload active a high thermal clip capacity, and packs considerable
defenses. Firing three rounds with each pull of the trigger, the Incisor firepower. This custom-made machine gun features
was initially advertised as having negligible recoil, although under
technology not widely available. Protected against

Chapter 5: Items and Equipment

182

replication by sophisticated Fabrication Rights


Management (FRM) technology, only the richest
and most powerful warlords can afford the
Revenant.

setting is advertised as a feature rather than a shortcoming as it curbs a


soldiers tendency to spray inaccurate fire under stress.
It is 2 ft and 1 inch long in its normal form.

Because the M-76 Revenant possesses technology


similar to the one used for Light Machineguns, its
reload time is slower. It takes 2 actions to reload an
M-76 Revenant with a new thermal clip.

M-97 Viper: The Viper is a semi-automatic, rapid-fire sniper rifle


manufactured by Rosenkov Materials. Rosenkov developed a
patented automated-release system that assists with thermal-clip
ejection, shortening the Vipers reload time. This rifle is popular with
Due to its power, the weapon becomes deadly against
military snipers, who appreciate a long-range gun that can snap off
unsuspected targets. When attacking a target while
multiple shots in the blink of an eye.
it is surprised (such as attacking from stealth), the
The M-87 Vipers shots are weaker against Shield HP or Plating
weapon has its critical threat range increased by 1.
HP, dealing -1 point of damage per shot against those types of
It is 2 ft and 6 inches long in its normal form.
protection.
It is 3 ft and 3 inches long in its normal form.
M-77 Paladin: The Paladin is a reliable, durable weapon
developed by law enforcement looking for a highpowered but easily concealed sidearm for undercover
agents. Surprisingly small for its hitting power, the
Paladin is a variant on the Carnifex pistol. While it has a
smaller clip than the
Carnifex, its shots are
unquestionably
more
powerful.

M-98 Widow: The Widow Anti-Material Rifle is primarily used


by sniper teams in assault missions against armored vehicles
or krogan. While kinetic barriers offer effective protection on
vehicles,
the
kind generated
by conventional
military
field
generators are far
The M-77 Palading deals
too weak against
+1 extra damage against
the
Widow.
Plating HP and against
However,
the
Shield HP per shot (this
initial design of
damage is multiplied on
the M-98 Widow
a critical hit)
was
of
geth
It is 1 feet and 1 inch
origins and its
long in its normal form.
kick was strong
enough to shatter
M-4 Shuriken
the arm ofn organic.
M-90
Indra:
The
Several research firms
Indras low-powered scope leaves it most effective at medium
spent a considerable fortune trying to redesign the Widow
range, but many soldiers believe this limitation is offset by the
sniper rifle. Their goal was to retain the geth weapons
guns rapid rate of fire. The Indra is the first military-grade, fully
considerable firepower while reducing its recoil, so that
automatic sniper rifle. It has an extremely efficient heat-sink
the gun could be fired without breaking a nonsynthetics
system that allows a surprisingly large number of shots to be arm. After much trial and error, one company finally
fired before the weapon ejects its thermal clip.
produced a usable model rolled out to the galactic
market.
It is 3 ft long in its normal form.
The M-98 Widows shots are so powerful, they can
pierce through objects as if they had the rank 1 of the
M-92 Mantis: The Mantis is a powerful sniper rifle able to take out
Armor-Piercing Ammo power. Applying that rank to this
most targets in a single shot. Its incredibly accurate at long range,
weapon has no effect.
but rate of fire is slow. Manufactured by Devlon Industries, the
Before the end of the events of Mass Effect 2, this
Mantis is primarily used by police and planetary militia groups.
weapon weighs 86 (70 lbs for small), and requires a Str
It is 3 ft long in its normal form.
of 18 to fire.
It is 4 ft and 6 inches long in its normal form.
M-96 Mattock: Medium-range, semi-automatic rifle. The Mattock
is a hybrid weapon with an assault rifles low heat production and a
sniper rifles punch. Marksmen favor its increased power over that of
an assault rifle to bring down hardened targets. Its lack of a full-auto

183

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


favored by only the most elite marksman, the

Chapter 5: Items and Equipment

M-99 Saber is jokingly referred to as The Big Iron


for its sheer stopping power. Each M-99 Saber is
designed specifically for its owner, making it one of
the Alliances more expensive weapons.

The M-358 Talons shots are so powerful they resemble a shotgun.


For attacks made within range (without using range increments) the
weapon deals extra +1d6 damage per shot. In addition, When used
to attack a creature within range, the shots of the M-358 Talon scatter
The M-99 Saber is quite slow to reload, one of the dealing damage to any creature adjacent to the target. Any creature
few drawbacks this powerful weapon possesses. adjacent to the target takes 1/2 total damage dealt (independent
of the situation, whether they have Shield HP, Plating HP or no
It takes 2 actions to reload the weapon with a fresh
protection, or if they are immune to critical hits). If the adjacent
thermal clip.
creatures have some sort of cover, they are allowed a Reflex save with
The M-99 Saber also includes a scope, so it doesnt
a DC equal to the attack result of the character (bonuses on Reflex
benefit from any scope modifications. However, this
saves due to movement or cover apply) to prevent this damage.
incorporated scope allows it to be considered as a
This weapon is only available in campaigns that occur during or
sniper rifle for the purpose of the Camping action.
after the events of Mass Effect 3.
It is 2 ft and 6 inches long in its normal form.
It is 1 feet long in its normal form.
M-300 Claymore: The Claymore used to be a hardhitting but poor-selling shotgun due to kickback
problems snapping the arms of anyone but krogan
firing the weapon. After a rehaul of its kinetic dampening
system, the Claymore is being rolled out again. As a way
to lure back customers,
the guns manufacturer
has
lowered
the
shotguns selling price
without skimping on its
stopping-power.

N7 Crusader: Bruised and bloody Alliance marines on Torfan


attributed their survival against waves of batarian mercenaries to
the precision and stopping power of the Crusader. With a design
patterned on riot shotguns, this weapon has a moderate rate
of fire that rewards careful aiming. Since this accuracy provides
little room for error, the
Crusader is primarily
used by highly trained
soldiers.
The
N7
Crusader
includes
an
incorporated targeting
laser.
When
using
the Aiming action, a
character
attacking
with this weapon gains
+1 bonus to attack
rolls.

Being a shotgun, the


M-300 Claymore deals
far more damage at close
range. For attacks made
within range (without
using range increments)
the weapon deals extra
M-8 Avenger Assault Rifle
+1d6
damage
per
It is 1 ft and 8 inches
shot. In addition, When
used to attack a creature within range, the shots of the M-300 long in its normal form.
Claymore scatter dealing damage to any creature adjacent to
the target. Any creature adjacent to the target takes 1/2 total
damage dealt (independent of the situation, whether they have N7 Eagle: The Alliances Offensive Handgun Project
received funding to update one of its designs, its
Shield HP, Plating HP or no protection, or if they are immune to
critical hits). If the adjacent creatures have some sort of cover, engineers chose to redesign the already impressive
they are allowed a Reflex save with a DC equal to the attack result Phalanx pistol. The result is the Eagle: a compact, fully
of the character (bonuses on Reflex saves due to movement or automatic pistol that delivers unprecedented accuracy
and punch with a rapid firing rate. The Eagle is named
cover apply) to prevent this damage.
after the Desert Eagle, a classic handgun which gained
Before the end of the events of Mass Effect 2, this weapon weighs
a romantic reputation among gun collectors, thanks
25 lbs (19 for small), and requires a Str of 18 to fire.
to its popularity in 20th and 21st-century Earth action
movies.
It is 1 ft and 8 inches long in its normal form.
M-358 Talon: The Talon is a close-range pistol favored by Cerberus
Guardians. Firing heavy-gauge shotgun pellets, it delivers massive
trauma to unarmored targets. Its waste heat is sufficiently excessive
that it carries six separate ammunition blocks, rotating like a
twentieth-century revolver to prevent shaver jam or misfire due to
premature melting of the shot.

Chapter 5: Items and Equipment

The N7 Eagle shots are so powerful that on a successful


critical hit, the target is pushed back 1d2 squares (5 to
10 ft) and falls prone.
It is 1 feet and 1 inch long in its normal form.
N7 Hurricane: While some militaries pass on the

184

Hurricane because of its lower accuracy, the Combined with the lowest range in its class, this makes the N7 Piranha a
Alliance feels the guns rapid firing rate offers
poor versatile weapon for long range encounters.
excellent suppressive fire. A disciplined marksman
This weapon is only available in campaigns set during or after the
can use the fully automatic submachine gun to
events of Mass Effect 3.
chew through targets with alarming speed. Alliance
It is 2 ft long in its normal form.
officers were so pleased with field results that the
Hurricane is now many squadrons standard-issue
SMG.
N7 Typhoon: The Typhoon is a distinctive small light machine gun
The N7 Hurricane deals +1 extra damage against
featuring a face shield to protect the shooter from headshots. Its
Shield HP per shot (this damage is multiplied on a
power and recoil are so notorious that it includes a high-tech kinetic
critical hit) but against Plating HP deals -1 damage per
reducer to fight muzzle climb. Since the reducer tries to limit all
shot (this damage is not multiplied on a critical hit).
motion by the weapon, marksmen do not engage it while moving
In addition, when used as an off-hand weapon (see and instead reduce recoil only while they are in cover.
Two-Weapon Wielding feat), the Two-Weapon Wielding
The N7 Typhoons shots are so powerful, they can pierce through
penalty is reduced by 1. Multiple sources that reduce
objects as if they had the rank 1 of the Armor-Piercing Ammo
this penalty stack.
power. Applying that rank to this weapon has no effect.
It is 1 feet and 2 inches long in its normal form.

In addition, when using the Aiming action, the character increases


his chance of negating critical hits and sneak attacks by 25% but
only against targets that stand in front of the characters last line
of attack (use best judgement).

N7 Piranha: The N7 Piranha is an assault shotgun designed


for the Reaper war. When
the N7 program began
training alien resistance
forces, the lighter-bodied
species wanted a lowrecoil weapon with a
wide pellet spread for
dealing with husks. The
result was the Piranha,
which hit a sweet spot in
close-range firepower. Its
rapid-fire capability tears
apart not only husks, but
most opponents unlucky
M-12 Locust Submachine Gun
enough to be in its way.

This weapon is only


available in campaigns
set during or after the
events of ME3.
It is 2 ft and 5 inches
long in its normal form.

N7 Valiant: The Valiant


is a sniper rifle tested
by Alliance soldiers
during a series of harsh
survival exercises on
the planet Kruljaven.
This
streamlined
Being a shotgun, the N7 Piranha deals far more damage at close
weapon
employs
a
sophisticated
fire-control
system
range. For attacks made within range (without using range
that
improves
accuracy
by
stabilizing
the
barrel
during
increments) the weapon deals extra +1d6 damage per shot.
targeting.
Although
this
comes
at
the
cost
of
reduced
In addition, when used to attack a creature within range, the
shots of the N7 Piranha scatter dealing damage to any creature capacity and rate of fire, most soldiers find the increase in
adjacent to the target. Any creature adjacent to the target takes precision a worthy tradeoff.
1/2 total damage dealt (independent of the situation, whether
It is 3 ft and 4 inches long in its normal form.
they have Shields, Plating or no protection, or if they are immune
to critical hits). If the adjacent creatures have some sort of cover,
N7 Valkyrie: After the carnage of the Battle of the
they are allowed a Reflex save with a DC equal to the attack result
of the character (bonuses on Reflex saves due to movement or Citadel, Alliance officers commissioned a new rifle
for their ground forces. A variation of the popular
cover apply) to prevent this damage.
Avenger design, the Valkyrie is now standard issue
In addition, shots made within range have their critical threat range
for new recruits. Exceptionally well-crafted, accurate,
increased by 1.
and packing ample firepower, the rifle is a hot blackThe N7 Piranha also deals 1 extra point of damage per shot against market item when it surfaces.
Reaper creatures (multiplied on a critical hit).
This weapon is only available in campaigns that occur
The main drawback of the N7 Piranha is that the shots quickly lose
after the events of Mass Effect 1.
their stopping power. For attacks made outside range (by using
It is 2 ft and 6 inches long in its normal form.
range increments), the weapon deals -1d6 points of damage per shot.

185

Chapter 5: Items and Equipment

Particle Rifle: After the Reapers obliterated the This weapon is only available in campaigns that occur after the events
Prothean Empires warships, the Prothean resistance
of Mass Effect 2.
was forced to develop weapons that did not rely
It is 2 ft and 4 inches long in its normal form.
on intact supply lines. The Prothean Particle Rifle is
a stripped-down, powerful assault rifle modified to
fire without thermal clips or specialized ammunition.
Reegar Carbine: This electrical weapon improves upon the arc pistols
Alliance scientists agree that it appears to share some
design by generating a sustained current on its target. This weapon
principles with the Collectors particle beam weapon,
is named for the quarian Reegar family, whose marines have served
although this gun requires a temporary cool-down
valiantly against the geth.
period if it overheats. An amalgam of two different
eras of technology, the particle rifle is still a deadly, Though its shots do little damage, this weapon possesses no recoil
since the current automatically directs the shots to the enemy.
efficient weapon.
However, this current is limited to the weapons range, further than
The first major difference is that the weapon resembles
that it doesnt work and thus the weapon cannot fire against targets
weapons of the old firing system, where there were no
beyond its range.
thermal clips. A particle rifle possesses an ammo clip
This weapons shots deal 1 extra point of damage against
but only to indicate the quantity of attacks it can make
before overheating. This forces the weapon to cooldown unprotected synthetics and against Shield HP per shot (multiplied
on a critical hit).
on its own, a process taking quite a lot of time. For the
weapon to start the cooldown, the character must remain
Quarians have a +1 bonus to attack when using this weapon
5 actions without firing with it. Once those actions have
Because of the nature of the projectiles, the weapon cannot
passed, the weapon cooldowns and recovers ammo at
benefit from Ammo
a rate of 5 ammo per
powers.
action (so in order to
It is 2 ft and 4 inches
recover a completely
long in its normal form.
depleted Particle Rifle,
the character must
remain a total of 25
Scorpion:
Originally
actions without firing
issued
to
the
salarian
with this weapon). This
STG
to
allow
small
cooldown is automatic,
units
to
contain
much
the only way to prevent
larger enemy forces,
it is by firing the weapon.
the Scorpion pistol now
If the weapon is fired
sees service galaxywhile ammo is being
wide.
M-23
Katana
Shotgun
recovered, the recovery
process stops and must
The Scorpion fires lowstart again.
velocity, squash-head projectiles with a dual use. The highThe Particle Rifle, however, as one major benefit, aside from the explosive filler within the projectiles contains an adhesive
lack of recoil: its base damage increases to 1d6 (for Medium- that secures the projectile to the target on impact. When
sized or larger characters) when the weapon only has less than fired into a surface, it turns into a proximity mine. These
projectiles have a delay of 1 action, meaning they remain
50 shots available.
inert and glued to the target or surface for 1 action. At the
This weapon is only available in campaigns that occur after the
end of the characters next action, they explode dealing
events of Mass Effect 3.
their damage to target and 1/2 that damage to anyone
adjacent to him. If used in a surface, it must attack a
Because of the nature of the projectiles, the weapon cannot
specific square, dealing normal damage to any creature
benefit from Ammo powers.
or object in that square, and 1/2 that damage to any
It is 2 ft and 4 inches long in its normal form.
creature adjacent to that square.
Because the Scorpions projectiles travel somewhat
Phaeston: Named after a turian spirit of creation, the Phaeston was slowly, the targets gain double movement bonus to
engineered to provide the best possible balance between accuracy
Defense. Failing to hit the character may result on the
and firepower in a machine gun. Each shot is tempered by kickback projectile to glue itself to the surface (provided the
dampeners inside the shoulder stock, which lets the Phaeston pack
attacks result exceeded the squares Defense, which
more punch than other weapons its size without sacrificing precision. is usually 5).
Its fully automatic fire and relatively light weight has turned the
Also, during the delay of the projectiles, the target
Phaeston into the turian infantrys primary go-to weapon.
can spend 1 free action to remove it by making a

Chapter 5: Items and Equipment

186

Str check DC 12, forcing the projectile to fall on


the ground in the targets occupied square. Failure
means the target could not remove the projectile.

In addition, when making attack actions in which the RoF was increased
through this weapons special feature, the total recoil penalty is reduced
by 1. Unlike the RoF increase, this reduction is not cumulative.

Since the Scorpion fires explosive projectiles that


Krogan characters gain a +1 bonus to attack rolls made with this
resemble mini-grenades, it can be used to fire on
weapon.
areas to which the character has no line of sight, but
It is 2 ft and 5 inches long in its normal form.
because doing so requires the shots to be arched,
the weapons range is reduced to 1/2 for those shots.
Squares adjacent to whatever blocks line of sight
Venom Shotgun: The Venom shotgun was developed by the
cannot be targeted.
salarian Special Tasks Group to meet the unpredictable needs of
Because of the nature of the projectiles, the weapon those stationed in hostile areas. The double barrel fires ammunition
that detonates on impact, while a third barrel below can be charged
cannot benefit from Ammo powers.
to fire a round of microgrenades. Given the nature of most STG
It is 1 feet long in its normal form.
assignments, the Venom was designed to force an exit strategy
and was issued to teams whose primary objective was to extract
compromised undercover operatives. The shotgun is now issued
Striker Assault Rifle: The Striker is a fully-automatic
weapon that functions more as a grenade launcher to frontline soldiers in the war against the Reapers.
than a rifle, firing high-impact slugs that detonate on
The explosive round fired by this weapon deals damage not only
contact. The weapon increases its rate of fire the longer to the target but also to anyone adjacent. Any creature adjacent
the trigger is held, which is devastating if the weapon
to the target takes 1/2 total damage dealt (independent of the
can be kept on-target.
situation, whether they
In an attempt to market
have Shield HP, Plating
the Striker outside of
HP or no protection,
the Krogan DMZ, the
or if they are immune
gun was designed to be
to critical hits). If the
fired by non-krogan, but
adjacent creatures have
its recoil tends to offsome sort of cover, they
balance smaller species.
are allowed a Reflex
Enthusiasts point out
save with a DC equal
that the target on the
to the attack result of
receiving end of a Striker
the character (bonuses
has far worse things
on Reflex saves due to
to worry about than
movement or cover
balance.
apply) to prevent this
M-92 Mantis Sniper Rifle
damage.
Because the Striker
Assault Rifles fires grenade-like projectiles, it deals damage
not only to the target but also to anyone adjacent. Any
creature adjacent to the target takes 1/2 total damage dealt
(independent of the situation, whether they have Shields, Plating
or no protection, or if they are immune to critical hits). If the
adjacent creatures have some sort of cover, they are allowed a
Reflex save with a DC equal to the attack result of the character
(bonuses on Reflex saves due to movement or cover apply) to
prevent this damage.

This weapon can be charged with one action. Doing so


causes it to fire a round that separates into 5 bomblets,
dealing damage to everything in a 15-ft radius instead,
and all creatures (except for the one targeted) can make
a Reflex save to halve the damage, instead of preventing
it. Firing a charged shot does not consume additional
ammo.
The explosive rounds fired by the Venom Shotgun have a
shallow trajectory and so their range increment penalty
is -4 instead of -3.

For each subsequent attack action made without pause, the


weapons RoF increases by +1. This means a character performing,
for example, a Full-Auto Fire attack action would fire a number of
shots equal to the weapons normal RoF in the first attack action
but in the second it would fire that amount +1 and in the third that
amount +2. In addition, if in the following rounds the character
continues to fire the weapon, the RoF continues to increase. So, in
the same example, making another Full-Auto Fire attack action in the
following round makes the weapon fire with a RoF equal to normal
RoF +3 in the first attack action, normal RoF +4 in the second, and
normal RoF +5 in the third.

187

Since the Venom Shotgun fires mini-grenades, it can


be used to fire on areas to which the character has no
line of sight, but because doing so requires the shots
to be arched, the weapons range is reduced to 1/2 for
those shots. Squares adjacent to whatever blocks line
of sight cannot be targeted.
Because of the nature of the projectiles, the weapon
cannot benefit from Ammo powers.
It is 2 ft and 1 inches long in its normal form.

Chapter 5: Items and Equipment

Light Melee Weapons: This group includes 1d8 damage on melee attacks made with them.
weapons such as daggers, knifes, batons, all
Like heavy melee weapons, a chain occupies one hand. Counts as a
weapon attachments that provide damage to
heavy melee weapon.
melee attacks, lesser omni-shield and even the
omni-blade. They are useful in close quarters and
they add 1d6 damage to any melee attack made
Chair or small containers: Any chair or small container can be used
with them. However they occupy one hand and
as an improvised weapon, provided the character can pick it up. They
weapons (with exception of Pistols and Submachine
deal extra 1d10 blunt damage on melee attacks made with them.
guns) require the use of two hands, so only a few
However, these weapons require a character to use both hands to
characters use these.
attack. Counts as a two-handed melee weapon.
Chairs and small containers have one major advantage: if they hit a
Heavy Melee Weapons: This group includes heavier
target, they hinder it. The target must spend an action pulling the
melee weapons such as longswords, axes, large
chair out of the way, go around it or jump over.
hammers, monomolecular blades and even the omnishield. Despite being called Heavy Melee Weapons,
these weapons can still be used in one hand. They are
Krogan Battle Hammer: Developed for Krogan Battlemasters, this
useful in close quarters and they add 2d6 damage to any
massive hammer possesses a special impact chamber in which
melee attack made with them.
the character can store biotic energy or electricity. The hammer
is considered a Two-Handed Melee Weapon and adds a +2d8
bonus damage on melee attacks. And because the weapon was
Two-Handed Melee Weapons: This group includes
developed by krogans,
heavier melee weapons
for krogans, they gain a
that can only be used
+2 bonus damage with
with two hands, like
in attacks made with
greatswords, staves and
this weapon. Also, while
large hammers. They are
Medium-sized creatures
useful in close quarters
have to use two hands
and they add 2d8
to wield this weapon,
damage to any melee
krogan and creature
attack made with them.
with sizes larger than
Medium-size can wield
it with one single hand
Piece of Glass: Similar
(these consider the
to light blades but less
weapon as a Heavy
deadly, pieces of glass
M-98 Widow Sniper Rifle
Melee Weapon).
are picked up usually
after breaking glassWhenever a target
bottles. They only add 1d3 lethal bonus damage on melee
takes damage from this weapon, he must make a Fortitude
attacks made with them. Because they are improvised weapon,
save DC 8 + wielders Str bonus to damage or is pushed
melee attacks made with them suffer a -4 attack penalty with
5 ft away from the wielder and is staggered, losing his
them.
next available action (a successful save negates both
Like light melee weapons, a piece of glass occupies one hand.
Counts as a light melee weapon.
Bat, pipe or knuckles: These weapons deal are like clubs with
different shapes and sizes. They deal extra 3d4 blunt damage on
melee attacks made with them. Because of non-cutting format, DR
of targets is doubled against these weapons.

effects). On a successful critical, the target must make the


same Fortitude save or is instead pushed back 10 ft, is
staggered and is also sent prone.
In addition, this weapon allows for two special charge
actions:

Biotic Charge: The wielder can spend biotic points, with


a free action, to charge the hammer for one attack,
dealing a bonus damage equal to 1/2 the number
Like light melee weapons, these weapons occupy one hand. Counts
of points spent (rounded down). If the attack is not
as a light melee weapon.
successful, the charge remains until a successful
Knuckles do not have significant weight while the others weight 3 attack is made with the hammer, or until one of
lbs.
the following happens: the character holsters the
hammer, the character loses the hammer or until 1
minute has passed (in either situations, the charge
Chain: Chains are melee weapons used in one hand that deal extra
dissipates harmlessly). If a hammer charged with

Chapter 5: Items and Equipment

188

biotic points hits a creature under the influence


of a biotic power, it deals instead a bonus damage
equal to the number of points spent and the DC of
the Fortitude save is increased by 2.

sword or until 1 minute has passed (in either situations, the charge
dissipates harmlessly).

N7 Slayer Blade: Created by the Alliance for the N7 branch of


Tech Charge: The character can spend tech points
Vanguards called N7 Slayers, this monomolecular blade attunes itself
in the same manner to charge the hammer with
automatically to element zero nodules that exists in the wielders
electricity. The target of the attack takes a bonus
body. This blade counts as a Heavy Melee Weapon and adds +1d8
damage equal to 1/2 the number of points spent
damage to melee attacks. Given that it was first developed for
(rounded down) while every creature within 15-ft of
human vanguards and is incorporated in the training of N7 Slayers,
the target (with exception of the hammers wielder)
Vanguards of the Human race gain a +1 damage bonus when using
takes 50% that damage (rounded down). Creatures
this weapon.
with Shield HP, synthetics and/or mechanicals take
Any character wielding this weapon can use the following special
double this bonus damage. All creatures affected
must make the same Fortitude save as the target to the charge action:
stagger and knockback effect. Like when it is charged
Biotic Charge: The wielder can spend tech points, with a free action,
with biotic points, the charge remains until a successful
to charge the blade. This charge is immediately released when an
attack is made with the hammer, or until one of the
attack made. The wielder can then spend 1 action to make a special
following happens: the character holsters the hammer,
action, which provokes AoO, that releases the charge affecting
the character loses the hammer or until 1 minute
all creatures in a 50-ft line, dealing damage to each equal to the
has passed (in either situations, the charge dissipates
number of points spent. Affected creatures can make a Reflex
harmlessly).
save DC 15 to halve the
damage. Unprotected
The
krogan
battle
or unarmored targets
hammer cannot be
are sent prone unless
charged with both tech
they succeed on the
points and biotic points.
Reflex save.
Whenever a new charge
is applied, the previous
The charge remains
one (if any) is removed.
until an attack is made
or until one of the
following happens: the
N7 Shadow Blade:
character holsters the
Created by the Alliance
sword, the character
for the N7 branch
loses the sword or until
of Infiltrators called
1 minute has passed
Particle Rifle
N7
Shadows,
this
(in either situations,
monomolecular blade
the charge dissipates
attunes itself automatically to the wielders omni-tool.
harmlessly).
This blade counts as a Heavy Melee Weapon and adds +1d8
damage to melee attacks. Given that it was first developed
for human infiltrators and is incorporated in the training of N7 Nightshade Blades: These special claws were developed
Shadows, Infiltrators of the Human race gain a +1 damage bonus by the turian military for their frontline specialists. They
count as Light Melee Weapons and add +1d6 damage
when using this weapon.
on melee attacks. Because they were made mostly for
Any character wielding this weapon can use the following special
turians, characters of that race gain a +1 bonus damage
charge action:
with these blades.
Tech Charge: The wielder can spend tech points, with a free action,
In addition to normal damage, and the special rules
to charge the blade for one attack. This charge is immediately
below, the weapon is made of materais that are
released when an attack made. Whether the attack is successful
poisonous to organics. Any unprotected creature that
or not, it releases this charge which deals electric damage, in
takes damage from these blades is poisoned, taking 1
amount equal to 1/2 the number of points spent (rounded down),
point of damage per action for the next three actions
to the target and other two characters that are adjacent to the target
(damage is dealt at the beginning of the creatures
(synthetics or creatures with Shield HP take twice the damage).
actions). Because this damage is caused by the
Characters affects must make a Fortitude save DC 15 or are stunned
poison, it is dealt directly to the creatures normal HP
for 1 action.
and it is not reduced by DR. On a successful critical
The charge remains until an attack is made or until one of the following
happens: the character holsters the sword, the character loses the

189

hit, the poison damage is doubled, as well as its


duration.

Chapter 5: Items and Equipment

Special: These blades are attached to the armors Proficiency: Not all characters can use any armor. In order to be able
gauntlets, requiring 4 actions to attach or remove
to use them effectively, characters need to have the respective armor
(they come in pairs and the statistics presented are
proficiency. They simply dont know how to don that armor type and
for the pair, not for a separated Nightshade Blade).
how to move around in such armor.
They are retractable so they dont occupy any slot,
Different types of armor: As stated, weapons are divided into several
and their weight is added to the armors weight.
different groups. Regardless of type of armor, all of them come with
Since they are attached to the characters arm, you
a helmet and breathing apparatus allowing a character to breathe in
are not required to wield them, and they are drawn
non-breathable environments for up to 1 hour.
immediately as you attempt to make a melee attack,
Light: Light armors have this designation because they have lower
retracting back right after it. They cannot be used
weights, are quite flexible but their protective plates are thinner
along with any other melee weapon.
(thus lighter) providing less protection than other armors. Light
armors, however, usually have enhanced fibers and microcores that
Table
or
medium
increase
resistances
containers: Any table
against any power that
and medium container
affects the wearers
can be used as an
body or tries to move it
improvised
weapon,
around.
provided the character
Medium:
Medium
can pick it up. They deal
armors are the most
extra 2d8 blunt damage
common in the galaxy.
on melee attacks made
They
are
half-way
with them.
between light armor
However, these weapons
and heavy armor, taking
require a character
partial advantage of
to use both hands to
the benefits of both.
Phaeston Assault Rifle
attack. Counts as a twoThey weigh more than
handed melee weapon.
light armors.
Tables and medium containers have one major advantage:
if they hit a target, they hinder it. The target must spend an
action pulling them out of the way, go around it or jump over.

Armors

Heavy: These are the strongest and most durable armors,


offering the highest resistance to damage. They are also the
heaviest. Since most of the armor is filled with thick plates,
they have little room for high performance fibers and
microcores, thus they provide no bonuses like light armors
do.

A characters armor protects him or her in battle. It is a vital


equipment for anyone that wished to fight. After all, even the
lightest of armor, with the least protection, ensures enough
resistance against bullet impacts to allow the character to survive
after being hit several times.

Don and Removing Armor: It takes time to don an armor,


usually about 5 minutes, no matter the type or quality of
the armor. It takes that much time to get out of it.

Armors are grouped into three categories, representing the type


of armor and how it encumbers the character: light, medium and
heavy armor.
Wearing no Armor: Against characters without any form of armor,
bullets do not deal the amount of damage indicated in the Weapons
section, dealing instead 3 that much damage. In a critical hit, first
multiply the normal damage by three then multiply the result by the
weapons critical multiplier. Yes, shooting against unarmored targets
usually results in death.

Armor Qualities
Depending on class, a character may be proficient with
all, some, or no armors. To wear heavier armor, you can
select the Armor Proficiency feats, but most classes are
automatically proficient in the armors that work best for
them.

Remember that while unarmored, targets may still have Shields or


Plating. If so, this damage increase only applies after those have been
removed.

Chapter 5: Items and Equipment

When selecting your characters armor, keep in mind


the following factors (given on the table below).
Cost: The cost presented is for humans, batarians, asari
and drell. Armors for other races may have different
costs:
Krogan, being bigger and having different features
require more specific armors. For them armors cost
20% more. In addition, light armors for krogans,
resemble medium armor but are lighter and thinner.

190

Salarians may be similar to humans but have


different features, increasing the cost of their
armor by 10%.
Quarians, due to their weak immune system,
require specialized armor. Their armor costs 20%
more. In addition, Quarian armor is placed under
their suits, with the plates fitted between the suits
outer and inner layers. Therefore, suits weight is
added to that of the armor.

Armors and Critical Hits/Sneak Attacks: When the character is victim


of a critical hit, he takes a serious amount of damage. In most cases that
damage far outmatches the armors Damage Reduction.
The same is true for Sneak Attacks, where the Damage Reduction only
applies to the shots and not the extra damage from the feat.

However, certain armors and armor mods (see Armor Modifications)


may provide additional protection against both Critical Hits and
Sneak Attacks. These provide a % chance to negate those special
attacks. Basically, when a character is victim of a Critical Hit or a
Turians have exotic features, but because they are
Sneak Attack, he rolls a d% and if the result is lower than the armors
so common and are considered the greatest military
negating chance, then the character suffers only a normal hit (to
force in the galaxy, companies have become used to
which the extra damage from a Critical Hit or a Sneak Attack is not
mass producing armor for turians without increased
included).
cost.
Unless otherwise stated, all armors have 0% of negating these
Volus, due to their mechanized suit, also require
special hits (meaning no roll is made). Anything that increases this
special armors. Their armors cost 15% more.
% chance allows the roll to be made.
Vorcha, due to their strange anatomy, require special
Please note this negating chance also applies even when the
armors. Their armors cost 15% more.
character has Shields and Plating.
Elcor, due to their size and quadruped anatomy, require
special armors. Their armors cost 50% more.
Customizable: There are plenty of armors that can be customized
with different pieces,
Damage
Reduction:
losing some of their
Each armor reduces
bonuses to gain others
the impact of shots
but without changing
making
them
less
their weight. If an armor
deadly. However, most
possesses an entry in
armors have increased
this column, it means
protection and reduce
the armor can replace
that
damage
even
several of its parts. The
further. This column
several entries, and the
indicates the amount
piece they refer to, are:
of damage the armor
V Visors; C Chest; S
reduces from each shot
Shoulders; A Arms;
or damaging Combat/
L Legs. Armors that
Venom Shotgun
Tech/Biotic power that
arent
customizable
hits the character. The
dont
differentiate
the
Damage Reduction of
pieces
that
provide
the
specific
bonuses.
The
available
armors applies only after the character has lost the Shields and
replacements for each armor piece are given in the Extras
Plating protection.
table, below.
Please note that the DR of an armor does not apply against the
Please note that all armors come with a helm which
damage caused by the Sneak Attack feat.
includes a Visor. Replacing the Visor forces the helmet to
Shields: This number indicates the base amount of Shield HP the
be removed. Doing so, however, imposes a -2 penalty
armor possesses. Before the characters HP can be affected, the
to Defense against critical hits confirmation rolls and
armors shields must first be removed. Shields can be regenerated
removes the ability to breathe in vacuum or in nonby spending 3 actions without taking an offensive action (if during
breathable environments. Certain customizable pieces,
those actions the character takes damage, the shields do not
however, count as helmets and so this penalty to
regenerate). The shields then start to regenerate at a rate equal
Defense is not applied when wearing them.
to 1/3 their base amount every round. 1 round after the end of an
encounter, the shields also regenerate to full. Taking damage halts Special: Most armors have something that makes
them special, it is what makes armor unique, truly
this regeneration.
different from others of their type. Those bonuses
Enhanced Fibers: Certain armors provide bonuses on Fortitude
are indicated in the special column. Some of those
and Reflex saves made against powers and other effects (except
bonuses are tied to a specific part of the armor and
environmental effects). This is achieved through enhanced fibers
replacing it for another customizable piece will
and microcores inserted into the armors weave fabric. This column
remove such bonuses.
indicates the amount of bonuses each armor provides.
It is best to select the armor according to your

191

Chapter 5: Items and Equipment

vision of your character rather than trying to get


the most powerful and expensive armor available.
Any bonus that provide Shields with the ability to
recharge only works while the Shields still have at
least 1 HP. If the Shield HP were brought down to
0 HP, the ability doesnt work until they have been
restored.

Variant reduces armors base weight by 5%. The Variant II of an armor


has a cost equal to the armors cost +15%. Each additional variant has
a cost equal to the previous variant + 15% (rounded normally). Armor
variants only go as high as Variant VI.

Weight: This column gives the weight of the armor


sized for a Medium wearer. Armor fitted for Small
characters weighs half a much, and armor for Large
characters weighs twice as much.

The cost of variants is always related to the price of the base armor.
If an armor cost more because the character is of a race that has the
armor prices increased, the variant costs must include that price
increase.

Variants: Like weapons, armors too have variants.


Unlike weapons, armor variants do not have special
abilities. They only reduce the armors weight. Each
Damage
Reduction

Light Armor

Cost

Mercenary

390

10

Onyx

745

Scorpion

1.150

General Light
Armor7
Silverback2

Shields

Enhanced
Fibers

Armor Descriptions
The types of armor are described below.
Aegis Vest: This chest armor piece built by Kassa Fabrication
includes several built-in rechargeable stim-packs that increase the

Customizable

Special

Weight

+4

C; A

Arms Carries 2 extra Thermal Clips

23 lbs

15

+4

C; A

Arms +1 bonus to attack rolls

20 lbs

15

+4

25% chance of negating critical hits and


sneak attacks

27 lbs

1.385

25

+4

1.500

20

+5

V; C; S; A; L

25 lbs
Reduces damage from Biotic, Combat and
Tech powers by 2

21 lbs

Visor +2 bonus to Spot and Search checks


V; C; L

Chest Reduces Hazardous level by 1

20 lbs

Explorer

2.095

20

+4

Phoenix

2.510

30

+4

Reduces damage from Biotic, Combat and


Tech powers by 2

15 lbs

Quarian
Service Vest6

2.700

25

+4

+2 bonus to Repair, Electronics, Damping,


Decryption and Hacking checks

12 lbs

Legs +5 ft to base speed

Project
Phoenix1

2.770

25

+4

V; A; L

Visor - +4 on saves against being blinded


by bright lights or blinding effects like the
Flashbang Grenade power
Arms - +1 melee damage;

18 lbs

Legs - +5ft to base speed


Phantom2

2.960

25

+3

V; C; L

Chest Shields regenerate at a rate of 1 point


per round; +2 bonus on Hide checks

25 lbs

Legs +2 bonus on Move Silently checks


N7 Armor1

3.585

30

+3

Chest +1 HP per 2 levels

25 lbs

Rosenkov

3.750

20

+3

Reduce cooldown of Biotic, Combat and Tech


powers by 1 action (minimum of 1 action)

25 lbs

Vohrtix 5

4.500

35

+3

Shields regenerate at a rate of 1 point per


round

26 lbs

Colossus

5.100

45

+3

Spirit

8.680

60

+3

C; A

30 lbs
Reduce cooldown of Biotic, Combat and Tech
powers by 1 action (minimum of 1 action);

28 lbs

Shields regenerate at a rate of of 1 point per


round

Chapter 5: Items and Equipment

192

Medium
Armor

Cost

Damage
Reduction

Shields

Enhanced
Fibers

Mercenary

1.350

35

+3

Agent2

1.470

40

+3

2.580

45

+3

4.645

50

+4

Onyx1
Silverback

Customizable

Special

Weight

C; A

Arms Carries 3 extra Thermal Clips

50 lbs

+1 bonus on Charisma-based skills

47 lbs

Arms +1 bonus to attack rolls

48 lbs

Reduces damage from Biotic, Combat and Tech


powers by 3

45 lbs

C; A; L

Visor - +3 bonus to Spot and Search checks


Explorer

5.520

45

+3

V; C; L

Chest Reduces Hazardous level by 1

38 lbs

Legs +5 ft to base speed


General
Medium
Armor7
Project
Phoenix1

5.710

6.505

40

55

+4

+3

V; C; S; A; L

V; A; L

40 lbs

Visor - +4 on saves against being blinded by


bright lights;

35 lbs

Arms - +1 melee damage;


Legs - +5ft to base speed

Inferno
Armor

6.785

30

+2

Scorpion

7.570

40

+3

Phantom2

8.390

40

+3

Reduce cooldown of Biotic and Tech powers by


1 action (minimum of 1 action); Biotic, Combat
and Tech powers that deal damage deal 1 extra
damage
50% chance of negating critical hits and sneak
attacks
V; C; L

Chest Shields regenerate at a rate of 1 point


per round; +3 bonus on Hide checks

42 lbs

51 lbs

52 lbs

Legs +3 bonus on Move Silently checks


Chest +1 HP per 2 levels
N7 Armor1

9.930

60

+2

Rosenkov

11.250

40

+2

Quarian
Battle Armor6

12.400

70

+2

Vohrtix5

13.750

60

+2

Colossus

14.325

70

+2

V; C; A; L

Arms Biotic, Combat and Tech powers that


deal damage deal 1 extra damage

52 lbs

Reduce cooldown of Biotic, Combat and Tech


powers by 1 action (minimum of 1 action)

50 lbs
46 lbs

Shields regenerate at a rate of 1 point per round

54 lbs
58 lbs

Shields regenerate at a rate of 1 point per


round;
Nightmare

14.725

60

+2

Deal 1 extra damage per shot;

54 lbs

Increase ammo-clip size by 20% (rounded


normally);
Increase Critical Threat Multiplier of all attacks
by 1
Shields regenerate at a rate of 3 points per
round;
Shade

15.865

80

+3

Biotic, Combat and Tech powers that deal


damage deal 2 extra damage;

54 lbs

Melee attacks deal +1 extra damage

193

Chapter 5: Items and Equipment

Medium
Armor

Cost

Damage
Reduction

Shields

Enhanced
Fibers

Customizable

Special

Weight

Shields regenerate at a rate of 1 point per round

Ajax

17.475

90

+2

Biotic, Combat and Tech powers that deal


damage deal 1 extra damage

55 lbs

Deal 1 extra damage per shot


+1 melee damage
Carries 4 extra thermal clips

Heavy
Armor

Cost

Damage
Reduction

Shields

Enhanced
Fibers

Mercenary

6.850

75

+1

Agent

7.140

85

+1

Onyx1

11.555

95

+1

Customizable

Special

Weight

C; S; A

Arms Carries 4 extra Thermal Clips

60 lbs

+2 bonus on Charisma-based skills

71 lbs

Arms +2 bonus to attack rolls

60 lbs

V; C; S; A; L

Visor - +5 bonus to Spot and Search checks


Explorer

16.390

80

+1

V; S; C; L

General
Heavy
Armor7

18.900

90

+1

V; C; S; A; L

Chest Reduces Hazardous level by 2

59 lbs

Legs +10 ft to base speed


70 lbs

+5 ft to base speed;
Carries 2 extra Thermal Clips;

70 lbs

Terminus
Assault
Armor4

20.825

Scorpion

22.870

90

+1

75% chance of negating critical hits and sneak


attacks

68 lbs

Cerberus
Assault
Armor1, 4

26.000

110

+0

+10% Heavy Weapon ammo capacity;

95 lbs

Phantom2

27.630

105

+0

Shields have DR 1;
+2 bonus on Intimidate checks

Gain +1 HP per level


3

160

+1

V; C; L

Chest Shields regenerate at a rate of 1 point


per round; +4 bonus on Hide checks

71 lbs

Legs +4 bonus on Move Silently checks


Warlord
Armor3

Chest Increases krogan Plating by 1 per level


30.530

120

+0

V; C; S; A; L

Arms Melee attacks have their critical


multiplier increased by 1

110 lbs

Visor Deal extra 1d6 damage on Critical hits


Chest Shields have DR 1
Kestrel

33.155

145

+0

V; C; S; A; L

Shoulders Deal +3 damage with melee attacks

80 lbs

Arms Deal 1 extra damage per shot


Legs +5% Heavy Weapon ammo capacity
Chest +1 HP per 2 levels
N7 Armor1

36.860

130

+0

V; C; S; A; L

Shoulders - +1 damage per shot

70 lbs

Arms Biotic, Combat and Tech powers that


deal damage deal 1 extra damage

Chapter 5: Items and Equipment

194

Heavy
Armor

Cost

Rosenkov
N7
Defender1

41.250

Damage
Reduction
4

Shields
90

Enhanced
Fibers

Customizable

+0

Special

Weight

Reduce cooldown of Biotic, Combat and Tech


powers by 1 action (minimum of 1 action)

70 lbs

+1 HP per 2 levels;
47.455

120

Each shot deals +1 extra damage;

+0

80 lbs

Carries 3 extra Thermal Clips.


Vohrtix

Colossus

50.125

115

+0

52.730

145

+0

Shields regenerate at a rate of 2 points per


round

90 lbs
95 lbs

+1 damage per shot;

T5-V
Battlesuit1

80.375

120

Biotic, Combat and Tech powers that deal


damage deal 1 extra damage;

+1

120 lbs

Fires missiles with Free Action;


+2 Str;
Shields have DR 1

1.

This armor is specific for human features. Only humans, asari, batarians and drell can use it.

2.

This armor is specific for turian features. No other race can use it.

3.

This armor is specific for krogan features. Its cost already includes the increased cost for this race. No other race can use it.

4.

This armor is illegal in Citadel Space and cannot be bought there through legal channels

5.

This armor is specific for salarian features. Its cost already includes the increased cost for this race. No other race can use it.

6.

This armor is specific for quarian features. Its cost already includes the increased cost for this race. No other race can use it.

7.

This armor is not specific to any race and made according to each races features. Its cost already includes the increased cost for all
races.

wearers physique.
Agent: Produced by Aldrin Labs, these armors became wellknown for being the standard issue of any C-Sec turian officer.
They are cheap and reliable and their micro-computers quickly
analyze the reaction of other persons and provide useful tips
and hints on how to best dialogue with them.

Archon Visor: The Archon visor uses an efficiency algorithm


to balance processing power for biotic amps and omnitools. A heads-up display and voice command software
allows users to micromanage the systems, reducing the
cool-down period between energy expenditures.
Ariake Battle Vest: developed by Ariake Technologies,
this vest increases the wearers strength by regulating
adrenaline surges with a biofeedback system.

Ajax: Developed by Cerberus and latter adapted by the Alliance


for the engineer branch of the N7 program called N7 Demolishers,
Asymmetric Defense Layer: Offering increased
Ajax armor is favored by those brave or unlucky enough to lead
charges to break enemy formations. Its role is to keep the wearer protection where it is needed most, Rosenkov Materials
proprietary coating process increases the wearers
standing and shooting as long as possibleIt offers some benefit
to omni-tool and biotic amp systems, but its main emphasis
resistance to pain with the aid of built-in rechargeable
is boosting and recharging its kinetic barrier and bleeding off stim-packs.
weapon heat through coolant circulation in its gloves. The armors
Capacitor Chestplate: Micro wells developed by
main color is black, with grey as a secondary color.
Armax Arsenal store part of the energy directed at
This armor is only available for campaigns set after the events of the armor and use it to jump start the kinetic barrier
recharge cycle.
Mass Effect 2.
Amplifier Plates: Using their expertise in policing dangerous
situations with limited assets, Elanus Risk Control Services (ERCS) has
created shoulder protection that includes an internal micro-control
system that boosts the power of amplifiers and omni-tools.

195

Capacitor Helmet: A recent design, this Alliancemade helmet stores microcapacitors in its structure
to replenish spent kinetic barriers of any armor it is
connected to.

Chapter 5: Items and Equipment

Extras

Cost

Special

Weight1

1.020

+2 bonus on Charisma-based skills;

Visors
Death Mask2

can breathe in vacuum and non-breathable environments


+1 bonus to attack rolls made with weapons;
+1 bonus on Heavy Weapon checks made when firing a Heavy Weapon;

Recon Hood

3.000

Capacitor Helmet

2.200

Shields recharge at a rate of 1 point per round;

Umbra Visor

3.200

+2 bonus on ranged touch attacks made with Biotic or Tech powers;

-1

can breathe in vacuum and non-breathable environments

cannot breathe in vacuum and non-breathable environments


-2

cannot breathe in vacuum and non-breathable environments


+1 HP per 2 levels;
Securitel Helmet

3.500

+1 Shield HP per 2 levels;

-1

cannot breathe in vacuum and non-breathable environments


Sentry Interface

3.600

Archon Visor
4.000

Increase armor base shields by 10% (rounded down)


At the start of each encounter the Visor starts with 3 charges. Each charge can be
expended with a free action (more than one charge can be spent in 1 free action) to
reduce the cooldown of one Biotic or Tech power by 1 action (minimum of 1 action)

Kuwashii Visor

5.000

Increase damage on critical hit by 10% (minimum +1 bonus damage);

Mnemonic Visor

5.500

Combat, Tech and Biotic powers that deal damage deal 1 extra damage;

Delumcore Overlay

9.500

-2
-2
-2

cannot breathe in vacuum and non-breathable environments


-1,5

cannot breathe in vacuum and non-breathable environments


Increase weapon critical threat range by +1;

-1

cannot breathe in vacuum and non-breathable environments


Chest Armor
Guerrilla Vest

1.600

Carries extra 8 Thermal Clips.

+2

Capacitor Chestplate

2.200

Shields recharge at a rate of 1 point per round

+4

Shield Harness

3.600

Increase armor base shields by 10% (rounded down)

+2

Aegis Vest

4.000

+2 to Constitution

+2

Ariake Battle Vest

4.000

+2 to Strength

+2

Asymmetric Defense
Layer

3.500

+1 HP per level

+2

Amplifier Plates

4.500

Tech and Biotic powers that deal damage deal 1 extra damage

+1

Strength Boost Pads

5.000

+2 to Strength;

+2

Shoulders

melee attacks deal extra 1d6 damage (1d4 for Small creatures)
Cyclonic Shield Generator

9.500

Shields gain DR 1

+2

Off-Hand Ammo Pack

800

Carries 4 extra Thermal Clips

Stimulator Gauntlets

4.000

+2 to Dexterity

+1

Heavy Damping Gauntlets

6.375

Reduce damage to shields by 1 per shot

+1

Arms

+1 bonus to attack rolls;


Stabilization Gauntlets

13.800

+4 to confirm critical hits;

increase critical threat range by 1

Chapter 5: Items and Equipment

196

Extras

Cost

Special

Weight1

3.500

+1 HP per level

+3

Legs
Life Supporting Webbing
Exoskeleton Greaves

4.000

+2 to Strength

+3

Ordinance Packs

4.600

+10% Heavy Weapon ammo capacity

+2

Stimulator Conduits

5.000

+5 ft bonus to base speed

+3

Fiber

Advanced Fibers (+1)

2.010

Increase the armors base Enhanced Fibers bonus by +1

+1

Advanced Fibers (+2)

8.010

Increase the armors base Enhanced Fibers bonus by +2

+1

Advanced Fibers (+3)

18.000

Increase the armors base Enhanced Fibers bonus by +3

+2

Advanced Fibers (+4)

32.010

Increase the armors base Enhanced Fibers bonus by +4

+2

Advanced Fibers (+5)

50.010

Increase the armors base Enhanced Fibers bonus by +5

+3

1.

Piece modify the total armor weight by the indicated amount

2.

This piece is illegal in Citadel Space and cannot be bought there through legal channels.

3.

These pieces can be implemented in any armor even if the armor isnt customizable. Each armor can only have one of these pieces.

Cerberus Assault Armor: Designed for shock-troops by to be used by those exploring new planets and star systems, thus
Cerberus, and so it can only be used by humans and other
its benefits are usually related to scouting and environmental
races with human-features, this armor provides a decently
protection. The armors main color is usually white, the
high amount of shields, increases the wearers resistance
secondary color is grayish-blue, and the tertiary color is black.
to pain and even possesses a rechargeable pack to
General Armor: This armors specifications are free for most
increase the heavy weapons power cell. Apart from its nonarmor producers so they are quite common in the galaxy. They
customization, the armor is extremely heavy but Cerberus
carry no special power but are easily costumizable. In addition,
troops carry it as a point of pride. They have a saying: Out of
they are mass produced by companies of each race, thus
shape going in, in shape coming out.
ensuring it is easy for any race to get one of these.
Colossus: Without doubt the armor with the greatest damage
Guerrilla Vest: Developed by Armax Arsenal, this chestplate
protection available. These armors are produced by Kassa
allows the wearer to greatly increase the number of Thermal
Fabrication who spares no expense in manufacturing the best
Clips he can carry.
armors available. This, of course, also makes them the most
expensive suit of armor anyone can find. Although it provides a Heavy Damping Gauntlets: Armax Arsenal added
great amount of damage protection and shields, these armors micro-harmonic oscillators to reduce stress on the kinetic
barriers ensuring suit integrity when faced with oncoming
lack the customization ability that give other, less-expensive,
armors an advantage. The armors main color is usually black projectiles.
while the secondary color being red.
Inferno Armor: Built specifically for Cerberus field officers,
the Inferno armor has a VI dedicated to recognizing signs
Cyclonic Shield Generator: Created by the Quarians, this
shoulder-piece is scale-down of the same technology used in of stress and medical trauma. This application helps assess
soldiers, but can be useful in any high risk situations. The
space ships, to enhance shields in a way that make them stronger
Infernos microframe computer also manages biotic amp
to impact, able to absorb more damage.
and omni-tool power, and microservos help the wearers
Death Mask: Developed by Tyriel Advanced Communications
movements to counteract the armors weight.
Corporation (TACC), the Death Mask not only offers exceptional
protection but also includes an advanced audio processing Kestrel: Produced by unknown manufacturers, the
package that allows unprecedented clarity and resonance for Kestrel Heavy Armor stands, without doubt, amongst
the greatest armors available due to its large range of
spoken communication.
benefits it provides to the wearer. Its average damage
This piece costs as a helmet for the purpose of certain armor
reduction (when comparing it to other heavy armors)
modifications (see below).
is also compensated by a high shield capacity.
Exoskeleton Greaves: Created by Ariake Technologies, these greaves
Kuwashii Visor: Produced by Ariake Technologies,
have VI assisted mechanisms that provide an additional power to the
this simple one-eyes visor provides indications of
characters legs, effectively increasing his overall strength.
weak points in a targets armor.
Explorer: Produced by Devlon Industries, these armors were designed

197

Life Support Webbing: Within a wearable

Chapter 5: Items and Equipment

framework, the Sirta Foundation developed an


innovative net of micro-stimulants and medi-gel
in order to increase the chances of survival for aid
workers and military personnel working in a hostile
environment.

armor was meant to be used by turian special forces and infiltration


teams. It provides bonuses to stealth skills and allows for faster shield
regeneration, while not neglecting damage protection. The design of
the Phantom armor is the strangest in the galaxy, clearly resembling
an extremely high-tech armor. Its main color is usually black and
Mercenary: Produced by Ariake Technologies and possesses a few plates and stripes with blood-red as a secondary color.
initially designed for humans, asari and turian. The
Phoenix: Designed by Sirta Foundation to provide greater protection
Mercenary line had such success that Ariake lowered
against biotic and tech powers. Once this armor was produced in
the specifications of the armor to allow for a faster
Light, Medium and Heavy types but the later two had specifications
mass-production as well as a lower price. It has also
that were easily superseded by Onyx versions. Thus their production
developed the same type of armor for all other races.
was halted and nowadays the market no longer holds any Pheonix
The armors main color is usually dark-red while the
Medium or Heavy armor. The armors main color is usually white
secondary color is black.
while the secondary color is pink.
Mnemonic Visor: Relatively new to the market, the
Project Phoenix: Designed by Cerberus to be used by their
Mnemonic Visor is difficult to find outside Alliance space. operatives that were trained and developed during Project
This headpiece plugs into the rest of the users suit,
Phoenix, this armor features several different bonuses meant to
gathering data so it can adapt to the wearers tactics. It
improve the wearers melee combat efficiency.
boosts armor performance at critical moments to allow
But the greatest feature of this armor is to allow the wearer to
a soldier to perform with greater strength than normally
focus his biotic powers to generate a biotic-electrical whip-like
possible.
melee weapon called Phoenix Lash. This weapon is considered
N7 Armor: Born from the design of the Onyx armor, the
a heavy melee weapon that adds extra +2d6 points of damage
N7 is produced by Aldrins Labs and originally intended
on a successful melee attack (or +2d4 for Small-sized creatures).
to be used by the highest operatives of the Alliance This weapon also possesses a reach of 10 ft. Thanks to Cerberus
Special Forces. However, because it was the armor used by
technology, the Phoenix Lash can be drawn as a free action.
Commander Shepard, the armor gained a lot of fame and
Once the attack is made, the weapon immediately disappears.
so it was introduced in the market. Aldrin Labs have yet to
Because the weapon exists only for a short duration, the
accept producing N7 Armor variants that can be used by
character must no occupy a hand wielding it, as it happens
turians, salarians and other races with non-human features.
with normal melee weapons. However, in order to use the
N7 Defender Armor: The Defender Armor is a variation
Phoenix Lash (including in the powers related to it), the
on the N7 Special Forces combat gear, built to protect
character must have at least 1 free hand or must drop what
soldiers in long-running engagements where reinforcements he is wielding in order to make the melee attack.
may be sparse. When the wearer fires a weapon, the suits
After the War with the Reapers, and with many Project
computers divert energy from the main power cell to the guns
Phoenix operatives that defected (for not agreeing with
kinetic coils, offering an extra punch. The Defenders storage
The Illusive Mans choice to use indoctrination to ensure his
compartments are designed to hold spare thermal clips,
troops superiority and loyalty), the armor became widely
while capacitors throughout the armor provide extra power to
known as a testimony of Cerberus ingenuity and folly. It
shields during critical moments in battle. The armor also comes
was later on commercialized.
with an injection system built into the suit and neural-linked
bio-monitors that help adjust the wearers breathing rate and This armor is only available for campaigns set after the
events of Mass Effect 3 or for campaigns set during
adrenaline levels.
those events but only for characters that defected from
Off-Hand Ammo Pack: A simple but popular modification that
Cerberus Project Phoenix.
increases the thermal clip carry capacity, developed by the Elkoss
Quarian Battle Armor: Produced by quarians to outfit
Combine and favored among mercenary groups and military
their best soldiers. Because quarians lack facilities and
personnel on active assignment.
materials to produce highly durable and resistant
Onyx: Designed by Aldrin Labs, this line of armors was designed
armors, they focused on what they can improve from
to be used by Alliance Special Forces personnel. It has only been
normal armors: the shield capacitors. As such, this
designed to be used by humans and races with human-like features.
armor boasts some of the best Shields of its class.
It was also from these armors that the N-7 armors were created. The
armors main color is usually dark-grey blue while the secondary is Quarian Service Vest: This armor, produced by the
Quarians, is mostly used by non-combatant personnel,
grey blue.
who take great advantage of skill bonuses the armor
Ordinance Packs: Co-developed by the Rahael Group and Beckmann
provides.
Financial to solve the issue of munitions storage for Heavy Weapon
Recon Hood: A hood issued to covert action teams,
class engagement tools.
this models optic display interfaces with most small
Phantom: Produced by Serrice Council for turians only, this

Chapter 5: Items and Equipment

198

arms auto-targeting software, linking hand and


eye for improved accuracy and increased weapon
damage. Ballistic-mesh fabric and composite
ceramic plating provide necessary armor, and the
integral air filter helps in hostile environments.

hardsuits internal targeting aids these gauntlets from Aldrin Labs


ensure better battlefield performance.

This piece costs as a helmet for the purpose of certain


armor modifications (see below).
Rosenkov Armor: Manufactured by Rosenkov
Materials, a Russian corporation that has been most
successful in the Citadel space markets, this armor
is similar to the N7 armor only it focuses on reducing
the cooldown of powers
without
neglecting
the
wearers survivability. In order
to compete in the market,
Rosenkov Materials ensured
this armor could be reproduced
for any other race.
Scorpion: Produced by HahneKedar, the scorpion armor was
designed to provide greater
protection to weak spots on
the wearers body. The armors
main colors are usually white
with light-brown camouflage
themes while the secondary
color is black.
Securitel
Helmet:
The
Securitel Helmet was originally
designed as riot-gear. It is
covered in ablative plating,
well-padded to lessen damage
from shocks, blows and bullet
impacts. The helmets emitters
boost shielding in the rest of
the armor, while its onboard
computers
monitor
the
wearers heart-rate and central
nervous system.

Stimulator Conduits: Incorporates a series of beryllium and


tungsten braces and micro-servos to support and enhance the
natural movements of the wearer for short periods of time. Originally
developed by the Sirta Foundation for search and rescue personnel, it
has been adapted for military use.
Stimulator Gauntlets: Developed by Kassa Fabrication, these
gauntlets possess built-in rechargeable stim-packs that increase the
wearers agility.
Strength Boost Pads: Incorporates a series of lightweight
beryllium and tungsten braces
and micro-servos to support
and enhance the natural
movements of the wearer.
Originally developed by the
Sirta Foundation to aid in the
primary construction phase of
planet setttlement, it has since
been adapted for more martial
purposes.
T5-V
Battlesuit:
The
most powerful armor ever
produced by the Alliance, the
T5-V Battlesuit is known to
provide mech-like protection
to its wearers. Driven by
eezo-assisted actuators, this
armor not only enhances the
wearers strength but also
increases the effectiveness of
powers and weapons.

In addition, it carries a selfloading rocket propelled


grenade (RPG) launcher. This
launcher can propel normal
grenades with a Free Action,
against one single target. The
range of this RPG is 60 ft and
Sentry Interface: This visor
can fire up to a maximum of 3
works with the Sentry system,
range increments. To hit, the
a software application that
wearer makes an attack roll
optimizes an armor suits
using his BAB and Intelligence
microframe computer. When
modifier (this weapon is part
the Sentry system is running, more power can be devoted to shield
of the suit and therefor no feats or features can increase
management.
this attack bonus, unless otherwise stated). After
Shield Harness: A series of ultra-efficient storage cells designed by firing the grenade, the wearers current Shield HP are
Armax Arsenal to augment the existing power in the operation of reduced by 50% until the beginning of the next round
(Shield HP effectively recovers the amount lost but
the wearers kinetic barrier.
retain all damage taken in the meanwhile. If they are
Silverback: Produced by Hahne-Kedar specifically for turians, these reduced to 0, they are not restored).
armors are meant to provide greater protection against biotic and
tech attacks. The armors main color is usually silvery-white while the Firing one missile consumes 1 grenade, and if the
character has no more grenades no more missiles
secondary is dark-blue.
can be fired.
Stabilization Gauntlets: Incorporating micro-gyros linked with a

199

Chapter 5: Items and Equipment

Terminus Assault Armor: Built by unknown


manufacturers in the Terminus Systems, this assault
armor is meant to be used by fast-and-hard strike
teams. Its menacing appearance and coloration can
be intimidating. The armors main color is black, and
possesses only a few lines with red as a secondary
color. Its visor is Y-shaped.
Umbra Visor: A next-generation night-vision device
that assists targeting. By detecting the focal point of
the wearers eyes and enhancing the image at that
location, the visor helps direct a biotic power or a shot
from an omni-tool exactly where the wearer is looking.
Vohrtix Armor: Designed by the salarian military to
be one of the strongest armor a salarian could use, the
Vohrtix armor boasts not only durable and strong armor
material, granting the highest damage protection
available, but also excellent shield capacitors with
the ability to regenerate the armors shields. As some
salarians might say the only way Id be safer than Im
with vohrtix is if I was inside of a tank. The Vohrtix
armors main color is usually yellow while the secondary
is white.
Warlord: An armor developed specifically for Krogan,
and only available as Heavy armor. This armor is made
by Elanus Risk Control Services (ERCS) and is without
doubt one of the best armors available due to its high
damage protection and shields. In addition, it reinforces
the krogans natural Plating and increases their melee
damage, thus making it dangerous in the hands of
powerful krogan soldiers and battlemasters.

Custom-made armor

Armors Bonuses

Base Cost

Damage Reduction

DR value squared and multiplied by 2000


(maximum of 1 for Light armors, 3 for
Medium, 6 for Heavy)

Shield HP

Value multiplied by 250 (Light armors cannot


have more than 60 Shield HP, Medium cannot
have more than 120 Shield HP and Heavy
cannot have more than 180 Shield HP)

Enhanced Fibers

Value multiplied by 300

Customizable

Number of customizable pieces squared


multiplied by 175

Weight

Total armor weigh multiplied by -30 (min: 10


lbs for Light armor, 30 lbs for Medium armor,
60 lbs for Heavy armor)

Skill bonus

Value of bonus multiplied by 100

Extra thermal clips

Number of extra thermal clips multiplied by


100

Grants HP per level

Number of HP per level multiplied by 2000

Reduce hazardous level

Value of Hazardous
multiplied by 1000

Bonus to attack rolls

Bonus squared multiplied by 750

Shield HP regeneration

Number of Shield HP regeneration multiplied


by 500

Shield HP have DR

Value of Shield HP DR multiplied by 1350

Chance
critical
attacks

of

Level

reduction

negating Multiply total chance of negating critical hits


hits/sneak or sneak attacks by 100

Melee damage bonus

Bonus multiplied by 1000

Damage bonus per shot

Bonus squared multiplied by 2000

Speed bonus

Bonus to speed multiplied by 300 (bonus


speed is measured in increments of 5 ft, so a
+5 ft bonus has a base cost of 1500)

It is possible for characters to request a specific custom- Reduce damage from Value of damage reduced (this reduction is
made armor to a manufacturer but because such specific source
applied after normal DR) multiplied by 875
armors are unique they are far more expensive. Still, this
allows a character to wear an armor that fits his tastes
If the custom-made armor is Light, add all the base cost
and specifications. In the Mass Effect game we can see certain and divide it by 3 to obtain the final cost of the customcharacters who wear custom-made armor, such as Miranda and
made armor.
Samara.
If the custom-made armor is Medium, add all the base
Custom-made armors are also divided into the three armor cost and divide it by 2,5 to obtain the final cost of the
categories: light, medium and heavy. The decision of the armor
custom-made armor.
type is the first big limitation to a custom-made armor. A character
If the custom-made armor is Heavy, add all the base
wishing a heavy armor with a high DR cannot have his armor made
cost and divide it by 1,7 to obtain the final cost of the
of synthetic leather. On the other hand, a character that wishes no
custom-made armor.
DR can have armors made of synthetic leather that allow greater
Remember, if the character is of a race that increases
mobility and weigh much less.
the cost of the armor, increase the final cost of the
The cost of a custom-made armor can vary greatly, depending on
custom-made armor by that amount.
the bonuses it provides. This section provides a few guidelines that
GMs and players can use to determine the cost of a custom-made Round all values normally.
armor, as follows:
Determine armors statistics and special bonuses according to the
previous table. Take note of the cost of each ability

Chapter 5: Items and Equipment

200

Prodigy (manufacturer: Armali Council)

Biotic Amplifiers
Biotics manipulate mass effect fields using dozens
of element zero nodules within their nervous system
that react to electric stimuli from the brain. Biotic
Amplifiers (also known as Bio-amps) allow biotics to
synchronize the nodules so they can form fields large
and strong enough for practical use.
An implant is a surgically-embedded interface port
into which amps are plugged in. They are also known
as wetware because of their cybernetic nature.

Type

Number of Base cost Charisma score needed


Functions
(credits)

P1

405

12

P2

11

1.350

13

P3

17

3.020

14

P4

22

4.960

15

P5

28

7.945

16

P6

34

11.655

17

Polaris (manufacturer: Kassa Fabrication)

Bio-amps arent exactly necessary for a biotic-user,


but without one he has tremendous more difficulty
in controlling his powers. If a biotic user possesses no
bio-amp, the DCs for all his Biotic powers is reduced by
1, the biotic point cost increases by 1 for all powers and
the duration of his powers is reduced by 1 action (to a
minimum of 1 action).
Bio-Amps Abilities: Bio-amps can have many abilities:
from increasing the DCs of Biotic powers, providing
new biotic points, increasing the duration of Biotic
powers, increasing their effect or even reducing their
Unity Amp (manufacturer: Sirta Foundation)

Type

Number of Base cost Charisma


Functions
(credits)
needed

Pol-1

490

14

Pol-2

13

1.810

15

Pol-3

20

4.105

16

Pol-4

26

6.855

17

Pol-6

33

10.975

18

Pol-10

39

15.285

19

Pol-2X

46

21.225

20

Savant (manufacturer: Serrice Council)


Type

Number of Base cost Charisma score needed


Functions
(credits)

Type

Number of Base cost Charisma score needed


Functions
(credits)

Type I

40

16.085

18

UA1

210

Type II

50

25.065

20

UA2

285

Type III

60

36.045

22

UA3

555

UA4

820

10

UA5

11

1.390

10

UA6

14

2.125

11

UA7

17

3.055

11

UA8

20

4.155

12

UA9

22

4.995

12

UA10

25

6.390

13

cooldown. However, not all bio-amps allow for a multitude


of abilities. Depending on their manufacturer and type, a
bio-amp has a certain number of functions available. You
can then add any number of abilities to that bio-amp as
long as the sum of the Function Cost of the ability doesnt
exceed that allowed by the type of bio-amp.
Also depending on the manufacturer, a certain amount of
Charisma score is necessary to be able to take advantage
of the bio-amp.

Solaris Amp (manufacturer: Aldrin Labs)


Type

Number of Base
cost Charisma
Functions
(credits)
needed

L3-I

180

10

L3-II

255

11

L3-III

525

11

L3-IV

965

12

L3-V

12

1.595

12

L3-VI

15

2.390

13

L3-VII

18

3.380

13

L3-VIII

21

4.540

14

L3-IX

24

5.890

14

L3-X

27

7.410

15

201

score

score

To determine the price of a bio-amp, simply select the


bio-amp from the following tables, note its base cost and
then add to that any cost modifier applied by the bioamp abilities selected for that amplifier.
Note that when a bio-amp is purchased it cannot be
further altered: so if you bought a Savant Bio-Amp that
provides a +1 biotic point and a +1 to all Biotic power
DCs, you cannot alter it in the future to provide double
those bonuses. You have to remove that one and plug
in a new bio-amp.
Also note that bio-amp abilities do not stack, only the
highest applies. So buying a bio-amp with six +1 DC
to all Biotic powers upgrade does not provide the
character with +6 bonus to DC of Biotic powers,

Chapter 5: Items and Equipment

it provides +1 bonus to DC. The only abilities that


stack are the abilities providing direct biotic points
(not based on level). So you could buy an amp with
five times the +1 biotic point ability to gain a total
of +5 biotic points, at a cost of 5 functions. However,
the total bonus provided by these abilities that stack
cannot exceed +5.

Ability

Bio-amps weigh practically nothing.

Bio-Amp Abilities
The following abilities can be added to any bio-amp.
Ability

Cost modifier
(credits)

Function
cost

+1 biotic point

+470

+2 biotic points

+1.250

+3 biotic points

+2.110

+4 biotic points

+3.000

+5 biotic points

+3.910

+1 biotic point per level

+3.500

10

+2 biotic point per level

+14.000

15

+1 DC to all Biotic powers

+1.500

+2 DC to all Biotic powers

+6.000

10

+3 DC to all Biotic powers

+13.500

15

+4 DC to all Biotic powers

+24.000

20

When recovering Biotic Points,


recover 2 the normal number of
points

+1.500

When recovering Biotic Points,


recover 3 the normal number of
points

+4.350

When recovering Biotic Points,


recover 4 the normal number of
points

+8.750

11

Increase duration of Biotic powers


by 1 action

+5.000

10

Increase duration of Biotic powers


by 2 actions

+20.000

20

Reduce cooldown of Biotic powers


by 1 action (minimum of 1)

+5.000

10

Reduce cooldown of Biotic powers


by 2 actions (minimum of 1)

+20.000

20

Increase damage done by Biotic


powers by +1

+2.000

Increase damage done by Biotic


powers by +2

+8.000

15

Increase damage done by Biotic


powers by +3

+18.000

22

Chapter 5: Items and Equipment

Cost modifier
(credits)

Function
cost

Biotic powers that provide Shield


HP or Shield HP DR increase current
Shield HP by 3 Cha mod until the
power is removed

+3.000

Biotic powers that provide Shield


HP or Shield HP DR increase current
Shield HP by 6 Cha mod until the
power is removed

+8.500

12

Biotic powers that provide Shield


HP or Shield HP DR increase current
Shield HP by 10 Cha mod until the
power is removed

+15.600

18

Omni-Tools
Omni-tools are multipurpose diagnostic and manufacturing
tools used for a variety of battlefield tasks, such as hacking,
decryption, or repair. It is also through them that characters
use Tech powers.
When activated, an omni-tool appears over a persons off-hand
and forearm as an orange hologram. An omni-tool can also be
reconfigured to appear over the right hand for a left-handed
user.
Omni-tools are handheld devices that combine a computer
microframe, sensor analysis pack, and minifacturing
fabricator. Versatile and reliable, an omni-tool can be used
to analyze and adjust the functionality of most standard
equipment, including weapons and armor, from a distance.
They can also be used to scan people for weapons, scan
DNA, fingerprints, watch the news, download and play
video-games and even create a flashlight.
Omni-tools dont hinder movement in any way, even
when activated, as its physical representation is nothing
more than an hologram. Special sensors in the gloves or
fingertips of the user detect which holographic button
he is pressing, transmitting that information to the omnitool, just like holographic computer-interfaces aboard
ships and vehicles.
The fabrication module can rapidly assemble small
three-dimensional objects from common, reusable
industrial plastics, ceramics, and light alloys. This allows
for field repairs and modifications to most standard
items, as well as the reuse of salvaged equipment and
applying medicine from stimulants to medi-gel.
Like bio-amps, omni-tools can have numerous
abilities. Unlike bio-amps, whose processing chips are
limited, any omni-tool can have unlimited abilities.
Also unlike amplifiers, omni-tools can be upgraded

202

checks wont increase the bonus to +7, remaining at +5).


Omni-tools, in its basic form, allows a character to use
Damping, Decryption, Electronics, First Aid, Hacking and
Repair skills as well as Tech powers. Without one, these
skills and powers cannot be used. They also grant access to
communication channels.
The basic omni-tools cost 50 credits and adds +0,5 lbs to the
armors weight. New functionalities and abilities have to be
bought at trading networks or stores.

any time, by downloading new software, for as long the


character has access to a trade network or a merchants
store. Multiple similar abilities, however, dont stack,
applying only the greater bonus (so buying two times a
+2 DC to all Tech powers wont increase the bonus DC
to +4, remaining instead at +2, while buying +2 bonus
to Electronics checks and then +5 bonus to Electronics

Note that omni-toll abilities do not stack, only the highest


applies. So buying six times the +1 bonus to Electronics
checks ability does not provide the character with a total
+6 bonus on Electronic checks, only provides a total of +1
bonus.
Also note that any bonus to damage, from functionalities that work
like weapons, is for Medium-sized creatures. Reduce accordingly
for creatures of other sizes.

Omni-Tool Abilities
Ability

Cost
Ability
(credits)

Cost
(credits)

+1 bonus to Electronics checks

+100

+4 DC to all Tech powers

+24.000

+2 bonus to Electronics checks

+800

+1 bonus to Attack rolls with pistols

+2.500

+5 bonus to Electronics checks

+2.500

+2 bonus to Attack rolls with pistols

+7.000

+1 bonus to Damping checks

+100

+1 bonus to Attack rolls with submachine-guns

+2.500

+2 bonus to Damping checks

+800

+2 bonus to Attack rolls with submachine-guns

+7.000

+5 bonus to Damping checks

+2.500

+1 bonus to Attack rolls with assault rifles

+2.500

+1 bonus to Decryption checks

+100

+2 bonus to Attack rolls with assault rifles

+7.000

+2 bonus to Decryption checks

+800

+1 bonus to Attack rolls with shotguns

+2.500

+5 bonus to Decryption checks

+2.500

+2 bonus to Attack rolls with shotguns

+7.000

+1 bonus to First Aid checks

+100

+1 bonus to Attack rolls with sniper rifles

+2.500

+2 bonus to First Aid checks

+800

+2 bonus to Attack rolls with sniper rifles

+7.000

+5 bonus to First Aid checks

+2.500

+1 bonus to Attack rolls with ranged touch attacks

+2.500

+1 bonus to Hacking checks

+100

+2 bonus to Attack rolls with ranged touch attacks

+7.000

+2 bonus to Hacking checks

+800

+1 bonus on Heavy Weapons checks

+2.500

+5 bonus to Hacking checks

+2.500

+2 bonus on Heavy Weapons checks

+7.000

When recovering Tech Points, recover 2 the normal number of points

+1.500

+1 bonus to Repair checks

+100

+2 bonus to Repair checks

+800

When recovering Tech Points, recover 3 the normal number of points

+4.350

+5 bonus to Repair checks

+2.500

When recovering Tech Points, recover 4 the normal number of points

+8.750

+1 tech point

+250

Increase duration of Tech powers by 1 action

+5.000

+2 tech points

+1.000

Increase duration of Tech powers by 2 actions

+20.000

+3 tech points

+2.250

Reduce cooldown of Tech powers by 1 action (minimum of 1)

+5.000

+4 tech points

+4.000

Reduce cooldown of Tech powers by 2 actions (minimum of 1)

+20.000

+5 tech points

+6.250

Increase damage done by Tech powers by +1

+2.000

+1 tech point per level

+3.500

Increase damage done by Tech powers by +2

+8.000

+2 tech point per level

+14.000

Increase damage done by Tech powers by +3

+18.000

+1 DC to all Tech powers

+1.500

Shield bonus provided by Tech powers increases by 1 per Int mod

+3.000

+2 DC to all Tech powers

+6.000

Shield bonus provided by Tech powers increases by 2 per Int mod

+8.500

+3 DC to all Tech powers

+13.500

Shield bonus provided by Tech powers increases by 3 per Int mod

+15.600

203

Chapter 5: Items and Equipment

Omni-Tool Functionalities
Ability

Cost
(credits)

Local News-broadcast Receptor: omni-tool is equipped with a special receptor allowing the character to watch or hear local
news-broadcasts from its omni-tool

+1.000

Planetary News-broadcast Receptor: omni-tool is equipped with a special receptor allowing the character to watch or hear
news-broadcasts of the entire planet from its omni-tool

+10.000

Star-System News-broadcast Receptor: omni-tool is equipped with a special receptor allowing the character to watch or hear
news-broadcasts of the entire star system from its omni-tool

+30.000

Weapons Scan: omni-tool is equipped with a scanning software that detects any weapon the character is carrying and where

+6.000

Finger Print Scan: omni-tool is equipped with a scanning software that identifies finger prints in a surface and compares them
with those in a database to which it has access.

+3.000

Systems Scan: omni-tool is equipped with a scanning software that detects any problems with the electronics or software of
a nearby terminal, machine or mech. Requires the target to remain in place for 6 actions

+600

Omni-Blade: This special blade is created by a disposable silicon-carbide weapon flash-forged by the tools mini-fabricator.
The transparent, nearly diamond-hard blade is created and suspended in a mass effect field safely away from the users
skin. Warning lights illuminate the field so the searing-hot blade only burns what it is intended to: the opponent.
This functionality adds extra 1d6 damage on a successful melee attack.
Because the weapon exists only for a short duration, the character must no occupy a hand wielding it, as it happens with
normal melee weapons. However, in order to use the omni-blade, the character must have at least 1 free hand or must drop
what he is wielding in order to make the melee attack.

+1.000

Increase omni-tools weight by 1 lb.


Omni-Blade Overload Upgrade: This upgrade can only be applied to an already existing omni-blade. When it is, any character
with the ability to use the Overload Tech power, can apply 1/2 that powers ranks (rounded down, minimum of 1) as bonus
damage on his melee attacks made with the upgraded omni-blade. This bonus damage is multiplied on a critical hit, and
doubled when it damages Shield HP or synthetics/mechs.

+2.500

The omni-blade can have several upgrades but when it is used on a melee attack the character must choose which upgrade
is being used.
Increase omni-tools weight by 0,5 lb.
Omni-Blade Incinerate Upgrade: This upgrade can only be applied to an already existing omni-blade. When it is, any character
with the ability to use the Incinerate Tech power, can apply 1/2 that powers ranks (rounded down, minimum of 1) as bonus
damage on his melee attacks made with the upgraded omni-blade. This bonus damage is multiplied on a critical hit, and
doubled when it damages Plating HP.

+1.200

The omni-blade can have several upgrades but when it is used on a melee attack the character must choose which upgrade
is being used.
Increase omni-tools weight by 0,5 lb.
Omni-Blade Cryo Upgrade: This upgrade can only be applied to an already existing omni-blade. When it is, any character with
the ability to use the Cryo Blast Tech power, can perform melee attacks, with this upgrade, that freeze or chill the target. If
the target is damaged by this attack, he must make a Fortitude save (DC equal to Cryo Blast tech power DC) or becomes
chilled for 1 action (chilled targets have their speed reduced by 10 ft). On a critical hit, the target saves to avoid being
frozen instead, but a successful save means he is chilled nevertheless.

+1.500

The omni-blade can have several upgrades but when it is used on a melee attack the character must choose which upgrade
is being used.
Increase omni-tools weight by 0,5 lb.
Omni-Blade Warp Upgrade: This upgrade can only be applied to an already existing omni-blade. When it is, any character with
the ability to use the Warp Biotic power, can apply 1/2 that powers ranks (rounded down, minimum of 1) as bonus damage
on his melee attacks made with the upgraded omni-blade. This bonus damage is multiplied on a critical hit.
The omni-blade can have several upgrades but when it is used on a melee attack the character must choose which upgrade
is being used.

+1.800

Increase omni-tools weight by 0,5 lb.

Chapter 5: Items and Equipment

204

Ability

Cost
(credits)

Omni-Blade Piercing Upgrade: This upgrade can only be applied to an already existing omni-blade. When it is, any character
with the ability to use one Combat power has the critical threat range of any melee attack he makes with the omni-tool
increased by 1.
The omni-blade can have several upgrades and unlike the others this is a permanent upgrade that is present in any attack
made with the omni-tool (even in attacks made with other upgrades).

+3.500

Increase omni-tools weight by 0,5 lb.


Omni-Shield: Utilizing similar technology to the Omni-Blade, an Omni-Shield creates a large and extremely hard, semiholographic shield. It takes 1action to deploy the Omni-Shield. When deployed, an Omni-Shield increases the users cover
bonus to Defense by +6 and cover bonus to Reflex saves by +3. It also increases the users chance to negate critical hits and
sneak attacks from attacks originating from the characters front by 50%. Use best judgment to determine a characters front.
The shield last until deactivated, which takes 1 action, or until destroyed (see below). The Omni-Shield, although protective,
is cumbersome to use. While deployed, the users movement speed is reduced by 15 ft.
While deployed, the arm on which the Omni-Shield is deployed may only be used to defend with the Omni-Shield, meaning
that the user may not dual wield. The shield has a special support that allows the use of firearms that require two weapons
to use but doing so makes it impossible to perform any special attack related action and imposes a -2 penalty on all attack
rolls.
The user is also unable to use the omni-tool generating the shield. The user can, however, perform melee attacks with the
omni-shield, gaining a +2d6 bonus to melee damage (omni-shield is considered a heavy melee weapon). If the character
deals damage, he can make an opposed Str check with the target to push him back 5 ft if he wins (+5 ft for each additional 5
points above the targets Str check result).

+10.000

The Shield may be attacked normally, using the users Defense without the omni-shields bonus. The omni-shield has Shield
HP 100, a Shield HP DR 2 and recovers Shield HP at a rate of 2 per round. If destroyed, the character must spend 1 minute
repairing this omni-tool functionality (Repair or Electronics check DC 20 required to succeed). Until it is repaired, the omnishield cannot be used again. Even if deactivated, the omni-shield is still considered damaged until his Shield HP have
regenerated to maximum. The omni-shields Shield HP cannot be recovered in any way except through the omni-shields
regeneration.
This functionality can be applied to an omni-tool that already possesses a lesser omni-shield (see below). If so, the user can
choose which shield it creates. Increase omni-tools weight by 5 lb.
Lesser Omni-Shield: Exactly like an omni-shield but smaller and lighter. It provides only +3 cover bonus to Defense and +1
cover bonus to Reflex saves, it counts as a light melee weapon and adds only +1d6 extra damage on a melee attack. In
addition it possesses only Shield HP 50 and Shield HP DR 1. However, it only reduces the users speed by 10 ft.
This functionality can be applied to an omni-tool that already possesses an omni-shield (see below). If so, the user can choose
which shield it creates. Increase omni-tools weight by 3 lb.

+5.000

Health-Scan: omni-tool is equipped with scanning software that identifies diseases, poisons or other health-related problems
in the air, food, water or target. Requires the target to remain in place for 6 actions

+600

DNA-Scan: omni-tool is equipped with scanning software that a targets DNA, comparing it with any DNA on a database to
which it has access. Requires the target to remain in place for 6 actions

+5.000

Flash-light: cone of 20 ft bright light and 40 shadowy

+200

Camera: omni-tool is equipped with a camera that can film like a normal camera. Using this functionality requires one action
to be spent each round. It can record up to 3 hours of footage

+550

Games: The omni-tool allows for games to be downloaded and played in it. GM decides the price of the games

+50

Radar: The omni-tool is equipped with a radar feature that allows characters to determine the location of enemies nearby,
regardless of whether the character has line of sight to them or not. The radar works by picking up small wave transmissions
emitted by working armors, weapons, synthetics and mechanical (if the synthetics/mechanicals are powered down, the
radar does not pick them up).

+300

To use the radar, a character must spend 4 consecutive actions that provoke AoO (taking damage during those actions
disrupts the attempt to use the radar) and picks up creatures (indicating their position related to the character) that are up
to 100 ft.
Increase omni-tools weight by 0,5 lb.

205

Chapter 5: Items and Equipment

Ability

Cost
(credits)

Improved Radar: Can only be applied to an omni-tool that already has a radar. This upgrade doubles the omni-tools radar
range.

+1.000

Increase omni-tools weight by an additional 0,5 lb.

Weapon Modifications

Any bonus to damage provided by weapon mods is also multiplied


on critical hits.

Note: Weapon mods that reduce the weapons firing rate have
different effects on weapons that have a rate of fire of 1. For such
Any non-melee weapon can be modified to fit the
weapons, those mods do not reduce the RoF (a Single Shot weapon
desires of the characters that wield them. The available
will always be a Single Shot weapon; a weapon with SA 1 will always
weapon modifications, also known as weapon mods,
be at least SA 1) however the penalty still applies if an attachment
are described in this section. Any weapon can have up
that increases RoF is added. For example, if a M-99 Saber Type I (SA
to 2 different mods but no more than one of the same
1) has a Scram Rail attached to it (reduces RoF by 2), the weapons
type. In addition, mods can be replaced by another with
RoF is still SA 1. However, adding it a Frictionless Materials
the use of the omni-tool and by spending 5 actions. This,
attachment (which usually increases RoF by 1) wont increase this
of course, requires concentration to do the job.
weapons RoF because the other attachment was reducing it by
2. Another increase of 1 in that weapons RoF still has no effect
Weapon mods that have a numeric type number (like
Pistol Scope II), require the character to already have the because only then is the Scram Rail penalty to RoF mitigated.
previous mods of the same type but lower number. So a
On the other hand, if a SS receives an attachment that increases
Pistol Scope V requires the character to have bought or
its RoF, the weapon does not become Semi-Automatic, Burst
acquired the Pistol Scope I, II, III and IV. Buying a superior
or Automatic, so increasing the RoF on these weapons has no
mod of the same type automatically replaces the previous
effect.
one (since only the number I is the hardware and the
remaining are mostly software upgrades).
Pistol Mods

Cost
(credits)

Detection Upgrades
Combat Sensor: your radar cannot be jammed by enemies employing Lesser Stealth Generators

1.000

Combat Scanner: your radar cannot be jammed by enemies employing Normal Stealth Generators

2.000

Sight Upgrades
Scope I: +1 bonus on attack rolls with that weapon when using the Aiming action.

2.000

Scope II: +2 bonus on attack rolls with that weapon when using the Aiming action.

5.660

Scope III: +3 bonus on attack rolls with that weapon when using the Aiming action.

10.400

Scope IV: +4 bonus on attack rolls with that weapon when using the Aiming action.

16.000

Scope V: +5 bonus on attack rolls with that weapon and increase critical threat range of the weapon by 1, only when using the
Aiming action.

25.000

Power Magnifier I: Increase damage dealt by Biotic and Tech powers by 1, when wielding the pistol

2.000

Power Magnifier II: Increase damage dealt by Biotic and Tech powers by 2, when wielding the pistol

8.000

Power Magnifier III: Increase damage dealt by Biotic and Tech powers by 3, when wielding the pistol

18.000

Cooling Upgrades
Heat Sink: Increase rate of fire by 1

3.000

Improved Heat Sink: Increase rate of fire by 2

9.000

Barrel Upgrades
High Caliber Barrel: +1 damage to each shot from that weapon. Reduce rate of fire by 1

3.500

Rail Extension: +2 damage to each shot from that weapon. Reduce rate of fire by 1

8.000

Barrel Extension: Increase weapons base range by 50% (rounded to nearest 5 ft increment)

2.500

Cranial Trauma System: Increase pistols critical multiplier by 1

15.500

Chapter 5: Items and Equipment

206

Pistol Mods

Cost
(credits)

Barrel Upgrades (cont.)


Heavy Barrel: Weapon deals one additional dice of damage (for example, an M-5 Phalanx with this mod deals 2d6 damage
per shot). Reduce rate of fire by 1. Increase weapons weigh by 50% (apply after reduction from variant).

20.000

Pistol Suppressor: When firing the weapon, the enemy must make a Listen check DC 15 or fails to hear the shot and where it
comes from. Each weapons shot deals -1 damage (minimum 1)

3.000

Ammo Upgrades
Magazine Upgrade I: Increase ammo-clip size by 10% (rounded normally). Cannot be used with Pistol Ultralight Materials.

300

Magazine Upgrade II: Increase ammo-clip size by 20% (rounded normally). Cannot be used with Pistol Ultralight Materials.

1.200

Magazine Upgrade III: Increase ammo-clip size by 30% (rounded normally). Cannot be used with Pistol Ultralight Materials.

2.700

Magazine Upgrade IV: Increase ammo-clip size by 40% (rounded normally). Cannot be used with Pistol Ultralight Materials.

4.800

Magazine Upgrade V: Increase ammo-clip size by 50% (rounded normally). Cannot be used with Pistol Ultralight Materials.

7.500

Shrapnel Ammo: Increase weapons critical threat range by 1.

6.000

Mass-Accelerator Upgrades
Burst Enhancement: When firing one single bullet, the weapon fires an additional 1 bullet without recoil penalty

15.000

Improved Mass-Effect Field: +1 damage to each shot from that weapon.

5.000

Weapon Attachment Upgrades


Laser Sight: +1 bonus on attack rolls with that weapon

2.500

Melee Stunner I: Melee attacks, made while wielding the pistol, deal extra 1 damage

500

Melee Stunner II: Melee attacks, made while wielding the pistol, deal extra 2 damage

1.415

Melee Stunner III: Melee attacks, made while wielding the pistol, deal extra 3 damage

2.600

Melee Stunner IV: Melee attacks, made while wielding the pistol, deal extra 4 damage

4.000

Melee Stunner V: Melee attacks, made while wielding the pistol, deal extra 5 damage. If the melee attack results on a critical
hit, the target is dazed for 1 action

6.000

Body Materials
Pistol Ultralight Materials I: Reduce weapon weight by 10% (apply after reduction from variant)

500

Pistol Ultralight Materials I: Reduce weapon weight by 20% (apply after reduction from variant)

2.000

Pistol Ultralight Materials I: Reduce weapon weight by 30% (apply after reduction from variant)

4.500

Pistol Ultralight Materials I: Reduce weapon weight by 40% (apply after reduction from variant)

8.000

Pistol Ultralight Materials I: Reduce weapon weight by 50% (apply after reduction from variant)

12.500

Submachine gun Mods

Cost (credits)

Detection Upgrades
Combat Sensor: your radar cannot be jammed by enemies employing Lesser Stealth Generators

1.000

Combat Scanner: your radar cannot be jammed by enemies employing Normal Stealth Generators

2.000

Sight Upgrades
SMG Scope I: +1 bonus on attack rolls with that weapon when using the Aiming action.

2.000

SMG Scope II: +2 bonus on attack rolls with that weapon when using the Aiming action.

5.660

SMG Scope III: +3 bonus on attack rolls with that weapon when using the Aiming action.

10.400

SMG Scope IV: +4 bonus on attack rolls with that weapon when using the Aiming action.

16.000

SMG Scope V: +5 bonus on attack rolls with that weapon and increase critical threat range of the weapon by 1, only when
using the Aiming action.

25.000

Power Magnifier I: Increase damage dealt by Biotic and Tech powers by 1, when wielding the pistol

2.000

Power Magnifier II: Increase damage dealt by Biotic and Tech powers by 2, when wielding the pistol

8.000

Power Magnifier III: Increase damage dealt by Biotic and Tech powers by 3, when wielding the pistol

18.000

207

Chapter 5: Items and Equipment

Submachine gun Mods

Cost
(credits)

Cooling Upgrades
Heat Sink I: Increase rate of fire by 1

2.500

Heat Sink II: Increase rate of fire by 2

7.070

Heat Sink III: Increase rate of fire by 3

13.000

Barrel Upgrades
High Caliber Barrel: +1 damage to each shot from that weapon. Reduce rate of fire by 1

3.500

Rail Extension: +2 damage to each shot from that weapon. Reduce rate of fire by 1

8.000

Barrel Extension: Increase weapons base range by 25% (rounded to nearest 5 ft increment)

2.500

High-Velocity Barrel I: Weapons shots can pierce through objects up to 2 ft thick (cumulative with Armor-Piercing ammo
power). Deal only 50% total damage (rounded down)

2.000

High-Velocity Barrel II: Weapons shots can pierce through objects up to 3 ft thick (cumulative with Armor-Piercing ammo
power). Deal only 50% total damage (rounded down)

4.000

High-Velocity Barrel III: Weapons shots can pierce through objects up to 4 ft thick (cumulative with Armor-Piercing ammo
power). Deal only 50% total damage (rounded down)

7.500

SMG Suppressor: When firing the weapon, the enemy must make a Listen check DC 15 or fails to hear the shot and where it
comes from. Each weapons shot deals -1 damage (minimum 1)

3.000

Ammo Upgrades
Magazine Upgrade I: Increase ammo-clip size by 10% (rounded normally)

300

Magazine Upgrade II: Increase ammo-clip size by 20% (rounded normally)

1.200

Magazine Upgrade III: Increase ammo-clip size by 30% (rounded normally)

2.700

Magazine Upgrade IV: Increase ammo-clip size by 40% (rounded normally)

4.800

Magazine Upgrade V: Increase ammo-clip size by 50% (rounded normally)

7.500

Shrapnel Ammo: Increase weapons critical threat range by 1.

6.000

Mass-Accelerator Upgrades
Burst Enhancement: When firing one single bullet, the weapon fires an additional 1 bullet without recoil penalty (not
applicable to Burst weapons).

15.000

Improved Mass-Effect Field: +1 damage to each shot from that weapon.

5.000

SMG Recoil System I: Reduce total recoil penalty by 1

3.500

SMG Recoil System II: Reduce total recoil penalty by 2

9.000

SMG Recoil System III: Reduce total recoil penalty by 3

16.000

Body Materials
SMG Ultralight Materials I: Reduce weapon weight by 10% (apply after reduction from variant)

500

SMG Ultralight Materials I: Reduce weapon weight by 20% (apply after reduction from variant)

2.000

SMG Ultralight Materials I: Reduce weapon weight by 30% (apply after reduction from variant)

4.500

SMG Ultralight Materials I: Reduce weapon weight by 40% (apply after reduction from variant)

8.000

SMG Ultralight Materials I: Reduce weapon weight by 50% (apply after reduction from variant)

12.500

Weapon Attachment Upgrades


Laser Sight: +1 bonus on attack rolls with that weapon
Assault Rifle Mods

2.500
Cost
(credits)

Detection Upgrades
Combat Sensor: your radar cannot be jammed by enemies employing Lesser Stealth Generators

1.000

Combat Scanner: your radar cannot be jammed by enemies employing Normal Stealth Generators

2.500

Chapter 5: Items and Equipment

208

Assault Rifle Mods

Cost
(credits)

Detection Upgrades (cont.)


Combat Optics: your radar cannot be jammed by enemies employing Greater Stealth Generators

5.000

Sight Upgrades
Precision Scope I: +1 bonus on attack rolls with that weapon when using the Aiming action. Counts as a sniper-rifled for the
purpose of the Camping action.

2.500

Precision Scope II: +2 bonus on attack rolls with that weapon when using the Aiming action. Counts as a sniper-rifled for the
purpose of the Camping action.

6.660

Precision Scope III: +3 bonus on attack rolls with that weapon when using the Aiming action. Counts as a sniper-rifled for the
purpose of the Camping action.

11.900

Precision Scope IV: +4 bonus on attack rolls with that weapon when using the Aiming action. Counts as a sniper-rifled for the
purpose of the Camping action.

18.000

Precision Scope V: +5 bonus on attack rolls with that weapon and increase critical threat range of the weapon by 1, only when
using the Aiming action. Counts as a sniper-rifled for the purpose of the Camping action.

27.500

Thermal Scope I: +1 bonus on attack rolls with that weapon when using the Aiming action. Counts as a sniper-rifled for the
purpose of the Camping action. Sees through walls and invisibility as if having thermal goggles, but only while using Aiming
or Camping. Increases weapon base weigh by 25%.

12.500

Thermal Scope II: +2 bonus on attack rolls with that weapon when using the Aiming action. Counts as a sniper-rifled for the
purpose of the Camping action. Sees through walls and invisibility as if having thermal goggles, but only while using Aiming
or Camping. Increases weapon base weigh by 25%.

16.600

Thermal Scope III: +3 bonus on attack rolls with that weapon when using the Aiming action. Counts as a sniper-rifled for the
purpose of the Camping action. Sees through walls and invisibility as if having thermal goggles, but only while using Aiming
or Camping. Increases weapon base weigh by 25%.

21.900

Thermal Scope IV: +4 bonus on attack rolls with that weapon when using the Aiming action. Counts as a sniper-rifled for the
purpose of the Camping action. Sees through walls and invisibility as if having thermal goggles, but only while using Aiming
or Camping. Increases weapon base weigh by 25%.

28.000

Thermal Scope V: +5 bonus on attack rolls with that weapon and increase critical threat range of the weapon by 1, only when
using the Aiming action. Counts as a sniper-rifled for the purpose of the Camping action. Sees through walls and invisibility
as if having thermal goggles, but only while using Aiming or Camping. Increases weapon base weigh by 25%.

37.500

Cooling Upgrades
Heat Sink: Increase rate of fire by 1

3.000

Frictionless Materials: +1 damage to each shot from that weapon. Increase rate of fire by 1.

8.500

Barrel Upgrades
High Caliber Barrel: +1 damage to each shot from that weapon. Reduce rate of fire by 1

3.500

Rail Extension: +2 damage to each shot from that weapon. Reduce rate of fire by 1

8.000

Scram Rail: +3 damage to each shot from that weapon. Reduce rate of fire by 2

12.500

Barrel Extension: Increase weapons base range by 25% (rounded to nearest 5 ft increment)

2.500

High-Velocity Barrel I: Weapons shots can pierce through objects up to 2 ft thick (cumulative with Armor-Piercing ammo
power). Deal only 50% total damage (rounded down)

2.000

High-Velocity Barrel II: Weapons shots can pierce through objects up to 3 ft thick (cumulative with Armor-Piercing ammo
power). Deal only 50% total damage (rounded down)

4.000

High-Velocity Barrel III: Weapons shots can pierce through objects up to 4 ft thick (cumulative with Armor-Piercing ammo
power). Deal only 50% total damage (rounded down)

7.500

Assault Rifle Suppressor I: When firing the weapon, the enemy must make a Listen check DC 12 or fails to hear the shot and
where it comes from. Each weapons shot deals -1 damage (minimum 1)

3.000

Assault Rifle Suppressor II: When firing the weapon, the enemy must make a Listen check DC 15 or fails to hear the shot and
where it comes from. Each weapons shot deals -2 damage (minimum 1)

4.000

209

Chapter 5: Items and Equipment

Assault Rifle Mods

Cost
(credits)

Stability Upgrades
Recoil Damper: Reduce total recoil penalty by 1 (minimum of 0)

3.500

Kinetic Stabilizer: Reduce total recoil penalty by 2 (minimum of 0)

7.000

Kinetic Coil: Reduce total recoil penalty by 2 (minimum of 0). +1 damage to each shot from that weapon

15.000

Ammo Upgrades
Magazine Upgrade I: Increase ammo-clip size by 10% (rounded normally)

300

Magazine Upgrade II: Increase ammo-clip size by 20% (rounded normally)

1.200

Magazine Upgrade III: Increase ammo-clip size by 30% (rounded normally)

2.700

Magazine Upgrade IV: Increase ammo-clip size by 40% (rounded normally)

4.800

Magazine Upgrade V: Increase ammo-clip size by 50% (rounded normally)

7.500

Weapon Attachment Upgrades


Laser Sight: +1 bonus on attack rolls with that weapon

2.500

Shotgun Attachment: Attach a M-23 Katana to the assault rifle. This shotgun deals normal damage, cannot be upgraded, uses
assault rifle attack bonus and has only 3 ammo in its clip. Changing to this weapon requires 1 action

3.000

Grenade Attachment: Attach a grenade launcher to the assault rifle. This allows the grenade to be thrown with the assault
rifles attack bonus and range (but with a maximum 5 range increments). Changing to this weapon requires 1 action

6.000

Assault Rifle Omni-Blade I: Melee attacks, made while wielding the assault rifle deal, extra 1 damage

500

Assault Rifle Omni-Blade II: Melee attacks, made while wielding the assault rifle deal, extra 2 damage

1.415

Assault Rifle Omni-Blade III: Melee attacks, made while wielding the assault rifle deal, extra 3 damage

2.600

Assault Rifle Omni-Blade IV: Melee attacks, made while wielding the assault rifle deal, extra 4damage

4.000

Assault Rifle Omni-Blade V: Melee attacks, made while wielding the assault rifle deal, extra 5 damage

6.000

Shotgun Mods

Cost
(credits)

Detection Upgrades
Combat Sensor: your radar cannot be jammed by enemies employing Lesser Stealth Generators

1.000

Combat Scanner: your radar cannot be jammed by enemies employing Normal Stealth Generators

2.000

Combat Optics: your radar cannot be jammed by enemies employing Greater Stealth Generators

5.000

Pellet Upgrades
Smart Choke I: Increase weapons base range by 10% (rounded to nearest 5 ft increment)

3.500

Smart Choke I: Increase weapons base range by 20% (rounded to nearest 5 ft increment)

7.660

Smart Choke III: Increase weapons base range by 30% (rounded to nearest 5 ft increment)

16.000

Smart Choke IV: Increase weapons base range by 40% (rounded to nearest 5 ft increment)

26.680

Smart Choke V: Increase weapons base range by 50% (rounded to nearest 5 ft increment)

40.000

Cooling Upgrades
Heat Sink: Increase rate of fire by 1

3.000

Barrel Upgrades
High Caliber Barrel: +1 damage to each shot from that weapon. Reduce rate of fire by 1 (minimum of 1)

3.500

Rail Extension: +2 damage to each shot from that weapon. Reduce rate of fire by 1 (minimum of 1)

8.000

Scram Rail: +3 damage to each shot from that weapon. Reduce rate of fire by 2 (minimum of 1)

12.500

High-Velocity Barrel I: Weapons shots can pierce through objects up to 2 ft thick (cumulative with Armor-Piercing ammo power).
Deal only 30% total damage (rounded down)

3.000

High-Velocity Barrel II: Weapons shots can pierce through objects up to 3 ft thick (cumulative with Armor-Piercing ammo
power). Deal only 30% total damage (rounded down)

6.000

Chapter 5: Items and Equipment

210

Shotgun Mods

Cost
(credits)

Barrel Upgrades (cont.)


High-Velocity Barrel III: Weapons shots can pierce through objects up to 4 ft thick (cumulative with Armor-Piercing ammo
power). Deal only 30% total damage (rounded down)

11.000

Ammo Upgrades
Magazine Upgrade I: Increase ammo-clip size by 10% (rounded normally)

300

Magazine Upgrade II: Increase ammo-clip size by 20% (rounded normally)

1.200

Magazine Upgrade III: Increase ammo-clip size by 30% (rounded normally)

2.700

Magazine Upgrade IV: Increase ammo-clip size by 40% (rounded normally)

4.800

Magazine Upgrade V: Increase ammo-clip size by 50% (rounded normally)

7.500

Dart-like Pellet: Increase weapons critical threat range by 1.

6.000

Mass-Accelerator Upgrades
Shields Shredder Mod I: Deal +1 damage against Shield HP with each shot from that weapon

1.500

Shields Shredder Mod II: Deal +1d3 damage against Shield HP with each shot from that weapon

7.800

Shields Shredder Mod III: Deal +1d6 damage against Shield HP with each shot from that weapon

22.045

Plating Shredder Mod I: Deal +1 damage against Plating with each shot from that weapon

1.000

Plating Shredder Mod II: Deal +1d3 damage against Plating with each shot from that weapon

5.200

Plating Shredder Mod III: Deal +1d6 damage against Plating with each shot from that weapon

14.700

Weapon Attachment Upgrades


Blade Attachment I: Melee attacks, made while wielding the shotgun deal, extra 1 damage

500

Blade Attachment II: Melee attacks, made while wielding the shotgun deal, extra 2 damage

1.415

Blade Attachment III: Melee attacks, made while wielding the shotgun deal, extra 3 damage

2.600

Blade Attachment IV: Melee attacks, made while wielding the shotgun deal, extra 4 damage

4.000

Blade Attachment V: Melee attacks, made while wielding the shotgun deal, extra 5 damage

6.000

Sniper Mods

Cost
(credits)

Targetting Upgrades
Coriolis Effect Calculator: Reduce range increment penalty by 1

4.500

Dynamic Effects Calculator: Reduce range increment penalty by 2

12.000

Anatomic Scanners: Increase snipers critical threat range by 1

6.000

Concentration Mod: Reduce the number of actions required for Aiming by 1 (doesnt stack with other sources that reduce this
time). +1 bonus on attack rolls with that weapon

10.000

Cooling Upgrades
Heat Sink: Increase rate of fire by 1

3.000

Frictionless Materials: +1 damage to each shot from that weapon. Increase rate of fire by 1.

7.500

Stability Upgrades
Recoil Damper: Reduce total recoil penalty by 1 (minimum of -0)

3.500

Kinetic Stabilizer: Reduce total recoil penalty by 2 (minimum of -0)

7.000

Kinetic Coil: Reduce total recoil penalty by 2 (minimum of -0). +1 damage to each shot from that weapon

15.000

Detection Upgrades
Combat Sensor: your radar cannot be jammed by enemies employing Lesser Stealth Generators

1.000

Combat Scanner: your radar cannot be jammed by enemies employing Normal Stealth Generators

2.000

Combat Optics: your radar cannot be jammed by enemies employing Greater Stealth Generators.

5.000

211

Chapter 5: Items and Equipment

Sniper Mods

Cost
(credits)

Barrel Upgrades
High Caliber Barrel: +1 damage to each shot from that weapon. Reduce rate of fire by 1 (minimum of 1)

3.500

Rail Extension: +2 damage to each shot from that weapon. Reduce rate of fire by 1 (minimum of 1)

8.000

Scram Rail: +3 damage to each shot from that weapon. Reduce rate of fire by 2 (minimum of 1)

12.500

High-Velocity Barrel I: Weapons shots can pierce through objects up to 2 ft thick (cumulative with Armor-Piercing ammo
power). Deal only 30% total damage (rounded down)

3.000

High-Velocity Barrel II: Weapons shots can pierce through objects up to 3 ft thick (cumulative with Armor-Piercing ammo
power). Deal only 30% total damage (rounded down)

6.000

High-Velocity Barrel III: Weapons shots can pierce through objects up to 4 ft thick (cumulative with Armor-Piercing ammo
power). Deal only 30% total damage (rounded down)

11.000

Sight Upgrades
Enhanced Scope I: +1 bonus on attack rolls with that weapon when using the Aiming action.

2.500

Enhanced Scope I: +2 bonus on attack rolls with that weapon when using the Aiming action.

6.660

Enhanced Scope I: +3 bonus on attack rolls with that weapon when using the Aiming action.

11.900

Enhanced Scope I: +4 bonus on attack rolls with that weapon when using the Aiming action.

18.000

Enhanced Scope I: +5 bonus on attack rolls with that weapon when using the Aiming action.

27.500

Thermal Scope I: +1 bonus on attack rolls with that weapon when using the Aiming action. Sees through walls and invisibility
as if having thermal goggles, but only while using Aiming or Camping. Increases weapon base weigh by 25%.

12.500

Thermal Scope II: +2 bonus on attack rolls with that weapon when using the Aiming action. Sees through walls and invisibility
as if having thermal goggles, but only while using Aiming or Camping. Increases weapon base weigh by 25%.

16.600

Thermal Scope III: +3 bonus on attack rolls with that weapon when using the Aiming action. Sees through walls and invisibility
as if having thermal goggles, but only while using Aiming or Camping. Increases weapon base weigh by 25%.

21.900

Thermal Scope IV: +4 bonus on attack rolls with that weapon when using the Aiming action. Sees through walls and invisibility
as if having thermal goggles, but only while using Aiming or Camping. Increases weapon base weigh by 25%.

28.000

Thermal Scope V: +5 bonus on attack rolls with that weapon and increase critical threat range of the weapon by 1, only when
using the Aiming action. Sees through walls and invisibility as if having thermal goggles, but only while using Aiming or
Camping. Increases weapon base weigh by 25%.

37.500

Ammo Upgrades
Magazine Upgrade I: Increase ammo-clip size by 10% (rounded normally)

300

Magazine Upgrade II: Increase ammo-clip size by 20% (rounded normally)

1.200

Magazine Upgrade III: Increase ammo-clip size by 30% (rounded normally)

2.700

Magazine Upgrade IV: Increase ammo-clip size by 40% (rounded normally)

4.800

Magazine Upgrade V: Increase ammo-clip size by 50% (rounded normally)

7.500

Weapon Attachment Upgrades


Laser Sight: +1 bonus on attack rolls with that weapon

2.500

course, requires concentration to do the job. Armor


mods that have a numeric type number (like Shield
Battery II), require the character to already have the
previous mods of the same type but lower number.
So a Shield Battery V requires the character to have
bought or acquired the Shield Battery I, II, III and IV.
All armors can be modified beyond simple customization, to fit Buying a superior mod of the same type automatically
replaces the previous one (since only the number I is
the desires of the characters that wear them. The available armor
modifications, also known as armor mods, are described in this the hardware and the remaining are mostly software
section. Any armor can have up to 2 different mods but no more than upgrades).
one of the same type. In addition, mods can be replaced by another Any bonus to damage provided by armor mods is
with the use of the omni-tool and by spending 5 actions. This, of
also multiplied on critical hits.

Armor Modifications

Chapter 5: Items and Equipment

212

Armor Mod

Cost (credits)

Damage Protection
Armor Plating: increase armors damage reduction by 1

5.000

Energized Plating: increase armors damage reduction by 2

10.000

Health Interface
First Aid Interface: Increase amount healed to wearer, by the use of First Aid, by 2

1.500

Medical Interface: Increase amount healed to wearer, by the use of First Aid, by 4. +2 bonus vs. poisons and diseases

4.000

Medical Exoskeleton: Increase amount healed to wearer, by the use of First Aid, by 6. +4 bonus vs. poisons and diseases

6.500

Kinetic
Kinetic Buffer: +1 bonus on Attack rolls. +1 dodge bonus to Defense. +1 to Reflex saves

6.000

Kinetic Exoskeleton: +2 bonus on Attack rolls. +2 dodge bonus to Defense. +2 to Reflex saves

15.000

Mechanical Augmentations
Motorized Joints: +1 damage with melee attacks

1.500

Exoskeleton: +2 melee damage. You are treated as one size larger for purposes of resisting Biotic powers. +1 to Fort
saves

6.000

Combat Exoskeleton: +2 melee damage. You are treated as one size larger for purposes of resisting Biotic powers. +2
to Fort saves. +1 saves vs Biotic and Tech powers

12.000

Shield Generator
Shield Battery I: increase armors base shields by 10% (rounded normally)

2.000

Shield Battery II: increase armors base shields by 20% (rounded normally)

6.060

Shield Battery III: increase armors base shields by 30% (rounded normally)

11.600

Shield Battery IV: increase armors base shields by 40% (rounded normally)

18.400

Shield Battery V: increase armors base shields by 50% (rounded normally)

26.265

Shield Capacitor
Shield Strength Modulator I: Shields gain DR 1

8.000

Shield Strength Modulator II: Shields gain DR 2

16.000

Shield Strength Modulator III: Shields gain DR 3

24.000

Shield Recovery
Shield Regenerator: Shields regenerate at a rate of 1 Shield HP per round

2.500

Energized Weave: Shields regenerate at a rate of 2 Shield HP per round

5.000

Life-Support Systems
Toxic Seals: +4 bonus vs poisons and diseases

1.800

Pressurized Seals: +4 bonus vs poisons and diseases. Reduce Hazard level by 1

3.600

Large Air-Tank: Character can breathe in non-breathable environments up to 2 hours instead of just 1 hour.

1.500

Hardening
Hardening Weave: +2 bonus on Fort and Ref saves

6.000

Reinforced Joints I: +15% chance to negate critical hits and sneak attacks. Benefit is only +7% if wearer has no helmet.

1.765

Reinforced Joints II: +30% chance to negate critical hits and sneak attacks. Benefit is only +15% if wearer has no helmet.

4.655

Reinforced Joints III: +45% chance to negate critical hits and sneak attacks. Benefit is only +22% if wearer has no
helmet.

8.215

Reinforced Joints IV: +60% chance to negate critical hits and sneak attacks. Benefit is only +30% if wearer has no
helmet.

12.290

Reinforced Joints V: +75% chance to negate critical hits and sneak attacks. Benefit is only +37% if wearer has no
helmet.

16.800

213

Chapter 5: Items and Equipment

Armor Mod

Cost (credits)

Deflector Shield
Lesser Deflector Shield Generator:+1 to Defense

3.000

Deflector Shield Generator:+2 to Defense

6.000

Greater Deflector Shield Generator:+4 to Defense

12.000

greater devastation in a concentrated area.


Detonation packs must be placed with an Electronics DC 18 check,
which requires 5 actions of concentration. They can have a timer
from 1 action to 12 hours (and they may be tied to a remote that
weighs 0,2 lb). Failure by 5 or more sets the pack to explode in
This next section provides information of dozens of 1d6 actions. To remove one, the same check must be made but it
requires 2d6 actions to remove it.
other equipment and software, and costs for a variety
of services that characters can purchase to assist them
These explosives have two settings: they either deal 10d6 damage
in their travels.
to all in a 60 ft radius, or they deal 20d6 damage to all in a 30 ft
radius. The blast affects structures as well and has enough force
to have its damage continue to the next layer of a creatures
protection, similar to Heavy Weapons (meaning if the damage
Character face all sorts of challenges and difficulties,
is enough to remove the creatures Shield HP, the rest of the
and only the right gear can make them succeed. Most of
damage is then dealt to the creatures Plating HP and after that
this gear is basic equipment that might come in handy
to the creatures Normal HP).
regardless of a characters abilities or skills. This equipment
There is no risk of exploding a detonation pack when it is not
can be found on the previous table. This gear is standard for
Medium-size creatures. Smaller creatures have the weight armed.
halved for each size smaller while larger creatures have the
Disruptor Bomb: A disruptor bomb is used to disable electric
weight doubled for each size larger.
currents and devices within a very large radius. It requires 3d6

Other Equipment

Basic Gear

actions to set up, and an Electronics DC 20 check. Failure by 5


or more ruins the bomb so it cannot be used again. Success
allows the bomb to be armed and have a timer between
1 action and 12 hours (and it may be tied to a remote that
Bipod Sniper Rifle Support Part: This special support is
weighs 0,2 lb). Once it goes off, the disruptor bomb disables
used to provide stability for sniper rifles. It is attached to
all electric devices within 500 ft (if it is placed on the central
the weapons barrel (with 1 full round action) and allows the
core of a station or ship, it disables the entire station/ship).
character to use an object, wall or even the ground, to provide
It takes a Repair check DC 20, which requires 2d10 actions,
more stability to the shot. Using one of these provides a +1
to get the systems back online. For every 5 points above the
bonus to attack rolls made with that weapon, and reduces
DC it reduces the time required by 2 actions (the GMs may
both total recoil penalty and the Str score necessary to fire the
determine that it takes more than that if a station/ship is
weapon by 2, but only while the weapon is stable and in place,
disabled through the bomb). Until the check is successful,
It may also be used for a Light or Heavy Machinegun (see Heavy
the systems remain inoperative.
Weapons), applying the indicated bonus (the attack bonus
This disruption affects everything electronic. Weapons,
becomes a skill check bonus).
omni-tools and cybernetics (excluding amplifiers) stop
Stabilizing with the support a weapon that way, and removing it
working, Shield HP goes down and the only armor
from place, requires 1 normal action.
benefit that still works is the DR. Mechs and drones, as
Cloaking Device: This high-tech package is attacked to the back of well as shuttles and other vessels stop working as well
an armor and allows the wearer to use a normal action to become until someone makes the check for them. Of course
invisible. The invisibility lasts for a maximum of 10 minutes before this can make flying drones/ships crash. Synthetics and
needing to cooldown for another 10 minutes (a period during which Reapers, however, are only dazzled and stunned for
it cannot be used). The invisibility is also broken if the character uses 1d6 actions, afterwards they can function normally.
The weight column indicates how much a specific item
weighs, or it indicates the increase in armor, weapon or item
weight.

Enforcer Gauntlets: Common in the Terminus


Systems, enforcement gauntlets are armored gloves
attached to a characters hardsuit and powered by it.
Defense design studios in the Batarian Hegemony
Detonation Pack: A detonation pack is a military grade explosive created enforcement gauntlets for police forces.
capable of causing large devastation in a large area, or an even They have proven useful in peacefully dispersing
an offensive action or interacts with an electric system or computer.
If broken this way, the cooldown imposed equals the number of
actions, rounds or minutes the invisibility was active before being
broken.

Chapter 5: Items and Equipment

214

Item
Bipod Sniper Rifle Support Part

Cost
(credits)

Weight

3.000

+2 lb1

Item
Power-Cell: Small-Capacity Battery (restore 10% of
armors Shield HP, rounded down; regain 1 lost Tech
Point)

Cost
(credits)

Weight

150

0,5 lb

Cloaking Device

75.000

+15 lb1

Power-Cell: Medium-Capacity Battery (restore 25%


of armors Shield HP; regain 3 lost Tech Point)

500

1 lb

Detonation Pack

5.000

3 lb

Power-Cell: High-Capacity Battery (restore 50% of


armors Shield HP; regain 3 lost Tech Point)

1.000

1,5 lb

Disruptor Bomb

15.000

5 lb

Power-Cell: Emergency Battery (restore 100% of


armors Shield HP; regain 12 lost Tech Point)

3.000

2 lb

Enforcer Gauntlets

4.000

+5 lb1

Power-Cell: Simple Burst Battery (Increase DC of Tech


Powers by 1 for 1 minute)

850

1 lb

Power-Cell: Advanced Burst Battery (Increase DC of


Tech Powers by 2 for 1 minute)

2.000

1,5 lb

Extended Breathing Tanks

Propelling Devices

Increase armors air supply to 5


hours

1.000

+3 lb1

Increase armors air supply to 12


hours

3.500

+6 lb1

For space navigation

2.500

+5 lb1

Increase armors air supply to 1 day

8.000

+10 lb1

For underwater navigation

1.500

+5 lb1

20

1 lb

20

1 lb

50

0,5 lb

Repair Kit

50

0,5 lb

First Aid Dispenser


Medi-Gel Kit

Repair Kit Dispenser

Upgrade First Aid Dispenser (+1)

500

+0 lb

Upgrade Repair Kit Dispenser (+1)

500

+0 lb

Upgrade First Aid Dispenser (+2)

2.000

+1 lb

Upgrade Repair Kit Dispenser (+2)

2.000

+1 lb

Upgrade First Aid Dispenser (+3)

4.500

+1 lb

Upgrade Repair Kit Dispenser (+3)

4.500

+1 lb

Upgrade First Aid Dispenser (+4)

8.000

+2 lb

Upgrade Repair Kit Dispenser (+4)

8.000

+2 lb

Upgrade First Aid Dispenser (+5)

12.500

+2 lb

Upgrade Repair Kit Dispenser (+5)

12.500

+2 lb

Upgrade First Aid Dispenser (range


up to 60 ft)

+1.500

Upgrade Repair Kit Dispenser (range up to 60 ft)

+1.500

Upgrade First Aid Dispenser (range


up to 100 ft)

+5.000

Upgrade Repair Kit Dispenser (range up to 100 ft)

+5.000

12.000

300 lb

+5 bonus on all Swim checks

750

+2 lb

+10 bonus on all Swim checks

Floaters

Shield Pylon
Stim-pack: Painkillers (+5 temporary HP)

60

0,5 lb

2.000

+3 lb

Stim-pack: Painkillers (+10 temporary HP)

155

0,5 lb

Grappler

600

+5 lb1

Stim-pack: Painkillers (+15 temporary HP)

290

0,5 lb

Gravity Boots

500

+5 lb

Stim-pack: Painkillers (+20 temporary HP)

440

1 lb

Grenade

80

0,1 lb

Stim-pack: Painkillers (+25 temporary HP)

615

1 lb

Grenade, Smoke

300

0,1 lb

Stim-pack: Painkillers (+30 temporary HP)

810

1 lb

Investigate Kit

100

1 lb

Stim-pack: Enhanced Senses (+1 Spot and Listen)

30

0,5 lb

Stim-pack: Improved Senses (+2 Spot and Listen)

85

0,5 lb

Stim-pack: Greater Senses (+4 Spot and Listen)

225

1 lb

Investigate Kit, Master


Jump Jets
Language Translator Software
All languages of one specific race
Nightvision Goggles
Portable Cover
Portable Generator

215

500

1 lb

6.500

+10 lb1

20

Stim pack: Anti Toxins (+2 vs poisons, stops further


effect of Chemical ammo)

350

0,5 lb

150

Stim pack: Anti-Toxins Greater (+5 vs poisons, stops


further effect of Chemical ammo)

500

1 lb

5.800

+3 lb1

Stim-pack: Mind Focusing Drugs (+1 Attack bonus)

250

0,5 lb

500

50 lb

Stim-pack: Greater Mind Focusing Drugs (+2 Attack


bonus)

500

1 lb

3.000

150 lb

Stim-pack: Reflex Enhancing Drugs (+1 dodge bonus


to Defense)

350

0,5 lb

Chapter 5: Items and Equipment

Item

Cost
(credits)

Weight

Stim-pack: Greater Reflex Enhancing


Drugs (+2 dodge bonus to Defense)

700

1 lb

Stim-pack: Biotic Boost (increase DC of


Biotic Powers by 1)

850

0,5 lb

Stim-pack: Potent Biotic Boost (increase


DC of Biotic Powers by 2)

2.000

1 lb

Stim-pack: Strength Booster (increase


Str by +2)

800

0,5 lb

Stim-pack: Potent Strength Booster


(increase Str by +4)

1.600

1 lb

1.

Item

Cost
(credits)

Weight

Stim-pack: Agility Booster (increase Dex by +2)

1.000

0,5 lb

Stim-pack: Potent Agility Booster (increase Dex by


+4)

2.000

1 lb

Stun Gun

500

3 lb1

Stun Rifle

1.500

10 lb1

Thermal Goggles

12.800

+5 lbs1

For each size smaller, reduce weight by one third. For each size larger, double weight.

crowds of terrorists, criminal trespassers, and counterhegemonist subversives in areas where the use of
firearms risks injury to hard-working loyal citizens nearby.

exist for the sake of concealing it. Favored by bounty hunters and
mercenaries who need to beat a hasty retreat, along with workers
who understand the risks associated with heights. The grappler
Each gauntlet contains a small repulsive kinetic barrier fires a high velocity dart at a surface up to 100 feet away with a
generator that can be used to create a repulsive effect length of cord that is fabricated by the omni-tool. This is resolved
with the characters melee attacks. As such, enforcement with a ranged attack made at the surface that deals 1d6 points
of damage and ignores 10 points of the surface DR.
gauntlets deal extra 2d6 damage on a successful melee
attack. The victim must also make a Fortitude save equal to
If it manages to successfully deal damage, a mechanism can
10+1/2 the damage dealt or falls prone.
be activated to make the user move in the direction of their
target at a rate of 30 ft per round, reducing 10 ft for every size
If a creature is killed with a critical hit from a melee attack
made with enforcer gauntlets, their head explodes in such a category above Medium and adding 2 for every size category
gory and glorious fashion that its allies must make a Will save below it.
DC 10 + Victims HD + the attackers Charisma modifier or be
shaken for 1d4 rounds.
Enforcer gauntlets count as heavy melee weapons.

Improved versions of the Grappler increase the size category


by 1, the DR penetrated by 2 and increase the damage (1d8
for large, 1d10 for huge), to a maximum size of Huge.

It can also be used as a messy one-shot weapon: if the


Grapplers effective size is the same or larger than the
targets, then both the target and the character get jerked
towards each other at a rate of 30 ft per round. Reflex save
First Aid Dispenser: Invaluable for any characters that wish to
20 negates the drag and anchoring and a DC 20 Strength
make use of their First Aid or Medicine skills, this dispenser is
check can be made to anchor oneself from being tugged.
attached to the characters omni-tool. A normal dispenser can
This cannot be used on a target with Shield HP or Plating
store up to 5 medi-gel kits, but it can be upgraded to be able to
HP. If the victim has no Plating HP (natural or otherwise),
store more (upgraded dispensers have their weight increased by
they must also make a Fortitude save DC 10+damage
the amount indicated by the upgrade). Without medi-gel kits in
dealt or suffer from Bleeding 1.
this dispenser, the character cannot use the First Aid skill to heal.
The cord has 20 HP and 0 DR and is of fine size, with a
First aid dispensers have a cooldown of 10 actions between each DC 10 strength check to break it. The operator may
delivery of medi-gel, during which no action involving the usage
disengage the anchor at any time as a free action.
of a medi-gel kit can be used.
Once used, it takes the Grappler and the omni-tool 5
The first aid dispenser can be used on characters up to 30 ft away,
rounds to regenerate another cord.
but it can be upgraded to have a higher range or effect.
Gravity Boots: Although called Gravity Boots, this is
Floaters: Armors can be equipped with special floating devices that
in fact a simply hardware and software add-on added
fill themselves with air when activated or when the character reaches
to a characters armor boots. It allows him to walk on
a depth of 20 ft. Floaters provide bonuses to Swim checks made by
metallic surfaces as if those surfaces were the normal
the character but only to move vertically towards the surface. The
ground level of a planet, even if they are vertical and
character must have an armor equipped.
floating in space (the coverage of walls, floors and
Grappler: Typically mounted on the forearm, but handheld versions roofs is made of concrete).
Extended Breathing Tanks: Attached to any armor, these
small tanks not only have additional volume of breathable air,
but they can also recycle it for much longer.

Chapter 5: Items and Equipment

216

The boots are extremely useful for any character, n addition provides a +2 bonus on Investigate checks. You must have an
seeing as it is impossible to move along in two legs
omni-tool to be able to use this kit.
on a surface in the vacuum of space. These boots
Language Translator Software: Even the simplest of clothing has
create a force, similar to gravity, which is always
micro-computers that serve as interpreters between beings speaking
perpendicular to the surface the character is walking
different languages. Communication would otherwise be extremely
in. The effect isnt limited to the characters boots,
difficult, especially for races with different (or lacking) vocal chords.
it affects the entire characters body, and so he can
These computers analyze the voice sounds in the air and then
actually sit or lay down on those surfaces normally.
transmit the translation into the ears at frequencies that supersede
The force of the gravity created can be adjusted but it
normal voice sounds. The character is thus unable to hear the actual
is usually 0.8 G.
voice sounds, instead hearing what the micro-computers transmit.
This add-on provides a +1 bonus on saves and checks These-micro computers are advanced enough to translate words
while maintaining tone.
to resist effects and powers that would otherwise
send the character flying. In addition, if the character
In order to properly translate, though, special translating software
is indeed sent flying, the boots ensure his body ends
is required, which contain the words and sentences database the
on the surface if he isnt sent to heights more than 20 micro computers need to correctly translate. It is up to each races
ft high from the surface. If that happens, however,
government to continuously update these databases (updates
the boots cannot pull him down to the surface. If this
are free). Some words and sentences, however, are not translated,
happens in the vacuum of space, the target will continue
either because they carry no equivalent in other languages, or
moving away from the surface, as normal.
because they are deemed obscene and so certain governments
refuse to translate them. Other words might not be translated for
Grenade: A character can carry up to 3 grenades. These
various reasons. The Batarians, for example, refuse to translate
items are thrown weapons that once they hit a character
their military words to make it more difficult for others to
deal the thrown weapon damage. After hitting the target,
understand the orders they give each other.
or if they fail to hit a character, or if they arent aimed at one,
the grenade hits the ground and falls on an intersection of
A basic translator software allows the following races to
the battle grid.
communicate with ease: asari, batarians, drell, elcor, hanar,
humans, krogan, quarian, salarian, turian, volus and vorcha.
Grenades are explosive devices. 1 action after hitting a
character or the ground, they explode dealing 3d6 points of
damage to every creature within a 20-ft radius.

A language translator is only able to detect and translate from


and to the most commonly used dialects. For example, in
order for a turian to understand a human, the human must
Certain Combat powers can alter the effects of grenades. They
can also increase the grenade carrying capacity of a character. be speaking in the most common human dialect (English)
and the translator software of the turian would translate
A grenade has a range of 20 ft + 5ft per Strength modifier of
the words to the most common turian dialect. If the turian
the character throwing. In addition, grenades can be thrown
then spoke, he would need to speak in the most common
up to 5 range increments.
turian dialect and the humans translating micro computers
Grenade, smoke: Smoke grenades work exactly like normal would then translate the words to English. In order to
grenades, only instead of dealing damage they explode and enable translation to other dialects, the human would
create a curtain of smoke. This curtain only prevents sight. The need to buy an All languages of one specific race for the
human race, then configure it to translate the words into
smoke effect lasts for 10 actions, after which it dissipates.
another dialect. And in order for his computers to be able
Unlike normal grenades, a smoke grenade explodes immediately
to understand other turian dialects, he would need to buy
upon contact with a character or the ground.
an All languages of one specific race for the turian race,
which would allow his computers to understand any
In environments with a Moderate wind force (see Winds in
Environmental Hazards), the smoke dissipates in 8 actions; if turian dialect and translate the words and sentences.
the wind force is Strong, it dissipates in 6 actions; if it is Severe it
Jump Jets: Typically mounted on the shoulders, calves
dissipates in 3 actions; if it is Windstorm it dissipates in 1 action. In
and back, jump jets allow a new dimension of mobility
Hurricane or Tornado, the winds are so strong the grenade creates
on the field of battle. It draws on its own power supply
no smoke screen.
but overheats easily and has to be custom fit onto
every suit its installed on. Jump Jets allow the user to
fly around or break a fall.

Smoke grenades occupy the space of a grenade, so if a character can


only carry 3 grenades and decides to acquire a smoke grenade, he
will only be able to carry 2 normal grenades.

Jump jets start with a total of 500 ft worth of flight.


The character can use them in one of the following
ways:

Investigate Kit: This special kit contains all necessary materials and
omni-tool software to use when making an Investigate check. You
must also have an omni-tool to be able to use this kit.
Investigate Kit, Master: This kit works like a normal Investigate Kit but

217

Ascend: The character uses the jump jets to move


up vertically, in a direction contrary to that

Chapter 5: Items and Equipment

of gravity. In normal gravity environments, this Medi-Gel Kit: Medi-gel (medical gel) is an all-purpose medicinal salve
requires the character to spend 10 ft worth of flight
combining an anaesthetic and clotting agent used by paramedics,
for each 5 ft he wishes to ascend. For low-gravity
EMTs, and military personnel, produced by the Sirta Foundation. It
environments it takes only 5 ft worth of flight to
heals various wounds and ailments, instantly sealing injuries against
ascend 5 ft. In high-gravity environments, it takes 20
infection and allowing for rapid healing by having the gel grip tight to
ft worth of flight to ascend 5 ft.
flesh until subjected to a frequency of ultrasound. It is sealable against
liquids - most notably blood - as well as contaminants and gases.
Descend: The character can use jump jets to move
down vertically, in the same direction as that of Technically its properties make it illegal under genetic modification
laws, but the restriction, in this case, is ignored because of the
gravity. In normal and low-gravity environments, this
requires the character to spend 5 ft worth of flight products beneficial properties.
for each 5 ft he wishes to descend. In high-gravity
environments, it takes 5 ft worth of flight to ascend 10
ft.
Break a fall: If the character is falling, he can use the
jump jets to slow down and even break the fall, with
a free action. The character must spend a number of ft
worth of flight equal to 1/2 the distance fell (example: if
a character wishes to reduce a 50 ft fall by 10 ft, he must
spend 5 ft worth of flight since 5 ft is 1/2 the amount of
falling distance the character wishes to break).

Each use of the First-Aid skill expends one medi-gel kit.


Nightvision Goggles: This device can be added to any armor
helmet or be used individually. It provides the character with
nightvision 60 ft.

Portable Cover: 2-ft tall and 5-ft in side, the Portable Cover system
was developed by Cerberus, used by this organization during the
War with the Reapers, and adapted by the rest of the galaxy after
that war. It serves only one function: to provide additional places
of cover. Once attached to a Portable Generator, the Portable
Cover uses the same principles as the Tech Armor power to
Please note that breaking a fall only prevents falling
create a solid barrier which shots cannot penetrate.
damage if the character spends enough ft worth of flight
The system itself is hard to destroy. Possesses Defense 15 and
to break the entire distance he fell.
Plating HP 50. The cover, however, has only Defense 5 and
Boost charge: A character can spend 1 free action to boost Shield HP 30. Once its Shield HP are brought down, the system
a charge attack he might have initiated. This boost merely
shuts down and enters a rebooting period, during which it
allows the character to move, in the charge attack, a specific
provides no cover bonus at all. This rebooting period takes 5
number of additional ft so desired. However, he spends an
actions.
equal amount in ft worth of flight, so if the Jump Jets only
A Portable Cover is considered a Medium item, occupies the
have 100 ft left, he cannot use the jump jets to gain +120 ft in
side of a 5-ft square and is cumbersome to move around. So,
his charge attack.
it is usually deployed in defense lines prior to contact with
If this option is used, though, the character also gains a +2
the enemy.
bonus on Bull Rush checks and deals an additional +1d6
Portable Generator: A portable generator is a high-tech
damage in the charge attack (multiplied on a critical hit).
piece of machinery also developed by Cerberus, used by
Fly: The character can use jump jets to gain a speed of 30 ft,
this organization during the War with the Reapers, and
spending a number of ft worth of flight equal to the distance adapted by the rest of the galaxy after that war.
moved while flying (remember the Ascend and Descend
A portable generator serves only one function: to provide
options, mentioned above, when using jump jets to fly).
power to Portable Cover systems or to Shield Pylons. It
Jump jets overheat when their total number of ft worth of flight
has a maximum power of 100%, with each Portable Cover
is expended. They recover 50 ft worth of flight every half minute consuming 10% and each Shield Pylon consuming 33%.
not spent using them, not spent in combat and not spent taking
The Portable Generator has over 10 extensive cables
damage to Shield HP (they draw power from the armor and in the
built-in itself, each capable of reaching distances up to
situations mentioned the armor is incapable of redirecting power
60 ft. It is these cables that connect the generator to
to cool them down and allow them to recover ft worth of flight).
portable covers and shield pylons.
Using jump jets requires a lot of power, and although the power
A Portable Generator is considered a Large item,
supply is mostly there, it still must draw on some of the suits
occupies one 5-ft square and is cumbersome to move
power. Thus, Tactical Cloak, Fortification and Tech Armor cannot be
around. It is usually deployed in defense lines prior to
engaged while they are active (they are dismissed if the jump jets
contact with the enemy.
are activated), and shields count as being hit for determining their
A Portable Generator can be attacked and destroyed.
regeneration in combat.
It possesses Defense 10 and Plating HP 20.
Note: Unlike other items, jump jets cost more for creatures larger than
Medium. For each size larger than Medium, double the price. The This item is only available in campaigns set during
same, however, does not occur for smaller creatures. In addition, jump the events of Mass Effect 3, but only to be used by
Cerberus, or in campaigns set after the events of
jets cannot be used by creatures smaller than Small size.

Chapter 5: Items and Equipment

218

Mass Effect 3.

cumbersome to move around. Instead, they are usually used in defense


lines, moved ahead of time before contact with the enemy is made.

Power-Cell: Portable power-cells can be used


to restore some of the armors and omni-tools
A Shield Pylon can be attacked and destroyed. It possesses Defense 10
processing power, restoring Shield HP as well as a
and Plating HP 30.
small number of lost Tech Points, or they can be used
A Shield Pylon requires a Portable Generator in order to work.
to enhance Tech powers for a short duration. If the
This item is only available in campaigns set during the events of Mass
character is already at maximum Shield HP it gains
Effect 3, but only to be used by Cerberus, or in campaigns set after
no benefit from a power-cell that recovers Shield HP,
the events of Mass Effect 3.
which is expended anyway (the same goes for the
Tech Point recovery).
Stim-Pack: Stimulator Packages (also known as stim-packs) are small
Power-cells are one-use-only item and can be used containers (considered Fine items) that inject specially designed
liquids to kill the pain, enhance a characters senses, body or simply
with 1 action.
to fight off foreign toxins in the characters systems.
A character can carry up to 5 power-cells.
Stim-packs are used with 1 action, and once used they provide the
Propelling Devices: These special devices, attached or
indicated bonus for 1 minute. Multiple uses do not stack, applying
built into the armor, allow a character to move around
always the highest bonus.
freely in space, with a speed of 15 ft, or provide a +5
Stim-packs cannot be recharged, once used only the container
bonus on all Swim checks when moving underwater.
remains and little else can be done with it seeing as it is worthless
Repair Kit: A small kit containing dozens of ceramic
in the market.
and metallic pieces that is introduced into the Repair Kit
A character can carry up to 5 stim packs in specially designed
Dispenser.
pockets existing in any armor.
Repair Kit Dispenser: Attached to the users omni-tool,
this dispenser provides the omni-tool with additional Stun Gun: A stun gun works by discharging a focused electric
blast of high voltage but low amperage, thus stunning the
software and micro-manufacturing systems capable of
producing any piece required to make immediate repairs target for a while without killing him.
on robots, synthetics and machinery. Without one, the
Stun guns are single-shot weapons that cannot be upgraded
character cannot use the Repair skill. The dispensers job
and have only an ammo clip of 1 shot. They use thermal clips,
is to store Repair Kits and provide them to the omni-tool
like normal weapons, and are considered pistols (they occupy
whenever an ability or skill that require a Repair kit is used.
a pistol slot). They can only be used on a target that is up to
Like the first-aid dispenser, a repair kit dispenser cannot hold
more than 5 repair kits, unless upgraded (upgraded dispensers
have their weight increased by the amount indicated by the
upgrade).

30 ft away and cannot benefit from range increments.

These weapons have two different settings for firing: stun


and unconsciousness. When set for stun, the default firing
type, the weapon deals 2d6 points of non-lethal damage
Repair kit dispensers have a cooldown of 10 actions between and the target must make a Fortitude save DC 18 or is
stunned for 2d4 actions. When set for unconsciousness,
each delivery of repair kits, during which no action involving
the weapon deals 2d8 points of non-lethal damage and
the usage of a repair kit can be used.
the target must make a Fortitude save DC 13 or falls
The repair kit dispenser can be used on characters up to 30 ft
unconscious for 2d6 minutes.
away, but it can be upgraded to have a higher range or effect.
Additionally, the weapon can be charged to increase the
Shield Pylon: Developed by Cerberus and used by them during
Fortitude save DC. For each action spent charging the
the war with the reapers, this technology was adapted by the rest
weapon, the weapons next attack has its DC increased
of the galaxy shortly after the end of that war. A Shield Pylon is
by +1 (maximum of +10).
extremely useful to any force because it replenishes the Shield HP
of allies that pass nearby (the Pylons VI and sensors can distinguish Stun Rifle: This weapon works just like a stun gun only it
is considered a sniper rifle, has a range of 60 ft and can
between friend and foe). So when a friendly character passes up
to 10 ft away from the pylon, a bolt of energy is released from it benefit from range increments.
into the character, regenerating 30% of the characters Shield HP.
Thermal Vision Goggles: This device can be added to
The pylon can only regenerate the Shield Hp of one character each any armor helmet or be used individually. It provides
action and it targets the one with the most damage to Shield HP.
the character with thermal vision 60 ft, allowing the
character to see through invisibility, smoke and even
walls to detect the presence of enemies. Though this
allows a character to see past objects and walls to
see the heat from organics and power sources like
Shield Pylons are large pieces of technological marvel (each occupies
mechs, synthetics, weapons, armor, etc, giving line
one 5-ft square and is considered a Large item) that are far too
of sight to them, the goggles do not give light
Alternatively, the pylon bestows Shield HP to those that either have
no Shield HP or have it at full. The amount bestowed equals 20 Shield
HP each action, up to a maximum of 60.

219

Chapter 5: Items and Equipment

of effect against the enemies being seen.

each.

The goggles do not function in environments


Quarian Nutrient Paste: Issued by the Migrant Fleet to all Quarian
above 90 F. Additionally, each action using them
marines and young Quarians leaving on their Pilgrimage, the Nutrient
drains 1 Shield HP, since the goggles require a lot of
Paste is nutritious to a fault. It supplies everything a Quarian needs to
the armors power to function. If the wearer has no
survive but tastes horrible. QNP is only for races with dextro-aminomore Shield HP, the goggles stop working and must
acids. It provides enough nutrients to sustain a full day of high activity
be removed so the character can see normally again.
or three days of leisure, but imposes a -1 penalty to morale for two
hours after consumption. They weigh 1 lb per tube.
Upgrade First Aid Dispenser: Increases the quantity
of medi-gel kits the first aid dispenser can hold or the
Provided free to Quarians, boxes of 10 cost 1 credit on the Black
range of a first aid dispenser. An upgrade for the first
Market.
aid dispenser cannot be removed, but a better one can
Salarian Energy Pills: The go-to meal for any STG operative, SEPs
be bought to override the lesser upgrade. The cost of
are small, light and provide enough energy to sustain a Salarian
the upgrade is always equal to the cost of the intended
for a day of high activity or two days of hyperactive leisure. Not
upgrade minus the cost of the existing upgrade (0 if
suitable for other races.
there is none).
Provided free to Salarian military members, sold for 50 credits on
Upgrade Repair Kit Dispenser: Increases the quantity
the black market (packet of 30). A packet of thirty weighs 1 lb.
of repair kits the repair kit dispenser can hold or the
Turian Field Rations: The Turian military produces a standard
range of the repair kit dispenser. An upgrade for the
repair kit dispenser cannot be removed, but a better one combat ration that it issues to its soldiers. The field ration consists
of genetically engineered meat which supplies all the energy
can be bought to override the lesser upgrade. The cost
of the upgrade is always equal to the cost of the
Cost (credits)
intended upgrade minus the cost of the existing Service
upgrade (0 if there is none).
Transportation between different clusters
Between 150 and 300

Services and Goods

Transportation within the same cluster

Between 50 to 155

Transportation within the same system

Between 30 and 65

Lodging (meals not included)

This section provides information on common


services and their costs, such as transportation,
lodging, food, etc.
Asari Hunters Feast: This food developed by the
Asari military is extremely nutritious and incredibly
tasty. Any levo-protein race can eat them, and
the Asari also sell a dextro-amino-acid version at
increased cost. An Asari Hunters Feast provides
enough nutrients for a full day of high activity or
two days of leisure, and also provides a +2 bonus on
Morale checks for two hours after consumption.
Provided free to members of the Asari Military, sold
for 1 credits each and 2 credits for dextro races. Each
weighs 1 lb.

Poor quality (cramped 1-star room with no


bathroom)

1 per night

Medium quality (moderate 2-stars room with


personal bathroom)

3 per night

High quality (decent 3-stars room with personal


bathroom)

11 per night

Top quality (amazing 4-star room with personal


bathroom and living room)

39 per night

Rich quality room (spectacular 5-star room with


personal bathroom, additional rooms, living room
and sports room)

149 per night

Superb room (impossibly rich 7-star room with


personal bathroom, additional rooms, living room,
gym and additional services)

595 per night

MRE: Meals Ready to Eat are self-contained,


individual field rations in lightweight packaging
used by the Alliance, but also sold to others for
increased price. To eat an MRE a soldier needs to
rip open the packaging (which initiates a chemical
reaction that heats the food in two minutes), pour
water into a special filter (filter purifies the water)
and eat with a spoon (included). MREs are only for
levo-protein races and supply enough food and
nutrients for half a day of high activity or a whole
day of leisure.

Meals (see description)

Provided free to an Alliance soldier, a box of 5 costs


1 credit on the black market. They weigh 1,5 lb

Asari Hunters Feast

Free, 1 or 2

MRE

Free or 1

Quarian Nutrient Paste

Free or 1

Salarian Energy Pills

Free or 50

Turian Field Rations

Free or 1

Vorcha Feed

Free or 1

Mechanic (small objects/vehicles mechanic)

10 per day

Mechanic (ships)

15 per day

Hospital bill

5 per day

Scientist

Special1

Chapter 5: Items and Equipment

220

necessary for a long day of fighting. Turians can


eat this raw, but other races might prefer it cooked.
TFRs are only for dextro-protein races and supply
enough food and nutrients for half a day of high
activity or a whole day of leisure.

next 20 points dealt to the Plating HP removing it, and the remaining
130 points of damage are dealt to the creatures normal HP, more than
enough to sent it to -40 HP (which kills the creature because she dies
once her HP reach -16).

Provided free to a Turian or a soldier in the Turian


military member, a box of 3 costs 1 credit on the
black market. They weigh 2 lbs each.
Vorcha Feed: While Vorcha can eat just about
anything, this slop created by mercenary groups
helps them to become bigger and more vicious little
buggers. A single serving of Vorcha Feed can provide
a Vorcha with enough energy to fight for two days
straight or die trying. Other races really shouldnt try
eating this (Only provides half a days worth of energy to
non-Vorcha and imposes a -2 penalty on Morale checks
for three hours after consumption on them).

Heavy Weapons cannot have weapon mods.


Heavy Weapons do not need to be reloaded.
Because attacks with heavy weapons are made with a skill check,
they cannot score critical hits (unless otherwise stated). They also
cannot gain the benefit from powers (like Ammo Powers) and
features or gain the benefit from feats, with the exception of feats
and features that provide bonuses on Heavy Weapon skill checks.
A character can only carry one Heavy Weapon.

A barrel sufficient for 10 servings costs 1 credit on the


black market and weighs 2,5 lbs
Mechanic: A mechanic makes repairs to vehicles, objects
and even ships (though mechanics for ships cost more).
They may also perform other operations such as locking
down ship systems. It is up to the GM to determine the
amount of days it takes for a mechanic to finish his job.
A higher number of mechanics finish the job faster. A
mechanic usually has between a +5 to a +15 modifier in the
Repair and Knowledge (technology) skills.

The base amount of Heavy Weapon Ammo a character can carry


is 100%. Some features may increase this amount.
Heavy Weapon Ammo costs 10 credits for each 1% of Heavy
Weapon Ammo.
Heavy Weapons require two hands to use.

ML-77 Missile Launcher

Rapid-fire missile launcher with seeking projectiles. Missile


launchers are surfacing with increasing frequency among the
Terminus Systems mercenary bands, but their origin is unknown.
Each projectile features a friend-or-foe recognition system,
ensuring it will find a hostile target - though not necessarily the
one in the crosshairs. In urban situations, it is useful for taking out
snipers and other entrenched enemies, so it is popular with the
Scientist: See the Research skill for the cost of scientists.
Blue Suns mercenary band. It is nearly impossible to duplicate,
Transportation: Very few people have ships of their own.
as it uses Fabrication Rights Management (FRM) technology.
The majority relies on transportation services to move around
the galaxy. The costs presented are merely indicative, the Requirements: 3 ranks in Heavy Weapons to use.
GM is completely free to decide the cost and whether or not
Statistics: Fires a projectile with seeking capabilities. The
it outside the price range presented. The GM also determines
missile can travel up to 200 ft away from the weapon.
the amount of hours or days it takes to travel between two
Traveling further makes it deactivate harmlessly. If until
points. If the journey takes more than 12 hours, food services then it contacts with an object or creature, it explodes
are provided free of charge to the passengers (though the food
dealing the indicated damage. The missile travels at a
provided is not special in any way).
speed of 40 ft per action forward and when it detects a
viable target in a 30-ft cone, it changes its direction to hit
the target (enemies are viable targets to the missile for as
long as they dont have total cover). The missile can only
make one change every action and tends to follow the
same target for as long as the target stays in the missiles
detection cone.
Heavy weapons are extremely powerful weapons that only a few
A Heavy Weapons check is made against the targets
squads and operatives use. They are expensive and require special
training to use (see Heavy Weapons skill). Because of their weight, Defense, but because the missile moves relatively
slowly, the target gains twice movement bonus to
only strong characters tend to use them.
Defense. Success hits the target. Failure by 4 or less
Heavy weapons have certain special rules associated to them:
means the missile hits a random adjacent square
Unlike normal weapons, the damage dealt by Heavy Weapons
to the target. Failure by 5 means the missile hits a
continues to be dealt to the next layer of protection of a creature. random square 10-ft away from the target.
For example, if a Heavy Weapon deals 200 points of damage to an
organic, an organic creature with a 16 Constitution Score, 50 Shield If two or more targets are detected, at the same time,
HP, 20 Plating HP and 90 normal HP will still be killed because the the missile follows the closest. If both are at the same
first 50 points of the damage are enough to remove the Shield HP, the distance, randomly determine which is followed.

Heavy Weapons

221

Chapter 5: Items and Equipment

If the missile cannot hit a target, after detecting it, Str Needed: 11
because it has moved all it can move in that action,
Rate of Fire: SA 2
the missile will follow that target in the next action if
the target is still being detected, otherwise it moves Recoil: -3
forward, in its current direction, until it crashes, finds
Damage: 6d6
a new target or passes the 200 ft radius range of the
Radius: 10 ft
weapon.
The missiles VI is rudimentary and makes it always Range: 50 ft
take the shortest path to the target it detected. This
means it can make the missile go against an object or
even the ground in its path.
Like the M-100 Grenade Launcher, this heavy weapon
works has a semi-automatic weapon with the statistics
presented below.

Base Check DC: 12.


Maximum Range increments: 3
Ammo: Each shot consumes 10% of Heavy Weapon ammo.
Weight: 16 lbs
Cost: 8.000 credits

Str Needed: 10
Rate of Fire: SA 2
Recoil: -2

M-451 Firestorm

Damage: 4d6 (1/2 to adjacent creatures)

Short-ranged, the Firestorm is a standard short-range flamethrower


capable of suppressing and even killing most enemies at close
range.

Ammo:
Each
shot
consumes 6% of Heavy
Weapon ammo.
Weight: 10 lbs

Requirements: 5 ranks
in Heavy Weapons to use.

Statistics: This weapon


fires flames in a shortrange
line,
dealing
damage to all characters
caught in the fire, be
M-100 Grenade
them friend or foe.
A
Heavy
Weapons
Launcher
check is made against
Rapid-fire
grenade
the Defense of each
launcher favored by
character caught in
ML-77 Missile Launcher
the Blood Pack vorcha
the area. Characters
mercenaries.
Capable
damaged
by
this
of taking down multiple
weapon
must
also
make
a
Reflex
save
DC
15
to
avoid
enemies with a single well-placed shot. Effective against any
catching fire. Succeeding on the check deals the indicated
protection.
damage and the creature must also make a Reflex save DC
Requirements: 2 ranks in Heavy Weapons to use.
15 to avoid catching fire, taking 1d6 damage per action
Statistics: Fires grenades to the target area. These grenades deal while on fire (flames can be put out normally). Failing
area damage. Failure on the check results on less damage being by 4 or less deals only 1/2 damage, the Reflex save DC is
reduced by 5 and the creature takes only 1d6 damage
dealt in a rate of -2 points of damage for each point below the DC.
Those in the blast area that have some form of cover can make a each action while on fire. Failing by 5 or more deals no
damage and the creature is not caught on fire.
Reflex save DC 15 to take only 1/2 damage.
This weapon works just like an automatic weapon,
This Heavy Weapon can function like a normal semi-automatic
weapon. It has a recoil penalty, RoF and suffers from all normal taking all advantages and penalties the character
penalties like those from changing target or cover. The only would take when attacking with it. Only instead of
difference is that instead of a normal attack roll, the weapon requires making a normal attack roll, the character makes a
a Heavy Weapons skill check. In addition, every shot after the first Heavy Weapons skill check.
increases the check DC by 2 until the end of the round (cumulative).
The character can also buy a Gas Tank that costs 3.000
Each range increment also increases the DC by 2 (also cumulative).
credits and weighs 15 lbs for Medium creatures, half
Unlike normal grenades, the ones fired from this weapon explode that much for Small creatures and twice that much
for Larger creatures. For the statistics of the Gas Tank,
upon contact.
see Blood Pack Pyro.
Cost: 8.500 credits

Chapter 5: Items and Equipment

222

Str Needed: 12
Rate of Fire: A 4
Recoil: -1
Damage: 5d6
Area of Effect: 20 ft line
Maximum Range increments: 0
Ammo: Each shot consumes 5% of Heavy Weapon
ammo.
Weight: 14 lbs

Creatures within the singularitys area take the indicated damage for
each action they remain there, regardless of whether they were caught
by it or not. Creatures that move into the singularity radius must also
make the Reflex save indicated above or are caught in it.
Once the singularity ends, it explodes dealing the final blast damage
to all creatures within 20 ft of the point of impact, including those that
were caught in it.
This weapon works just like a single shot weapon, taking all
advantages and penalties the character would take when attacking
with it. Only instead of making a normal attack roll, the character
makes a Heavy Weapons skill check.

Cost: 8.000 credits

Str Needed: 15
Rate of Fire: Single Shot

M-490 Blackstorm
The Blackstorm, colloquially called the black hole gun
encases a few particles of matter within a high-powered
mass-increasing field, elevating them to near-infinite mass.
This creates a gravitational
singularity that draws
nearby enemies and objects
inward for a short time. The
rapidly-increasing gravity
near the singularitys event
horizon rips objects apart.
The mass effect field soon
destabilizes and returns
to normal mass, with
explosive results.

Recoil: None
Damage: 3d6 per action; 6d6 in the final blast
Range: 60 ft line
Radius: 15 ft
Fly distance: 5 ft
Duration: 3 actions
Maximum
increments: 0

Range

Ammo:
Each
shot
consumes 20% of Heavy
Weapon ammo.
Weight: 20 lbs
Cost: 20.000 credits

Requirements: 8 ranks in
Heavy Weapons to use.
Statistics: The M-490
M-451 Firestorm
M-560 Hydra
shoots out an orb-like
The
effectiveness
projectile that has its
and
efficiency
of
mass-effect-based
weapon
technology
own gravitational pull, which will head to the location where the
weapon was pointed while dragging any foes (provided their has rendered large-scale deployment of highly explosive
Shields and Plating are down) with it until it implodes, pressing weaponry all but obsolete in infantry weapons.
matter out and sending foes flying, while enemies that happen
Thus it was developed a prototyped modified version of
to reach zero HP when in its gravitational field will disappear
traditional high-explosive rounds that is applied to a
inside it, resembling a black hole.
25-gram slug. When accelerated to 5 km/s, the round is
A Heavy Weapons check is made against the Defense of all devastating. Though a technically inaccurate label, this
creatures caught in the firing line of the projectile. If the result is prototype weapon is nicknamed the Nuke Launcher,
higher, the creature takes 3d6 points of damage and must make a and its high-explosive matrix generates an archetypical
Reflex save DC 15 if the creature has some form of cover provided mushroom cloud on impact.
by elements of the battlefield, or DC 20 if the creature has no cover
to avoid being pulled along with the projectile and later into the
singularity caused by this weapon. Creatures in the squares touched
by the singularity do not gain any save.

It inflicts high damage with large area of effect.


Requirements: 10 ranks in Heavy Weapons to use.

Statistics: This weapon fires fast moving projectiles


against four different targets in a 20-ft radius area.
The projectile turns into a singularity, and expands it, at any
A Heavy Weapons check must be made against the
intersection within range, or upon contact with a creature or object in
Defense of each target, separately. Failing on the
its path. Once expanded, it works just like the biotic power Singularity
check means the missiles failed to recognize the
(with the statistics presented below).
target and fly off into the air where they break into

223

Chapter 5: Items and Equipment

small pieces harmlessly. Success means the targets


takes the indicated damage.

save). The major difference is the duration of the effect against affected
creatures that were not protected by Shield HP or Plating HP.

To fire this weapon, the character must first charge


Because the projectiles move slowly, when trying to hit a specific
creature she gains double movement bonus to Defense.
it up. Charging the weapon requires the character
to stay still, for 1 action (taking damage does not
This weapon works just like an automatic weapon, taking all
interrupt this charge). After the charge is complete,
advantages and penalties the character would take when attacking
the character can choose to hold fire and move freely
with it. Only instead of making a normal attack roll, the character
with the weapon in hand, or it can press another
makes a Heavy Weapons skill check. Since this weapon targets
trigger to fire the weapon (the dual trigger system
specific intersections, it is fairly easy to use even by those with little
exists to prevent accidents, like the projectile being
ranks in the Heavy Weapons skill.
fired to the ground because the character was killed
after the charge up was made). Releasing the charge Str Needed: 12
up trigger without firing, dropping or holstering the
Rate of Fire: Automatic 5
weapon forces the weapon to be charged again
Recoil: -2
Charge Up time: 1 action
Damage: 1d6
Damage: 20d6 damage to Shield HP. If Shield HP reach
0 (or the target had none), additional 20d6 damage are Range: 25 ft
dealt to Plating HP. If the Plating HP reaches 0 (or the
Radius: 15 ft
target had none), additional 20d6 are dealt to the targets
Normal Duration: 1 action
HP.
Duration for unprotected
Target: 4 different targets,
creatures: 2 actions
all within a 20-ft radius
Speed Reduction: 10 ft
area. Center of area must
be up to 60 ft away
Maximum
Range
increments: 5

Ammo:
Each
shot
consumes 100% of Heavy
Weapon ammo.
Weight: 30 lbs

Ammo:
Each
shot
consumes 5% of Heavy
Weapon ammo.

Cost: 57.800 credits

Weight: 20 lbs
Cost: 11.000 credits

M-622 Avalanche

M-560 Hydra

M-920 Cain
Cryo Round technology is
used to modify standard weapon slugs. A cooling laser collapses
The effectiveness and efficiency of mass-effect-based weapon
the ammunition into Bose-Einstein condensate, a mass of supertechnology has rendered large-scale deployment of highly
cooled subatomic particles capable of snap-freezing impacted
explosive weaponry all but obsolete in infantry weapons.
objects. Scientists have found a way to apply this technology on
a large scale: by generating a mass effect containment bubble, Thus it was developed a prototyped modified version of
this proof-of-concept large weapon technology is effective against traditional high-explosive rounds that is applied to a
25-gram slug. When accelerated to 5 km/s, the round is
armor, shields, and biotic barriers. It is nicknamed the Cryo-Blaster.
devastating. Though a technically inaccurate label, this
Requirements: 5 ranks in Heavy Weapons to use.
prototype weapon is nicknamed the Nuke Launcher,
Statistics: This weapon attacks by making a Heavy Weapons check and its high-explosive matrix generates an archetypical
against the target intersections Defense. Success indicates the mushroom cloud on impact.
character was able to fire the projectile to the intended area. Failure
It inflicts high damage with large area of effect.
by 4 or less means the attack hits a random adjacent square to the
target. Failure by 5 means the attack hits a random square 10-ft away Requirements: 8 ranks in Heavy Weapons to use.
from the target.
Statistics: Fires an explosive projectile with seeking
Once the attack hits a surface, object or creature (when targeted capabilities. The projectile can travel up to 200 ft away
specifically to hit a creature or object, use the creature/objects from the weapon. Traveling further makes it explode.
Defense instead), it deals the indicated damage in the indicated area. Contact with an object or creature also makes it
In addition, it mimics the effects of the Cryo Blast power, with a DC explode. The projectile travels with a speed of 50 ft
of 15 (if the shot hits a creature directly, the creature gains no per action.

Chapter 5: Items and Equipment

224

The projectile has the exact same seeking


capabilities that missiles fired from the M-77 Missile
Launcher have. The same Heavy Weapons check is
made against the targets Defense.

makes a Heavy Weapons skill check. In addition, each shot must be


charged before firing, requiring at least 1 action to be spent in order to
charge the shot.

To fire this weapon, the character must first charge


it up. Charging the weapon requires the character
to stay still, for 1 action (taking damage does not
interrupt this charge). After the charge is complete,
the character must fire the weapon or dissipate the
charge harmlessly.

Str Needed: 12
Rate of Fire: Single Shot
Recoil: None
Damage: 4d6 (double against Shield HP, Mechanicals and Synthetics)
Stun Duration: 1 action

Charge Up time: 1 action

Range: 30 ft line

Damage: 30d6 (double to organics or synthetics/


mechanicals without Plating).

Maximum Range increments: 0

Radius: 40 ft. Unlike normal blast-effect weapons,


characters within radius take all this damage regardless
of any cover they might have, due to the massive
shockwave released by the blast.
Ammo: Each shot consumes 100% of Heavy Weapon
ammo.
Weight: 30 lbs
Cost: 27.800 credits

Arc Projector

Ammo: Each shot consumes 10% of Heavy Weapon ammo.


Weight: 15 lbs
Cost: 10.750 credits

Collector Particle Beam


Precise and lethal, this
focused radiation weapon
is very effective against
Shield HP but less effective
against
Plating.
The
amount of energy required
to create a destructive
beam is several orders of
magnitude more than the
amount needed to launch
a high-velocity projectile
via a mass effect field.

The Arc Projector ionizes


targets with a non-visible
laser to ready them for
a high-voltage electrical
attack. As the lightninglike bolt hits its first target,
Requirements: 6 ranks
a sophisticated autoM-920 Cain
in Heavy Weapons to
targeting system paints
use.
succeeding targets with
the ionization laser, allowing the electricity to take the path of least
Statistics: Made by collectors and sought by most military
resistance and arc between them. An entire enemy strike team can
personnel, this weapon is extremely rare. It possesses no
be shocked to death with a few pulls of the trigger.
recoil whatsoever and even though it deals little damage,
it as an extremely high rate of fire. In addition, it always
Requirements: 8 ranks in Heavy Weapons to use.
deals at least 1 point of damage, regardless of DR.
Statistics: The Arc Projector discharges a strong electric current
against the target, effectively mimicking the Overload power. This weapon works just like an automatic weapon, taking
all advantages and penalties the character would take
Targets are allowed a Will save DC 15 to avoid being stunned.
when attacking with it. Only instead of making a normal
The attack is made by rolling a Heavy Weapons check against
attack roll, the character makes a Heavy Weapons skill
the first targets Defense. If it hits, the shot then jumps to another
check. Obtaining a natural 20 on the Heavy Weapons
enemy target within 15 ft of the first, making a new Heavy Weapons
check will result on an automatic critical hit.
check against the new targets Defense but this time with a -3
penalty. This process repeats itself, target after target, but for each Str Needed: 13
additional target beyond the first, the Heavy Weapons check takes a
Rate of Fire: A 10
cumulative -5 penalty (so to hit a fifth target the check would carry a
Recoil: None
-20 penalty).
Damage: 1d4, +1 vs Shield HP (multiplied on a critical
This weapon works just like a single shot weapon, taking all
hit), -1 vs Plating (not multiplied on a critical hit).
advantages and penalties the character would take when attacking
with it. Only instead of making a normal attack roll, the character Range: 60 ft

225

Chapter 5: Items and Equipment

Maximum Range increments: 0

or after the events of Mass Effect 3

Ammo: Each shot consumes 0,2% of Heavy Weapon


ammo.
Weight: 18 lbs

Reaper Blackstar

Cost: 36.000 credits

The Reaper weapon nicknamed Blackstar is so advanced that Alliance


scientists can only offer speculation about how it works. The gun appears
to exploit an element zero core and mass effect fields to fire gravitational
singularities - micro black holes - that revert to their natural lethality
Geth Spitfire
when they impact a solid object. Researchers theorize that the blast
tears apart the strong nuclear forces that hold the targets atoms
Like the geth plasma shotgun, the Spitfire is not a true
energy weapon. Instead, the minigun magnetically flings together, resulting in a localized fusion reaction in light atoms and
a fission reaction in heavy atoms. If that hypothesis is correct, the
clusters of superconducting toroids. These donut-shaped
projectiles are designed to shatter upon impact, arcing weapon alters nuclei, thus changing the chemical composition of the
target. It destroys organic tissue, corrodes surviving armor, and leaves
electricity between the fragments and flash-converting
a visible trail of light-emitting particles.
them to plasma. The guns punishing, automatic blasts
impact with the heat of a cutting torch.
Although some might argue that the Blackstars single-launch
The weapons stopping power has garnered the attention capability makes it a liability, its capacity for utter destruction is
essential when the user requires large-scale, instantaneous damage.
of both Alliance and quarian intelligence, who theorize that
the Spitfire may have been designed to destroy other geth.
Requirements: 12 ranks in Heavy Weapons to use.
Enough Spitfires have been
Statistics: Fires a fast
found in the field to suggest
moving
projectile
that the weapon is out
against a target creature
of the prototyping stage,
or a target area. A Heavy
and that a schism among
Weapons check is made
synthetics may have forced
against the Defense of
them into production.
either. If the check fails,
Requirements: 8 ranks in
the shot simply fails to
Heavy Weapons to use.
connect.
Otherwise,
it connects to target,
Statistics: This weapon
dealing the indicated
works
just
like
an
damage.
automatic
weapon,
taking all advantages and
To fire this weapon,
Geth Spitfire
penalties the character
the character must first
would
take
when
charge it up. Charging
attacking with it. Only instead of making a normal attack roll,
the weapon requires the character to stay still, for 1 action
the character makes a Heavy Weapons skill check. Obtaining
(taking damage does not interrupt this charge). After the
a natural 20 on the Heavy Weapons check will result on an
charge is complete, the character must fire the weapon or
automatic critical hit.
dissipate the charge harmlessly.
Str Needed: 17

Charge Up time: 1 action

Rate of Fire: A 10. In the first attack action, however, the RoF is only
5. If the character stops firing, the next attack action has only a RoF
of 5, which increases to 10 with continuous firing.

Damage: If the weapon is used directly against a creature,


and the Heavy Weapons check is equal or higher than the
creatures Defense, then that creature is automatically
killed by this weapons effect. If the weapon is used to
target a specific surface or object instead, all within
the blast radius take 30d6 damage and there is no
automatic death effect.

Recoil: -3
Damage: 1d10, +1 vs Shield HP (multiplied on a critical hit)
Range: 60 ft
Maximum Range increments: 5

Range: 60 ft

Radius: 20 ft. Unlike normal blast-effect weapons,


characters within radius take all this damage
Weight: 27 lbs
regardless of any cover they might have, due to the
Cost: 72.000 credits
massive gravity distortion released by the weapons
Note: This weapon is only available in campaigns that occur during miniature black holes
Ammo: Each shot consumes 0,5% of Heavy Weapon ammo.

Chapter 5: Items and Equipment

226

Ammo: Each shot consumes 100% of Heavy


Weapon ammo.
Weight: 30 lbs
Cost: 100.000 credits
Note: This weapon is only available in campaigns that
occur during or after the events of Mass Effect 3, and
only if there is still active Reaper technology.

its own.
Requirements: 5 ranks in Heavy Weapons to use.
Statistics: This weapon works just like an automatic weapon, taking
all advantages and penalties the character would take when attacking
with it. Only instead of making a normal attack roll, the character
makes a Heavy Weapons skill check. Obtaining a natural 20 on the
Heavy Weapons check will result on an automatic critical hit.
Str Needed: 17
Rate of Fire: A 12

Light Machinegun

Recoil: -6

Used in tanks and even geth armature/colossi, the Light


Machinegun is similar to an automatic assault rifle, only
heavier and with a greater stopping power.

Damage: 1d12

Requirements: 5 ranks in Heavy Weapons to use.


Statistics: This weapon
works just like an
automatic
weapon,
taking all advantages
and
penalties
the
character would take
when attacking with it.
Only instead of making
a normal attack roll, the
character makes a Heavy
Weapons skill check.
Obtaining a natural 20
on the Heavy Weapons
check will result on an
automatic critical hit.

Range: 60 ft
Maximum Range increments: 10
Ammo:
Each
shot
consumes 0,2% of Heavy
Weapon ammo.
Weight: 45 lbs
Cost: 22.000 credits
Note:
The
Heavy
Machineguns shots are
so powerful, they can
pierce through objects
as if they had the rank
1 of the Armor-Piercing
Ammo power.

Reaper Blackstar

Str Needed: 16
Rate of Fire: A 9
Recoil: -5
Damage: 1d8
Range: 60 ft
Maximum Range increments: 10
Ammo: Each shot consumes 0,2% of Heavy Weapon ammo.
Weight: 27 lbs
Cost: 12.000 credits
Note: The Light Machineguns shots are so powerful, they can
pierce through objects as if they had the rank 1 of the ArmorPiercing Ammo power.

Cybernetics
Extremely complex pieces of high-tech, cybernetics are
devices that cross the borders of synthetic and organic.
They are highly advanced technological devices that alter
or replace parts of an organic creatures body, enhancing
them in most cases. Considered unethical by some and
the future of all by others, cybernetics will always be
controversial since they blur the line between organic/
natural and synthetic/artificial.

Construction and Repair

Cybernetic attachments are complex instruments


with both electrical and mechanical components.
Consequently, a character must have a certain amount
Heavy Machinegun
of skill checks in order to be able to build a cybernetic
Used in anti-personnel Alliance military tanks, the Heavy Machinegun is enhancement or replacement (the type of cybernetic
nothing more than a strong improvement of the Light Machinegun. Its determines the skill checks, and their DCs, that are
required)
stopping power is without equal, although it also possesses the highest
recoil. Due to its massive weight, it is very rare to see a creature wield it on
In order to build a cybernetic, the character

227

Chapter 5: Items and Equipment

requires half market price spent as resources and


a proper construction lab (in addition to the skill
checks).
More than one character can be involved in the
construction, by helping with Aid Another checks.
Repairing a damaged or nonfunctional cybernetic
attachment requires 10 hours of work and a
successful Repair check (DC 25). A character needs a
Repair kit to facilitate repairs. Without one, a character
takes a 4 penalty on the check.

technology are endless. Although the benefits make cybernetics very


alluring, the drawbacks are equally discouraging:
Electricity Vulnerability: A creature with one or more cybernetic
attachments takes 50% more damage from any source that deals extra
damage to Shield HP (rounded down). This vulnerability can be offset
by an anti-shock implant (see Cybernetic Enhancements, below).

Susceptibility to Critical Hits: External cybernetic attachments are


vulnerable to attacks that specifically target the body part where the
cybernetic device is. This means whenever a creature suffers from
an Instant Kill roll that specifically targets the body part where the
cybernetic enhancement is, the cybernetic is damaged and the
More than one character can be involved in the repair
creature suffers from the Instant Kill rolls effect. For cybernetic
process, by helping with Aid Another checks.
replacements things are a different, as the creature had to already
lose that body part. As such, if the creature suffers from an Instant
Installation and Removal
Kill roll that specifically targets a body part replaced by a cybernetic
replacement, the cybernetic is damaged but the creature takes
Installing or removing a cybernetic attachment,
regardless of whether its a replacement or enhancement, damage as if it was a normal hit.
requires a successful surgery, made with Medicine
checks (DC is determined by the type of Cybernetic). The
cost of the surgery is already included in the cost of the
cybernetic.

Damaged Cybernetics: A damaged cybernetic does not work.


If the cybernetic in question was a replacement, the character
takes any penalties (but not damage or ability drain) as if he had
lost that specific body part. If it is an enhancement, the character
simply loses the benefits from the enhancement until it is
If the Medicine check fails by 5 or more, the character takes
repaired.
1d6 points of Constitution damage.
Removing a cybernetic attachment without proper surgery
causes lasting physical trauma to the patients body, dealing
1d4 points of permanent Constitution drain.

Number of Attachments
Only living creatures can have cybernetic attachments.
Only living creatures can have cybernetic attachments. A
living creature can have a maximum number of cybernetic
enhancements equal to 1 + the creatures Constitution modifier
(minimum 0), and a maximum of cybernetic replacements
equal to 1/2 Constitution score (minimum of 1).

Synthetic Type: A character that has a number of cybernetics


equal to his maximum or more also gains the synthetic subtype
(effectively becoming organic and synthetic) but only for the
purposes of determining effects that target him.

Types

Cybernetics can either be internal or external. This has no


in-game effect other than letting PCs and NPCs know of the
existence of the cybernetic. Some conservative characters
are likely to frown upon the use of cybernetic enhancements
(replacements are widely accepted), while others may be
fascinated. It is up to the GM to determine the social effects
A creature may have more cybernetic attachments installed
of a given cybernetic.
on its body can it can bear. However, if implanted with more
Two kinds of cybernetic attachments exist: replacements
implants than it can bear, a creature has its maximum normal HP
reduced by 5 and impose a -1 penalty on checks and rolls (with and enhancements:
exception of ranged weapon damage) and loses 1 Tech point and
1 Biotic point. These penalties are cumulative for each cybernetic
the character possesses above the limit. If the characters HP are
reduced to 0, due to this penalties, the character automatically
dies.

Replacements: Replacements are prosthetic or artificial


units intended to replace lost limbs and damaged
organs. Common replacements provide no benefits
other than duplicating the essential functions of their
biological counterparts, and they present little strain
Penalties caused by having too many cybernetic attachments on the beneficiarys overall well-being. In appearance,
a cybernetic replacement can be recognizably artificial
remain until the offending attachments are removed.
or virtually indistinguishable from the real thing.
The most basic replacement limbs and organs dont
bestow any special benefits, but they suffer the usual
Cybernetic attachments provide countless benefits to their
drawbacks (see Benefits and Drawbacks, above). Some
recipients. For example, cybernetic eyes can bestow nightvision or
advanced replacements are built to counter certain
improve the accuracy of the recipients ranged attacks. A cybernetic
drawbacks, as noted. They dont add measurably to
brain implant can improve the recipients response time in a crisis,
the recipients weight.
protect against mind-influencing attacks, or increase the flow of
adrenaline throughout the body. The possibilities of cybernetic Replacements and Losing Body Parts: In order to

Benefits and Drawbacks

Chapter 5: Items and Equipment

228

implant a cybernetic replacement, the character Construction: Two Electronics checks, two Medicine checks and
two Research (biology) checks, each DC 25, are required to finish
must have a body part removed (see Losing Body
construction. If one fails, the process must start over. If three fail, half
Parts section for the effects of having a body part
of the resources are destroyed and must be replenished before trying
removed), which usually deals several types of
again.
damage and applies other effects, even if willingly
removed.
Each check is equivalent to a 5 hours work.
When a character receives a cybernetic to replace a
Installation: Normal surgery DC 25
lost body part, all penalties and damage are removed
from the character upon the cybernetic replacements
successful installation. The only exception are HP
Artificial Organs, Resilient
damage and Constitution drain, which result from the
trauma of losing the body part. The Constitution drain,
This upgraded version of the artificial organ not only replaces a
however, is reduced to 1 instead of the normal drain
defective or destroyed biological organ but is also more resilient than
imposed by losing the body part.
its technological predecessor. Cannot be applied to ears.
Enhancements: Enhancements bestow new abilities or
improve the recipient in some fashion. Enhancements
include
skeletal
reinforcement,
subcutaneous
communications hardware,
and weapon mounts. Some
enhancements have visible
external components, while
others are hidden beneath
the skin. Enhancements put
more of a drain on the bodys
resources, and recipients
frequently suffer debilitating
physical or mental side
effects.

Benefit: The upgraded artificial organ duplicates the function


of its biological counterpart but also provides a 15% chance of
negating critical hits and
sneak attacks.

Unlike standard replacements,


they bestow new abilities
upon
their
recipients.
Unless otherwise noted,
enhancements dont add
measurably to a recipients
weight.

Replacements
Replacements are quite common, especially among soldiers has
most militaries tend to help their effective members obtain a
prosthetic replacement in case of injury in the line of fire.

Type: Internal or external


(depends on the organ.
Eyes, for example, are
considered external as
they are visible by other
characters).
Cost: Between 25.000
and 50.000 credits (GMs
choice)
Weight:
Increases
characters weight by 10%.
Construction:
Three
Electronics checks, two
Medicine checks and two
Research (biology) checks,
each DC 27, are required to
finish construction. If one
fails, the process must start
over. If three fail, half of the
resources are destroyed
and must be replenished before trying again.
Each check is equivalent to a 5 hours work.
Installation: Normal surgery DC 25

Artificial Organs
An artificial organ fully replaces a defective or destroyed biological
organ, such as a heart, lung, eye, or ear.
Benefit: The artificial organ duplicates the function of its biological
counterpart. It provides no special game benefits.
Type: Internal or external (depends on the organ. Eyes, for example,
are considered external as they are visible by other characters).
Cost: Between 5.000 and 15.000 credits (GMs choice)
Weight: Increases characters weight by 10%.

229

Prosthetic Limbs
A prosthetic limb fully replaces a lost or destroyed
biological arm/leg. The prosthetic arm may begin at the
shoulder/thigh, elbow/knee, or wrist/ankle.
Benefit: The prosthetic limb duplicates the function
of its biological counterpart. It provides no special
game benefits.
Type: External.
Cost: Between 3.000 and 10.000 credits (GMs

Chapter 5: Items and Equipment

choice)

Each check is equivalent to a 5 hours work.

Weight: Increases characters weight by 15%.

Installation: Normal surgery DC 23

Construction: Two Electronics checks, one


Medicine check and one Research (biology) checks,
each DC 20, are required to finish construction. If one
fails, the process must start over. If three fail, half of
the resources are destroyed and must be replenished
before trying again.

Enhancements

Each check is equivalent to a 5 hours work.


Installation: Normal surgery DC 22

Enhancements are rarer than replacements. Thats because


enhancements are not required to live a normal life (unlike a
prosthetic limb is for someone who lost a leg). In addition, most
of them are expensive. Of all cybernetic enhancements, only the
biotic implant port, neural implant port and bionic implant port
are common. Some enhancements may be illegal or restricted in
Citadel Space!

Prosthetic Limbs, Resilient


This upgraded version of the prosthetic limb not only
replaces a lost or destroyed arm/leg but is also more
resilient than its technological predecessor.
Benefit: The prosthetic limb upgrade duplicates the
function of its biological counterpart but also increases
Defense bonus by 1, since it is much hardened than a
normal prosthetic limb.

Anti-Flare Implants
The recipients corneas are replaced with artificial ones equipped
with flare suppressors that react instantly to bright flashes of light.
Illegal in Citadel Space.
Benefit: Blinding effects produced by bright lights or Flashbang
Grenades have no harmful or debilitating effect on the recipient.

Type: External.

Type: Internal.

Cost: Between 7.000 and 21.000 credits (GMs choice)

Cost: 12.000 credits

Construction: One Electronics checks, one Medicine check,


one Research (engineering) check and one Research (biology)
Construction: Three Electronics checks, one Medicine check
checks, each DC 25, are required to finish construction. If
and one Research (biology) checks, each DC 22, are required
one fails, the process must start over. If three fail, half of the
to finish construction. If one fails, the process must start over.
resources are destroyed and must be replenished before
If three fail, half of the resources are destroyed and must be
trying again.
replenished before trying again.
Each check is equivalent to a 2 hours work.
Each check is equivalent to a 5 hours work.
Installation: Normal surgery DC 23
Installation: Normal surgery DC 22
Weight: Increases characters weight by 15%.

Prosthetic Limbs, Empowered


This upgraded version of the prosthetic limb not only replaces a lost
or destroyed arm/leg but is also much stronger than a normal limb.
The prosthetic arm may begin at the shoulder/thigh, elbow/knee, or
wrist/ankle.
Benefit: The prosthetic limb duplicates the function of its
biological counterpart. Also melee attacks using this limb count
as using a Light Melee Weapon and deal +1d6 points of extra
damage.

Anti-Shock Implant
This tiny implant, embedded near the recipients brain
stem, protects itself and other cybernetic hardware against
electricity damage.
Benefit: The implant negates the recipients special
Electricity Vulnerability
Type: Internal.
Cost: 10.000 credits

Construction: Three Electronics checks, two Medicine


check, one Research (engineering) check and one
Research (biology) checks, each DC 27, are required to
Cost: Between 5.000 and 18.000 credits (GMs choice)
finish construction. If one fails, the process must start
Weight: Increases characters weight by 20%.
over. If three fail, half of the resources are destroyed
Construction: Three Electronics checks, one Medicine check and and must be replenished before trying again.
one Research (biology) checks, each DC 23, are required to finish
Each check is equivalent to a 3 hours work.
construction. If one fails, the process must start over. If three fail, half
of the resources are destroyed and must be replenished before trying Installation: Normal surgery DC 30
again.
Type: External.

Chapter 5: Items and Equipment

230

Anti-Stun Implant

Bionic Amplifiers

This implant, embedded near the spine, shields the


recipients nervous system against stunning attacks.
Illegal in Citadel Space.

Attached to a Bionic Implant Port, these amplifiers provide several bonuses


to a characters physical abilities.

Benefit: The recipient cannot be stunned.


Type: Internal.
Cost: 25.000 credits
Construction: One Electronics checks, two Medicine
check, one Research (engineering) and two Research
(biology) checks, each DC 25, are required to finish
construction. If one fails, the process must start over. If
three fail, half of the resources are destroyed and must
be replenished before trying again.

Benefit: Once attached to a Bionic-Amplifier Implant Port, the


character gains the Bionic Amplifiers bonus. The existing bionic
amplifier bonuses are presented in the table.
Multiple amplifiers providing the same bonus do not stack, only the
highest applies.

Each check is equivalent to a 3 hours work.

Type: Internal.
Cost: varies
Construction: These implants can only be made in very specialized
laboratories and cannot be made by PCs.
Installation: See Bionic-Implant Port

Installation: Normal surgery DC 30

Bionic-Amplifier
Implant Port
Similar to a biotic-implant port
but targeting the characters
muscles and nervous systems,
the bionic implant port allows
a character to add bionicamplifiers to enhance his physical
characteristics or pain resistance.

Bionic Amplifier Bonus

Cost (credits)

Biotic-Amplifier

+2 Strength

4.000

Implant Port

+4 Strength

16.000

+2 Dexterity

4.000

+4 Dexterity

16.000

+2 Constitution

4.000

+4 Constitution

16.000

+1 on Fort saves

333

+2 on Fort saves

1.333

+3 on Fort saves

3.000

Benefit: The character can have +4 on Fort saves


a bionic amplifiers active on +5 on Fort saves
his body. Each port can only +1 on Ref saves
hold one bionic-amplifier so if a +2 on Ref saves
character desires to haves more
+3 on Ref saves
than one implant he requires
+4 on Ref saves
more than one port. He can,
however, remove an implant +5 on Ref saves
for another, which requires 5
actions and concentration on the job. The cost of the surgery is
already included.
The Biotic-Amplifier Implant Port does not count for the maximum
number of cybernetics a character can have. Bionic Amplifiers,
however, do.

5.333
8.333
333
1.333
3.000
5.333

This is the basic biotic implant


port that all biotic users require,
in order to add bio-amps. Due
to its extreme importance for
all biotic users, the implant and
the surgery are subsided by the
Citadel and other governments,
even in the Terminus Systems, so
its cost is minimal.
Benefit: The character can use
biotic implants.
The cost of the surgery is
already included. Characters
can only have one BioticAmplifier Implant Port.

The Biotic-Amplifier Implant


Port does not count for
the maximum number of
cybernetics a character can have.
8.333

Type: Internal.
Cost: 35 credits if made in a hospital. 3500 if made
outside government funding.

Type: Internal.

Construction: One Electronics check, one Research


(biology) check and two Medicine check, each DC 20,
Cost: 300 credits
are required to finish construction. If one fails, the
Construction: One Electronics check, one Research (biology)
process must start over. If two fail, half of the resources
check and two Medicine check, each DC 20, are required to finish
are destroyed and must be replenished before trying
construction. If one fails, the process must start over. If two fail, half
again.
of the resources are destroyed and must be replenished before trying
Each check is equivalent to a 2 hours work.
again.
Each check is equivalent to a 2 hours work.

Installation: Normal surgery DC 25

Installation: Normal surgery DC 25

231

Chapter 5: Items and Equipment

Body Repair Weave


A delicate weave of subdermal biowires stimulates
and repairs the bodys damaged tissue.

Will Save he is immune to control by the implant for ten minutes and
cannot be given the same command he resisted for two months. An
order that goes against the recipients most basic beliefs (such as killing
close friends or civilians) lowers the Will Saves DC to 20.

Benefit: The recipient heals naturally at 2 the


normal rate.
Type: Internal.
Cost: 6.700 credits

If the character successfully resists the command, he can attempt


a Charisma check DC 20 to overload the Control Implant Chip,
damaging it.
Type:

Internal.
Cost: 60.750 credits

Construction: One Electronics checks, one Medicine


check and one Research (biology) checks, each DC
26, are required to finish construction. If one fails, the
process must start over. If three fail, half of the resources
are destroyed and must be replenished before trying
again.

Construction: Two Research (technology)


checks, three Research (chemistry) check and
two Medicine check, each DC 27, are required to
finish construction. If one fails, the process must
start over. If three fail, half of the resources are
destroyed and must be replenished before
trying again.

Each check is equivalent to a 2 hours work.


Installation: Normal surgery DC 23

Each check is equivalent to a 2 hours work.


Installation: Normal surgery DC 35

Cacophonic Implant
The recipients trachea is replaced with a
device which aside from enabling voice as a
normal trachea also enables the recipient to
mimic any voice or noise within reason.

External Weapon Mount


The recipients prosthetic arm ends in a
weapon instead of a hand. Usually, only
militaries provide this enhancement to their
effective members. In the black market,
this enhancement costs three to five times
more.

Benefit: Recipient can talk normally but


also mimic any noise or voice. Mimicry
requires a DC 20 concentration check if the
sound is known.
Mimicry requires the user to have heard the
noise or voice he/she is trying to mimic.

Benefit: The recipient has a melee


or ranged weapon attached to a
prosthetic arm. Attempts to disarm
the recipient of the attached weapon
automatically fail.

Type: Internal
Cost: 16.750 credits
Construction: One Electronics check,
one Research (technology) check and two
Medicine check, each DC 25, are required to
finish construction. If one fails, the process must
start over. If two fail, half of the resources are
destroyed and must be replenished before
trying again.

Cost: 10.000 credits

Each check is equivalent to a 2 hours work.

Weight: Increases characters weight by 5%.

Installation: Normal surgery DC 26

Construction: Two Electronics checks and one


Research (engineering) check, each DC 23, are
required to finish construction. If one fails,
the process must start over. If two fail,
half of the resources are destroyed and
must be replenished before trying again.

The weapon can only be a light melee


weapon or a weapon whose length
(in its normal form) is smaller than the
characters height divided by 4.
Type: External.

Control Implant Chip


This device is implanted in the brain to override
the recipients free will and enslave him to a
certain group or individual. Illegal in Citadel

Space.

Benefit: A recipient of a Control Implant Chip must succeed in a Will


Save (DC 30) when given an order by a certain individual(s) who was
pre-programmed into the chip. Failure means the recipient executes
the order to the best of his abilities. If the recipient succeeds in the

Chapter 5: Items and Equipment

Each check is equivalent to a 3 hours work.


Installation: Normal surgery DC 20

232

Fortified Skeleton
The recipients skeleton is fortified with high-impact
polymers, increasing his ability to shrug off greater
physical damage. Usually, only militaries provide this
enhancement to their effective members. In the black
market, this enhancement costs three to five times
more.
Benefit: The recipient gains DR 1 and gains 15%
chance of negating critical hits and sneak attacks.
Type: Internal.
Cost: 25.000 credits
Weight: Increases characters weight by 20%.

implanted with a Gimper, and a Vorcha cannot Rage when implanted


with same.
As a side effect, the recipient takes only half the normal penalties from
being shaken and gains a +6 bonus on saves against fear effects.
Type: Internal.
Cost: 10.000 credits
Construction: One Electronics checks, three Medicine check, two
Research (engineering) check and two Research (biology) checks,
each DC 25, are required to finish construction. If two fail, the process
must start over. If three fail, half of the resources are destroyed and
must be replenished before trying again.
Each check is equivalent to a 2 hours work.

Installation: Normal surgery DC 30


Construction: One Electronics checks, two Medicine
check, one Research (chemistry) check, one Research
(engineering) check and two Research (biology) checks,
each DC 30, are required to finish construction. If one
Grey Box
fails, the process must start over. If three fail, half of the
A Grey Box records and archives anything the recipient experiences,
resources are destroyed and must be replenished before
feels or thinks. Illegal in Citadel Space.
trying again.
Benefit: A Grey Box can be removed after death so that the
Each check is equivalent to a 5 hours work.
recipients knowledge and history doesnt die with him. The
Installation: Normal surgery DC 30
recipient can also leave a recorded message for whoever
unlocks it after death.

Fused Armor
These are devices that fuse an armor to the recipients body.
Illegal in Citadel Space.
Benefit: Fused armor cannot be removed without extensive
surgery (normal surgery DC 25)
Type: Internal
Cost: 6.700 credits

Type: Internal.
Cost: 40.000 credits
Construction: One Electronics checks, two Medicine check,
two Research (engineering) check and two Research (biology)
checks, each DC 30, are required to finish construction. If
one fails, the process must start over. If three fail, half of the
resources are destroyed and must be replenished before
trying again.

Construction: One Electronics check, one Research (biology)


check, one Repair check, one Research (engineering) check
and two Medicine check, each DC 25, are required to finish
construction. If one fails, the process must start over. If three
fail, half of the resources are destroyed and must be replenished
before trying again.

Each check is equivalent to a 2 hours work.


Installation: Normal surgery DC 35

Initiative Implant

Each check is equivalent to a 2 hours work.


Installation: Normal surgery DC 25

Gimper

The initiative implant consists of a series of wires threaded


around the recipients spinal cord and attached to the
recipients nervous system. The implant stimulates faster
response times. Usually, only militaries provide this
enhancement to their effective members. In the black
market, this enhancement costs three to five times more.
Benefit: The recipient gains a +2 equipment bonus on
initiative checks.

A Gimper is a cutoff system built into the nervous and adrenal systems
of the recipient as well as emotional centers of the brain. It limits his
strength, agility, and ability to feel intense emotions. Illegal in Citadel
Space.

Type: Internal.
Cost: 3.300 credits

Benefit: The recipient of a Gimper takes a permanent 4 penalty


to Strength and Dexterity and gains only half the benefit of morale
bonuses. Any bonus to Strength or Dexterity gained from cybernetic
implants is negated. A Krogan cannot enter Blood Haze while

233

Construction: One Electronics checks, one Research


(biology) check and one Medicine check, each DC 20,
are required to finish construction. If one fails, the
process must start over. If two fail, half of the

Chapter 5: Items and Equipment

resources are destroyed and must be replenished


before trying again.
Each check is equivalent to a 1 hour work.

replenished before trying again.


Each check is equivalent to a 2 hours work.
Installation: Normal surgery DC 20

Installation: Normal surgery DC 30

Injector Unit
This unit, attached the recipients forearm or thigh,
incorporates three medical hypo-syringes. Upon
command, the unit can inject any or all of the medicinal
substances into the recipients bloodstream.

Integrated Radar
The recipients artificial eyes are upgraded with the ability to determine
the location of nearby enemies.

Benefit: The recipient gains the benefit of a Radar (see Omni-Tool


Functionalities) but instead of requiring 4 consecutive actions that
provoke AoO, he requires only 2 actions that do not provoke AoO. In
Benefit: The injector unit has three built-in hypos, and
addition, it does not increase the weight in any way. If both eyes are
each hypo holds a single dose of one type of stimpack
upgraded with Integrated Radar, the character gains the benefit of
or drug. As a free action during his turn, the recipient can
an Improved Radar, following the same rules as above.
contract his muscles to inject himself with any or all of
Type: Internal.
these hypos, gaining the benefits immediately. A drained
Cost: 7.500 credits per eye
hypo can be removed and replaced as a full-round action.
Construction: Two Electronics checks, two Medicine check and
Type: External.
one Research (biology) check, each DC 25, are required to finish
Cost: 7.500 credits
construction. If one fails, the process must start over. If three fail,
Construction: Two Electronics checks, one Medicine check
half of the resources are destroyed and must be replenished
and one Research (engineering) check, each DC 23, are
before trying again.
required to finish construction. If one fails, the process must
Each check is equivalent to a 2 hours work.
start over. If two fail, half of the resources are destroyed and
Installation: Normal surgery DC 25
must be replenished before trying again.
Each check is equivalent to a 1 hour work.
Installation: Normal surgery DC 22

Luminous Skin

Internal Weapon Mount

Special skin grafts create luminous displays on the recipients


flesh. Most recipients use it purely for decoration, but the same
technology can provide a built-in chronometer.

The recipient has a hidden weapon embedded in a prosthetic


forearm or hand. The weapon extends from the prosthesis and is
visible when in use. Illegal in Citadel Space.

Benefit: The recipient can control the brightness of the


luminescence as a free action, negating it entirely if desired.
As its most intense, luminous skin can illuminate squares
Benefit: The recipient has a melee or ranged weapon hidden
occupied by or adjacent to the recipient. The chronometer
under within a prosthetic arm/hand. Attempts to disarm the
serves the same function as a wristwatch, including date,
recipient of the attached weapon automatically fail. Extending
time, and alarm functions.
or retracting the weapon is a free action.
Type: Internal.
If the weapon is to be hidden in a prosthetic arm, the weapon

Cost: 7.600 credits

can only be a light melee weapon or a weapon whose length (in


its normal form) is smaller than the characters height divided by 4.
If it is hidden in a hand, it can only be a light melee weapon.

Construction: Two Research (chemistry) check and


one Medicine check, each DC 25, are required to finish
construction. If one fails, the process must start over. If
two fail, half of the resources are destroyed and must be
replenished before trying again.

Spotting the weapon requires a successful Spot check opposed by


the recipients Sleight of Hand check.
Type: Internal.

Each check is equivalent to a 1 hour work.

Cost: 30.500 credits

Installation: Normal surgery DC 22

Weight: Increases characters weight by 5%.


Construction: Three Electronics checks, one Research (engineering)
check, one Repair check and one Medicine check, each DC 20, are
required to finish construction. If one fails, the process must start
over. If three fail, half of the resources are destroyed and must be

Chapter 5: Items and Equipment

Mindscreen Implant
A small implant in the recipients brain protects him
against mental attacks.

234

Benefit: The recipient gains a +2 equipment bonus


on saving throws against mind-affecting effects
such as Dominate or an Asari Mind Meld.
Type: Internal.

Benefit: Once attached to a Neural-Amplifier Implant Port, the character


gains the Neural Amplifiers bonus. The existing bionic amplifier
bonuses are presented in the table.
Multiple amplifiers providing the same bonus do not stack, only the
highest applies.

Cost: 20.850 credits


Construction: Three Research (chemistry) check
and two Medicine check, each DC 25, are required to
finish construction. If one fails, the process must start
over. If three fail, half of the resources are destroyed
and must be replenished before trying again.

Type: Internal.
Cost: varies
Construction: These implants can only be made in very specialized
laboratories and cannot be made by PCs.

Each check is equivalent to a 3 hour work.


Installation: Normal surgery DC 30

Nightvision Optics

Neural-Amplifier Implant Port

The recipients eyes are replaced with ocular implants that enable the
character to see better in the dark. One of the recipients eyes must be
replaced to gain any benefit.

Similar to a biotic-implant port but targeting the characters


brain and sensatory systems, the neural implant port allows
a character to add neural-amplifiers to enhance his mental
characteristics.
Benefit: The character can have
a neural amplifiers active on
his body. Each port can only
hold one neural-amplifier so if a
character desires to haves more
than one implant he requires
more than one port. The cost of
the surgery is already included.
Characters can only have a
maximum number of Neural
Implant Ports equal to their
Wisdom modifier +1 (minimum
of 1).

Benefit: The recipient gains nightvision out to a range of 30 feet.


If both eyes are replaced and a nightvision optics implanted in
each, then the range becomes 60 ft.

Item

Cost (credits)

Type: Internal.

+2 Intelligence

4.000

Cost: 10.500 credits per eye

+4 Intelligence

16.000

+2 Wisdom

4.000

+4 Wisdom

16.000

+2 Charisma

4.000

+4 Charisma

16.000

+1 on Will saves

333

+2 on Will saves

1.333

+3 on Will saves

3.000

+4 on Will saves

5.333

Construction: Two Electronics


checks, two Medicine check
and one Research (biology)
check, each DC 25, are required
to finish construction. If one
fails, the process must start
over. If three fail, half of the
resources are destroyed and
must be replenished before
trying again.

+5 on Will saves

8.333

The Neural Implant Port does


not count for the maximum
number of cybernetics a character can have, and Neural
Implants count only for the maximum presented above.
Type: Internal.

Each check is equivalent to a 2


hours work.

Installation: Normal surgery DC 25

Ocular Flash-Bang

Cost: 300 credits

An ocular flash-bang is an explosive device implanted in


Construction: One Electronics check, two Research (biology) the brain just behind the eyes that can be detonated with
check and two Medicine check, each DC 20, are required to finish a specific coded signal, killing the recipient instantly with
no saving throw. Some versions allow the recipient to
construction. If one fails, the process must start over. If two fail,
half of the resources are destroyed and must be replenished before detonate it manually. Illegal in Citadel Space.
trying again.
Benefit: Upon receiving a specific code on a specific
frequency the ocular flash-bang detonates, causing
the recipients head to explode and kill the recipient
immediately with no saving throw. Nearby allies of the
recipient must make a Will save DC 10 + Victims HD or
be shaken for 1d4 rounds.

Each check is equivalent to a 2 hours work.


Installation: Normal surgery DC 25

Neural Amplifiers
Attached to a Neural Implant Port, these amplifiers provide several
bonuses to a characters mental abilities.

235

Type: Internal.
Cost: 17.800 credits
Construction: Three Electronics checks, two

Chapter 5: Items and Equipment

Medicine check and two Research (biology) check,


each DC 25, are required to finish construction. If
one fails, the process must start over. If three fail,
half of the resources are destroyed and must be
replenished before trying again.

(except for Balance, Drive, Intimidate, Pilot, or Ride), the Concentration


skill, any abilities that require patience and concentration, or any items
that must be activated to function.

Each check is equivalent to a 2 hours work.


Installation: Normal surgery DC 30

The rage lasts for a number of rounds equal to 3 + the recipients


(newly acquired) Constitution modifier. The recipient may prematurely
end his rage.
At the end of the rage, the recipient loses the rage modifiers and
restrictions and becomes fatigued for the remaining duration of the
current encounter.

Prosthetic Enhancer

Type: Internal.

This implant attaches to a prosthetic arm or leg,


making it stronger. Usually, only militaries provide this
enhancement to their effective members. In the black
market, this enhancement costs three to five times more.

Cost: 26.000 credits

Benefit: If attached to a prosthetic leg, the prosthetic


enhancer increases the recipients base speed by +5 feet.
In addition, any unarmed attack made with an enhanced
prosthetic leg deals an additional 1 point of damage.

Construction: Three Research (chemistry) check and two Medicine


check, each DC 25, are required to finish construction. If one fails,
the process must start over. If three fail, half of the resources are
destroyed and must be replenished before trying again.

If attached to a prosthetic arm, the prosthetic enhancer


grants a +2 bonus on Strength-based and Dexteritybased ability checks and skill checks. In addition, unarmed
attacks made with the enhanced prosthetic arm deals + 1
extra point of damage.

Each check is equivalent to a 3 hour work.


Installation: Normal surgery DC 30

Skill Implant
This small brain implant enables its recipient to perform a specific
skill more adroitly.

A prosthetic enhancer does not count toward the total


number of cybernetic attachments the recipient can have
(see Number of Attachments).
Type: Internal.
Cost: 10.000 credits
Weight: Increases characters weight by 5%.
Construction: Three Electronics checks, one Research
(engineering) check, one Repair check and one Medicine check,
each DC 20, are required to finish construction. If one fails, the
process must start over. If three fail, half of the resources are
destroyed and must be replenished before trying again.

Benefit: The recipient gains a +3 competence bonus on checks


made with one class skill of his choice. Different skills require
different implants, and a skill implant cannot be modified to
grant a bonus to another skill.
A recipient may have multiple skill implants, but each is
considered a separate cybernetic attachment.
Type: Internal.
Cost: 5.250 credits

Each check is equivalent to a 2 hours work.


Installation: Normal surgery DC 20

Construction: Two Electronics checks, one Medicine check


and one Research (type of research should match type of
skill GMs choice) check, each DC 25, are required to finish
construction. If one fails, the process must start over. If
three fail, half of the resources are destroyed and must be
replenished before trying again.
Each check is equivalent to a 2 hours work.

Rage Implant

Installation: Normal surgery DC 30

This brain implant dramatically increases the amount of adrenaline


and testosterone the recipients body produces, temporarily boosting
his strength and durability. Illegal in Citadel Space.
Benefit: The recipient can activate the implant as a free action
once per day. Upon doing so, he temporarily gains a +4 bonus to
Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will
saves, but he takes a 2 penalty to Defense.
The increase in Constitution increases the recipients hit points by 2
per level, but these hit points go away at the end of the rage when his
Constitution score drops back to normal. While raging, the recipient
cannot use any Charisma-, Dexterity- or Intelligence-based skills

Chapter 5: Items and Equipment

Skill Plexus
This unit, implanted in the recipients brain, allows
multiple skill implants to function as a single cybernetic
attachment.
Benefit: The recipient may have up to four skill
implants attached to the skill plexus, and together
they are treated as a single cybernetic attachment.
However, if the skill plexus is destroyed, all of the
attached skill implants are destroyed too.

236

Type: Internal.

Targeting Optics

Cost: 30.000 credits

The recipients eyes are replaced with ocular implants that use a projected
targeting reticule to improve the recipients aim. One of the recipients
Construction: Two Electronics checks, three
eyes must be replaced to gain any benefit. Usually, only militaries provide
Research (engineering) check and two Medicine
this enhancement to their effective members. In the black market, this
check, each DC 25, are required to finish
construction. If one fails, the process must start over. enhancement costs three to five times more.
If three fail, half of the resources are destroyed and
Benefit: Targeting optics grant a +1 bonus on all attack rolls made
must be replenished before trying again.
with ranged weapons for each eye with a Targeting Optics cybernetic
Each check is equivalent to a 3 hour work.

implant.

Installation: Normal surgery DC 30

Type: Internal.
Cost: 12.400 credits per eye

Construction: Two Electronics checks, two Medicine check, one


Research (engineering) check and one Research (biology) checks,
each DC 25, are required to finish construction. If one fails, the
A stabilizer releases chemical coagulants into a dying
process must start over. If three fail, half of the resources are
recipients bloodstream to prevent excess blood loss,
destroyed and must be replenished before trying again.
effectively stabilizing him. A stabilizer is usually installed
near the recipients heart.
Each check is equivalent to a 3 hours work.

Stabilizer

Benefit: If reduced to negative hit points, the recipient


automatically stabilizes.

Installation: Normal surgery DC 27

Type: Internal.
Cost: 8.700 credits

Telescopic Optics

The recipients eyes are replaced with ocular implants that simulate
Construction: One Electronics checks, one Medicine check,
the effects of binoculars, enabling the recipient to perceive distant
one Research (chemistry) check and two Research (biology)
objects more easily. One of the recipients eyes must be replaced
checks, each DC 22, are required to finish construction.
to gain any benefit.
If one fails, the process must start over. If three fail, half of
the resources are destroyed and must be replenished before
Benefit: Telescopic optics reduce the range penalty for Spot
trying again.
checks to 1 for every 30 feet of distance (instead of 1 for
every 10 feet). If both eyes have Telescopic Optics then the
Each check is equivalent to a 1 hour work.
character gains a +1 bonus on attack rolls when using the
Installation: Normal surgery DC 22
Aiming action.
Type: Internal.

237

Chapter 5: Items and Equipment

Cost: 8.950 credits per eye

surgery.)

Construction: Two Electronics checks, one


Barbs: The cybernetic device rapidly projects spikes or blades, dealing
Medicine check, one Research (engineering) check
1d6 points of damage to the character tripping the trap. Only viable for
and two Research (biology) checks, each DC 25,
cybernetic replacements.
are required to finish construction. If one fails,
Electric Shock: Power cells in the cybernetic device discharge and
the process must start over. If three fail, half of the
deal 1d6 points of electricity damage to the character tripping the
resources are destroyed and must be replenished
trap.
before trying again.
Trigger Integrated Weapon: An integrated weapon is triggered and
Each check is equivalent to a 2 hours work.
targets the character tripping the trap. This trap requires that the
Installation: Normal surgery DC 25
cybernetic device make use of the integrated cybernetics upgrade
(see below) and is typically used to trigger an explosive device.

Voice Stress Analyzer


Sensors attached to the recipients optic nerves and inner
ear analyze minute physical indicators from living beings
(including increased pulse galvanic skin response) and
enable the recipient to better determine the emotional
states of others. Illegal in Citadel Space.
Benefit: The recipient gains a +4 equipment bonus on all
Sense Motive checks per eye with Voice Stress Analyzer.

Cost: Increases the cost of the cybernetic, that has this upgrade, by
15%.
Aplication: This upgrade must be applied when creating, or
buying, the cybernetic in question. If creating it, the cybernetics
construction DC increases by 3. Regardless, the installation DC
increases by 2.

Inobvious

Type: Internal.

An inobvious cybernetic device doesnt look like a cybernetic


device when not in use. Cybernetic eyes appear to be nothing
Cost: 11.150 credits per eye
more than normal human organs, cybernetic limbs show no
Construction: One Electronics checks, one Medicine
sign of enhanced power or function, and even dermal armor
check, one Research (engineering) check and one
is streamlined enough to not change the recipients shape. A
Research (biology) checks, each DC 25, are required to
DC 25 Spot check is required to realize the recipient has the
finish construction. If one fails, the process must start over.
cybernetic device, and even then its exact function is not
If three fail, half of the resources are destroyed and must be
obvious until it is used. Obviously, there are limits to what can
replenished before trying again.
be hidden. No externally mounted cybernetic device can be
inobvious, and no amount of camouflage will hide the fact
Each check is equivalent to a 2 hours work.
that a 5-foot-tall girl picking up a small car doesnt have
Installation: Normal surgery DC 23
some unusual ability, even if her cybernetic limbs appear
to be normal flesh and blood. Normal camouflage for
cybernetic devices applies only to casual, visual inspection.
Even so, no cybernetic devices can remain hidden if the
recipient is the target of a thorough medical examination.
These are upgrades which can be bought for existing Cybernetic
implants, adding abilities or increasing statistics. Multiple This upgrade for limbs consists of a Skin Overlay, coating
upgrades can be applied to the same cybernetic device. Their the limb in a material that looks and feels like normal skin.
(As used by Cerberus to enable a robotic spy to infiltrate
drawbacks and benefits stack.
the Prothean Ruins on Mars).

Cybernetic Upgrades

Booby Trapped

Cost: Increases the cost of the cybernetic, that has this


upgrade, by 15%.

Aplication: This upgrade must be applied when


Those characters with a more paranoid outlook on life might
consider the booby trapped gadget for protecting their creating, or buying, the cybernetic in question. If
creating it, the cybernetics construction DC increases
cybernetics. Any cybernetic device with this gadget is designed
to function properly only for the recipient. The booby trap can be by 3. Regardless, the installation DC increases by 2.
deactivated by the recipient as a move action and remains inert until
reactivated (also a move action). If an unauthorized character picks
up the cybernetic device (should it be separated from the owner), or,
Sensor Baffling
more important, attempt to operate on or remove it, a special trap is
From simple metal detectors to advanced x-ray
immediately triggered. None of the traps affect the recipient as long
scanners and omni-tools, theres always a way to
as the cybernetic device is attached. (If the device is being operated
detect cybernetics. The ability to confuse these
on, the trap might do this damage to the tools being used for the

Chapter 5: Items and Equipment

238

sensors can be invaluable, especially when


smuggling weapon implants past security.
Any cybernetic device with a sensor baffling gadget
increases by 5 the DC of checks made to detect
the device with sensors or other detection devices.
Even so, no cybernetic devices can remain hidden
if the recipient is the target of a thorough medical
examination.

they displace. A cybernetic device that increases the characters weigh


can have this upgrade to reduce the weight increase amount by 5% (to
a minimum of 0% weight increase).
Cost: Increases the cost of the cybernetic, that has this upgrade, by
10%.
Aplication: This upgrade must be applied when creating, or buying,
the cybernetic in question. If creating it, the cybernetics construction
DC increases by 3. Regardless, the installation DC increases by 2.

A cybernetic device can have sensor baffling without


being inobvious, but this means the device is still
clearly cybernetic when observed visually and the
+5 DC applies only to scanners and similar detection
methods.
Cost: Increases the cost of the cybernetic, that has this
upgrade, by 20%.
Aplication: This upgrade must be applied when creating,
or buying, the cybernetic in question. If creating it, the
cybernetics construction DC increases by 5. Regardless,
the installation DC increases by 2.

Equipment and ME timeline


All the equipment presented here assumes the campaign will be
taking place after the events of Mass Effect 2. However, this may
not be the case.
If the campaign you are playing in is set prior to the events of
Mass Effect 2, then you should ask your GM which items are
available or not. Some already include this information.

Weapons prior to Mass Effect 2: Since the weapons prior


to ME2 had a previous cooling system, running campaigns
on that timeline may be tricky. That is because weapons, in
A cybernetic replacement can have an internal storage
that timeline, possessed no Thermal Clips and had built-in
compartment built into it. Each compartment can hold
cooldown systems. The GM can either alter all the rules for
a single object of Small size or smaller. The recipient can
weapons or use the following considerations when dealing
remove objects from the compartment easily, but anyone
with the weapons:
attempting to do so against his will must both successfully
Pistols are able to fire up to 5 times their current clip before
pin the recipient and beat him at an opposed Strength check.
overheating.
Objects kept in cybernetic storage compartments gain a +4
bonus on checks made to conceal them. Removing an object
Assault Rifles and Submachine guns are able to fire up to
from a cybernetic storage compartment is a move action that
10 times their current clip before overheating.
provokes attacks of opportunity. A compartment can also be
Shotguns and Sniper Rifles are able to fire up to 3 times
made into a weapon bin (at no additional cost). This allows
their current clip before overheating.
it to hold a single type of weapon, which can be removed in
Weapons possess no ammo clip, so consider their clips
the same way a weapon is drawn (a move action that can be
as being of infinite size.
combined with movement, and does not provoke attacks of
Once a weapon is used to fire, you need to take note
opportunity).
of how many shots were fired. Once the limit above is
For an additional cost, a compartment can be spring-loaded. A
reached the weapon overheats.
single object can be removed from a spring-loaded compartment
An overheated weapon takes 10 actions to cooldown.
as a free action.
During that time, the weapon cannot be used to fire.
Cost: Increases the cost of the cybernetic, that has this upgrade,
A weapon also cools down between shots. For each
by 15%. To be able to remove the object with a free action, the cost
action spent without firing the weapon, the amount
is 25% instead.
of shots fired by the weapon is reduced by 1. So if a
Aplication: This upgrade must be applied when creating, or
character has already fired 15 shots, which are counted
buying, the cybernetic in question. If creating it, the cybernetics
to the limit of the weapon the character is using,
construction DC increases by 2. Regardless, the installation DC
spending an action without firing reduces this amount
increases by 1.
to 14 shots. Spending another action reduces to 13
shots. And so on. Until the character fires again.

Storage Compartment

It doesnt matter if the character hits the shots or


not. What is matters is the number of shots fired.

Ultralight Composition
The development of new and experimental alloys constantly allows
cybernetic technology to advance to the point where once bulky and
heavy devices become even lighter than the flesh-and-blood organs

239

Other weapon statistics remain the same.

Chapter 5: Items and Equipment

Chapter 6
Combat

Chapter 6: Combat

240

Shots pass above you and your cover, the enemy 1. Each combatant starts out aware and with normal Defense unless
determined to keep you pinned in place. You look at
stated otherwise by the GM in which case the unaware opponent uses
only his flat-footed Defense during the first round. This first round is
your team mates, some are injured already. If only you
then counted as a surprise round in which all aware act but can only
could get them across the courtyard, you could get
make one action or some other specific action. If no one or everyone
behind strong and secured doors to rearm, regroup,
starts the battle aware, there is no surprise round.
heal your injuries. You fire blindly, hoping to force your
enemies with suppressing fire while ordering your squad
2. Those aware roll initiative checks each and act accordingly, the first
to take advantage of your actions and run towards the
one to act being the one with highest initiative. Combatants who
door.
were unaware do not get to act nor roll initiative.
One by one they manage to get to safety. Now youll
3. Combatants who have not yet rolled initiative do so. All players
have a chance to get back on your feet and fight back
act according to their respective initiative (this may allow unaware
effectively! You get up to follow the last one. The last thing
combatants to act, in the first regular round of combat, before those
you see is a rocket flying directly to your chest...
that acted in the surprise round). All combatants are now ready to
begin their first regular round of combat.
Despite a somewhat unified
galaxy war and combat are still
a large reality of the Mass Effect
universe. For some characters
it is all they know. Races like
the krogan even use combat
has a means to determine
the strongest and the leader:
the one that performs best
commands more respect, gains
more honor.

4. When everyone has had a


turn, the combatant with the
highest initiative acts again,
and steps 3 and 4 repeat until
combat ends.

The Combat Round


Each round represents 6
seconds in the game world;
there are 10 rounds in a minute
of combat. A round normally
allows each character involved
in a combat situation to act.

Combat rules are some of the


most important for this game
and this chapter covers them
extensively.

Each rounds activity begins


with the character with the
highest initiative result, and
then proceeds in order. When
a characters turn comes up in
the initiative sequence, that
character performs his entire
rounds worth of actions (for
exceptions, see Attacks of
Opportunity).

The Battle Grid


To help visualize events in the
game, we recommend the use
of miniature figures and a battle
grid. A battle grid consists of
a grid of 1-inch squares. Each
of these squares represents a
5-foot square in the game world.
You can use the grid, along with
miniature figures or some other form of markers or tokens, to
show the marching order of your adventuring party or the relative
location of the characters in any given situation.
As its name implies, however, the best use for a battle grid is when
the adventurers are in a combat situation. Then the grid helps
everyone play out the battle. See the following diagram for some
specifics about the battle grid.

When the rules refer to a full


round, they usually mean a
span of time from a particular
initiative count in one round to the same initiative count
in the next round. Effects that last a certain number of
actions end just before the same initiative count they
began on.

How combat works


Combat in Mass Effect d20 is cyclical; everybody acts in turn in a
regular cycle of rounds. Combat follows this sequence:

241

Initiative
Every round, each combatant gets to do something.
The combatants initiative checks, from highest to
lowest, determine the order in which they act.
Initiative Checks: At the start of a battle, each
combatant makes an initiative check. An initiative
check is a Dexterity check. Each character applies
his or her Dexterity modifier to the roll. The

Chapter 6: Combat

GM finds out what order characters are acting in, on your turn in a round. When you make an attack roll, you roll a d20
counting down from highest result to lowest, and
and add your attack bonus. (Other modifiers may also apply to this
each character acts in turn. In every round that
roll). If your result equals or beats the targets Defense, you hit and deal
damage.
follows, the characters act in the same order (unless
a character takes an action that results in his or her
Automatic Misses and Hits: A natural 1 (the d20 comes up 1) on an
initiative changing; see Special Initiative Actions).
attack roll is always a miss (fumble) and uses special rules. A natural
20 (the d20 comes up 20) is always a hit. A natural 20 is also a threat a
Usually, the GM writes the names of the characters
down in initiative order so that on subsequent rounds
possible critical hit (see the Critical Hits and Critical Failures chapter).
he can move quickly from one character to the next.
If two or more combatants have the same initiative
Attack Bonus
check result, the combatants who are tied act in order
of total initiative modifier (highest first). If there is still Your attack bonus with a melee weapon or unarmed attack is:
a tie, the tied characters should roll again to determine
Base attack bonus + Strength modifier + size modifier + other modifiers
which one of them goes before the other.
With a ranged or thrown weapon, or a ranged touch attack, your
Opponents Initiative: Typically, the GM makes a single
attack bonus is:
initiative checks for opponents. That way, each player
Base attack bonus + Dexterity modifier + size modifier + range
gets a turn each round and the GM also gets one turn. At
the GMs option, however, he can make separate initiative penalty + other modifiers
checks for different groups of opponents or even for
Strength Modifier: Strength helps you swing a weapon harder
individual creatures.
and faster, so its modifier applies to melee attack rolls.
Inaction: Even if you cant take actions (for instance, if
you become paralyzed or unconscious), you retain your
initiative score for the duration of the encounter.

Dexterity Modifier: Dexterity measures coordination and


steadiness, so your Dexterity modifier applies to attacks with
ranged weapons and ranged touch attacks.

Surprise
When a combat starts, if you are not aware of your
opponents and they are aware of you, youre surprised.

Other Modifiers: These bonuses are related to attack modifiers


gained from other sources, such as feats, powers, weapon
enhancements, class features, abilities, etc
Size Modifier: The smaller you are, the bigger other creatures

Sometimes all the combatants on a side are aware of their


opponents, sometimes none are, and sometimes only some
of them are. Sometimes a few combatants on each side are
aware and the other combatants on each side are unaware. The
GM determines who is aware of whom at the start of a battle.
He may call for Listen checks, Spot checks, or other checks to
see how aware the adventurers are of their opponents.

Size

The Surprise Round: If some but not all of the combatants


are aware of their opponents, a surprise round happens before
regular rounds begin. In initiative order (highest to lowest),
combatants who started the battle aware of their opponents
each take one action during the surprise round. You can also take
free actions during the surprise round. If no one or everyone is
surprised, no surprise round occurs.
Unaware Combatants: Combatants who are unaware at the
start of battle dont get to act in the surprise round. Unaware
combatants are flat-footed until the start of regular rounds.

Colossal

-8

Gargantuan

-4

Huge

-2

Large

-1

Medium

+0

Small

+1

Tiny

+2

Diminutive

+4

Fine

+8

are relative to you. A human is a big target to a volus, just


as an elcor is a big target to a human. Since this same
size modifier applies to Defense, two creatures of the
same size strike each other normally, regardless of what
size they actually are.

Combat Statistics
This section summarizes the statistics that determine success in
combat, and then details how to use them.

Attack Roll
An attack roll represents your attempt to strike your opponent

Chapter 6: Combat

Modifier

Range Penalty: The range penalty for a ranged


weapon depends on the weapon and the distance
to the target. All ranged weapons have a range
increment. Any attack from a distance of less than
one range increment is not penalized for range, so an
shot from a M-8 Avenger (range increment 60 feet)
can strike at enemies up to 59 feet away with no
penalty. However, each full range increment causes

242

a cumulative -3 penalty on the attack roll. A M-8


Avenger firing at a target 200 feet away takes a -9
penalty on his attack roll (because 200 feet is at
least three range increments but not four).

for damage. That roll is:

A thrown weapon, such as a grenade, has a


maximum range of 5 range increments. A projectile
weapon, such as an assault rifle, can shoot up to 20
range increments. Snipers can shoot up to 30 range
increments.
A thrown weapon, such as a grenade, has a maximum
range of 5 range increments. A projectile weapon, such
as an assault rifle, can shoot up to 20 range increments.
Snipers can shoot up to 30 range increments.

Thrown Weapons: 1 + Weapon damage bonus to unarmed strikes +


Strength modifier + other modifiers
Unarmed Attacks: 1d3 (for Medium-sized creatures) + Weapons
damage bonus to unarmed strikes + Strength modifier + other
modifiers
Ranged Attacks: Weapons damage dice + other modifiers
Once the damage is rolled, add all modifiers and dice results to
determine total damage. That is the amount of damage a character
does with that successful attack.

Shooting Into Melee: When you are targeting, with a


ranged or thrown weapon, an enemy that is threatened
by one of your allies, you take a -4 penalty on your attack
roll because you have to be careful to avoid hitting your
friend. Two characters are engaged in melee if they are
enemies of each other and either threatens the other (an
unconscious or otherwise immobilized character is not
considered engaged unless he is actually being attacked).

Damage is dealt to the targets Shields. If the target does not have
any Shields left, the damage is then done to the targets Plating.
If the target has no Plating left, the damage is then done to the
targets HP, but it is reduced by Damage Reduction.
Note: if your attack deals, say, 20 damage on a character with
just 10 Shield HP, you do not divide the damage between Shield
HP and the characters HP. This means that each attack targets
a specific HP pool and cannot affect the others, no matter how
much damage the attack deals. Unless, of course, otherwise
stated.

If your target (or the part of your target youre aiming at,
in case of a big target or one protected by cover) is at least
10 feet away from the nearest friendly character, you can
avoid the -4 penalty, even if the creature youre aiming at is
engaged in melee with a friendly character.

Multiplying Damage: Sometimes you multiply damage


by some factor, such as on a critical hit. When you multiply
damage more than once, each multiplier works off the original,
un-multiplied damage. To avoid complications, just consider
that two doubles equal a triple, a triple and a double equal a
quadruple and so on.
Weapon Recoil: This value depends on the weapon being
used. It decreases the total attack result depending on the
Ability Damage: Certain effects can cause temporary ability
type of attack action being used. Some actions apply the
damage (a reduction to an ability score).
recoil value, as a penalty, only once, while others may apply
twice or even three times the recoil value as a penalty.
Some features may reduce the total recoil penalty applied to
one or more attacks. These features do not reduce the weapons
base recoil unless otherwise stated, they merely reduce the
total penalty caused by recoil, depending on the action used.

Defense

Changing Target: A character may choose to change targets at


any point during their firing action. When they do the following
rules applies:
- A -1 penalty to attack rolls is applied each time a new target is
chosen. This penalty is cumulative and lasts for the entire round.
- If the new target is not adjacent, the RoF is reduced by 1 for each
10 ft distance between the current target and the last target.

Your Defense represents how hard it is for opponents to


land a damaging blow on you. Its the attack roll result that
an opponent needs to achieve to hit you. Your Defense is
equal to the following:
10 + Dexterity modifier + size modifier + other modifiers
Dexterity Modifier: If your Dexterity is high, you are
adept at dodging blows. If your Dexterity is low, you are
inept at it. Thats why you apply your Dexterity modifier
to your Defense.

Sometimes you cant use your Dexterity bonus (if you


have one). If you cant react to a blow, you cant use
your Dexterity bonus to Defense. (If you dont have
Damage
a Dexterity bonus, nothing happens). You lose your
When your attack succeeds, you deal damage. The type of weapon Dexterity bonus when, for example, an invisible
used determines the amount of damage you deal. Damage reduces opponent attacks you, youre balancing in a narrow
edge, or youre caught flat-footed.
a targets current hit points.
Minimum Damage: If penalties reduce the damage result to less
than 1, a hit still deals 1 point of damage. Damage Reduction,
however, can reduce damage dealt to a character to less than 1 but
cannot make a character gain HP.
Damage Roll: Once a successful attack is made, the character must roll

243

Size Modifier: The bigger a creature is, the easier it is


to hit in combat. The smaller it is, the harder it is to
hit. Since this same modifier applies to attack rolls, a
volus, for example, doesnt have a hard time hitting
another volus. See size modifiers above.

Chapter 6: Combat

Other Modifiers: Many other factors modify your


Defense.
Dodge Bonuses: Some other Defense bonuses
represent actively avoiding blows. These bonuses
are called dodge bonuses. Any situation that denies
you your Dexterity bonus also denies you dodge
bonuses. Dodge bonuses do not stack with each
other.

pool and cannot affect the others, no matter how much damage the
attack deals.

Plating

Plating is the third, and most uncommon, protection a character


can have. It indicates the character has specific natural or artificial
protection against damage. Plating works like a third pool of HP, and
can be damaged like the normal Hit Points can. Unlike a characters
Cover Bonuses: Probably the most important bonuses
HP, once the Plating HP reaches 0 they are considered to be
you will have for Defense, cover bonuses are gained by
removed. A character with its Shields and Plating (if any) removed is
taking cover behind objects, walls, doors and perhaps
considered Unprotected.
even other creatures and characters. See Cover and
Plating is the second pool of HP to be damaged with successful
Line of Effect for more details.
attacks. Plating can only be recovered through rest.
Movement Bonuses: Moving arond makes it harder to
Note: if your attack deals, say, 20 damage on a character with just
target you. See Movement Bonuses to Defense below.
10 Shield HP, you do not divide the damage between Shield HP
Touch Attacks: Some attacks, especially biotic and
and the characters Plating HP. This means that each attack targets
tech powers, state the character must make a ranged a specific HP pool and cannot affect the others, no matter how
touch attack. This is just like a normal attack against your
much damage the attack deals.
Defense, but count as different attacks for purposes of
feats and other features.

Speed

Flat-Footed Defense: This is used when a character is


This line gives the creatures tactical speed on land (the amount
caught by surprise. For this type of Defense, Dexterity
of distance it can cover in one action). If the creature wears
modifier is only considered if it is negative, otherwise it
armor that reduces its speed, the creatures base land speed
is not considered. This means flat-footed targets are also
follows.
considered as having their Dexterity bonus to Defense
If the creature has other modes of movement, these are given
denied.
after (or in place of ) the land speed. Unless noted otherwise,
Movement Bonuses to Defense: Moving around makes it
modes of movement are natural. See the Glossary for
difficult for others to target and hit the character. For each 15
information on movement modes.
feet a character moves in his round, he gains a +1 bonus to
Defense against ranged attacks. These bonuses last until his
Saving Throws
next turn.
As an adventurer, you have more to worry about than taking
As an adventurer, you have more to worry about than
taking damage. You might also have to face long-range
Your hit points tell you how much punishment you can take
bombardments, venomous alien beasts, or the charms of
before dropping. Your hit points are based on your class and
an Ardat-Yakshi. Luckily, a tough adventurer can survive
level and your Constitution modifier applies.
these too.
When your hit point total reaches 0, youre disabled. When it
Generally, when you are subject to an unusual form of
reaches 1, youre dying. When it gets to a negative number equal
attack, you get a saving throw to avoid or reduce the
to your Constitution score, youre dead (see Injury and Death). Hit
effect. Like an attack roll, a saving throw is a d20 roll plus
Points are only recovered through healing and rest.
a bonus based on your class, level and an ability score.
Your saving throw modifier is:

Hit Points

Shields

Base save bonus + ability modifier


Shields are provided by armor and other features. They grant an
Saving Throw Types: The three different kinds of
additional protection to any character. Shields work like a second
saving throws are Fortitude, Reflex, and Will:
pool of HP, and can be damaged like the normal Hit Points can.
Fortitude: These saves measure your ability to stand
Unlike a characters HP, once the Shield HP reaches 0 they are
considered to be removed. A character with its Shields and Plating (if up to physical punishment or attacks against your
vitality and health. Apply your Constitution modifier
any) removed is considered Unprotected.
to your Fortitude saving throws. Fortitude saves can
Shields are the first pool of HP to be damaged with successful attacks.
be made against attacks or effects such as poison,
Note: if your attack deals, say, 20 damage on a character with just 10
disease and radiation.
Shield HP, you do not divide the damage between Shield HP and the
Reflex: These saves test your ability to dodge area
characters HP. This means that each attack targets a specific HP

Chapter 6: Combat

244

attacks. Apply your Dexterity modifier to your


Reflex saving throws. Reflex saves can be made
against attacks or effects such as pit traps or certain
biotic powers.

Instant Kill

If the character obtains a natural 20 in the critical confirmation roll,


he gains an additional attack roll that allows him to possibly kill is
target instantly. This third attack roll is called Instant Kill Roll and
Will: These saves reflect your resistance to mental
the character has the possibility of killing an enemy immediately by
influence. Apply your Wisdom modifier to your Will
obtaining a natural 20 on this third roll. For this roll no modifiers are
saving throws. Will saves can be made against certain
added.
powers.
If the character succeeds in obtaining the natural 20, the target is
Saving Throw Difficulty Class: The DC for a save is
killed instantly (either by decapitation or by having his heart or brain
determined by the attack itself.
pierced). If the attack fails, the character hits a specific part of the
targets body in addition to a normal critical hit. The result on your
Automatic Failures and Successes: A natural 1 on a
Instant Kill Roll determines such part, as indicated in the following
saving throw is always a failure. A natural 20 is always
table (see the Losing Body Parts section in the Other Rules chapter
a success.
to learn about the game effects caused by a critical hit on such
area).

Critical Hits
Failures

and

Critical

In every combat, those involved have the possibility of


delivering powerful, and sometimes deadly, blows to their
adversaries. They also have the possibility of failing an
attack so badly that they end up doing something worst
such as losing their weapons. This section summarizes the
rules for those successes and failures.

Critical Failure
When a character obtains a natural 1 in the attack roll he also

Critical Hits
Every weapon provides the wielder a chance to deliver
a powerful blow. This blow either hits a critical spot of
a targets body or is simply done with such power that
deals more damage to the target. To score a critical hit,
the character must roll a specified number, given on the
Weapons Table. Usually this number is a natural 20, but
some weapons may allow for a critical hit by rolling a
natural 19, 18 or, in special cases, less (see Weapons for
more details).

Determining success of a Critical Hit


When the character obtains a number in his attack roll
that allows him to possibly score a critical hit, he then
gains a second attack roll. This second roll is called Critical
Confirmation Roll and the character must again pass the
Defense of the target. If he passes the targets Defense with
this roll, then he indeed scored a critical hit.

Area Affected

Normal Critical

2-3

A random eye

A random ear

Main hand

6-7

Main arm

Off hand

9-10

Off arm

11-13

Torso

14-15

Right leg

16-17

Left leg

18-19

Face

20

Instant Death

Dice
Result

Fumble Effect

1-6

Ranged: Attack failed with no additional effect


Melee: Attack failed with no additional effect
Ranged: Attack targets a random square adjacent to the
target, with the exceptions of those behind it

7-9

If he fails in passing the targets Defense, with this critical


confirmation roll, he only performs a normal attack, hitting
the target if his first attack roll passed the targets Defense
or as if he obtained a natural 20 in the attack roll.
If he succeeds in the critical confirmation roll, he then
rolls the shots damage a number of times as given by the
weapons critical multiplier. Any other modifier to the shots
damage is only multiplied if the ability states it can be
multiplied.

Dice Result

Melee: Your footwork fails you and you only manage to


hit another random character adjacent to you (other
than the initial target). This can make you hit allies.
Ranged: Weapon jams for a short time and both this
and the next shot are expended without effect

10-12

Melee: You drop any melee weapon you have. In


addition, your failed attack creates a big opening that
an adjacent enemy can exploit. One adjacent enemy at
you gains an immediate free melee attack against you.

scores a critical failure, also known as fumbles.

245

Chapter 6: Combat

Dice
Result

Fumble Effect

13-15

Ranged: Thermal clip jams and is destroyed. The


weapon must be reloaded. Remaining attacks cannot
be performed

Remember that even actions that normally provoke attacks


of opportunity may have exceptions to this rule.

Melee: Your footwork fails you so badly that you end up


prone on the ground.
16-18

Ranged: Weapon is dropped in the characters square.


Remaining attacks cannot be performed
Melee: You twist your ankle and fall on the ground. In
addition, you become slowed for 1d4 rounds and drop
your melee weapon

19-20

Ranged: Weapon jams and a full-round action is


required, along with a DC 10 Repair check, to make it
work again. Remaining attacks cannot be performed
Melee: You trip on yourself, falling prone on the ground
and taking 1d6 points of damage. In addition, all
enemies adjacent to you gain an immediate free melee
attack against you.

Such attack automatically fail, regardless of how high


the attack bonus is. These fumbles also have additional
consequences, besides failing to hit the target.
When a char rolls a natural 1 he automatic misses the attack
but he must roll another d20 and depending on the result
one of effect might happen, as shown on the previous table
on the following page.

Attacks of Opportunity

Making an Attack of Opportunity: An attack of


opportunity is a single melee attack and you can only
make one per round. You dont have to make an attack
of opportunity if you dont want to. Also, attacks of
opportunity are fast attacks so no combat maneuver (such
as trip or sunder), special abilities (such as tech and biotic
powers), special items (such as grenades) and other abilities
can be used unless they specifically say, in their description,
that they can be used in Attacks of Opportunity.
An attack of opportunity interrupts the normal flow
of actions in the round. If an attack of opportunity is
provoked, immediately resolve the attack of opportunity,
then continue with the next characters turn (or complete
the current turn, if the attack of opportunity was provoked
in the midst of a characters turn).

Firing while threatened in melee: If you try to fire


a projectile weapon or a heavy weapon while being
threatened in melee, each of your attack actions provokes
AoO. However, if you are dealt damage to Shields, Plating
or HP, your attack action that provoked that AoO is
disrupted and you automatically lose it. The Close Combat
Shooting allows you to make attack actions even though you
take damage from AoO.
Free Actions and AoO: No Free Action provokes AoO unless
otherwise stated.

Actions in Combat

The fundamental actions of moving, attacking, and using


The melee combat rules assume that combatants are actively
powers or abilities cover most of what you do in a battle.
avoiding attacks. Even if a character does not move on the
They are described here. Other, more specialized options
battlefield, she is doing the best to avoid incoming blows by
are covered later in Combat Maneuvers and Special
dodging. Sometimes, however, a combatant lets her guard
Initiative Actions.
down. In this case, combatants near her can take advantage of
her lapse in defense to attack her for free. These free attacks are
The Combat Round
called attacks of opportunity (AoO).
Threatened Squares: You threaten all squares into which Each round represents 6 seconds in the game world. In
you can make a melee attack, even when it is not your action. the game, a round presents a chance for each character
Generally, that means everything in all squares adjacent to your involved in a combat situation to take an action.
space (including diagonally). An enemy that takes certain actions Anything a person could reasonably do in 6 seconds,
while in a threatened square provokes an attack of opportunity your character can do in 1 round.
from you.

Each rounds activity begins with the character with the


Provoking an Attack of Opportunity: Two kinds of actions can highest initiative result and then proceeds, in order,
from there. Each round of a combat uses the same
provoke attacks of opportunity: moving out of a threatened square
initiative order. When a characters turn comes up
and performing an action within a threatened square.
in the sequence, that character performs his entire
Moving: Moving out of a threatened square usually provokes an
rounds worth of actions. (For exceptions, see Attacks
attack of opportunity from the threatening opponent.
of Opportunity and Special Initiative Actions.)
Performing a Distracting Act: Some actions, when performed in a
For almost all purposes, there is no relevance to the
threatened square, provoke attacks of opportunity as you divert your
end of a round or the beginning of a round. The term
attention from the battle. Using class abilities and attacking with a
round works like the word month. A round can
ranged weapon are distracting actions.

Chapter 6: Combat

246

Normal Action

AoO1

Normal Action

AoO1
Varies

Attack action (melee)

No

Use class ability or feat

Attack action (ranged)

Yes

Stand up from prone

Yes

Attack action (thrown)

Yes

Move

Yes

Use Tech or Biotic Power

Yes

Reload a thermal clip

Yes

Use First Aid

Yes

Reload a heavy weapon

Yes
Yes

Combat Maneuvers

Varies

Enter a vehicle

Ready (triggers one action)

No

Pick up an item

Dismiss a Tech or Biotic Power

No

Holster a weapon and/or draw another

Draw a Hidden weapon (see Sleight of Hand)

No

Open or close a door

No

Use a computer

Yes

Move a heavy object

Yes

Escape a grapple

No

Sheathe a weapon

Yes

Feint

No

Aid Another

Turn on a flashlight

Yes

Drop prone/crawl

Full-Round Action

AoO1

Run

Yes

Yes
3

Yes

Maybe2
No

Full-Round Action

AoO1

Use skill that takes 1 round or more

Usually

Charge

No

Deliver a coup de grace

Yes

Extinguish flames

No

Use class ability or feat

Varies

AoO1

No Action

AoO1

No

5-foot step

No

No Action
Delay
1.

Regardless of the action, if you move out a threatened square, you usually provoke an attack of opportunity. This column indicates
whether the action itself, not moving, provokes an attack of opportunity.

2.

If you aid someone performing an action that would normally provoke an attack of opportunity, then the act of aiding another
provokes an attack of opportunity as well.

3.

If you have a base attack bonus of +1 or higher, you can combine one of these actions with an action where move 5 feet or more. If
you have the Two-Weapon Wielding feat, you can draw two weapons you can use with that feat in the time it would normally take
you to draw one.

4.

May be taken as a normal action if you are limited to taking only a single action in a round.

be a segment of game time starting with the first character to


act and ending with the last, but it usually means a span of time
from one round to the same initiative count in the next round.
Effects that last a certain number of rounds end just before the
same initiative count that they began on.

attacking or moving. One normal action allows you to


move up to your speed.
If you move no actual distance in a round, you can take
one 5-foot step either before, during, or after the action.

Full-Round Action: A full-round action consumes all


your normal actions during a round, even if you have
Types of Actions
more than 2. The only movement you can take during
An actions type essentially tells you how long the action takes to a full round action is a 5-foot step before, during, or
after the action. You can also perform free actions (see
perform (within the framework of the 6-second combat round) and
how movement is treated. There are three types of actions: normal below) as your GM allows.
actions, full-round actions and free actions.
Free Action: Free actions consume a very small amount
In a normal round, you can perform two normal actions, or you can
perform one full-round action. You can also perform as many free
actions (see below) as your GM allows. In some situations (such as
in a surprise round), you may be limited to taking only one normal
action.
Normal Action: A normal action allows you to do something. The
most common type of normal action is using a power, class ability,

247

of time and effort and over the span of the round, their
impact is so minor that they are considered free. You
can perform one or more free actions while taking
another action normally. However, the GM puts
reasonable limits on what you can really do for free.
Not an Action: Some activities are so minor that
they are not even considered free actions. They

Chapter 6: Combat

literally dont take any time at all to do and are


considered an inherent part of doing something
else.

Because Burst weapons cannot perform One-Shot actions, they always


perform an Auto-Fire action.

Restricted Activity: In some situations (such as


during a surprise round), you may be unable to take
a full rounds worth of actions. In such cases, you are
restricted to taking only a single normal action (plus
free actions as normal).

Attack Actions
In order to attack a target, the character must spend
actions. The number of actions he needs to spend
depends on the type of
attack action used.

One-Shot
Characters can decide
to use an action to make
1 single shot. Doing so
consumes that action
and the shot is made
with no recoil penalty.
Burst weapons cannot
perform
One-Shot
actions.

Full-Auto Fire
A character wielding an Automatic weapon can choose, at the
beginning of his round, to perform a Full-Auto Fire action. This action
allows the character to perform a total of three attack actions, despite
the 2 action limit of a round. The first attack is at the normal recoil
penalty, the second is double the recoil penalty, and the third is at
three times the recoil penalty.
Full-Auto Fire requires a full-round action, so it cannot be started at
the second action of the characters round.
Only Automatic weapons allow a character to perform a Full-Auto
Fire.

Melee Attacks
With a melee attack, you can
strike any opponent within
5 feet. (Opponents within 5
feet are considered adjacent
to you). Because melee
attacks do not use the usual
attack actions previously
presented, a character can
make one melee attack by
spending 1 action.

Double-Tap
If a character decides to
use an action to perform
1 or more shots, after
having used a One-Shot
action in the same round,
the new attack action
takes
normal
recoil
penalty for all shots.
Because Burst weapons
cannot be used to
perform
One-Shots,
they cannot be used
to perform Double-Tap
actions.

Heavy Melee Attacks


With a heavy melee attack,
you can strike any opponent
within 5 feet. (Opponents
within 5 feet are considered
adjacent to you). Unlike
melee attacks, heavy melee
attacks require 2 actions to
be performed.

With a Heavy Melee Attack


the character deals double
melee weapons damage
and doubles his Str mod to
damage (if that damage is
already doubled, such as by having the Greater Bashing
feat, the Str mod is instead tripled). If the target has no
Auto-Fire
Shields HP, Plating HP or wears no armor, he must make
Auto-Fire is when a character chooses to use his attack action to
a Fortitude save DC 10 + Str mod added to damage of
make more than 1 shot. For that attack action, all attacks are made
this Heavy Melee attack or loses his next action.
with normal recoil penalty. If, in the same round, another attack
action is using Auto-Fire, that attack action will be made with double Certain weapons may alter the effect of a Heavy
Melee Attack:
recoil penalty, even if it is just a One-Shot action.
Single-Shot type weapons cannot be used to perform Auto-Fire - Bludgeoning weapons, such as hammers, clubs,
staves, etc, but excluding unarmed strike, also
actions.
pushes the target 5 ft back.

Chapter 6: Combat

248

- Blade weapons, such as swords, omni-blade,


knives, etc deal Bleeding 1 to targets with no Shield
HP or no armor.
- Flail weapons, such as the phoenix-lash do not
gain the benefit of double weapon damage and
double Str mod to damage but instead make one
melee attack to all adjacent enemies.

Camping
When using the Aiming action, and while the target remains unaware
of you, you may use the Camping special action by spending a 1 action.
This increases the critical threat range of your next shot by 1. A visible
target or targeted square must be selected when taking the Camping
action, if you lose sight of either you lose the bonus gained form this
special action.

Powers, Skills, Abilities, Items and


other features
Powers, skills, abilities, items and other features may
require the characters to spend actions in order to use
them.

When the shot is fired the target or targeted square must be in the
weapons range (without using range increments). Sniper rifles or
weapons with scope attachments are an exception to this rule and
they can use the Camping action even while using range increments.

Special Attack Related Actions


Any character can also perform one of the following
special actions that provide bonuses and penalties when
attacking:

Cover

You can spend more than one action Camping. For each additional
action, spent Camping, without firing and without breaking the
Aiming action, you increase the critical threat range of the shot by
an additional 1, to a maximum of your Intelligence modifier x3.
This attack must be made in the following available action after
the Camping actions are spent.

Covering Fire
You shoot multiple times in a wide angle, trying to force your
enemies into cover. If effective your team can move about in
relative safety.

In order to learn more about other benefits of cover, please


A character fires in a cone area of up to the range increment
see the Cover and Line of Effect section. Cover, however,
score of his weapon (meaning that if the weapons range
also provides other benefits to attack. When a character is
increment is, say 30 ft, the character will cover a 30ft cone).
firing from cover they are assumed to be using the obstacle
Characters that use an Auto-Fire or Full-Auto Fire action must
to better stabilize their ranged weapon. All characters in
make the maximum number of attacks, even if there are no
cover reduce their total recoil penalty by 1 for attacks made
targets within the affected area (spending the equivalent
using the cover element to stabilize the attack.
ammo).
The GM may impose other penalties or restrictions on attacks
Enemy creatures within the area, or that move inside the
depending on the details of the cover.
area, can be attacked by this action. However, the character
is limited in how many times he can hit a specific target
(because the character is spraying bullets to the area, he
isnt really targeting enemies). He can only hit an enemy
You look down the weapons sights, paying attention to who
once for each attack action made. So, for example, if the
cross it. This makes your shots more precise, but slows you down
character decides to make a Full-Auto Fire with a Covering
as you take your time to align the enemy with your crosshairs
Fire special action, he can hit a specific target once during
and as you fire slowly to ensure each shot hits.
the attack action that has only 1x recoil penalty, once
- The weapons Critical Threat Range is increased by 1 (Example: A during the attack action that has 2x recoil penalty and
critical of 20/x2 would be changed to 19-20/x2).
once during the attack action that has 3x recoil penalty.
- The weapons current RoF is reduced by 1/2 (rounded down, Resolve attacks separately for affected targets.

Aiming

but not reduced below 1). This only applies to Semi-Automatic


or Automatic weapons, thus burst weapons are ideal for Aiming
because their RoF is not affected by this action.

After the first attack action, enemies within the affected


area can make a Reflex save DC 15 to take cover behind
something within 1/2 their movement speed, or reduce
their profile. If Total Cover is possible it is taken (thus
- Focusing the field of vision in the weapons sights provides a +5
bonus to Spot check in a 60-ft cone. However, Spot checks to spot losing line of sight and avoiding being targeted) but
otherwise the closest cover is taken. If no cover is
something outside that cone receive a -5 penalty instead.
within range the character may choose between
- A character can move while using this Special Action, but their
going prone or crouching. Enemies that move inside
speed is reduced by half (rounded down to the nearest multiple of 5).
the affected area afterwards are not granted this
- Aiming requires 1 action of all ranged weapons, except Sniper Rifles special save, unless doing so unaware. Those that fail
the Reflex save cannot react.
that requires 2 actions. Ending this special action requires only a free
action.

249

Chapter 6: Combat

Note: Characters that react do so after the first


attack action without knowing if there will be a
second or third attack action.

rounds single action, but only to move up his speed.


Bonuses to Defense from movement also apply.

You must move before your attack, otherwise you cannot perform a
Charge. You must also have a clear path toward the opponent and
All penalties apply normally, with the exception
nothing can hinder your movement (such as difficult terrain or
of penalties for changing targets. In addition, this
obstacles). Heres what it means to have a clear path. First, you must
special action carries the following penalties and
move to the closest space from which you can attack the opponent.
benefits:
(If this space is occupied or otherwise blocked, you cant Charge).
Second, if any line from your starting space to the ending space
Rate of Fire is increased by 1.
passes through a square that blocks movement (such as a wall),
Total recoil penalty is increased by 1.
slows movement (such as difficult terrain), or contains a creature
(even an ally), you cant Charge. (Helpless creatures dont stop a
Can only be used by Semi-Auto or Automatic
weapons.
Charge).
This Covering Fire requires 2 actions.

When using Covering Fire, the character does not suffer


the penalties from Changing Targets.

If you dont have line of sight to the opponent at the start of your
turn, you cant Charge that opponent.

Blind-Fire

You cant take any 5-ft step during a round you made or are about
to make a Charge.

A character in Massive Cover (see Cover and Line of Effect)


can use this special action to attacks targets and squares
against which he has Massive Cover. This special action
is used in combination with any other attack action (such
as Full-Auto Fire) or special attack action (such as Covering
Fire).
Because the character is unable to effectively see to where
he is shooting, all shots have a 50% miss change.

Two-Weapon Combat
Wielding two weapons can provide the character with far
greater firepower. However, it also makes it much more difficult
to hit the targets. Using two weapons, that is the Two-Weapon
combat style, carries the following restrictions and benefits:

The character can opt to make a Spot check and see where
each enemy is and their general movement direction (this
requires one action unless the character has the Quick
Reconnoiter feat which reduces this to 1 free action). Doing
so allows him to target creatures normally. If the character
does not see where each enemy is, he will truly fire blindly and
1/2 of his total shots will target empty squares. The remaining
half targets enemies normally, but the attacks still carry the
50% miss chance.

Characters can wield 2 pistols and/or submachine guns but


take extra -8 penalty to attack rolls with those weapons.

When using an action along with Blind-Fire, the character


cannot gain benefits to attack from cover or Aiming but neither
does he gain the penalties from Changing Targets.
This action is mostly useful for situations where a character wants
to shoot and maybe suppress the enemy while remaining safely
behind cover where enemies cannot attack him.

Charge

You can attack with both weapons, and use any attack
action they allow, at the same time. Meaning that if you
use one weapon to make a Full-Auto Fire (thus consuming
your entire round), you can use the other to make any
type of attack action that consumes 1 action, 2 actions or
a full-round action. Make separate attack actions for each
weapon. When you decide to attack with a weapon, you
must also decide if you are going to use the other weapon
to attack or not.
Increase each weapons reload time by 1 action. Thus if
you choose to reload just one weapon it takes 2 actions.
But if you try to reload both weapons it takes 3 actions
(because each of the two weapons would normally take 1
action to reload, plus one extra action from Two-Weapon
combat).
A character cannot use the Aiming action when
wielding two weapons (regardless of whether he fires
with both weapons or not).

This special action allows a character to move up to twice his speed,


Using two weapons increases the Strength
in a straight line (no turns are allowed) and perform one melee
requirement of each weapon by +3.
attack against a target. Thus, to make a Charge, the character always
Note: The extra attack action gained is only for the
needs to designate a target. He must also be able to reach the target
other weapon, you can not use it to use powers,
with the Charge. Difficult Terrain or Obstacles make it impossible
abilities or items. So, for example, if you decide
to use this special action. A charging character gains a +2 bonus to
to make a Full-Auto Fire action with one of your
melee attack rolls and a -2 Defense penalty because charging makes
weapons, you gain two attack actions with your other
a character move in the exact same way with little regards to Defense.
weapon, or a full-round type attack action (like the
A Charge requires a full-round action to use. However, in the surprise Full-Auto Fire) and it is up to you to choose to spend
round, a character can still make a Charge, using the surprise
them. But if, for example, you use one action of your

Chapter 6: Combat

250

round to activate a power and use the second one


to make a One-Shot attack action, you gain only
one extra attack action with the other weapon.

appear and charge the party. Movement is an important element for


gaining the upper hand on the battlefield and very important to help
dodge bullets and other attacks.

A character can use two melee weapons but


makes only one attack roll, adding the damage of
both to the melee attack.

Mass Effect d20 miniatures are on the 30mm scale a miniature figure
of a six-foot-tall human is approximately 30mm tall. A square on the
battle grid is 1 inch across, representing a 5-foot-by- 5-foot area.

Draw or Holster a Weapon


Drawing a weapon so that you can use it in combat, or
putting it away so that you have a free hand, requires
one action. This action also applies to weapon-like
objects carried in easy reach, such as small blades. If
your weapon or weapon-like object is stored in a pack
or otherwise out of easy reach, treat this action as
retrieving a stored item.

There are several movement related actions a character can make.

Normal Move
You can spend 1 action to move up to your speed. If you take this
kind of move, you cannot perform 5-foot Steps in that round.

Drawing Thermal Clips for use with a ranged weapon


requires no action at all.

Drop an Item

Crouch
It takes 1 free action to crouch. While crouch your Occupied Height
(see Cover and Targeting) is reduced to 2/3 and your Speed is
reduced to 1/2 (speed is rounded down to the nearest multiple of
5). A character cannot perform this action if during its turn it has
already previously made a Stand Up action.

Dropping an item in your space or into an adjacent square


requires no action at all.

Speak

Firing while crouched increases accuracy, reducing total recoil


penalty by 1. Being crouched provides a +2 bonus to Defense
against ranged attacks, a -2 penalty to Defense against melee
attacks, and a -2 penalty to make melee attacks from crouched
(doesnt stack with cover)

In general, speaking requires 1 free action. Some GMs


may rule that a character may be able speak on another
creatures turn, or that a character cant speak while flatfooted (and thus cant warn allies of a surprise threat until
he has a chance to act). Speaking more than few sentences
is generally beyond the limit of a free action; to communicate
more information than that, your GM may require that you
take a 1 action or even a full-round action.

Prone

Movement, Position and Distance


Few characters in a fight stand around motionless. Enemies

251

It takes 1 action to get to the ground. While prone, your


Occupied Height (see Cover and Targeting) is reduced to 1/3
(rounded down) and your speed reduced to 5 feet. Firing
while prone reduces their weapons total recoil penalty by
2; however this bonus does not stack with any cover recoil
bonuses. A character cannot perform this action if during its
turn it has already previously made a Stand Up action.
Being prone provides a +4 bonus to Defense against ranged
attacks, a -4 penalty to Defense against melee attacks, and
a -4 penalty to make melee attacks from prone.

Chapter 6: Combat

Stand Up

Obstacles

Standing up from crouch or prone always requires


1 action.

Like difficult terrain, obstacles can hamper movement. If an obstacle


hampers movement but doesnt completely block it, such as a low
wall or a deadfall of branches, each obstructed square or obstacle
between squares counts as 2 squares of movement. A character must
pay this cost to cross the barrier, in addition to the cost to move into
the square on the other side. If he doesnt have sufficient movement
to cross the barrier and move into the square on the other side, he
cant cross the barrier. Some obstacles may also require a skill check
to cross (such as Climb of Jump).

Stand Against a Wall


Characters in squares with walls on one or more sides
can perform a Stand Against a Wall with a free action.
Using this action reduces the characters occupied
area by 1/2 (see Cover and Targeting). While using this
special action, the characters speed is reduced to 1/2
(rounded down to the nearest multiple of 5).

Run
This action allows a character to move up to 4x his
speed, in a straight-line and without making any turns,
or 3 his speed if he is in Heavy Load. This special action
requires a full-round action to use. The Run feat increases
the running speed to 5 characters speed or 4 while in
Heavy Load.

On the other hand, some obstacles, such as floor-to-ceiling walls,


block movement entirely. A character cant move through a
blocking obstacle.

Squeezing

In some cases, a character may have to squeeze into or through


an area that isnt as wide as his occupied area. He can squeeze
through or into a space that is at least half as wide as his normal
occupied area. For instance, a human (whose occupied area is 5
feet, or 1 squares) can squeeze through or into a space at least
2,5 feet (1/2 square) wide. Each move into or through a narrow
5-foot Step
space counts as if it were 2 squares, and while squeezed in a
Characters can, in their turn, make this special movement narrow space the character takes a 4 penalty on attack rolls
and a 4 penalty to Defense.
action. With it characters are able to move 5 feet without
provoking Attacks of Opportunity. Making 5-foot Steps
When a Large creature (which normally takes up four squares)
doesnt use any kind action but once done the character
squeezes into a space thats one square wide, the creatures
cannot use actions to move. He also cannot use 5-foot Step if
miniature figure occupies two squares, centered on the line
he has used actions to move in his turn.
between the two squares. For a bigger creature, center the
creature likewise in the area it squeezes into.
This special movement action cannot be used to enter or
move inside difficult terrain.

A creature can squeeze past an opponent while moving but


it cant end its movement in an occupied square.

Diagonal Movement

To squeeze through areas less than 1/2 occupied area, the


When measuring distance, the first diagonal counts as 5 ft (1 character must succeed on a DC 10 Dexterity check, made
each action. Besides the normal penalties for squeezing, a
square), the second counts as 10 ft (2 squares), the third counts
as 5 ft, the fourth as 10 ft, and so on. You cant move diagonally character squeezing in this situation cannot attack and has
its Dexterity bonus to Defense denied. A character cannot
past a corner (even by taking a 5-foot step). You can move
diagonally past a creature, even an opponent. You can also move squeeze through areas with a space less than 1/4 the
characters occupied area.
diagonally past other impassable obstacles, such as pits.

Difficult Terrain

Opponent

Difficult terrain, such as rubble, an uneven cave floor, thick You cant move through a square occupied by an
undergrowth, swamp terrain and the like, hampers movement. opponent, unless the opponent is helpless (dead,
Each square of difficult terrain counts as 10 feet (2 squares) of unconscious, paralyzed, bound, or the like). You
movement. (Each diagonal move into a difficult terrain square can move through a square occupied by a helpless
opponent without penalty. (The GM may rule that
counts as 15 feet (3 squares), despite the number of diagonals
made, which is an exception to the normal Diagonal Movement some creatures, such as an enormous dragon, present
an obstacle even when helpless. In such cases, each
rules). You cant run or Charge across difficult terrain.
square you move through counts as 2 squares.)
If a character occupies squares with different kinds of terrain, he can
move only as fast as the most difficult terrain he occupies will allow.
(This is often significant for creatures whose space fills more than one Ending Your Movement
square, such as a Geth Prime).
You cant end your movement in the square of
another creature unless it is helpless.

Chapter 6: Combat

252

Very Small Creature

Big And Little Creatures In Combat

A Fine, Diminutive, or Tiny creature can move into or


through an occupied square. The creature provokes
AoO doing so.

Creatures smaller than Small or larger than Medium have special rules
relating to position.

Tiny, Diminutive, and Fine Creatures: Very small creatures take


up less than 1 square of space. This means that more than one such
creature can fit into a single square. For example, a Tiny creature
(such as a cat) typically occupies a space only 2,5 feet across, so four
can fit into a single square. Twenty-five Diminutive creatures or 100
These rules cover special movement situations.
Fine creatures can fit into a single square. Creatures that take up
less than 1 square of space typically have a natural reach of 0 feet,
Accidentally Ending Movement in an Illegal Space:
meaning they cant reach into adjacent squares. They must enter an
Sometimes a character ends its movement while
opponents square to attack in melee.
moving through a space where its not allowed to stop.
For example, you might incur an attack of opportunity
This provokes an AoO from the opponent. You can attack into
from a monk while moving through a friends square
your own square if you need to, so you can attack such creatures
and become stunned. When that happens, put your
normally. Since they have no natural reach, they do not threaten
miniature in the last legal position you occupied, or the
the squares around them. You can move past them without
closest legal position, if theres a legal position thats
provoking attacks of opportunity. They also cant flank an enemy.
closer.
Large, Huge, Gargantuan, and Colossal Creatures: Very large
Double Movement Cost: When your movement is
creatures take up more than 1 square. For instance, elcor (Large)
hampered in some way, your movement usually costs
takes a space of a 10 ft-side square (a total of 4 squares).
double. For example, each square of movement through
difficult terrain counts as 2 squares, and each diagonal Creatures that take up more than 1 square typically have a
natural reach of 10 feet or more, meaning that they can reach
move through such terrain counts as 3 squares (just as two
targets even if they arent in adjacent squares. For instance, an
diagonal moves normally do).
elcor can attack targets up to 10 feet (2 squares) away from it in
If movement cost is doubled twice, then each square
any direction, even diagonally. (This is an exception to the rule
counts as 4 squares (or as 6 squares if moving diagonally).
that 2 squares of diagonal distance is measured as 15 feet).
If movement cost is doubled three times, then each
square counts as 8 squares (12 if diagonal) and so on. This A creature with greater than normal natural reach (more than
5 feet) still threatens squares adjacent to it.
is an exception to the general rule that two doublings are
equivalent to a tripling.

Special Movement Rules

Minimum Movement: Despite penalties to movement, you


can take a full-round action to move 5 feet (1 square) in any
direction, even diagonally. (This rule doesnt allow you to move
through impassable terrain or to move when all movement is
prohibited, such as while paralyzed). Such movement provokes
AoO since it is not a 5-foot step.

253

Flanking
When making a melee attack, you get a +2 flanking bonus
if your opponent is threatened by a character or creature
friendly to you on the opponents opposite border or
opposite corner.
When in doubt about whether two friendly characters

Chapter 6: Combat

flank an opponent in the middle, trace an


imaginary line between the two friendly characters
centers. If the line passes through opposite borders
of the opponents space (including corners of those
borders), then the opponent is flanked.
Exception: If a flanker takes up more than 1 square,
it gets the flanking bonus if any square it occupies
counts for flanking. Only a creature or character that
threatens the defender can flank so creatures with a
reach of 0 feet cant do it.

points (see Stable Characters and Recovery, below).

Dying (Negative Hit Points)


If your current HP are negative, but not equal to or greater than your
Constitution Score, you are unconscious and dying. A dying character
immediately falls unconscious and can take no actions. A dying
character loses 1 HP every round. This continues until the character
dies or becomes stable (see below).

Dead

When your characters current HP drop to a negative amount equal


to your Constitution score or lower, hes dead and besides a massive
cybernetic reconstruction that can cost billions of credits, there
Your hit points measure how hard you are to kill. No
is no hope of bringing the character back. A character can also
matter how many hit points you lose, a character isnt
die from taking ability damage or suffering an ability drain that
hindered in any way until your hit points drop to 0 or
reduces his Constitution to 0.
lower.

Injury and Death

Loss Of Hit Points

Stable Characters And Recovery

On the next turn after a character is reduced to the dying


The most common way for your character to get hurt is to
condition, and on all subsequent turns, roll d% to see whether
take lethal damage and lose hit points (HP), whether from
the dying character becomes stable. He has a 10% chance of
shot of a weapon, a grenade explosion, or a fall into molten
becoming stable. If he doesnt, he loses 1 HP. (A character thats
lava. You record your characters HP total on your character
unconscious or dying cant use any special action that changes
sheet. As your character takes damage, you subtract that
his initiative count). If the characters HP drop too much, hes
damage from your hit points, leaving you with your current
dead (see Dead above).
hit points. Current hit points go down when you take
If any sort of healing cures the dying character of at least 1
damage and go back up when you recover.
point of damage, he stops losing hit points and becomes
What Hit Points Represent: Hit points mean two things in
stable. Healing that raises the dying characters hit points to
the game world: the ability to take physical punishment and
0 makes him unconscious and disabled. Healing that raises
keep going, and the ability to turn a serious blow into a less
his HP to 1 or more makes him fully functional again but still
serious one.
unconscious, just as if hed never been reduced to 0 or lower.
Damaging Helpless Defenders: Even if you have lots of
Recovering with Help: One hour after a tended, dying
hit points, a dagger through the eye is a dagger through the
character becomes stable, roll d%. He has a 10% chance
eye. When a character is helpless, meaning that he cant avoid
of becoming conscious. If he remains unconscious, he
damage or deflect blows somehow, hes in trouble (see Helpless
gets a new roll every hour with a 5% chance increase per
Defenders).
previous roll. Even if unconscious, he recovers HP naturally,
Effects of Hit Point Damage: Damage gives you scars, bangs up
automatically regaining conscience if his HP reaches their
your armor, and gets blood on your clothes, but it doesnt slow
maximum.
you down until your current HP reach 0 or lower. At 0 hit points,
Recovering without Help: A severely wounded
youre disabled. If your current HP are negative, but not equal
character left alone usually dies. He has a small chance,
to or greater than your Constitution Score, you are unconscious
however, of recovering on his own. Even if he seems as
and dying. When your negative hit point total is equal to your
though hes pulling through, he can still finally succumb
Constitution score, youre dead.
to his wounds hours or days after originally taking
damage.

Disabled (0 Hit Points)

A character who becomes stable on his own (by making


the 10% roll while dying) and who has no one to tend
to him still loses hit points, just at a slower rate. He has
a 10% chance each hour of becoming conscious. Each
Healing that raises your HP above 0 makes you fully functional again, time he misses his hourly roll to become conscious,
he loses 1 HP. He also does not recover HP through
just as if youd never been reduced to 0 or fewer hit points.
natural healing. Even once he becomes conscious
You can also become disabled when recovering from dying. In this
and is disabled, an unaided character still does not
case, its a step toward recovery, and you can have fewer than 0 hit
When your current HP drop to exactly 0, youre disabled. Youre not
unconscious, but youre close to it. You can only take one action each
turn (but not both, nor can you take full-round actions).

Chapter 6: Combat

254

recover hit points naturally. Instead, each day he


has a 10% chance to start recovering HP naturally
(starting with that day); otherwise, he loses 1 hit
point.

If you take sufficient nonlethal damage, you fall unconscious, but


you dont die. Nonlethal damage goes away much faster than lethal
damage does.

Dealing Nonlethal Damage: Certain attacks may deal nonlethal


damage. Other effects, such as heat or being exhausted, also deal
nonlethal damage. When you take nonlethal damage, keep a running
total of how much youve accumulated. Do not deduct the nonlethal
damage number from your current hit points. It is not real damage.
Instead, when your nonlethal damage equals your current HP, youre
Healing
disabled, and when it exceeds your current HP, you fall unconscious.
After taking damage, you can recover hit points
It doesnt matter whether the nonlethal damage equals or exceeds
through natural healing or through special healing.
your HP because the nonlethal damage has gone up or because
In any case, you cant regain hit points past your full
your current HP have gone down.
normal hit point total.
Nonlethal Damage with a Weapon that Deals Lethal Damage:
Natural Healing: With a full nights rest (8 hours of sleep
You can use a melee weapon, thrown weapon, or melee attacks,
or more), you recover 1 HP and 1 Plating HP per HD.
that deals lethal damage to deal nonlethal damage instead, but
Any significant interruption (such as combat or the like)
you take a 4 penalty on your attack roll because you have to use
during your rest prevents you from healing that night.
the flat of the blade, strike at non-vital areas, or check your swing.
If you undergo complete bed rest for an entire day and You cannot do this with ranged weapons.
Once an unaided character starts recovering HP
naturally, he is no longer in danger of naturally losing
more (even if his current hit point total is negative).

night, you recover twice the amount indicated above.


Special Healing: Various abilities, such as the First-Aid
skill, can restore HP. Regeneration also falls into this type
of healing.
Healing Limits: You can never recover more HP and Plating
HP than you lost. Special healing wont raise your current HP
higher than your full normal hit point total.

Disabled and Unconscious: When your nonlethal damage


equals your current HP, youre disabled. Youre so roughed up
that you can only take one action each round. You cease being
staggered when your current HP once again exceed your
nonlethal damage.

Healing Ability Damage: Ability damage is temporary, just


as hit point damage is. Ability damage returns at the rate of 1
point per night of rest (8 hours) for each affected ability score.
Complete bed rest restores 2 points per day (24 hours) for
each affected ability score.

When your nonlethal damage exceeds your current HP, you fall
unconscious. While unconscious, you are helpless (see Helpless
Defenders).
Healing Nonlethal Damage: You heal nonlethal damage at
the rate of 1 point per hour per character level.
When you are cured HP damage, you are also cured an equal
amount of nonlethal damage.

Temporary Hit Points


Certain effects give a character temporary HP. When a character
gains temporary HP, he effectively gains new hit points that
are added to his current hit points, even the total hit points a
character has when uninjured. When the effect that granted
such temporary hit points ends, the characters HP drop to his
current HP.

Combat Modifiers
This section covers the rules for when you can line
up a particularly good attack or are forced to make a
disadvantageous one.

When temporary hit points are lost, they cannot be restored as


real hit points can be, even by special healing.
Multiple gains of Temporary HP stack.
Increases in Constitution Score and Current Hit Points: An
increase in a characters Constitution score, even a temporary one,
can give her more hit points (an effective hit point increase), but
these are not temporary hit points. They can be restored by natural
or special healing.

Favorable and unfavorable conditions


Depending on the situation, you may gain bonuses or
take penalties on your attack roll. Your GM judges what
bonuses and penalties apply, using the next tables as
guides.

Nonlethal Damage
Sometimes you get roughed up or weakened, such as by getting beat
in a fistfight or tired out by a forced march. This sort of trauma wont
kill you, but it can knock you out or make you faint.

255

Helpless Defenders
A helpless opponent is someone who is bound,
sleeping, paralyzed, unconscious, or otherwise at your
mercy.
Regular Attack: A helpless character takes a 4
penalty to Defense against melee attacks, but
no penalty against ranged attacks. A helpless

Chapter 6: Combat

defenders Dexterity score is treated as if it were 0


and his Dexterity modifier to Defense as if it was 5
(and a character can use sneak attack on him).
Coup de Grace: As a full-round action, you can
use a melee weapon to deliver a coup de grace to
a helpless opponent. You can also use a firearm,
provided you are adjacent to the target.
You automatically hit and score a critical hit. If the
defender survives the damage, he must make a
Fortitude save (DC 10 + damage dealt) or die. A
character with the Sneak Attack feat also gets the extra
sneak attack damage against a helpless opponent
when delivering a coup de grace.
Delivering a coup de grace provokes AoO from
threatening opponents because it involves focused
concentration and methodical action on the part of the
attacker.
You cant deliver a coup de grace against a creature that
is immune to critical hits. You can deliver a coup de grace
against a creature with total concealment, but doing this
requires two consecutive full-round actions (one to find
the creature, once youve determined what square its in,
and one to deliver the coup de grace).

Cover and Line of Effect


One of the best defenses available is cover. By taking
cover behind a wall, the side of a shuttle, or the large
rocks, you can protect yourself from attacks, especially
ranged attacks, and also from being spotted.
Attack Roll Modifiers
Attacker is

Melee

Defense Modifiers
Defender is

+0

Blinded

-2

-21

Concealed or invisible

See Concealment

See Cover

Cover5
Cowering

-2

-21

Entangled

+02

+02

Flat-footed (such as surprised, balancing,


climbing)

+01

+01

Grappling (but attacker is not)

+01

+01, 3

Helpless (such as paralyzed, sleeping or


bound)

-4

+04

Kneeling or sitting

-2

+2

Pinned

-44

+04

Prone

-4

+4

Squeezing through a space

-4

-4

Stunned

-2

-21

1.

The defender loses any dexterity bonus to Defense.

2.

An entangled character takes a -4 penalty to Dexterity.

3.

Roll randomly to see which grappling combatant you strike. That


defender loses any Dexterity bonus to Defense.

4.

Treat the defenders Dexterity as 0 (-5 modifier). Rogues can sneak


attack helpless or pinned defenders. See also Helpless Defenders.

5.

See Cover.

With this system, cover is determined mostly through


common sense. The GM describes the situation of the
battlefield as best as he can, the location of objects and
walls that provide cover, and during the game players
Ranged
and GM rely on their common sense to determine what
cover a character would have depending on his position
-2
and the enemys position in the battlefield.
-1

-2

Dazzled

-1

Entangled

-21

-21

Invisible

+2

+2

On Higher Ground4

+1

+0

Prone

-4

--

Shaken or frightened

-2

-2

Squeezing through a space

-4

-4

Flanking the target

+2

+0

1.

An entangled character also takes a -4 penalty to Dexterity, which


may affect his attack roll.

2.

The defender loses any Dexterity bonus to Defense. This bonus


doesnt apply if the target is blinded.

3.

See Movement, Position and Distance

4.

The GM may decide to use different bonuses and penalties


depending on how high the attacking creature is.

Chapter 6: Combat

Vs Ranged

-2

Disabled

Vs Melee

Being flanked

This system allows for a faster game, but the lack of


written rules that try to include all possible scenarios
eventually leads to situations where the players
common sense and the GMs common sense might
clash. Should that happen, try the best to discuss and
come to an understanding that works for both.

Line Of Effect
In order to be able to attack, or use a power/item
against an enemy, you must be able to draw an
unblocked line between you and the target. That line
is drawn from the center of your occupied space (the
height of the lines point of origin is chosen by you
and cannot be higher than your current occupied
height) to the center of the targets occupied area.
If there is nothing preventing you from completely
affecting that target (such as a high wall separating

256

both), you can attack or use a power/item against


him.
Depending on how protected is the characters
profile, he gains a bonus on Defense and Reflex
saves against you (see table below).

Cover

Degree of Cover

Bonus to
Defense

Bonus to
Reflex saves

One-quarter (standing behind a 3-ft. high wall)

+2

+1

One-half (fighting from around a corner or a


tree; standing at an open window; behind a
creature of same size)

+4

+2

Three-quarters (peering around a corner or a


big tree or wall)

+7

+3

Cover is assessed in subjective measurements of


+10
+4
how much protection it offers. The GM determines Massive Cover: Nine-tenths (standing at an
the value of cover. This measure is not a strict arrow slit; behind a door thats slightly ajar)
mathematical calculation, because a character gains Total (on the other side of a solid wall)

more value from covering the parts of his or her


darkness, tall grass, foliage, or visual effects that make it difficult
body that are more likely to be struck. If the bottom
half of a characters body is covered, that only gives to pinpoint a targets location. When one such conditions is
present, and interferes with your Line of Effect, then the target has
one-quarter cover, because most vital areas are still fully
exposed. If one side or the other of a characters body is concealment. Usually the concealment bonus is indicated by the
effect providing it. If not, it is up to the GM to determine its bonus.
covered, the character gets one-half cover.
Concealment Miss Chance: Concealment gives the subject of a
successful attack a 20% chance that the attacker missed because
Cover Defense Bonus
of the concealment. If the attacker hits, the defender must make
Cover gives the Defense bonuses, presented in the table
a miss chance percentile roll to avoid being struck. (To expedite
above, for different degrees of cover. Add the relevant
play, make both rolls at the same time). Multiple concealment
number to the characters Defense. This cover bonus stacks
conditions do not stack.
with other bonuses to Defense.
Concealment and Hide Checks: You can use concealment to
make a Hide check. Without concealment, you usually need
Cover Reflex Save Bonus
cover to make a Hide check.
Cover gives the Reflex save bonuses, presented in the table
Total Concealment: If you have line of effect to a target but
above, for different degrees of cover. Add this bonus to Reflex
not line of sight (for instance, if he is in total darkness or
saves against attacks that affect an area. This bonus only
invisible, or if youre blinded, or if there is a fog too thick to
applies to attacks that originate or burst out from a point on
see through), he is considered to have total concealment
the other side of the cover
from you. You cant attack an opponent that has total
concealment, though you can attack into a square that
Striking the Cover Instead of a Missed Target you think he occupies. A successful attack into a square
occupied by an enemy with total concealment has a 50%
If it ever becomes important to know whether the cover was
miss chance (instead of the normal 20% miss chance for
actually struck by an incoming attack that misses the intended
an opponent with concealment). You cant execute an
target, the GM should determine if the attack roll would have
attack of opportunity against an opponent with total
hit the protected target without the cover. If the attack roll falls
concealment, even if you know what square or squares
within a range low enough to miss the target with cover but high
the opponent occupies.
enough to strike the target if there had been no cover, the object
Ignoring Concealment: Concealment isnt always
used for cover was struck. This can be particularly important to
know in cases when a character uses another character as cover. effective. For instance, a shadowy area or darkness
doesnt provide any concealment against an opponent
In such a case, if the cover is struck and if the attack roll exceeds
with nighvision. Although forms of invisibility, like
the Defense of the covering character, the covering character
the Tactical Cloak power, provides total concealment,
takes the damage intended for the target.
sighted opponents may still make Spot checks to notice
the location of an invisible character.

Concealment

Varying Degrees of Concealment: As with cover,


its usually not worth differentiating between more
degrees of concealment than described above.
However, the GM may rule that certain situations
provide more or less than typical concealment, and
modify the miss chance accordingly. For instance, a
light fog might only provide a 10% miss chance,
Typically, concealment is provided by fog, smoke, a shadowy area, while near-total darkness could provide a 40%
Besides cover, another way to avoid attacks is to make it hard for
opponents to know where you are. Concealment encompasses all
circumstances where nothing physically blocks a blow or shot but
where something interferes with an attackers accuracy. Concealment
gives the subject of a successful attack a chance that the attacker
missed because of the concealment.

257

Chapter 6: Combat

miss chance (and a +10 circumstance bonus on


Hide checks).

Combat Maneuvers
This section covers grappling, throwing splash
weapons (such as grenades or chemicals), attacking
objects (such as trying to force open a cargo crate),
and an assortment of other special attacks.
Combat Maneuvers Brief Description

opposed Strength checks.


You each add a +4 bonus for each size category you are larger than
Medium or a 4 penalty for each size category you are smaller than
Medium. You get a +2 bonus if you are charging. The defender gets a
+4 bonus if he has more than two legs or is otherwise exceptionally
stable.
Bull Rush Results: If you beat the defenders Strength check result,
you push him back 5 feet. If you wish to move with the defender, you
can push him back an additional 5 feet for each 5 points by which
your check result is greater than the defenders check result. You
cant, however, exceed your normal movement
limit.

Aid Another

Grant ally +2 bonus on many checks

Bull Rush

Push an opponent back 5 feet or more

Charge

Move up to 2 your speed and attack with +2 bonus

Disarm

Knock a weapon from your opponents hands

Grapple

Wrestle with an opponent

Overrun

Plow past or over an opponent as you move

Thrown Weapon

Throw a weapon at a target or to an area, such a


grenade

Trip

Trip an opponent

If you fail to beat the defenders Strength check


result, you move 5 feet back to where you were
before you moved into his space. If that space is
occupied, you fall prone in that space.
Note: The defender provokes AoO if he is moved
and so do you, if you move with him. The two
of you do not provoke AoO from each other,
however.

Disarm

In a melee attack, you may attempt to disarm


your opponent. If you do so with a weapon, you knock the
Aid Another
opponents weapon out of his hands and to the ground. If
In melee combat, you can help a friend attack or defend you attempt to disarm while unarmed, you end up with the
by distracting or interfering with an opponent. If youre
weapon in your hand. If youre attempting to disarm a melee
in position to make a melee attack on an opponent that is
weapon, follow the steps outlined here. If the item you are
engaging a friend in melee combat, you can attempt to aid
attempting to disarm isnt a weapon (for instance, a datapad),
your friend with 1 action. You make an attack roll against
the defender may still oppose you with an attack roll but
Defense of 10. If you succeed, your friend gains either a +2
cant attempt to disarm you in return if your attempt fails.
bonus on his next attack roll against that opponent or a +2
Step 1: Attack of Opportunity. YYou provoke an AoO from
bonus to Defense against that opponents next attack (your
the target you are trying to disarm. If the defenders AoO
choice), as long as that attack comes before the beginning of
deals any damage, your disarm attempt fails
your next turn. Multiple characters can aid the same friend, and
Step 2: Opposed Rolls. You and the defender make
similar bonuses stack.
opposed attack rolls with You and the defender make
You can also use this action to help a friend in other ways, such
opposed attack rolls with your respective weapons. The
as to assist another characters skill check. For skill checks you
wielder of a weapon that requires two hands to use (such
provide a +2 bonus if you succeed in making a skill check DC 10
as a two-handed weapon, shotgun, etc) gets a +4 bonus
for the intended skill. The GM may determine that certain skill
on this roll and the wielder of a light melee weapon takes
checks cannot be improved through the use of an Aid Another.
a 4 penalty. An unarmed melee attack is considered a
Knowledge checks, for example, usually indicate what a character
light weapon for this purpose. If the combatants are of
knows and so others may not help him with Aid Another actions.
different sizes, the larger combatant gets a bonus on
the attack roll of +4 per difference in size category. If the
Bull Rush
targeted item isnt a weapon, the defender takes a 4
You can make a bull rush with 1 action (an attack) or as part of a penalty on the roll.
Step 3: Consequences. If you beat the defender, the
defender is disarmed. If you attempted the disarm
action unarmed, you now have the weapon. If you
were armed, the defenders weapon is on the ground
Initiating a Bull Rush: First, you move into the defenders space. in the defenders square.
Doing this provokes an AoO from each opponent that threatens
If you fail on the disarm attempt, the defender may
you, including the defender. Second, you and the defender make immediately react and attempt to disarm you with
Charge (see Special Attack Related Actions). When you make a bull
rush, you attempt to push an opponent straight back instead of
damaging him. You can only use this on an opponent that is one size
category larger than you, the same size, or smaller.

Chapter 6: Combat

258

the same sort of opposed melee attack roll. His


attempt does not provoke an AoO from you. If
he fails his disarm attempt, you do not get a free
disarm attempt against him.

Grabbing Items

attempt fails. (Certain monsters do not provoke attacks of opportunity


when they attempt to grapple). If the AoO misses or fails to deal
damage, proceed to Step 2.
Step 2: Grab. You make an unarmed melee attack to grab the target.
If you fail to hit the target, the grapple attempt fails. If you succeed,
proceed to Step 3.

You can use a disarm action to snatch an item worn


Step 3: Hold. Make an opposed grapple check as a free action. If you
by the target (such as a flashlight or some visor, the
succeed, you are now grappling and your target is being grappled.
GM determines what can or cannot be disarmed). If
If your opponent wins the check then he is grappling and you are
you want to have the item in your hand, the disarm
being grappled.
must be made as an unarmed melee attack. The item
You automatically lose an attempt to hold if the target is two or
must be poorly secured or otherwise easy to snatch or
more size categories larger than you are.
cut away and the defender gets a -4 penalty.
In case of a tie, the combatant with the higher grapple check
Unlike on a normal disarm attempt, failing the attempt
modifier wins. If this is still a tie, roll again to break the tie.
doesnt allow the defender to attempt to disarm you.
If either you or your opponent
This otherwise functions identically
wins the check by 15 or more,
to a disarm attempt, as noted
then the winner is pinning an
above.
opponent but the loser is being
You cant snatch an item that is
pinned.
well secured, such as a breathing
Step 4: Maintain Grapple. To
helmet or an omni-tool, unless
maintain the grapple for later
you have pinned the wearer (see
rounds, you must move into the
Grapple). Even then, the defender
targets space. (This movement
gains a +4 bonus on his roll to resist
is free and doesnt count as part
the attempt.
of your movement in the round).
Moving, as normal, provokes
Grapple
attacks of opportunity from
Grappling means wrestling and
threatening opponents, but not
struggling hand-to-hand. Its tricky
from your target.
to perform, but sometimes you
If you cant move into your targets
want to pin foes instead of killing
space, you cant maintain the
them, and sometimes you have no
grapple and must immediately let
choice in the matter.
go of the target.
Every round you maintain the
grapple by succeeding on
opposed grapple checks with each
target involved (free action).

Grapple Checks
Repeatedly in a grapple, you need
to make opposed grapple checks
against an opponent. A grapple
check is like a melee attack roll.
Your attack bonus on a grapple check is:

Grapple Consequences

Base attack bonus + Strength modifier + special size modifier Special


Size Modifier: The special size modifier for a grapple check
is as follows: Colossal +16, Gargantuan +12, Huge +8, Large +4,
Medium +0, Small 4, Tiny 8, Diminutive 12, Fine 16. Use this
number in place of the normal size modifier you use when making
an attack roll.

While youre either grappling, being grappled, pinning or


being pinned, your ability to attack others and defend
yourself is limited.

Starting a Grapple
To start a grapple, you need to grab and hold your target. Starting a
grapple requires that you follow the next steps:
Step 1: Attack of Opportunity. You provoke an AoO from the target
you are trying to grapple. If the AoO deals damage, the grapple

259

No Threatened Squares: You dont threaten any


squares while grappling.
No Dexterity Bonus: You lose your Dexterity bonus to
Defense (if you have one) against opponents you arent
grappling. (You can still use it against opponents you
are grappling.)
No Movement: You cant move normally while
grappling. You may, however, make an opposed
grapple check (see below) to move while grappling.

Chapter 6: Combat

If Youre Grappling
When you are grappling (regardless of whom
started the grapple), you can perform any of the
following actions. You can make one of these with
one action.

Fire if the weapon is a Burst type weapon).

If Youre Being Grappled


When you are being grappled there are only a few actions you can
make, since your opponent has impaired your movements.

Activate an Item: You can activate an item.

Escape from Grapple: You can make an opposed grapple to try and
Attack Your Opponent: You can make one single escape. If more than one opponent is grappling you, your grapple
check for that round has to beat all their individual check results to
melee attack unarmed or with light melee weapon
against a character you are grappling. You take a 4 escape. (Opponents dont have to try to hold you if they dont want
to). If you escape, you finish the action by moving into any space
penalty on such attacks. You cant attack with two
adjacent to your opponent(s).
weapons while grappling.
You may attempt to make a One-Shot (or Auto-Fire if
the weapon is a Burst type weapon) action with a Pistol
or Submachine Gun while grappled, but this carries a -4
penalty on the attack.

Use Opponents Weapon: If your opponent is holding a light


melee weapon, you can use it to attack him. You make an opposed
grapple check (in place of an action). If you win, make an attack roll
with the weapon with a -4 penalty. You dont gain possession of
the weapon by performing this action.

Use a Power/Ability: You can attempt to use a Power


If the opponent is wielding a Pistol or Submachine Gun, you can
while grappling or even while pinned (see below),
provided its activation time is no more than 1 action. To attempt to use it against him by making the same check with
the same penalty, but you can only make a One-Shot action (or
be able to do so, you must make a Concentration check
(DC 20 + rank of power, or just DC 20 for abilities) or lose Auto-Fire if the weapon is a Burst type weapon).
the powers point costs or lose 1 usage of the power/
Move: You can move half your speed (bringing all others
ability. If the power targets a specific creature, you take a
engaged in the grapple with you). At the end of your movement,
-4 penalty when targeting that creature, even if it is the one
you can place your target in any square adjacent to you, ending
you are grappling.
the grapple. If you attempt to place your foe in a hazardous
location, such as in over a pit, the target receives a +4 bonus to
Draw a Light Weapon: You can draw a light melee weapon,
its grapple check.
pistol or submachine gun.
Move: You can move half your speed (bringing all others Use a Power/Ability: You can attempt to use a Power while
grappling or even while pinned (see below), provided its
engaged in the grapple with you). At the end of your
movement, you can place your target in any square adjacent activation time is no more than 1 action. To be able to do
to you, ending the grapple. If you attempt to place your foe in so, you must make a Concentration check (DC 20 + rank of
power, or just DC 20 for abilities) or lose the powers point
a hazardous location, such as in over a pit, the target receives a
costs or lose 1 usage of the power/ability. If the power
+4 bonus to its grapple check.
targets a specific creature, you take a -4 penalty when
Note: You get a +4 bonus on your grapple check to move
targeting that creature, even if it is the creatures grappling
a pinned opponent, but only if no one else is involved in the
you.
grapple.
Activate an Item: You can activate an item.
Pin Your Opponent: You can hold your opponent immobile for
Attack Your Opponent: You can make one single melee
1 round by winning a new opposed grapple check. Once you
have an opponent pinned, you have a few options available to attack unarmed or with light melee weapon against a
character you are grappling. You take a 4 penalty on
you (see below).
such attacks. You cant attack with two weapons while
Break Anothers Pin: If you are grappling an opponent who
grappling.
has another character pinned, you can break the hold that the
opponent has over the other character but only if your grapple You may attempt to make a One-Shot (or Auto-Fire if the
weapon is a Burst type weapon) action with a Pistol or
check beats the grapple check of the character that is pinning. The
Submachine Gun while grappled, but this carries a -4
character is still grappling, but is no longer pinned.
penalty on the attack.
Use Opponents Weapon: If your opponent is holding a light melee
weapon, you can use it to attack him. You make an opposed grapple
check (in place of an action). If you win, make an attack roll with the If Youre Pinning an Opponent
weapon with a -4 penalty. You dont gain possession of the weapon
Once youve pinned your opponent, hes at your
by performing this action.
mercy. However, you dont have quite the freedom of
If the opponent is wielding a Pistol or Submachine Gun, you can action that you did while grappling. You can attempt
attempt to use it against him by making the same check with the to attack your opponent, you can attempt to use
your opponents weapon against him, or you can
same penalty, but you can only make a One-Shot action (or Auto-

Chapter 6: Combat

260

attempt to move the grapple (all described above).


At your option, you can prevent a pinned opponent
from speaking.

strangle, the Fortitude save DC increases by 2 and the Defender suffers


a -1 penalty to all rolls while it is being strangled. The creature being
strangled can spend one action to try and break the strangle with
an opposed grapple check (must first break the strangle before it
can break the grapple but if it breaks the strangle with a result 15 or
If Youre Pinned by an Opponent
higher than your then it also breaks the grapple). If the creature you
When an opponent has pinned you, you are held
were strangling successfully breaks free, or you decide to end this
immobile (but not helpless) for 1 round. While youre
action, the creature strangled is staggered for 1 round (losing his next
pinned, you take a 4 penalty to your Defense against
available action). If the creature drops unconscious from the strangle,
opponents other than the one pinning you. At your
it will die if strangled for one additional round.
opponents option, you may also be unable to speak.
Special: Drell dont suffer the attack penalties for 3 rounds from
On your turn, you can escape the pin with the opposed
being strangled, and they ignore the staggering effect if they break
grapple check that must beat the grapple check of all
free within those 3 rounds. Hanar gain a +6 bonus on Strangle
those pinning you. Doing so requires always an action.
checks.
If you win, you escape the pin, but youre still being
grappled.

Overrun

You can attempt an overrun as a standard action taken during


your move or Charge. (In general, you cannot take a standard
If your target is already grappling someone else, you can
action during a move; this is an exception). With an overrun, you
use an attack to start a grapple, as above, except that
attempt to plow past or over your opponent (and move through
the target doesnt get an AoO against you, and your grab
his square) as you move. You can only overrun an opponent who
automatically succeeds. You still have to make a successful
is one size category larger than you, the same size, or smaller.
opposed grapple check to become part of the grapple. If
You can make only one overrun attempt per round.
there are multiple opponents involved in the grapple, you
pick one opponent to make the opposed grapple check If youre attempting to overrun an opponent, follow these
steps.
against.

Joining a Grapple

Multiple Grapplers
Several combatants can be in a single grapple. Up to four
combatants can grapple a single opponent in a given
round. Creatures that are one or more size categories smaller
than you count for half, creatures that are one size category
larger than you count double and creatures two or more size
categories larger count quadruple.

Step 1: Attack of Opportunity. Since you begin the overrun by


moving into the defenders space, you provoke an attack of
opportunity from the defender.

Step 2: Opponent Avoids? The defender has the option to


simply avoid you. If he avoids you, he doesnt suffer any ill
effect. If you were attempting the overrun as part of a Charge,
you may keep moving. In either case, the overrun attempt
doesnt count against your actions this round (except for
any movement required to enter the opponents square). If
When you are grappling with multiple opponents, you
your opponent doesnt avoid you, move to Step 3.
choose one opponent to make an opposed check against.
The exception is an attempt to escape from the grapple; to Step 3: Opponent Blocks? If your opponent blocks you,
make a Strength check opposed by the defenders
successfully escape, your grapple check must beat the check
Dexterity or Strength check (whichever ability score has
results of each opponent.
the higher modifier). A combatant gets a +4 bonus on the
check for every size category larger than Medium or a 4
Strangle
penalty for every size category smaller than Medium.
After successfully maintaining a grapple, you can attempt to
Strangle your opponent. To perform a Strangle, you must spend The defender gets a +4 bonus on his check if he has
an action and make an opposed grapple check with the one you more than two legs. If you win, you knock the defender
are grappling, which provokes an AoO, even from the one being prone. If you lose, the defender may immediately react
grappled (all grapple penalties apply normally). If you take damage and make a Strength check opposed by your Dexterity
from this AoO, you must make a Concentration check DC 15 or the or Strength check (including the size modifiers noted
above, but no other modifiers) to try to knock you
attempt fails (but the grapple is still maintained).
prone.
If you succeed on the opposed roll you lose all your remaining actions
and the one being grappled must make a Fort save (DC 10 + your Str Step 4: Consequences. If you succeed in knocking
your opponent prone, you can continue your
mod) or enters the first stage of suffocation, falling unconscious.
movement as normal. If you fail and are knocked
You can maintain the strangle, in the following action, by spending
prone in turn, you have to move 5 feet back the way
it and making another opposed grapple check. If you maintain the
you came and fall prone, ending your movement

261

Chapter 6: Combat

there. If you fail but are not knocked prone, you


have to move 5 feet back the way you came, ending
your movement there. If that square is occupied,
you fall prone in that square.

Thrown Weapon

Special Initiative Actions


Here are ways to change when you act during combat by altering your
place in the initiative order.

Delay

Some weapon or objects might be thrown against


characters over a short distance.

By choosing to delay, you take no action and then act normally


on whatever initiative count you decide to act. When you delay,
To attack with a thrown weapon, make a ranged touch you voluntarily reduce your own initiative result for the rest of the
combat. When your new, lower initiative count comes up later in the
attack against the target. Thrown weapons require no
same round, you can act normally. You can specify this new initiative
weapon proficiency. A hit deals direct hit damage to
result or just wait until some time later in the round and act then,
the target.
thus fixing your new initiative count at that point.
You can instead target a specific grid intersection. Treat
Delaying is useful if you need to see what your friends or opponents
this as a ranged attack against Defense 5. You cant
target a grid intersection occupied by a creature, such as are going to do before deciding what to do yourself. The price you
pay is lost initiative. You cant, however, interrupt anyone elses
a Large or larger creature.
action by doing this.
If you miss the target (whether aiming at a creature
or a grid intersection), roll 1d8. This determines the Initiative Consequences of Delaying: Your initiative result
becomes the count on which you took the delayed action. If all
misdirection of the throw, as shown on the picture. Then,
creatures involved in the
count a number of squares
initiative count perform their
in the indicated direction
actions before you perform
equal to the range increment
your delayed action, then
of the throw. So, if you miss
you dont get any action
on a throw out to two range
that round but your initiative
increments and roll a 1 to
raises to the top for the
determine the misdirection of
following rounds, leaving
the throw, the weapon lands
you with the option to be
on the intersection that is 2
the first to act in a round or
squares away from the target
to make another initiative
in the direction toward you.
action such as a delay.

Trip
You can try to trip an
opponent whit an unarmed
melee attack. You can only
trip an opponent who is one size category larger than you, the
same size, or smaller.

Ready
The ready action lets you
prepare to take an action
later, after your turn is over but before your next one has
begun. Readying requires one action. It does not provoke
an attack of opportunity (though the action that you
ready might do so).

Making a Trip Attack: Make an unarmed melee attack against


your target. This provokes an AoO from your target. If your attack
succeeds, make a Strength check opposed by the defenders
Dexterity or Strength check (whichever ability score has the
higher modifier). A combatant gets a +4 bonus for every size
category he is larger than Medium or a 4 penalty for every size
category he is smaller than Medium. The defender gets a +4 bonus
on his check if he has more than two legs or is otherwise more
stable than a normal humanoid. If you win, you trip the defender. If
you lose, the defender may immediately react and make a Strength
check opposed by your Dexterity or Strength check to try to trip you.

Readying an Action: You can ready any type of action. To


do so, specify the action you will take and the conditions
under which you will take it. For example, you might
specify that you will shoot at anyone coming through
a nearby door. Then, any time before your next action,
you may take the readied action in response to that
condition. The action occurs just before the action that
triggers it. If the triggered action is part of another
characters activities, you interrupt the other character.
Assuming he is still capable of doing so, he continues
Making trips in Attacks of Opportunity: When you make an AoO
his actions once you complete your readied action.
with an unarmed melee attack, you can try to trip your opponent.
You cant try to trip an opponent on an AoO when using any weapon Your initiative result changes. For the rest of the
encounter, your initiative result is the count on which
other than unarmed.
you took the readied action and you act immediately
Being Tripped (Prone): A tripped character is prone.

Chapter 6: Combat

262

ahead of the character whose action triggered your


readied action.
You can take a 5-foot step as part of your readied
action, but only if you dont move any distance
during the round.

Lifting and Dragging: A character can lift as much as his or her


maximum load over his or her head. A character can lift as much as
double his or her maximum load off the ground, but he or she can only
stagger around with it. While overloaded in this way, the character
loses any Dexterity bonus to Defense and can move only 5 feet per
round (as a full-round action).

Initiative Consequences of Readying: Your


initiative result becomes the count on which you Bigger and Smaller Creatures: The figures on the Strength and Loads
table are for Medium bipedal creatures. A larger bipedal creature can
took the readied action. If all creatures involved in
the initiative count perform their actions before you carry more or less weight depending on its size category, as follows:
Large 2, Huge 4, Gargantuan 8, Colossal 16, Small 3/4, Tiny
perform your readied action, then you dont get any
1/2, Diminutive 1/4, Fine 1/8.
action that round but your
initiative raises to the top for
Quadrupeds, such as the
Strength
Light Load
Medium Load
Heavy Load
the following rounds, leaving
elcor, can carry heavier
Score
you with the option to be the
loads than characters can.
1
3 lb or less
4 6 lb
7 10 lb
first to act in a round or to
Instead of the multipliers
2
6 lb or less
7 13 lb
14 20 lb
make another initiative action
given above, multiply the
3
10 lb or less
11 20 lb
21 30 lb
such as a ready.
value corresponding to the
4
13 lb or less
14 26 lb
27 40 lb
creatures Strength score by
the appropriate modifier, as
5
16 lb or less
17 33 lb
34 50 lb
follows: Fine 1/4, Diminutive
6
20 lb or less
21 40 lb
41 60 lb
1/2, Tiny 3/4, Small 1,
7
23 lb or less
24 46 lb
47 70 lb
Medium 1-1/2, Large 3,
Encumbrance rules determine
8
26 lb or less
27 53 lb
54 80 lb
Huge 6, Gargantuan 12,
how much a character
9
30 lb or less
31 60 lb
61 90 lb
Colossal 24.
equipment load slows him
or her down, by reducing
10
33 lb or less
34 66 lb
67 100 lb
Weight Load Penalties: The
the characters speed and
11
38 lb or less
39 76 lb
77 115 lb
following table indicates the
the characters Run speed.
penalties a character suffers
12
43 lb or less
44 86 lb
87 130 lb
In addition to slowing the
when his or her load is in
13
50 lb or less
51 100 lb
101 150 lb
character, encumbrance due to
the Light, Medium or Heavy
14
58 lb or less
59 116 lb
117 175 lb
carrying load applies penalties
category
15
66 lb or less
67 133 lb
134 200 lb
on certain skill checks (those
Load Penalty: This is the
indicated with a yes after
16
76 lb or less
77 153 lb
154 230 lb
penalty
that
characters
the Load Check Penalty entry,
17
86 lb or less
87 173 lb
174 260 lb
suffer
to
certain
skills
when
in the Skills description) and
18
100 lb or less
101 200 lb
201 300 lb
encumbered
by
the
indicated
increases the cooldown time of
19
116 lb or less
117 233 lb
234 350 lb
load type.
any power and class ability.

Weight Load

The capacity to carry more or


less weight depends on the
characters current Strength
score. The following table
indicates the amount a
character can carry divided
into three types of load: Light,
Medium and Heavy.
Tremendous Strength: For
Strength scores not shown on
the table, find the Strength
score between 20 and 29 that
has the same number in the
ones digit as the creatures
Strength score does. Multiply
the figures by 4 if the creatures
Strength is in the 30s, 16 if its
in the 40s, 64 if its in the 50s,
and so on.

263

20

133 lb or less

134 266 lb

267 400 lb

21

153 lb or less

154 306 lb

307 460 lb

22

173 lb or less

174 346 lb

347 520 lb

23

200 lb or less

201 400 lb

401 600 lb

24

233 lb or less

234 466 lb

467 700 lb

25

266 lb or less

267 533 lb

534 800 lb

26

306 lb or less

307 613 lb

614 920 lb

27

346 lb or less

347 693 lb

694 1040 lb

28

400 lb or less

401 800 lb

801 1200 lb

29

466 lb or less

467 933 lb

934 1400 lb

+10

Load

Load
Penalty

Cooldown
Increase

Speed
Reduction

Run

Light

+0

None

None

None

Medium

-3

+1 action

5 ft

Heavy

-6

+2 actions

10 ft

Cooldown Increase: When


within a certain load type,
characters have the cooldown
of their powers and abilities
(including abilities such as
First Aid and Shield Boost)
increased by a certain amount
of actions.
Speed Reduction: Being
encumbered reduced the
characters speed by the
indicated amount.
Run: The Run column
indicates
the
maximum
multiplier a character can
apply to his speed when
making a Run action.

Chapter 6: Combat

Chapter 7
Game Mastering

Chapter 7: Game Mastering

264

Its one thing to play a character on an adventure.


Its quite another to run the adventure as a game
master. Its a lot more work, but it can be a lot more
rewarding to create an entire world, or even an
entire galaxy, for your friends to explore.

Building And Adventure

There are countless ways to build an adventure. The classic method


is to simply write everything out beforehand. While this does get
everything you need to know about the adventure down on paper, its
an awful lot of work. If youre the only person wholl ever be running
Because of the roles a Game Master (GM) must take,
the adventure its okay to simply outline the plot, draw a map of the
he can be defined as being:
adventure site, create encounters and stat blocks, and have at it. An
Storyteller: He presents the world and its characters
adventure doesnt need to look anything more than a shopping list,
to the players of the game, and it is through the GM
with the most important aspects and features.
that the players interact with them. The GM must be
able to craft stories and to translate them into a verbal One important tip to remember about adventure writing youre
not writing a story. The main characters of the adventure should be
medium.
the players, and theyre missing from the tale when you prepare the
Entertainer: A GM must be a master at improvisation.
adventure. Instead, think of the adventure as an outline for a script.
He has to be ready to handle anything that his players
You can have an idea in your head of how things will work out,
want to do, to resolve situations and issue rulings quickly
but if you avoid making assumptions about what your characters
enough to keep the pace of the game at an entertaining
will do in the adventure and instead just focus on creating the
clip.
building blocks of it (such as room descriptions, NPC motivations,
stat blocks, and the like), youll be much more capable of reacting
Judge: A GM must be the arbiter of everything that
to the unexpected when the PCs do their thing.
occurs in the game. All game books, including this
one, are his tools, but his word is the law. He must not
Whatever you decide to do in your adventure, there are three
antagonize the players or work to impede their ability
elements that, if you prepare beforehand, will save you a lot
to enjoy the game, yet neither should he favor them and
of time and anguish in the end stat blocks, encounters and
coddle them. He should be impartial, fair, and consistent in
treasure.
his administration of the rules.
Inventor: The GMs job does not end when the game
session does. He must be an inventor, creating NPCs, plots,
items, worlds, creatures and everything else the game needs
to continue and advance.

Stat Blocks

One of the most complex parts of the game is the stat block.
Every NPC, every enemy and timid little forest creature in the
campaign world has its own stat block. This doesnt mean
Player: Just because hes playing dozens of characters during that you need to generate a stat block for every creature that
appears in your adventure, but you should certainly generate
the course of a session doesnt make him any less a player
stat blocks for all the important NPCs and enemies with
than the others who sit at the table.
whom you expect the PCs to interact. The enemies chapter
provides dozens of pre-made enemies stat blocks for use in
adventures. One good trick is to copy a stat block into small
documents that you can easily bring up on your computer
Before you run a game, you need to know what kind of game or paper, and reuse them whenever needed.
youll be running. Whether you write out the plans for the
coming session in a dozen notebooks, scribble down ideas and Designing Encounters
key NPC stat blocks on a bunch of sticky notes or your computer,
The heart of any adventure is its encounters. An encounter
or just have a vague idea of a plot and a few names in your head,
is any event that puts a specific problem before the
youll need to prepare parts of your adventure before the game
PCs that they must solve. Most encounters present
begins. Some GMs enjoy the challenge of presenting a sandbox combat with hostile NPCs, but there are many other
for the players to explore their whim, but even then you need to
types political interaction, a dangerous escape from
know what kind of things are in that sandbox for the PCs encounter. a self-destructing station, an awkward argument with
And as a general rule, everything you can prepare before the game
a friendly NPC who suspects a PC has betrayed him, or
begins will save you time making decisions during the game. Even
anything that adds drama to the game. Brain-teasing
more important, preparation beforehand allows you to maintain
puzzles, roleplaying challenges, and skill checks are
consistency.
all classic methods for resolving encounters, but the
Of course, the backbone of any campaign is the adventures that most complex to build are the most common ones
comprise it, be they an intricately connected series of plots and combat encounters.

Starting A Campaign

storylines or an open-ended sandbox of possibility.

When designing a combat encounter, follow the


steps outlined below:
Step 1 Determine APL: Determine the average

265

Chapter 7: Game Mastering

level of your player characters this is their average Ad hoc CR adjustments: While you can adjust a specific enemys CR by
party level (APL). You should round this value to
advancing it or giving it class levels, you can also adjust an encounters
the nearest whole number (this is an exception to
difficulty by applying ad hoc adjustments to the encounter or creature
the round down rule). Note that these encounter
itself. Listed here are three additional ways you can alter an encounters
creation guidelines assume a group of three or four
difficulty.
PCs. If your group contains five or more players,
Favorable terrain for the PCs: If the PCs encounter the enemies in
add one (or more, if you, as the GM, feel the party is
a canyon, they gain not just the upper ground but also advantage
indeed much more powerful due to their numbers) to
points for snipping and hiding, which gives the PCs and advantage.
their average level. For example, if your group consists
Build the encounter as normal, but when you award experience for
of six players, two of which are 4th level and four of
the encounter, do so as if the encounter were one or more CR lower
which are 5th level, their APL is 6th (28 total levels,
than its actual CR, according to your better judgment.
divided by six players, rounding normally, and adding
Unfavorable terrain for the PCs: If, on the other hand, the terrain
one to the final result).
impacts the encounter significantly, you can, at your option,
Please note that a large number isnt everything.
increase the effective XP award as if the encounters CR were one
Sometimes a party doesnt have one of the three basic
higher.
classes (a character capable of using biotic powers, a
character capable of using tech powers and skills and a NPC gear adjustments: You can significantly increase or decrease
the power level of an NPC by adjusting its gear. If the NPC has a
character oriented for combat).
gear that is worth less than
The lack of one of these types Difficulty
Challenge Rating should equal
the indicated money for the
of characters can easily make
Easy
APL 1
NPCs level, it should have its
an otherwise simple battle into
Average
APL
CR reduced by 1 for each two
a very difficult one. As a GM, it is
levels lower of money he has
Challenging
APL
+
1
your job to assess how difficult
in gear. On the other hand,
an encounter actually was to the Hard
APL + 2
if the NPC has a gear that is
party, or how difficult it will be, Epic
APL + 3
worth more than the indicated
depending on the party itself.
money for the NPCs level, then
If your evaluation shows that a
CR
XP Award
CR
XP Award
its CR should increase by 1 for
partys configuration is incapable
37
9
7,200
each level higher of money he
of decently handing the difficulty 1/8
has in gear. Note that these
50
10
9,600
presented for the encounters (see 1/6
variations are already included
75
11
14,000
table below), then reduce its APL 1/4
in the CR calculations of all
by 1. If your evaluation shows 1/3
100
12
19,000
NPCs presented in the nonthe party handles the difficulty 1/2
150
13
29,000
playable characters chapter.
presented with ease, then increase
1
300
14
38,000
its APL by 1.
2

600

Step 2 Determine CR: Challenge


3
900
rating (CR) is a convenient number
1,200
used to indicate the relative 4
1,800
danger presented by a monster, 5
trap, hazard, or other encounters 6
2,400
the higher the CR, the more 7
3,600
dangerous the encounter. Refer
8
4,800
to the next table to determine the
encounters CR your party should
face, according to their APL and your desired level of difficulty.

15

58,000

16

77,000

17
18
19
20

Awarding Experience

Characters advance in level


120,000
by
defeating
enemies,
overcoming challenges and
150,000
completing adventures in
230,000
doing so, they earn experience
310,000
points (XP for short). Although
you can award experience
points as soon as a challenge is
overcome, this can quickly disrupt the flow of the game.
Its easier to simply award experience points at the
end of a game session that way, if a character earns
enough XP to gain a level, he wont disrupt the game
while he levels up his character. He can instead take the
time between game sessions to do that.

Step 3 Build the encounter: Determine the total XP award for


the encounter by looking it up by its CR, on the following table. This
gives you a XP budget for the encounter. Every creature, trap, and
hazard is worth an amount of XP determined by its CR, as noted on
that table. To build your encounter, simply add creatures, traps and
hazards whose combined XP does not exceed the total XP budget for Keep a list of the CRs of all the enemies, obstacles, and
your encounter. Its easiest to add the highest CR challenges to the roleplaying encounters the PCs face. At the end of
encounter first, filling out the remaining total with lesser challenges. each session, award XP to each PC that participated.
Note that this XP budget can be filled with a single creature, trap Each creature and obstacle awards a set amount of
or hazard of the intended CR, or with a combination of multiple XP, as determined by its CR, regardless of the level of
the party in relation to the challenge, although you
creatures, traps or hazard with lower CR.

Chapter 7: Game Mastering

266

and controlled by the GM to fill every role from a council member to


simple baker. You job, as a GM, is to create all important NPCs that might
be necessary for an encounter (be it combat or merely roleplaying). Of
course you can always decide that some NPCs would never present a
threat in a given situation (for example, while a commoner may call
the attention of citadel security against the partys illegal activities,
in combat the commoner will most likely be killed with a few shots,
or just ran away from combat) or that they present a specific threat,
depending on their age, average skill and social status (for example,
you could decide that a politician, who spent years playing politics
has a specific bonus to important political skills such as diplomacy,
Also, feel free to award story awards when the players
bluff and sense motive).
conclude a major storyline or make an important
Should you need to create an NPC, treat it as if it was a normal PC
accomplishment. There is no specific way to make such
XP story awards. A good example would be to award and build it the same way.
a number of XP equal to a CR that equals the party
When creating NPCs use 25 to 50% the wealth youd use for PCs.
APL, but as a GM you are free to award more or less XP
Because characters can only salvage stim-packs and weapons +
according to your review of the partys performance.
weapon mods, provided they have the space required for it (if a
should never bother awarding XP for challenges
that have a CR of 8 or more lower than the APL.
Pure roleplaying encounters generally have a CR
equal to the APL (may vary according to its real
difficulty) but as a GM you are not forced, in any
way, to award XP for roleplaying encounters. As
a general rule, consider awarding XP only for very
important or decisive roleplaying encounters and if
those encounters end in battle award only the XP of
the battle and not the roleplay.

character is already carrying a pistol he cannot salvage another


pistol), the amount of wealth that character can take from
As PCs gain level, the amount of equipment they carry
enemies is fairly limited, so providing NPCs with a decent amount
and use increases as well. Since
of wealth merely makes them
PC Level* Wealth (credits)
PC
Wealth (credits)
the primary income for a PC
more challenging.
Level1
derives from jobs, selling loot
2
2.965
12
111.690
or through illegal activities,
its important to moderate the
3
8.080
13
126.925
wealth the characters might
4
14.700
14
157.345
gain. To that end, GMs should,
5
22.260
15
190.180
before any game session,
Your job as a game master
6
29.230
16
225.400
determine the amount of wealth
begins well before the game
7
38.840
17
267.950
the characters have (not merely
session does. Your most
in credits but also in items, ships,
8
50.175
18
315.240
important duty before a game
upgrades and even houses and
9
60.815
19
377.765
is, of course, to prepare for that
other proprieties)
game. This means reading up on
10
75.255
20
450.000

Placing Treasure

Preparing For
The Game

the adventure youll be running


The following table lists the
11
92.145
(or perhaps even design your
amount of wealth each PC is
own adventure), preparing any
expected to have at a specific
1. For 1st-level PCs, see starting credits of each class
props or handouts you might
level. Note that this table
need to give the PCs, prepping
assumes a standard campaign
the
play
area
for
guests,
and
so on. In the days leading up
style game. Low powered games might award only half this
to
the
game,
you
should
resolve
any out-of-game issues
value, while high powered games might double the value.
that your players have (a good way to do this is by e-mail,
The table can also be used to budget gear for characters starting
since it creates a written record of the issue that can be
above 1st level, such as a character created to replace a dead one.
used later on). This includes helping players level up
Characters should spend no more than half their total wealth on
their characters; answering questions they may have
any single item. For a balanced approach, PCs that are built after 1st
about using non-core rules and supplements for power,
level should spend no more than 35% of their wealth on weapons,
feats and the like; and providing them with answers to
35% on armor and protective devices, 20% on other useful
questions they have about the game world.
permanent like amplifiers and omni-tool upgrades and 10% on
mundane and disposable items like stim-packs. Different character For example, say one of your PCs is searching for
his missing sister, who was abducted years ago by
types might spend their wealth differently than these percentages
suggest; for example, biotic focused characters might spend very mercenaries. You can drop in clues about this sister
in the game, but between games, the PC might want
little on weapons but a great deal more on biotic amplifiers.
to spend a few days investigating a lead in the local
underworld or at the hall of records. Personal quests
Creating NPCs
like these are a great way for a player to build his
Aside from the players, every other person encountered in the game
characters history and personality, but they can
world is a non-player character (NPC). These characters are designed

267

Chapter 7: Game Mastering

Divine intervention: The literary term for it is deus ex machina god


from the machine. This is what happens in a story when a plot device
manifests in an unexpected (and usually unsatisfying) way to resolve a
story element, typically in a way that renders the actions of the main
characters meaningless. Even great authors use deus ex machina to
You should also ensure that all of the players can
resolve stories now and then, so dont be afraid to use it in your game
make the game, and if not all of them can, decide if
if things are looking grim.
the game should be canceled or not. There are a few
The GM: The GM is the law of the game. His reading of the rules
things more frustrating than realizing that half your
should be respected and adhered to. Its easy to get hung up on
group cant play, especially if some of the players had
complicated aspects of the game during play, but the game is never
to drive a long way to reach the game. If a player is
enhanced by long, drawn-out arguments over these complications
absent, decide what happens to his PC. Can someone
between players and GM. When complications involving rules
else play him? Does he gain experience and treasure as
interpretations occur, listen to the player and make the decision
usual?
as quickly as you can on how to resolve the situation. If the rule in
Make sure that accommodations are met. If your game
question isnt one youre familiar with, you can go with the players
sessions going to last a long time, think about where
interpretation but with the knowledge that after the game youll
folks can go for lunch or dinner. Many tables organize
read up on the rules and, with the next session, will have an official
responsibilities among the players if the GM hosts the
ruling in play. Alternatively, you can simply rule that something
game at his house, the players might split up the task
works in a way that helps the story to move on, despite the
of providing drinks, snacks or meals. Remember to use
most logical or impassioned arguments from the players. Even
common sense here while its tempting to just go with
then, you owe it to your players to spend time after the game
potato chips and soda, remember that might be bad for
researching the rule to make sure your ruling was fair and if
your health! Of course, if your home is not the hosting
not, make amends the next game as necessary.
site for the game, that doesnt let you off the hook. You as
Handling PC death: Eventually, through bad luck or bad tactics,
a GM are the organizing force for the gathering youre
a PC is going to die in your game, for some reason or another.
technically throwing the party, and its your responsibility to
see that your players have a comfortable, enjoyable place to
When a PC dies, his player no longer has any input into the
game, otherwise the game itself will suffer.
game (unless he has a cohort or other allied NPC he can start
get in the way of gaming when other players are at
the table. If you cant afford to spend one-on-one
time with players, handling these side-quests via
e-mail is a great way to take care of the situation.

During The Game


The bulk of this book provides rules you need to adjudicate
the game and run things, but there are many other problems
and events that can come up that require you to think quickly
before they become disruptive. Listed here are several of
the more common speed bumps and problems that youll
invariable be called upon to handle during the game.

playing). That player has to sit at the table quietly, watching


and waiting while everyone else continues to have fun with
the game. When something like this happens, you as a GM
have a problem on your hands.

When such an event occurs, keep going with the game;


try to resolve the current conflict or combat as quickly as
possible so that the players can move on to addressing the
problem of their dead ally. A PC death is often a great time
to end the session, in fact, since you must come up with
new plans for the rest of the party, and because it prevents
Cheating and fudging: We all know that cheating is bad.
the situation where one stays bored looking at the table
But sometimes, as a GM, you might find yourself in a situation
while others are having fun.
where cheating might improve the game. We prefer to call this
fudging rather than cheating, and while you should try to avoid If the player wishes to create a new character right after
it when you can, you are the law in your world, and you shouldnt losing his previous one, let him do this at the table. In this
case, that player need not sit around bored the act of
feel bound by the dice. A GM should be impartial and fair, and in
theory, thats what random dice results help support. Some players creating a new character is involving enough that you
have trouble putting trust in their GM, but dice offer something can continue to run the game for the surviving PCs, after
thats irrefutable and truly impartial (as long as the dice arent all. Once the players new character is done, let the other
doctored or loaded, of course). Still, its no good if a single roll of players take a 5 or 10 minute break while you step aside
the dice would result in a premature end to your campaign, or a to talk to the player and learn about his new character,
and to work with the player on a way to introduce the
characters death when they did everything right.
new PC into the game as quickly and seamlessly as
Likewise, dont feel bound to the predetermined plot of an
possible.
encounter or the rules as written. Feel free to adjust the results or
interpret things creatively especially in cases where you as the GM One other thing that PC death can do is bloat
made a poor assumption to begin with. As long as you can keep such surviving player treasure. If your group simply
developments and on-spot adjustments to a minimum, they can splits up the dead PCs gear or sells it, the surviving
players can become obscenely over-geared for
enhance the game.

Chapter 7: Game Mastering

268

their level. If this doesnt bother you, you should


at least work to ensure that the new PC has gear
equal in power to that now possessed by the rest
So now you have an adventure or two ready for your players to
of the party. Otherwise either assume the dead
experience. While you can certainly keep these adventures as separate
PCs gear is buried with that PC, is delivered to any
entities, and perhaps even have your player make new characters each
of his surviving kin or, in case it is divided by the
time you start a new adventure, the most common type of campaign
surviving members of the party, make sure the next
is one where players keep their same characters as they go from
encounters award very little in treasure and wealth
adventure to adventure, growing more powerful as they accumulate
until the situation is stabilized.
experience and wealth.

Campaign Tips

Rolling dice: Some GMs prefer to roll all of their dice in


But what happens between adventures? What are the places that
front of the players, letting the results fall where they
those adventures take place in? Who lives there and what do NPCs
may. Others prefer to make all rolls behind a screen,
who dont take part in the adventure do? The answer to these
hiding the results from the PCs so that, if they need to,
questions and more comprise your or setting, and the specific
they can fudge the dice results to make the game do
progression of adventures your PCs undertake in this setting is
what they want. Neither way is the correct way; choose
known as a campaign.
whichever you wish, or even mix and match as feels
Being a mass effect d20 conversion, this game assumes you are
right for you. Just remember that sometimes a roll might
going to play in the mass effect universe. For that you can use
be all that stands between the death of a party and their
information provided by the franchise itself, and you can even
success, and in such cases they might not trust the GM to
recreate the games adventures. However, you are not forced
roll the dice secretly. If this ever happens, just point out
to do so, since the franchise allows for many possibilities, both
that if you roll in secrecy you can either help them or hurt
prior, during and after the events of mass effect 1, 2 and/or 3.
them, while if you roll the dice in front of them you wont
You can decide whether or not some race changed after the war
either help or hurt them.
with the reapers, for example. Of you can decide how the first
The only time you should not reveal the results of a die
contact war between humans and turians was actually fought.
roll to the player is when knowledge of the rolls result
For some, the most rewarding part of being a GM is the act of
would give the player knowledge he shouldnt have. A
creating your own campaign setting and running it for your
good example of this is saving throws against effects that
players.
the player should necessarily realize his character has been
Still, the act of creating a setting can be overwhelming,
exposed to (such as a disease or a subtle, long-acting poison),
especially given the sheer size of the mass effect universe (the
or a search check to spot a secret door that an elven PC might
entire Milky Way galaxy). Always do your best to support your
notice just in passing.
setting with information from the franchise, as that is the one
Troublesome players: Play the game long enough and
players will most likely be familiar with. It will also help you
eventually youll find yourself with a troublemaking player its
maintain consistency and improve your campaign.
just an unfortunate fact of any pastime that involves multiple
people interacting in a term-oriented event. To a certain extent,
you can rely on other players to help mediate problems with a
troublemaker, but sometimes youll need to step in and ask the
In this game, 20th level represents the top end of power
player in question to cease his inappropriate behavior. Dont
most mortals can hope to achieve, yet this certainly
be afraid to ask the troublemaker to leave the game session if
doesnt mean that your needs to go all the way to 20th
he wont correct his behavior after a polite but firm request. If
level.
tempers are running hot among multiple players, dont hesitate
to call the game session early and break up, giving the players If you arent running an open-ended campaign where
PCs set the pace and the goals, you should pick a level
time to cool down and get over the event.
at which you wish your campaigns story arc to end. Talk
Campaign journal: All GM should keep a campaign journal. This
this over with your players to make sure youre picking a
can be a simple folder containing stacks of paper, a three-ring
level range that theyre comfortable with as well.
binder, a pda, a computer, a tablet, a notebook, or anything else
that you can keep notes in. Use this journal to record your thoughts If you are playing an open-ended campaign, you
and ideas related to the game as they happen, before, during and should keep in mind that characters will eventually
reach level 20th and from there little will change
after the game session. As you continue to run campaigns, youll
doubtless need to expand your journal. Periodically, you should back for them. This may eventually be boring as players
wont get to experience many new things with their
up your journal, perhaps by copying the contents to a computer and
saving them to a dvd, or maybe just by photocopying the contents characters. When this happens, consider starting a
new campaign.
and stashing the copy in a safe place. Nothings more frustrating than
losing 3 years of campaign notes due to a crashed hard drive or a
natural disaster.

Ending The Campaign

269

Chapter 7: Game Mastering

Chapter 8
Other Rules

Chapter 8: Other Rules

270

This section covers many other rules this game that becomes useless. This loss causes the following permanent effects:
uses, but their application is not vital to the game.
2 points of Constitution drain, 2 points of Strength drain, 1 point of
All of them serve to improve the game and bring
Charisma drain, penalty of -2 to Defense and Attack rolls, cant make
more realism to it but may slow it down a bit or
attacks with the main hand, use weapons that require both hands
create more work for both the GM and the players.
to be used (heavy weapons included) or make skill checks that may
Any GM may decide whether or not he or she wishes
require the use of both hands.
to use them in their campaigns., though those
not indicated as (Variant Rule) should be included When this loss occurs, it causes bleeding effect of 6 HP. Unless stated
otherwise, treat the main arm as being the right arm.
whenever possible.
This can only be achieved with slashing or piercing weapons. If you
are wielding a bludgeoning weapon, treat this result as being a 6.

Losing Body Parts

If the result if 8, the off-hand is severed or hurt in such way that


becomes useless. This loss causes the following permanent effects:
1 point of Constitution drain, cant make attacks with the off-hand,
use weapons that require both hands to be used (heavy weapons
In the Combat section is presented a system for critical
included) or make skill checks that may require the use of both
hits directed to a specific body part but only refers on
how to hit a specific area. In this section it is explained hands.
what happens when a critical hit affects the specified
When this loss occurs, it causes bleeding effect of 3 HP. Unless
area.
stated otherwise, treat the off-hand as being the left hand.
A critical hit against a specific body part is only possible
If the result is 9 or 10, the off arm is severed or hurt in such
when a character obtains an
way that becomes useless.
Instant Kill Roll against the
This loss causes the following
Dice Result
Area Affected
target. The result obtained in
permanent effects: 2 points
1
Normal Critical
the d20 determines then the
of Constitution drain, 2 points
2-3
A random eye
area affected by the critical hit
of Strength drain, 1 point of
4
A random ear
(besides the effect described in
Charisma drain, penalty of -2
5
Main hand
this section, you also deal the
to Defense and Attack rolls,
normal critical hit damage):
6-7
Main arm
cant make attacks with the offhand, use weapons that require
8
Off hand
If the result is 1, no additional
both hands to be used (heavy
effect.
9-10
Off arm
weapons included) or make
11-13
Torso
If the result is 2 or 3, one of
skill checks that may require the
the eyes is hit and destroyed
14-15
Right leg
use of both hands.
(randomly determine which).
16-17
Left leg
When this loss occurs, it causes
This loss of an eye causes the
18-19
Face
bleeding effect of 6 HP. Unless
following permanent effects:
20
Instant
Death
stated otherwise, treat the off1 point of Constitution drain,
arm as being the left arm.
penalty of -3 to attack rolls,
penalty of -6 on Search and Spot checks, sight radius is reduced
If the result is 11, 12 or 13, the torso is punctured or cut
by 10ft, penalty of -1 to Defense.
deeply. This causes the following permanent effects: 2
When this loss occurs, it causes a bleeding effect of 3 HP. If the points of Constitution drain, 1 points of Strength drain, 1
point of Charisma drain, target is overwhelmed by pain
target has only one eye, he becomes blind with this loss.
and falls to the ground as if prone, dropping any weapon
If the result if 4, one of the ears is torn or cut (randomly determine
it may have. The target must immediately make a Fort
which). This loss causes the following permanent effects: -6 on
save DC 15 + critical multiplier of the weapon that hit
Listen checks, cant hear whispers, penalty of -1 to Defense.
him or becomes unconscious (enhanced fibers do not
apply to this save).
When this loss occurs, it causes a bleeding effect of 1 HP.
If the result if 5, the main hand is severed or hurt in such way that When this occurs, it causes a bleeding effect of 10 HP.
becomes useless. This loss causes the following permanent effects: 1
If the result is 14 or 15, the right leg of the target is
point of Constitution drain, cant make attacks with the main hand,
severed or hurt in such way that becomes useless. This
use weapons that require both hands to be used (heavy weapons
loss causes the following permanent effects: 3 points
included) or make skill checks that may require the use of both hands.
of Constitution drain, 3 points of Dexterity drain, 1
point of Charisma drain, penalty of -3 to attack and
When this loss occurs, it causes bleeding effect of 3 HP. Unless stated
drain rolls, the target is always prone, movement
otherwise, treat the main hand as being the right hand.
speed reduced to half, penalty of -10 to skills that
If the result is 6 or 7, the main arm is severed or hurt in such way

271

Chapter 8: Other Rules

require the use of legs (such as swim and climb),


cannot perform Jump checks, lose Dexterity bonus
to Defense.

Severed or removed: When a body part has been severed or removed


there is little hope of recovering it. Usually, when that happens, only
cybernetics can replace the lost body part.

When this loss occurs, it causes a bleeding effect of


6 HP.

Broken bone: When a body part has one of its bones broken, the
healing process can be quite long but the character is also capable of
making a full recovery. Healing bones can take weeks, even months.
Every week, make a Medicine check (DC varies between 15 to 25
GMs choice) and take note of the number of successes. Once the sum
of successful Medicine checks reaches 12 characters Constitution
modifier, the bone is fully healed. In addition, once healed all the
penalties from the injured body part are healed as well (including
permanent damage to ability scores).

If the result is 16 or 17, the left leg of the target is


severed or hurt in such way that becomes useless.
This loss causes the following permanent effects:
3 points of Constitution drain, 3 points of Dexterity
drain, 1 point of Charisma drain, penalty of -3 to attack
and drain rolls, the target is always prone, movement
speed reduced to half, penalty of -10 to skills that
require the use of legs (such as swim and climb), cannot
perform Jump checks, lose Dexterity bonus to AC.

Rendered useless: When body part is rendered useless (because


some nerve, muscle, bone, etc was hit), the character becomes
When this loss occurs, it causes a bleeding effect of 6 HP. unable to use that body part until it is healed. Healing requires
a Medicine check (DC varies between 15 to 25 GMs choice)
If the result is 18 or 19, the face is hit and scared.
made every week. Take note of the number of successes. Once
This causes the following permanent effects: 2 points
the sum of successful Medicine checks reaches 12 characters
of Charisma drain, bonus of +3 to intimidate checks,
Constitution modifier, the bone is fully healed. In addition, once
additional penalty of -3 to Diplomacy and Perform checks.
healed all the penalties from the injured body part are healed as
well (including permanent damage to ability scores).
When this occurs, it causes a bleeding effect of 2 HP.
If the result is 20, then the target is instantly slain by
having a vital organ hit or by being decapitated.
For every injury presented here that results in a broken
bone, a Medi-Gel must be applied within 1d10 hours, with
a successful First-Aid check DC 15, or that part of the body
becomes infected and the character gains the Injury Infection
disease. Applying the Medi-Gel after those hours and/or with
a failed First-Aid check, results in the Injury Infection disease
as well. Multiple injuries can result in multiple diseases.

Morale (Variant Rule)


Some adventures can be quite frightening and deadly and
many people, under the stress, can easily abandon their cause
for one much more immediate: self-preservation.

A creature who begins to succumb to fear progresses down


a slippery slope. First he becomes shaken, then so afraid that
You can also use these effects when a character loses the same he runs from the battle. In extreme cases a creature might
body part but from another event such as a character losing his completely snap under the pressure, becoming a danger
not only to himself but to his comrades. Only a charismatic
hand for having been caught stealing or a character losing his
leader can bring such a creature back into action.
leg because a boulder fell on it and crushed it.
Morale is a creatures defense against fear. This fact is
simulated by the morale check, which is simply a term
describing a DC 15 Will save against a fear effect. Any
modifiers applying to Will saves (or against fear-based
Types of weapon and Instant Kill rolls
effects) function normally. Additional bonuses or
Not all weapons have the same effect on instant kill rolls. The penalties on the morale check are assessed based upon
the conditions listed below.
effects presented are general effects that try to include every
possibility. But a shot from a submachine gun isnt likely to remove
Any bonus against fear effects apply normally on this
an arm no matter where it hits. On the other hand, a blade weapon
check, and characters immune to fear are unaffected by
can easily cut off an arm. Impact effects, such as objects falling, morale.
falling damage or bludgeoning type weapons such as staves arent
likely to cut but rather break bones. As such, it is up to the GMs good
sense to determine which type of effect it actually occurs (whether Making Morale Checks
a bone is broken, a limb is severed, or just hit in places that render it
Typically, a creature must attempt a morale check on
useless until healed).
the first round that one of the following conditions
applies:
The ability damage dealt by these occurrences, with the
exception of Constitution, cannot be reduced below 1.

Healing Injured Body Parts


Healing a body part depends on what it has occurred to it.

Chapter 8: Other Rules

Creature Takes 50% Damage: Once a creatures


normal HP falls to 50% or less of its full normal HP,

272

that creature must make a morale check.


Group Takes 50% Casualties: Creatures make a
morale check if half or more of the comrades in their
party are unable to fight, whether theyre dead,
unconscious, fleeing, paralyzed, or otherwise out of
commission.

battlefield when a soldier snaps. If a creature rolls a natural 1 on a


morale check that would make it panicked, it becomes crazed instead.

Crazed: If a creature rolls a 1 on a save that would make him panicked,


he assumes one of the following conditions, determined randomly,
instead of becoming panicked. This condition overrides the effects of
the characters normal morale condition. It remains for the duration of
the encounter plus one hour, or until the creatures morale improves
If a creature is required to attempt a morale check, it
to shaken (or better). If a crazed creatures condition is removed
makes the check at the start of its turn, before it takes
through some other effect, treat the creature as panicked. Crazed
any other action. Depending on the situation, certain
creatures count as panicked for the purpose of rally check DCs.
modifiers might apply to the check. (For the purpose
of these modifiers, nearby is defined as in sight and
d%
Crazed Effect
within 120 feet, and when it refers to party it only
01-20
Berserk: the character makes a melee or ranged attack
refers to those members that unable to fight).
Condition

against the nearest living creature, or closes with that


creature if he cannot attack (if two or more creatures are
equidistant, choose randomly).

Modifier1

Character has more renegade points than paragon


points and is fighting alone

+2

Character is fatigued

-2

Character is exhausted

-5

Party (including nearby allies) is outnumbered 4:1

-5

Party (including nearby allies) is outnumbered 2:1

-2

Party (including
enemies 2:1

nearby

allies)

outnumbers

+2

Party (including
enemies 4:1

nearby

allies)

outnumbers

+5

Character has more paragon points than renegade


points and is fighting alongside allies

+2

Character has someone very important nearby


that he/she needs to protect

+2

Character has someone very important nearby


that is dead and he/she needs to avenge

+2

Several characters can perform this special Aid Another to


one single character in the same round.

Character is facing archenemy

+10

Additional Situations Where Morale Might

1.

These modifiers are cumulative

21-40

Cowering: frozen in fear, takes no actions, -2 penalty to


Defense, loses Dex bonus.

41-60

Dazed: takes no actions.

61-80

Deafened: cannot hear, -4 initiative, no Listen checks

81-100

Nauseated: unable to attack, cast spells, concentrate, or


take any action other than a single move action.

A character can use Aid Another to help a character improve


his morale. To do that, it must be able to touch the character
(usually by holding the shoulders or shaking him) and succeed
on a Charisma check DC 10. If successful, the affected character
can immediately make a new morale check with a +2 bonus.

Apply

Though the two situations presented above are the most


common ones when Morale checks are required, the GM
If the morale check succeeds, the creature can act normally.
can decide to apply Morale checks to any situation he
Each time a creature (or unit) fails a morale check, the morale
desires, so long as it makes sense. A frightening scenario,
condition of that creature (or the creatures of that unit) worsens
such as a mysterious ship that lost its crew for no apparent
by one category. Morale conditions are (see Apendix for more
reason, or very dark and ancient ruins with creepy sounds
information on these conditions): shaken, frightened and
at every corner are possible examples. It is up to the GM
panicked.
to decide, but here are presented a few more:
If a creature fails a morale check by 10 or more, the morale
When a Banshee wails (see Reaper Ground Forces).
condition worsens by two categories. If a creature succeeds on a
When a Thresher Maw surprises the characters.
morale check by 10 or more, the morale condition actually improved
by one category. This may lead a creature to actually improve their
When a character dies to the acid of a Thresher Maw.
state to something better than normal: the heartened condition.
When a Brute charges.
Heartened: A heartened character has been encouraged and is
confident of victory. Heartened characters gain a +1 morale bonus
on Will saves against fear effects (including morale checks).

Seeing multiple huge explosions (explosions of


Biotic or Tech powers do not count for this purposes)
that occur very near (60 ft or less).
When someone dear to the character dies.

Panicked is normally the worst morale condition; panicked creatures


cant get any worse. However, strange things can happen on the

273

Character is suppressed by heavy gunfire.


Ally dies a horrible death (burnt to death,

Chapter 8: Other Rules

impaled by a banshee, crushed by an Atlas,


stabbed and decapitated by a Praetorian etc).
Character or ally is suffering intense pain (neural
shock, flames etc).
Characters is fighting an ally (who is affected by
Dominate or AI Hacking).
Character is fighting Reaper creatures of his own
race.
Ally is turned into a husk or similar.

Rally Checks

Rally Check Modifiers


Condition

Modifier1

At least one failed rally check within last minute

-2

Rallying character is at half normal HP or below

-2

Enemy troops within line of sight are fleeing

+2

Rallying character has 5 or more ranks in Diplomacy or


Intimidate

+2

Rallying character has 15 or more ranks in Diplomacy or


Intimidate

+5

No enemies within line of sight

+5

Once morale begins to degrade, the best course


1.
of action is for a charismatic character to rally the
troops with a few stirring words. This is accomplished
by making a rally check, which requires a normal action
by any creature that currently has a morale condition of
normal or better.

These modifiers are cumulative

This rally check affects everyone who can see and hear the leader.
It cannot be retried, either by that leader or another character. In
other words, a leader only gets one chance to inspire the troops
with a speech. Thats why armies with charismatic generals try to
To make a rally check, a character rolls 1d20 and adds her get as many soldiers as possible to listen to a single speech.
Charisma modifier (the GM may determine that those
Armies with less compelling top brass rely on the exhortations of
with a military or social rank gain a bonus on this check.
junior officers and sergeants to inspire the soldiers under their
For example, Sergeants could gain a +1 bonus on this
command.
check while Generals a +10), if any. A single check allows
Characters cant take 10 on rally checks.
a character to try to rally any comrades within line of sight
and earshot (see the description of the Listen skill). The
character making the rally check must be able to speak and
those to be affected must be able to hear.

Retraining

A creature can be subject to only one rally check attempt per


round. Unsuccessful rally attempts make that target more
difficult to rally (see Rally Check Modifiers, below).

There are times when a player may feel he has made the
wrong choice in previous levels, regarding his characters
Use the table below to determine the effectiveness of a rally
powers, skills and feats. Normally, when that happens, the
attempt. The numbers in the table indicate the rally check
result required to achieve the new morale condition. In player is forced to keep playing with his mistake, but this can
ruin the game for him, or at least take away some of the fun.
some situations, modifiers might apply to the rally check. For
example, troops that are panicked can be made frightened with This section covers rules to prevent that from happening,
and to allow characters more versatility, so they learn new
a successful DC 20 rally check. Those same troops can then be
tricks while forgetting old ones.
Initial Morale
Condition

New Morale Condition


Frightened

Shaken

Normal

Heartened

Panicked

20

25

30

40

Frightened

20

25

30

Shaken

20

25

20

Normal

1.

Can only be attempted before the battle (see below)

The cost and time it requires for a character to retrain are


given in the following table:
Retraining
Option

Time

Credits Cost

One feat

2 weeks

500 credits

One skill point

5 days

50 credits

One power rank

3 days + number 1000


credits

of rank lost
number of rank lost

made heartened in a later round with a DC 30 rally check.


The Prebattle Rally Check: Before the battle begins, the leader of
a military unit can make a rally check to improve the troops morale
condition. This is similar to a normal rally check but takes at least 1
minute to deliver. (The most stirring example of this is the Band of
Brothers speech in Shakespeares Henry V.)

Chapter 8: Other Rules

Feat Retraining
Sometimes a given feat seems like a great choice
but it doesnt work for your character in practice.
Maybe an early feat choice reflected the characters
personality and style, but a little experience changed
his outlook. Or maybe you just dont find the feat

274

useful for your character anymore has he might


have gained new abilities and feats that make the
previous one irrelevant.
The Process
You can exchange one of the feats you previously
selected for another feat. If the new feat has
prerequisites, not only must your character meet
them in his current state, but you must also be able
to show that he met them at the time you chose the
previous feat.

The Process
Lose one rank in a power to gain one rank in another power of the same
type (so if you lose one rank from a Biotic power you can only gain one
new rank in another Biotic power). You must meet the prerequisites for
the new rank.
If removing a rank in a specific power makes you lose the prerequisites
for other powers, you cannot use those other powers until the
prerequisites are met again.

If you are retraining ranks gained through Unique Specializations,


then you can use them to gain ranks in other types of power
(example: if you only have the rank 1 in Warp, gained through a
If the feat was gained through Unique Specializations,
Unique Specialization, you can retrain it to gain a rank in a Tech
you cannot choose to lose that feat and gain a power
or Combat power, or another Biotic power as well). Losing ranks
with that Unique Specialization.
granted by Unique Specializations will remove the unique feature
Example: A 6th level Soldier couldnt trade the Dodge
if the power loses all its ranks. You cannot use retraining to lose
feat he chose at 3rd level for Improved Critical because
that rank and gain a feat with that Unique Specialization.
he doesnt currently meet a prerequisite for the latter feat
(base attack bonus +8). Now imagine the Soldier used
the He also couldnt trade that Dodge feat for Mobility for
he is losing one of the prerequisites (the Dodge feat). If,
for example, that Soldier used his 6th level attribute point
to increase his Dex to 16, he couldnt trade the Dodge feat
for the Double Jointed feat because he couldnt meet the
With access to laboratories a character is capable is researching
prerequisites for the new feat at 3rd level (at that level his
special upgrades that can greatly improve his chances of
Dex was only 15).
success in his quest.

Research

Skill Retraining
Some skills that are particularly valuable at lower levels
become less useful later on, and vice versa. Whether your
character has skill ranks that arent as needed as they
once were, or you just want to adapt the character to
new challenges, skill retraining provides a simple method
of adjusting your characters capabilities in a small but
measurable way.

Researches require four things: access to a lab, specific


research projects (either bought or found), resources to finish
the research, and someone with the right Research skill.

The Process

Labs either exist in ships or specific facilities. However, using


one the squad does not own carries costs, usually equal to
1% the price of the research per day per character working
on the research. So 10 characters working on the same
research would make the cost of using a lab they dont own
by 10% the price of the research per day.

Subtract one skill point from a skill in which you have more
than 1 ranks (thus losing skill ranks on that skill) and use it to
buy ranks in another skill (can be a cross-class skill). You cannot,
however, reduce the number of ranks in one skill below 1 seeing
as you never completely forget your older skills.
If when removing skill points makes you lose the prerequisites
for powers or feats, you cannot use those powers or feats until the
prerequisites are met again. If losing the skill points makes you
lose prerequisites for other skills, you do not lose any skill rank you
have on those skills but you cannot place more skill points in them
until you have met the prerequisites once more.

Research Projects serve as blueprints prints for the research.


Without one it is impossible to acquire the research, no
matter own many resources the squad has. Once the
squad has a research project, they can start to research it
to gain its benefits.
Resources are essential for any research. They are the
raw materials necessary for the research to come to life.
Without the necessary resources, the squad cannot work
on a research project.

In order to work on a research project, the squad needs


someone with the right Research Skill. Without such
skill it is impossible to work on a research project. To
know how long it takes to finish the work on a research
Power Retraining
project, the characters working on the research (no
Some powers may seem valuable at lower levels, but then prove more or less than 8 hours a day) must make a Research
useless to how you built your character later on. Retraining powers check and multiply the result by 100 (thus, having no
requires the character to learn new knowledge, undergo some ranks in the right Research Skill makes it impossible
to advance even a little). Add each result until the
physiologic training and maybe even alter his omni-tool or bio-amp.
sum equals the amount of credits needed to

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Chapter 8: Other Rules

purchase the indicated research project. Once that


happens, the research project is complete and the
squad immediately gains its benefits.

Research Projects for Pistols


Sabot Jacketing

Increasing the tungsten content of slugs and recalibrating the weapons


The party can hire researchers, as indicated in the
Research Skill description, and there can be more computer improves penetration of heavily armored targets.
than 1 character working on the same research.
Research Project Cost: 45.000 credits
However, not all facilities may be equipped to support
Benefit: Upgrades pistols for your entire squad. Shots with pistols
any number of researchers. Small laboratories, like
gain a +2 damage bonus against Platting.
those found inside a ship like the Normandy SR2 only
Resources needed: 15.000 Palladium
have room for 1 or 2 researchers, while entire research
stations can accommodate dozens of researchers at
Research Skill Needed: Engineering
a time. It is up to the GM (or the ships laboratory) to
decide how many researchers can work on a specific
Smart Rounds
lab at the same time.
Scientists have prototyped a modification to the traditional smartNote: When a research project mentions squad it
targeting module commonly incorporated into high-end weaponry.
means refers only to the PCs. No NPC should benefit
While this technology is commonly used to compensate for wind and
from Research projects.
recoil, it was adapted to slightly deflect rounds to strike a more vital
part of an enemy.

Research Projects for Assault Rifles

Research Project Cost: 75.000 credits

Tungsten Jacket
The slugs tungsten content is increased, and the weapons
computer is recalibrated, improving penetration of heavily
armored targets. A phasic envelope surrounds each slug
before it is fired at a target. This disrupts any mass effect field
protecting the target, resulting in better penetration.

Benefit: Upgrades pistols for your entire squad. Shots with


pistols have their critical multiplier increased by 1.
Resources needed: 25.000 Palladium
Research Skill Needed: Electronics

Research Project Cost: 45.000 credits

Research Projects for Shotguns

Benefit: Upgrades assault rifles for your entire squad. Shots


with assault rifles gain a +1 damage bonus against Platting,
Shields and biotic Barriers.

Microphasic Pulse

Resources needed: 15.000 Iridium


Research Skill Needed: Engineering

With the addition of a phasic module to the mass effect field


generator, each slug is encased in a phasic envelope before it is
fired at a target. This disrupts any mass effect field protecting
the target, resulting in superior penetration.
Research Project Cost: 45.000 credits

Targeting VI
A smart targeting module calculates and compensates for minute
barrel movements, weather, and the environment. Firing on a
target in a howling gale feels the same as it does on a calm day
on a practice range. Smart targeting does not mean the bullet will
automatically find the mark every time the trigger is pulled; it only
makes it easier for the marksman to aim.
Research Project Cost: 75.000 credits
Benefit: Upgrades assault rifles for your entire squad. Shots with
assault rifles gain a +1 attack bonus.

Benefit: Upgrades shotguns for your entire squad. Shots


with shotguns gain a +2 damage bonus against Shields
and biotic Barriers.
Resources needed: 15.000 Platinum
Research Skill Needed: Engineering

Thermal Sink
More efficient heat-sink materials improve the absorption
an dissipation of heat. Allows for smaller, easier-to-carry
heat sinks.

Resources needed: 25.000 Iridium

Research Project Cost: 75.000 credits

Research Skill Needed: Electronics

Benefit: Upgrades shotguns for your entire squad.


Shotguns have their clips increased by 1.
Resources needed: 25.000 Platinum
Research Skill Needed: Engineering

Chapter 8: Other Rules

276

Research Projects for Sniper Rifles

Research Skill Needed: Engineering

Tungsten Sabot Jacket


Increasing the tungsten content of slugs and
recalibrating the weapons computer greatly improves
penetration against heavily armored targets.

Research Projects for Armor

Research Project Cost: 45.000 credits


Benefit: Upgrades sniper rifles for your entire squad.
Shots with sniper rifles gain a +4 damage bonus
against Platting.

Ablative VI (1 to 5)
This comprehensive system upgrade offers improved protection for all
squad members, regardless of team members individual defensive
strategies.
Research Project Cost: 15.000/22.500/30.000/37.500/45.000 credits

Resources needed: 15.000 Platinum


Research Skill Needed: Engineering

Benefit: Upgrades armor shields for your entire squad. Base armor
shields are increased by 10% per upgrade (maximum of +50% with
Ablative VI 5).

Advanced Targeting VI
Normandys scientists have prototyped a modification
to the traditional smart-targeting module commonly
incorporated into high-end weaponry. While this technology
is normally used to compensate for wind and recoil, it was
adapted to slightly deflect rounds to strike a more vital part
of an enemys head.

Resources needed: 5.000/7.500/10.000/12.500/15.000 Palladium


Research Skill Needed: Electronics

Nanocrystal Shields
Initially developed by Cerberus by studying geth shield technology,
this technology makes shields stronger and more capable of
resisting incoming projectiles.

Research Project Cost: 75.000 credits

Research Project Cost: 75.000 credits

Benefit: Upgrades sniper rifles for your entire squad. Shots


with sniper rifles have their critical threat range increased
by 1.

Benefit: Upgrades armor shields for your entire squad. Shields


provided by base armor and tech powers (but not biotic
powers) now reduce damage taken from each shot by 1.

Resources needed: 25.000 Platinum

Resources needed: 25.000 Palladium

Research Skill Needed: Electronics

Research Skill Needed: Physics

Research Projects for Submachine Guns

Lattice Shunting (1 to 5)

Phasic Jacketing
A module in the mass effect field generator creates a phasic
envelope around each slug before it is fired at a target. This disrupts
any mass effect field protecting the target, resulting in superior
penetration.
Research Project Cost: 45.000 credits

Strong synthetic fibers can be woven through the inner layers of


any armor, reducing damage taken from most attacks.
Research Project Cost: 15.000/22.500/30.000/37.500/45.0
00 credits
Benefit: Upgrades armor for your entire squad. When
using armors, characters gain +1 HP per level per upgrade
(maximum +5 HP per level with Lattice Shunting 5)

Benefit: Upgrades submachine guns for your entire squad. Shots


with submachine guns gain a +2 damage bonus against Shields
and biotic Barriers.
Resources needed: 15.000 Iridium
Research Skill Needed: Engineering

Heat Sink Capacity

Resources needed:
Palladium

2,500/5,000/7,500/10,000/12,500

Research Skill Needed: Engineering

Research Projects for Biotic Amps


Smart Amplifier

More efficient heat-sink materials improve the absorption and


dissipation heat. Allows for smaller, easier-to-carry heat sinks.

Generating a mass effect field requires significant


concentration. After generating a field, all biotics require
some rest before they have the mental focus and clarity
Research Project Cost: 75.000 credits
to generate another. By tracking neural activity and
Benefit: Upgrades submachine guns for your entire squad.
recognizing the individual patterns of the user, the amp
Submachine guns have their clips increased by 2.
can better interpret the kind of field the biotic wishes to
generate. This requires less focus when generating
Resources needed: 25.000 Iridium

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Chapter 8: Other Rules

fields and reduces cooldown time.


Research Project Cost: 25.000 credits
Benefit: Upgrades biotic amps for your entire
squad. Characters using biotic amps have the
cooldown of their biotic powers reduced by 1 action
(to a minimum of 1 action)
Resources needed: 5.000 Element Zero

Benefit: Upgrades omni-tools for your entire squad. Characters using


tech powers have the cooldown of their tech powers reduced by 1
action (to a minimum of 1 action)
Resources needed: 5.000 Element Zero
Research Skill Needed: Electronics

Multicore Amplifier (1 to 5)

Standard omni-tools are calibrated with a wide neural input tolerance


range so they can be used effectively by any race. By tuning the inputs
of the omni-tool to match the specific neural patterns of the user,
Hyper-Amp (1 to 5)
responsiveness and power can be greatly increased. Once tuned in this
Standard firmware shipping with bio-amps is designed
manner, the omni-tool is almost unusable by anyone but the wearer,
to work with a variety of alien races and nervous systems.
and it must be constantly re-calibrated to subtle neural shifts.
By hacking this firmware to relax built in safety protocols,
Research Project Cost: 2.500/5.000/7.500/10.000/12.500 credits
more powerful mass effect fields can be generated. Each
hack must be done carefully, tuned to the individuals
Benefit: Upgrades omni-tools for your entire squad. Characters
nervous system, or theres risk of nervous system damage,
using tech powers deal extra +1 bonus damage with their tech
sensation loss, or blindness.
powers (that deal damage directly to characters) per upgrade (to
Research Project Cost: 2.500/5.000/7.500/10.000/12.500 a maximum of +5 bonus damage with Multicore Amplifier 5)
Research Skill Needed: Quantum Physics

credits

Resources needed: 500/1.000/1.500/2.000/2.500 Element Zero

Benefit: Upgrades biotic amps for your entire squad.


Characters using biotic amps deal extra +1 bonus damage
with their biotic powers (that deal damage directly to
characters) per upgrade (to a maximum of +5 bonus
damage with Hyper-Amp 5)

Research Skill Needed: Electronics

Custom Heuristics

Traditional omni-tools are tuned for precise and delicate work.


Eclipse engineers tune their omni-tools in an opposite manner,
Resources needed: 500/1.000/1.500/2.000/2.500 Element
focusing on quickly releasing raw energy, but rendering them
Zero
incapable of performing delicate work without swapping in an
alternate tool. Cerberus has prototyped a multiple-operating
Research Skill Needed: Quantum Physics
system approach that should allow one omni-tool to run dozens
of configurations, with instantaneous swapping as the user
Neural Mask
switches tasks. This should result in better performance at each
Maintaining a single mass effect field requires continual individual task.
concentration. By measuring and replicating neural system
activity, this upgrade enables the user to maintain mass effect Research Project Cost: 15.000 credits
fields with less effort.
Benefit: Upgrades omni-tools for your entire squad.
Characters using tech powers have the duration of their
Research Project Cost: 15.000 credits
tech powers increased by 1 action.
Benefit: Upgrades biotic amps for your entire squad. Characters
using biotic amps have the duration of their biotic powers Resources needed: 3.000 Element Zero
increased by 1 action.
Research Skill Needed: Electronics
Resources needed: 3.000 Element Zero
Research Skill Needed: Quantum Physics

Research Projects for Other Equipment


Improved Invisibility Cloak

Research Projects for Omni-Tools


Hydra Module
Most omni-tools are tuned to have an effective life span of 10 years or
more for precision work, and up to 50 for more general tasks. Disabling
most safety protocols and installing an experimental power core
improves efficiency but reduces the expected operating life span by a
factor of 20.
Research Project Cost: 25.000 credits

Chapter 8: Other Rules

By improving the inbuilt batteries of an invisibility cloak,


it becomes able to maintain its light reflectors active for
much longer, and to re-use it quickly.
Research Project Cost: 25.000 credits
Benefit: Increases the duration and reduces the
cooldown of the Invisibility Cloak item by 50%.
In addition, if the invisibility is broken due to an
offensive action or interaction with an electric

278

system or computer, the cloak can be immediately


activated afterwards with one action.
Resources needed: 10.000 Palladium
Research Skill Needed: Engineering

Improved Jump Jets

checks are rare but the GM may decide to give some, depending on the
situation at hand (usually a bonus from +1 to +5 or a penalty from -1
to -5). The DC for a Trait check is always 20 minus the Trait value. So if
a character has a 16 in the Generous trait, the DC for a Generous Trait
check is 4 (20 minus 16). Like normal rolls, success is attained by rolling
a number that is equal or higher than the DC. In a Trait check, however,
there are different types of success and failure:

By improving the inbuilt batteries of a jump jet, it


becomes able to fly for a longer distance.
Research Project Cost: 15.000 credits
Benefit: Increases the distance worth of flight of a
jump jet by 50%.
Resources needed: 8.000 Palladium
Research Skill Needed: Engineering

Character Traits (Variant


Rule)

Critical Success: By scoring a natural 20 or a natural number that


equals the Trait score. Using the same example as above, a character
with Generous 16 would score a critical success on a natural 16 or
a natural 20. This is true even if the natural result is not enough to
overcome the DC.
Success: By scoring a result that is equal or higher than the DC.
Failure: By scoring a result that is lower than the DC.
Critical Failure: By scoring a natural 1. This is true even if the result
equals the trait value, so having a 1 on a Trait means the character
can only score a critical success on a natural 20.

Traits and Morality

Certain traits combine well with Paragon and Renegade


behavior, and depending on the situation acting according to
Roleplaying a character different than us is hard, especially
one trait may actually provide points in one of those morality
when that character is not human. Some players, especially
paths. But players can use this connection between traits and
inexperienced ones, may have a harder time acting in
morality to their own advantage. Prior or during a roleplay
character and wont always know how their character would
where certain Trait checks are required, the player can ask
truly react in a given situation. And even when players are the GM for a bonus on a trait check but only if he acts in a
experienced, there are always situations when they become
Paragon/Renegade way. For example, he may say I will have
divided, not truly knowing how their character would react in
my character act in a more aggressive way (renegade), by
a situation where there was a strong and personal conflict of
shooting the captured enemy in the foot, to gain a bonus on
interests
my Cruel Trait check. In this situation, the GM should indeed
provide a bonus on the Trait check. Situation dictates the
This variant rule exists to help with that issue by introducing
game mechanics that quantify character traits, allowing GMs possibility and size of the bonus.
and players to break certain indecisions as to how a character
would act. It can also provide guidelines to the general behavior
of a character, and ensures emotions and behaviors have a
stronger impact on the game.

Traits and Players

Using Traits
At any point during the game, the GM may require a character
to make a Trait check. This is usually done whenever a trait of
the character may be tested or not. Situations such as moral
discussions, temptations, moments of tension between people are
a few examples of situations when such tests might be required.
In those situations, making a Trait check will decide the general
behavior of the character in that situation.

Generally players have in mind how their characters act


and that translates in their choice of values for their
character Traits. But there are times when they want their
characters to act differently. Sometimes they might even
want their characters to act in a completely opposite way
to their characters normal behavior. Those situations are
a great example of when the players can ask for a Trait
check.

Please note the traits merely indicate the general behavior, it is up


to the player to determine the details of his social interaction. That
is, if he makes a succcess Valorous trait check, this doesnt mean he
will offer himself to charge into battle without a care in the world,
it merely means he will be generally brave and wont react well to
underhanded or below-the-belt tactics.

The problem of traits is that is may take away some


control of a players character, especially when it is the
GM asking for a Trait check. Although the GM has the
ultimate control over the game, acting in a dictatorial
way may cause tensions between him and the players.
Instead, both parts should try to best explain their
opinions on the issue at hand, and if necessary the GM
may even provide a small XP bonus whenever he asks
for a Trait check (such as +50 XP for a Trait check).

Whenever a Trait check is required, roll a d20. Modifiers for Trait

279

Chapter 8: Other Rules

WARNING

to make a Trait check to decide how to act when facing the salarian.
Because Shepard had often spoken to Garrus about the difference
Because Traits are purely roleplaying mechanics,
between justice and vengeance, he was unsure on how to act so the
some players may start to use them to replace
GM asks for a Vengeful trait check, and gives him a -3 penalty reflecting
roleplay (similar to what may happen with social
Shepards words on the subject. Garrus, that has Vengeful 15 and so
skills like Diplomacy). Instead of actually roleplaying,
the DC is 5. He then rolls a 6 on the Trait check. Though this would
some players will just want to make a few Trait
normally result in a success, the -3 penalty reduces the result to 3,
checks combined with skill checks and let that
which is a failure. Garrus must then make a Forgiving trait check, and
decide the outcome of a social interaction. Do not
since he has Forgiving 5, the DC is 15. He rolls a 13, a failure once
let them. Traits serve merely to provide an indication
more. Divided and still unsure on how to act, Garrus opts to let
on how players should roleplay their characters on a
Shepard decide what to do, even if he is unsure what the best choice
given situation, they should not be used to completely
in that situation is.
replace roleplay. So when a character makes a Trait
check, remind the player the trait check merely
indicates the characters general behavior, and that you Conflict of Traits
want him to roleplay accordingly. Failing to do this will
Sometimes a Trait is not just tested against his opposite, but
turn this roleplaying game into nothing more than a
against another Trait that has impact in the situation at hand. In
dice-throwing game.
such cases, roll normally for each trait and act according to the
one with the greater result, even if the greater result is due to a
Traits and Skills
failure on one of the initial Trait checks (in case of a tie, roll a dice
to break it).
Sometimes using a Trait check may provide bonuses on
Example of Trait Conflict: When on Illium, investigating the
death of a volus merchant in an Eclipse hideout, Shepard finds a
young asari mercenary that claims to be innocent of the groups
criminal activities. She claims she didnt know how Eclipse
Traits
acted, that she innocently thought it would be cool to be
Because traits represent a characters subconscious behavior
among their ranks but that she regrets it now. Though he finds
and duality of personality, they are presented in a pair of
the whole situation suspect, Shepard is unsure whether or not
opposites. Because they are opposites, the sum of the values
he should spare the asari. The GM then asks Shepard to test
of each trait in the pair must equal 20. So, for example, a
his Just 16 (which would have him act on the assumption she
character with Chast 7 will have Lustful 13.
is clearly a criminal) against his Merciful 18 (which would
have him act on the assumption she is just confused and
When making a Trait check, only one side of a given pair is
tested (unless the GM decides otherwise). The results of the deserves a second chance). The DC for the Just Trait check
is 4 and for the Merciful is 2 and he easily attains a success
trait check are presented in the table below.
with a result of 10 for the Just Trait check and a result of 14
If a character already has a 20 in a trait, he cannot increase its
for the Merciful Trait check. Though both are successes, the
value any further and so a Critical Success wont increase it to
Merciful Trait check had a greater result, and so Shepard
21. However, on that situation, the player must take note of the
acts mercifully and allows her to go free.
points he should have increased but didnt and then use those
points to negate any decrease he might suffer. So, for example, if Later on Shepard discovers the young asari he allowed to
escape was actually the one that killed the volus, and that
a character has Forgiving 20 and should have increased it by +2
due to previous situations, the next critical failure on a Forgiving she enjoyed doing it. After discovering this information,
Shepard regrets his
Trait check does not decrease the
decision and the GM asks
trait, reducing instead the bonus Trait check result Effect
he reduces his Just trait
that should have been increased Critical Success
Act strongly according to the Trait. Increase
by 1 and increases the
to +1. Another critical failure
that traits value by 1, decrease the opposite
opposite trait, Arbitrary,
reduces that to +0. A third Critical
trait by 1.
by 1 since failing to act
failure, however, can now reduce
Success
Act according to the Trait. Depending on the
according to the Just
the Forgiving Trait score because
situation, the GM may decide to move one
trait led to a situation
he has no more extra points to
point from to opposite trait to that one.
where a criminal walked
negate the decrease.
Failure
Make a Trait check for the opposite trait. If
free just because he
Example of Test: When Shepard
successful, act accordingly. If failure, player
felt merciful instead of
aided Garrus in finding Dr.
decides how to act
acting impartially to his
Saleon, a salarian geneticist that
emotions.
Critical Failure
Act strongly according to the opposite Trait.
was using people to grow organs
Increase the opposite traits value by 1,
inside and then sell them to the
decrease the trait first tested by 1.
black market, Garrus had
certain skills, especially social skills such as Diplomacy,
Intimidate and Sense Motive.

Chapter 8: Other Rules

280

Trait Dispute
Sometimes characters may be faced with a dispute
of traits with other characters. In these situations
players are likely to want Trait checks since it takes
away some of the control from the GM, as the result
of the dispute is no longer on the GMs hands but
rather on the rules. It basically ensures the reactions
of certain NPCs are not tied to the GMs will but rather
to a game mechanism.

Alien Mistrust (alien race): you dont trust the word of other creatures
that are not of your race. Add the value of this Directed Trait on
Suspicious Trait checks when dealing with creatures that are not of
your race.
Azure: you lust for asari. Add the value of this Directed Trait on
Lustful checks when dealing with asari.
Directed Traits usually have a value that ranges between 1 to 1d6+1.

Trait Descriptions

Example of Trait Dispute: While in Tuchanka, Shepard


The following section presents traits and their descriptions:
tries to convince the Urdnot Shaman to allow young
Grunt to perform the Rite of Passage, even though
Chaste/Lustful
he was created in a lab and not naturally born. For
that, hell have to convince the Shaman that Grunt is
Chaste represents how faithful a character is to his/hers sexual
worthy and that he has a krant (people willing to fight
partner, or how he/she abstains from sexual relations. Virginity is
and die for him) made of Shepard and his colleagues,
not required, a character may have sexual relations and still be
thus proving him even more worthy. But there is a
chaste.
traditionalist krogan, Gatatog Uvenk, that opposes them.
Shepard then tests his Honest 12 against Gatatogs Proud Lustful represents the sexual desires of a character, or his/hers
free-spirited approach to sex. Successful Lustful Trait checks
12, but because krogan society cares little for honesty and
politeness, the GM gives Shepard a -2 penalty. Shepard should provide bonus on social skills when dealing with other
obtains a result of 12 and Gatatog of 14, both successes, Lustful characters.
but the rival krogan had a higher value so he manages to
keep the upper hand, insulting Shepard for his words and
weak posture, as well as gaining some of the Shamans
support.

Energetic/Lazy

Energetic represents a characters disposition to work hard and


for longer periods of time. Characters with a high Energetic
Realizing a modest behavior wont win him any friends
trait have difficulties delegating tasks as they are always
in there, Shepard asks for a +5 bonus in Proud for using
trying to solve everything by themselves. For every 5 points
Renegade behavior to act aggressively to deal with the
in Energetic, the character gains a +1 bonus on all Research
situation, by head butting Gatatog. So he tests his Proud 6
checks. If an Energetic Trait check is made during a social
against Gatatogs Proud 16. The rival krogan obtains a result
interaction, on a calm and quite environment, success will
of 3, a failure, and Shepard a result of 16 (already including the
provide a -2 penalty on all Charisma-based checks and
+5 bonus), a success. Because of this Gatatog is not only head
Charisma-based skill checks because the behavior will clash
butted but the Shaman completely dismisses his case and
against the mood of the interaction.
accepts Shepard has Grunts krant.
Lazy portraits a sedentary lifestyle.

Moral Tests
Sometimes Trait checks may be used to determine whether a
character can, or cannot participate on a specific challenge. For
example, before being allowed into a sports event, characters
may be required to make an Energetic Trait check to show they
will be good competitors.

Forgiving/Vengeful
Forgiving shows how much a character can forgive injuries
and insults without regretting it. Success in Forgiving Trait
checks should provide a bonus to Diplomacy checks.

Directed Traits
A character may have strong feelings about something in particular,
that may alter his traits depending on the situation. Those strong
feelings are represented as Directed Traits.

Vengeful shows a characters thirst for vengeance, be it


in small insults or a bloody assault. Success in Vengeful
Trait checks should provide a bonus to Intimidate
checks.

In situations when Directed Traits may alter a characters actions or


perceptions, add the value of the Directed Trait to the Trait check.
Here are a few examples of Directed Traits:
Alcoholic: you dont know when to stop drinking. Add the value
of this Directed Trait to Indulgent Trait checks when dealing with
alcoholic drinks.

281

Generous/Selfish
Generous indicates a persons tendencies to share his/
her knowledge and possessions with those closest.
Extremely generous characters are considered to
have a big heart.
Selfish portraits a characters desire to keep
everything to him- or herself. Though a selfish

Chapter 8: Other Rules

behavior is usually connected with material


possessions, it can also be tied to more intangible
concepts such as power and glory (like it happens
with the Krogan).
Honest/Deceitful

in Cruel, he/she gains +1 Renegade point.


Moderate/Indulgent
Moderate indicates a characters moderation when dealing with
abuses, both for food, drink, other substances and even their actions,
trying always to keep it cool.

Honest indicates how sincere and truthful a character


is, both in trivialities and in important issues. Honest
persons are usually trustworthy. Success in Honest
Trait checks should provide a bonus to Diplomacy
checks.
Deceitful denotes how much a character loves to
bend the truth to his favor, or to fabricate lies for his/
her own purpose and ends. Please note that a character
with several ranks in Bluff is not necessarily a strongly
Deceitful character. Success in Deceitful Trait checks
should provide a bonus to Bluff and Disguise checks.

Indulgent indicates a characters inclination for abuses, usually


drinking and eating in large quantities, exaggerating on other
substances and even on their own actions.
Pious/Worldly
Pious represents a characters spirituality and the belief of
something more beyond sciences explanation. Pious characters
enjoy moments of prayer and reflection more than worldly
pleasures.

Modest/Proud

Worldly represents a characters disbelief for spirituality and


his strong belief in what his senses show and science explains.
Worldly characters also tend to enjoy worldly pleasures.

Modest indicates how moderate a character his when


speaking about his/her achievements, always trying to
avoid getting too much attention. Modest characters are
usually satisfied with just participation on a given event,
not really caring too much about recognition or reward for
their deeds.

Prudent/Reckless
Prudent indicates how careful a character is, thinking before
acting and always being cautious. Success on a Prudent Trait
check should apply a bonus on ambush skills like Move Silently,
Spot, Listen and Hide and a penalty on Initiative checks.

Proud indicates how much a character cares about


recognition and reward for his/her deeds and abilities,
talking about them often. It is a common trait among krogan.
Characters with a high Proud trait are considered arrogant.

Reckless represents a characters tendency to act without


pondering the possible consequences of his/her actions.
Success on a Reckless Trait check should apply a penalty on
ambush skills like Move Silently, Spot, Listen and Hide and a
bonus on Initiative checks.

Just/Arbitrary
Just indicates how much a character is capable of judging a
given situation based on moral concepts and law, rather than
the characters personal beliefs and feelings. Just persons tend
to be impartial.
Arbitrary indicates a character pays little attention to things like
law and morality when dealing with a situation, preferring to
solve it according to his/her desires and emotions in the spur of
the moment.
Merciful/Cruel

Trusting/Suspicious
Trusting shows how willing a character is to believe in
another. Success on Trusting Trait checks should provide
a bonus on Diplomacy checks and a penalty on Sense
Motive checks.
Suspicious indicates a character is not willing to believe
others without stronger proof of truth or integrity from
others. Success on Suspicious Trait checks should provide
a bonus on Diplomacy checks and a bonus on Sense
Motive checks.

Merciful represents a characters compassion for others, especially


enemies. Being Merciful includes donating money and helping Valorous/Cowardly
those in need, even when that is not expected. Success in Merciful Valorous measures a characters bravery and how willing
Trait checks should provide a bonus to Diplomacy checks. During
he/she is to take risks for friends, victory or simply for
character creation, for every 2 points a character has in Merciful, he/ taste of battle. Valor doesnt always involve battles,
she gains +1 Paragon point.
but it always involves risk. Success on a Valorous Trait
Cruel shows how little appreciation and consideration a character check should provide a bonus on Morale checks and
has for the feelings and needs of others. A Cruel character may Rally checks.
even feel pleasure when witnessing pain or discomfort from others.
Success in Cruel Trait checks should provide a bonus to Intimidate
checks. During character creation, for every 2 points a character has

Chapter 8: Other Rules

Cowardly represents a characters fear of death and


other injuries. Success on a Cowardly Trait check
should provide a penalty on Morale checks and Rally

282

checks but it should also provide a +5 ft or +10 ft


bonus to speed when panicked or frightened or
when retreating from battle.

Starting Traits

5 points to distribute in specific loves, if he desires so. Specific loves


must be general but related to something or someone important, such
as family, clan, friends or a specific lover (in fact, if the character has
someone he loves, he must spend 3 points in a Love directed to that
someone). A single Specific Love cannot have more than 10 points.

During Trait checks, and even skill checks, the character adds the
At character creation, the player has the following
bonus of his Love but only on checks that have him take the side and
scores to assign to each trait he desires: 16, 15, 14,
defend that which he loves.
13, 12, 12, 11, 11, 10, 10, 10, 10, 10. After these have
Example: A character with Just 16 is witnessing his lover to be
been assigned, apply any modifier from race and
accused of murder. There are compelling evidences on that issue.
background. After that is done, determine the value
But because he has Love (lover) 6, he adds a +6 bonus on Arbitrary
of the opposite trait so that the sum of both opposites
Trait checks to defend his lover even though he is mostly a Just
totals 20.
character.
Example: Mark is a human and so he decides to add
one of his +1 bonus to the Valorous trait. He also decides
to place his 16 on Valorous as well, totaling 17. Thus his
Hate
Cowardly trait will be only 3 (20 minus 17 equals 3).
Hate works exactly like Love but it applies instead on Trait and skill
checks made to act against his Hate.
Race
Modifiers
Asari

+1 Lustful, +1 Just, +2 Prudent


Love (Family) +1.

Batarian

+1 Cruel, +1 Proud, +1 to any other


Directed Trait: Alien Mistrust (Human) +1d4

Drell

+2 Modest, +2 Pious;

Loyalty
Loyalty is similar to love but it is specific to some government,
leader, clan or race. It stacks with the bonus from Love. The
bonus from Loyalty also reduces the DC for Rally checks made
by the one to which Loyalty applies.

Directed Trait: Trusting (Hanar) +1d6+1.


Elcor

+2 Moderate, +3 Honest, +3 Lazy, +3 Prudent

Human

+1 any three

Krogan

+2 Cruel, +2 Proud
Loyalty (Clan) +1d4

Quarian

+2 Temperate, +2 Prudent
Loyalty (Migrant Fleet) +1d4, Hate (Geth) +1d4+1
(both inexistent in campaigns set after the events
of Mass Effect 3)

Salarian

+2 Chaste, +2 Energetic
Loyalty (Family) +2

Turian

+2 Honest, +1 Proud, +1 Valorous


Loyalty (Turian Hiearchy) +2

Volus

+2 Lazy, +2 Selfish, +1 Wordly

Vorcha

+2 Cruel, +2 Arbitrary, +1 Cowardly, +2 Selfish

Love, Hate and Loyalty

Indoctrination
Indoctrination is also a special trait that may be used in a
game that uses the other Traits or it may be used only by
itself.
Indoctrination is the term used for the brainwashing effect
the Reapers and their technology have on organic beings.
A signal or energy field surrounds the Reaper, which subtly
influences the minds of any organic individual in range.
It was first reported to Commander Shepard by farmers
on Eden Prime, who claimed there was a horrible noise
emanating from Sovereign as it descended. Matriarch
Benezia said that even Sovereigns interior serves
indoctrination: the strange angles of the rooms are
confusing and make you uncertain of yourself. The effect
seems to extend to Reaper artifacts, such as the one
brought aboard the MSV Cornucopia that brainwashed
her crew.

The precise mechanics of the indoctrination effect


are poorly understood. It is believed that the Reapers
generate an electromagnetic field, waves of infrasound
and ultrasound, or both in order to stimulate areas of
a victims brain and limbic system. The resulting effect
varies depending on the intent of the Reaper: the
victim may suffer headaches and hallucinations, have
Love
feelings of being watched or paranoia, or come
A characters love towards something or someone may lead him to
to view the Reaper itself with superstitious awe.
act completely different than normal. Due to race and background, a
Ultimately, the Reaper gains the ability to use the
character may gain a specific love. At character creation, he also gains
Before were presented general traits that encompass most of
a characters behavior. But three major traits were not included
because they can completely alter every other trait. These major
traits are: Love, Hate and Loyalty.

283

Chapter 8: Other Rules

victims body to amplify its signal, manifesting as


voices within the victims mind.
The mental damage from indoctrination is severe
and permanent.

Achievement Feats (Variant Rule)

For game purposes, Indoctrination works has a trait,


Gained by meeting extremely special requisites, achievement feats
but the character starts with it at 0. For every day
are unique and provide special bonuses. They cannot be selected
spent near or within a Reaper device or a Reaper ship
like normal feats, not even by unique specializations, and their
(for Reaper devices the range may vary from a few
prerequisites are usually met through roleplay rather than game
hundred feet to 1 mile, for Reaper ships it varies from 1
mechanics themselves. They may also be gained at any level, unless
to a dozen miles), the character must make a Will save
they have a specific level requirement.
DC 5 or have his/her Indoctrination trait score increase
Achievement feats are not vital and the GM may well decide to play
by 1. The save DC increases by 1 for every additional
day spent near a Reaper device or ship (these days do without them. Some may even require a good deal of effort to keep
track of their prerequisites. They, however, can make the game
not need to be consecutive, however for every week
spent away from them, the DC decreases by 1, indicating even more interesting and give players a new objective for their
how the mind begins to forget the subtle changes the character.
indoctrination process applies). For each failed save, the
Achievement feats are either awarded immediately after
creature increases his/her Indoctrination trait by 1 point.
meeting the prerequisites, or you must work towards a specific
For every point in the Indoctrination score, the character achievement feat, by accumulating a certain amount of progress.
You may only accumulate progress toward one Achievement
takes 1 permanent point of Wisdom and Charisma drain.
This drain cannot be recovered as the damage from Feat at a time, except those that require a certain level or a
certain action (such as landing on an uncharted planet), which
indoctrination is permanent.
may be selected at that level regardless of previous declaration
From the moment a creature gains 1 point in Indoctrination,
or other progress. You may not count any previous kills or other
the Reaper can attempt to control the creatures actions.
such progress made prior to making this declaration.
To avoid being controlled, the character must make a Will
save DC 10, with a penalty equal to his/her Indoctrination
score. Success indicates the character can act normally for a
Ardat-Yakshi
number of minutes equal to his/her Charisma score, but with
a penalty on any Trait check, skill check, ability check or attack You were born with a rare genetic condition that kills after
melding with someone.
roll made against the Reapers will equal to the characters
Indoctrination score. If the character scores a natural 20 on
Prerequisites: Asari
this Will save, he effectively reduce his/her Indoctrination
score by 1 (to a minimum of 1, regaining 1 point of Wisdom Benefit: After making a melding with another creature, the
creature must suceed on a Fortitude save DC 20 + 1/2 asari
and Charisma drain. This is the only way to recover this drain).
HD + asari Charisma modifier or suffers from massive brain
Once the Indoctrination score reaches 10, the character
hemorrage, dying in the process. Enhanced fiber bonuses
becomes enthralled by the Reaper, and an NPC under the
do not count for this save. You become sterille.
GMs control. Those characters can still attempt to break the
Special: This feat must be awared at character creation.
Reapers control for 1d4 rounds but to do so they must succeed
on a Will save DC 25. In this save, if they attain a natural 20 on
the roll, they do not recover Wisdom or Charisma drain, nor do
they reduce their Indoctrination score, but they do gain control Asari Justicar
over themselves for the entire encounter. During that time the
You have received ascetic training in the Justicar way.
character still suffers a penalty on any Trait check, skill check,
ability check or attack roll made against the Reapers will equal to Prerequisites: Asari, Matron Age or older, all 6 ranks
in any one Biotic power, Knowledge (Civics) 4 Ranks,
the characters Indoctrination score.
Knowledge (Theology & Philosophy) 8 ranks; must
Any character may also attempt a Diplomacy check DC 30 to force
spend 300 years training to become one.
the character already under full control of Indoctrination to attempt
Benefit: +2 Bonus to Charisma-based Skill Checks
to break it. Use the process described in the previous paragraph,
only that character gains a +5 bonus on the Will save. This may only with other Asari. +2 Attack bonus on all attacks made
against a particular target (chosing the target requires
be attempted once per encounter.
one normal action). This quarry cannot be changed
except through the capture or death of your target.
+2 to Biotics checks and +2 bonus damage with
Biotic powers that deal damage.

Chapter 8: Other Rules

284

Special: You must act according to the Justicar


code. GM determines what the code encompasses,
though it should include the following behavior:
Obey the Code regardless of consequences of
your actions.

only. In addition, when you command a ship its FTL drive become 10%
faster.

(Power) Specialist

If someone tries to bribe you, you should kill him.


If you see someone breaking Asari moral law, you
should kill him.

Prerequisites: Use only one Biotic, Combat, or Tech Power for five
encounters. Using a different power removes all progress toward this
achievement feat.

If someone tries to imprison, bind or in any other


way incapacitate you, you should kill him.
If the police tries to arrest you, you should cooperate
with them for 24 hours. After that time you should use
any methods to break free and return to your mission.
If the police tries the actions mentioned before, you
should kill him.

Benefit: Gain a +1 competence bonus to that powers saving throw


DC and to all rolls associated with that power.
Special: This feat may be selected multiple times, each time
applying to a different power. The name of the feat also changes to
reflect the power chosen. For example: Overload Specialist, Warp
Specialist, Carnage Specialist, etc.

Use any methods to find your quarry, so long as


innocents are not harmed.
Be polite, honorably and respectful. Remember that
any deaths you cause are in the service of the Code.

Spectre
You have been chosen by the Council to become a member of the
Special Tactics and Reconnaissance branch, also known as Spectres.

Do not own more than necessary to complete your


missions.

Prerequisites: Character level 4th, see Special.

Benefit: You gain access to special equipment at lower prices,


You can make a vow to follow someone, putting that easier access to information and the ability to go above any law
in Citadel Space. You are also granted free passage through
persons orders above the Code. The person must specify
a mission or quest worth joining and at the end of that Citadel Space, upon verification of your Spectre Credentials.
Only the Council may revoke your Spectre status. You may
quest you are free from your vow. If during the vow the
person performed many dishonorable actions that brought be required to send reports of your missions to the Citadel
death to innocents, you should kill him. During the vow you Council.
should take all steps to obey the persons orders but you are
You also become able to select the Unity Combat Power, and
not required to do so blindly.
you gain a bonus feat (to which you meet the prerequisites)

Dog of War

and a +5 bonus on Diplomacy, Intimidate and Gather


Information checks.

Prerequisites: Kill 25 organic enemies.


Benefit: Permanently gain +3 HP.

Loyal Sidekick
Gain the loyalty of someone who is willing to follow you.

Special: You must perform well enough to be recognized


by the Council or another Spectre as a possible candidate
for the Spectre program. Depending on your performance
and your actions, which must have been invaluable for
the Citadel, you may be required to go through some
evaluation by another Spectre (who decides whether
or not you are fit to join the group) or be awarded the
Spectre Status immediately.

Prerequisites: Character level 6th, Charisma 13+, see Special.


Benefit: You acquire a cohort whose disposition is helpful and
whose class levels are equal to your level -2.
Special: You raise the NPCs disposition to Helpful and then you
help the NPC in a quest/issue that is extremely important to him
(usually it involves family or personal issues that need solving).

Synthetic Hunter
Prerequisites: Kill 25 synthetic enemies.

Medal of Exploration
Prerequisites: Land on five uncharted worlds, explore them for
at least an hour and report their location and characteristics to the
Citadel.
Benefit: You are treated as having +10ft base speed for overland travel

285

Benefit: Permanently gain +3 Shield HP to your armors


shields. This bonus does not stack with itself, even if
multiple sources of Shields/Barriers are equipped.

(Weapon) Expert
Prerequisites: Use only one type of weapon for five
encounters. Using a different weapon removes all
progress toward this achievement feat.

Chapter 8: Other Rules

Benefit: Gain a +2 competence bonus to critical


hit confirmation rolls with this type of weapon. In
addition, gain a +2 competence bonus to all Repair
checks involving this type of weapon.

their appearance (example - making Throw look like a boxing glove).


The illusion is never realistic enough to be mistaken for a real object,
but could be mistaken for a different power with a successful Biotics
skill check vs Spot of anyone observing the power (those making the
Special: This feat may be selected multiple times, spot gain a +5 bonus on Spot or a +10 if they have 1 rank in Biotics).
each time applying to a different category of
Creating an illusion requires one action. Altering the appearance of a
weapon. The name of the feat also changes to reflect
Biotic power requires no action, it is done at the same time the power
the weapon category chosen. For example: Pistol
is used.
Expert, Shotgun Expert, Blade Expert, etc.
You must spend one action to maintain the illusion for that round.

Tricks

Creating and maintaining an illusion provokes AoO and if you take


damage while using it you need to make a Concentration check DC
15 or this trick fails (points are still spent).

Biotic Acrobatics

Every character with some measure of biotic prowess or


Use biotic pushes and pulls in order to perform stunning acrobatic
tech skills is capable of performing minor tricks which are
displays. For each biotic point spent the character gains +1 to a
so basic that any character learns to use them, either by
single Perform (dance) roll.
themselves or when learning their skills through others.
This trick is used at the same time the Perform (dance) roll is
These tricks are available to any class and race, provided
they can spend the necessary biotic or tech points to use made.
them.
Tricks do not count as powers or abilities. They cannot be
enhanced by items and have no requirement of their own
except a Biotic Amplifier and Biotic Points for Biotic Tricks
and an Omni-Tool and Tech Points for Tech Tricks.

Barrier Shields

With one action, you can unleash an uncontrolled mass effect


field around yourself that is kinetic-sensitive, thus providing
you with complete protection against energy and projectiles.
There is no limit to the number of usages per day for Biotic By spending any number of biotic points, you create a Barrier
Shield with a number of Barrier Shield HP equal to the number
and Tech tricks. For as long as the character has Biotic and/
of biotic points spent (equipment that increases Shield HP
or Tech points to spend, he can use any trick whenever he
provided by biotic powers also increases the Barrier Shield
desires (and is able to).
HP). This shield counts as a biotic power for the purpose of
determining whether or not certain powers and abilities deal

Biotic Tricks
Telekinesis
Move an object through the air using your biotics. By spending
one biotic point you can move a fine object, by spending another
you can move two fine objects or one tiny object, by spending 4
biotic points you can move a small object, two tiny objects or four
fine objects. Doing things such as assembling parts or doing a
display could require a Biotics or Performance skill check. Objects
can weigh up to 25 lbs total.
You must spend one action to move one object and you can move
additional objects while already moving another with this trick.
Every round you must spend on action to keep the objects under
the effect of this trick for the entire round.
Using this trick provokes AoO and if you take damage while using it
you need to make a Concentration check DC 15 +1 per object being
moved or the trick immediately ends.

Illusion
Form a biotic field in a specific shape or color. Specific shapes cost 1
biotic point. Can be applied onto other Biotic powers to change

Chapter 8: Other Rules

286

extra damage to it and like a normal Shield HP it


provides an extra pool of HP (so damage done
to Barrier Shields do not pass to the next layer of
protection, unless otherwise stated, even if the the
damage was enough to remove the Barrier Shields).

Once used, these points cannot be recovered during the same amount
of time.

Tech Tricks

Creating Barrier Shields has its disadvantages,


Hologram
however, because the energy released by the Barrier
Shields greatly affects your armor, omni-tool and even Create a holographic image in the air in front of you (as displayed
when the Illusive Man contacts Shepard at the end of ME2 in the
biotic powers. When you generate Barrier Shields,
your armor permanently loses its normal Shield HP Collector Base). Costs 2 tech points for a small image, 4 tech points
for a medium-sized image and 8 for a large image. Can be applied
reducing it to 0 (this includes any bonus Shield HP you
might have) and your omni-tool shutsdown. This lasts onto other Tech powers in order to change their appearance
(example - making a Combat Drone take on a different shape). The
until a Repair check is made with a DC equal to 10 +
1/4 the amount of Barrier Shield HP generated (one image is obviously a hologram and would never be mistaken for a
check repairs only the armor or the omni-tool). This DC real object, but could be mistaken for a different power or energy
with a successful Electronics skill check.
remains until the armor and omni-tool are repaired, even
if you later on create new Barrier Shields with different
Creating a hologram requires one action. Altering the appearance
amounts of HP. Remember that without an omni-tool
of a Tech power requires no action, it is done at the same time the
you cannot use Tech Powers or Tech Tricks.
power is used.
Additionally, while Barrier Shields are up, every time
you try to use a Biotic Power you must succeed on a
Concentration check DC 15 + powers rank, or simply 15 for
Biotic Tricks or the power/trick fails to take effect but the
points it needed are spent regardless.
Note: While Barrier Shields are active, you cannot regenerate
biotic points in anyway. Barrier Shields can be dismissed
with a free action. If dismissed, the biotic points spent to
create Barrier Shields are still lost.

You must spend one action to maintain the hologram for that
round.
Creating and maintaining a hologram provokes AoO and if you
take damage while using it you need to make a Concentration
check DC 15 or this trick fails (points are still spent).

Fabrication

Use the miniature fabricator on your omni-tool to create


an object or tool. A fine/simple object costs 1 tech point to
fabricate, a fine/complex object or tiny/simple object costs 2
Heightened Touch
tech points and a tiny/complex item costs 4 tech points to
Use biotics to create a faint, yet visible, field around you that
fabricate. If the item has electronic elements the character
increases your sense of touch and of those that touch your must also succeed in an Electronics skill check, the DC of
skin. This trick is used many times in private moments between
which is up to the GM. Omni-Tool fabricators produce lower
a biotic user and his/her intimate companion to make their quality items than the industrial fabricators used to create
time together even more memorable. In addition, whenever
most objects, and thus impose a -1 penalty on skill checks
you have to identify something by touch, while using this
using them and break much easier. This trick cannot create
trick you reduce the DC of the check required by 5 (if you do
weapons, Thermal Clips, Grenades, consumable items
not know the object you are touching, you will only identify its
such as Power-Cells or Stim-Packs. The items created or an
surface material composition).
item that is the prerequisite for another item to be used.
This trick can be used with a Free Action and requires you to
spend 1 biotic point to maintain it for 1 round. Every round you
can spend a Free action to maintain it.

The items created by this trick deteriorate fast, lasting


no more than 1 minute per Intelligence modifier of the
character that created them.

Detoxification

Extinguisher

By stimulating the Element Zero nodules in your body, you can


Use the miniature fabricator in your omni-tool to
fight off intoxication from things such as poisons or alcohol. By create a spray of fire extinguishing foam. Extinguishes
spending 4 biotic points, with a Free Action, you gain an additional
five square feet of fire per tech point spent. Cannot
saving throw that round against one single Poison or Drug that is
extinguish chemical or plasma fires such as those
affecting you. Once used, these points cannot be recovered for the created by the Incinerate, or Inferno Grenade powers
next 10 minutes.
and the M-451 Firestorm.
Alternatively, you can spend 1 biotic point to reduce the duration of
a hangover by 1 round. Doing so requires 1 Free Action and you must
decide how many points you wish to spend when this trick is used.

287

Fire that is being constantly fed by fuel, such as in the


event of a gas leak, cannot be extinguished with this
trick.

Chapter 8: Other Rules

Warfare

assume those in charge of each army already use the best tactics at
hand. This allows for a GM to quickly determine the victorious force in a
battle and how many military units perish.

In these rules, armies are composed by a certain number of units


Large battles and wars are still a reality even amidst
(minimum 1 unit) and each unit can be composed by 1 or more
the advanced societies of the Mass Effect universe.
individual NPCs, vehicles and/or ships. The reason as to why each
They are born from hate, mistrust, need, want, desire
army is considered composed of units and not a large group of NPCs
or simple taste for bloodshed, and they are the reason
or ships is purely for simplicity: if you have your army organized in
why strong militaries exist. And although most of the
units you know exactly how much each costs, what it would take to
galaxy enjoys long periods of peace, where no official
heal them, their strengths, weaknesses, etc and you can organize
war is at being waged, there are always occasional
in an easier fashion. Units may also represent different battalions,
large battles with dozens, when not hundreds, of
squads, fleets, etc. Note that once a unit is created, you can only
characters and/or ships involved. Because it would be
disband it or merge it with another unit (see below).
impossible to use the normal combat rules to run a
battle with so many involved, this section presents an
Mechanics
alternative to ensure that mass combat can be resolved
When two armies, ships or fleets face each other, a few rolls are
quickly and efficiently.
needed to determine who wins and loses.
Please note that mass combat applies only when there
The mechanics assume that a battle starts when one force moves
are way too many involved characters in both sides of the
conflict, and because of that it has different rules than any against the area occupied by another army, or when both armies
move at the same time against the same occupied area. When
other presented before (though they are connected). For
that happens, a warfare round starts.
situations where the PCs have to face dozens of enemies
by themselves (or maybe with the help of a few more
The first step is to divide each army/fleet into groups of units.
characters) use the normal rules, for that type of combat
For this simply determine how many ground units/ships units
can be ran by those rules.
of each type the army/fleet has, then divide them into groups
of 1, if there are less than 10 units of that type in the army/
fleet, in groups of 10 if there are 10 or more and up to 100
units of that type in the army/fleet, in groups of 100, if there
are between 101 and 1000 units of that type in the army/fleet,
and in groups of 1000 if there are 1001 or more units of that
type in the army/fleet. It is fine if a group cannot have the
But the battles fought during the Fist Contact War involved
exact number of units it should have, for example if there
hundreds of combatants from both the human and turian
are 173 Fighters Crafts in a fleet, you divide them into two
side. Trying to play out those battles using the normal Combat
groups of 100, one with 100 and another with 73.
rules would take dozens of hours of dice rolling, with the GM
Alternatively, you can divide the groups into smaller
(and possibly the players) controlling far too many NPCs and
so they should be resolved using the mechanics presented in groups, so in the example presented you can opt to have
one group of 100 Fighter Crafts, seven groups of 10 Fighter
this section. Another example where warfare rules apply is a
battle between two fleets, where there usually are hundreds Crafts and three groups of 1 Fighter Craft. Having units
of ships involved in each side, in an open space that cannot be grouped has several benefits and drawbacks, which are
explained below. And remember that each group of units
represented using the normal battle grid.
will make at least one Warfare Combat roll, meaning
that the higher the number of groups, it takes longer to
Two Types of Warfare
resolve the battle.
There are two different types of warfare: ground warfare and space
Once you have determined the groups, determine
warfare. Both cannot be mixed and even though some ships may
their Power Score and Sustain Damage statistics (and
be used in both types of combat, they have different statistics for
Maneuver statistic for Space Warfare), which equals
each type of combat (see Unit Statistics for both types of warfare
those of the type of ship that makes up that group.
below).
Remember that each group can only have units of the
same type.
Example: Shepards push towards the Citadel Tower, during
the Battle of the Citadel, where he faced dozens of Geth,
should be resolved using the normal combat rules since that
is a situation when a small squad of possible PCs face several
encounters with a handful of enemies.

Warfare Mechanics
The warfare mechanics here presented are simplistic, lacking tactical
combat. Tactics may be important on battles, especially where PCs are
directly involved (see Player Actions below), but these rules already

Chapter 8: Other Rules

Having units grouped provides the following benefits


and drawbacks:
Groups of 1 receive no benefits.
Groups of 10 receive a +1 bonus on the Warfare
Combat roll and increase their Sustain Damage

288

by +1. For each Hit that is going to destroy the


group, the group loses instead 1/2 of its units (this
works of the initial number of units in the group,
so basically it takes two Hits to destroy the group).

requires no time.
Merging Units: Merging costs nothing and can be done in 1d10 hours.
Merging allows fully healed groups to be joined in one single group.

Reinforcements: Sometimes one force has certain units on standby, or


Groups of 100 receive a +2 bonus on the Warfare
Combat roll and increase their Sustain Damage by nearby, which can be called to aid in the battlefield. Any unit distance
of the battle enough to enter it (use the units speed to determine if it
+3. For each Hit that is going to destroy the group,
can move fast enough to enter while the battle lasts) may be included
the group loses instead 1/4 of its units (this works of
the initial number of units in the group, so basically it in the mechanics above. Those units can be considered as being
reinforcements that participated in the battle and so they are at risk
takes four Hits to destroy the group).
of being damaged and destroyed as well.
Groups of 1000 receive a +4 bonus on the Warfare
Combat roll and increase their Sustain Damage by +6. Healing Units: When a group is damage, it receives a -1 penalty on
the Warfare Combat roll. A group with this penalty can be healed
For each Hit that is going to destroy the group, the
to remove it. Healing a unit requires the owner of the unit to pay a
group loses instead 1/10 of its units (this works of the
initial number of units in the group, so basically it takes
healing cost and requires the unit to rest for a certain amount of
ten Hits to destroy the group).
time.
Once the groups statistics are determined, proceed
Please note that healing a group isnt merely healing/repairing
to the second step: the Warfare Rolls. These rolls are
the wounds of the NPCs/ships that compose the unit. It includes
dependent on the groups Power Score. When a warfare
equipment repair and replacement, as well as restocking of
round starts, each group will make a Warfare Combat roll
consumables or other important equipment.
and if successful it will deal a Hit to another enemy group
(the one controlling the enemy group decides which one Healing Cost: The cost to heal a group always equals the % of
damage taken times the sum of the weekly/monthly cost of all
takes the Hit). To make a successful Hit, the group rolls a
d20, adds any relevant modifiers and if the final result units in the group. So if a group containing 5 Blood Pack Pyros
was dealt 30% damage, healing this group costs 30% of the
is equal or higher than the groups Power Score, then a
sum of Blood Pack Pyro monthly cost, for a total of 463 credits
successful Hit is delivered to the enemy.
(30% of 3 309). This cost doesnt need to be paid all at once, it
Once all involved groups have rolled their Warfare Combat
can be divided by the number of hours or days it takes to heal
rolls, the Hits are distributed. At the end of the warfare round,
the unit and paid separately for each day. In this example, the
each group with at least one Hit is destroyed. Certain groups,
Blood Pack Pyro also has a special ability that reduces the cost
however, have a Sustain Damage value higher than 0, which
of healing it by 1/2 so it would cost 231 credits instead.
means they can negate the effects of a certain amount of Hits
dealt to them. In order to negate the effects of one Hit, the Healing Time: The time required to heal a unit equals 1 hour
for each 1% of the damage dealt (or 5 hours for each 1% of
group must remove one point from its Sustain Damage value.
This means, for example, that a group consisting of 1 Frigate the damage dealt in case of vehicles and ships). So using the
requires at least two Hits to be effectively destroyed (one Hit example above, if a Blood Pack Pyro is dealt 30% of damage,
is negated by the groups Sustain Damage, which is 1, and the it will take 30 hours to heal. In this example, however, the
Blood Pack Pyro has a special ability that reduces the time
other is dealt normally).
it takes to heal to 1/2 so it takes only 15 hours to heal this
After a warfare round, and with groups having their Sustain
unit.
Damage reduced and others destroyed, the ones controlling the
armies/fleets must decide whether or no they wish to try and During this time, the unit cannot move from the place
retreat or if they wish to continue the battle. If the second option where the healing started (except for ships which can
is chosen, a new warfare round is made but with the Sustain move at air and sublight speeds while healing). Moving
it, after the units healing has started, interrupts it and the
Damage reduced from the previous warfare round.
unit must start it again, this time from the new damage
%. A group must heal 10% of damage to regain 1 lost
Sustain Damage point.
Damage to Units: After the battle is finally finished, either because
there is a winner or because the army/fleet retreated, the surviving
Retreating: When groups attempt to retreat, they may
groups are still damaged. Those groups will take an amount of
be pursued. If they are pursued, they are engaged in
damage equal to 10% for each Sustain Damage point lost (maximum a new warfare round but in which they take and deal
90%). This damage translates in an additional a -1 penalty of the
only 1/2 the Hits they would normally take (rounded
groups Warfare Combat roll for each 10% of damage done. This
down) but manage to move 50% faster (meaning
penalty remains until the unit is healed (see Healing Units below).
they escape after that warfare round). If they arent
Battle Time: These mechanics assume a warfare round lasts for 1d6 pursued, they dont engage in a new warfare round
and move 50%. They only stop moving away until
hours. The GM can also decide the time battle requires to end.
the enemies are a distance at least 1d6 hours away.
Disbanding Units: Units can be disbanded at no cost. Doing so

289

Chapter 8: Other Rules

Ground Warfare

the Warfare Combat roll.

Mountains: When an army is occupying a mountain-type terrain, it


This type of warfare is always between ground
provides the groups of that army with a +1 bonus on the Warfare
armies and possibly some air vehicles and starships.
Combat and increases the groups Sustain Damage by +1.
They can be held on any world, moon, asteroid or
even station. These battles may involve hundreds or Swamp: When an army is occupying a swamp-type terrain, it provides
the groups of that with one reroll in a Warfare Combat roll.
even thousands of troops and vehicles in a battlefield
that can be extremely varied. Because of that
Tundra or Desert: When an army is occupying a tundra- or desert-type
many different tactics can be used to take as much
terrain, it increases the Sustain Damage statistic of the groups in that
advantage from the terrain as possible.
army by +1.
Space: In space there are no geographic features that might help
an army gain the upper hand over the other. Nebulas are just as
Depending on where each army is, and its situation, hurtful for ships sensors on both sides, asteroid fields are constantly
changing so one side cannot take advantage of them against the
certain bonuses may be provided. The following
bonuses only apply while the army remains in the same enemy (plus asteroid fields are extremely dangerous to ships, since
collisions are common) and the dark side of astral bodies benefit
place/situation. Moving from it removes the bonus. If
both sides
multiple bonuses apply, they stack.

Geographic and Situation Bonuses

Situation Bonuses: There are two different situation


bonuses that a defending unit can take advantage off.

Warfare and Player Characters

Warfare rules should only be used in situations where the


running the battle through normal rules becomes impossible
(either because there are too many characters/creatures/
vehicles/ships involved in the battle). When using warfare rules,
PCs have actions that may alter the course of the battle (see
Player Actions below). Of course those PCs are vulnerable to
Encampments and outposts provide a +1 bonus on the
damage during the battle.
Warfare Combat roll to the groups stationed there and
After the battle each PC loses a % of their maximum HP equal
increase their Sustain Damage by +1.
to the 10% for each Sustain Damage point lost.
Small cities, such as colonies or stations of 1 km or less in
length, provide a +2 bonus on the Warfare Combat roll to the PCs in an army gain XP depending on how difficult the battle
was for the PCs side (see Building an Adventure). If the PCs
groups stationed there and increase their Sustain Damage by
army retreated, they only gain 1/2 the XP.
+2.

Garrison: When an army is garrisoned in an outpost,


station, colony or city, it increases its increases its chances
of winning and resisting damage. To gain these benefits,
the groups in that army must be stationed there for 2
months.

Large cities or stations of 1 km to 5 km in length, provide a


+3 bonus on the Warfare Combat roll to the groups stationed
there and increase their Sustain Damage by +3.
Metropolis or stations of 5 km or more in length, provide a +4
bonus on the Warfare Combat roll to the groups stationed there
and increase their Sustain Damage by +4.
Fortify: When an army remains in the same area for a week, it
begins to build fortifications, traps and other features that help
the army to better defend against enemies that may attack them.
All the groups in the army have their Sustain Damage increased
by +1 for each week they spend there (to a maximum of +4) and
receive and gain a +1 bonus on the Warfare Combat roll for each
two weeks they spend there (to a maximum of +4).

Units Statistics (ground


warfare)
Below are the warfare statistics of each type of unit,
from Geth to mercenaries and even neutral creatures.
Remember that a group can have 1 or more units.
Power Score: This entry provides the base Power Score
of each individual unit.
Sustain Damage: This entry provides the base Sustain
Damage of each individual unit.

Speed: This represents the general speed of the NPC


Geographic Bonuses: The type of terrains an army fights in may
in a tactical map. Use this speed to determine how
provide them bonuses, since different terrains have different
fast a NPC moves in the overland map as well. If a unit
features that can be used to gain tactical advantage. These bonuses
contains NPCs with different speeds, the unit moves at
apply only to the enemy that is defending a given position for at least the speed of the slowest NPC.
1 day and it never applies to the one attacking or when two armies
Purchase Cost: This value indicates how much it costs
move simultaneously to battle on a specific area. These bonuses stack
to hire/train one specific unit. For groups with more
each other unless otherwise noted:
units, just multiply that value for each unit in the
Hills, Forest or Moor: When an army is occupying a hill-, forest-, or moorgroup. This value is only important when a character
type terrain, it provides the groups of that army with a +1 bonus on
is capable of controlling armies. Characters that are

Chapter 8: Other Rules

290

lower resistance to hits.

not capable of such cannot purchase units. The


time it requires to have an available unit, after being
purchased, is around 1d6 days (GM may determine
otherwise).

Specific Target: When a given unit provides the ability to specifically


target a group, in order to gain certain benefits, the Warfare Combat
roll of the group where the unit will only be able to deal Hits to the
target group. Some units actually require the enemy to specifically
Week Cost: The total value it costs per week to
target them if they wish to deliver Hits to them.
maintain one specific unit. Usually this cost equals
5% of the units purchase cost. This is paid at the
beginning of each week.
Special: Certain NPCs have special bonuses and
abilities. These stack with special bonuses and abilities
of the same type, unless otherwise stated. Below are
the descriptions of most special abilities.

Geth

Before gaining full sentience, due to the events of Mass Effect 3, a


large faction of Geth became a major threat during the events of
Mass Effect 1 and 2 the Heretics.

Because they were aggressive towards any organic, they cannot be


First Strike: Certain units provide a group with the First
bought and should only be used as enemies.
Strike ability. First Strike represents its ability to strike
before the enemy does, with hit and run tactics, traps
or simply weapons with a great range. When a group Mercenaries
has First Strike, he gets to make a number of Warfare
In the mercenary world, only the more experienced units are
Combat rolls equal to the number of First Strikes it has
called for large scale warfare. These are, of course, experienced
immediately before the first warfare round begins. If the
soldiers with equipment they bought or salvaged for themselves
battle continues into further warfare rounds, the First
over a large period of time. Thus mercenaries are stronger than
Strike special ability does not occur again. Groups that
their counterpart in normal military armies.
take Hits from First Strike are destroyed (or have their
Sustain Damage reduce) before the warfare round begins Of course this also means they are far more expensive to
and so they may not participate in the battle or may have a purchase and maintain than regular military units. Because of
Geth NPC

Speed Purchase
(ft)
Cost
(credits)

Weekly
cost
(credits)

Power
Score

Sustain
Damage

Geth
Trooper

20

N/A

N/A

19

Geth Rocket 20
Trooper

N/A

N/A

18

Geth Shock 20
Trooper

N/A

N/A

17

Geth Sniper

20

N/A

N/A

16

2 First Strikes

Geth Hunter 25

N/A

N/A

14

1 First Strike

Geth Pyro

10

N/A

N/A

14

A group with these units can be used to specifically target a non-vehicle/ship group to deal two Hits instead of one.

Geth
Juggernaut

20

N/A

N/A

12

A group with these units can be used to specifically target a non-ship


group to force an enemy group with geographic bonuses to Warfare
Combat rolls to reduce that bonus by -1.

Geth Prime

20

N/A

N/A

10

Geth
Hopper

20

N/A

N/A

15

1 First Strike

Geth
Armature

10

N/A

N/A

11

A group with these units can be used to specifically target a vehicle/


ship group to gain a +1 bonus on the Warfare Combat roll

Geth
Colossus

10

N/A

N/A

Rolls two Warfare Combat roll each warfare round;

Geth Drone

40

N/A

N/A

20

2 First Strike

Geth
Bomber

40

N/A

N/A

20

A group with these units can be used to specifically target a non-ship


group to force an enemy group with geographic bonuses to Warfare
Combat rolls to reduce that bonus by -1.

291

Special

A group with these units can be used to specifically target a vehicle/


ship group to gain a +1 bonus on the Warfare Combat roll

A group with these units can be used to specifically target a vehicle/


ship group to gain a +1 bonus on the Warfare Combat roll

Chapter 8: Other Rules

Mercenaries Speed
NPC
(ft)

Purchase
Cost
(credits)

Weekly
cost
(credits)

Power
Score

Sustain
Damage

Special

Blood Pack 20
Trooper

233

12

19

Heals twice as fast and requires only 1/2 healing cost

Blood
Pyro

5.540

277

17

Heals twice as fast and requires only 1/2 healing cost;

Pack 20

A group with these units can be used to specifically target a non-vehicle/ship group to deal two Hits instead of one
4.290

Blood Pack 20
Warrior

1.130

57

15

Heals twice as fast and requires only 1/2 healing cost

Blood Pack 25
Commander

5.018

251

13

Heals twice as fast and requires only 1/2 healing cost

Blue
Suns 20
Trooper

958

48

18

Blue
Suns 20
Heavy

4.935

247

16

A group with these units can be used to specifically target a vehicle/


ship group to gain a +1 bonus on the Warfare Combat roll

Blue
Suns 20
Legionnaire

3.533

177

15

A group with this unit increases its situation bonuses by gaining +1


Warfare Combat roll and gaining +1 Sustain Damage

Blue
Suns 20
Centurion

4.213

211

13

1 First Strike

Blue
Suns 20
Commander

12.415

621

11

A group with these units can be used to specifically target a non-ship


group to force an enemy group with geographic bonuses to Warfare
Combat rolls to reduce that bonus by -1.

Blue
Pyro

6.180

309

16

A group with these units can be used to specifically target a non-vehicle/ship group to deal two Hits instead of one.

Suns 20

215

17

Heals twice as fast and requires only 1/2 healing cost;

Blood Pack 20
Boom-Squad

A group with these units can be used to specifically target a vehicle/


ship group to gain a +1 bonus on the Warfare Combat roll

Eclipse
Trooper

20

958

48

18

Eclipse
Heavy

20

4.935

247

16

A group with these units can be used to specifically target a vehicle/


ship group to gain a +1 bonus on the Warfare Combat roll

Eclipse
Vanguard

25

4.305

215

15

1 First Strike

Eclipse
Engineer

20

5.488

274

14

A group with this unit increases its situation bonuses by gaining +1


Warfare Combat roll

Eclipse
Operative

25

10.030

502

12

A group with these units can be used to specifically target a non-ship


group to force an enemy group with geographic bonuses to Warfare
Combat rolls to reduce that bonus by -1.

Eclipse
Commando

20

18.573

929

3 First Strike;

CAT6
Specialist

15

15.000

750

10

CAT6 Heavy

15

20.000

1.000

A group with these units can be used to specifically target a vehicle/


ship group to gain a +1 bonus on the Warfare Combat roll

CAT6 Sniper

20

20.000

1.000

2 First Strike

A group with these units can be used to specifically target a non-ship


group to force an enemy group with situation bonuses to Warfare
Combat rolls to reduce that bonus by -1.

this cost, mercenaries should not be used for prolonged wars, unless
plenty of resources are available.

equipment required by the NPCs of the unit.

Mercenaries Units have purchase cost equal to 50% of total

Chapter 8: Other Rules

292

Mech/
Drone NPC

Speed
(ft)

Purchase
Cost
(credits)

Weekly
cost
(credits)

Power Sustain Special


Score Damage

LOKI Mech

30

1.800

90

15

Does not suffer from speed reduction

FENRIS Mech 30

4.800

240

16

Does not suffer from speed reduction;


A group with these units can be used to specifically target a non-vehicle/ship group to deal two Hits instead of one

YMIR Mech

15

12.000

600

11

Does not suffer from speed reduction;


A group with these units can be used to specifically target a vehicle/
ship group to gain a +1 bonus on the Warfare Combat roll

Rampart
Mech

30

N/A

N/A

16

Does not suffer from speed reduction

Atlas

55.000

2.750

10

Does not suffer from speed reduction;


A group with these units can be used to specifically target a vehicle/
ship group to gain a +1 bonus on the Warfare Combat roll;
Warfare Combat rolls can be rerolled once every warfare round (take
best result)

Assault
Drone

50

2.000

100

17

Rocket
Drone

50

2.000

100

17

Disruption
Drone

40

Does not suffer from speed reduction;


1 First Strike
Does not suffer from speed reduction;
A group with these units can be used to specifically target a vehicle/
ship group to gain a +1 bonus on the Warfare Combat roll

300

18

Does not suffer from speed reduction;


After one warfare round roll, all the existing disruption drones are
destroyed

worked mostly in the shadows and through influences.


During the events of Mass Effect 3, however, the organization
Used alongside with other ground forces, mechs and drones
became much more aggressive and used its resources
can be used as either in many roles, from cannon fodder to fire
(including Reaper technology) to create a powerful army
support. Since they do not need to rest, eat or even breathe
that fought for the organizations interests.
and sleep (with the exception of the Atlas, which is a piloted
mech) they can move at will for any amount of time, making None of these units can be bought. Cerberus guardians are
not affected by speed reduction.
them some of the faster ground warfare units.

Mechs/Drones

Mech NPCs do not suffer from speed reduction and they cost
100% of the cost required to buy one (see NPCs and Enemies
chapter).

Reaper Forces
During the events of Mass Effect 3 the galaxy was forced to fight
against the Reaper forces. These would target organics and
synthetics alike, using massive numbers whenever possible. Within
this group are also the Collector Forces, since they fought beside the
Reapers during that war.

Military Forces
Each race has its own military forces that they use to
protect their controlled systems, planets and resources.
These forces can only be bought by leaders of the
respective military, or those with the authority to do so.
Military Units have purchase cost equal to 25% of total
equipment required by the NPCs of the unit.

None of these units can be bought. In addition, Reaper units do not


suffer from speed reduction.

The units presented here do not include special forces


or more experienced units. For those units, see Special
Units below.

Neutral Units
Cerberus Forces
Cerberus has always been a human-supremacist organization but

293

Neutral units are made of neutral creatures that have


no allegiance to any one, usually animals or other

Chapter 8: Other Rules

Reaper
Ground
Forces NPC

Speed
(ft)

Purchase
Cost
(credits)

Weekly
cost
(credits)

Power
Score

Sustain
Damage

Special

Husks

40

N/A

N/A

18

For each non-reaper, non-synthetic NPC of the enemy unit that dies,
a new Husk is created after 3 hours. If a group with this units has lost
Husks, the new ones are added to the group until the group reaches
the maximum number of Husks.

Cannibal

30

N/A

N/A

15

If victorious, all Cannibal NPCs heal automatically for as long as at


least 1 Cannibal died. Otherwise, they heal twice as fast.

Marauder

30

N/A

N/A

12

Banshee

30

N/A

N/A

A group with this unit must be specifically targeted and can only
take hits from the group targeting it. In addition that group takes a -2
penalty on its Warfare Combat roll

Brute

20

N/A

N/A

10

A group with this unit must be specifically targeted and can only
take hits from the group targeting it. In addition that group takes a -1
penalty on its Warfare Combat roll;
A group with these units can be used to specifically target a vehicle
group to gain a +1 bonus on the Warfare Combat roll;

Ravager

20

N/A

N/A

11

2 First Strike;
A group with these units can be used to specifically target a vehicle
group to gain a +2 bonus on the Warfare Combat roll

Harvester

40

N/A

N/A

Rolls two Warfare Combat roll each warfare round;


A group with this unit must be specifically targeted and can only
take hits from the group targeting it. In addition that group takes a -2
penalty on its Warfare Combat roll;
1 First Strike;
A group with these units can be used to specifically target a vehicle/
ship group to gain a +3 bonus on the Warfare Combat roll
2 First Strike

Seeker
Swarm

50

N/A

N/A

13

Collector
Drone

30

N/A

N/A

16

Collector
Assassin

30

N/A

N/A

15

Collector
Guardian

30

N/A

N/A

14

Collector
Captain

30

N/A

N/A

12

Once battle initiates, a group with these units releases one group
with an equal amount of Seeker Swarm units (these new units can be
divided in other types of groups as desired)

Scion

15

N/A

N/A

11

2 First Strike

Praetorian

60

N/A

N/A

Rolls two Warfare Combat roll each warfare round;

Warfare Combat rolls can be rerolled once every warfare round (take
best result)

A group with this unit must be specifically targeted and can only
take hits from the group targeting it. In addition that group takes a -1
penalty on its Warfare Combat roll;
Warfare Combat rolls can be rerolled once every warfare round (take
best result);
A group with these units can be used to specifically target a vehicle/
ship group to gain a +1 bonus on the Warfare Combat roll

non-sapient creatures.

Chapter 8: Other Rules

Of all neutral units, only the Varren unit has purchase


cost. The others cannot be purchased.

294

Cerberus
Forces NPC

Speed
(ft)

Purchase
Cost
(credits)

Weekly
cost
(credits)

Power
Score

Sustain
Damage

Special

Assault
Trooper

20

N/A

N/A

16

If victorious, this NPC heals automatically

Centurion

20

N/A

N/A

14

If victorious, this NPC heals automatically

Combat
Engineer

20

N/A

N/A

16

If victorious, this NPC heals automatically;

Guardian

10

Fortify bonuses are gained each day instead of each week


N/A

N/A

16

If victorious, this NPC heals automatically;


Does not suffer from speed reduction

Nemesis

20

N/A

N/A

13

Phantom

25

N/A

N/A

12

If victorious, this NPC heals automatically;


2 First Strike
If victorious, this NPC heals automatically;
1 First Strike

Military
Forces NPC

Speed
(ft)

Purchase
Cost
(credits)

Weekly
cost
(credits)

Power
Score

Sustain
Damage

Special

Human
Alliance
Soldier

20

378

19

19

A group with these units can be used to specifically target a non-ship


group to force an enemy group with situation or geographic bonuses
to Warfare Combat rolls to reduce that bonus by -1. If the group has
both, choose which is reduced.

Batarian
Hegemony
Soldier

20

304

15

19

Warfare Combat rolls can be rerolled once every warfare round (take
best result) but this reroll carries a -1 penalty on that Warfare Combat
roll

Turian
Hierarchy
Soldier

20

850

43

18

When a group with these units gains situation or geographic bonuses


to Warfare Combat rolls, it increases one of those bonuses by +1. If
the group has both, choose which is increased.

Salarian STG 30
Trooper

941

47

17

1 First Strike

Asari
Trooper

25

511

26

18

Does not suffer from speed reduction

Krogan Clan 20
Warrior

505

25

17

Heals twice as fast

Quarian
Marine

20

509

25

18

A group with these units can be used to specifically target a geth


group to gain a +1 bonus on the Warfare Combat roll

Quarian
Engineer

15

800

40

18

Speed reduction is only 5 ft;


A group with these units can be used to specifically target a geth
group to gain a +1 bonus on the Warfare Combat roll

These units are also presented individually. In addition, they cannot


benefit from Fortify bonus (except the varren when in included in
an another army with non-neutral units).

ships here presented are only for ground warfare.


Ships larger than frigates are not used for ground
combat because they are too large to land on
planets. Also, Citadel conventions forbid tactics like
orbital bombardment so most wars rarely see such
Vehicles/Ships Units
underhanded tactics and only frigates are used in
Extremely expensive and powerful, vehicles and ships can easily turn
ground combat.
the tide of any battle.
Vehicles/ships have a purchase cost equal to 100%
They are presented individually and as general types rather than
their normal cost. Their weekly cost, however,
specific vehicles such as the Mako or Hammerhead. The statistics for equals only 1% their purchase cost.

295

Chapter 8: Other Rules

Neutral
Creatures
NPC

Speed
(ft)

Purchase
Cost
(credits)

Weekly
cost
(credits)

Power
Score

Sustain
Damage

Special

Varren

40

1.000

50

17

Takes twice the time to be available after purchase

Klixen

10

N/A

N/A

14

A group with these units can be used to specifically target a non- ship
group to deal two Hits instead of one

Thresher
Maw

40

N/A

N/A

Rolls two Warfare Combat roll each warfare round;


1 First Strike;
A group with this unit must be specifically targeted and can only take
hits from the group targeting it. In addition that group takes a -1 penalty on its Warfare Combat roll

Harvester

30

N/A

N/A

10

Vehicles

Speed
(ft)

Purchase
Cost
(credits)

Weekly
cost
(credits)

Power
Score

Tank

200

50.000

500

Sustain
Damage
3

Once battle initiates, a group with these units releases one group with
five the amount of Klixen units (these new units can be divided in
other types of groups as desired)
Special

Rolls two Warfare Combat roll each warfare round;


3 First Strike;
A group with this unit must be specifically targeted and can only take
hits from the group targeting it. In addition that group takes a -2 penalty
on its Warfare Combat roll

Gunship

250

60.000

600

5 First Strike;
Does not benefit from Geographic and/or Situation bonuses;
A group with this unit must be specifically targeted and can only take
hits from the group targeting it. In addition that group takes a -1 penalty
on its Warfare Combat roll

Special Units

Adept or Asari Pure Biotic

This unit has a number of Sustain Damage points equal


Special units are individual NPCs that provide additional
to 1 for every 3 levels (if this unit is in the same group as
bonuses when serving in an army. Special units may be
other units, it adds this number to the Sustain Damage of
mercenaries, in which case they cost 50% of their equipment, of
that group).
part of a military, in which case they cost 25% of their equipment
A group with just this unit has a Power Score of 20 and
(but of course can only be purchased by those with authority
receives a +1 bonus to the Warfare Combat roll for each
to command units from the military). To determine the cost of
4 levels.
purchase of this units, you can either create them and determine
their equipment (if they are PCs, use the PCs current equipment),
If this unit is present in another group, it provides a +1
or you can assume they are NPCs with 25% of the wealth that a PC
bonus on the Warfare Combat roll of that group for each
would have for the specific level.
6 levels (rounded down).
These units can only be grouped in groups of 1 or they can be Asari Huntress
added to any non-vehicle/ship group. If the second option is
This unit has a number of Sustain Damage points
chosen, the special unit occupies the space of another unit in the
equal to 1 for every 5 levels (if this unit is in the same
group and the group uses the statistics of the other units in the
group as other units, it adds this number to the Sustain
group. In addition, if the group takes Hit and some of its units are
Damage of that group).
killed, the special unit dies last.
A group with just this unit has a Power Score of 19
No group can have more than one special unit in it.
and receives a +1 bonus to the Warfare Combat roll
for each 4 levels.
Regardless of character build, a group made of one special unit always
moves at 20 ft..

Chapter 8: Other Rules

If this unit is present in another group, it provides


a +1 bonus on the Warfare Combat roll of that group

296

Ships

Speed Purchase
(ft)
Cost
(credits)

Weekly
cost
(credits)

Power
Score

Reaper
Capital
Ship

80

N/A

N/A

Sustain Special
Damage
50

Rolls ten Warfare Combat roll each warfare round;


50 First Strike;
Immune to any non vehicle/ship group that cannot specifically target
ships;
Immune to enemys First Strike;
A group with this unit must be specifically targeted and can only take
hits from the group targeting it. In addition that group takes a -10 penalty on its Warfare Combat roll

Reaper
Destroyer

80

N/A

N/A

25

Rolls six Warfare Combat roll each warfare round;


50 First Strike;
Immune to any non vehicle/ship group that cannot specifically target
ships;
Immune to enemys First Strike;
A group with this unit must be specifically targeted and can only take
hits from the group targeting it. In addition that group takes a -8 penalty
on its Warfare Combat roll

Drop
Shuttle

400

80.000

800

Can carry up to 15 NPCs in it

Fighter
Craft

500

100.000

1.000

7 First Strike;
Does not benefit from Geographic and/or Situation bonuses;
A group with this unit must be specifically targeted and can only take
hits from the group targeting it. In addition that group takes a -2 penalty
on its Warfare Combat roll

Frigate

500

3.271.800

32.718

10

Rolls two Warfare Combat roll each warfare round;


10 First Strike;
Does not benefit from Geographic and/or Situation bonuses;
A group with this unit must be specifically targeted and can only take
hits from the group targeting it. In addition that group takes a -5 penalty
on its Warfare Combat roll

for each 6 levels (rounded down).


If this unit is present in another group, it allows the group to
be used to specifically target a non-ship group to force an enemy
group with geographic bonuses to Warfare Combat rolls to reduce
that bonus by -1 for each 5 levels of Asari Huntress (rounded
down).
Asari Scientist
This unit has a number of Sustain Damage points equal to 1 for
every 5 levels (if this unit is in the same group as other units, it adds
this number to the Sustain Damage of that group).
A group with just this unit has a Power Score of 20 and receives a +1
bonus to the Warfare Combat roll for each 5 levels.

297

If this unit is present in another group, it provides a +1


bonus on the Warfare Combat roll of that group for each
8 levels (rounded down).
If this unit is present in another group, the group
can reroll one Warfare Combat roll Warfare once every
warfare round (take best result). It gains a new reroll
for each additional 6 levels of Asari Scientist (rounded
down).
Engineer
This unit has a number of Sustain Damage points
equal to 1 for every 4 levels (if this unit is in the same
group as other units, it adds this number to the
Sustain Damage of that group).

Chapter 8: Other Rules

A group with just this unit has a Power Score of


20 and receives a +1 bonus to the Warfare Combat
roll for each 5 levels.

used to specifically target a non-ship group to force an enemy group


with situation bonuses to Warfare Combat rolls to reduce that bonus
by -1 for each 6 levels of Krogan Battlemaster (rounded down).

If this unit is present in another group, it provides


a +1 bonus on the Warfare Combat roll of that
group for each 8 levels (rounded down).

Quarian Machinist

If a group with just one Engineer special unit


receives Situation Bonuses to Sustain Damage,
it receives an additional +1 bonus. This bonuses
increases for each additional 6 levels of Engineer
(rounded down).

This unit has a number of Sustain Damage points equal to 1 for


every 4 levels (if this unit is in the same group as other units, it adds
this number to the Sustain Damage of that group).

If this unit is present in another group, and that


group receives a Situation Bonuses to Sustain Damage,
it increases that Sustain Damage bonus by +1 for every
5 levels of the Engineer (rounded down).
Infiltrator/Sentient Geth
This unit has a number of Sustain Damage points equal
to 1 for every 5 levels (if this unit is in the same group as
other units, it adds this number to the Sustain Damage of
that group).

A group with just this unit has a Power Score of 20 and receives a
+1 bonus to the Warfare Combat roll for each 5 levels.
A group with just one Quarian Machinist can be used to
specifically target a geth group to gain a +1 bonus on the Warfare
Combat roll plus +1 bonus for each 4 levels.
A group with just one Quarian Machinist can be used to
specifically target a vehicle/ship group to gain a +1 bonus on the
Warfare Combat roll plus +1 bonus for each 5 levels.
If this unit is present in another group, it provides a +1 bonus on
the Warfare Combat roll of that group for each 8 levels (rounded
down).

If this unit is present in a group, and that group receives a


Situation Bonuses to Warfare Combat roll, it increases that
A group with just this unit has a Power Score of 19 and
Warfare Combat roll bonus by +1. In addition, that group can
receives a +1 bonus to the Warfare Combat roll for each 4
be used to specifically target a geth group to gain a +1 bonus
levels.
on the Warfare Combat roll for every 4 levels of the Quarian
If this unit is present in another group, it provides a +1
Machinist (rounded down); or the that group can be used to
bonus on the Warfare Combat roll of that group for each 6
specifically target a vehicle/ship group to gain a +1 bonus
levels (rounded down).
on the Warfare Combat roll for every 5 levels of the Quarian
Machinist (rounded down).
If this unit is present in another group, it allows the group
to be used to specifically target a non-ship group to force an
enemy group with geographic bonuses to Warfare Combat
Salarian Scientist
rolls to reduce that bonus by -1 for each 6 levels of Infiltrator/
This unit has a number of Sustain Damage points equal
Sentient Geth (rounded down).
to 1 for every 5 levels (if this unit is in the same group as
If this unit is present in another group, the group gains +1
other units, it adds this number to the Sustain Damage of
First Strike and an additional one if the special unit has 12
that group).
levels.
A group with just this unit has a Power Score of 20 and
receives a +1 bonus to the Warfare Combat roll for each
Krogan Battlemaster
6 levels.
This unit has a number of Sustain Damage points equal to 1
for every 4 levels (if this unit is in the same group as other units, it
adds this number to the Sustain Damage of that group).

If this unit is present in another group, it provides a +1


bonus on the Warfare Combat roll of that group for each
8 levels (rounded down).

A group with just this unit has a Power Score of 18 and receives
a +1 bonus to the Warfare Combat roll for each 4 levels.

If this unit is present in a group, that group heals twice


as fast and requires only 1/2 healing cost.

If this unit is present in another group, it provides a +1 bonus on


the Warfare Combat roll of that group for each 5 levels (rounded
down).

Sentinel

If this unit is present in another group, it allows the group to


be used to specifically target any group to gain +1 bonus on the
Warfare Combat roll against that unit. This bonus increases by +1 for
each additional 6 levels of Krogan Battlemaster.
If this unit is present in another group, the group gains 1 First Strike
and an additional one if the special unit has 12 levels.
If this unit is present in another group, it allows the group to be

Chapter 8: Other Rules

This unit has a number of Sustain Damage points


equal to 1 for every 3 levels (if this unit is in the same
group as other units, it adds this number to the
Sustain Damage of that group).
A group with just this unit has a Power Score of 20
and receives a +1 bonus to the Warfare Combat roll
for each 6 levels.
If this unit is present in another group, it provides

298

a +1 bonus on the Warfare Combat roll of that


group for each 8 levels (rounded down).
Soldier
This unit has a number of Sustain Damage points
equal to 1 for every 5 levels (if this unit is in the same
group as other units, it adds this number to the
Sustain Damage of that group).

If this unit is present in another group, the group gains +1 First Strike
and an additional one if the special unit has 15 levels.
Vanguard
This unit has a number of Sustain Damage points equal to 1 for
every 6 levels (if this unit is in the same group as other units, it adds
this number to the Sustain Damage of that group).

A group with just this unit has a Power Score of 17


and receives a +1 bonus to the Warfare Combat roll
for each 5 levels.
If this unit is present in another group, it provides a
+1 bonus on the Warfare Combat roll of that group for
each 4 levels (rounded down).

A group with just this unit has a Power Score of 18 and receives a
+1 bonus to the Warfare Combat roll for each 5 levels.
If this unit is present in another group, it provides a +1 bonus on
the Warfare Combat roll of that group for each 5 levels (rounded
down).

Turian Agent
This unit has a number of Sustain Damage points equal
to 1 for every 4 levels (if this unit is in the same group as
other units, it adds this number to the Sustain Damage of
that group).

If this unit is present in another group, the group gains +1 First


Strike and an additional one at levels 7th, 15th and 20th.

Player Actions

Player Characters can have an active part during a battle. While


the warfare mechanics assume that NPCs use the best of their
abilities at all times, PCs are not only using the best of their
abilities, they also have the liberty to perform special actions or
A group with just this unit has a Power Score of 19 and
tactics to increase the advantage of the army they are in.
receives a +1 bonus to the Warfare Combat roll for each 4
levels.
Player Actions are only available for ground warfare. This is
If this unit is present in another group, it provides a +1
bonus on the Warfare Combat roll of that group for each 6
levels (rounded down).

because in space warfare differs greatly from ground warfare.


In ground warfare a character can not only move around
the entire battlefield, thus affecting many of the characters
involved directly, but also it is the characters skills, rather
If this unit is present in another group, it allows the group
to be used to specifically target a non-ship group to force an than equipment, that are most determinant for victory.
enemy group with geographic bonuses to Warfare Combat
In space warfare characters serve in ships, thus their actions
rolls to reduce that bonus by -1 for each 7 levels of Turian
only affect the ship itself. Also in space warfare, aside from
Infiltrator (rounded down).
tactics (which are already assumed to be the best, by the

299

Chapter 8: Other Rules

warfare mechanics), the most determinant factor of groups equal to its Charisma score (score, not modifier). If the PC
for victory are the ships and their equipment. It
succeeds in making them Heartened, the armys Power Score reduces
matters little if a single character has great piloting,
by 1 point (so a Power Score of 18 becomes 17, etc). This action is
gunnery or tactical skills, if the ship he/she is in does
performed before the battle.
not have the proper equipment it wont be able to
Lead by Example: A PC can attempt to increase his/her armys
keep up with the character. In addition, even if one
effectiveness by leading by example, such as charging the enemy or
ship is able to keep with that characters actions, the
being in the front line. To do so, the character rolls a Character Level
others of the fleet may not. Because of this there are
check DC 15. Success provides a number of groups of the PCs army,
no Player Actions for space warfare.
equal to the PCs Charisma score (score, not modifier), with one reroll
Player Actions for ground warfare stack with each
for a single Warfare Combat roll. Once this reroll is used, it cannot be
other, so if multiple PCs are in an army, each of them
used again for the remaining of the battle (not merely the warfare
can perform the same action greater advantage. Most
round). For each additional 5 points he/she beats the DC, either
of those actions are selected at the beginning of the
those groups gain one additional reroll or a new number of groups
warfare round and can change with each new round.
equal to the PCs Charisma score gain the same benefit. Failure by
Regardless of his/her choice, a single PC can only perform 5 or more works in an opposite way providing one reroll for the
one Player Action per battle. Some actions require him/ enemy army. This action is performed during the battle itself.
her to decide before the battle starts whether or not he/
Battle Control: A PC can use his/her skills to increase the overall
she will want to use that action, making it impossible for
effectiveness of his/her army. The PC selects a number of groups
the same PC to perform others later on. Others can only
equal to its Charisma score (score, not modifier) and rolls a
be used immediately after the battle, which means the PC
Knowledge (tactic) DC 15 check. Success reduces those groups
must not have performed another Player Action during or
Power Score by 1 (so a Power Score of 18 becomes 17, etc). For
before the battle.
each additional 5 points he/she beats the DC, the Power Score
Below is a list of possible actions a PC can when faced with is reduced by another 1. Failure by 4 or less increases those
groups Power Score by +1. Failure by 5 or more increases by 2
a situation where the warfare mechanics rule apply.
instead. This action is performed before the battle.
Bolster Defenses: A PC can use his/her abilities and skills to
Battlefield Medic: A PC can attempt to heal his/her army
improve the defensive tactics of his/her army. The character
rolls a Knowledge (tactics) DC 15 check. Success means that faster after a battle. The character rolls a Medicine check DC
15. Success means a number of groups of the PCs army, equal
if the group has any geographic and/or situation bonuses,
it gains a +1 Sustain Damage bonus. For each additional 5 to PCs Intelligence score (score, not modifier), heals twice as
points he/she beats the DC, the bonus increases by +1. Failure fast. This action is performed after the battle itself.
by 5 or more works against the PC, removing 1 point of Sustain Shield Allies: A PC can attempt to use his/her skills to ensure
Damage from the group.
his/her allies survive the battle. The PC selects a number of
groups equal to its Intelligence score (score, not modifier)
This action is performed during the battle itself.
and rolls a First Aid DC 15 check. Success provides those
Hit and Run: A PC can use perform hit and run tactics to
groups with +1 Sustain Damage. For each additional 10
harass the enemy before the real battle. The character rolls a points the PC beats the DC, the bonus increases by +1.
Hide DC 15 check. Success provides a +1 First Strike to his/her
Failure by 5 or more indicates the PC utterly fails at this task
army. For each additional 5 points he/she beats the DC, he/she
reducing those groups Sustain Damage by -1. This action
provides an additional +1 First Strike. Failure by 5 or more works
is performed during the battle itself.
against the PCs army providing the enemy with +1 First Strike.
Coordinate Retreat: If the battle is lost, a PC can attempt
This action must be performed before the battle.
to coordinate the retreat of his/her army to save as much
Offensive Tactician: A PC can use his/her knowledge of tactics
allies as possible. The PC selects a number of groups
and terrain to mitigate any Geographic and/or Situation Bonus the
equal to its Wisdom score (score, not modifier) and rolls
enemy might have. The character rolls a Knowledge (tactics) DC a Knowledge (tactics) DC 15 check. Success allows those
15 check. Success means he/she selects an enemy group to force
groups to negate one Hit they might have taken (this
that group with geographic and/or situation bonuses to Warfare
can prevent them from being destroyed). For each
Combat rolls to reduce that bonus by -1. For each additional 5
additional 5 points the PC beats the DC, the PC can
points he/she beats the DC, the bonus is reduced by an additional
select a one additional group. This action is performed
1 or a new group might be selected. Failure by 5 or more works in
after the battle itself.
an opposite way becoming, increasing that groups geographic and/
or situation bonuses to Warfare Combat rolls by +1. This action is Assault Tactics: A PC can opt to use more aggressive
tactics during the battle. The PC selects a number
performed during the battle itself.
of groups equal to its Intelligence score (score, not
Bolster Morale: A PC can attempt to bolster the morale of the army
modifier) and rolls a Knowledge (tactics) DC 15.
he/she serves in before any battle starts. To do so he/she makes a Success provides those groups with a +1 bonus on
Pre-Battle Rally check (see Morale rules). The PC selects a number

Chapter 8: Other Rules

300

to each other before engaging in hostilities). Each army determines the


total number of groups that have Extreme Range Barrage. Those unit
makes one Warfare Combat roll against the enemy army. Hits resulting
from this Warfare Combat roll are dealt only to ships with a Maneuver
score equal or lower to the Extreme Range Barrage number of the
group of ships (example: an army with 3 groups of 1 Dreadnaught and
Anti-Armored Tactics: A PC can attempt to use his/
two groups of 10 Heavy Cruisers will receive three Warfare Combat
her skills to make his/her army more effective against
rolls from each group of 1 Dreadnaught but whose successful hits
vehicles and/or ships. The selects a number of groups
can only be applied to groups with a Maneuver score equal to 3 or
equal to its Intelligence score (score, not modifier)
lower, and an additional two Warfare Combat rolls, from each group
and rolls a Heavy Weapons DC 15 check. Success
of 10 Heavy Cruisers but whose successful hits can only be applied
allows those groups to specific target a vehicle/ship
to groups with a Maneuver score equal to 1 or lower).
group for that warfare round with a +1 bonus on the
After each fleets groups have rolled their Extreme Range Barrage
Warfare Combat roll. For each additional 5 points he/
she beats the DC, the bonus increases by +1. This action rolls, determine the number of successful Hits and select which
groups will take each Hit. Remove one point of Sustain Damage
is performed during the battle itself.
from the groups statistics for each Hit taken, until there are no
more Sustain Damage points available. When there are no more
Sustain Damage points, the next Hit kills the group (unless the
group is a 10 ships, 100 ships or 1000 ships group in which case it
only kills a part of the group).
Space warfare follows the similar rules but since the
greater the ship the longer the range of its weapons, a
space battle is divided into 4 parts, each varying with
After the Hits are applied to the various groups, determine if
weapon range:
either of the fleets tries to retreat. If no army retreats, the battle
Extreme Ranges from 20.000 km to 10.000 km.
proceeds into Long Range, taking into account the damage to
the participating ships. The Long Range part works exactly like
Long Ranges from 2.500 km to 10.000 km.
the Extreme Range but using instead the Long Range Barrage
Medium Ranges from 100 km to 5.000 km.
values. After it has played out, determine the damage to each
Close Ranges below 100 km.
ship and possible casualties. Afterwards they have the option
to retreat once again.
the Warfare Combat rolls. For each additional 5
points he/she beats the DC, the bonus increases by
+1. This action is performed during the battle itself
and also reduces the Sustain Damage statistics of
those groups by 1.

Space Warfare Mechanics

The first step is to divide each fleet into groups of units. For If no army retreats, the battle proceeds into Medium Range,
this simply determine how many ships of each type the fleet taking into account the damage to the participating ships.
This works just like the Long Range but uses the Medium
has, then divide them into groups of 1, if there are less than
10 ships of that type in the fleet, in groups of 10 if there are 10 Range Barrage values. After it has played out, determine the
damage and casualties. Retreat is possible after the Medium
or more and up to 100 ships of that type in the fleet, in groups
of 100, if there are between 101 and 1000 ships of that type in Range part occurs.
the fleet, and in groups of 1000 if there are 1001 or more ships
of that type in the fleet. It is fine if a group cannot have the exact
If no army retreats, then the battle proceeds into Close
number it should have, for example if there are 173 fighters in
Range. In this range, the values of Maneuver and Barrages
the fleet, you divide them into two groups of 100, one with 100
Values no longer are taken into consideration. Instead,
and another with 73.
play it out using the normal Warfare rules.
Alternatively, you can divide the groups into smaller groups,
This part plays out using the Ground Warfare Mechanics.
so in the example presented you can opt to have one group of
Remember that by the time ships have entered Close
100, seven groups of 10 and three groups of 1. Having units
Range, many may have already taken quite the deal
grouped has several benefits and drawbacks, which are explained
of damage, completely altering their Power score.
below. And remember that each group of units will make at least
After the battle each army has the option to retreat,
one Warfare Combat roll, meaning that the higher the number of
assuming there are still two different armies involved.
groups, it takes longer to resolve the battle.
If none retreats, the battle continues until one does or
Once you have determined the groups, determine their Power Score, until one is destroyed.
Maneuver and Sustain Damage statistics, which equals those of the
type of ship that makes up that group. Remember that each group
can only have ships of the same type.
The battle usually starts at Extreme ranges (unless the fleets were closer

301

Chapter 8: Other Rules

NPC

Speed

Purchase Cost Monthly


(credits)
cost
(credits)

Power
Score

Maneuver

Sustain
Damage

Reaper
Capital Ship

FTL: 0,20 ly/h (100)

N/A

N/A

Reaper
Destroyer

FTL: 0,25 ly/h (100)

10

Long Rage Barrage 4;

N/A

N/A

10

Medium Range Barrage 6

Reaper
Oculus

FTL: 0,30 ly/h (100)

N/A

N/A

17

Collector
Cruiser

FTL: 0,25 ly/h (100)

N/A

N/A

11

Medium Range Barrage 6

Dreadnaught

FTL: 0,15 ly/h (36)

20.034.210.000

20.034.210 7

Extreme Range Barrage 3;

Sublight: 2,75 AU/h (100)

Barrage Values

Medium Range Barrage 5

Sublight: 3 AU/h (100)


Sublight: 3,75 AU/h (100)
Sublight: 2,75 AU/h (100)
Sublight: 1 AU/h (24)

Long Rage Barrage 4;


Medium Range Barrage 5

Carrier

FTL: 0,18 ly/h (24)

1.000.023.000

1.000.023

11

Medium Range Barrage 4

207.050.000

207.050

10

Extreme Range Barrage 1;

Sublight: 2 AU/h (24)


Heavy Cruiser

FTL: 0,20 ly/h (22)


Sublight: 2,5 AU/h (33)

Long Range Barrage 4;


Medium Range Barrage 5

Cruiser

FTL: 0,22 ly/h (25)

Frigate

FTL: 0,25 ly/h (33)

Interceptor

FTL: 0,30 ly/h (10)

78.715.000

78.715

13

Long Range Barrage 4;

3.271.800

3.272

15

Medium Range Barrage 6

572.000

572

16

100.000

100

18

80.000

800

20

N/A

N/A

Sublight: 2,75 AU/h (75)

Medium Range Barrage 4

Sublight: 3 AU/h (100)


Sublight: 3,75 AU/h (100)
Fighter Craft

FTL: 0,30 ly/h (10)


Sublight: 3,5 AU/h (100)

Shuttle

FTL: 0,25 ly/h (10)


Sublight: 3 AU/h (100)

Space station Cannot move


5+ km long

Extreme Range Barrage 1;


Long Rage Barrage 4;
Medium Range Barrage 6

Space station Cannot move


1-5 km long

N/A

Space station Cannot move


1 km or less
long

N/A

N/A

Extreme Range Barrage 1;


Long Rage Barrage 4;
Medium Range Barrage 4

N/A

Long Rage Barrage 3;


Medium Range Barrage 4

Speed: This represents the speed of a ship for


warfare statistics. This speed column presents two
Power Score: This entry provides the base Power Score of each different values: one for when the ship is moving
at faster-than-light speeds and another when it is
individual unit.
moving at sublight speeds. The first is measured in
Sustain Damage: This entry provides the base Sustain Damage of
Light Years per hour and the second is measured
each individual unit.

Units Statistics (space warfare)

Chapter 8: Other Rules

302

NPC

Special

Reaper Capitol Ship

Rolls 5 Warfare Combat roll each warfare round;


A group with this unit must be specifically targeted and can only take hits from the group targeting it.
In addition that group takes a -5 penalty on its Warfare Combat roll

Reaper Destroyer

Rolls 3 Warfare Combat roll each warfare round;


A group with this unit must be specifically targeted and can only take hits from the group targeting it.
In addition that group takes a -2 penalty on its Warfare Combat roll

Reaper Oculus

A group with these units can make one Warfare Combat roll against one Fighter Craft or Interceptor
groups before the combat starts (similar to what First Strike does in Ground Warfare)

Collector Cruiser

Rolls 3 Warfare Combat roll each warfare round;

Dreadnaught

Rolls 4 Warfare Combat roll each warfare round;


Can carry 70 Fighter and/or Interceptor ships and 4 Frigate ships

Carrier

Can carry 300 Fighter and/or Interceptor ships and 5 Frigate ships

Heavy Cruiser

Rolls 2 Warfare Combat roll each warfare round;


Can carry 30 Fighter and/or Interceptor ships;
Only the Human Alliance produces Heavy Cruisers

Cruiser

Rolls 3 Warfare Combat roll each warfare round;


Can carry 30 Fighter and/or Interceptor ships

Frigate

Rolls 2 Warfare Combat roll each warfare round;


A group with these units can make one Warfare Combat roll against three Fighter Craft and/or Interceptor groups before the combat starts (similar to what First Strike does in Ground Warfare)

Interceptor

A group with these units can make one Warfare Combat roll against three Fighter Craft group before
the combat starts (similar to what First Strike does in Ground Warfare)

Fighter Craft
Shuttle

Can carry up to 15 NPCs

Space station 5+ km long

Can carry 1.000 Fighter and/or Interceptor ships, 50 Frigate ships, 20 Cruiser ships and 1 Dreadnaught
and/or Carrier and/or Heavy Cruiser ship

Space station 1-5 km long

Can carry 500 Fighter and/or Interceptor ships, 20 Frigate ships and 10 Cruiser ships

Space station 1 km or less long

Can hold 100 Fighter and/or Interceptor ships, 4 Frigate ships and 4 Cruiser ships

in Astronomical Units per hour (1 AU = 150.000.000 km). In


parenthesis is the amount of hours it can travel. Please note that
this amount of hours takes into consideration the need to refuel,
the need to discharge core and even other needs such as scan/
scout ahead and scan for nearby enemy forces.
Maneuver: This indicates the maneuver score of each individual
ship.

Monthly Cost: The total value it costs to maintain the ship


per month. Usually this cost equals 0,1% of the purchase
cost. This is paid at the beginning of each month.
Special: The second table contains information about
any special abilities the ships might have that affect the
warfare mechanics.

The ability to hold or carry ships has no real impact


on the warfare statistics (the ships statistics does not
include the statistics of the ships it can carry/hold).
Purchase Cost: This value indicates how much it costs to acquire Instead, it merely serves to indicate how many ships it
(usually build) a specific ship, along with its crew. This value is can launch during the battle, or how many ships it can
only important when a character is capable of controlling armies. carry with it while it is moving.
Characters that are not capable of such cannot purchase units.
Ships that are not launched during a battle do not
The time it requires to have an available ship, after being purchased, is enter in the battles statistics and do not suffer any
around 1d6 days (GM may determine otherwise). Construction times, damage (unless the ship/station that is carrying/
holding them is destroyed, in which case so are
however, are much larger.
they).
Barrage Values: This column indicates the barrage values for each
range that an individual ship has.

303

Chapter 8: Other Rules

Chapter 9
NPCs and Enemies

Chapter 9: NPCs and Enemies

304

In this chapter are presented several types of The last information is the creatures class and its levels, if she has
enemies to be used in campaign for characters to
any. Creatures with classes follow always follow the normal rules for
face and defeat, thus gaining experience. Most of
character creation. See General Classes for more information.
these use normal character classes and the normal
process of character creation. This is not always
true and certain creatures may possess features and Initiative and Senses
abilities not available through normal rules like
The creatures initiative is indicated in this line and includes the
races, classes, powers, items, etc (example: all the
Dexterity modifier as well as additional modifiers from other sources,
Geth Primes DR).
such as feats.
This chapter also presents several useful NPCs, like
guards, the GM can use to enhance the campaign.
Each creature description is organized in the same
general format, as outlined below.

Following the initiative entry is the Senses entry. This indicates the
creatures special senses, such as nightvision or low-light vision, as
well as the creatures Listen and Spot skills.

Speed

Basic Information
This first group provides the most basic information the
GM needs to know about the creature in question. It
possesses the following information, usually displayed in
this order.

This line gives the creatures tactical speed on land (the amount
of distance it can cover in one action). If the creature wears armor
that reduces its speed, the creatures base land speed follows.
If the creature has other modes of movement, these are given
after (or in place of ) the land speed. Unless noted otherwise,
modes of movement are natural. See the Glossary for information
on movement modes.

Name and Challenge Rating


It starts by a line indicating the name by which the creature
is generally, followed by the creatures challenge rating.
The descriptive text may provide other names.
The last information is the creatures Challenge Rating (CR).
This shows the average level of a party of adventurers for
which one creature would make an encounter of moderate
difficulty. Assume a party of three or four fresh characters
(full hit points, full use of their abilities, and equipment
appropriate to their levels). Given reasonable luck, the party
should be able to win the encounter with some damage but
no casualties. For more information about Challenge Ratings,
see the Gamemastering chapter.

Defense Statistics
This group contains more detailed information about the
creatures defensive statistics

Defense
This line indicates the creatures Defense.
A creatures armor proficiencies (if it has any) depend on its
type, but in general a creature is automatically proficient
with any kind of armor it is described as wearing (light,
medium, or heavy), and with all lighter kinds of armor.

Experience Points

Shields

This line indicates how much experience points the party gains
from defeating the creature.

This line indicates the amount of Shield HP a creature


possesses, either due to its type, armor or abilities.

Experience points are vital for characters since each character


levels up as it accumulates experience points. See General Classes
and Gamemastering chapters for more information.

Any form of Damage Reduction for Shield HP is presented


following the Shield HP entry.

Plating
Size, Type and Class Levels
This line starts by indicating the creatures size. Different size
categories are defined in the Glossary. A size modifier applies to the
creatures Defense and attack bonus, as well as to certain skills. A
creatures size also determines how far it can reach to make a melee
attack and how much space it occupies in a fight (see Space/Reach,
below).
Following the creatures size comes its type (and sub-type in
parenthesis). Type determines how certain abilities affects a creature;
for example, the Disruptor Ammo deals extra damage against
synthetics. In the Glossary, one can find a full description of the
features and traits of each type and subtype.

305

This line indicates the amount of Plating a creature


possesses, either due to its type, armor or abilities.
This line indicates the amount of Plating HP a creature
possesses, either due to its race, armor or abilities.
Any form of Damage Reduction for Plating HP is
presented following the Plating HP entry.

Hit Dice and HP


This line gives the creatures number and type of
Hit Dice (HD), and lists any bonus hit points. Within
parenthesis you can find the average hit points

Chapter 9: NPCs and Enemies

for a creature of the indicated number of Hit Dice,


but always with the Hit Points (HP) of first Hit Dice
maximized, which are immediately followed by the
DR information for normal HP. A creatures Hit Dice
total is also treated as its level.
Any form of Damage Reduction for HP is presented
following the HP entry.

a 3-square-by-3-square space on the battle grid. The number after the


slash is the creatures natural reach.

Attack and Weapon Statistics


These lines indicate the types of attack the creature has available,
depending on the weapon being used.

The first line provides the name of the weapon and any variants or
mods the weapon might have. Then it is followed by that weapons
Regenerative Abilities
most important statistics presented in parenthesis in the following
Certain creatures have special regenerative abilities
way: (weapons Rate of Fire, Recoil indicated by the leter R and
(such as regeneration), which allows them to heal a
followed by the recoil value, ammo that a thermal clip allows for
specific amount of HP or non-lethal HP per round,
that weapon, and finally range).
indicated by the number in the regenerative ability.
The next lines indicate the total attack bonus the NPC/creature
(If the regeneration is provided by items or other nonhas, depending on the attack action the NPC/creature can use. This
natural sources, the source is indicated in parenthesis.)
attack bonus includes all modifications, including size, rate of fire,

Resistances
Some creatures possess natural resistance to certain
abilities and hazards, while others gain them from items
and other features, all of which are noted in this line.

recoil, etc.

Immediately following the entries for attack, it is presented the


entry for the critical threat range and multiplier. Permanent
alterations to the critical threat range and multiplier of the
weapon are considered, unless they are only present on certain
circumstances.

Immunities
Any immunities or vulnerabilities a creature might possess
are indicated in this line.

Saves

The last line presents the weapons damage and includes


information on all bonuses to damage and different modes of
damage, if the weapon has them.
Permanent modifications to the weapons statistics, such
as weapon mods that increase Rate of Fire for example, are
included in the statistics.

This line gives the creatures Fortitude , Reflex, and Will save
modifiers. Permanent bonuses to saves are already included.
If the creature possesses different modifiers to saves, those
are indicated by a parenthesis.

Offense Statistics
This group contains more detailed information about the
creatures offensive statistics

Power Statistics
Any powers the creature might possess (Combat, Ammo,
Biotic or Tech) are indicated in this group.
There are no specific lines and entries in this group. If the
creature has Biotic or Tech points there are specific lines
indicating the total number of points the creature has (and
the number of points in maintenance if the creature has
certain powers that are always active).

Base Attack / Grapple

Other lines refer to the statistics of the different powers. If


the creature has powers with ranks where she was already
The number before the slash on this line is the creatures base
forced to decide between two ranks, the name of the rank
attack bonus (before any modifiers are applied). The DM usually
chosen is indicated in parenthesis, right after the rank
wont need this number, but it can be handy sometimes.
of the power (multiple named ranks are separated by
The number after the slash is the creatures grapple bonus,
commas).
which is used when the creature makes a grapple attack or when
someone tries to grapple the creature. The grapple bonus includes
all modifiers that apply to the creatures grapple checks (BAB,
Strength modifier, special size modifier, and any other applicable
modifier, such as a racial bonus on grapple checks).
This group includes more detailed information about
the general statistics of the creature.

General Statistics

Space / Reach
This line describes how much space the creature takes up on the
battle grid and thereby needs to fight effectively, as well as how
close it has to be to threaten an opponent. The number before the
slash is the creatures space, or how many feet one side of the creature
occupies. For example, a creature with a space of 15 feet occupies

Chapter 9: NPCs and Enemies

Abilities
This line lists the creatures ability scores, in the
customary order: Str, Dex, Con, Int, Wis, Cha. The
ability scores are determined using the Point

306

Purchase method for generating ability scores.


Most enemies use 12 or 14 points as if you were
playing a standard level campaign. Some, however,
may use more or less. The last line of the General
Statistics group indicates how many points were
used.

Morality
This line gives information about how many Renegade and Paragon
points a creature possesses.

The ability scores presented include all modifiers like


racial modifiers, power modifiers, item modifiers and
even ability score increase due to level.

Feats
The line gives the creatures feats. Enemies gains feats
just as a character does two for its first Hit Die, a third
feat if it has at least 3 HD, and an additional feat for
every additional 2 HD. (For example, a 9 HD creature is
entitled to six feats.)

Special Abilities
This group provides information about the creatures special abilities,
like those provides by certain classes.
When a special ability allows a saving throw, the kind of save and the
save DC is noted in the descriptive text.

Sometimes a creature has one or more bonus feats,


marked with a superscript B (B). Creatures often do not
have the prerequisites for a bonus feat. If this is so, the
creature can still use the feat. If you wish to customize the
creature with new feats, you can reassign its other feats,
but not its bonus feats. A creature cannot have a feat that
is not a bonus feat unless it has the feats prerequisites.

Special Features
This group includes information about features that do not fit the
other groups.

Bonus feats from Unique Specializations are also indicated.

Skills
This line gives the creatures skills, along with each skills
modifier (including adjustments for ability scores, load check
penalties, and any bonuses from feats or racial traits). A
creatures type and Intelligence score determine the number
of skill points it has.

Equipment
This group indicates the equipment a creature carries and uses
in its encounters, aside from weapons and armor and their
modifications/variants. Some of the armors special abilities
may be mentioned here.
It is also assumed that all characters with weapons carry
enough Thermal Clips to last the entire encounter, unless the
GM determines otherwise. He is also the one that determines
how many Thermal Clips can be salvaged from dead enemies.

Any alteration to a NPCs statistics caused by items or powers


The Skills section of the creatures description recaps racial is only present if that alteration is always present (such as
bonuses and other adjustments to skill modifiers for the sake bonuses to Shield HP from items). Bonuses provided by
of clarity; these bonuses should not be added to the listed powers are not present in the statistics unless otherwise
skill modifiers. An asterisk (*) beside the relevant score and in stated (if bonuses from a power are present in the NPCs
the Skills section of the descriptive text indicates a conditional statistics, you will likely find a note in parenthesis stating so)
adjustment, one that applies only in certain situations.
Natural Tendencies: Some creatures simply arent made for
certain types of physical activity. Geth, for example, werent made
for swim (being synthetic and all). If it seems clear to you that a
particular creature simply is not made for a particular physical
activity, you can say that the creature takes a -8 penalty on skill
checks that defy its natural tendencies. In extreme circumstances
you can rule that the creature fails the check automatically.

Enemy Descriptions
You can use the following enemies or create your own:

Geth

The geth (Servant of the People in Khelish) are a race


of networked artificial intelligences that reside beyond
This line describes the kinds of groups the creature might form.
the Perseus Veil. The geth were created by the quarians,
as laborers and tools of war. When the geth became
sentient and began to question their masters, the
Advancement
quarians attempted to exterminate them. The geth
This book usually describes only the most commonly encountered
won the resulting war, and reduced the quarians to a
version of a creature (though some entries for advanced monsters
race of nomads.
can be found). The advancement line shows how tough a creature can
increase in power, by indicating the way for the creature to gain extra The history of the geths creation and evolution
serves as a warning to the rest of the galaxy of the
Hit Dice.
potential dangers of artificial intelligence and

Organization

307

Chapter 9: NPCs and Enemies

to the legally enforced, systematic repression of


artificial intelligences throughout galactic society.
The geth presented here are geth that have not yet
reached sapience. Thus, they are the geth that exist
prior to the events of ME3 where geth are given
sapience or killed.

checks, Spot checks and Listen checks for each 10 other Geth Troopers,
Geth Rocket Troopers, Geth Shock Troopers and/or Geth Sniper within
a 100 ft radius.

These Geth follow the following special rules:


Thermal Clips: Each geth always carries 20 Thermal
Clips.
Shield HP: Geth do not use armor. Since they are
synthetic, they generate their own Shields. Their Shield
HP always equals 10 times their HD.
BAB: The Geths BAB always equals their HD.
Saves: Geth possess a good Fortitude save and a bad
Reflex and Will save.

Any Geth gains a +1 bonus to attack rolls, Heavy Weapons checks,


Spot checks and Listen checks for each 3 other Geth Hunters and/or
Geth Hoppers within a 100 ft radius.
Any Geth gains a +1 bonus to attack rolls, Heavy Weapons checks,
Spot checks and Listen checks for each 2 other Geth Hunters within
a 100 ft radius.
Any Geth gains a +1 bonus to attack rolls, Heavy Weapons checks,
Spot checks and Listen checks for each Geth Prime, Geth Armature
and/or Geth Colossus within a 100 ft radius.
Morality: Geth gain neither Paragon nor
Renegade points.

Feats: Geth gain the Alerness feat as a bonus


feat.

Geth Trooper
Geth Troopers are the grunts among the geth.
These units are lightly equipped with no real armor
and are normally found in groups of two or more. To
tell them apart from the rest of the geth they wear
blackish armor with greenish armor details and a
bright blue flashlight eye.

Skills: Geth gain a +5 bonus on Electronics


checks.
Skill Points at 1st Level: (6 + Int modifier)
4.
Skill Points at Each Additional Level: 6 +
Int modifier.

GETH TROOPER CR 1/3

Class Skills: Geth treat all skills as class


skills, with the exception of all Perform skills,
Bluff, Diplomacy, Disguise, Intimidate and
Sense Motive, which are skills they cannot use.

XP 100
Medium synthetic (geth)
Senses: nightvision 60 ft, low-light vision;
Listen +7, Spot +7
Initiative: +4
Speed: 30 ft

Omni-Tool: Geth have omni-tools incorporated


in their mobile platforms so they dont need to
buy one. They can upgrade the one they have.
Special Abilities: Some geth possess specific special
abilities, as indicated in their statistics. All, geth
possess the following special abilities:
Plummet: Geth have the Plummet ability, which
allows them to ignore the damage from a fall of
up to 50 ft for each 2 HD, they possess (roundede
down) but only when voluntarily dropping
themselves with a Jump check DC 10. Failing means
they take the damage normally

DEFENSE STATISTICS
Defense: 14 (+4 Dex), touch 14, flat-footed 10
Shield HP: 10 (10x1 HD)
Shield HP DR: 0
HP: 11 (1d8+3)
HP DR: 0
Regenerative Abilities: regeneration 1
Immunities: poison and disease
Fortitude: +5 Reflex: +4 Will: +2

Weapon Self-Destruction: When a Geth is


killed, all the weapons he carries have a 99%
chance of self-destructing, a measure that
geth developed to prevent other races from
acquiring their technology and using it against
them. The same happens to the Thermal Clips they carry, though
those have a 100% chance of being destroyed (the GM decides
whether a Thermal Clip escapes this rule)
Neural Network: Prior to the events of Mass Effect 3, the Geth
possessed a special form of neural network that helped them evolve
and increased their overall effectiveness when there were other geth
nearby. Campaigns that occur prior to the events of Mass Effect 3
need to consider this neural network, which works in the following
way:

OFFENSE STATISTICS
Base Attack/Grapple: +0/+2
Space/Reach: 5 ft/5 ft
Weapon: Geth Pulse Rifle (A 8, R -2, ammo 80, 60 ft)
One-Shot: +6
Double-Tap: +4
Auto-Fire 1st action: +4
Auto-Fire 2nd action: +2
Full-Auto Fire 1st action: +4
Full-Auto Fire 2nd action: +2
Full-Auto Fire 3rd action: +0
Critical: 20/x3
Damage: 1d4

Any Geth gains a +1 bonus to attack rolls, Heavy Weapons

Chapter 9: NPCs and Enemies

308

POWER STATISTICS
Disruptor Ammo rank 1
Damage Bonus: +1
Stun Duration: 1 action
Fortitude Save DC: 10 + 1 per successful shot of
current action
Concussive Shot rank 1
Times per Encounter: 2
Fortitude Save DC: 13
Damage: 1d6

Cooldown: 3 actions
Distance: 5 ft

Weapon: Geth Pulse Rifle (A 8, R -2, ammo 80, 60 ft)


One-Shot: +7
Double-Tap: +5
Auto-Fire 1st action: +5
Auto-Fire 2nd action: +3
Full-Auto Fire 1st action: +5
Full-Auto Fire 2nd action: +3
Full-Auto Fire 3rd action: +1
Critical: 20/3
Damage: 1d4

Weapon: ML-77 Missile Launcher (SA 2, R -2, ammo 6% per shot, 200
ft)
Str: 14 Dex: 18 Con: 16 Int: 2 Wis: 14 Cha: 6
One-Shot: Heavy Weapons check
Feats: AlertnessB, Weapon Focus (assault rifle), Skill
Double-Tap: Heavy Weapons check -2
Focus (Electronics)
Auto-Fire 1st action: Heavy Weapons check -2
Skills: Electronics +8, Jump +4, Listen +7, Spot +7
Auto-Fire 2nd action: Heavy Weapons check -4
Organization: Solitary, pair, scouting party (5 10),
Full-Auto Fire 1st action: N/A
band (8 20) or army (12 30)
Full-Auto Fire 2nd action: N/A
Advancement: by racial HD increase
Full-Auto Fire 3rd action: N/A
Morality: Paragon +0, Renegade +0
Damage: 4d6 (1/2 to adjacent creatures)

GENERAL STATISTICS

SPECIAL ABILITIES

POWER STATISTICS

Plummet: 50 ft
Weapon Self-Destruction
Neural Network

Disruptor Ammo rank 1


Damage Bonus: +1 Stun Duration: 1 action
Fortitude Save DC: 10 + 1 per successful shot of current
action

Geth Rocket Trooper

GENERAL STATISTICS

The Geth Rocket Trooper carries a pulse rifle which differs Str: 14 Dex: 18 Con: 16 Int: 4 Wis: 14 Cha: 6
Feats: AlertnessB, Weapon Focus (assault rifle), Skill Focus
from the standard version in that it possesses a rocket
launcher incorporated. This class of geth is specialized to
(Heavy Weapons)
incorporate heavy firepower against groups of enemies. They
Skills: Electronics +6, Heavy Weapons +7, Listen +8, Spot
are usually dispatched alongside Geth Troopers and Geth
+8
Shock Troopers. Rocket Troopers are instantly noticeable as
Organization: Solitary, pair or band (4 8)
they sport dark red armour rather than the standard dark blue
Advancement: by racial HD increase
and black of a Geth Trooper.
Morality: Paragon +0, Renegade +0

GETH ROCKET TROOPER

CR 1/2

XP 150
Medium synthetic (geth)
Senses: nightvision 60 ft, low-light vision; Listen +8, Spot +8
Initiative: +4
Speed: 30 ft

DEFENSE STATISTICS
Defense: 14 (+4 Dex), touch 14, flat-footed 10
Shield HP: 20 (102 HD)
Shield HP DR: 0
HP: 18 (2d8+6)
HP DR: 0
Regenerative Abilities: regeneration 1
Immunities: poison and disease
Fortitude: +6 Reflex: +4 Will: +2

OFFENSE STATISTICS
Base Attack/Grapple: +1/+3
Space/Reach: 5 ft/5 ft

309

SPECIAL ABILITIES
Plummet: 50 ft
Weapon Self-Destruction
Neural Network:
Kinetic Barrier: 2/encounter (1 + 1 per Wis mod,
minimum of 1), the Geth Rocket Trooper is capable
of creating a hexagonal-shaped kinetic barrier. This
kinetic barrier has a radius of 5-ft, and when a Medium
character stands behind the barrier, it gains Threequarters cover bonus (this is because the barrier
floats a few inches above the ground and its form
doesnt provide complete cover). This barrier can be
attacked normally and being a kinetic barrier it has
only Shield HP. The barrier has a Defense of 5 and a
total of 20 Shield HP.
Small or smaller characters do not gain more than
Three-quarters cover bonus from standing behind
the barrier, but characters larger than Medium
reduce the cover bonus by one step per size

Chapter 9: NPCs and Enemies

increment, to a minimum of One-quarter cover Full-Auto Fire 2nd action: N/A


bonus (so Large characters only gain One-half
Full-Auto Fire 3rd action: N/A
cover bonus and Huge or larger characters only
Critical: 20/2
One-quarter cover bonus). Medium or smaller
Damage: 3d4 (5d4 when charged); +2 vs unprotected organics; within
flying creatures that stand behind the barrier, are
range, creatures adjacent to target must make Ref save (DC equals
completely protected as the line of effect to them
attack roll) or take 1/2 damage dealt.
is blocked by the barrier.
POWER STATISTICS
This ability has a cooldown of 10 actions.
Disruptor Ammo rank 1
Damage Bonus: +1
Stun Duration: 1 action
Fortitude Save DC: 10 + 1 per successful shot of current action

Geth Shock Trooper

The Geth Shock Trooper is an advanced Geth Trooper


Concussive Shot rank 1
instantly recognizable by its white armor. It carries
Times per Encounter: 2
a pulse rifle like other geth, has bigger shields and is
Fortitude Save DC: 15
more resilient than the standard geth troper. Shock
Damage: 1d6
Troopers have Kinetic Barrier and Carnage powers. As in
the case of the Geth Trooper, the appearance of a Geth Carnage rank 1
Barrier is usually an indication that the Shock Trooper is
Times per Encounter: 2
near death.
Damage Dealt: Critical

Cooldown: 3 actions
Distance: 5 ft

Cooldown: 3 actions
Radius: Adjacent creatures

GETH SHOCK TROOPER CR 1

GENERAL STATISTICS

XP 300
Medium synthetic (geth)
Senses: nightvision 60 ft, low-light vision; Listen +10, Spot
+10
Initiative: +4
Speed: 30 ft

Str: 14 Dex: 18 Con: 16 Int: 4 Wis: 14 Cha: 6


Feats: AlertnessB, Weapon Focus (assault rifle), Point Blank Shot,
Weapon Focus (shotgun)
Skills: Electronics +8, Jump +4, Listen +10, Spot +10
Organization: Solitary, pair, scouting party (5 10), band (8
20) or army (12 30)
Advancement: by racial HD increase
Morality: Paragon +0, Renegade +0

DEFENSE STATISTICS
Defense: 14 (+4 Dex), touch 14, flat-footed 10
Shield HP: 30 (103 HD)
Shield HP DR: 0
HP: 26 (3d8+9)
HP DR: 0
Regenerative Abilities: regeneration 1
Immunities: poison and disease
Fortitude: +6 Reflex: +5 Will: +3

OFFENSE STATISTICS
Base Attack/Grapple: +2/+4
Space/Reach: 5 ft/5 ft
Weapon: Geth Pulse Rifle (A 8, R -2, ammo 80, 60 ft)
One-Shot: +8
Double-Tap: +6
Auto-Fire 1st action: +6
Auto-Fire 2nd action: +4
Full-Auto Fire 1st action: +6
Full-Auto Fire 2nd action: +4
Full-Auto Fire 3rd action: +2
Critical: 20/3
Damage: 1d4
Weapon: Geth Plama Shotgun (SA 1, R-3/-5, ammo 5, 45 ft)
One-Shot: +8
Double-Tap: +5 (+3 when charged)
Auto-Fire 1st action: +5 (+3 when charged)
Auto-Fire 2nd action: +2 (-2 when charged)
Full-Auto Fire 1st action: N/A

Chapter 9: NPCs and Enemies

SPECIAL ABILITIES
Plummet: 50 ft
Weapon Self-Destruction
Neural Network:
Kinetic Barrier: 3/encounter (1 + 1 per Wis mod, minimum
of 1), the Geth Rocket Trooper is capable of creating a
hexagonal-shaped kinetic barrier. This kinetic barrier has
a radius of 5-ft, and when a Medium character stands
behind the barrier, it gains Three-quarters cover bonus
(this is because the barrier floats a few inches above
the ground and its form doesnt provide complete
cover). This barrier can be attacked normally and being
a kinetic barrier it has only Shield HP. The barrier has a
Defense of 5 and a total of 20 Shield HP.
Small or smaller characters do not gain more than Threequarters cover bonus from standing behind the
barrier, but characters larger than Medium reduce
the cover bonus by one step per size increment, to
a minimum of One-quarter cover bonus (so Large
characters only gain One-half cover bonus and
Huge or larger characters only One-quarter cover
bonus). Medium or smaller flying creatures that
stand behind the barrier, are completely protected
as the line of effect to them is blocked by the
barrier.
This ability has a cooldown of 10 actions.

310

Shield Boost: 3/encounter (1 + 1 per Wis mod,


GENERAL STATISTICS
minimum of 1), the Geth Shock Trooper is
Str: 17 Dex: 18 Con: 14 Int: 5 Wis: 14 Cha: 6
capable of spending 1 action to regenerate 13
Feats: AlertnessB, Weapon Focus (sniper rifle), Point Blank Shot, Precise
points of its Shields (10 + Geth Shock Trooper
Shooting, Quick Reconnoiter
HD), even if the shields are down. This requires
Skills: Electronics +8, Hide +5, Jump +5, Listen +12, Move Silently +5,
him to spend 3 consecutive actions. If damage is
Spot +12
dealt to his HP, Shield HP or Plating he might have,
Organization: Solitary, pair, scouting party (4 6)
this action fails but is expended.
Advancement: by racial HD increase
This ability has a cooldown of 10 actions.
Morality: Paragon +0, Renegade +0

Geth Sniper

SPECIAL ABILITIES

Plummet: 100 ft
The Geth Sniper specializes in long range combat.
Snipers are dark brown with red armor details and emit Weapon Self-Destruction
a bright cyan light from their flashlight eye. They excel
Neural Network:
in the use of sniper rifles and are extremely dangerous,
Kinetic Barrier: 3/encounter (1 + 1 per Wis mod, minimum of 1),
often able to kill an enemy with a single well-placed
the Geth Rocket Trooper is capable of creating a hexagonalshot.
shaped kinetic barrier. This kinetic barrier has a radius of 5-ft,
and when a Medium character stands behind the barrier, it
gains Three-quarters cover bonus (this is because the barrier
floats a few inches above the ground and its form doesnt
XP 600
provide complete cover). This barrier can be attacked
Medium synthetic (geth)
normally and being a kinetic barrier it has only Shield HP. The
Senses: nightvision 60 ft, low-light vision; Listen +12, Spot
barrier has a Defense of 5 and a total of 20 Shield HP.
+12
Small or smaller characters do not gain more than ThreeInitiative: +6
quarters cover bonus from standing behind the barrier, but
Speed: 30 ft
characters larger than Medium reduce the cover bonus by
one step per size increment, to a minimum of One-quarter
DEFENSE STATISTICS
cover bonus (so Large characters only gain One-half cover
Defense: 14 (+4 Dex), touch 14, flat-footed 10
bonus and Huge or larger characters only One-quarter
Shield HP: 50 (105 HD)
Shield HP DR: 0
cover bonus). Medium or smaller flying creatures that
HP: 36 (5d8+10)
HP DR: 0
stand behind the barrier, are completely protected as the
Regenerative Abilities: regeneration 1
line of effect to them is blocked by the barrier.
Immunities: poison and disease
This ability has a cooldown of 10 actions.
Fortitude: +6 Reflex: +5 Will: +3

GETH SNIPER

CR 2

EQUIPMENT

OFFENSE STATISTICS
Base Attack/Grapple: +3/+5
Space/Reach: 5 ft/5 ft
Weapon: Javelin (SS, R none, ammo 1, 200 ft)
One-Shot: +9
Double-Tap: N/A
Auto-Fire 1st action: N/A
Auto-Fire 2nd action: N/A
Full-Auto Fire 1st action: N/A
Full-Auto Fire 2nd action: N/A
Full-Auto Fire 3rd action: N/A
Critical: 20/4
Damage: 3d6

POWER STATISTICS
Assassination rank 2
Times per Encounter: 2
Crititical Threat Range: +1

311

Cooldown: 4 actions
Duration: 2 actions

Lesser Stealth Generator: Geth Snipers employ lesser


stealth generators which disrupts all radar within 500
ft of them. The Combat Sensor, Combat Scanner and
Combat Optics weapon modifications can negate this
effect.

Geth Hunter
Geth Hunters possess cloaking devices, shields and
shotguns. Hunters are very similar in appearance to
Geth Destroyers, Geth Juggernauts and Geth Primes,
save for their shorter stature.

GETH HUNTER

CR 4

XP 1.200
Medium synthetic (geth)
Senses: nightvision 60 ft, low-light vision; Listen +8,
Spot +8
Initiative: +5
Speed: 35 ft

Chapter 9: NPCs and Enemies

DEFENSE STATISTICS
Defense: 15 (+5 Dex), touch 15, flat-footed 10
Shield HP: 70 (107 HD)
Shield HP DR: 0
HP: 49 (7d8+14)
HP DR: 0
Regenerative Abilities: regeneration 1
Immunities: poison and disease
Fortitude: +7 Reflex: +7 Will: +4

Geth Pyro

OFFENSE STATISTICS
Base Attack/Grapple: +5/+7
Space/Reach: 5 ft/5 ft

The geth pyro is a weaker version of the Geth Juggernaut. Smaller in


size but almost as resistant to damage as the larger version. Its bright
yellow armor also gives him away immediately and the tank he carries
in the back makes it easier to target and destroy. However, he is
capable of getting into places that Juggernauts werent able to go.
Geth Pyros do not have HP but instead Shields and Plating.

GETH PYRO

XP 1.200
Medium synthetic (geth)
Senses: nightvision 60 ft, low-light vision; Listen +10, Spot +10
Initiative: +8
Speed: 20 ft

Weapon: Geth Plama Shotgun (SA 1, R -3/-5, ammo 5,


45 ft)
One-Shot: +12
Double-Tap: +9 (+7 when charged)
Auto-Fire 1st action: +9 (+7 when charged)
Auto-Fire 2nd action: +6 (+2 when charged)
Full-Auto Fire 1st action: N/A
Full-Auto Fire 2nd action: N/A
Full-Auto Fire 3rd action: N/A
Critical: 20/2
Damage: 3d4 (5d4 when charged); +2 vs unprotected
organics; within range, creatures adjacent to target must
make Ref save (DC equals attack roll) or take 1/2 damage
dealt.

POWER STATISTICS
Tactical Cloak rank 3
Damage Bonus: +1 (+1d6 with sniper; +1d6 with melee)
Cooldown: 1 action Duration: 9 actions

CR 4

DEFENSE STATISTICS
Defense: 13 (+4 Dex, -1 gas tank), touch 13, flat-footed 10
Shield HP: 70 (107 HD)
Shield HP DR: 1
Plating HP: 60 (107 HD)
Plating DR: 1
HP: 1
HP DR: 0
Regenerative Abilities: regeneration 1
Immunities: poison and disease
Fortitude: +11 Reflex: +8 Will: +5

OFFENSE STATISTICS
Base Attack/Grapple: +5/+7
Space/Reach: 5 ft/5 ft

Weapon: M-451 Flamethrower (A 4, R -1, ammo 5% per shot,


20 ft)
One-Shot: Heavy Weapons check
GENERAL STATISTICS
Double Tap: Heavy Weapons check -1
Str: 15 Dex: 20 Con: 14 Int: 4 Wis: 14 Cha: 6
Auto-Fire 1st action: Heavy Weapons check -1
Feats: AlertnessB, Weapon Focus (shotgun), 3 Sneak Attack,
Auto-Fire 2nd action: Heavy Weapons check -2
Fleet
Full-Auto Fire 1st action: Heavy Weapons check -1
Skills: Electronics +10, Hide +10, Jump +4, Listen +8, Move Full-Auto Fire 2nd action: Heavy Weapons check -2
Silently +10, Spot +8
Full-Auto Fire 3rd action: Heavy Weapons check -3
Organization: Solitary, pair or troop (3 4)
Damage: 6d6 in a 20 ft line (special, see weapon
Advancement: by racial HD increase
description)
Morality: Paragon +0, Renegade +0

SPECIAL ABILITIES

GENERAL STATISTICS

Str: 15 Dex: 18 Con: 18 Int: 4 Wis: 12 Cha: 6


Plummet: 150 ft
Feats: AlertnessB, Skill Focus (Heavy Weapons), Improved
Weapon Self-Destruction
Initiative, Greater Fortitude, Lightning Reflexes, Iron
Neural Network:
Will
Stealth Affinity: A Geth Hunters Tactical Cloak power has a
Skills: Balance +7, Electronics +7, Heavy Weapons +12,
cooldown of 1 action and a duration three times the normal
Hide +0, Jump -4, Listen +10, Spot +10
duration. He can use this power even without Tech Points.
Organization: Solitary, pair or troop (3 4)
Advancement: by racial HD increase
EQUIPMENT
Morality: Paragon +0, Renegade +0
Normal Stealth Generator: Geth Hunters employ normal stealth
generators which disrupts all radar within 500 ft of them. The SPECIAL ABILITIES
Combat Scanner and Combat Optics weapon modifications can Plummet: 150 ft
negate this effect.
Weapon Self-Destruction: 99% chance of weapon
self-destructing

Chapter 9: NPCs and Enemies

312

Neural Network

Auto-Fire 2nd action: Heavy Weapons check -2


Full-Auto Fire 1st action: Heavy Weapons check -1
EQUIPMENT
Full-Auto Fire 2nd action: Heavy Weapons check -2
Full-Auto Fire 3rd action: Heavy Weapons check -3
Gas Tank: The gas tank is dangerous equipment
Damage: 6d6 in a 20 ft line (special, see weapon description)
that provides nearly unlimited supply of fuel to
the flame thrower heavy weapon. However, it is
GENERAL STATISTICS
cumbersome, big and plainly obvious, providing a
-1 penalty to Defense.
Str: 22 Dex: 16 Con: 18 Int: 6 Wis: 12 Cha: 6
In addition, the gas tank can be attacked (its Defense
Feats: AlertnessB, Skill Focus (Heavy Weapons), Greater Fortitude ,
is equal to the Geth Pyros Defense +5), but only
Iron Will, Lightning Reflexes, Greater Bashing, Improved Initiative
when the Pyro has no Shield HP. The tank possesses
Skills: Balance +12, Climb +8, Electronics +10, Heavy Weapons +15,
10 HP. If it takes more than 10 points of damage, the
Jump +12, Listen +12, Spot +12
gas tank begins to leak gas and catches fire quickly
Organization: Solitary, pair
due to the heat of the impact hole. Once it catches
Advancement: by racial HD increase
fire, it continues to burn for 2 actions until it explodes
Morality: Paragon +0, Renegade +0
dealing 20d6 damage to the Pyro and 10d6 damage
SPECIAL ABILITIES
to all those within 10-ft of it.
The Geth Pyro can remove the gas tank but takes 1d4
Plummet: 200 ft
actions doing so.
Weapon Self-Destruction
All characters are fully aware of what happens when the
Neural Network:
gas tank catches fire, so they usually know they should
Mighty Charge: When a Geth Juggernaut charges, it deals extra
avoid being near one when it explodes. Most characters
1d8+11 points of damage on the melee attack (not increased
take advantage of the 2 actions it takes for the tank to
by the Greater Bashing feat)
explode to get as far away from it as possible.

EQUIPMENT
Gas Tank: The gas tank is dangerous equipment that provides
nearly unlimited supply of fuel to the flame thrower heavy
weapon. However, it is cumbersome, big and plainly
The Geth Juggernaut is recognizable by its red armor, bright
obvious, providing a -1 penalty to Defense.
red flashlight eye and huge stature. This geth towers above
the ground, an intimidating presence on the battlefield of In addition, the gas tank can be attacked (its Defense is equal
over 8 ft tall. It features higher saving throws to resist powers
to the Geth Juggernauts Defense +5) but only when the
and abilities.
Juggernaut has no Shield HP. The tank possesses 10 HP. If it
takes more than 10 points of damage, the gas tank begins
to leak gas and catches fire quickly due to the heat of the
impact hole. Once it catches fire, it continues to burn for
XP 2.400
2 actions until it explodes dealing 20d6 damage to the
Large synthetic (geth)
Juggernaut and 10d6 damage to all those within 10-ft
Senses: nightvision 60 ft, low-light vision; Listen +12, Spot +12
of it.
Initiative: +7
The Geth Juggernaut can remove the gas tank but takes
Speed: 30 ft
1d4 actions doing so.
All
characters are fully aware of what happens when
DEFENSE STATISTICS
the gas tank catches fire, so they usually know they
Defense: 11 (+3 Dex, -1 size, -1 gas tank), touch 11, flat-footed 10
should avoid being near one when it explodes. Most
Shield HP: 90 (109 HD) Shield HP DR: 1
characters take advantage of the 2 actions it takes
HP: 80 (9d8+36) HP DR: 1
for the tank to explode to get as far away from it as
Regenerative Abilities: regeneration 2
possible.
Immunities: poison and disease
Fortitude: +12 Reflex: +8 Will: +6

Geth Juggernaut

GETH JUGGERNAUT CR 6

OFFENSE STATISTICS
Base Attack/Grapple: +6/+16
Space/Reach: 5 ft/5 ft
Weapon: M-451 Flamethrower (A 4, R -1, ammo 5% per shot, 20 ft)
One-Shot: Heavy Weapons check
Double Tap: Heavy Weapons check -1
Auto-Fire 1st action: Heavy Weapons check -1

313

Geth Prime

Standing twelve feet high and boasting the deadliest


arsenal of any geth infantry, a Geth Prime is a
terrifying opponent. They are instantly recognizable
by their white armor and huge stature. Primes carry a
pulse rifle - which can also launch rockets - have high
shields, Plating and are incredibly resilient.
Primes have no major weaknesses and are

Chapter 9: NPCs and Enemies

resistant to biotic and tech powers. They are the


largest bi-pedal geth unit, standing over 9 ft tall,
towering over the second largest unit, the Geth
Juggernaut.

GENERAL STATISTICS

Str: 24 Dex: 16 Con: 18 Int: 6 Wis: 14 Cha: 6


Feats: AlertnessB, Skill Focus (assault rifle), Greater Fortitude , Iron Will,
Lightning Reflexes, Improved Plating, Point Blank Shot, Greater
Bashing
Skills: Balance +10, Climb +8, Electronics +14, Heavy Weapons +14,
Large synthetic (geth)
Jump +12, Listen +15, Spot +15
Senses: nightvision 60 ft, low-light vision; Listen +15,
Organization: Solitary or pair
Spot +15
Advancement: by racial HD increase
Initiative: +3
Morality: Paragon +0, Renegade +0
Speed: 30 ft

GETH PRIME

CR8

SPECIAL ABILITIES

DEFENSE STATISTICS

Plummet: 250 ft
Weapon Self-Destruction
Neural Network:
Shield Boost: 3/encounter (1 + 1 per Wis mod,
minimum of 1), the Geth Prime is capable of
spending 1 action to regenerate 21 points
of its Shields (10 + Geth Primes HD), even
if the shields are down. This requires him
to spend 3 consecutive actions. If damage is
dealt to his HP, Shield HP or Plating he might
have, this action fails but is expended.
This ability has a cooldown of 10 actions.
OFFENSE STATISTICS
Drone & Turret Affinity: The Geth Prime can
use these powers even though he has no Tech
Base Attack/Grapple: +8/+18
points. The attack roll of these powers equals
Space/Reach: 5 ft/5 ft
the Geth Primes HD.
Weapon: Geth Pulse Rifle + Rail Extention (A 7, R
Siege Pulse: With 1 action, a Geth Prime
-2, ammo 80, 60 ft)
is capable of launching a blast of electroOne-Shot: +12
magnetic energy. The blast travels in a
Double-Tap: +10
straight line 50 ft per action, and up to a
Auto-Fire 1st action: +10
distance of 300 ft away. When it hits an object
Auto-Fire 2nd action: +8
or creature, it explodes dealing 6d6 points of
Full-Auto Fire 1st action: +10
damage to it and half that much to creatures or
Full-Auto Fire 2nd action: +8
objects that are 10-ft away from the one hit by
Full-Auto Fire 3rd action: +6
the blast. If the affected creatures have shields,
Critical: 20/3
the damage is increased by 50%. Synthetic and
Damage: 1d4 +2 (from mod)
mechanicals also take 50% more damage (doesnt stack
with the increased damage from having Shield HP).
POWER STATISTICS
In addition, it distorts the affected creatures mind
Disruptor Ammo rank 3
and optical devices, imposing a -6 penalty on
Damage Bonus: +2
Stun Duration: 1
Spot and Search checks and a -4 penalty on
action
attack rolls for 2 actions.
Fortitude Save DC: 12 + 1 per successful shot of current action
Once used, this ability cannot be used for another 4
actions.
Combat Drone rank 6 (Shield&Attack, Shield&Damage,
Post-Mortem
Explosion: Once a Geth Prime is
Rockets)
destroyed,
it
explodes dealing 11d4 points of
Drone Defense: 12
Drone Attack: +11
damage
(1d4
per
HD) to all within 15 feet away from
Drone Shield HP: 50
Attack Range: 50 ft
him.
Drone Damage: 6d6
Cooldown: 3 actions
Defense: 12 (+3 Dex, -1 size), touch 12, flatfooted 10
Shield HP: 110 (1011 HD)
Shield HP DR: 2
Plating HP: 32 (Con 16 + 1/2 HD +11)
Plating HP DR: 2
HP: 97 (11d8+44)
HP DR: 2
Regenerative Abilities: regeneration 2
Immunities: poison and disease
Fortitude: +13 Reflex: +8 Will: +7

Sentry Turret rank 3


Turret Defense: 10
Turret Shield HP: 40
Turret Damage: 2d8

Turret Attack: +11


Attack Range: 50 ft
Cooldown: 3 actions

Chapter 9: NPCs and Enemies

EQUIPMENT
Greater Stealth Generator: Geth Primes employ
greater stealth generators which disrupts all radar
within 500 ft of them. The Combat Optics weapon
modification can negate this effect

314

Organization: Solitary, pair or pack (4 6)


Advancement: by racial HD increase
Morality: Paragon +0, Renegade +0

Geth Hopper

The Geth Hopper is a subtype of the geth that the


quarians dont recognize, hinting that the geth are
SPECIAL ABILITIES
evolving. A Hoppers body is made of a springy
synthetic substance that resembles organic muscle
Plummet: 150 ft
tissue. This can be compressed and then released,
Neural Network:
allowing the Hopper to jump enormous distances
Natural Climber and Jumper: Geth Hoppers have a +20 bonus on
(hence the name given to them by Alliance soldiers).
Climb and Jump checks. They also have Climb speed equal to their
It has also tiny hooks on its hands and feet, meaning it
base speed
can climb on walls and ceilings.
Geth Hoppers are bothersome enemies, jumping around each
Hoppers are described as cyberwarfare platforms,
round if possible, which grants them a +4 bonus to Defense, no
meaning they have the ability to wreak havoc on
matter how much they jump.
hardsuit computers and weapons. They possess no
Tech Affinity: Hoppers have affinity to the Overload, Disruptor and
weapons of their own.
Sabotage Tech powers, being the only offensive capabilities
they possess. They do not need to spend Tech points to use
those powers. In addition, the cooldown of one of those powers
does not prevent the use of the other powers.
XP 900
Medium synthetic (geth)
Senses: nightvision 60 ft, low-light vision; Listen +7, Spot EQUIPMENT
+7
Lesser Stealth Generator: Geth Hoppers employ lesser stealth
Initiative: +8
generators which disrupts all radar within 500 ft of them. The
Speed: 30 ft, climb 30 ft
Combat Sensor, Combat Scanner and Combat Optics weapon
modifications can negate this effect.

GETH HOPPER

CR 3

DEFENSE STATISTICS

Defense: 16 (+6 Dex), touch 16, flat-footed 10


Shield HP: 70 (107 HD)
Shield HP DR: 0
HP: 35 (7d8)
HP DR: 0
Regenerative Abilities: regeneration 3
Immunities: poison and disease
Fortitude: +5 Reflex: +8 Will: +4

Base Attack/Grapple: +5/+6


Space/Reach: 5 ft/5 ft

POWER STATISTICS

GETH ARMATURE
Duration: 3 actions
Daze Duration: 1 action

Overload rank 3
Damage to Shields/Synthetics: 3d6 Stun Duration: 1 action
Damage to Organics: 1d8
Will Save DC: 15
Cooldown: 2 actions
Sabotage rank 3
Will Save DC: 15
Cooldown: 3 actions

The Geth Armature is a mobile anti-vehicle and anti-personnel


unit employed in high-risk areas, often dropped directly from
a Geth Dropship. The unit consists of a quadruped tank or
walker.
Armed with superior firepower and a Siege Pulse assault
cannon, this geth is easily a match for the armored vehicles
of other races. It also possesses a smaller secondary weapon
to deal with infantry.

OFFENSE STATISTICS

Disruptor rank 3
Radius: 15 ft
Will Save DC: 15
Cooldown: 6 actions

Geth Armature

XP 3.600
Huge mechanical (geth)
Senses: nightvision 60 ft, low-light vision; Listen +11,
Spot +11
Initiative: +5
Speed: 20 ft

Duration: 3 actions

GENERAL STATISTICS
Str: 12 Dex: 22 Con: 10 Int: 6 Wis: 14 Cha: 6
Feats: AlertnessB, Acrobatic, Stealthy, Quick Reconnoiter, Skill Focus
(Electronics), Skill Focus (Jump)
Skills: Balance +5, Climb +21, Damping +8, Decryption +8, Electronics
+18, Hide +9, Jump +35, Listen +7, Move Silently +9, Spot +7

315

CR 7

DEFENSE STATISTICS
Defense: 9 (+1 Dex, -2 size), touch 9, flat-footed 8
Shield HP: 90 (109 HD) Shield HP DR: 0
HP: 98 (9d8+45+9)
HP DR: 2
Regenerative Abilities: regeneration 3
Immunities: poison and disease
Fortitude: +11 Reflex: +4 Will: +7

OFFENSE STATISTICS
Base Attack/Grapple: +6/+23
Space/Reach: 15 ft/15 ft

Chapter 9: NPCs and Enemies

Weapon: Light Machine Gun (A 9, R -5, ammo Light Machine Gun: The heavy weapon geth armatures use is
infinite, 60 ft)
incorporated in them so it cannot be salvaged by others. Also,
One-Shot: Heavy Weapons check
armatures possess infinite Heavy Weapon Ammo
Double-Tap: Heavy Weapons check -5
Auto-Fire 1st action: Heavy Weapons check -5
Auto-Fire 2nd action: Heavy Weapons check -10
Full-Auto Fire 1st action: Heavy Weapons check -5
The Geth Colossus is similar to the Geth Armature, but much larger
Full-Auto Fire 2nd action: Heavy Weapons check
with more health, stronger armor and better weaponry. They are
-10
distinctive from Armatures because their armor is brighter, somewhat
Full-Auto Fire 3rd action: Heavy Weapons check -15
platinum-silver in appearance, with ridges on the back. They are
Critical: 20/2
equipped with a machine-gun style weapon and a powerful Siege
Damage: 1d8
Pulse. They are the largest of the geth ground forces.

Geth Colossus

GENERAL STATISTICS
Str: 28 Dex: 12 Con: 20 Int: 4 Wis: 14 Cha: 6
Feats: AlertnessB, Improved Initiative, Skill Focus (Heavy
Weapons), Iron Will, Toughness, Point Blank Shot,
Precise Shooting
Skills: Electronics +15, Heavy Weapons +15, Listen +11,
Spot +11
Organization: Solitary or pair
Advancement: by racial HD increase
Morality: Paragon +0, Renegade +0

SPECIAL ABILITIES

GETH COLOSSUS CR 10
XP 9.600
Gargantuan mechanical (geth)
Senses: nightvision 60 ft, low-light vision; Listen +20, Spot +20
Initiative: +4
Speed: 20 ft

DEFENSE STATISTICS
Defense: 6(-4 size), touch 6, flat-footed 6
Shield
HP: 120 (1012 HD)
Shield HP DR: 1
Plating HP: 40 (Con 22 + 1/2 HD +12)
Plating HP DR: 2
HP: 141 (12d8+72+2)
HP DR: 3
Regenerative Abilities: regeneration 5
Immunities: poison and disease
Fortitude: +14 Reflex: +4
Will: +8

Plummet: 200 ft
Weapon Self-Destruction
Neural Network:
Siege Pulse: With 1 full round action, a Geth
Armature is capable of launching a blast
of electro-magnetic energy. The blast
travels in a straight line 50 ft per
action, and up to a distance
of 300 ft away. When it hits an
object or creature, it explodes
dealing 6d6 points of
damage to it and half
that much to creatures
or objects that are 10-ft
away from the one hit by
the blast. If the affected
creatures have shields,
the damage is increased
by 50%. Synthetic and
mechanicals also take
50% more damage (doesnt stack with
the increased damage from having Shield HP).
In addition, it distorts the affected creatures mind and optical
devices, imposing a -6 penalty on Spot and Search checks and a
-4 penalty on attack rolls for 2 actions.
Once used, this ability cannot be used for another 4 actions.

EQUIPMENT
Normal Stealth Generator: Geth Armmatures employ normal stealth
generators which disrupts all radar within 500 ft of them. The
Combat Optics weapon modification can negate this effect.

Chapter 9: NPCs and Enemies

OFFENSE STATISTICS
Base Attack/Grapple: +9/+32
Space/Reach: 25 ft/25 ft
Weapon: Heavy Machine Gun (A 12, R -6,
onfinite per shot, 60 ft)
One-Shot: Heavy Weapons check
Double-Tap: Heavy Weapons check -6
Auto-Fire 1st action: Heavy Weapons check
-6
Auto-Fire 2nd action: Heavy Weapons check
-12
Full-Auto Fire 1st action: Heavy Weapons
check -6
Full-Auto Fire 2nd action: Heavy Weapons
check -12
Full-Auto Fire 3rd action: Heavy Weapons check -18
Critical: 20/2
Damage: 1d12

GENERAL STATISTICS
Str: 32 Dex: 11 Con: 22 Int: 6 Wis: 14 Cha: 6
Feats: AlertnessB, Improved Initiative, Skill Focus
(Heavy Weapons), Iron Will, Toughness, Point
Blank Shot, Precise Shooting, Improved Plating

316

Skills: Electronics +18, Heavy Weapons +18, Listen


+20, Spot +20
Organization: Solitary or pair
Advancement: by racial HD increase
Morality: Paragon +0, Renegade +0

SPECIAL ABILITIES

This is because they are not a race and do not gain class levels. Instead,
sentient geth gain racial HDs and the bonuses presented in the table
below.

STARTING STATISTICS
Normal Platform: Sentient Geth start with Normal Mobile Platforms.

Synthetic: Geth are synthetics (can only be repaired with the Repair
Plummet: 300 ft
skill).
Weapon Self-Destruction
Neural Network:
Ability Bonus: Geth start with a +2 bonus to Intelligence.
Siege Pulse: With 1 full round action, a Geth Colossus
Damage: Reduction: Geth start with DR 0
is capable of launching a blast of electro-magnetic
energy. The blast travels in a straight line 50 ft per
Shields: Geth start with 20 Shield HP
action, and up to a distance of 300 ft away. When
Speed: A Sentient Geths base speed is 30 ft.
it hits an object or creature, it explodes dealing
Incorporated Omni-Tool: Sentient geth have omni-tools
8d6 points of damage to it and half that much to
incorporated on all their mobile platforms for free.
creatures or objects that are 10-ft away from the
one hit by the blast. If the affected creatures have
Lack of Biotics: Geth cannot use biotic powers or gain them
shields, the damage is increased by 50%. Synthetic
through any means (such as feats or Unique Specializations).
and mechanicals also take 50% more damage (doesnt
Class and Level Bonuses: Geth gain class and level bonuses
stack with the increased damage from having Shield
(feats, maximum skill ranks, unique specializations, ability score
HP).
In addition, it distorts the affected creatures mind and increase, etc) just like a general class.
optical devices, imposing a -8 penalty on Spot and XP: Required: Geth require 15% more XP to level up than a
Search checks and a -5 penalty on attack rolls for 2
general class.
actions.
Senses: Geth possess no special senses, though they can
Once used, this ability cannot be used for another 2 actions.
upgrade their own (see upgrades).
Repair Protocol: The Geth Colossus is equipped with a
special self-repair protocol, which allows him to release Languages: Geth are always updated with software that allow
them to understand and speak all general languages.
nanobots into its body to repair holes and damaged
systems. To do so he must close himself in its collapsed
Tech Affinity: Sentient geth are considered as being of any
form, which requires 1 action. To return to combat mode,
class and/or race for the purpose of tech powers they can
he must spend another action. The number of points it
select.
recovers are equal to its HD + its Constitution score each
Starting Credits: 1000 + 5d4 20 (average 1240)
action it remains in that form.
While in collapsed form, he cannot attack nor move.
Equipment: A geths platform is considered as an armor
for the purpose of equipment (from the list of Other
EQUIPMENT
Equipment) that can be used/added to them (for items
that increase armors weight, merely add that weight to
Greater Stealth Generator: A Geth Colossus employs greater
stealth generators which disrupts all radar within 500 ft of the carrying load of the geth).
them. The Combat Optics weapon modification can negate
this effect.
GAME RULE INFORMATION
Heavy Machine Gun: The heavy weapon geth colossus use is
Geth have the following game statistics.
incorporated in them so it cannot be salvaged by others. Also,
Abilities: Geth benefit from high Intelligence, which
colossus possess infinite Heavy Weapon Ammo
improves their tech abilities.
Hit Dice: d8

New Race/Class: Sentient Geth

CLASS SKILLS

The Sentient Geth class skills (and the key ability


for each skill) are Damping (Int), Decryption (Int),
Electronics (Int), Hacking (Int), Heavy Weapons (Int),
Knowledge (physics) (Int), Knowledge (space) (Int),
Knowledge (technology) (Int), Piloting (Int), Repair
However, sentient geth follow different rules for other characters. (Int), Research (Electronics) (Int) and Spot (Wis).
During the events of Mass Effect 3, it was possible for Geth to become
sentient through Commander Shepards and Legions actions. GMs
may decide to play in campaigns where Geth became sentient.
Sentient geth may be chosen by players as PCs.

317

Chapter 9: NPCs and Enemies

Level

Base Attack
Bonus

Fort

Ref

Will:

Upgrade
Points

Special

+0

+0

+0

+0

Plummet, Upgrades, 2 Tech Specialization/Combat Specialization, Backup

+1

+0

+0

+0

Platform Transfer, Tech Specialization/Combat Specialization

+2

+1

+1

+1

Tech Specialization/Combat Specialization

+3

+1

+1

+1

Tech Specialization/Combat Specialization

+3

+1

+1

+1

Shield Boost, Tech Specialization/Combat Specialization

+4

+2

+2

+2

10

Tech Specialization/Combat Specialization

+5

+2

+2

+2

11

Tech Specialization/Combat Specialization

+6

+2

+2

+2

12

Tech Specialization/Combat Specialization

+6

+3

+3

+3

13

Tech Specialization/Combat Specialization

10

+7

+3

+3

+3

14

Tech Specialization/Combat Specialization

11

+8

+3

+3

+3

15

Tech Specialization/Combat Specialization

12

+9

+4

+4

+4

16

Tech Specialization/Combat Specialization

13

+9

+4

+4

+4

17

Tech Specialization/Combat Specialization

14

+10

+4

+4

+4

18

Tech Specialization/Combat Specialization

15

+11

+5

+5

+5

19

Improved Shield Boost, Tech Specialization/Combat Specialization

16

+12

+5

+5

+5

20

Tech Specialization/Combat Specialization

17

+12

+5

+5

+5

21

Tech Specialization/Combat Specialization

18

+13

+6

+6

+6

22

Tech Specialization/Combat Specialization

19

+14

+6

+6

+6

23

Tech Specialization/Combat Specialization

20

+15

+6

+6

+6

24

Tech Specialization/Combat Specialization

Sentient Geth Progression Table


Skill Points at 1st Level: (6 + Int modifier) 4

Tech points equal to Wisdom modifier. This can be done any


number of times per encounter. Doing so provokes AoO. If any
damage is dealt to the geths Shields, Plating or Hit Points, the
entire effort is expended without effect.

Skill Points at Each Additional Level: 6 + Int modifier

CLASS FEATURES
All of the following are class features of the Sentient Geth.
Weapon, Armor and Ammo Proficiency: A Geth doesnt
possess any armor proficiency, and doesnt need to use one.
Geth start with two different weapon proficiencies at their
choice and two Ammo Proficiencies from the following list:
disruptor, cryo, incendiary or armor-piercing. Once made the
choice cannot be undone.

Tech Specialization: At 1st level, the Geth gains 2


specializations, for Tech powers. At each additional level, the
geth gains one specialization. These specializations are used
to gain ranks in new Tech powers or to increase the rank
level of Tech powers the geth possesses.
The sentient geth can only apply specializations, to
increase ranks, on Tech powers to which the geth meets
the prerequisites.

Plummet: Geth have the Plummet ability, which allows them to


ignore the damage from a fall of up to 50 ft per 1/2 HD, but only
when voluntarily dropping themselves with a Jump check DC 10.
Failing means they take the damage normally.

Tech Specializations can be used to improve the rank


level of any Ammo power the geth possesses. One Tech
Specialization improves the current rank of an Ammo
power by 1. See Ammo powers for further details.

Tech Points: A geth starts the game with a number of tech points
equal to Intelligence modifier times HD (minimum of 1). At every
level, they also gain an additional +1 tech point.

Combat Specialization: At 1st level the sentient geth


gains 1 specialization, for Combat powers, and one each
for each level thereafter. These specializations are used
to gain ranks in new Combat powers or to increase the
rank level of Combat powers the geth possesses.

At the start of each encounter, the Geth has a number of tech


points has mentioned above. If those points are expended during an
encounter, the geth can no longer use tech powers for the remaining
of the encounters duration. At the end of the encounter, the geth
regains all lost tech points.
By spending 2 actions, the sentient geth can recover a number of

Chapter 9: NPCs and Enemies

The sentient geth can only apply specializations, to


increase ranks, on Combat powers to which the geth
meets the prerequisites.
Combat Specializations can be used to improve the
rank level of any Ammo power the geth possesses.
One Combat Specialization improves the current

318

rank of an Ammo power by 1. See Ammo powers


for further details

Dexterity Bonus

Upgrade
Points

Backup: When killed, a Geth can backup his entire


+1
7
AI into the network. This makes them almost
+2
12
immortal. Once a backup is created, it can be
+3
(bonus
is
removed
while
in
Prime
Platform)
18
inserted in another platform. However, this process
+4 (bonus is removed while in Prime Platform)
27
has its limitations and tolls. First, it can only be done
on situations where the geths body isnt completely
+5 (bonus is removed while not in Hopper Platform)
39
destroyed (such as being shattered or disintegrated).
+6 (bonus is removed while not in Hopper Platform)
58
This is because the backup takes around 1 minute and
even after being killed the geths body still has enough
Constitution Upgrades: A Geth can spend points to gain a bonus to
processing power to make the backup operation (if
Constitution, as indicated in the following table. Bonuses gained
the body is utterly destroyed during that time, the
this way are not cumulative and applying a higher bonus does not
backup fails). Second, it consumes 10% of the geths
return the upgrade points spent on lesser upgrades.
current XP (minimum of 100 XP, and if the Geth cannot
Constitution Bonus
Upgrade
pay it the backup fails) and the Geth permanently loses
Points
1 Intelligence point (this is because the backup is not
perfect, some memories and neural links are lost during
+1
10
the process). Thirdly, it requires a connection to the
+2
17
network, which isnt available in most uncharted systems
+3 (bonus is removed while in Hopper Platform)
26
and planets, and sometimes not even available in the
+4
(bonus
is
removed
while
in
Hopper
Platform)
40
Terminus Systems. Jamming may also make it impossible
to have said connection.
After this ability is used, the geth travels through the
Intelligence Upgrades: A Geth can spend points to gain a bonus
network until it reaches the nearest Geth Network
to Intelligence, as indicated in the following table. Bonuses
hub which can take 2d10 days (more if the network is
gained this way are not cumulative and applying a higher
saturated such as during times of war), to be transfered
bonus does not return the upgrade points spent on lesser
to a new platform. Installing itself in a new platform is just
upgrades. This intelligence bonus is considered permanent
like a Platform Transfer (see below) but without the XP and so it provides additional skill points per level (but it is not
consumption.
retroactive).
Upgrades: A Geth gains a number of upgrade points with
each level. By spending those points, he can increase his
statistics and gain special abilities and/or features. Once
those points are used, they cannot be recovered. This means
upgrades cannot be undone once chosen. The number of
upgrade points presented in the Geth Class Progression table
are the total upgrade points gained when the Geth reaches that
level. The Geth does not need to spend all upgrade points when
he reaches a given level, he may save them for later use.

Intelligence
Bonus

Upgrade
Points

Intelligence
Bonus

Upgrade
Points

+1

+4

17

+2

+5

25

+3

12

+6

36

Wisdom Upgrades: A Geth can spend points to gain a


bonus to Wisdom, as indicated in the following table.
Strength Upgrades: A Geth can spend points to gain a bonus to Bonuses gained this way are not cumulative and applying
Strength, as indicated in the following table. Bonuses gained this a higher bonus does not return the upgrade points spent
on lesser upgrades.
way are not cumulative and applying a higher bonus does not
return the upgrade points spent on lesser upgrades.
Upgrade
Points

Wisdom
Bonus

Upgrade
Points

Wisdom
Bonus

Upgrade
Points

+1

+4

17

Strength Bonus Upgrade


Points

Strength Bonus

+1

+4

17

+2

+5

25

+2

+5

25

+3

12

+6

36

+3

12

+6

36

Dexterity Upgrades: A Geth can spend points to gain a bonus to


Dexterity, as indicated in the following table. Bonuses gained this way
are not cumulative and applying a higher bonus does not return the
upgrade points spent on lesser upgrades

319

Charisma Upgrades: A Geth can spend points to gain


a bonus to Charisma, as indicated in the following
table. Bonuses gained this way are not cumulative
and applying a higher bonus does not return the
upgrade points spent on lesser upgrades.

Chapter 9: NPCs and Enemies

Charisma
Bonus

Upgrade
Points

Charisma
Bonus

Upgrade
Points

Attack Bonus

Upgrade Points Attack Bonus

Upgrade Points

+1

+6

15

+1

+4

17

+2

+7

20

+2

+5

25

+3

+8

26

+3

12

+6

36

+4

+9

36

+5

11

+10

50

Fortitude Upgrades: A Geth can spend points to gain a


bonus to Fortitude saves, as indicated in the following
table. Bonuses gained this way are not cumulative and
applying a higher bonus does not return the upgrade
points spent on lesser upgrades.

Damage Control Software: A Geth can spend points to increase his


DR. Bonuses gained this way are not cumulative and applying a

Fortitude
Bonus

Upgrade
Points

Fortitude
Bonus

Upgrade
Points

DR Bonus

Upgrade Points DR Bonus

Upgrade Points

+1

25

+3

75

+1

+6

10

+2

50

+4

100

+2

+7

14

+3

+8

18

+4

+9

25

+5

+10

35

higher bonus does not return the upgrade points spent on lesser
upgrades.
Increase Shields: A Geth can use upgrade points to increase his
Shield HP.

Reflex Upgrades: A Geth can spend points to gain a bonus


to Reflex saves, as indicated in the following table. Bonuses
gained this way are not cumulative and applying a higher
bonus does not return the upgrade points spent on lesser
upgrades.
Reflex Bonus

Upgrade
Points

Reflex Bonus

Upgrade
Points

+1

+6

10

+2

+7

14

+3

+8

18

+4

+9

25

+5

+10

35

If the Geth has less than 40 Shield HP, he must spend 1


upgrade point for each +3 Shield HP.
If the Geth has between 41 and 90 Shield HP, he must spend
1 upgrade point for each +1 Shield HP.
If the Geth has between 91 and 120 Shield HP, he must
spend 2 upgrade points for each +1 Shield HP.

Armor Upgrades: A Geth can spend 10 upgrade points to


allow up to 2 armor modifications to be applied to his
mobile platform. None of these can be a Shield Generator
armor mod.
Tech Specialization: A Geth can spend 8 upgrade points to
gain 1 Tech specialization.

Will Upgrades: A Geth can spend points to gain a bonus to Will


saves, as indicated in the following table. Bonuses gained this
way are not cumulative and applying a higher bonus does not
return the upgrade points spent on lesser upgrades.
Will Bonus

If the Geth has 121 or more Shield HP, he must spend 3


upgrade points for each +1 Shield HP.

Upgrade Points

Will Bonus

Upgrade Points

+1

+6

10

+2

+7

14

+3

+8

18

+4

+9

25

+5

+10

35

Combat Specialization: A Geth can spend 8 upgrade points


to gain 1 Combat specialization.
Plating: A Geth can spend upgrade points to gain plating
when using a Prime mobile platform. By spending 20
points he gains Plating equal to his Constitution score
(not modifier). After that he can spend 4 upgrade points
to increase his Plating by +1 (cumulative).

Targeting Software: A Geth can spend points to gain bonuses to


attack rolls. Bonuses gained this way are not cumulative and applying
a higher bonus does not return the upgrade points spent on lesser
upgrades.

Chapter 9: NPCs and Enemies

Stealth Generator: A Geth can spend upgrade points to


implement Stealth Generators in his mobile platform.
By spending 20 points, he implements a Lesser Stealth
Generator. By spending 40 points he implements a
Normal Stealth Generator. By spending 60 points he
implements a Greater Stealth Generator.
Durable Hardware: A Geth can spend 50 upgrade
points to become immune to critical hits.
Speed: Increase: A Geth can spend 50 upgrade points
to increase his speed by 10 ft. This upgrade can only

320

be selected once.
Extended Software: A Geth can spend 3 upgrade
points to make a specific Cross-Class Skill into a
Class Skill.
Advanced Software: A Geth can spend 2 upgrade
points to gain a +1 bonus on a specific skill check.
This is a cumulative and permanent bonus. There is
a maximum bonus the Geth can apply, to each skill,
equal to 1/2 Geth HD (minimum of +1).
Low-Light Vision: A geth can spend 3 upgrade
points to gain Low-Light vision.
Nightvision: A geth can spend
5 upgrade points to gain
nightvision 30 ft. By spending 5
upgrade points, he can increase
the range to 60 ft. If he then
spends another 5 upgrade
points he increases it to 120
ft.
Platform Transfer: Starting
2nd level, a Geth can change
to a different mobile platform (body). He
can choose to transfer his AI to a Largesized body and vice-versa. Doing so
consumes 10% of the Geths current
XP and requires at least 5 actions
connected to a hardware server
to which the other free mobile
platform is also connected.
The Geth can transfer himself into
one of the following bodies.
Normal Platform Medium-sized
body. Standard Geth with no benefits
or penalties.

Prime Platform Large-sized body. Takes penalties and benefits from


Large size. Gains +4 bonus to Strength and +2 bonus to Constitution
but take a -2 penalty to Dexterity. Their speed is reduced by 10 ft. Their
DR is increased by 1.
Shield Boost: Starting 5th level, the geth can spend a full-round action
to boost the Shields by issuing commands from the incorporated
omni-tool. This regenerates an amount of Shields equal to 10
+ 1 per HD. This action provokes AoO normally and should
any damage be dealt to the geths Shields, Plating or HP, the
action is expended without effect.
This ability has a cooldown of 10 actions.
This ability can be used a number of times per encounter equal
to Wisdom modifier +1 (minimum of 1).
Improved

Shield Boost: At 15th level the Geths


shield boost ability improves and
now regenerates an amount equal
to 10 + 2 per HD.

Geth Specific Feats


Extra Upgrade Points
Gain extra upgrade points
Prerequisites: Sentient Geth level 1
Benefit: Gain 4 upgrade points.
Quicker Backup Transfer
You can install your AI into a platform much faster.
Prerequisites: Sentient Geth level 1
Benefit: When you avoid dying by making a Backup to the
Geth Network, you no longer take 2d10 days to be installed
into a new platform. Instead, you take only 1d6 days.
In addition, the Backup now requires only 5 rounds. If
your body is utterly destroyed during those 5 rounds, the
Backup fails entirely.

Hopper Platform Medium-sized body.


The Geth increases his speed by +10
ft, gains +5 bonus to Jump, Hide
and Move Silently, and gains a
+4 bonus to Dexterity and -2
penalty to Strength. He also gains the
ability
to
move in walls and ceilings as if it was normal ground. Hopper
bodies are quadrupled (they carry 4 more) so they require both
Originally a small Terminus Systems vorcha gang, the
arms and legs to move, meaning a Geth in a Hopper body cannot
use weapons (he may still perform melee attacks and use powers Blood Pack was transformed into a mercenary legion
by the krogan battlemaster Ganar Wrang. Exiled
though). Hopper platforms automatically treat the Jump, Hide and
for striking a female in anger, Wrang obsessed over
Move Silently skills as Class skills and they dont need to make a
running jump when making Jump checks (the DC doesnt increase if reclaiming his lost status.
they dont perform running jumps).
Leading the vorcha pack as a pirate crew, Wrang
cultivated recruits and infamy for a decade before
Hunter Platform Medium-sized body. The Geth gains a +5 bonus
to Hide and Move Silently, and gains a +2 bonus to Dexterity. In incorporating his fighters as a security company
across the Skyllian Verge. His notoriety ensured his
addition, whenever using the Tactical Cloak power, that power has its
duration increased by 3. However, Hunter Platforms have the Geths initial public offering for investors made him rich
beyond most krogans dreams. Wrang returned
current DR reduced by 1 (minimum of 0).

Blood Pack Mercenaries

321

Chapter 9: NPCs and Enemies

triumphantly to his clan, rallying elders, krogan


hordes, and their firepower and biotic support
toward professional violence in the Terminus
Systems.

Full-Auto Fire 2nd action: +0


Full-Auto Fire 3rd action: -3
Critical: 20/2
Damage: 1d4

Banned from Citadel Space, the Blood Pack bribes


POWER STATISTICS
its way through spaceports into armed conflicts
Disruptor Ammo rank 1
across the galaxy. Priding themselves for accepting
Damage Bonus: +1 Stun Duration: 1 action
otherwise untouchable contracts, the Blood Pack
Fortitude Save DC: 10 + 1 per successful shot of current action
rejects bodyguarding and security in favor of cases
requiring minimal oversight and maximal violence.
Overkill rank 1
Blood Pack appears to be, for the most part, made
Times per Encounter: 1 Duration: 2 actions
entirely of vorcha and krogan members, though they
Recoil Penalty: halved Cooldown: 4 actions
also use varren as war beasts.
Shrapnel Grenade rank 1
Seeing the potential of the vorchas individual
Damage: 4d6
Radius: 20 ft
adaptability, krogan Blood Pack mercenaries often
sweep pockets of vorcha, gathering them up and
GENERAL STATISTICS
literally beating them into soldiers. Vorcha trained by
Str: 12 Dex: 16 Con: 18 Int: 6 Wis: 8 Cha: 6
this ordeal are stronger, faster, smarter, and more resilient
Feats: Alertness, Weapon Focus (assault rifle)
than other members of the race. Gaining even a few
Skills: Jump +2, Listen +2, Repair +0, Spot +2
vorcha gives a mercenary band a formidable advantage;
Organization: Solitary, pair or band (3 7)
each additional vorcha magnifies the gangs combat
Advancement: by class
ferocity exponentially.
Morality: Paragon +0, Renegade +20
Ability Points: 12

Blood Pack Trooper

SPECIAL ABILITIES

Blood Pack Troopers are vorcha who have been forced into
service by the Blood Pack and are literally beaten into soldiers
by their krogan commanders. They are the most commonly
encountered soldiers of the Blood Pack, and considered to be
cannon fodder by their fellow krogan.

Enrage: 2/encounter, after taking damage, the vorcha can


spend 1 action to enter in an enraged state. This state lasts
until the end of the encounter and it increases the vorchas
regeneration by +4 and provides 19 Plating HP

BLOOD PACK TROOPER CR 1/3


XP 100
Medium organic (vorcha) Class: Soldier lvl 2
Senses: nightvision 30 ft, Listen +2, Spot +2
Initiative: +3
Speed: 30 ft

DEFENSE STATISTICS
Defense: 13 (+3 Dex), touch 13, flat-footed 10
HP: 23 (2d10+8) HP DR: 2
Regenerative Abilities: regeneration 1
Immunities: disease
Fortitude: +7 Reflex: +3 Will: -1

OFFENSE STATISTICS
Base Attack/Grapple: +2/+3
Space/Reach: 5 ft/5 ft
Weapon: M-8 Avenger (A 4, R -3, ammo 40, 60 ft)
One-Shot: +6
Double-Tap: +3
Auto-Fire 1st action: +3
Auto-Fire 2nd action: +0
Full-Auto Fire 1st action: +3

Chapter 9: NPCs and Enemies

SPECIAL FEATURES
Physical Adaptability: violent clan or gang
Negative Charisma: Weak personality

EQUIPMENT
Grenades: 1 grenade

Blood Pack Pyro


The Blood Pack Pyro is a member of the Blood Pack
mercenary group armed with a flamethrower. These
troops are always vorcha.

BLOOD PACK PYRO

CR 1

XP 300
Medium organic (vorcha)
Class: Soldier lvl 3
Senses: nightvision 30 ft, Listen +1, Spot +1
Initiative: +2
Speed: 30 ft

DEFENSE STATISTICS
Defense: 11 (+2 Dex, -1 gas tank), touch 11, flatfooted 10
HP: 33 (3d10+12)
HP DR: 2

322

Regenerative Abilities: regeneration 1


Immunities: disease
Fortitude: +7 Reflex: +3 Will: +0

OFFENSE STATISTICS
Base Attack/Grapple: +3/+5
Space/Reach: 5 ft/5 ft

gas tank begins to leak gas and catches fire quickly due to the heat
of the impact hole. Once it catches fire, it continues to burn for 2
actions until it explodes dealing 20d6 damage to the pyro and 10d6
damage to all those within 10-ft of it.
The Blood Pack Pyro can remove the gas tank but takes 1d4 actions
doing so.
All characters are fully aware of what happens when the gas tank
catches fire, so they usually know they should avoid being near
one when it explodes. Most characters take advantage of the 2
actions it takes for the tank to explode to get as far away from it
as possible.

Weapon: M-451 Flamethrower (A 4, R -1, ammo 5%


per shot, 20 ft)
One-Shot: Heavy Weapons check
Double-Tap: Heavy Weapons check -1
Auto-Fire 1st action: Heavy Weapons check -1
Auto-Fire 2nd action: Heavy Weapons check -2
Full-Auto Fire 1st action: Heavy Weapons check -1
Full-Auto Fire 2nd action: Heavy Weapons check -2
Full-Auto Fire 3rd action: Heavy Weapons check -3
Damage: 6d6 in a 20 ft line (special, see weapon
description)

POWER STATISTICS
Disruptor Ammo rank 2
Damage Bonus: +1
Stun Duration: 1 action
Fortitude Save DC: 12 + 1 per successful shot of current
action
Shrapnel Grenade rank 3
Damage: 5d6

Blood Pack Boom-Squad


The Blood Pack Boom-Squad are vorcha trained for an antipersonnel role in the Blood Pack organization.

BLOOD PACK BOOM-SQUAD CR 1


XP 300
Medium organic (vorcha)
Class: Soldier lvl 3
Senses: nightvision 30 ft, Listen +1, Spot +1
Initiative: +2
Speed: 30 ft

DEFENSE STATISTICS
Radius: 20 ft

GENERAL STATISTICS
Str: 14 Dex: 15 Con: 18 Int: 6 Wis: 8 Cha: 6
Feats: Skill Focus (Heavy Weapons), 2 Open Minded
Skills: Heavy Weapons +9, Listen +1, Repair +4, Spot +1
Organization: Solitary, pair or band (2 4)
Advancement: by class
Morality: Paragon +0, Renegade +20
Ability Points: 12

Defense: 13 (+3 Dex), touch 13, flat-footed 10


HP: 30 (3d10+9)
HP DR: 2
Regenerative Abilities: regeneration 1
Immunities: disease
Fortitude: +6 Reflex: +4 Will: +0

OFFENSE STATISTICS
Base Attack/Grapple: +3/+5
Space/Reach: 5 ft/5 ft

Weapon: ML-77 Missile Launcher (SA 2, R -2, ammo 6% per


shot, 200 ft)
SPECIAL ABILITIES
One-Shot: Heavy Weapons check
Enrage: 2/encounter, after taking damage, the vorcha can
Double-Tap: Heavy Weapons check -2
spend 1 action to enter in an enraged state. This state lasts
Auto-Fire 1st action: Heavy Weapons check -2
until the end of the encounter and it increases the vorchas
Auto-Fire 2nd action: Heavy Weapons check -4
regeneration by +4 and provides 19 Plating HP
Full-Auto Fire 1st action: N/A
Full-Auto Fire 2nd action: N/A
SPECIAL FEATURES
Full-Auto Fire 3rd action: N/A
Physical Adaptability: violent clan or gang
Damage: 4d6 (1/2 to adjacent creatures)
Negative Charisma: Weak personality

EQUIPMENT

POWER STATISTICS

Disruptor Ammo rank 2


Grenades: 1 grenade
Damage Bonus: +1
Stun Duration: 1 action
Gas Tank: The gas tank is dangerous equipment that provides nearly
Fortitude Save DC: 12 + 1 per successful shot of current
unlimited supply of fuel to the flame thrower heavy weapon.
action
However, it is cumbersome, big and plainly obvious, providing a -1
Shrapnel Grenade rank 3
penalty to Defense.
Radius: 20 ft
In addition, the gas tank can be attacked (its Defense is equal to the Damage: 5d6
Pyros Defense +5) but only when the Pyro has no Shield HP. The
tank possesses 10 HP. If it takes more than 10 points of damage, the

323

Chapter 9: NPCs and Enemies

GENERAL STATISTICS
Str: 14 Dex: 16 Con: 17 Int: 6 Wis: 8 Cha: 6
Feats: Skill Focus (Heavy Weapons), 2 Open
Minded
Skills: Heavy Weapons +9, Listen +1, Repair +4, Spot
+1
Organization: Solitary, pair or band (2 4)
Advancement: by class
Morality: Paragon +0, Renegade +20
Ability Points: 12

SPECIAL ABILITIES
Enrage: 2/encounter, after taking damage, the
vorcha can spend 1 action to enter in an
enraged state. This state lasts until the end of
the encounter and it increases the vorchas
regeneration by +3 and provides 17
Plating HP

SPECIAL FEATURES

Reflex: +6 (only +3 vs environmental effects)


Will: +2

OFFENSE STATISTICS
Base Attack/Grapple: +5/+7
Space/Reach: 5 ft/5 ft
Weapon: M-23 Katana (SA 1, R -4, ammo 5, 20 ft)
One-Shot: +8
Double-Tap: +4
Auto-Fire 1st action: +4
Auto-Fire 2nd action: +0
Full-Auto Fire 1st action: N/A
Full-Auto Fire 2nd action: N/A
Full-Auto Fire 3rd action: N/A
Critical: 20/3
Damage: 2d6; +1d6 extra vs. targets within
range; within range, creatures adjacent to
target must make Ref save (DC equals
attack roll) or take 1/2 damage dealt.

Physical Adaptability: violent clan or


gang
Negative Charisma: Weak personality

EQUIPMENT
Grenades: 1 grenade

Blood Pack Warrior


Blood Pack Warriors are the elite troops
fielded by the Blood Pack mercenary
organization. Warriors are exclusively
krogan and act as officers and overseers
to the more numerous vorcha. Blood Pack
Warriors are rarely encountered without vorcha
supporting them.

BLOOD PACK WARRIOR


CR 3
XP 900
Medium organic (krogan)
5
Senses: Listen +4, Spot +5
Initiative: +2
Speed: 30 ft

Class: Soldier lvl

DEFENSE STATISTICS
Defense: 12 (+2 Dex), touch 12, flat-footed 10
Shield HP: 35
Shield HP DR: 0
Plating HP: 21 (14 Con+1/2 HD+5)
Plating HP DR: 0
HP: 42 (5d10+10)
HP DR: 2
Regenerative Abilities: regeneration 3
Resistances: +5 bonus on all saves against temperature effects,
radiation and poisons
Fortitude: +9 (only +6 vs environmental effects)

Chapter 9: NPCs and Enemies

POWER STATISTICS
Disruptor Ammo rank 3
Damage Bonus: +2
Stun Duration: 1 action
Fortitude Save DC: 12 + 1 per successful
shot of current action
Carnage rank 4 (Damage)
Times per Encounter: 1
Range: 60 ft
Blast Radius: Adjacent creatures
Cooldown: 3 actions
Damage Dealt: Critical damage +2d6
Shrapnel Grenade rank 1
Damage: 4d6 Radius: 20 ft

GENERAL STATISTICS
Str: 15 Dex: 14 Con: 14 Int: 10 Wis: 12
Cha: 8
Feats: Weapon Focus (shotgun), Improved
Regeneration, Improved Plating, Greater Bashing,
Point Blank Shot (from Unique Specialization)
Skills: Balance +4, Diplomacy -5, Intimidate
+5, Jump +7, Listen +4, Repair +2, Spot +5,
Tumble +3
Organization: Solitary, pair or band (2 5)
Advancement: by class
Morality: Paragon +0, Renegade +30
Ability Points: 14

SPECIAL ABILITIES
Krogan Charge: When the Blood Pack Warrior
charges, he deals an extra 1d8+5 points of damage
with the melee attack
Shield Boost: 1/encounter, the Blood Pack Warrior
can spend 1 action to regenerate 15 points of the

324

One-Shot: +8
Double-Tap: +4
Auto-Fire 1st action: +4
SPECIAL FEATURES
Auto-Fire 2nd action: +0
Full-Auto Fire 1st action: N/A
Negative Charisma: Ugly
Redundant Systems: When victim of a critical Full-Auto Fire 2nd action: N/A
Full-Auto Fire 3rd action: N/A
hit, Blood Pack Warriors take a penalty of -2
Intelligence, Wisdom and Charisma and must Critical: 20/3
Damage: 2d8; +1d6 extra vs. targets within range; +1 extra vs.
make a Will save DC 15 every minute or enter in a
Plating; within range, creatures adjacent to target must make Ref
rage called Blood Haze where he sees everyone as
save (DC equals attack roll) or take 1/2 damage dealt.
hostile. During that rage, he gains +2 bonus to Str
and Constitution. This lasts for 1 hour. Cumulative
POWER STATISTICS
critical hits do not result in a cumulative penalty.
Biotic Points: 20 (8 in maintenance from Biotic Enhancement)
armors Shields.
This ability has a cooldown of 10 actions.

EQUIPMENT

Grenades: 1 grenade
Armor: Mercenary Medium Armor (carries extra 3
Thermal Clips)
Gravity Boots

Blood Pack Commander

Biotic Enhancement rank 3


Max Str Increase: 1 or 2 (Str in statistics increased by 2)
Max Dex Increase: 1 (Dex in statistics increased by 1)
Max Fort Save: 1 or 2 (Fort save in statistics increased by 2)
Max Ref Save: 1 or 2 (Ref save in statistics increased by 2)
Max Skill Bonus: 1, 2 or 3
Max Speed Increase: 5 ft (speed in statistics increased by 5 ft)
Cooldown: 5 actions
Cost/Maintenance: Varies

Blood Pack Commanders sat at the top of the food chain in


Warp rank 3
the Blood Pack mercenary group. They answer only to each
Damage: 3d6
Range: 60 ft
other and profit and Blood Pack interests are always their
Detonation Radius: 5 ft
Cooldown: 2 actions
top concern. When one commander deviates from these
Cost: 3 biotic points
concerns, others might step in to punish (and most likely kill)
the rebellious commander.
Incendiary Ammo rank 3
Blood Pack Commanders are always Krogan Battlemasters, Damage Bonus: +2
Reflex Save DC: 12 + 1 per successful shot of current action
complementing their fighting skills with some biotic powers.
At close range, they are extremely dangerous.
Carnage rank 4 (Damage)

BLOOD PACK COMMANDER CR 5


XP 1.200
Medium organic (krogan)
Senses: Listen +4, Spot +5
Initiative: +5
Speed: 35 ft

DEFENSE STATISTICS

Class: Krogan Battlemaster lvl 8

Times per Encounter: 1


Range: 60 ft
Blast Radius: Adjacent creatures Cooldown: 3 actions
Damage Dealt: Critical damage +2d6
Shrapnel Grenade rank 1
Damage: 4d6
Cluster Grenade rank 1
Damage: 3d6
Fly Distance: 10 ft

Radius: 20 ft
Radius: 15 ft
Fortitude Save DC: 16

Adrenaline Rush rank 2


Defense: 11 (+1 Dex), touch 11, flat-footed 10
Bonus to Attack Rolls: Wisdom mod Duration: 1 action
Shield HP: 35
Shield HP DR: 0
Bonus to Reflex saves: Wisdom mod Cooldown: 3 action
Plating HP: 26 (14 Con+1/2 HD+8)
Plating HP DR: 0
Times per Encounter: 2
HP: 64 (8d10+16)
HP DR: 2
Regenerative Abilities: regeneration 3
Resistances: +5 bonus on all saves against temperature effects, GENERAL STATISTICS
radiation and poisons
Str: 15 Dex: 12 Con: 14 Int: 10 Wis: 12 Cha: 14
Fortitude: +13 (only +10 vs environmental effects)
Feats: Weapon Focus (shotgun), Improved
Reflex: +8 (only +5 vs environmental effects)
Plating, Greater Bashing, Improved Initiative,
Will: +5
Improved Regeneration, Iron Will (from Unique
Specialization), Point Blank Shot (from Unique
OFFENSE STATISTICS
Specialization)
Skills: Balance +3, Biotics +8, Diplomacy -2,
Base Attack/Grapple: +6/+8
Intimidate +10, Jump +8, Knowledge (tactics) +4,
Space/Reach: 5 ft/5 ft
Listen +8, Repair +2, Spot +9, Tumble +6
Weapon: M-22 Eviscerator + Smart Choke I (SA 1, R -4, ammo 3, 35 ft)

325

Chapter 9: NPCs and Enemies

Organization: Solitary or pair


Advancement: by class
Morality: Paragon +0, Renegade +50
Ability Points: 14

SPECIAL ABILITIES
Krogan Charge: When the Blood Pack Warrior
charges, he deals an extra 1d8+8 points of damage
with the melee attack
Shield Boost: 2/encounter, the Blood Pack
Commander can spend 1 action to regenerate 18
points of the armors Shields.
This ability has a cooldown of 10 actions.

SPECIAL FEATURES

Immunities: disease
Fortitude: +7 Reflex: +3

Will: +0

OFFENSE STATISTICS
Base Attack/Grapple: +3/+5
Space/Reach: 5 ft/5 ft
Weapon: M-451 Flamethrower (A 4, R -1, ammo 5% per shot, 20 ft)
One-Shot: Heavy Weapons check
Double-Tap: Heavy Weapons check -1
Auto-Fire 1st action: Heavy Weapons check -1
Auto-Fire 2nd action: Heavy Weapons check -2
Full-Auto Fire 1st action: Heavy Weapons check -1
Full-Auto Fire 2nd action: Heavy Weapons check -2
Full-Auto Fire 3rd action: Heavy Weapons check -3
Damage: 6d6 in a 20 ft line (special, see weapon description)

Redundant Systems: When victim of a critical hit,


Blood Pack Warriors take a penalty of -2 Intelligence,
POWER STATISTICS
Wisdom and Charisma and must make a Will save DC
Disruptor Ammo rank 2
15 every minute or enter in a rage called Blood Haze
Damage Bonus: +1
Stun Duration: 1 action
where he sees everyone as hostile. During that rage,
Fortitude Save DC: 12 + 1 per successful shot of current action
he gains +2 bonus to Str and Constitution. This lasts
Shrapnel Grenade rank 3
for 1 hour. Cumulative critical hits do not result in a
Damage: 5d6
Radius: 20 ft
cumulative penalty.

EQUIPMENT

GENERAL STATISTICS

Grenades: 2 grenades
Armor: Mercenary Medium Armor (carries extra 3 Thermal
Clips) + Off-Hand Ammo Pack (extra for arms): carries
extra 4 Thermal Clips
Gravity Boots
Omni-Tool
Solaris Amp L3-I

Str: 14 Dex: 15 Con: 18 Int: 6 Wis: 8 Cha: 6


Feats: Skill Focus (Heavy Weapons), 2 Open Minded
Skills: Heavy Weapons +9, Listen +1, Repair +4, Spot +1
Organization: Solitary, pair or band (2 4)
Advancement: by class
Morality: Paragon +0, Renegade +20
Ability Points: 12

SPECIAL ABILITIES

Blue Suns Pyro


Blue Suns Pyros are flamethrower equipped troops employed
by the Blue Suns mercenary organization. Since that job requires
them to approach a target almost at point-blank range, and
poses tremendous risk because of the volatile gas tank the pyro
carries in the back, only batarians are chosen for this position.
Though Blue Suns Pyro uses the Scorpion light armor, the armors
colors are different, employing the Blue Suns Mercenary Band
colors and logo.

BLOOD PACK PYRO


XP 300
Medium organic (vorcha) Class: Soldier lvl 3
Senses: nightvision 30 ft, Listen +1, Spot +1
Initiative: +2
Speed: 30 ft

DEFENSE STATISTICS
Defense: 11 (+2 Dex, -1 gas tank), touch 11, flat-footed 10
HP: 33 (3d10+12)
HP DR: 2
Regenerative Abilities: regeneration 1

Chapter 9: NPCs and Enemies

CR 1

Enrage: 2/encounter, after taking damage, the vorcha can


spend 1 action to enter in an enraged state. This state
lasts until the end of the encounter and it increases the
vorchas regeneration by +4 and provides 19 Plating HP

SPECIAL FEATURES
Physical Adaptability: violent clan or gang
Negative Charisma: Weak personality

EQUIPMENT
Grenades: 1 grenade
Gas Tank: The gas tank is dangerous equipment that
provides nearly unlimited supply of fuel to the flame
thrower heavy weapon. However, it is cumbersome,
big and plainly obvious, providing a -1 penalty to
Defense.
In addition, the gas tank can be attacked (its Defense
is equal to the Pyros Defense +5) but only when
the Pyro has no Shield HP. The tank possesses
10 HP. If it takes more than 10 points of damage,
the gas tank begins to leak gas and catches fire
quickly due to the heat of the impact hole. Once

326

it catches fire, it continues to burn for 2 actions


DEFENSE STATISTICS
until it explodes dealing 20d6 damage to the
Defense: 13 (+3 Dex), touch 13, flat-footed 10
pyro and 10d6 damage to all those within 10-ft
Shield HP: 15 Shield HP DR: 0
of it.
HP: 19 (2d10+4) HP DR: 1
The Blood Pack Pyro can remove the gas tank but
Resistances: +25% chance of negating critical hits and sneak attacks
takes 1d4 actions doing so.
(from Scorpion Light Armor)
All characters are fully aware of what happens when
Fortitude: +9 (only +5 vs. environmental effects)
the gas tank catches fire, so they usually know they
Reflex: +7 (only +3 vs. environmental effects)
should avoid being near one when it explodes.
Will: +1
Most characters take advantage of the 2 actions it
takes for the tank to explode to get as far away from
OFFENSE STATISTICS
it as possible.
Base Attack/Grapple: +2/+3
Space/Reach: 5 ft/5 ft

Blue Suns Mercenaries


The Blue Suns are a private security organization, in
reality a mercenary outfit operating in the Skyllian Verge.
The Blue Suns have a reputation for being both discreet
and ruthlessly efficient, and as such charge a sizeable fee.
They were founded by Zaeed Massani and Vido Santiago.

Weapon: M-8 Avenger (A 4, R -3, ammo 40, 60 ft)


One-Shot: +6
Double-Tap: +3
Auto-Fire 1st action: +3
Auto-Fire 2nd action: +0
Full-Auto Fire 1st action: +3
Full-Auto Fire 2nd action: +0
Full-Auto Fire 3rd action: -3
Critical: 20/2
Damage: 1d4

After betraying Zaeed, Vido hired many batarians into his


ranks, even naming Solem DelSerah his head of operations,
though this act was little more than a PR stunt calculated
as a sign of cooperation to placate his batarian funders, and
to draw away fire from potential assassination attempts. It
worked on both counts and the partnership lasts to this day.

POWER STATISTICS

Over the next decade the Suns grew into a fearsome combat
force spanning dozens of places.
Blue Suns mercenaries often have a tattoo of a blue sun
somewhere on their body. During high-risk jobs, the tattoo
would be removed with an acid wash to prevent them being
identified, then reapplied once the job was finished.
Blue Suns consist mostly of batarians, turians, and humans, and
also employ YMIR, FENRIS, and LOKI Mechs.

Disruptor Ammo rank 1


Damage Bonus: +1 Stun Duration: 1 action
Fortitude Save DC: 10 + 1 per successful shot of current action
Incendiary Ammo rank 1
Damage Bonus: +1
Reflex Save DC: 10 + 1 per successful shot of current action
Shrapnel Grenade rank 1
Damage: 4d6
Radius: 20 ft

GENERAL STATISTICS

Str: 12 Dex: 16 Con: 14 Int: 10 Wis: 12 Cha: 10


Feats: Weapon Focus (assault rifle), Precise Shooting, Point
Blank Shot
Skills: Balance +5, Intimidate +3, Jump +3, Knowledge
(tactics) +2, Listen +3, Repair +2, Spot +3
Blue Suns Troopers are the rank and file soldiers for the Blue Suns
Organization: Solitary, pair or band (3 10)
mercenary organization, making them one of the most commonly
Advancement: by class
encountered enemies. They are predominantly human, batarian,
Morality: Paragon +0, Renegade +20
and turian soldiers.
Ability Points: 12
Though Blue Suns Trooper uses the Scorpion light armor, the
SPECIAL ABILITIES
armors colors are different, employing the Blue Suns Mercenary
Band colors and logo.
Shield Boost: 1/encounter, the Blue Suns Trooper

Blue Suns Trooper

BLUE SUNS TROOPER CR 1/2


XP 150
Medium organic (human)
Senses: Listen +3, Spot +3
Initiative: +3
Speed: 30 ft

327

Class: Soldier lvl 2

can spend 1 action to regenerate 12 points of the


armors Shields.
This ability has a cooldown of 10 actions.

EQUIPMENT
Grenades: 1 grenade
Armor: Scorpion Light Armor (+25% chance of

Chapter 9: NPCs and Enemies

negating critical hits and sneak attacks)


Stim-Pack: Mind Focusing Drugs (+1 Attack bonus)
Omni-Tool

BLUE SUNS TROOPER


CR 1/2
XP 150
Medium organic (batarian)
Senses: Listen +2, Spot +5
Initiative: +3
Speed: 30 ft

Morality: Paragon +0, Renegade +20


Ability Points: 12

SPECIAL ABILITIES
Shield Boost: 1/encounter, the Blue Suns Trooper can spend 1 action
to regenerate 12 points of the armors Shields.
This ability has a cooldown of 10 actions.

Class: Soldier lvl 2

EQUIPMENT

DEFENSE STATISTICS
Defense: 13 (+3 Dex), touch 13, flat-footed 10
Shield HP: 15 Shield HP DR: 0
HP: 21 (2d10+6) HP DR: 1
Resistances: +25% chance of negating critical hits and
sneak attacks (from Scorpion Light Armor)
Fortitude: +10 (only +6 vs. environmental effects)
Reflex: +7 (only +3 vs. environmental effects)
Will: +0

Grenades: 1 grenade
Armor: Scorpion Light Armor (+25% chance of negating critical hits
and sneak attacks)
Stim-Pack: Mind Focusing Drugs (+1 Attack bonus)
Omni-Tool

Blue Suns Heavy


Blue Suns Heavies are troops deployed in a squad support role by
the Blue Suns mercenary organization. They are always human,
equipped with ML-77 Missile Launcher (SA 2, R -2, ammo 6% per
shot, 200 ft)s. Their role is to inflict heavy damage on opponents
while keeping them suppressed. They are encountered
frequently on Blue Suns bases and places of interest.

OFFENSE STATISTICS

Though Blue Suns Heavy uses the Scorpion light armor,


the armors colors are different, employing the Blue Suns
Mercenary Band colors and logo.

Base Attack/Grapple: +2/+3


Space/Reach: 5 ft/5 ft
Weapon: M-8 Avenger (A 4, R -3, ammo 40, 60 ft)
One-Shot: +6
Double-Tap: +3
Auto-Fire 1st action: +3
Auto-Fire 2nd action: +0
Full-Auto Fire 1st action: +3
Full-Auto Fire 2nd action: +0
Full-Auto Fire 3rd action: -3
Critical: 20/2
Damage: 1d4

POWER STATISTICS
Disruptor Ammo rank 1
Damage Bonus: +1
Stun Duration: 1 action
Fortitude Save DC: 10 + 1 per successful shot of current action
Incendiary Ammo rank 1
Damage Bonus: +1
Reflex Save DC: 10 + 1 per successful shot of current action
Shrapnel Grenade rank 1
Damage: 4d6

BLUE SUNS HEAVY CR 2


XP 600
Medium organic (human)
Initiative: +6
Speed: 30 ft

Class: Engineer lvl 4


Senses: Listen +0, Spot +0

DEFENSE STATISTICS
Defense: 12 (+2 Dex), touch 12, flat-footed 10
Shield HP: 19
Shield HP DR: 1
HP: 20 (4d6+4)
HP DR: 1
Resistances: +25% chance of negating critical hits and
sneak attacks (from Scorpion Light Armor)
Fortitude: +8 (only +4 vs. environmental effects)
Reflex: +7 (only +3 vs. environmental effects)
Will: +4

OFFENSE STATISTICS
Base Attack/Grapple: +2/+3
Space/Reach: 5 ft/5 ft

Radius: 20 ft

Weapon: ML-77 Missile Launcher (SA 2, R -2, ammo 6%


per shot, 200 ft)
GENERAL STATISTICS
One-Shot: Heavy Weapons check
Str: 12 Dex: 16 Con: 16 Int: 10 Wis: 10 Cha: 10
Double-Tap: Heavy Weapons check -2
Feats: Weapon Focus (assault rifle), Point Blank Shot
Auto-Fire 1st action: Heavy Weapons check -2
Skills: Intimidate +3, Knowledge (tactics) +2, Listen +2, Repair +2,
Auto-Fire 2nd action: Heavy Weapons check -4
Spot +5
Full-Auto Fire 1st action: N/A
Organization: Solitary, pair or band (3 10)
Full-Auto Fire 2nd action: N/A
Advancement: by class
Full-Auto Fire 3rd action: N/A

Chapter 9: NPCs and Enemies

328

Damage: 4d6 (1/2 to adjacent creatures)

POWER STATISTICS
Tech Points: 16 (2 in maintenance from Tech Armor)
Overload rank 3
Damage to Shields/Synthetics: 3d6 Stun Duration: 1
action
Damage to Organics: 1d8
Will Save DC: 16
Cooldown: 4 actions
Cost: 2 tech points
AI Hacking rank 3
Radius: 10 ft
Will Save DC: 16
Cooldown: 5 actions

Duration: 3 actions
Cost: 3 tech points

Tech Armor rank 3


Shield Increase: +30% (applied in statistics)
Cooldown Increase: 2 actions (applied in statistics)
Shield HP DR gained: 1 (applied in statistics)
Fortitude Save DC: 16
Explosion Radius: 15 ft
Cooldown: 4 actions
Explosion Damage: 3d6
Cost: 3 tech points

Blue Suns Legionnaires are always batarian.


Though Blue Suns Legionnaire uses the Onyx medium armor, the
armors colors are different, employing the Blue Suns Mercenary Band
colors and logo.

BLUE SUNS LEGIONNAIRE


XP 900
Medium organic (batarian)
Senses: Listen +5, Spot +5
Initiative: +3
Speed: 30 ft

Class: Soldier lvl 6

DEFENSE STATISTICS
Defense: 13 (+3 Dex), touch 13, flat-footed 10
Shield HP: 58
Shield HP DR: 1
HP: 43 (6d10+6)
HP DR: 2
Fortitude: +9 (only +6 vs. environmental effects)
Reflex: +8 (only +5 vs. environmental effects)
Will: +5

GENERAL STATISTICS
Str: 13 Dex: 14 Con: 12 Int: 16 Wis: 10
Cha: 10
Feats: Simple Tech Training (Tech Armor),
Skilled (Heavy Weapons, Hide, Move
Silently), Improved Initiative, Greater
Fortitude , Dodge (from Unique
Specialization)
Skills: Balance +4, Damping +10, Decryption
+10, Electronics +12, First Aid +7,
Hacking +10, Heavy Weapons +10, Jump
+3, Knowledge (physics) +9, Knowledge
(technology) +9, Medicine +9, Repair +10,
Tumble +7
Organization: Solitary, pair or squad (2 5)
Advancement: by class
Morality: Paragon +0, Renegade +20
Ability Points: 12

EQUIPMENT
First-Aid Dispenser: 3 Medi-Gel kits
Armor: Scorpion Light Armor (+25% chance of
negating critical hits and sneak attacks)
Omni-Tool

Blue Suns Legionnaire


Blue Suns Legionnaires are highly skilled infantry
hired and deployed by the mercenary organization
the Blue Suns. Legionnaires are high level troops and are much
more dangerous than standard Troopers. There are usually a couple
Legionnaires deployed to any given Blue Suns base. Legionnaires are
always accompanied by Troopers and other Blue Suns troop types.

329

CR 3

OFFENSE STATISTICS
Base Attack/Grapple: +6/+9
Space/Reach: 5 ft/5 ft
Weapon: M-15 Vindicator + Recoil Damper (B 3,
R -4, ammo 24, 70 ft)
One-Shot: N/A
Double-Tap: N/A
Auto-Fire 1st action: +7
Auto-Fire 2nd action: +3
Full-Auto Fire 1st action: N/A
Full-Auto Fire 2nd action: N/A
Full-Auto Fire 3rd action: N/A
Critical: 20/2
Damage: 1d6

POWER STATISTICS
Tech Points: 6 (2 in maintenance from Tech
Armor)
Disruptor Ammo rank 3
Damage Bonus: +2
Stun Duration: 1 action
Fortitude Save DC: 12 + 1 per successful shot of
current action
Incendiary Ammo rank 3
Damage Bonus: +2
Reflex Save DC: 12 + 1 per successful shot of current
action
Shrapnel Grenade rank 3
Damage: 5d6
Radius: 20 ft
Tech Armor rank 1
Shield Increase: +30% (applied in statistics)
Cooldown Increase: 2 actions (applied in statistics)
Shield HP DR gained: 1 (applied in statistics)
Fortitude Save DC: 12

Chapter 9: NPCs and Enemies

Explosion Radius: 10 ft
Explosion Damage: 2d6

Cooldown: 4 actions
Cost: 2 tech points

GENERAL STATISTICS

Fortitude: +10 (only +7 vs. environmental effects)


Reflex: +8 (only +5 vs. environmental effects)
Will: +5

OFFENSE STATISTICS
Str: 16 Dex: 14 Con: 14 Int: 12 Wis: 12 Cha: 8
Feats: Weapon Focus (assault rifle), Point Blank Shot,
Base Attack/Grapple: +8/+11
Skilled (Electronics, Hide, Move Silently), Simple
Space/Reach: 5 ft/5 ft
Tech Training (Tech Armor), Iron Will (from Unique
Weapon: M-15 Vindicator + Recoil Damper (B 3, R -4, ammo 24, 70 ft)
Specialization)
One-Shot: N/A
Skills: Balance +5, Electronics +4, Intimidate +7,
Double-Tap: N/A
Jump +6, Listen +5, Piloting +4, Repair +7, Spot +5,
Auto-Fire 1st action: +10
Tumble +8
Auto-Fire 2nd action: +6
Organization: Solitary, pair or band (3 6)
Full-Auto Fire 1st action: N/A
Advancement: by class
Full-Auto Fire 2nd action: N/A
Morality: Paragon +0, Renegade +30
Full-Auto Fire 3rd action: N/A
Ability Points: 12
Critical: 20/2
Damage: 1d6
SPECIAL ABILITIES
Shield Boost: 2/encounter, the Blue Suns Legionnaire
can spend 1 action to regenerate 16 points of the
armors Shields.
This ability has a cooldown of 10 actions.

SPECIAL FEATURES
Negative Charisma: Ugly

EQUIPMENT
Grenades: 1 grenade
Armor: Onyx Medium Armor (Arms - +1 bonus on attak rolls)
Stim-Pack: Mind Focusing Drugs (+1 Attack bonus)
Omni-Tool

POWER STATISTICS
Tech Points: 8 (2 in maintenance from Tech Armor)
Disruptor Ammo rank 3
Damage Bonus: +2
Stun Duration: 1 action
Fortitude Save DC: 12 + 1 per successful shot of current action
Incendiary Ammo rank 3
Reflex Save DC: 12 + 1 per successful shot of current action
Damage Bonus: +2
Shrapnel Grenade rank 4 (Damage)
Damage: 6d6
Radius: 20 ft

Tech Armor rank 1


Shield Increase: +30% (applied in statistics)
Cooldown Increase: 2 actions (applied in statistics)
Shield HP DR gained: 1 (applied in statistics)
Fortitude Save DC: 12
The Blue Suns Centurion is the second highest rank in the
Explosion Radius: 10 ft
Cooldown: 4 actions
Blue Suns mercenary group. Centurions are armed with M-15
Explosion
Damage:
2d6
Cost: 2 tech points
Vindicator assault rifles or M-27 Scimitar shotguns. They can
easily strip away the players shields and inflict high damage.
They are also highly-accurate troops, rarely missing a burst with GENERAL STATISTICS
a Vindicator.
Str: 16 Dex: 16 Con: 12 Int: 12 Wis: 12 Cha: 10
Though Blue Suns Centurion uses the Onyx and Silverback Feats: Weapon Focus (assault rifle), Point Blank Shot,
Skilled (Electronics, Hide, Move Silently), Simple Tech
medium armors, the armors colors are different, employing the
Training (Tech Armor), Improved Initiative, Dodge,
Blue Suns Mercenary Band colors and logo.
Iron Will (from Unique Specialization), Precise
Shooting (from Unique Specialization)
Skills: Balance +5, Electronics +4, Intimidate +8, Jump
XP 1.800
+5, Knowledge (tactics) +4, Listen +6, Piloting +5,
Medium organic (human) Class: Soldier lvl 8
Repair +9, Spot +6, Tumble +10
Senses: Listen +6, Spot +6
Organization: Solitary, pair or band (2 4)
Initiative: +7
Advancement: by class
Speed: 30 ft
Morality: Paragon +0, Renegade +40
Ability Points: 14

Blue Suns Centurion

BLUE SUNS CENTURION CR 5

DEFENSE STATISTICS

Defense: 13 (+3 Dex), touch 13, flat-footed 10


Shield HP: 58 Shield HP DR: 1
HP: 56 (8d10+8) HP DR: 2

Chapter 9: NPCs and Enemies

330

SPECIAL ABILITIES

Fortitude Save DC: 12 + 1 per successful shot of current action

Improved Shield Boost: 2/encounter, the Blue


Suns Centurion can spend 1 action to regenerate
26 points of the armors Shields.
This ability has a cooldown of 10 actions.

Incendiary Ammo rank 3


Damage Bonus: +2
Reflex Save DC: 12 + 1 per successful shot of current action

EQUIPMENT

Shrapnel Grenade rank 3


Damage: 5d6

Radius: 20 ft

Tech Armor rank 1


Grenades: 3 grenades
Armor: Onyx Medium Armor (Arms - +1 bonus on Shield Increase: +30% (applied in statistics)
Cooldown Increase: 2 actions (applied in statistics)
attak rolls)
Shield HP DR gained: 1 (applied in statistics)
Stim-Pack: Mind Focusing Drugs (+1 Attack bonus)
Fortitude Save DC: 12
Stim-Pack: Greater Reflex Enhancing Drugs (+2 dodge
Explosion Radius: 10 ft Cooldown: 4 actions
bonus to Defense)
Explosion Damage: 2d6 Cost: 2 tech points
Gravity Boots
Omni-Tool

GENERAL STATISTICS

BLUE SUNS CENTURION CR 5


XP 1.800
Medium organic (turian)
Senses: Listen +5, Spot +5
Initiative: +7
Speed: 30 ft

Class: Soldier lvl 8

DEFENSE STATISTICS

Str: 16 Dex: 16 Con: 14 Int: 12 Wis: 12 Cha: 8


Feats: Weapon Focus (shotgun), Point Blank Shot, Skilled
(Electronics, Hide, Move Silently), Simple Tech Training
(Tech Armor), Improved Initiative, Iron Will (from Unique
Specialization), Precise Shooting (from Unique Specialization)
Skills: Electronics +4, Intimidate +7, Knowledge (tactics) +7,
Listen +5, Piloting +4, Repair +9, Spot +5, Tumble +4
Organization: Solitary, pair or band (3 6)
Advancement: by class
Morality: Paragon +0, Renegade +30
Ability Points: 14

Defense: 13 (+3 Dex), touch 13, flat-footed 10


Shield HP: 65 Shield HP DR: 1
HP: 64 (8d10+16) HP DR: 2
Resistances: reduce damage from Biotic and Tech powers by
3
Fortitude: +12 (only +8 vs. environmental effects)
Reflex: +9 (only +5 vs. environmental effects)
Will: +6

SPECIAL ABILITIES
Improved Shield Boost: 2/encounter, the Blue Suns
Centurion can spend 1 action to regenerate 26 points of
the armors Shields.
This ability has a cooldown of 10 actions.

SPECIAL FEATURES

OFFENSE STATISTICS

Negative Charisma: Weak Personality

Base Attack/Grapple: +8/+11


Space/Reach: 5 ft/5 ft

EQUIPMENT

Grenades: 3 grenades
Weapon: M-27 Scimitar + Heat Sink (A 3, R -5, ammo 8, 25 ft)
Armor: Silverback Medium Armor (reduces damage from
One-Shot: +12
Biotic, Tech and Combat powers by 3)
Double-Tap: +7
Stim-Pack: Mind Focusing Drugs (+1 Attack bonus)
Auto-Fire 1st action: +7
Stim-Pack: Greater Reflex Enhancing Drugs (+2 dodge
Auto-Fire 2nd action: +2
bonus to Defense)
Full-Auto Fire 1st action: +7
Gravity Boots
Full-Auto Fire 2nd action: +2
Omni-Tool
Full-Auto Fire 3rd action: -3
Critical: 20/2
Damage: 1d10; +1d6 extra vs. targets within range; within range,
creatures adjacent to target must make Ref save (DC equals
attack roll) or take 1/2 damage dealt.
The Blue Suns Commander is a powerful member of
the Blue Suns mercenary group. Commanders are
POWER STATISTICS
equipped with superior armor and weapons than
Tech Points: 8 (2 in maintenance from Tech Armor)
other Blue Suns forces.

Blue Suns Commander

Disruptor Ammo rank 3


Stun Duration: 1 action

331

Damage Bonus: +2

Though Blue Suns Commanders uses the Onyx and


Mercenary heavy armors, the armors colors

Chapter 9: NPCs and Enemies

are different, employing the Blue Suns Mercenary


Band colors and logo.

BLUE SUNS COMMANDER


CR 7
XP 3.600
Medium organic (human)
Senses: Listen +8, Spot +8
Initiative: +7
Speed: 30 ft

Class: Soldier lvl 10

DEFENSE STATISTICS
Defense: 13 (+3 Dex), touch 13, flat-footed 10
Shield HP: 123
Shield HP DR: 1
HP: 69 (10d10+10)
HP DR: 3
Fortitude: +9 (only +8 vs. environmental effects)
Reflex: +7 (only +6 vs. environmental effects)
Will: +6

Overkill rank 3
Times per Encounter: 1
Recoil Penalty: halved

GENERAL STATISTICS
Str: 18 Dex: 16 Con: 13 Int: 12 Wis: 12 Cha: 10
Feats: Weapon Focus (assault rifle), Point Blank Shot, Skilled
(Electronics, Hide, Move Silently), Simple Tech Training (Tech
Armor), Improved Initiative, Quick Reload, Improved Weapon
Focus (assault rifle), Iron Will (from Unique Specialization), Precise
Shooting (from Unique Specialization)
Skills: Balance +5, Electronics +4, Intimidate +10, Jump +6,
Knowledge (tactics) +8, Listen +8, Repair +9, Spot +8, Tumble
+13
Organization: Solitary, pair or band (1 4)
Advancement: by class
Morality: Paragon +0, Renegade +50
Ability Points: 14

OFFENSE STATISTICS
Base Attack/Grapple: +10/+14
Space/Reach: 5 ft/5 ft
Weapon: M-76 Revenant + Recoil Damper (A 6, R -5, ammo
60, 70 ft)
One-Shot: +17
Double-Tap: +13
Auto-Fire 1st action: +13
Auto-Fire 2nd action: +8
Full-Auto Fire 1st action: +13
Full-Auto Fire 2nd action: +8
Full-Auto Fire 3rd action: +3
Critical: 20/2; 19-20/2 against surprised targets
Reload Time: 1 actions
Damage: 1d6

POWER STATISTICS
Tech Points: 10 (2 in maintenance from Tech Armor)
Disruptor Ammo rank 4 (Damage)
Damage Bonus: +3 Stun Duration: 1 action
Fortitude Save DC: 12 + 1 per successful shot of current action
Incendiary Ammo rank 4 (Damage)
Damage Bonus: +3
Reflex Save DC: 12 + 1 per successful shot of current action
Shrapnel Grenade rank 4 (Damage)
Damage: 6d6 Radius: 20 ft
Tech Armor rank 1
Shield Increase: +30% (applied in statistics)
Cooldown Increase: 2 actions (applied in statistics)
Shield HP DR gained: 1 (applied in statistics)
Fortitude Save DC: 12
Explosion Radius: 10 ft Cooldown: 4 actions
Explosion Damage: 2d6 Cost: 2 tech points

Duration: 3 actions
Cooldown: 5 actions

SPECIAL ABILITIES
Improved Shield Boost: 2/encounter, the Blue Suns Centurion
can spend 1 action to regenerate 30 points of the armors
Shields.
This ability has a cooldown of 10 actions.

EQUIPMENT
Grenades: 3 grenades
Armor: Onyx Heavy Armor (Arms - +2 bonus on attak rolls)
Bionic Implant: Bionic-Amplifier (+2 Strength)
Stim-Pack: Greater Reflex Enhancing Drugs (+2 dodge bonus
to Defense)
Gravity Boots
Omni-Tool

BLUE SUNS COMMANDER


CR 7
XP 3.600
Medium organic (batarian)
Senses: Listen +2, Spot +5
Initiative: +2
Speed: 30 ft

Class: Soldier lvl 10

DEFENSE STATISTICS
Defense: 12 (+2 Dex), touch 12, flat-footed 10
Shield HP: 123
Shield HP DR: 1
HP: 79 (10d10+20)
HP DR: 3
Fortitude: +10 (only +9 vs. environmental effects)
Reflex: +6 (only +5 vs. environmental effects)
Will: +6

OFFENSE STATISTICS
Base Attack/Grapple: +10/+14
Space/Reach: 5 ft/5 ft
Weapon: M-76 Revenant + Recoil Damper (A 6, R -5,

Chapter 9: NPCs and Enemies

332

ammo 60, 70 ft)


One-Shot: +16
Double-Tap: +12
Auto-Fire 1st action: +12
Auto-Fire 2nd action: +7
Full-Auto Fire 1st action: +12
Full-Auto Fire 2nd action: +7
Full-Auto Fire 3rd action: +2
Critical: 20/2; 19-20/2 against surprised targets
Reload Time: 1 actions
Damage: 1d6

EQUIPMENT
Grenades: 3 grenades
Armor: Onyx Heavy Armor (Arms - +2 bonus on attak rolls)
Bionic Implant: Bionic-Amplifier (+2 Strength)
Stim-Pack: Greater Reflex Enhancing Drugs (+2 dodge bonus to
Defense)
Gravity Boots
Omni-Tool

POWER STATISTICS
Tech Points: 10 (2 in maintenance from Tech Armor)
Disruptor Ammo rank 4 (Damage)
Damage Bonus: +3
Stun Duration: 1 action
Fortitude Save DC: 12 + 1 per successful shot of current
action
Incendiary Ammo rank 4 (Damage)
Damage Bonus: +3
Reflex Save DC: 12 + 1 per successful shot of current action
Shrapnel Grenade rank 4 (Damage)
Damage: 6d6
Radius: 20 ft
Tech Armor rank 1
Shield Increase: +30% (applied in statistics)
Cooldown Increase: 2 actions (applied in statistics)
Shield HP DR gained: 1 (applied in statistics)
Fortitude Save DC: 12
Explosion Radius: 10 ft
Cooldown: 4 actions
Explosion Damage: 2d6
Cost: 2 tech points

BLUE SUNS COMMANDER


XP 3.600
Medium organic (turian)
Initiative: +2
Speed: 30 ft

CR 7

Class: Soldier lvl 10


Senses: Listen +3, Spot +3

DEFENSE STATISTICS
Defense: 12 (+2 Dex), touch 12, flat-footed 10
Shield HP: 104 Shield HP DR: 1
HP: 79 (10d10+20) HP DR: 3
Fortitude: +10 (only +9 vs. environmental effects)
Reflex: +6 (only +5 vs. environmental effects)
Will: +5

OFFENSE STATISTICS
Base Attack/Grapple: +10/+14
Space/Reach: 5 ft/5 ft

Weapon: M-22 Eviscerator + Smart Choke I (SA 1, R -4, ammo


3, 35 ft)
One-Shot: +13
Double-Tap: +9
Overkill rank 3
Auto-Fire 1st action: +9
Times per Encounter: 1
Duration: 3 actions
Auto-Fire 2nd action: +5
Recoil Penalty: halved
Cooldown: 5 actions
Full-Auto Fire 1st action: N/A
Full-Auto Fire 2nd action: N/A
GENERAL STATISTICS
Full-Auto Fire 3rd action: N/A
Str: 18 Dex: 14 Con: 15 Int: 12 Wis: 12 Cha: 10
Critical: 19-20/3
Feats: Weapon Focus (assault rifle), Point Blank Shot, Skilled
Damage: 2d8; +1d6 extra vs. targets within range; +1
(Electronics, Hide, Move Silently), Simple Tech Training (Tech
extra vs. Plating; within range, creatures adjacent to
Armor), Quick Reload, Improved Weapon Focus (assault rifle),
target must make Ref save (DC equals attack roll) or
Iron Will (from Unique Specialization), Precise Shooting (from
take 1/2 damage dealt.
Unique Specialization)
Skills: Balance +4, Electronics +4, Intimidate +10, Jump +6,
POWER STATISTICS
Knowledge (tactics) +8, Listen +2, Repair +9, Spot +5, Tumble
Tech Points: 10 (2 in maintenance from Tech Armor)
+12
Carnage rank 3
Organization: Solitary, pair or band (1 4)
Times per Encounter: 1
Range: 60 ft
Advancement: by class
Blast Radius: Adjacent creatures
Morality: Paragon +0, Renegade +50
Cooldown: 3 actions
Ability Points: 14
Damage Dealt: Critical damage +1d6

SPECIAL ABILITIES

Improved Shield Boost: 2/encounter, the Blue Suns Centurion can


spend 1 action to regenerate 30 points of the armors Shields.
This ability has a cooldown of 10 actions.

333

Disruptor Ammo rank 4 (Damage)


Damage Bonus: +3
Stun Duration: 1 action
Fortitude Save DC: 12 + 1 per successful shot of
current action

Chapter 9: NPCs and Enemies

Incendiary Ammo rank 4 (Damage)


Damage Bonus: +3
Reflex Save DC: 12 + 1 per successful shot of current
action
Shrapnel Grenade rank 4 (Damage)
Damage: 6d6
Radius: 20 ft
Tech Armor rank 1
Shield Increase: +30% (applied in statistics)
Cooldown Increase: 2 actions (applied in statistics)
Shield HP DR gained: 1 (applied in statistics)
Fortitude Save DC: 12
Explosion Radius: 10 ft
Cooldown: 4 actions
Explosion Damage: 2d6
Cost: 2 tech points

GENERAL STATISTICS

vanguards which may be led by more experienced commando units.


They often utilize mech support in battle.
Eclipse in general seems to favor stealth, discrimination, and
intelligent ways of conducting battles. They are primarily made up of
asari, salarians and humans. They have a large number of Vanguards in
their employ, and have many tech and biotic-based resources. Eclipse
also employs a large amount of YMIR, FENRIS, and LOKI Mechs. Eclipse
also has many ventures that delve into smuggling and specialize in
transporting illicit goods and criminals from place to place.
Eclipse mercenaries can be identified by yellow or black armor
featuring the Eclipse logo, a solar eclipse crossed in the center by a
capital letter E.
Eclipse mercenaries are not as disciplined as their more established
rivals in the Blue Suns, but make up for this with cutting edge
equipment and weaponry, as well as their extensive use of biotics.

Str: 18 Dex: 14 Con: 15 Int: 12 Wis: 12 Cha: 10


Feats: Weapon Focus (shotgun), Point Blank Shot,
Skilled (Electronics, Hide, Move Silently), Simple Tech
Training (Tech Armor), Quick Reload, Close Contact
Shooting, Improved Critical (shotgun) (from Unique
Eclipse Troopers are the front-line grunts fielded by the Eclipse
Specialization), Improved Close Contact Shooting (from mercenary group. They can be humans, salarians and asari. They
are the most common Eclipse soldier.
Unique Specialization)
Skills: Balance +4, Electronics +5, Intimidate +10, Jump +6,
Though Eclipse Troopers uses the Scorpion light armor, the
Knowledge (tactics) +8, Listen +3, Piloting +3, Repair +9,
armors colors are different, employing the Eclipse Mercenary
Spot +3, Tumble +10
Band colors and logo.
Organization: Solitary, pair or band (1 4)
Advancement: by class
Morality: Paragon +0, Renegade +50
XP 150
Ability Points: 14
Medium organic (human)
Class: Soldier lvl 2
Senses: Listen +3, Spot +3
SPECIAL ABILITIES
Initiative: +3
Improved Shield Boost: 2/encounter, the Blue Suns Centurion
Speed: 30 ft
can spend 1 action to regenerate 30 points of the armors
Shields.
DEFENSE STATISTICS
This ability has a cooldown of 10 actions.
Defense: 13 (+3 Dex), touch 13, flat-footed 10
Shield HP: 15
Shield HP DR: 0
EQUIPMENT
HP: 19 (2d10+4)
HP DR: 1
Grenades: 3 grenades
Resistances: +25% chance of negating critical hits and
Armor: Mercenary Heavy Armor (carries extra 4 Thermal Clips) +
sneak attacks (from Scorpion Light Armor)
Shield Battery (+10% base armor Shield HP)
Fortitude: +9 (only +5 vs. environmental effects)
Bionic Implant: Bionic-Amplifier (+2 Strength)
Reflex: +7 (only +3 vs. environmental effects)
Stim-Pack: Greater Reflex Enhancing Drugs (+2 dodge bonus to
Will: +1
Defense)
Gravity Boots
OFFENSE STATISTICS
Omni-Tool
Base Attack/Grapple: +2/+3
Space/Reach: 5 ft/5 ft

Eclipse Trooper

ECLIPSE TROOPER

Eclipse Mercenaries
Eclipse is a mercenary corporation that was founded by asari
commando Jona Sederis. They provide effective security and
firepower for prospective employers. They have few scruples about
the nature of those who hire them, so long as they can afford their
services. Eclipse mercenaries work in teams of troopers and

Chapter 9: NPCs and Enemies

CR 1/2

Weapon: M-8 Avenger (A 4, R -3, ammo 40, 60 ft)


One-Shot: +6
Double-Tap: +3
Auto-Fire 1st action: +3
Auto-Fire 2nd action: +0
Full-Auto Fire 1st action: +3
Full-Auto Fire 2nd action: +0
Full-Auto Fire 3rd action: -3

334

Critical: 20/2
Damage: 1d4

OFFENSE STATISTICS
Base Attack/Grapple: +1/+1
Space/Reach: 5 ft/5 ft

POWER STATISTICS

Weapon: M-9 Tempest (A 10, R -4, ammo 50, 40 ft)


One-Shot: +6
Double-Tap: +2
Auto-Fire 1st action: +2
Auto-Fire 2nd action: -2
Incendiary Ammo rank 1
Full-Auto Fire 1st action: +2
Damage Bonus: +1
Full-Auto Fire 2nd action: -2
Reflex Save DC: 10 + 1 per successful shot of current
Full-Auto Fire 3rd action: -6
action
Critical: 20/2
Shrapnel Grenade rank 1
Damage: 1d4; +1 against Shield HP (multiplied on a critical hit); -1
Damage: 4d6
Radius: 20 ft
against Plating (not multiplied on a critical hit)
Disruptor Ammo rank 1
Damage Bonus: +1
Stun Duration: 1 action
Fortitude Save DC: 10 + 1 per successful shot of
current action

GENERAL STATISTICS
Str: 12 Dex: 16 Con: 14 Int: 10 Wis: 12 Cha: 10
Feats: Weapon Focus (assault rifle), Precise Shooting,
Point Blank Shot
Skills: Balance +5, Intimidate +3, Jump +3, Knowledge
(tactics) +2, Listen +3, Repair +2, Spot +3
Organization: Solitary, pair or band (3 10)
Advancement: by class
Morality: Paragon +0, Renegade +20
Ability Points: 12

POWER STATISTICS
Tech Points: 9
Incinerate rank 2
Damage: 2d6 +1d6 per action in flames
Damage to Plating: +50%
Cooldown: 3 actions Cost: 2 tech points
Sabotage rank 1
Will Save DC: 14
Cooldown: 4 actions

SPECIAL ABILITIES
Shield Boost: 1/encounter, the Blue Suns Trooper can spend
1 action to regenerate 12 points of the armors Shields.
This ability has a cooldown of 10 actions.

Disruptor Ammo rank 2


Damage Bonus: +1 Stun Duration: 1 action
Fortitude Save DC: 12 + 1 per successful shot of current action

EQUIPMENT
Grenades: 1 grenade
Armor: Scorpion Light Armor (+25% chance of negating
critical hits and sneak attacks)
Stim-Pack: Mind Focusing Drugs (+1 Attack bonus)
Omni-Tool

ECLIPSE TROOPER CR 1/2


XP 150
Medium organic (salarian)
Senses: Listen +5, Spot +5
Initiative: +4
Speed: 35 ft, swim 20 ft

Class: Infiltrator lvl 2

Shrapnel Grenade rank 1


Damage: 4d6 Radius: 20 ft

GENERAL STATISTICS
Str: 10 Dex: 18 Con: 10 Int: 14 Wis: 12 Cha: 10
Feats: Weapon Focus (submachine gun), Extra Techs
Skills: Balance +6, Damping +7, Decryption +7, Electronics
+7, Hide +9, Jump +4, Listen +5, Move Silently +9, Repair
+4, Spot +5, Tumble +9
Organization: Solitary, pair or band (3 10)
Advancement: by class
Morality: Paragon +0, Renegade +20
Ability Points: 12

DEFENSE STATISTICS
Defense: 14 (+4 Dex), touch 14, flat-footed 10
Shield HP: 15
Shield HP DR: 0
HP: 12 (2d8)
HP DR: 1
Resistances: +25% chance of negating critical hits and sneak attacks
(from Scorpion Light Armor)
Fortitude: +4 (only +0 vs. environmental effects)
Reflex: +11 (only +7 vs. environmental effects)
Will: +1

335

Duration: 1 actions
Cost: 2 tech points

EQUIPMENT
Grenades: 1 grenade
Armor: Scorpion Light Armor (+25% chance of
negating critical hits and sneak attacks)
Stim-Pack: Mind Focusing Drugs (+1 Attack bonus)
Omni-Tool

Chapter 9: NPCs and Enemies

ECLIPSE TROOPER CR 1/2

GENERAL STATISTICS

XP 150
Medium organic (asari) Class: Asari Huntress lvl 2
Senses: Listen +3, Spot +3
Initiative: +3
Speed: 30 ft

DEFENSE STATISTICS
Defense: 13 (+3 Dex), touch 13, flat-footed 10
Shield HP: 15
Shield HP DR: 1
HP: 14 (2d8+2)
HP DR: 2
Resistances: +25% chance of negating critical hits and
sneak attacks (from Scorpion Light Armor)
Fortitude: +6 (only +2 vs. environmental effects)
Reflex: +11 (only +7 vs. environmental effects)
Will: +0

Str: 11 Dex: 16 Con: 12 Int: 12 Wis: 10 Cha: 14


Feats: Weapon Focus (assault rifle), Fleet
Skills: Balance +5, Biotics +6, Bluff +4, Diplomacy +5, Intimidate +4,
Jump +2, Knowledge (physics) +3, Knowledge (tactics) +3, Listen
+3, Spot +3, Tumble +8
Organization: Solitary, pair or band (3 10)
Advancement: by class
Morality: Paragon +0, Renegade +20
Ability Points: 12

SPECIAL ABILITIES
Melding: DC 13

OFFENSE STATISTICS
Base Attack/Grapple: +2/+3
Space/Reach: 5 ft/5 ft
Weapon: M-8 Avenger (A 4, R -3, ammo 40, 60 ft)
One-Shot: +5
Double-Tap: +2
Auto-Fire 1st action: +2
Auto-Fire 2nd action: -1
Full-Auto Fire 1st action: +2
Full-Auto Fire 2nd action: -1
Full-Auto Fire 3rd action: -4
Critical: 20/2
Damage: 1d4

POWER STATISTICS
Biotic Points: 5 (5 in maintenance from Biotic
Enhancement and Barrier)
Warp Ammo rank 1
Damage Bonus: +1
Damage Bonus vs. flying: +1
Damage Bonus vs. Barrier: +1
Biotic Enhancement rank 2
Max Str Increase: 1 or 2 (Str in statistics increased by 1)
Max Ref Save: 1 (Ref save in statistics increased by 1)
Max Fort Save: 1 (Fort save in statistics increased by 1)
Max Speed Increase: 5 ft (speed in statistics increased by 5 ft)
Max Skill Bonus: 1 or 2
Cooldown: 5 actions
Cost/Maintenance: Varies
Barrier rank 1
Damage Reduction: 1 (applied in statistics)
Speed Penalty: 10 ft (applied in statistics)
Detonation Damage: 1d6 Detonation Radius: 10 ft
Cost/Maintenance: 1 biotic point Cooldown: 3 actions
Overkill rank 2
Times per Encounter: 1
Recoil Penalty: halved

Duration: 2 actions
Cooldown: 3 actions

Chapter 9: NPCs and Enemies

EQUIPMENT
Stim-Pack: Mind Focusing Drugs (+1 Attack bonus)
Armor: Scorpion Light Armor (+25% chance of
negating critical hits and sneak attacks)
Omni-Tool

Eclipse Heavy
Eclipse Heavies are the heavy weapon
fire support for the mercenary
organization
Eclipse.
They
are
exclusively human female. Their role is
to cause large amounts of damage to
an opposing squad, and they typically
stay as far away as possible, letting
their allies pin the enemy down while
they stay behind cover and unleash
their missiles.
Though Eclipse Heavy uses the Scorpion
light armor, the armors colors are different,
employing the Eclipse Mercenary Band
colors and logo.

ECLIPSE HEAVY

CR 2

XP 600
Medium organic (human)
Class: Engineer lvl 4
Senses: Listen +0, Spot +0
Initiative: +6
Speed: 30 ft

DEFENSE STATISTICS
Defense: 12 (+2 Dex), touch 12, flat-footed
10
Shield HP: 19
Shield HP DR: 0
HP: 20 (4d6+4)
HP DR: 1
Resistances: +25% chance of negating critical hits
and sneak attacks (from Scorpion Light Armor)
Fortitude: +8 (only +4 vs. environmental effects)
Reflex: +7 (only +3 vs. environmental effects)
Will: +4

336

with the latter being the most predominant due to the asaris naturally
increased biotic potential and power. They utilize biotic Barriers and
Base Attack/Grapple: +2/+3
Tech Armor for protection, shotguns for offensive power and also biotic
Space/Reach: 5 ft/5 ft
powers such as Warp. The Vanguards role is to close in and eliminate
opponents with sheer force and power.
Weapon: ML-77 Missile Launcher (SA 2, R -2, ammo
6% per shot, 200 ft)
Though Eclipse Vanguard uses the N-7 light armor, the armors colors
are different, employing the Eclipse Mercenary Band colors and logo.
One-Shot: Heavy Weapons check
Double-Tap: Heavy Weapons check -2
Auto-Fire 1st action: Heavy Weapons check -2
Auto-Fire 2nd action: Heavy Weapons check -4
XP 900
Full-Auto Fire 1st action: N/A
Medium organic (human) Class: Vanguard lvl 6
Full-Auto Fire 2nd action: N/A
Senses: Listen +5, Spot +5
Full-Auto Fire 3rd action: N/A
Initiative: +3
Damage: 4d6 (1/2 to adjacent creatures)
Speed: 30 ft

OFFENSE STATISTICS

ECLIPSE VANGUARD

POWER STATISTICS

DEFENSE STATISTICS

Tech Points: 16
Overload rank 3
Damage to Shields/Synthetics: 3d6 Stun Duration: 1 action
Damage to Organics: 1d8 Will Save DC: 16
Cooldown: 2 actions Cost: 2 tech points
AI Hacking rank 3
Radius: 10 ft
Will Save DC: 16
Cooldown: 3 actions
Disruptor rank 3
Will Save DC: 13
Duration: 3 actions
Cooldown: 6 actions

CR 3

Duration: 3 actions
Cost: 3 tech points

Defense: 13 (+3 Dex), touch 13, flat-footed 10


Shield HP: 30
Shield HP DR: 1
HP: 45 (6d8+12+3)
HP DR: 2
Fortitude: +9 (only +6 vs. environmental effects)
Reflex: +10 (only +7 vs. environmental effects)
Will: +5

OFFENSE STATISTICS
Base Attack/Grapple: +4/+4
Space/Reach: 5 ft/5 ft

Weapon: M-27 Scimitar (A 2, R -5, ammo 8, 25 ft)


One-Shot: +8
Double-Tap: +3
Auto-Fire 1st action: +3
Auto-Fire 2nd action: -2
GENERAL STATISTICS
Full-Auto Fire 1st action: +3
Str: 13 Dex: 14 Con: 12 Int: 16 Wis: 10 Cha: 10
Feats: Extra Tech Training (Overload), Skilled (Heavy Weapons, Full-Auto Fire 2nd action: -2
Hide, Move Silently), Improved Initiative, Greater Fortitude , Full-Auto Fire 3rd action: -7
Critical: 20/2
Dodge (from Unique Specialization)
Skills: Balance +4, Damping +10, Decryption +10, Electronics Damage: 1d10; +1d6 extra vs. targets within range; within
range, creatures adjacent to target must make Ref save
+12, First Aid +7, Hacking +10, Heavy Weapons +10, Jump
(DC equals attack roll) or take 1/2 damage dealt.
+3, Knowledge (physics) +9, Knowledge (technology) +9,
Radius: 15 ft
Daze Duration: 1 action
Cost: 3 tech points

Medicine +9, Repair +10, Tumble +7


Organization: Solitary, pair or squad (2 5)
Advancement: by class
Morality: Paragon +0, Renegade +20
Ability Points: 12

EQUIPMENT
First-Aid Dispenser: 3 Medi-Gel kits
Armor: Scorpion Light Armor (+25% chance of negating critical hits
and sneak attacks)
Omni-Tool

POWER STATISTICS
Biotic Points: 17 (6 in maintenance from Biotic
Enhancement and Barrier)
Warp Ammo rank 4
Damage Bonus: +2 Damage Bonus vs. flying: +2
Damage Bonus vs. Barrier: +2

Biotic Enhancement rank 3


Max Str Increase: 1 or 2 (Str in statistics increased by 1)
Max Dex Increase: 1 (Dex in statistics increased by 1)
Max Fort Save: 1 or 2 (Fort save in statistics increased
by 2)
Max Ref Save: 1 or 2
Max Skill Bonus: 1, 2 or 3
Eclipse Vanguards are the biotic and close quarters specialists for the Max Speed Increase: 5 ft (speed in statistics increased
mercenary organization Eclipse. They are exclusively human and asari
by 5 ft)

Eclipse Vanguard

337

Chapter 9: NPCs and Enemies

Cooldown: 5 actions

Cost/Maintenance: Varies

Barrier rank 1
Damage Reduction: 1 (applied in statistics)
Speed Penalty: 10 ft (applied in statistics)
Detonation Damage: 1d6
Detonation Radius: 10 ft
Cooldown: 3 actions
Cost/Maintenance: 1 biotic point
Biotic Charge rank 3
Fortitude Save DC: 16
Fly Distance: 10 ft
Damage: 4d6
Cooldown: 2 actions
Biotic Nova rank 3
Fortitude Save DC: 16
Damage: 4d6
Cost: 5 biotic points
Throw rank 1
Fortitude Save DC: 16
Thrown Distance: 5 ft
Damage: 2d6

Range: 60 ft
Shield HP Restored: 0
Cost: 3 biotic points

Throw Distance: +5 ft
Radius: 15 ft
Cooldown: 3 actions
Cost: 1 biotic point
Cooldown: 2 action

GENERAL STATISTICS

DEFENSE STATISTICS
Defense: 13 (+3 Dex), touch 13, flat-footed 10
Shield HP: 30
Shield HP DR: 1
HP: 45 (6d8+12+3)
HP DR: 2
Fortitude: +9 (only +6 vs. environmental effects)
Reflex: +10 (only +7 vs. environmental effects)
Will: +5

OFFENSE STATISTICS
Base Attack/Grapple: +4/+4
Space/Reach: 5 ft/5 ft
Weapon: M-15 Vindicator + Recoil Damper (B 3, R -4, ammo 24, 70
ft)
One-Shot: N/A
Double-Tap: N/A
Auto-Fire 1st action: +5
Auto-Fire 2nd action: +1
Full-Auto Fire 1st action: N/A
Full-Auto Fire 2nd action: N/A
Full-Auto Fire 3rd action: N/A
Critical: 20/2
Damage: 1d6

POWER STATISTICS

Str: 11 Dex: 16 Con: 14 Int: 12 Wis: 10 Cha: 14


Biotic Points: 17 (6 in maintenance from Biotic Enhancement
Feats: Extra Biotic Training (Biotic Nova), Extra Biotic Training
and Barrier)
(Biotic Nova), Extra Biotic Training (Biotic Nova), Fleet, Iron
Warp Ammo rank 4
Will (from Unique Specialization)
Damage Bonus vs. flying: +2
Skills: Balance +7, Biotics +10, Bluff +8, Diplomacy +5, Damage Bonus: +2
Damage
Bonus
vs.
Barrier:
+2
Disguise +4, Intimidate +10, Jump +8, Knowledge (physics)
+6, Knowledge (tactics) +6, Listen +5, Spot +5, Tumble +9
Biotic Enhancement rank 3
Organization: Solitary, pair or squad (2 4)
Max Str Increase: 1 or 2 (Str in statistics increased by 1)
Advancement: by class
Max Dex Increase: 1 (Dex in statistics increased by 1)
Morality: Paragon +0, Renegade +30
Max Fort Save: 1 or 2 (Fort save in statistics increased by 2)
Ability Points: 13
Max Ref Save: 1 or 2
Max Skill Bonus: 1, 2 or 3
SPECIAL ABILITIES
Max Speed Increase: 5 ft (speed in statistics increased by 5
Melding: DC 15
ft)
Shield Boost: 1/encounter, the Eclipse Vanguard can spend 1 Cooldown: 5 actions Cost/Maintenance: Varies
action to regenerate 16 points of the armors Shields.
Barrier rank 1
This ability has a cooldown of 10 actions.
Damage Reduction: 1 (applied in statistics)
Speed Penalty: 10 ft (applied in statistics)
EQUIPMENT
Detonation Damage: 1d6 Detonation Radius: 10 ft
Stim-Pack: Mind Focusing Drugs (+1 Attack bonus)
Cooldown: 3 actions
Armor: N7 Light Armor (Chect - +1 HP per 2 lvls)
Cost/Maintenance: 1 biotic point
Omni-Tool: +1 bonus to attack with shotguns
Overkill rank 4 (Duration)
Solaris Amp L3-II: +2 Biotic Points
Times per Encounter: 1
Duration: 4 actions
Recoil Penalty: halved
Cooldown: 3 actions

ECLIPSE VANGUARD
XP 900
Medium organic (asari)
Senses: Listen +5, Spot +5
Initiative: +3
Speed: 30 ft

Class: Vanguard lvl 6

Chapter 9: NPCs and Enemies

CR 3

Warp rank 3
Damage: 3d6 Range: 60 ft
Detonation Radius: 5 ft Cooldown: 2 actions
Cost: 3 biotic points
Pull rank 1
Fortitude Save DC: 14

Duration: 1 actions

338

Fly Distance: 10 ft
Horizontal Distance: 5 ft

Cost: 2 biotic points


Cooldown: 2 actions

Throw rank 2
Fortitude Save DC: 16
Thrown Distance: 10 ft
Damage: 2d6

Cost: 1 biotic point


Cooldown: 2 actions

Fortitude: +6 (only +3 vs. environmental effects)


Reflex: +8 (only +5 vs. environmental effects)
Will: +6

OFFENSE STATISTICS
Base Attack/Grapple: +3/+4
Space/Reach: 5 ft/5 ft

GENERAL STATISTICS

Weapon: M-6 Carnifex (SA 1, R -3, ammo 6, 50 ft)


Str: 11 Dex: 16 Con: 14 Int: 12 Wis: 12 Cha: 14
One-Shot: +8
Feats: Weapon Focus (assault rifle), Extra Biotic
Double-Tap: +5
Training (Warp), Extra Biotic Training (Pull), Fleet,
Auto-Fire 1st action: +5
Auto-Fire 2nd action: +2
Iron Will (from Unique Specialization)
Skills: Balance +5, Biotics +10, Bluff +7, Diplomacy +7,
Full-Auto Fire 1st action: N/A
Disguise +4, Intimidate +7, Knowledge (physics) +6,
Full-Auto Fire 2nd action: N/A
Knowledge (tactics) +6, Listen +5, Spot +5, Tumble
Full-Auto Fire 3rd action: N/A
+8
Critical: 20/3
Damage: 1d12; +1 vs Plating
Organization: Solitary, pair or squad (2 4)
Advancement: by class
POWER STATISTICS
Morality: Paragon +0, Renegade +30
Ability Points: 13
Tech Points: 28 (4 in maintenance from Tech Armor)

SPECIAL ABILITIES
Melding: DC 15
Shield Boost: 1/encounter, the Eclipse Vanguard can spend
1 action to regenerate 16 points of the armors Shields.
This ability has a cooldown of 10 actions.

EQUIPMENT
Stim-Pack: Mind Focusing Drugs (+1 Attack bonus)
Armor: N7 Light Armor (Chect - +1 HP per 2 lvls)
Omni-Tool
Solaris Amp L3-I: +2 Biotic Points

Combat Drone rank 4 (Shield &Attack)


Drone Defense: 12
Drone Attack: +9
Drone Shield HP: 40
Attack Range: 30 ft
Drone Damage: 4d6
Cost: 3 Tech points
Cooldown: 4 actions
Overload rank 3
Damage to Shields/Synthetics: 3d6
Stun Duration: 1 action
Damage to Organics: 1d8
Will Save DC: 18
Cooldown: 3 actions
Cost: 2 Tech points
Cryo Blast rank 3
Fortitude Save DC: 18
Speed Reduction: 10 ft
Cooldown: 4 actions

Eclipse Engineer
Eclipse Engineers are the tech specialists for the mercenary
organization Eclipse. They are exclusively human and salarian.
They possess shielding and are capable of using the tech
abilities, such as Incinerate and Combat Drone, to strip away
defenses and creating extra threats to deal with.
Though Eclipse Engineer uses the Rosenkov light armor, the
armors colors are different, employing the Eclipse Mercenary
Band colors and logo.

ECLIPSE ENGINEER
XP 1.200
Medium organic (human)
Initiative: +3
Speed: 30 ft

Class: Engineer lvl 7


Senses: Listen +11, Spot +11

DEFENSE STATISTICS
Defense: 13 (+3 Dex), touch 13, flat-footed 10
Shield HP: 30
Shield HP DR: 1
HP: 34 (7d6+7)
HP DR: 1

339

CR 4

Duration: 1 action
Radius: Adjacent
Cost: 3 tech points

Incinerate rank 3
Damage: 3d6 +1d6 per action in flames
Damage to Plating: +50%
Cooldown: 4 actions
Cost: 2 Tech points
Tech Armor rank 4 (Durability)
Shield Increase: +40% (applied in statistics)
Cooldown Increase: 2 actions (applied in statistics)
Shield HP DR gained: 1 (applied in statistics)
Fortitude Save DC: 18
Explosion Radius: 15 ft
Cooldown: 3 actions
Explosion Damage: 3d6 Cost: 4 Tech points

GENERAL STATISTICS
Str: 12 Dex: 16 Con: 12 Int: 16 Wis: 12 Cha: 10
Feats: Simple Tech Training (Tech Armor), 3 Extra
Tech Training (Tech Armor), Extra Tech Training
(Cryo Blast), Weapon Focus (pistol), Extra Tech
Training (Overload) (from Unique Specialization)
Skills: Damping +13, Decryption +13, Electronics

Chapter 9: NPCs and Enemies

+15, First Aid +11, Hacking +13, Knowledge


(physics) +8, Knowledge (technology) +13,
Listen +11, Medicine +8, Repair +15, Spot +11
Organization: Solitary, pair or squad (2 4)
Advancement: by class
Morality: Paragon +0, Renegade +35
Ability Points: 14

SPECIAL ABILITIES

Neural Shock rank 3


Fortitude Save DC: 19
Duration: 2 actions
Cost: 3 tech points Cooldown: 4 actions
Overload rank 3
Damage to Shields/Synthetics: 3d6
Stun Duration: 1 action
Damage to Organics: 1d8 Will Save DC: 18
Cooldown: 3 actions Cost: 2 tech points

Shield Boost: 2/encounter, the Eclipse Engineer


can spend 1 action to regenerate 17 points of the
armors Shields.
This ability has a cooldown of 10 actions..

Cryo Blast rank 3


Fortitude Save DC: 18
Speed Reduction: 10 ft
Cooldown: 4 actions

EQUIPMENT
Stim-Pack: Mind Focusing Drugs (+1 Attack bonus)
Armor: Rosenkov Light Armor (reduce cooldown of
Biotic, Tech and Combat powers by 1) + Shield Battery
I (+10% base armor Shield HP)
Omni-Tool: +1 attack bonus with Pistols
First-Aid Dispenser: 3 Medi-Gel kits

ECLIPSE ENGINEER
XP 1.200
Medium organic (salarian)
Senses: Listen +0, Spot +0
Initiative: +4
Speed: 35 ft, swim 20 ft

Incinerate rank 3
Damage: 3d6 +1d6 per action in flames
Damage to Plating: +50%
Cooldown: 4 actions Cost: 2 tech points

CR 4

Class: Salarian Scientist lvl 7

DEFENSE STATISTICS
Defense: 14 (+4 Dex), touch 14, flat-footed 10
Shield HP: 30
Shield HP DR: 1
HP: 34 (7d6+7)
HP DR:
Fortitude: +6 (only +3 vs. environmental effects)
Reflex: +9 (only +6 vs. environmental effects)
Will: +5

OFFENSE STATISTICS
Base Attack/Grapple: +3/+4
Space/Reach: 5 ft/5 ft
Weapon: M-6 Carnifex (SA 1, R -3, ammo 6, 50 ft)
One-Shot: +9
Double-Tap: +6
Auto-Fire 1st action: +6
Auto-Fire 2nd action: +3
Full-Auto Fire 1st action: N/A
Full-Auto Fire 2nd action: N/A
Full-Auto Fire 3rd action: N/A
Critical: 20/3
Damage: 1d12; +1 vs Plating

POWER STATISTICS
Tech Points: 35 (4 in maintenance from Tech Armor)

Chapter 9: NPCs and Enemies

Duration: 1 action
Radius: Adjacent
Cost: 3 tech points

Tech Armor rank 4 (Durability)


Shield Increase: +40% (applied in statistics)
Cooldown Increase: 2 actions (applied in statistics)
Shield HP DR gained: 1 (applied in statistics)
Fortitude Save DC: 18
Explosion Radius: 15 ft Cooldown: 3 actions
Explosion Damage: 3d6 Cost: 4 tech points

GENERAL STATISTICS
Str: 10 Dex: 18 Con: 12 Int: 18 Wis: 10 Cha: 10
Feats: Simple Tech Training (Tech Armor), 2 Extra Tech
Training (Tech Armor), Extra Tech Training (Cryo Blast),
Open Minded, Weapon Focus (pistol), Extra Tech Training
(Overload) (from Unique Specialization)
Skills: Balance +6, Decryption +9, Electronics +16, First
Aid +10, Gather Information +2, Hacking +14, Jump +4,
Knowledge (biology) +14, Knowledge (business) +9,
Knowledge (current events) +9, Knowledge (physics)
+9, Knowledge (space) +9, Knowledge (streetwise)
+9, Knowledge (tactics) +9, Medicine +16, Repair +16,
Tumble +9
Organization: Solitary, pair or squad (2 4)
Advancement: by class
Morality: Paragon +0, Renegade +35
Ability Points: 14

SPECIAL ABILITIES
Emergency First Aid: Medi-gel can be used with a 1
action, instead of a full-round action.

EQUIPMENT
Stim-Pack: Mind Focusing Drugs (+1 Attack bonus)
Armor: Rosenkov Light Armor (reduce cooldown of
Biotic, Tech and Combat powers by 1) + Shield
Battery I (+10% base armor Shield HP)
Omni-Tool: +1 attack bonus with Pistols
First-Aid Dispenser: 4 Medi-Gel kits

340

Eclipse Operative
Eclipse Operatives possess all the abilities of Eclipse
Engineers, but are much more durable. They are
equipped with a M-9 Tempest Submachine Gun
allowing them to destroy shields and barriers with
ease. They also utilize Combat Drones and Incinerate,
which provide considerable fire support, as well as
helping to remove enemies from cover.

Overload rank 3
Damage to Shields/Synthetics: 3d6
Damage to Organics: 1d8
Cooldown: 3 actions

Though an Eclipse Operative uses the Colossus light


armor, the armors colors are different, employing the
Eclipse Mercenary Band colors.

ECLIPSE OPERATIVE

CR 6

XP 2.400
Medium organic (salarian) Class: Salarian Scientist lvl 9
Senses: Listen +0, Spot +0
Initiative: +4
Speed: 35 ft, swim 20 ft

DEFENSE STATISTICS
Defense: 14 (+4 Dex), touch 14, flat-footed 10
Shield HP: 67
Shield HP DR: 1
HP: 43 (9d6+9)
HP DR: 1
Fortitude: +9 (only +6 vs. environmental effects)
Reflex: +10 (only +7 vs. environmental effects)
Will: +6

Cryo Blast rank 3


Fortitude Save DC: 20
Speed Reduction: 10 ft
Cooldown: 4 actions

Stun Duration: 1 action


Will Save DC: 20
Cost: 2 tech points
Duration: 1 action
Radius: Adjacent
Cost: 3 tech points

Incinerate rank 3
Damage: 3d6 +1d6 per action in flames
Damage to Plating: +50%
Cooldown: 4 actions
Cost: 2 tech points
Tech Armor rank 4 (Durability)
Shield Increase: +40% (applied in statistics)
Cooldown Increase: 2 actions (applied in statistics)
Shield HP DR gained: 1 (applied in statistics)
Fortitude Save DC: 18
Explosion Radius: 15 ft
Cooldown: 3 actions
Explosion Damage: 3d6
Cost: 4 tech points

GENERAL STATISTICS

Str: 10 Dex: 18 Con: 12 Int: 18 Wis: 10 Cha: 10


Feats: Simple Tech Training (Tech Armor), 2 Extra Tech Training
(Tech Armor), Extra Tech Training (Cryo Blast), Open Minded,
Weapon Focus (submachine gun), Greater Fortitude , Extra
Tech Training (Overload) (from Unique Specialization)
Skills: Balance +6, Decryption +9, Electronics +18, First Aid
OFFENSE STATISTICS
+12, Gather Information +2, Hacking +16, Intimidate +8,
Investigate +5, Jump +4, Knowledge (behavior sciences)
Base Attack/Grapple: +4/+4
+5, Knowledge (biology) +16, Knowledge (business) +9,
Space/Reach: 5 ft/5 ft
Knowledge (current events) +9, Knowledge (physics)
Weapon: M-9 Tempest + SMG Scope I + Laser Sight (A 10, R -4,
+9, Knowledge (space) +9, Knowledge (streetwise) +9,
ammo 50, 40 ft)
Knowledge (tactics) +9, Medicine +18, Repair +16, Search
One-Shot: +10
+9, Tumble +16
Double-Tap: +6
Organization: Solitary or pair
Auto-Fire 1st action: +6
Advancement: by class
Auto-Fire 2nd action: +2
Morality: Paragon +0, Renegade +40
Full-Auto Fire 1st action: +6
Ability Points: 14
Full-Auto Fire 2nd action: +2
Full-Auto Fire 3rd action: -2
SPECIAL ABILITIES
Critical: 20/2
Emergency First Aid: Medi-gel can be used with a 1
Damage: 1d4; +1 against Shield HP (multiplied on a critical hit); -1
action, instead of a full-round action.
against Plating (not multiplied on a critical hit)

EQUIPMENT

POWER STATISTICS
Tech Points: 45 (4 in maintenance from Tech Armor)
Combat Drone rank 4 (Shield&Attack) [Unique Spec.]
Drone Defense: 12 Drone Attack: +12
Drone Shield HP: 40 Attack Range: 30 ft
Drone Damage: 4d6 Cost: 3 Tech points
Cooldown: 4 actions
Neural Shock rank 3
Fortitude Save DC: 20
Cost: 3 tech points

341

Stim-Pack: Mind Focusing Drugs (+1 Attack bonus)


Armor: Colossus Light Armor + Shield Battery I (+10%
base armor Shield HP)
Omni-Tool: +1 attack bonus with Submachine guns,
reduce cooldown of tech powers by 1 action
(minimum of 1 action)
First-Aid Dispenser: 4 Medi-Gel kits

Duration: 2 actions
Cooldown: 4 actions

Chapter 9: NPCs and Enemies

Recoil Penalty: halved

Eclipse Commando

Cooldown: 3 actions

Biotic Enhancement rank 6 (Smoothing Field, Agility Synergy,


Agility Power)
Max Speed Increase: 5, 10 or 15 ft (speed in statistics increased by 15 ft)
Max Str Increase: 1 or 2 (Str in statistics increased by 2
Max Dex Increase: 1, 2 or 3 (Dex in statistics increased by 3)
Max Fort Save: 1 or 2 (Fort save in statistics increased by 2)
Max Ref Save: 1, 2, 3 or 4 (Ref save in statistics increased by 4)
Max Skill Bonus: 1, 2, 3, 4 or 5 (skills in statistics increased by 5)
Though an Eclipse Commando uses the Rosenkov
Cooldown: 5 actions
Cost/Maintenance: Varies
medium armor, the armors colors are different,
employing the Blue Suns Mercenary Band colors and
Barrier rank 6 (Improved Barrier Strength, Shield Recharge,
logo.
Greater Barrier Strength)
Damage Reduction: 3 (applied in statistics)
Speed Penalty: 10 ft (applied in statistics)
Detonation Damage: 2d6+1
Detonation Radius: 10 ft
XP 7.200
Cost/Maintenance: 3 biotic point
Cooldown: 3 actions
Medium organic (asari)
Class: Asari Huntress lvl 12
Special: Shields recharge at a rate of 1 point per round
Senses: Listen +6, Spot +6
Initiative: +3
Fortification rank 6 (Durability, Power Synergy, Lighter
Speed: 35 ft
Currents)
Times per Encounter: 1
Speed Reduction: None
DEFENSE STATISTICS
DR Bonus: 2 (applied in statistics)
Cooldown Increase: 1 action (applied in statistics)
Defense: 14 (+4 Dex), touch 14, flat-footed 10
Melee Damage Bonus: +2d6
Cooldown: 3 actions
Shield HP: 64
Shield HP DR: 7
HP: 81 (12d8+24)
HP DR: 9
Warp rank 6 (Damage, Improved Damage, Recharge Speed)
Fortitude: +10 (only +8 vs. environmental effects)
Damage: 5d6
Range: 60 ft
Reflex: +18 (only +16 vs. environmental effects)
Detonation Radius: 5 ft
Cost: 4 biotic points
Will: +5
Cooldown: 1 action
Eclipse Commandos are the elite soldiers of the
mercenary organization, Eclipse. They are asari
commandos who are carrying out mercenary work.
Their training, skill experience and biotic abilities
make them some of the finest individual warriors in
the galaxy and among the toughest organic enemies
faced in the game.

ECLIPSE COMMANDO CR 9

Tech Armor rank 6 (Durability, Improved Durability, Power


Recharge) [Unique Spec.]
Base Attack/Grapple: +9/+11
Shield Increase: +50% (applied in statistics)
Space/Reach: 5 ft/5 ft
Cooldown Increase: 1 actions (applied in statistics)
Weapon: M-37 Falcon + Recoil Damper + Laser Sight (A 1, R -3,
Shield HP DR gained: 1 (applied in statistics)
ammo 4, 60 )
Fortitude Save DC: 18
One-Shot: +14
Explosion Radius: 15 ft
Cooldown: 3 actions
Double-Tap: +12
Explosion Damage: 3d6
Cost: 5 tech points
Auto-Fire 1st action: +12
Auto-Fire 2nd action: +9
GENERAL STATISTICS
Full-Auto Fire 1st action: +12
Str: 15 Dex: 18 Con: 14 Int: 12 Wis: 12 Cha: 16
Full-Auto Fire 2nd action: +9
Feats: Extra Techs, Skilled (Electronics, Hide, Move
Full-Auto Fire 3rd action: +6
Silently), Medium Armor Proficiency, 2 Extra Combat
Critical: 20/3
Training (Overkill), 2 Extra Biotic Training (Warp)
Damage: 2d6; creatures adjacent to target must make Ref save
Skills: Balance +11, Biotics +16, Bluff +17, Diplomacy
(DC equals attack roll) or take 1/2 damage dealt.
+12, Disguise +10, Electronics +16, Gamble +8,

OFFENSE STATISTICS

POWER STATISTICS
Biotic Points: 42 (22 in maintenance from Biotic Enhancement and
Barrier)
Tech Points: 5 (5 in maintenance from Tech Armor)
Warp Ammo rank 4
Damage Bonus: +2
Damage Bonus vs. Barrier: +2

Damage Bonus vs. flying: +2

Overkill rank 5 (Duration, Improved Duration)


Times per Encounter: 1 Duration: 5 actions

Chapter 9: NPCs and Enemies

Gather Information +8, Intimidate +20, Jump +6,


Knowledge (physics) +6, Knowledge (tactics) +6,
Listen +6, Move Silently +9, Perform +8, Spot +6,
Tumble +15
Organization: Solitary
Advancement: by class
Morality: Paragon +0, Renegade +50
Ability Points: 14

SPECIAL ABILITIES
Melding: DC 19

342

EQUIPMENT

Fortitude: +10 (only +8 vs. environmental effects)


Reflex: +8 (only +6 vs. environmental effects)
Will: +6

Armor: Rosenkov Medium Armor (reduce


cooldown of Biotic, Tech and Combat powers by
1) + Shield Battery I (+10% base armor Shield HP)
+ Shield Strength Modulator I (Shields Gain DR 1)
Stim-Pack: Mind Focusing Drugs (+2 Attack bonus)
Stim-Pack: Greater Reflex Enhancing (+2 Defense
bonus)
Omni-Tool: +1 attack bonus with assault rifles, +1
Tech point
Gravity Boots
Bionic Implant Port: Bionic-Amplifier (+2 Constitution)
Unity Amp UA3: Reduce cooldown of biotic powers by
1 action (minimum of 1 action)

CAT6 Mercenaries

OFFENSE STATISTICS
Base Attack/Grapple: +9/+11
Space/Reach: 5 ft/5 ft
Weapon: M-99 Saber (SA 1, R -4, ammo 8, 100 ft)
One-Shot: +14
Double Tap: +10
Auto-Fire 1st action: +10
Auto-Fire 2nd action: +6
Full-Auto Fire 1st action: N/A
Full-Auto Fire 2nd action: N/A
Full-Auto Fire 3rd action: N/A
Critical: 19-20/2
Reload Time: 1 action
Damage: 1d12; +1 from Ajax armor (multiplied on a critical hit)

Weapon: M-9 Tempest (A 10, R -4, ammo 54, 40 ft)


One-Shot: +14
Double Tap: +10
Auto-Fire 1st action: +10
Auto-Fire 2nd action: +6
Full-Auto Fire 1st action: +10
Full-Auto Fire 2nd action: +6
CAT6 mercenaries are highly trained, not just because to
Full-Auto Fire 3rd action: +2
compensate they small numbers. They are unscrupulous
Critical: 20/2
and many are psychologically unstable, or at the very least
Damage: 1d4; +1 against Shield HP (multiplied on a critical
with serious sociopathic tendencies.
hit); -1 against Plating (not multiplied on a critical hit); +1
Near the end of the War with the Reapers, the entire
from Ajax armor (multiplied on a critical hit)
organization was hired by Maya Brooks, an ex-cerberus
POWER STATISTICS
operative, to kill Commander Shepard and replace him with
a Clone. The real Commander Shepard eventually stopped
Bullet Rain rank 5 (Stability Synergy, Duration)
this attempt and delivered a huge blow to the mercenary
Times per Encounter: 1
RoF increase: +1
organization, greatly reducing their numbers.
Duration: 4 actions
Recoil Reduction: -2
CAT6 is a private military corporation that takes its name
from Category 6, the term used for soldiers who are
dishonorably discharged from the Systems Alliance. CAT6
members are known to have extensive criminal records
and histories of steroid abuse.

Cooldown: 4 actions (+1 from carrying load)


Overkill rank 5 (Faster Reload, Improved Duration)
Times per encounter: 1
Duration: 4 actions
Cooldown: 4 actions
The most common soldier in the CAT6 military organization, the Recoil penalty: halved
Specialist isnt equipped to be durable. Rather, hes equipped to Special: While Overkill lasts, reload time of assault rifles is
reduced to 1 free action.
harass the enemy, flush him out of cover and take him out as fast
as possible.
Adrenaline Rush rank 4 (Time Dilation)

CAT6 Specialist

CAT6 SPECIALIST
XP 2.400
Medium organic (human) Class: Soldier lvl 9
Senses: Listen +6, Spot +6
Initiative: +3
Speed: 25 ft (30 ft base, -5 from carrying load)

DEFENSE STATISTICS
Defense: 13 (+3 Dex), touch 13, flat-footed 10
Shield HP: 90
Shield HP DR: 0
HP: 72 (9d10+18) HP DR: 2

343

CR 6

Bonus to Attack Rolls: Wisdom mod


Bonus to Reflex saves: Wisdom mod
Cooldown: 4 actions
Duration: 2 actions
Times per encounter: 2
Special: While this power lasts, attacks have crit threat
range increased by 1

GENERAL STATISTICS
Str: 15 Dex: 16 Con: 14 Int: 10 Wis: 12 Cha: 10
Feats: Weapon Proficiency (submachine gun), Point
Blank Shot, Precise Shooting, Quick Reload,
Weapon Focus (assault rifle), Improved Weapon

Chapter 9: NPCs and Enemies

Focus (assault rifle), Weapon Focus (submachine Weapon: M-76 Revenant (A 6, R -5, ammo 60, 70 ft)
gun), Iron Will [from Unique Specialization],
One-Shot: +15
Improved Weapon Focus (submachine gun)
Double Tap: +10
[from Unique Specialization]
Auto-Fire 1st action: +10
Skills: Balance +2, Electronics +3, Intimidate +5,
Auto-Fire 2nd action: +5
Jump -4, Knowledge (tactics) +5, Listen +6, Repair
Full-Auto Fire 1st action: +10
+5, Spot +6, Tumble +5; load check penalty -3
Full-Auto Fire 2nd action: +5
Organization: Solitary
Full-Auto Fire 3rd action: +0
Advancement: by class
Critical: 19-20/2
Morality: Paragon +0, Renegade +25
Reload Time: 1 free action
Ability Points: 12
Damage: 1d6; +1 when used against surprised targets (multiplied
on a critical hit); +1 from N7 Defender armor (multiplied on a
SPECIAL ABILITIES
critical hit)
Improved Shield Boost: 1/encounter, the CAT6
Specialist can spend 1 action to regenerate 28 points POWER STATISTICS
of the armors Shields.
Overkill rank 5 (Duration, Improved Duration)
Times per encounter: 1
Duration: 5 actions
This ability has a cooldown of 10 actions.
Recoil penalty: halved
Cooldown: 4 actions
EQUIPMENT
Special: While Overkill lasts, reload time of assault rifles is reduced
to 1 free action.
Grenades: 2 grenades
Disruption Drones: 1 disruption drone
Adrenaline Rush rank 4 (Time Dilation)
Omni-Tool
Bonus to Attack Rolls: Wisdom mod Duration: 2 actions
Armor: Ajax Medium Armor (Carries 4 extra thermal clips;
Bonus to Reflex saves: Wisdom mod Cooldown: 4 actions
shields regenerate at a rate of 1 point per round; Biotic,
Times per encounter: 2
Combat and Tech powers that deal damage deal 1 extra
Special: While this power lasts, attacks have crit threat range
damage; deal 1 extra damage per shot; melee attacks
increased by 1
deal +1 extra damage) + Shield Regenerator (Shields
Disruptor Ammo rank 3
regenerate at a rate of 1 point per round)
Damage Bonus: +2
Stun Duration: 1 action
Gravity Boots
Fortitude Save DC: 12 + 1 per successful shot of current action
Nightvision Goggles
Jump Packs

CAT6 Heavy
Equipped with heavy armor, an omni-shield and a M-76
Revenant LMG, the Heavies of the CAT6 military organization
are deadly and extremely durable foes. They make up the top
squads and are usually in charge of other units.

CAT6 HEAVY CR 9
XP 7.200
Medium organic (human) Class: Soldier lvl 12
Senses: Listen +6, Spot +6
Initiative: +3
Speed: 25 ft (30 ft base, -5 from carrying load)

DEFENSE STATISTICS
Defense: 13 (+3 Dex), touch 13, flat-footed 10
Shield HP: 120
Shield HP DR: 0
HP:100 (12d10+24+6) HP DR: 4
Fortitude: +10 Reflex: +7 Will: +5

OFFENSE STATISTICS
Base Attack/Grapple: +12/+15
Space/Reach: 5 ft/5 ft

Chapter 9: NPCs and Enemies

Incendiary Ammo rank 3


Damage Bonus: +2
Reflex Save DC: 12 + 1 per successful shot of current action
Cryo Ammo rank 3
Chilled Speed Reduction: 5 ft Chilled Duration: 2 actions
Chance: 20% + 2% per successful shot of current action
Fortitude Save DC: 14 + 1 per successful shot of current
action

GENERAL STATISTICS
Str: 16 Dex: 16 Con: 14 Int: 10 Wis: 12 Cha: 10
Feats: Weapon Focus (assault rifle), Improved Weapon
Focus Assault Rifle, Point Blank Shot, Precise
Shooting, Coordinated Shot, Quick Reload, Quick
Draw, Improved Critical (assault rifle), Instant Reload
[Unique Specialization], Close Contact Shooting
[Unique Specialization], Improved Close Contact
Shooting [Unique Specialization]
Skills: Balance +12, Climb +2, Intimidate +7, Jump +2,
Knowledge (tactics) +5, Listen +6, Repair +8, Spot
+6; load check penalty -3
Organization: Solitary
Advancement: by class
Morality: Paragon +0, Renegade +35
Ability Points: 12

344

SPECIAL ABILITIES

POWER STATISTICS

Improved Shield Boost: 1/encounter, the CAT6


Specialist can spend 1 action to regenerate 34
points of the armors Shields.
This ability has a cooldown of 10 actions.

Tech Points: 17

EQUIPMENT
Omni-Tool: Omni-Shield
Armor: N7 Defender Heavy Armor (+1 HP per 2
levels; each shot deals +1 extra damage; carries 3
extra Thermal Clips) + Energized Weave (Shields
regenerate at a rate of 2 point per round)
Gravity Boots
Nightvision Goggles
Jump Packs

Assassination rank 6 (Recharge Speed, Precision, Accuracy)


Times per Encounter: 2
Cooldown: 4 actions
Critical Threat Range: +4
Duration: 3 actions
Tactical Cloak rank 5 (Damage, Recharge)
Damage Bonus: +2 (+2d6 with sniper; +2d6 with melee)
Duration: 9 actions
Cost: 5 tech points
Cooldown: 1 action
Disruptor Ammo rank 5 (Damage, Stun)
Damage Bonus: +3
Stun Duration: 1 action
Fortitude Save DC: 14 + 1 per successful shot of current action

CAT6 Sniper
The most common soldier in the CAT6 military
organization, the Specialist isnt equipped to be durable.
Rather, hes equipped to harass the enemy, flush him out
of cover and take him out as fast as possible.

CAT6 SNIPER
XP 2.400
Medium organic (human)
Senses: Listen +10, Spot +10
Initiative: +7
Speed: 30 ft

CR 9
Class: Infiltrator lvl 9

DEFENSE STATISTICS
Defense: 13 (+3 Dex), touch 13, flat-footed 10
Shield HP: 45
Shield HP DR: 0
HP: 45 (9d8+9)
HP DR: 1
Fortitude: +7 (only +4 vs. environmental effects)
Reflex: +12 (only +9 vs. environmental effects)
Will: +5

Cryo Ammo rank 4 (Chance)


Chilled Speed Reduction: 5 ft
Chilled Duration: 2 actions
Chance: 30% + 2% per successful shot of current action
Fortitude Save DC: 14 + 1 per successful shot of current action

GENERAL STATISTICS
Str: 13 Dex: 16 Con: 12 Int: 12 Wis: 14 Cha: 10
Feats: Point Blank Shot, Extra Techs, Improved Initiative, Precise
Shooting, Coordinated Shot, Fast Stabilization, Improved
Precise Shooting, Weapon Focus (sniper rifle) [Unique
Specialization], Sneak Attack[Unique Specialization]
Skills: Balance +15, Bluff +8, Climb +3, Diplomacy +2, Disguise
+0 (+2 to act in character), Electronics +13, Hide +12,
Intimidate +3, Jump +8, Knowledge (tactics) +6, Linste
+10, Move Silently +12, Piloting +6, Repair +9, Search +6,
Spot +10, Survival +2 (+4 to follow tracks), Tumble +11
Organization: Solitary
Advancement: by class
Morality: Paragon +0, Renegade +25
Ability Points: 12

OFFENSE STATISTICS
Base Attack/Grapple: +6/+7
Space/Reach: 5 ft/5 ft
Weapon: M-29 Incisor + Scram Rail + Laser Sight (B 1, R -3, ammo
15, 160 ft)
One-Shot: N/A
Double Tap: N/A
Auto-Fire 1st action: +8
Auto-Fire 2nd action: +5
Full-Auto Fire 1st action: N/A
Full-Auto Fire 2nd action: N/A
Full-Auto Fire 3rd action: N/A
Critical: 20/3
Damage: 2d4; +3 (from Scram Rail)

SPECIAL ABILITIES
Shield Boost: 3/encounter, the CAT6 Sniper can spend 1
action to regenerate 19 points of the armors Shields.
This ability has a cooldown of 10 actions.
Improved Time Slow: Whenever the CAT6 Sniper
uses the Aiming action with a sniper rifle, his optic
enhancements work together with neural and
muscular implants granting him an increased reaction
time during which the world seen through the sniper
rifles ocular sights seems to be moving in slow
motion.
This ability is automatic and acts whenever he uses the
Aiming action with a sniper rifle. It lasts 4 actions
and provides him a +4 bonus to attack. In addition,
while this ability lasts the Critical Threat Range of
the sniper rifle the CAT6 Sniper wields increases by
1.

EQUIPMENT
Grenades: 3 smoke grenades
Armor: Colossus Light Armor + Energized

345

Chapter 9: NPCs and Enemies

Weave (Shields regenerate at a rate of 2 point


per round)
Gravity Boots
Nightvision Goggles
Omni-Tool
Jump Packs

bonus on all checks made against and because of radiation effects.


Mechanical units do not suffer from fumble effects on attacks, but a
natural 1 on an attack roll from a Mechanical unit is still an automatic
failure.
Mechanical units do not gain Renegade nor Paragon points.

A Mech can be bought by any character with enough money. A


LOKI Mech costs 600 credits for each HD it possesses. A FENRIS Mech
costs 800 credits for each HD it possesses. An YMIR Mech costs 1200
credits for each HD it possesses. An Atlas Mech costs 5000 credits
for each HD. To repair a damage mech all it takes is the Repair skill
and a few Repair kits. However, if the mech has lost some body
parts, 1/4 of the mechs cost must be paid again in raw materials, in
Initially used as security detail for small colonies, mechs
addition to any material components such as Repair kits the Repair
gained a whole new importance following the battle
skill might consume. The Repair check DC is always 15 for mech
of the Citadel against Saren Arterius and the Reaper
repair job.
Sovereign. The need for better security details and
military squads led to the mass-production of mechs
thus making them a common commodity, employed by
List of Possible Additional Software for Mechs:
either military, legal groups or even criminal groups.
Non-Offensive capabilities: A mech with this software doesnt
Being mechanical units, Mechs have different rules than
fight. Not even to defend itself. Reduce the cost of the mech by
organics or synthetics:
50%.

Mechs

Mechanical units do not gain class levels. Instead they


gain Mechanical Levels. These levels have a d12 HD,
medium BAB, good Fortitude save and bad Reflex and Will
saves.

Mining Skill: A mech with this software can operate mining


tools and perform mining jobs. Increase cost of mech by 15%.

Once they reach 0 HP, they are considered as being dead.


All Mechanical units have Plating HP equal to 3HD.
The Intelligence score of Mechanicals refers only to the
intellect of their Vis, which is usually fairly limited.
Mechanicals gain no Skill Points.

Butler Functions: A mech with this software can work as a


butler. This software also expands the mechs speech ability.
Increase cost of a mech by 15%.
Support Mech: A mech with this software can perform
support functions in the battlefield, such as provide aid
with Medi-Gel or Repair Kits, or use the Aid Another action.
Increase the cost of a mech by 20%.

Mechanicals have a specific skill modifier, equal to their


HD, for the following skills: Damping, Decryption, Electronics,
Hacking, Heavy Weapons, Piloting, Repair. Their Intelligence
modifier is not considered for their skill modifiers (treat it as
Int mod +0).

Advanced Targeting Software: A mech with this software


has greater targeting skills, gaining a +1 bonus on all attack
rolls. Increase cost of the mech by 15%.

Mechanical units do not gain feats, ammo proficiencies or


ability score increases due to increasing in HD. They, however,
can have bonus feats and a character can add special software
to mechanical units that effectively grants them feats. The
maximum number of additional software a mechanical unit can
have is always equal to their Intelligence score.

Advanced Processing: A mech with this software has +1


additional HP per mechs HD. Increase mech cost by 15%.

Mechanical units are proficient with whatever weapon they


possess in their description.
Mechanical units possess no Charisma score. They cannot use
any Charisma-based skill nor can they be target of any Charismabased skill.

Bonus Feat: A mech can have a certain feat as a bonus


feat, for as long as he meets the prerequisites for that feat.
Increase the mechs cost by 15%.
Advanced Skill Software: A mech with this software
gains a +1 bonus on a specific skill modifier. Increase
mechs cost by 100 credits for each +1 modifier. No mech
can gain more than +10 bonus with this software. A
single software can provide more than a +1 bonus

Mechanical units can be targets of critical hits and sneak attacks


but receive a 75% chance or negating them because only their
heads are vital spots. Mechanical units, however, have advantages
in Instant Kill rolls and only natural results that hit specific limbs or
the head affect them, all the others have the same effect as a natural
1 of the Instant Kill roll.

LOKI Mech

The Hahne-Kedar-manufactured LOKI Mech is a


bipedal humanoid security robot designed for
security detail and guard duty in locations where
manpower is an issue, or where the use of organics
Mechanical units are immune to poisons and diseases and are far
for around the clock shifts is unfeasible. Initially
more resistant to radiation effects than organics, gaining a +10
used exclusively by the Alliance for colony guard

Chapter 9: NPCs and Enemies

346

duty, the LOKI Mech came into new use following


the Battle of the Citadel in 2183. Numerous civilian
and military sector units saw staggering losses
from Sovereigns attack and incidents involving the
rogue Spectre Saren Arterius. The Mechs have long
seen use in groups on the shiftier side of the law
when raw manpower is needed. Eclipse Mercenaries
make extensive use of them, typically as expendable
assault units. They are also used by Blue Suns mercs,
who typically deploy them for added security detail
when needed.

when needed, though this can have adverse effects. A LOKI Mech in
combat will casually advise intruders to leave the area, even while firing
at them. Many who have fought with or beside these mechs find this
tendency deeply unnerving.

While inexpensive and relatively basic as far as security


units go, LOKI Mechs have a number of interesting
features. They possess a basic personality suite and
are easily programmed for various security tasks, and
can be equipped with any of numerous weapon
systems both lethal and non-lethal as
circumstances dictate. A LOKI Mech that switches
to its security protocols is easily identified; the
dual eye on the unit turns from white to red. One
purchaser may have LOKI Mechs simply hedge
pedestrians out of a restricted area or sound
alarms if necessary; others may use non-lethal
weapons such as suppression fields or stun
weapons. In high-security areas, LOKI Mechs
are given firearms usually a Heavy Pistol or
Submachine Gun and given orders to shoot
on sight any who enter an area without security
clearance. Eclipse Mercenary units are notorious
for tweaking the protocol of LOKI Mechs and using
them as expendable soldiers.

As previously stated, LOKI Mechs are simplistic. They are incapable of


any complex tactics and never seek cover during a firefight.
LOKI Mechs have two weapons in their offense statistics but that
is only because the mech can be produced in two varieties: one
wielding a pistol, another wielding a submachine gun. In
reality, each LOKI Mech only possesses one of those
weapons.

The low cost and versatility of these Mechs is what


appeals to consumers in both the military and
private sector. They can be given a variety of different
weapons an appealing trait to a commander on
a budget. They also feature a small electroshock
weapon, similar to the one used by the FENRIS Mech,
which is employed at close-range to discourage
melee attackers. This weapon can be set to either
deliver a stunning or lethal dosage of electrical
current, depending on what the owner desires.
Additionally, LOKI Mechs are easily networked
to simultaneously deliver orders to many units,
either other LOKI Mechs, FENRIS Mechs or YMIR
Mechs. Their programming is quite simple, with an
IFF marker allowing even relatively inexperienced
operators to set up a LOKI Mech unit. This is advantageous on
frontier worlds, where these units are often deployed.

LOKI MECH

CR 1/3

XP 100
Medium mechanical
Senses: Listen +5, Spot +5, Nightvision 60 ft
Initiative: +4
Speed: 30 ft

DEFENSE STATISTICS
Defense: 14 (+4 Dex), touch 14, flat-footed 10
Plating HP: 12 (3HD+3)
Plating HP DR: 0
HP: 34 (3d12+9)
HP DR: 0
Resistances: +10 bonus vs. radiation effects;
75% to negate critical hits and sneak attacks.
Immunities: poison and disease
Fortitude: +6 Reflex: +5 Will: +3

OFFENSE STATISTICS
Base Attack/Grapple: +2/+2
Space/Reach: 5 ft/5 ft
Weapon: M-3 Predator (SA 2, R -2, ammo 15, 30 ft)
One-Shot: +7
Double-Tap: +5
Auto-Fire 1st action: +5
Auto-Fire 2nd action: +3
Full-Auto Fire 1st action: N/A
Full-Auto Fire 2nd action: N/A
Full-Auto Fire 3rd action: N/A
Critical: 20/2
Damage: 1d6

Weapon: M-9 Tempest (A 10, R -4, ammo 50, 40 ft)


One-Shot: +7
Double-Tap: +3
Unfortunately, this simplicity is a limitation as well; LOKI Mechs Auto-Fire 1st action: +3
are incapable of any complex tactics, never seek cover during Auto-Fire 2nd action: -1
a firefight, and their civilian-grade firewalls are insufficient to
Full-Auto Fire 1st action: +3
deal with modern hacking, allowing their programs to be easily Full-Auto Fire 2nd action: -1
overridden and turned upon their owners. Moreover, their accuracy
Full-Auto Fire 3rd action: -5
and efficiency in regards to ammo usage is questionable at best; in
Critical: 20/2
no way is a LOKI Mech the equivalent of a trained soldier in a firefight. Damage: 1d4; +1 against Shield HP (multiplied on a
Because of this, LOKI Mechs assigned to a high-security location or
critical hit); -1 against Plating (not multiplied on a
used offensively are typically deployed in overpowering numbers, or
critical hit)
as a counterpart to another force.
LOKI Mechs can also be programmed to speak pre-recorded phrases

347

Chapter 9: NPCs and Enemies

GENERAL STATISTICS
Str: 11 Dex: 18 Con: 16 Int: 4 Wis: 14 Cha:
Feats: Weapon Focus (M-3 Predator or M-4
Shuriken)B, Improved PlatingB, AlertnessB
Skills: Damping +3, Decryption +3, Electronics
+3, Hacking +3, Heavy Weapons +3, Listen +5,
Piloting +3, Repair +3, Spot +5
Organization: Solitary, pair or band (5 10)
Advancement: by racial HD increase
Morality: Paragon +0, Renegade +0
Ability Points: 12

SPECIAL ABILITIES

that occurs on its turn. This causes the LOKI Mech to self-destruct
dealing the Post-Mortem Explosion in the process

FENRIS Mech
FENRIS Mechs are mechanical constructs designed by Hahne-Kedar
specifically for security. They are highly identifiable by their white
armor and red lights. For many humans, the FENRIS Mechs are
viewed as the mechanical analogs of attack dogs and mimic doglike behavior when they attack a target, which may be related to
Hahne-Kedar being an Alliance-Based Corporation. FENRIS Mechs
are less common than the LOKI Mech variant, but have been seen
on Alliance offworld colonies, and are deployed by the Blue Suns
mercenary group.

Electroshock: LOKI Mechs possess a special


FENRIS Mechs possess advanced sensory equipment allowing them
electroshock attack that deals 3d6 electric damage to
to detect weapons and narcotics, used in the same manner dogs
all creatures 5-ft away from the Mech +50% against
would, and
have been seen deployed alongside LOKI
shields, synthetics or mechanical units. This attack is
Mechs. A major disadvantage to FENRIS
free and occurs only 1 per round. The damage dealt is
Mechs, and indeed to all mechs, is that
1d6 per HD (3d6 for the LOKI Mech)
their software programming can be
Separated Functions: LOKI Mechs can
hacked, altered, or overridden by an
take move while shooting without
experienced hacker, and FENRIS Mechs
taking any penalty. Every time a LOKI
can be turned against those they are
tasked with serving.
Mech makes an attack action, it can
also make one action moving (so a
LOKI Mech can effectively use two
actions, or even a full-round action,
XP 600
performing any type of attack, and
Medium mechanical
at the same time move two actions
Senses: Listen +5, Spot +5, Nightvision 60 ft,
as well).
scent
Quick Aiming: LOKI Mechs can use the Aiming special action
Initiative: +3
quickly. For them, that action takes only one free action. In
addition, LOKI Mechs never fire unless Aiming. The attack Speed: 30 ft
benefits and drawbacks of Aiming are already included in
DEFENSE STATISTICS
the statistics.
Defense: 13 (+3 Dex), touch 13, flat-footed 10
Post-Mortem Explosion: Once a LOKI Mech is destroyed, it
Plating HP DR: 0
explodes dealing 3d4 points of damage (1d4 per HD) to all Plating HP: 18 (3HD)
HP:
56
(6d12+12)
HP DR: 0
within 5 feet away from him
Resistances: +10 bonus vs. radiation effects; 75% to
Dismemberment: Any character can try to dismember a LOKI
negate critical hits and sneak attacks.
Mech by taking a -4 penalty on its attack roll against the Mech.
Immunities: poison and disease
If the attack succeeds, the character then chooses which limb
Fortitude: +8 Reflex: +5 Will: +4
he attacked: either a leg or an arm.
Damage dealt to a limb is removed from the mechs HP and once
5 points of damage are dealt, the limb is destroyed. If the mech OFFENSE STATISTICS
Base Attack/Grapple: +4/+6
still has its Plating, his limbs cannot be destroyed.
Space/Reach: 5 ft/5 ft
A LOKI Mech can still function without its limbs but a few effects
occur:
Weapon: Slam
- Removing 1 arm has no impact, as the mech always holds a
Melee Attack: +7
weapon with two hands and can fire it just as easily with one
Critical: 20/2
hand.
Damage: 1d6+2
- Removing 2 arms prevents the mech from firing. When that
happens, the mech does its best to move closer to an enemy and
GENERAL STATISTICS
then attack with its electroshock.
- Removing 1 or two legs causes the mech to fall on the ground. He is Str: 14 Dex: 16B Con: 14 Int: 6 B Wis: 14 Cha:
then forced to move as if pron. He gains all benefits and penalties Feats: Alertness , Skill Focus (Jump)
Skills: Damping +6, Decryption +6, Electronics +6,
of being prone.
Hacking +6, Heavy Weapons +6, Hide +7, Jump
- Removing all limbs forces the mech into a self-destruct protocol

FENRIS MECH

Chapter 9: NPCs and Enemies

CR 2

348

+11, Listen +5, Piloting +6, Repair +6, Spot +5


Organization: Solitary, pair or band (4 7)
Advancement: by racial HD increase
Morality: Paragon +0, Renegade +0
Ability Points: 12

SPECIAL ABILITIES

unpack when deployed.


YMIR Mechs possess twin mass accelerator cannons in the arms and a
rocket launcher in the left arm. There is a noticeable audio delay before
the left-arm rocket launcher opens fire. YMIR Mechs usually engage at
point-blank range and will attempt to advance on enemies. The mech
moves very slowly and loudly and cannot climb steps. It can fire its
twin Cannons while moving, however it must pause to fire rockets.

FENRIS Charge: A FENRIS Mech attacks by charging


The YMIR Mech always uses Auto-Fire actions with its Twin Massor moving a set distance towards an enemy and
Accelerator Cannons. The number of attacks in the statistics already
includes the fact that the YMIR Mech possesses two cannons.
then jumping against it. The mech always jumps
a distance of at least 5 feet (which it automatically
succeeds due to its Jump modifier) even when
charging. The mech successfully hits the target by
XP 2.400
making a Jump check against the targets Defense.
If successful, it touches the enemy with its head and Large mechanical
Senses: Listen +0, Spot +0, Nightvision 60 ft
automatically uses its taser.
Initiative: +1
Additionally, those victims of a FENRIS Charge must
make an opposed Strength check against the Mech Speed: 15 ft
(who also gains a +2 bonus from the Jump) or are sent
DEFENSE STATISTICS
prone.
Defense: 10 (+1 Dex, -1 size), touch 10, flat-footed 9
If the mech is unable to jump, because the target is
Shield HP DR: 0
already too close, it uses instead a melee touch attack Shield HP: 50 (5HD)
Plating
HP:
40
(3HD+10)
Plating HP DR: 0
and cannot send the targets prone.
HP:
94
(10d12+30)
HP DR: 1
Taser: When the FENRIS Mech touches an enemy with its
Resistances: +10 bonus vs. radiation effects; 75% to negate
head, it automatically discharges its taser dealing 6d4
critical hits and sneak attacks.
points of damage (1d4 per HD) and forcing the target
to make a Fortitude save DC 15 (10 + 1/2 mechs HD + Immunities: poison and disease
Fortitude: +12 Reflex: +4 Will: +7
mechs Constitution modifier) or the target is stunned for
1 round.
The target is immune to the Stun effect if he still has Plating OFFENSE STATISTICS
or Shields. If the target still has Shields, this ability deals Base Attack/Grapple: +7/+16
Space/Reach: 10 ft/5 ft
instead 6d6 points of damage (1d6 per HD).
Self-Defense Shutdown: If a FENRIS Mech is reduced to 0 or
Weapon: Twin Mass-Accelerator Cannons (A 10, R -0, ammo
less HP, it automatically shuts down and remains stationary.
inifinte, 60 ft)
The mech is not destroyed when reaching 0 HP, or less,
One-Shot: N/A
but it is destroyed if shot again while in it is in Self-Defense
Double-Tap: N/A
Shutdown. The mech activates itself once he is repaired to
Auto-Fire 1st action: +8
full HP.
Auto-Fire 2nd action: +8
Post-Mortem Explosion: Once a FENRIS Mech is destroyed, it
Full-Auto Fire 1st action: N/A
explodes dealing 6d4 points of damage (1d4 per HD) to all
Full-Auto Fire 2nd action: N/A
within 5 feet away from him.
Full-Auto Fire 3rd action: N/A
Critical: 20/2
Damage: 1d8

YMIR MECH

CR 7

YMIR Mech

Weapon: Rocket Launcher (SS, R none, ammo infinite,


The Battle YMIR Mech, or Model 34-A, or more commonly called a
for range see ML-77 Missile Launcher special rules)
Heavy Mech, is a massive killing machine designed for anti-infantry
One-Shot: Heavy Weapons check
purposes. Clad in bone-white armor with red lights, they are
Double-Tap: N/A
utilized by Eclipse and Blue Suns mercenaries as infantry support.
They are also used as security in some colonies and are frequently Auto-Fire 1st action: N/A
seen alongside LOKI Mechs. Heavily armored and shielded, YMIR Auto-Fire 2nd action: N/A
Mechs possess twin automatic mass accelerator cannons concealed Full-Auto Fire 1st action: N/A
in the right arm and a rocket launcher in the left. These arms will open Full-Auto Fire 2nd action: N/A
Full-Auto Fire 3rd action: N/A
when the mech is about to fire. The symbols and writings on their
armor bear resemblance to the LOKI Mechs and the robotic sounds Critical: 20/2
made by YMIR Mechs during combat sound similar to geth troopers; Damage: 5d6 (1/2 to adjacent creatures)
however, they occasionally speak in a low, robotic voice, referring to
Special: Once fired, it cannot be fired again for 2
their status during combat. Like Geth Armatures and colossi, they will
actions

349

Chapter 9: NPCs and Enemies

GENERAL STATISTICS
Str: 20 Dex: 12 Con: 17 Int: 6 Wis: 14 Cha:
Feats: Skill Focus (Heavy Weapons)B, Iron WillB,
Greater Fortitude B, Improved PlatingB, Weapon
Focus (Twin Cannons)B
Skills: Damping +9, Decryption +9, Electronics +9,
Hacking +9, Heavy Weapons +14, Piloting +9,
Repair +9
Organization: Solitary, pair or band (2 4)
Advancement: by racial HD increase
Morality: Paragon +0, Renegade +0
Ability Points: 12

SPECIAL ABILITIES

recovered from Omegas element zero processing plants, and additional


ablative armor, the result was the Rampart mech, a flexible combat unit
designed for control and intimidation of Omegas inhabitants.
Rampart mechs can seek out targets or troublemakers anywhere on
Omega, even lower industrial areas where radiation can be intense.
It is fitted with infrasound and scent markers that are fight or flight
triggers for several species and are intended to subdue or disperse
a crowd. When necessary, Rampart mechs can channel all available
power into generating a high-intensity shield that defends against
hacking or biotic attacks and weapons fire, protecting the Rampart
until reinforcements arrive. For combat, most Rampart mechs are
equipped with a standard issue shotgun; if damaged beyond repair,
the Rampart mech destroys the shotguns aluminum-alloy heatdispersal sinks, coating any nearby assailants in red-hot residue that
burns through armor.

Separated Functions: YMIR Mechs can take move


In extreme situations, the Rampart mech overclocks into a
hunter-killer mode, diverting power from its unique shields
while shooting their twin cannons without taking any
to single-mindedly destroy its target. In this mode, the Rampart
penalty. Every time an YMIR Mech makes an attack
action with its twin cannons, it can also make one mech moves faster, attacking with a flash-forged omni-blade
that targets unprotected nerve clusters and immobilizes the
action moving (so a YMIR Mech can effectively use two
actions, or even a full-round action, performing any luckless target. The Rampart also channels excess heat through
the dispersal sinks, visibly burning off material to create an
type of attack, and at the same time move two actions
intimidating display as it advances.
as well).
This cannot be used when firing its rocket.
Post-Mortem Explosion: Once an YMIR Mech is destroyed,
it explodes dealing 10d4 points of damage (1d4 per HD)
XP 600
to all within 15 feet away from him.
Medium mechanical
However, if an YMIR Mech is destroyed due to a critical hit,
Senses: Listen +7, Spot +7, Nightvision 60 ft
he falls on the ground and a beeping sound, similar to a
Initiative: +4
countdown, starts. This countdown takes only 1 round.
Speed: 30 ft
After the countdown reaches 0, meaning after 1 round, the
YMIR Mech explodes in an explosion similar to firing a shot
DEFENSE STATISTICS
from the M-920 Cain.
Defense: 14 (+4 Dex), touch 14, flat-footed 10
Stomp: An YMIR Mech stomps any enemy, within reach, that is
Plating HP: 62 (6d12+18)
Plating HP DR: 1
either prone or crouching. The mech makes a melee attack
HP: 1
HP DR: 0
to see if it successfully hits the enemy. The damage dealt is
Resistances: +10 bonus vs. radiation effects; 75% to negate
10d6 + 5 (1d6 per mechs HD + mechs Str mod).
critical hits and sneak attacks.
A target that is stomped is also considered as being pinned and
Immunities: poison and disease
takes that amount of damage each round the mech remains
Fortitude: +8 Reflex: +6 Will: +4
in place. To escape, he merely needs to succeeds on a single
opposed grapple check against the YMIR mech.
OFFENSE STATISTICS
Rocket Launcher: Although this rocket launcher possesses the
Base Attack/Grapple: +4/+6
statistics presented here, it possesses all other characteristics
Space/Reach: 5 ft/5 ft
that a ML-77 Missile Launcher has.
Weapon: M-23 Katana (SA 1, R -4, ammo 5, 20 ft)
One-Shot: +9
Double-Tap: +5
Auto-Fire 1st action: +5
Though its initial invasion of Omega was successful. Cerberus
Auto-Fire 2nd action: +1
was soon faced with the problem of controlling the stations large
Full-Auto Fire 1st action: N/A
and often lawless population. An initial solution was to establish
detainment areas bordered with impassable force fields, believed Full-Auto Fire 2nd action: N/A
to be sheets of plasma suspended in a magnetic field. As Cerberus Full-Auto Fire 3rd action: N/A
tightened its control of the station, units that could pass freely Critical: 20/3
through force fields to police the populace became necessary, Damage: 2d6; +1d6 extra vs. targets within range;
within range, creatures adjacent to target must
leading Cerberus engineers to recover LOKI security mechs from
make Ref save (DC equals attack roll) or take 1/2
the remaining Eclipse mercenary chapters. When upgraded with
Cerberuss proprietary mini-fabrication technology, shielding
damage dealt.

RAMPART MECH

CR 2

Rampart Mech

Chapter 9: NPCs and Enemies

350

Weapon: Omni-Blade
Melee Attack: +6
Critical: 20/2
Damage: 1d3+1d6+2

GENERAL STATISTICS
Str: 14 Dex: 18 Con: 16 Int: 5 Wis: 14 Cha:
Feats: Weapon Focus (M-23 Katana)B, Weapon Focus
(Light Melee Weapons)B, AlertnessB
Skills: Damping +6, Decryption +6, Electronics +6,
Hacking +6, Heavy Weapons +6, Listen +5, Piloting
+6, Repair +6, Spot +5
Organization: Solitary, pair or band (3 7)
Advancement: by racial HD increase
Morality: Paragon +0, Renegade +0
Ability Points: 16

SPECIAL ABILITIES

enter in a hunter-killer mode, with a free action. In this mode the


Rampart Mechs speed increases by 10 ft and the mech tries to get
in close in order to attack with his omni-blade. He also increases his
Plating DR by 2 and gains a +2 attack and damage bonus with his
omni-blade.
While in this mode, the mech does not attack with his shotgun
(he holsters it automatically when entering this mode, but the
Burning Residue still occurs upon death) and it displays the same
holographic images of a tech armor.

Atlas
The Atlas was designed to combine the deadly armor and firepower
of an YMIR mech with the tactical superiority of a trained pilot.
An element zero core allows the Atlas to be air-dropped onto
a battlefield with minimal impact damage. Its thick armor
includes a robust transparent canopy made from
a polycrystalline composite proprietary to
Cerberus. Alliance engineers hypothesize
that the material is some kind of
synthetic sapphire composed with
interlayers to resist cracking and
thermal damage.

Energy Shield: When the rampart mech is badly


damaged (half of his Plating HP are
gone), he creates a powerful
shield that encloses the mech
in an energy sphere that blocks
Although the Atlas is somewhat
any attack or power that tries
unwieldy in the field, its
to affect him. This shield is
antipersonnel cannon and ability
activated with one action and
to shrug off damage from anything
lasts for at least 2 actions
short of a heavy weapon makes
and up to 5 (mechs choice).
it a fearsome opponent. Heavy
During that time, the rampart
loss of life is to be expected in any
mech is completely immune
unprepared encounter with this unit.
to every attack and power
Cerberus produced a large amount
(even if the ground was to
of these mechs and deployed them
open beneath the mech, he
during the events of Mass Effect
would still be protected from
3. Because these mechs are
falling damage by the shield.
extremely expensive, very few
While the shield is active, the rampart
organizations use them.
mech cannot act or move, he effectively
Getting in and out of an Atlas
loses those actions.
mech requires 2 actions and to be
Separated Functions: Rampart Mechs
piloted the character must make a
can take move while shooting without
Piloting check DC 18 at the beginning of
taking any penalty. Every time a
his rounds.
Rampart Mech makes an attack action, it
can also make one action moving (so a
Rampart Mech can effectively use two
actions, or even a full-round action,
XP 4.800
performing any type of attack, and at
Large mechanical
the same time move two actions as well).
Senses: Listen +15, Spot +15
Burning Residue: When a Rampart Mech is destroyed, he
Initiative: +5
automatically destroys the M-23 Katanas aluminum-alloy heat- Speed: 15 ft
dispersal sinks, coating any nearby assailants in red-hot residue
that burns through armor, though it takes 1 action for the residue DEFENSE STATISTICS
to disperse to the mechs body. Any creature that passes through
Defense: 10 (+1 Dex, -1 size), touch 10, flat-footed 9
the square occupied by the mechs body takes 2d6 points of
Shield HP: 88 (8HD)
Shield HP DR: 1
damage that bypasses Shield HP and Plating HP. The residue burns
Plating HP: 100 (11d12+36)
Plating HP DR: 1
for 5 actions.
HP: 1
HP DR: 0
Hunter-Killer Mode: On certain occasions the Rampart Mech can Resistances: +10 bonus vs. radiation effects; 75%

ATLAS

351

CR 8

Chapter 9: NPCs and Enemies

Crush: When the Atlas is grappling a target, it can kill him by crushing
the target with its claw, causing instant death. This ability can be
used regardless of whatever armor the target is wearing.
Using this ability requires one action. An Atlas immediately starts this
OFFENSE STATISTICS
ability after grappling a character.
This only works against creatures smaller than the Atlas.
Base Attack/Grapple: +8/+16
Separated Functions: Atlas can take move while shooting their twin
Space/Reach: 10 ft/5 ft
cannons without taking any penalty. Every time an Atlas makes an
Weapon: Mass-Accelerator Cannon (A 1, R -0, ammo
attack action with its cannon, it can also make one action moving
infinite, 60 ft)
(so a Atlas can effectively use two actions, or even a full-round
One-Shot: +9
action, performing any type of attack, and at the same time move
Double-Tap: +9
two actions as well).
Auto-Fire 1st action: +9
This cannot be used when firing its rocket.
Auto-Fire 2nd action: +9
Post-Mortem Explosion: Once an Atlas is destroyed, it explodes
Full-Auto Fire 1st action: +9
dealing 11d4 points of damage (1d4 per HD) to all within 15 feet
Full-Auto Fire 2nd action: +9
away from him.
Full-Auto Fire 3rd action: +9
Stomp: An Atlas stomps any enemy, within reach, that is either
Critical: 20/2
prone or crouching. The Atlas makes a melee attack to see if it
Damage: 4d8
successfully hits the enemy. The damage dealt is 11d6 + 5 (1d6
per mechs HD + mechs Str mod).
Weapon: Rocket Launcher (SS, R none, ammo infinite, for
A
target
that is stomped is also considered as being pinned and
range see ML-77 Missile Launcher special rules)
takes
that amount of damage each round the Atlas remains
One-Shot: Heavy Weapons check
in
place.
To escape, he merely needs to succeeds on a single
Double-Tap: N/A
opposed
grapple check against the Atlas mech.
Auto-Fire 1st action: N/A
Grenade Launcher: An Atlas is equipped with a grenade
Auto-Fire 2nd action: N/A
launcher that can be fire with a free action once every 5
Full-Auto Fire 1st action: N/A
rounds. This grenade launcher only fires smoke grenades
Full-Auto Fire 2nd action: N/A
and it is capable of firing up to 3 grenades at the same time.
Full-Auto Fire 3rd action: N/A
The Atlas always carries at least 20 smoke grenades.
Critical: 20/2
Drop: An Atlas may be dropped from a distance up to 1000 ft
Damage: 5d6 (1/2 to adjacent creatures)
without problems, landing safely, not prone and avoiding
Special: Once fired, it cannot be fired again for 2 actions
any falling damage.
GENERAL STATISTICS
Rocket Launcher: Although this rocket launcher possesses
the statistics presented here, it possesses all other
Str: 18 Dex: 12 Con: 18 Int: 10 Wis: 14 Cha: 10
characteristics that a ML-77 Missile Launcher (SA 2, R -2,
Feats: Skill Focus (Heavy Weapons), Iron Will, Greater Fortitude,
ammo 6% per shot, 200 ft) has.
Weapon Focus (Mass Accelerator Cannon), Point Blank Shot,
to negate critical hits and sneak attacks.
Immunities: poison and disease; fear effects
Fortitude: +13 Reflex: +4 Will: +7

Alertness, Improved Initiative


Skills: Heavy Weapons +16, Listen +15, Spot +15
Organization: Solitary or pair
Advancement: Atlas advance by gaining new HD, as normal.
They possess Medium BAB, good Fortitude and bad Reflex
and Will saves. They gain feats normally and gain +1 bonus to
Heavy Weapons, Spot and Listen checks with each HD. They
gain no skill points.
Also, each 3 HD provides one additional stat point. Their Shield HP
increase by 8 for each new additional HD.
Morality: Paragon +0, Renegade +0
Ability Points: 12

SPECIAL ABILITIES

Reaper Ground Forces


Deployed by the Reapers to engage organics in tight
quarters and other small places the towering Reapers
cannot reach, these monstrosities prove to be highly
effective for two major reasons: they are created from
harvested organics, meaning that each potential dead
organic can result in a potential reaper ground unit;
and they serve as ways to break the morale of organics,
since they see their friends and family turned into the
very beings they now face.

Armored: An Atlas possesses only 1 HP. All the normal HP it should


gain are instead Plating HP. Anything that would grant it HP grants
it Plating HP instead.
Improved Grab: If an Atlas hits the target with its melee attack, it
automatically attempts to grab him. It gains an automatic grapple
check against the target without provoking AoO.

Chapter 9: NPCs and Enemies

Each type of reaper ground unit has its strengths and


weaknesses but together they can complement each
other becoming some of the most dangerous force
the galaxy has ever seen.
Reaper ground forces do not follow the normal rules

352

for advancement. Each reaper ground unit has its


own advancement and none of them possess a
race or class, even if they are derived from certain
races.

score.
Morality: Paragon +0, Renegade +0

SPECIAL ABILITIES

Quick Strike: If a husk uses all its actions to attack in the same round,
it gets another slam attack as a free action. Effectively attacking 3
times in that round.
Electric Blast: Certain husks can discharge electricity to deal damage
Husks are the aggressive, mindless foot soldiers of
to nearby enemies. As a full-round action, these husks have the
the Reaper armies. They are created by impaling
ability to generate an electrical field in a 10 ft radius centered
either living or dead humans on mechanical spikes
on themselves. The attack deals 2d6 damage to anyone caught
(called Dragons Teeth by the humans) that rapidly
in the area of effect and deals 50% more damage on shields. A
extract water and trace minerals and replace them with
Reflex save (DC 13) is allowed for half damage.
cybernetics. These cybernetics reanimate the lifeless
A husk with this ability starts with 10 Shield HP,
flesh and tissue, transforming the bodies into horrifying
instead of 5, have Shield HP DR 1 and its speed is
killing machines.
reduced by 15 ft. They also lose the Quick Strike
Husks are particularly weak and somewhat fragile
special ability.
but the Reapers deploy husks in large numbers to
Savage Grapple: Certain husks can claw and bite
overwhelm the enemy. The husks inability to feel
an enemy they grapple, almost like a savage weasel.
pain, as well as their tendency to attack in groups,
When making a successful melee attack that deals
makes them particularly deadly adversaries.
damage, the husk can immediately initiate a
grapple check. If successful he latches on to the
enemys torso and starts biting and clawing. Each
turn the husk does nothing more than attacking,
XP 150
automatically hitting the attacks. These attacks
Medium organic/synthetic (reaper)
still need to be rolled to determine if any of them
Initiative: +1
is a critical hit or not.
Senses: Listen +0, Spot +5, Nightvision 60 ft
Husks with this ability lose the Quick Strike
Speed: 40 ft
special ability. In addition, the critical threat
DEFENSE STATISTICS
range of their melee attacks is 19-20. They also
gain +2 bonus on grapple checks. However, they
Defense: 11 (+1 Dex), touch 11, flat-footed 10
lose any Shield HP they might have.
Shield HP: 5
Shield HP DR: 0
Husks weigh around 100 lbs and this weigh
HP: 14 (2d8+2)
HP DR: 0
should be taken into consideration when the
Immunities: poison, disease, fear effects, mind
husk latches itself around the targets torso. If
control, pain effects
enough
husks do this against the same target,
Fortitude: +0 Reflex: +1 Will: +3
the creature will eventually be sent prone due to
the husks weight.
OFFENSE STATISTICS
Abomination: Certain husks are made to be suicidalBase Attack/Grapple: +1/+4
bombers.
These husks, called abominations, have redSpace/Reach: 5 ft/5 ft
colored circuits. These husks attack usually by charging
Weapon: Slam
a target, or moving towards it. That clearly indicated
Melee Attack: +4
as they start to glow and short flames start to
Critical: 20/2
erupt from their bodies. Once they start to glow,
Damage: 1d6+3
they have 3 rounds to get close to an enemy before
exploding. Note they only start to glow if they reach
GENERAL STATISTICS
the enemy, in a maximum of 3 rounds, from where
they stand. Otherwise they approach first and once
Str: 17 Dex: 12 Con: 10 Int: Wis: 10 Cha:
that distance is acquired they start to glow
Feats: Toughness
The explosion deals 4d8 points of damage to all in a
Skills: Climb +8, Spot +5
10-ft radius (no save). If they are killed, or they fail
Organization: Solitary, pair, pack (4 10), horde (12 30)
to reach an enemy in time, they explode where
Advancement: Husks advance by gaining new HD, as normal. They
they stand.
possess Medium BAB, bad Fortitude and Reflex saves and good
Will saves. However, they do not gain feats or skill points. Instead, These husks do not possess Shield HP. Instead, they
possess Plating HP equal to 10, with Plating HP
each new HD increases their Shield HP by 2. Also, each 3 HD
DR 0. They lose the Quick Strike ability and the
provides one additional stat point.
ability to perform melee attacks.
If a husk reaches HD 7th, it also gains Plating equal to their Constitution

Husk

HUSK

353

CR 1/2

Chapter 9: NPCs and Enemies

SPECIAL ABILITIES

Cannibal

Grenade Specialty: Cannibals can throw grenades with their arm


cannon. They have an infinite number of grenades but after
throwing one they cannot do so again for 5 actions.
The cannibals grenades deal extra +1d6 damage for each 3 HD the
cannibal possesses, so a 6th HD cannibal (like the one presented in
this statistics) already deals extra +2d6 points of damage with its
grenades.
Cannibalize: Cannibals have the ability to consume the corpses
Cannibals possess a large gun held in place by a
of fallen allies to regenerate themselves and gain additional
human corpse that serves as an arm. From this same
protection. They can use this any number of times per encounter.
arm cannon, they can also launch grenades. They can
They always try to use this ability whenever possible (as a thumb
also use Melee attacks, trying to grab whatever gets
rule, you the GM can assume that a cannibal that was not
close to them.
attacked in the last two rounds deems it best to seek out the
nearby corpse to cannibalize).
When Cannibals consume fallen enemies they gain
XP 900
plating on their body which protects them from
Medium organic/synthetic (reaper)
damage in that area until they are shot off.
Senses: Listen +8, Spot +8, Nightvision 60 ft
Taking damage while using this ability
Initiative: +2
disrupts and ends it.
Speed: 30 ft
The benefits the cannibal gains, when
using cannibalize, depend on the
DEFENSE STATISTICS
amount of actions he is able to spend
Defense: 12 (+2 Dex), touch 12, flatconsuming the corpse:
footed 10
1 action the cannibal regenerates 5
HP: 48 (6d8+12+6)
HP DR: 1
HP (excess HP is wasted).
Immunities: poison, disease, fear effects
2 actions previous effect +
Fortitude: +7 Reflex: +6 Will: +3
cannibal regenerates additional
10 HP (excess HP is wasted)
OFFENSE STATISTICS
+ cannibal gains Plating HP
equal to 1/2 its Constitution
Base Attack/Grapple: +6/+9
score.
Space/Reach: 5 ft/5 ft
3 actions previous effect,
Weapon: Automatic Arm Cannon (A 5, R -3,
only the Plating HP is now
ammo infinite, 70 ft)
equal to Constitution score
One-Shot: +9
and while the Plating is active
Double-Tap: +6
the cannibal gains 25% chance
Auto-Fire 1st action: +6
of ignoring critical hits or sneak
Auto-Fire 2nd action: +3
attacks. In addition, the cannibal
Full-Auto Fire 1st action: +6
regenerates an additional 10
Full-Auto Fire 2nd action: +3
HP. If the cannibal starts the
Full-Auto Fire 3rd action: +0
encounter with this benefit
Critical: 20/2
already in place, its CR should
Damage: 1d8
increase by 1.
4 actions previous effect, only the Plating now
GENERAL STATISTICS
provides 50% chance of ignoring critical hits and
Str: 16 Dex: 14 Con: 15 Int: 8 Wis: 12 Cha: 10
sneak attacks. In addition, the cannibal regenerates
Feats: Toughness, Point Blank Shot, Weapon Focus (automatic arm
an additional 10 HP.
cannon), Lightning Reflexes
5 actions previous effect, only the Plating HP now
Skills: Listen +8, Spot +8
equals to 2 Constitution score (rounded down),
Organization: Solitary, pair, pack (3 8), horde (10 20)
provides a 75% chance of ignoring critical hits and
Advancement: Cannibals advance by gaining new HD, as normal.
sneak attacks and has Plating DR 1. If the cannibal
They possess Good BAB, good Fortitude and bad Reflex and Will
starts the encounter with this benefit already in
saves. They gain feats normally but not skill points. Also, each 3 HD
place, its CR should increase by 2.
provides one additional stat point.
Morality: Paragon +0, Renegade +0
Cannibals are synthetic-organic creatures derived
from batarians that have been captured and
mutated by the Reapers during their invasion of the
galaxy, which began in batarian space. During the
Reaper attack on Earth, Cannibals form a significant
portion of the Reaper ground forces, along with
Husks.

CANNIBAL

CR 3

Chapter 9: NPCs and Enemies

354

SPECIAL ABILITIES

Marauder

Create Armor Plating: Marauders can give armored plating to one


Husk or Cannibal within 60 ft. This process takes several seconds
and has a distinctive sound and look. Depending on how long they
maintain this ability, the recipient gains certain amount of Plating
HP and additional bonuses. This ability cannot be used on a target
that already has Plating HP.
Alliance marines have observed marauders fortifying
1 action recipient gains Plating HP 10 and while the Plating is active
husks and cannibals by enveloping them in a ribbon
the recipient gains 25% chance of ignoring critical hits or sneak
of energy that forms a scabby shell of armor.
attacks.
2 actions recipient gains Plating HP 20 and while the Plating is
active the recipient gains 50% chance of ignoring critical hits
or sneak attacks. If the recipient starts the encounter with this
XP 2.400
benefit already in place, its CR should increase by 1.
Medium organic/synthetic (reaper)
3
actions
recipient gains Plating HP 30 and while the Plating is
Senses: Listen +10, Spot +10, Nightvision 60 ft
active
the
recipient gains 75% chance of ignoring critical hits
Initiative: +6
or
sneak
attacks.
If the recipient starts the encounter with this
Speed: 30 ft
benefit already in place, its CR should increase by 1.
DEFENSE STATISTICS
Any damage to either the Marauder Shield HP or HP, or the
recipient Shield HP, Plating HP or normal HP will interrupt this
Defense: 13 (+3 Dex), touch 13, flat-footed 10
ability.
Shield HP: 45
Shield HP DR: 1
HP: 62 (9d8+18+9)
HP DR: 1
Immunities: poison, disease, fear effects
Fortitude: +10 Reflex: +8 Will: +6
Marauders are synthetic-organic creatures created
from harvested turians. The lean, armored creatures
present a significant threat in and of themselves,
but they are especially dangerous when leading a
Reaper task force.

MARAUDER

CR 6

Banshee

OFFENSE STATISTICS
Base Attack/Grapple: +9/+11
Space/Reach: 5 ft/5 ft
Weapon: Phaeston (A 5, R -2, ammo 50, 60 ft)
One-Shot: +12
Double-Tap: +10
Auto-Fire 1st action: +10
Auto-Fire 2nd action: +8
Full-Auto Fire 1st action: +10
Full-Auto Fire 2nd action: +8
Full-Auto Fire 3rd action: +6
Critical: 20/2
Damage: 1d5

GENERAL STATISTICS

Banshees are the corrupted asari often found leading a Reaper


strike force. The Reapers create them specifically from asari
with active or latent predispositions to becoming ArdatYakshi, a rare neurological condition that enhances the asaris
biotic power while causing the immediate death of anyone
she mates with.
Lumbering as though in constant pain, the emaciated
banshees are surprisingly durable opponents. They are
devastating biotics able to hurl lethal balls of energy and
create shockwaves as they regenerate. What Alliance military
finds most disturbing is the Banshees ability to spawn her
own warp field and seemingly teleport during combat.
Although their wails have no apparent physiological effect,
the psychological impact is undeniable.
When banshees die, their Ardat-Yakshi genetics twist
against them, causing a biotic implosion to ensure they
evade capture.

Str: 15 Dex: 16 Con: 14 Int: 12 Wis: 12 Cha: 12


Feats: Lightning Reflexes, Dodge, Mobility, Iron Will, Greater
Fortitude , Improved Initiative
XP 9.600
Skills: Listen +10, Spot +10
Large organic/synthetic (reaper)
Organization: Solitary, pair or pack (3 6)
Advancement: Marauders advance by gaining new HD, as normal. Senses: Listen +18, Spot +18, Nightvision 60 ft
They possess Good BAB, good Fortitude and bad Reflex and Will Initiative: +2
saves. They gain feats normally but not skill points. Also, each 3 Speed: 30 ft
HD provides one additional stat point. Their Shield HP increase by
DEFENSE STATISTICS
5 for each new additional HD.
Defense: 11 (+2 Dex, -1 size), touch 11, flat-footed 10
Morality: Paragon +0, Renegade +0
Shield HP: 82 (134+30)
Shield HP DR: 2
Plating HP: 101 (13d8+26+13) Plating HP DR: 2
HP: 1
HP DR: 2
Immunities: poison, disease, fear effects

BANSHEE

355

CR 10

Chapter 9: NPCs and Enemies

Fortitude: +10 Reflex: +8 Will: +6

OFFENSE STATISTICS
Base Attack/Grapple: +9/+18
Space/Reach: 10 ft/10 ft
Weapon: Claw
Melee Attack: +14
Critical: 19-20/2
Damage: 2d6+5

POWER STATISTICS
Banshee Nova
Damage: 13d6
Radius: 30 ft
Cooldown: 4 actions
Banshee Charge
Damage: 4d6
Shield HP Restored: 0

Range: 15 ft
Cooldown: Special

Banshee Reave
Fortitude Save DC: 22
Damage Dealt: 16
Duration of Pain Effect: 1 action
Duration of Reave: 3 actions
Cooldown: 3 actions

then she immediately releases it, due to the Barrier Shields ability
drawback. The same happens if a banshee without Shield HP is
grappling the target but then takes more than 30 points of damage
before using Impale on the target.
The banshee cannot use this ability on characters larger than her.
Impale: When the banshee is grappling a target, she can impale him,
causing instant death, by using her long claws arms has a spearlike weapon pierced through the targets torso. This ability can be
used regardless of whatever armor the target is wearing, but it can
only affect organics.
Despite being deadly, this ability is slow to take effect, requiring at
least 2 actions after the target has been successfully grappled.
During those two actions, the banshee automatically succeeds
on any grapple check made during her turn against that target
but only during her turn.
A banshee immediately starts this ability after grappling a
character. If she loses the grapple, this doesnt take
effect and she must again grapple the
target and start the ability from the start.
This only works against creatures smaller
than the banshee.

GENERAL STATISTICS
Str: 20 Dex: 12 Con: 15 Int: 14 Wis: 14 Cha: 18
Feats: Lightning Reflexes, Iron Will, Greater Fortitude
, Improved Plating, Improved Critical (claw),
Weapon Focus (claw), Biotic Focus (Reave),
Improved Biotic Focus (Reave)
Skills: Biotics +18, Listen +18, Spot +18
Organization: Solitary, pair or pack (2 4)
Advancement: Banshees advance by gaining new
HD, as normal. They possess Medium BAB, good
Fortitude and Will saves and bad Reflex save. They
gain feats normally but not skill points. Also, each
3 HD provides one additional stat point.
Morality: Paragon +0, Renegade +0

Banshee Nova: A banshee can create


a powerful version of the Biotic Nova
power. This version doesnt require her
to use any biotic points and its cooldown
only affects the Banshee Nova, so after
using this power she can use any other
she possesses.
This power is in all aspects similar to the
Biotic Nova with a few major differences:
- It does not apply any Throw effect on
those affected by this power.
- It has a much larger area of effect.
- It deals greater damage.
- Banshees scream when using this
SPECIAL ABILITIES
power. The screech has no in-game
effect.
Barrier Shields: The Shield HP of a Banshee always
The banshee can use this power any
equals her HD times Cha modifier +30. These Shield
number of times per encounter.
HP also count as biotic powers for the purpose of
Banshee Charge: A banshee can, at
determining whether or not certain powers or abilities
will, replicate a biotic power similar
deal extra damage against them.
to the Biotic Charge. Although
In addition, when the banshee loses its Shield HP, she drops
similar to that biotic power, the
prone and releases any character she is grappling.
Banshee Charge has some major differences:
Armored: A banshee possesses only 1 HP. All the normal HP it
Creatures
affected by this power are not sent flying.
should gain are instead Plating HP. Anything that would grant her
The
distance
of the charge is greatly reduced.
HP grants her instead Plating HP.
The
banshee
cannot restore Shield HP with this
Improved Grab: If a banshee hits the target with its melee attack,
power.
it automatically attempts to grab him. She gains an automatic
- The banshee cannot combine this power with the
grapple check against the target without provoking AoO.
Banshee Nova.
If a banshee that is grappling a character still has Shield HP but loses
those HP before using its Impale ability on the grappled target, - While the banshee still has Shield HP left, this

Chapter 9: NPCs and Enemies

356

power has no cooldown. Once the Shield HP Weapon: Claw


are removed, this power has a cooldown of 2
Melee Attack: +17
actions.
Critical: 19-20/2
The banshee can use this power any number of
Damage: 5d6+10 (double vs objects and vehicles)
times per encounter.
GENERAL STATISTICS
Banshee Reave: A banshee can, at will, project an
energy ball that upon impact replicates effects
Str: 30 Dex: 11 Con: 18 Int: 8 Wis: 10 Cha: 10
similar to the Reave biotic power. Although similar
Feats: Lightning Reflexes, Iron Will, Greater Fortitude, Improved
to that power, the Banshee Reave has some major
Critical (claw), Weapon Focus (claw), Alertness, Improved Initiative
differences:
Skills: Listen +16, Spot +16
- The energy ball projected by the banshee travels
Organization: Solitary, pair or pack (2 4)
slower, so targets gain twice movement bonus to
Advancement: Burtes advance by gaining new HD, as normal. They
Defense against this power.
possess Medium BAB, good Fortitude and Will saves and bad
- This power has two different durations: one related
Reflex save. They gain feats normally but not skill points. Also,
to the pain effect it causes on a failed Fortitude
each 3 HD provides one additional stat point.
save; the other is the overall duration of the Banshee
Morality: Paragon +0, Renegade +0
Reave, that is the number of actions the damage will
be dealt.
SPECIAL ABILITIES
The banshee can use this power any number of times per
Armored: A brute possesses only 1 HP. All the normal HP it should
encounter.
gain are instead Plating HP. Anything that would grant him HP
grants her instead Plating HP.
Improved Grab: If a brute hits the target with its melee attack,
it automatically attempts to grab him. He gains an automatic
grapple check against the target without provoking AoO.
The brute is a hulking amalgamation of turian and krogan
victims of the Reapers. Because tissue from dextro-protein Crush: When the brute is grappling a target, he can kill him
by slamming the target into the ground several times,
species like the turians is incompatible with levo-protein
causing instant death. This ability can be used regardless of
species like the krogan, implants regulate the brutes body
chemistry to combat organ rejection.
whatever armor the target is wearing.
Using
this ability requires one action. A brute immediately
It is the fusion of turian military skill and krogan blood rage
starts
this ability after grappling a character.
that makes the brute such a formidable enemy, capable of
This
only
works against creatures smaller than the brue.
destroying armored vehicles to get to the soldiers inside.
Brute
Charge:
Brutes are extremely deadly when making
Troops are advised to keep their distance, and, whenever
possible, not engage a brute alone.
a charge. First, when making a charge, the brute deals
5d6+10 points of damage to any object or creature that is
Brutes possess an over-sized claw arm that can grab and smash
in front of the brute at the end of the charge.
a character into the ground. This results in instant death. Their
First, the charge itself deals 5d6+10 points of damage to
main attack is a charging attack that deals high damage.
any character of object standing in the brutes path.
Objects in the brutes path, when not destroyed by this
damage, stop the charge, otherwise the brute continues
XP 4.800
to charge stomping on their debris. Characters in
Huge organic/synthetic (reaper)
the brutes path always stop the charge, regardless
Senses: Listen +16, Spot +16, Nightvision 60 ft
whether they are killed or not, but they are, however,
Initiative: +4
pushed back 5 ft (thus ending in a square adjacent to
Speed: 20 ft
the brute)
In addition, the brute also gets to make the normal
DEFENSE STATISTICS
melee attack associated with a charge but in the
form of Sweeping Attack (see below).
Defense: 8 (-2 size), touch 8, flat-footed 8
The order by which this special ability is resolved is:
Plating HP: 97 (11d8+44) Plating HP DR: 2
charge damage is dealt first. If the target survives,
HP: 1 HP DR: 0
he is then attacked by the brutes Sweeping Attack.
Immunities: poison, disease, fear effects
Sweeping Attack: When making a Brute Charge, the
Resistances: 50% chance of negating critical hits and sneak attacks
brute also makes a special melee attack at the end.
Fortitude: +13 Reflex: +5 Will: +9
This melee attack allows him to make a melee claw
OFFENSE STATISTICS
attack against four squares he threatens. Those
squares need to be adjacent to at least one of the
Base Attack/Grapple: +8/+26
other. The attack is resolved separately for each
Space/Reach: 15 ft/10 ft

Brute

BRUTE CR 8

357

Chapter 9: NPCs and Enemies

square.
When using this ability, the brute cannot use the
Improved Grab ability.
Brute Fall: When a brute is killed, he raises his body
and screams as if in agony (or the closest thing
it can reproduce through their synthetic voices).
Soon after his massive body falls to the ground
with enough force to deal 3d6+10 points to any
creature that stands in one of the brutes occupied
square.

OFFENSE STATISTICS
Base Attack/Grapple: +7/+14
Space/Reach: 10 ft/5 ft
Weapon: Twin Artillery Cannons
Burst Attack: +8 (see below)
Critical: 19-20/2
Aiming Time: 1 action
Damage: 6d6 (half to adjacent creatures)

GENERAL STATISTICS

Str: 16 Dex: 11 Con: 14 Int: 10 Wis: 12 Cha: 10


Feats: Lightning Reflexes, Iron Will, Greater Fortitude , Weapon
Focus (Twin Artillery Cannons), Improved Initiative, Improved
Ravagers are former rachni that the Reapers have
Critical (Twin Artillery Cannons)
transformed into heavy artillery through a process of
Skills:
Climb +11, Listen +14, Spot +14
implantation and genetic modification. As walking
Organization:
Solitary, pair or pack (2 4)
organic turrets, they can sustain and inflict considerable
Advancement:
Ravagers advance by gaining new HD, as normal.
damage.
They possess Medium BAB, good Fortitude and Will saves and
Ravagers bear egg sacs that continuously spawn
bad Reflex save. They gain feats normally but not skill points.
swarmers. If the sacs are destroyed, either during combat
Also, each 3 HD provides one additional stat point.
or upon the ravagers death, their entire contents burst
Ravagers had 1/2 their HD (rounded down)
forth to charge the enemy and explode on contact.
as a bonus to their attack modifier.
A dead ravager expels a caustic gas and an acidic
puddle.
Morality: Paragon +0, Renegade
+0
Alliance scientists have theorized that it

Ravager

is easiest for the Reapers to maintain


control over units of rachni genetic
extraction because of the
species
neurological
predisposition for hivemind consensus.

SPECIAL ABILITIES

Armored: A ravager possesses only 1 HP.


All the normal HP it should
gain are instead Plating HP.
Anything that would grant
her
HP grants him instead
Swarmers are syntheticorganic
creatures
Plating HP.
presumably
derived
Twin Artillery Cannons:
from Rachni Workers
Ravagers are armed
and mutated by Reaper
with a twin cannon
technology. Swarmers can
system capable of firing
be spawned by puncturing one of the large orange sacs found
projectiles that enter the artillery classification. This
on Ravagers or by destroying Gestation Pods.
allows the ravager to deal large amounts of damage.
In addition, creatures adjacent to the target take 1/2
damage dealt (characters behind cover are not caught
by this area effect).
XP 2.400
When the ravager fires, it always fires 3 shots, each using
Large organic/synthetic (reaper)
the same attack modifier and dealing the damage
Senses: Listen +14, Spot +14, Nightvision 120 ft
presented above. After those shots are fired, the
Initiative: +4
ravager needs to aim again. During these shots the
Speed: 20 ft, climb 20 ft
ravager can change target but takes a -4 penalty on
attack rolls when doing so.
DEFENSE STATISTICS
Due
to the nature of their cannons, the ravager needs
Defense: 9 (-1 size), touch 9, flat-footed 9
to
aim its weapons before firing. He does so by
Plating HP: 68 (10d8+20)
Plating HP DR: 1
pointing
a visible laser towards the target or area
HP: 1
HP DR: 0
he
wishes
to hit. This special aim requires at least 1
Immunities: poison, disease, fear effects, mind control, pain effects
action. This allows the target to perform a Rolling
Resistances: 80% chance of negating critical hits and sneak attacks.
Dodge against these attacks.
See Swarmer Sacks.
A
ravager
does not fire its weapons against targets
Fortitude: +11 Reflex: +5 Will: +10
less than 20 ft away from them, preferring to

RAVAGER CR 7

Chapter 9: NPCs and Enemies

358

retreat to a safer distance.


GENERAL STATISTICS
Swarmer Sacks: A ravager possesses the ability to
Str: 6 Dex: 14 Con: 1 Int: - Wis: - Cha: spawn 4 swarmers with 1 action. He can do this
Feats: any number times per encounter.
Skills: Climb +10, Jump +10, Listen +0, Spot +0
These swarmers are produced and stored in four
Organization: Solitary, pair, pack (3 20) or horde (10 100)
special sacks the ravager possesses. Destroying
Advancement: Swarmers have no advancement
one sack reduces the number of swarmers the
Morality: Paragon +0, Renegade +0
ravager can spawn by 1. In addition destroying
one sack also exposes some of the inner parts of
SPECIAL ABILITIES
the ravager, reducing his resistance against critical
Suicide Attack: Swarmers have one purpose: to damage the enemy
hits and sneak attacks by 20%.
by moving close and exploding. Due to their size they can move
All four sacks can destroyed. The sacks possess a
to the space occupied by an enemy creature, either by moving
Defense equal to the ravagers +5 (14 for the one
or jumping to that square. Doing so does not provoke AoO and
presented here), 10 Plating HP and Plating HP DR 1 (is
automatically causes them to explode, dealing the damage
a sack is removed, the ravager loses that amount of
listed above to anyone in that square.
its Plating HP pool). However, once one is destroyed,
Any
character can also move through a square occupied by one
4 swarmers are automatically spawned.
or
more swarmers but doing so causes them to automatically
A ravager can voluntarily burst one of its sacks with a free
explode
dealing the damage to the passing creature.
action. Doing causes the same effects as if the sack
Acid
Puddle:
Once dead, swarmers leave a puddle of acid that
was destroyed. Usually a ravager only uses this ability
deals
1
point
of damage to anyone occupying or passing
once an enemy is less than 20 ft from the ravager.
through
the
square
where they died (if there two dead
Swarmers released by the ravager act in the initiative
swarmers
in
that
square
then each deals 1 point of damage).
count immediately after the ravager.
This damage is caused by contact with the acid and its
Acid Puddle: Once dead, ravagers leave a puddle of acid
noxious fumes, so it automatically bypasses Shield HP and
that deals 1d6 point of damage to anyone occupying or
Plating HP, and ignores any normal HP DR the creature
passing through one of square where they died (damage
might have.
is dealt per square so if a creature passes through all
This
puddle remains active for 2 actions.
four it takes the damage four times). This damage is
caused by contact with the acid and its noxious fumes,
so it automatically bypasses Shield HP and Plating HP, and
ignores any normal HP DR the creature might have.
This puddle remains active for 2 actions.

SPECIAL FEATURES

SPECIAL FEATURES
Quadrupled creature
Natural Jumpers: Swarmers have a +8 bonus on Jump
checks and use their Dexterity, instead of Strength, for
such checks.

Quadrupled creature

SWARMERS

CR 1/8

Harvester

XP 37
Tiny organic/synthetic (reaper)
Senses: Listen +0, Spot +0, Nightvision 60 ft
Initiative: +2
Speed: 15 ft, climb 15 ft

DEFENSE STATISTICS
Defense: 14 (+2 Dex,+2 size), touch 14, flat-footed 12
HP: 3 (1d8-5) HP DR: 0
Immunities: poison, disease, fear effects, mind control, pain effects
Fortitude: +0 Reflex: +2 Will: +0

OFFENSE STATISTICS

Harvesters are synthetic-organic creatures derived from


creatures of the same name that have been mutated by
Reaper technology.
The sight of a Reaper Harvester in flight nearby is one of
the first indications that a Reaper invasion is underway.
Their massive wingspan allows them to quickly cover the
distance between them and their prey.
In the Harvesters mouth are two heavy guns that fire in
an alternating pattern. The Harvesters most fearsome
quality, however, is that its appearance guarantees that
Reaper ground troops are not far behind.
Harvesters can also be used as troop transports but
they can only transport up to five medium creatures or
two large creatures.

Base Attack/Grapple: +0/-10


Space/Reach: 2,5 ft/0 ft

HARVERSTER

Weapon: Suicide Attack


Damage: 1d6

XP 19.000
Gargantuan organic/synthetic (reaper)

359

CR 12

Chapter 9: NPCs and Enemies

Senses: Listen +22, Spot +22, Nightvision 120 ft


Initiative: +0
Speed: 10 ft, fly 40 ft

first attack action, made after the harvesters special aiming, he is


only capable of firing one shot.
A harvester, however, does not change targets when firing. To do so
he stops firing and then aims towards another target. When firing
DEFENSE STATISTICS
against a specific target, the harvester usually continues to fire
against him or against whatever cover the target is using, in order
Defense: 7 (+1 Dex, -4 size), touch 7, flat-footed 6
to keep him pinned. The only reason for an harvester to stop
Plating HP: 161 (15d8+75+15) Plating HP DR: 1
firing against the same opponent is if another engages him in the
HP: 1
HP DR: 0
meantime.
Immunities: poison, disease, fear effects, mind
Post-Mortem
Explosion: Once a harvester is destroyed, he explodes
control, pain effects
dealing
15d4
points of damage (1d4 per HD) to all within 15 feet
Resistances: 50% chance of negating critical hits and
away
from
him.
sneak attacks
Fortitude: +16 Reflex: +8 Will: +9

SPECIAL FEATURES

OFFENSE STATISTICS

Quadrupled creature

Base Attack/Grapple: +11/+36


Space/Reach: 15 ft/15 ft
Weapon: Twin Artillery Cannons
Burst Attack: +10 (see below) Critical: 19-20/2
Aiming Time: 1 action
Damage: 8d6 (half to adjacent creatures)

Cerberus Forces

Cerberus ground forces are formed from personnel - be they


unsuspecting volunteers, refugees or abductees - who are
GENERAL STATISTICS
deemed physically suitable. These personnel are put through
an integration process - a combination of Reaper-inspired
Str: 36 Dex: 12 Con: 20 Int: 10 Wis: 14 Cha: 10
indoctrination, implantation or other conditioning - and
Feats: Lightning Reflexes, Iron Will, Greater Fortitude ,
Weapon Focus (Twin Artillery Cannons), Improved become the various troop variants. While indoctrination is
involved, and they are physically altered into a husk-like state,
Initiative, Improved Critical (Twin Artillery Cannons),
the integration does not reduce them to the feral behavior
Improved Weapon Focus (Twin Artillery Cannons),
that Reaper husks exhibit. Instead, Cerberus troops retain
Alertness, Improved Plating
enough skills to perform their roles and maintain complete
Skills: Listen +22, Spot +22
loyalty to Cerberus cause. Though there is a risk of Cerberus
Organization: Solitary or pair
soldiers falling under Reaper control, the Illusive Man was
Advancement: Harversters advance by gaining new HD, as
normal. They possess Medium BAB, good Fortitude save confident that he could maintain control.
and bad Will and Reflex saves. They gain feats normally but
Cerberus troops make liberal use of Shield Generators. These
not skill points. Also, each 3 HD provides one additional stat
can power portable cover systems or Shield Pylons, which
point.
envelop nearby units in an extra layer of kinetic barriers.
Morality: Paragon +0, Renegade +0
These Cerberus Forces do not advance through class levels.
Each has its specific advancement entry.
SPECIAL ABILITIES
Armored: A harvester possesses only 1 HP. All the normal HP it The pro-human organization Cerberus employs these
powerful forces only during the events of Mass Effect 3.
should gain are instead Plating HP. Anything that would grant
Prior to then, they employed soldiers, commandos and
him HP grants her instead Plating HP.
operatives that were very similar to those found in the
Twin Artillery Cannons: Harvesters are armed with a twin cannon
system capable of firing projectiles that enter the artillery military (see Military Forces).
classification. This allows the harvester to deal large amounts
of damage. In addition, creatures adjacent to the target take 1/2
damage dealt (characters behind cover are not caught by this
area effect).
Due to the nature of their cannons, the harvester needs to aim its Assault troopers are the backbone of Cerberus
forces. Those candidates who make it through the
weapons before firing. He does so by pointing a visible laser
towards the target or area he wishes to hit. This special aim grueling basic training are submitted to an intensive
requires at least 1 action. This allows the target to perform a psychological program that renders them fearless,
Rolling Dodge against these attacks. However, once he starts disciplined, and unrelenting. Outfitted with customdesigned armor and rifles, these soldiers function
firing the harvester can fire without stopping, making him able to
with determined precision and practiced teamwork.
effectively pin down an opponent.
A harvester can fire two shots with each attack action. But in the The first to rush into a fight, assault troopers often

Assault Trooper

Chapter 9: NPCs and Enemies

360

work in tandem with more powerful units. They


make strategic use of this scenario, keeping their
opponents occupied until it is too late to react to
the combined Cerberus force bearing down on
them.

Weapon: Shock Baton


Melee Attack: +8
Critical: 20/2
Damage: 1d3+1d6+2; +2d6 vs Shield HP

Cerberus Assault Troopers are either armed with an GENERAL STATISTICS


M-96 Mattock or an M-28 Hornet. They possess an
Str: 14 Dex: 16 Con: 16 Int: 12 Wis: 12 Cha: 10
armor specific for each individual (that is attached
Feats: Improved Initiative, Weapon Focus (assault rifle) or Weapon
to the individuals implants) that provides them with
Focus (submachine gun), Point Blank Shot, Toughness
little Shield HP (2 Shield HP per HD). It does, however,
Skills: Balance +10, Intimidate +5, Jump +10, Knowledge (tactics)
provide them with +2 bonus on all saves, a +1 bonus
+4, Listen +4, Spot +4, Tumble +8
on all attack rolls and has HP DR 1. This armor possesses
Organization:
Solitary, pair or squad (3 10)
boosters in the torso and feet, which also allows them
Advancement:
Assault Troopers advance by gaining new
to drop from up to 50 ft and land safely on the ground
HD,
as
normal.
They possess Good BAB, good Fortitude
(not falling damage and they dont end prone), but it
and
bad
Reflex
and Will saves. They gain feats normally
consumes one action to descend with such boosters.
and gain 4 skill points per level (this includes the
bonus from Intelligence). Their class skills are
the same as the Soldiers.
XP 600
Also, each 3 HD provides one additional
Medium organic (human)
stat point. Their Shield HP increase by 2
Senses: Listen +6, Spot +6
for each new additional HD.
Initiative: +7
Morality: Paragon +0, Renegade +30
Speed: 30 ft

ASSAULT TROOPER

CR 2

DEFENSE STATISTICS
Defense: 13 (+3 Dex), touch 13, flat-footed 10
Shield HP: 10
Shield HP DR: 0
HP: 52 (5d10+15+5)
HP DR: 1
Immunities: fear effects
Fortitude: +9 Reflex: +6 Will: +4

OFFENSE STATISTICS
Base Attack/Grapple: +5/+7
Space/Reach: 5 ft/5 ft
Weapon: M-25 Hornet (B 3, R -5, ammo 24,
70 ft)
One-Shot: N/A
Double-Tap: N/A
Auto-Fire 1st action: +5
Auto-Fire 2nd action: +0
Full-Auto Fire 1st action: N/A
Full-Auto Fire 2nd action: N/A
Full-Auto Fire 3rd action: N/A
Critical: 19-20/3
Damage: 1d6; +1 against Shield HP
Weapon: M-96 Mattock (SA 2, R -2, ammo 16, 70 ft)
One-Shot: +10
Double-Tap: +8
Auto-Fire 1st action: +8
Auto-Fire 2nd action: +6
Full-Auto Fire 1st action: N/A
Full-Auto Fire 2nd action: N/A
Full-Auto Fire 3rd action: N/A
Critical: 20/3
Damage: 1d8

361

EQUIPMENT
Gravity Boots
Shock Baton: This weapon is attached
to one of their armors gauntlets,
allowing them to draw it with a free
action. One the attack is made, the
weapon immediately retracts.
The weapon is considered a light melee
weapon and it is attached to the Trooper
Armor so it cannot be removed as an
independent weapon.
Trooper Armor: Each trooper possesses an
armor that is specific to him (it is attached
to his implants) that provides them with
little Shield HP (2 Shield HP per HD). It does,
however, provide him with +2 bonus on all
saves, a +1 bonus on all attack rolls and has
HP DR 1. This armor possesses boosters in
the torso and feet, which also allows him to
drop from up to 50 ft and land safely on
the ground (not falling damage and he
dont end prone), but it consumes one
action to descend with such boosters.
Since this armor is specific to each
trooper, and is attached to the troopers implants,
it cannot be removed without special procedures
that only the most important Cerberus stations and
base possess.
This armor also allows the assault trooper to see
through smoke without any penalty.
Grenades: 3 grenades

Chapter 9: NPCs and Enemies

Centurion
Centurions are Cerberuss front-line tacticians. They
are meant to enact the lllusive Mans strategic goals,
although it is clear that they have leeway to adapt as
an encounter develops.

Weapon: Shock Baton


Melee Attack: +10
Critical: 20/2
Damage: 1d3+1d6+2; +2d6 vs Shield HP

GENERAL STATISTICS

Str: 14 Dex: 16 Con: 16 Int: 12 Wis: 12 Cha: 10


Feats: Improved Initiative, Weapon Focus (assault rifle), Point Blank
Shot, Toughness, Precise Shooting, AlertnessB
Skills: Balance +10, Intimidate +5, Jump +10, Knowledge (tactics)
+9, Listen +7, Spot +7, Tumble +9
Organization: Solitary, pair or squad (3 10)
Cerberus Centurions possess an armor specific for
each individual (that is attached to the individuals
Advancement: Centurions advance by
implants) that provides them with Shield HP (5 Shield
gaining new HD, as normal. They possess
HP per HD). It also provides them with +2 bonus
Good BAB, good Fortitude and bad Reflex
on all saves, a +2 bonus on all attack rolls and has
and Will saves. They gain feats normally and
Shield HP DR 1 and HP DR 1. This armor possesses
gain 4 skill points per level (this includes the
boosters in the torso and feet, which also
bonus from Intelligence). Their class skill are
allows them to drop from up to 50 ft and land
the same as the Soldiers.
safely on the ground (not falling damage
Also, each 3 HD provides one additional stat
and they dont end prone), but it consumes
point. Their Shield HP increase by 5 for each
one action to descend with such boosters.
new additional HD.
This armor also allows them to see through
Morality: Paragon +0, Renegade +50
smoke without any penalty.
The only useful intelligence that the Alliance has
gathered on centurions relates to their armament.
Each centurion carries an M-96 Mattock heavy rifle
and uses smoke grenades, leaving enemies vulnerable
to crossfire.

CENTURION

CR 4

XP 1.200
Medium organic (human)
Senses: Listen +9, Spot +9
Initiative: +7
Speed: 30 ft

DEFENSE STATISTICS
Defense: 13 (+3 Dex), touch 13, flatfooted 10
Shield HP: 35
Shield HP DR: 1
HP: 71 (7d10+21+7)
HP DR: 1
Immunities: fear effects
Fortitude: +10 Reflex: +7 Will: +5

OFFENSE STATISTICS
Base Attack/Grapple: +7/+9
Space/Reach: 5 ft/5 ft
Weapon: M-96 Mattock (SA 2, R -2,
ammo 16, 70 ft)
One-Shot: +12
Double-Tap: +10
Auto-Fire 1st action: +10
Auto-Fire 2nd action: +8
Full-Auto Fire 1st action: N/A
Full-Auto Fire 2nd action: N/A
Full-Auto Fire 3rd action: N/A
Critical: 20/3
Damage: 1d8

Chapter 9: NPCs and Enemies

EQUIPMENT
Gravity Boots
Shock Baton: This weapon is attached to
one of their armors gauntlets, allowing
them to draw it with a free action. One the
attack is made, the weapon immediately
retracts.
The weapon is considered a light melee
weapon and it is attached to the Centurion
Armor so it cannot be removed as an
independent weapon.
Centurion Armor: Each centurion possesses an
armor that is specific to him (it is attached to his
implants) that provides them with some Shield
HP (5 Shield HP per HD). It does, however,
provide him with +1 bonus on all saves, a +1
bonus on all attack rolls and has Shield HP DR
1 and HP DR 1. This armor possesses boosters
in the torso and feet, which also allows him
to drop from up to 50 ft and land safely on
the ground (not falling damage and he dont
end prone), but it consumes one action to
descend with such boosters.
Since this armor is specific to each centurion,
and is attached to the troopers implants, it cannot
be removed without special procedures that only
the most important Cerberus stations and base
possess.
This armor also allows the centurion to see through
smoke without any penalty.
Grenades: 3 smoke grenades + 3 grenades

362

Combat Engineer
Cerberus combat engineers are specialized support
units that assist primary forces while staying out
of the line of fire. They wear lighter armor than the
typical Cerberus combatant, using a modified mesh
that allows greater mobility. Under cover and out of
sight, engineers focus on setting up and maintaining
turrets as well as repairing mechanical units or
armored allies. When confronted, they return fire only
for as long as it takes them to find cover

and Will saves. They gain feats normally and gain 7 skill points per
level (this includes the bonus from Intelligence). Their class skill are
the same as the Engineers.
Also, each 3 HD provides one additional stat point. Their Shield HP
increase by 5 for each new additional HD.
Morality: Paragon +0, Renegade +30

SPECIAL ABILITIES

Deploy Turret: Combat engineers carry turrets on their backs that


must be deployed in order to become active. Deploying a turret
takes 1 free action but the turret itself requires 1 action to
again and let front-line combat personnel take over.
become combat-able.
Although engineers are not particularly dangerous
Combat engineers can also repair their turret (or the turret from
on their own, the Alliance specifically warns troops to
another combat engineer or an Atlas) that is already deployed.
remain alert for turrets, which can mow down an entire
Reparing it takes 1 action, allowing them to repair the turret
squad while the engineer escapes.
by an amount equal to their Repair modifier (no skill check or
special equipment is necessary). The combat engineer must be
adjacent to the turret in order to repair it.

COMBAT ENGINEER

CR2

XP 600
Medium organic (human)
Senses: Listen +10, Spot +10
Initiative: +7
Speed: 30 ft

DEFENSE STATISTICS
Defense: 13 (+3 Dex), touch 13, flat-footed 10
Shield HP: 25
Shield HP DR: 0
HP: 36 (5d8+10)
HP DR: 0
Immunities: fear effects
Fortitude: +5 Reflex: +9 Will: +5

OFFENSE STATISTICS
Base Attack/Grapple: +3/+4
Space/Reach: 5 ft/5 ft
Weapon: M-5 Phalanx (SA 2, R -3, ammo 12, 30 ft)
One-Shot: +8
Double-Tap: +5
Auto-Fire 1st action: +5
Auto-Fire 2nd action: +2
Full-Auto Fire 1st action: N/A
Full-Auto Fire 2nd action: N/A
Full-Auto Fire 3rd action: N/A
Critical: 20/2
Damage: 1d6; +1 against Shield HP

EQUIPMENT
Gravity Boots
Combat Engineer Armor: Each combat engineer possesses an
armor that is specific to him (it is attached to his implants)
that provides them with some Shield HP (5 Shield HP per HD).
It does, however, provide him with +2 bonus on all saves and
a +1 bonus on all attack rolls. This armor possesses boosters
in the torso and feet, which also allows him to drop from up
to 50 ft and land safely on the ground (not falling damage
and he dont end prone), but it consumes one action to
descend with such boosters.
Since this armor is specific to each combat engineer, and is
attached to the troopers implants, it cannot be removed
without special procedures that only the most important
Cerberus stations and base possess.
This armor also allows the combat engineer to see through
smoke without any penalty.

TURRET
XP 600
Medium mechanical
Senses: Detects all enemies within 50 ft
Initiative: +6
Speed: 0 ft

GENERAL STATISTICS
Str: 12 Dex: 16 Con: 14 Int: 14 Wis: 14 Cha: 10
Feats: Improved Initiative, Weapon Focus (pistol), Open Minded,
Skill Focus (repair)
Skills: Damping +8, Decryption +8, Electronics +12, Hacking +10,
Jump +3, Knowledge (physics) +10, Knowledge (technology) +10,
Listen +10, Repair +17, Spot +10, Tumble +8
Organization: Solitary, pair or squad (2 4)
Advancement: Combat Engineers advance by gaining new HD, as
normal. They possess Good BAB, good Fortitude and bad Reflex

363

CR 2

DEFENSE STATISTICS
Defense: 10, touch 10, flat-footed 10
Shield HP: 30 Shield HP DR: 1
Plating HP: 36 (5d8+10)
Plating HP DR: 1
HP: 1
HP DR: 0
Immunities: fear effects
Fortitude: +6 Reflex: - Will: +1

OFFENSE STATISTICS
Base Attack/Grapple: +5/ N/A

Chapter 9: NPCs and Enemies

Space: 5 ft
Weapon: Mass accelerator machine (A 4, R -3,
ammo infinite, 50 ft)
One-Shot: N/A
Double-Tap: N/A
Auto-Fire 1st action: +8
Auto-Fire 2nd action: +5
Full-Auto Fire 1st action: +5
Full-Auto Fire 2nd action: +2
Full-Auto Fire 3rd action: -1
Critical: 20/2
Damage: 1d6

DEFENSE STATISTICS
Defense: 13 (+3 Dex), touch 13, flat-footed 10
Shield HP: 10
Shield HP DR: 0
HP: 52 (5d10+15+5)
HP DR: 1
Immunities: fear effects
Fortitude: +9 Reflex: +6 Will: +4

OFFENSE STATISTICS
Base Attack/Grapple: +5/+7
Space/Reach: 5 ft/5 ft

Weapon: M-358 Talon (SA 2, R -2, ammo 4, 20 ft)


One-Shot: +10
GENERAL STATISTICS
Double-Tap: +8
Str: 10 Dex: 14 Con: 14 Int: 2 Wis: - Cha: Auto-Fire 1st action: +8
Feats: Weapon Focus (mass accelerator machine),
Auto-Fire 2nd action: +6
Improved Initiative
Full-Auto Fire 1st action: N/A
Skills: Full-Auto Fire 2nd action: N/A
Organization: Full-Auto Fire 3rd action: N/A
Advancement: Turrets do not possess advancement.
Critical: 20/3
More improved turrets should instead gain bonus to
Damage: 1d12; +1d6 extra vs. targets within range; within range,
attack rolls, damage and Shield HP and/or Plating HP.
creatures adjacent to target must make Ref save (DC equals
Morality: Paragon +0, Renegade +50
attack roll) or take 1/2 damage dealt.

SPECIAL ABILITIES
Armored: A turret possesses only 1 HP. All the normal HP it
should gain are instead Plating HP. Anything that would
grant him HP grants her instead Plating HP.

SPECIAL FEATURES
Stationary: Being stationary, this turret cannot make Reflex
saves and its speed is always 0 ft.
No Reach: Turrets do not threaten any area because they
cannot make melee attacks.

Weapon: Shock Baton


Melee Attack: +8
Critical: 20/2
Damage: 1d3+1d6+2; +2d6 vs Shield HP
Weapon: Guardian Shield
Melee Attack: +8
Critical: 20/2
Damage: 1d3+2d6+2

GENERAL STATISTICS

Str: 14 Dex: 16 Con: 16 Int: 12 Wis: 12 Cha: 10


Feats: Improved Initiative, Weapon Focus (pistol), Point
Blank Shot, Toughness
Skills: Balance +10, Intimidate +5, Jump -2 (+10 without
Guardians, the Cerberus equivalent of human tanks, are
guardian shield), Knowledge (tactics) +4, Listen +4,
slow-moving soldiers who carry enormous polycrystallineSpot +4, Tumble +8
composite shields. The weight of the shield requires an armored
Organization: Solitary, pair or squad (2 6)
suit equipped with hydraulic assists and a dedicated power
Advancement: Guardians advance by gaining new HD,
supply. Combining this exceptional protection with a suite of
as normal. They possess Good BAB, good Fortitude
enviromapping systems, guardians focus on flanking opponents
and bad Reflex and Will saves. They gain feats
to flush them from cover.
normally and gain 4 skill points per level (this includes
A Guardians slow but relentless approach is intended to
the bonus from Intelligence). Their class skills are the
demoralize enemies as well as draw their fire, but rip away their
same as the Soldiers.
shield, and guardians become little more than cannon fodder.
Also, each 3 HD provides one additional stat point. Their
Shield HP increase by 2 for each new additional HD.
Morality: Paragon +0, Renegade +30
XP 600
EQUIPMENT
Medium organic (human)
Gravity Boots
Senses: Listen +6, Spot +6
Shock Baton: This weapon is attached to one of their
Initiative: +7
armors gauntlets, allowing them to draw it with a
Speed: 10 ft (30 ft base)
free action. One the attack is made, the weapon

Guardian

GUARDIAN

Chapter 9: NPCs and Enemies

CR 2

364

immediately retracts.
death, the Alliance has never retrieved an example of nemesis
augmentation technology. This fact, combined with Cerberus forces
The guardian only uses the shock baton once
penchant for suicide when faced with capture, has made scientific
his shield has been removed. Until then, the
study of their implants impossible.
guardian uses the shield as a melee weapon.
The weapon is considered a light melee weapon and
it is attached to the Guardian Armor so it cannot
be removed as an independent weapon.
XP 1.800
Guardian Armor: Each guardian possesses an armor
Medium organic (human)
that is specific to him (it is attached to his implants)
Senses: Listen +13, Spot +13
that provides them with little Shield HP (2 Shield
Initiative: +8
HP per HD). It does, however, provide him with +2
Speed: 30 ft
bonus on all saves, a +1 bonus on all attack rolls and
has HP DR 1. This armor possesses boosters in the
DEFENSE STATISTICS
torso and feet, which also allows him to drop from
Defense: 14 (+4 Dex), touch 14, flat-footed 10
up to 50 ft and land safely on the ground (not falling
damage and he dont end prone), but it consumes Shield HP: 56 Shield HP DR: 0
HP: 31 (8d8-8) HP DR: 0
one action to descend with such boosters.
Since this armor is specific to each guardian, and is Immunities: fear effects
attached to the troopers implants, it cannot be Fortitude: +3 Reflex: +12 Will: +6
removed without special procedures that only the
OFFENSE STATISTICS
most important Cerberus stations and base possess.
Base Attack/Grapple: +8/+10
This armor also allows the guardian to see through smoke
Space/Reach: 5 ft/5 ft
without any penalty.
Guardian Shield: Guardians carry a massive shield that
Weapon: Cerberus Widow + Laser Sight (SS, R none, ammo 1,
they use as cover. This shield provides 75% chance of
300 ft)
negating critical hits and sneak attacks and provides
One-Shot: +15
massive cover against opponents in front of it.
Double-Tap: N/A
Best judgement is required to handle the bonuses the
Auto-Fire 1st action: N/A
shield provides. The front can be determined by drawing
Auto-Fire 2nd action: N/A
a 60-ft cone and continuing it to the infinite. Against all
Full-Auto Fire 1st action: N/A
within that area, the guardian has the indicated bonuses.
Full-Auto Fire 2nd action: N/A
However, you as the GM may rule that a character not
Full-Auto Fire 3rd action: N/A
standing exactly at the side, or behind, the guardian still
Critical: 20/4
has to deal with the shield, so the guardian can still gain
Damage: 2d10
cover bonus to Defense and Reflex saves, and a smaller
chance to negate critical hits and sneak attacks.
GENERAL STATISTICS
A guardian loses his shield when caught by any ability that
Str: 16 Dex: 18 Con: 8 Int: 16 Wis: 14 Cha: 10
forces him to move, makes him fly, forces him to go prone,
Feats: Improved Initiative, Weapon Focus (sniper rifle),
freezes him or stuns him. He may also remove the shield with
Point Blank Shot, Precise Shooting, Improved Precise
1 action.
Shooting
The Guardian Shield can also be used to perform melee attacks,
Skills: Balance +14, Bluff +10, Climb +11, Damping +10,
dealing an extra 2d6 points of damage
Decryption +10, Diplomacy +2, Disguise +0 (+2 to act
Using this shield also slows down the guardian, reducing his
in character), Electronics +10, Hide +20, Intimidate +2,
speed to 10 ft.
Jump +11, Knowledge (tactics) +8, Listen +13, Move
When used as a weapon, it is considered a heavy melee weapon.
Silently +20, Piloting +8, Spot +13, Tumble +15
Organization: Solitary, pair or squad (2 4)
Advancement: Nemesis advance by gaining new HD,
as normal. They possess Good BAB, good Reflex
and bad Fortitude and Will saves. They gain feats
The nemesis is a Cerberus sniper specialist. Customized implants
allow the nemesis to withstand the crippling kickback of the M-98
normally and gain 8 skill points per level (this
Widow antimateriel rifle, turning a redoubtable opponent into a
includes the bonus from Intelligence). Their class
force capable of inflicting instant death. A suite of high-tech scanning
skills are the same as the Infiltrators.
equipment makes the sniper adept at maintaining cover, meaning
Also, each 3 HD provides one additional stat point.
a nemesis is usually spotted only after opening fire assuming the
Their Shield HP increase by 7 for each new
target survives the first round.
additional HD.
Because of self-destruct mechanisms that activate upon the snipers Morality: Paragon +0, Renegade +50

NEMESIS

CR 5

Nemesis

365

Chapter 9: NPCs and Enemies

POWER STATISTICS

able to create a personal barrier for greater protection.

Assassination rank 3
Times per Encounter: 2
Crititical Threat Range: +2

Monomolecular blades and biotic shielding allow phantoms to engage


in close-quarters combat, and phantoms can briefly cloak in order to
recover from injuries. Because of this ability, the Alliance recommends
personal confirmation of a phantoms death.

Cooldown: 4 actions
Duration: 3 actions

SPECIAL ABILITIES
Improved Time Slow: Whenever the nemesis uses
the Aiming action with a sniper rifle, her optic
enhancements work together with neural and
muscular implants granting her an
increased reaction time during which
the world seen through the sniper rifles
ocular sights seems to be moving in
slow motion.
This ability is automatic and acts
whenever the nemesis uses the
Aiming action with a sniper rifle. It lasts
4 actions and provides her a +4 bonus
to attack (+1 per 2 HD). In addition, while
this ability lasts the Critical Threat Range
of the sniper rifle the nemesis wields
increases by 1.

PHANTOM

CR 6

XP 2.400
Medium organic (human)
Senses: Listen +14, Spot +14
Initiative: +6
Speed: 35 ft

EQUIPMENT
Gravity Boots
Nemesis Armor: Each Nemesis possesses an armor
that is specific to her (it is attached to her implants)
that provides them with Shield HP (7 Shield HP
per HD). It also provide her with +2 bonus on all
saves, a +1 bonus on all attack rolls and +5 bonus
on Hide and Move Silently checks. This armor
possesses boosters in the torso and feet, which
also allows her to drop from up to 50 ft and land
safely on the ground (not falling damage and he
dont end prone), but it consumes one action to
descend with such boosters.
Since this armor is specific to each nemesis, and is
attached to the troopers implants, it cannot
be removed without special procedures
that only the most important Cerberus
stations and base possess.
This armor also allows the nemesis to see
through smoke without any penalty.
Cerberus Widow: The weapon carried by a nemesis resembles an
M-98 Widow on all accounts except one: it only works for that
specific nemesis. Once the implants on the nemesis and the
weapons software soft interacting, the weapons software selferases it and burns most the important hardware of the weapon,
rendering it useless.

DEFENSE STATISTICS
Defense: 16 (+6 Dex), touch 16, flat-footed 10
Shield HP: 63
Shield HP DR: 2
HP: 44 (9d8)
HP DR: 0
Immunities: fear effects
Fortitude: +7 Reflex: +14 Will: +9

OFFENSE STATISTICS
Base Attack/Grapple: +9/+11
Space/Reach: 5 ft/5 ft
Weapon: Palm Blaster (SA 3, R -2, ammo
infinite, 20 ft)
One-Shot: +15
Double-Tap: +13
Auto-Fire 1st action: +13
Auto-Fire 2nd action: +11
Full-Auto Fire 1st action: N/A
Full-Auto Fire 2nd action: N/A
Full-Auto Fire 3rd action: N/A
Critical: 20/2
Damage: 1d6
Weapon: Monomulecular Blade
Melee Attack: +11
Critical: 18-20/2
Damage: 1d3+2d6+2

POWER STATISTICS
Tactical Cloak rank 3
Damage Bonus: +1 (+1d6 with sniper; +1d6 with melee)
Duration: 9 actions Cooldown: 1 action

GENERAL STATISTICS

Str: 14 Dex: 22 Con: 10 Int: 12 Wis: 14 Cha: 10


Feats: Dodge, Greater Fortitude , Iron Will, Fleet,
Mobility, Spring Attack, Improved Critical (heavy
melee weapon)B
Skills: Balance +16, Bluff +8, Climb +10, Damping
Phantoms are agile Cerberus agents with a wide array of offensive
+10, Decryption +10, Diplomacy +2, Disguise +0
and defensive capabilities, including particular specialization in
(+2 to act in character), Hide +18, Intimidate +2,
evasive maneuvers and firing from cover. Although intelligence on
Jump +12, Knowledge (tactics) +6, Listen +14,
their implants still evades the Alliance, phantoms are known to be

Phantom

Chapter 9: NPCs and Enemies

366

Move Silently +18, Piloting +6, Spot +14, Tumble


+18
Organization: Solitary, pair or squad (2 4)
Advancement: Phantom advance by gaining new
HD, as normal. They possess Good BAB, good
Reflex and bad Fortitude and Will saves. They gain
The Collectors are an enigmatic race that live beyond the Omega 4
feats normally and gain 8 skill points per level (this
Relay, a mass relay within the same system as Omega, in the Terminus
includes the bonus from Intelligence). Their class
Systems. They are rarely seen in the Terminus itself, let alone Citadel
skills are the same as the Infiltrators.
space, and are generally regarded as a myth by Citadel citizens.
Also, each 3 HD provides one additional stat point.
Definite sightings of Collectors have been made on Omega every
Their Shield HP increase by 7 for each new
few centuries. They are most well known for their odd trade requests
additional HD.
for which they offer new technologies, often of a startling level of
Morality: Paragon +0, Renegade +60
advancement. Their requests usually involve the trade of living
beings in odd numbers and varieties, such as two dozen leftSPECIAL ABILITIES
handed salarians, sixteen sets of batarian twins, a krogan born
of parents from feuding clans, or two dozen pure quarians
Barrier Gauntlet: With 1 action, a phantom can create
quarians that have never left the Migrant Fleet due to illness,
a barrier to block off incoming fire. It does so by
importance to the fleet, or disability. One of their current interests
extending the hand, as if it was going to fire through
is in healthy human biotics. No one knows what happens to the
her palm blaster, only instead a semi-visible force field
individuals concerned after the exchange is completed.
is created. This field provides the phantom with threequarters cover. However, like the guardian shield, it
The Collectors resemble human-sized bipedal insects with a
points to a specific direction (see the Guardian NPC for
chitinous exo-skeleton, four eyes, and a distinct, large, tapering
more information).
head along with fully developed wings that allow them to
Against fire from heavy weapons, this gauntlet proves
fly over short distances. Each Collector appears to be little
useless, so the phantom does not gain the cover bonus
more than a drone with no distinctions between individuals.
against those weapons.
Although they do not appear to communicate vocally, since
Impale: If the phantom attacks, with her blade, an
none are heard speaking, they have been heard to cry out in
unprotected organic, it automatically impales the target
pain when shot or killed.
killing it instantly.
Cloak Affinity: A phantom can use the Tactical Cloak power Shepard and his team discovered and proved the Collectors
at will. She does not require tech points in order to use this were once Protheans repurposed by the Reapers, used in
the last days of the Prothean cycle, and kept ever since then
power. The power has the statistics presented above.
as tools. Since they suffered from prolonged exposure to
indoctrination, the Collectors were genetically altered and
EQUIPMENT
outfitted with cybernetic replacements (that replace even
Gravity Boots
entire organs like the digestive system).
Phantom Armor: Each Phantom possesses an armor that is
The Collector forces are only available as enemies in
specific to her (it is attached to her implants) that provides
them with Shield HP (7 Shield HP per HD). It also provide her campaigns set up until the end of the war with the Reapers.
with +2 bonus on all saves and Shield HP DR 2. This armor
Collector Forces are all organic and possess the following
possesses boosters in the torso and feet, which also allows her
general rules:
to drop from up to 50 ft and land safely on the ground (not
No advancement. Collector forces are created, not
falling damage and he dont end prone), but it consumes one
grown, and do not possess the ability to improve
action to descend with such boosters.
through experience.
Since this armor is specific to each phantom, and is attached to

Collector Forces

the troopers implants, it cannot be removed without special


No Intelligence, Wisdom or Charisma scores. The
Collector forces obey their masters without question
procedures that only important Cerberus bases possess.
or resistance. Their direct master is a Collector General
This armor also allows the phantom to see through smoke without
that existed inside the Collector Homeworld, but is
any penalty.
killed during the events of ME2. That general, however,
This armor allows the phantom to fire with her palm blaster and to
was merely a puppet of the Reaper Harbinger, who
create a barrier gauntlet.
can still order the rest of the Collector forces even
The Shield HP provided by the armor is actually created by the
without the general.
phantoms inherent biotic powers. It focuses those powers to
generate an effect similar to Barrier, but with greater DR and
Collector units do not have Renegade or Paragon
without the speed reduction. This, however, makes these Shield HP
points, since they have no personalities or minds of
count as Barrier for the purpose of determining certain effects that
their own.
target the phantoms Shield HP. It can also be detonated.
No equipment, aside from weapons. Despite

367

Chapter 9: NPCs and Enemies

not using armor, they are not considered


unarmored.

Singularity).
- Seeker Swarms attack by moving into the targets space. This
movement provokes no AoO and the swarm automatically deals the
damage from its swarm attack.
Seeker swarms are technological devices used by the - Seeker Swarm attacks ignore Shield HP and Plating HP, dealing
damage directly to normal HP.
Collectors. They have the appearance of large lightSeeker
Swarms cannot pass through solid biotic fields or barriers. A
brown insects, deployed in swarms from Collector
creature inside a Biotic Shield Dome, or completely protected by
ships. Once released, the swarms seek organic targets
a solid biotic field cannot be attacked by the swarm (since the
and sting them, leaving their prey in a paralytic stasisswarm cannot pass through solid biotic fields, it cannot enter a
like state. This allows the Collectors to disable the
populace of entire colonies, whereupon they move in
Biotic Shield Dome, for example).
and gather the bodies for transportation.
Stasis: If a Seeker Swarm deals damage to a creature, that creature
is frozen in place through a special stasis. This stasis follows the
same rules as the Stasis power but the stasis cannot be broken.
It lasts for over 10 minutes. Affected creatures may attempt a
XP 1.800
Fortitude save DC 30 to avoid being trapped in this stasis. This
Huge mechanical swarm (swarm of 1.000 Tiny
save must be made every time the target takes damage from
mechanicals)
the Seeker Swarm.
Senses: Listen +8, Spot +8, Nightvision 60 ft
Any creature under this stasis is left alone by any Seeker Swarm as
Initiative: +3
their purpose is to trap targets under stasis, not kill them.
Speed: Fly 50 ft
Distraction: Any creature not affected by Stasis, that starts the
turn inside the area occupied by a Seeker Swarm, must make
DEFENSE STATISTICS
a Will save check DC 13 or becomes distracted from the
Defense: 13 (+5 Dex, -2 size), touch 13, flat-footed 8
constant flight and pinches of the tiny mechanical, losing 1
HP: 25 (3d12)
HP DR: 20
action that turn. Also, while inside the area occupied by the
Immunities: immune to any power or ability that allows a
swarm, any creature attempting to use a power or make
Will: save; immunity to critical hits and sneak attacks
complex actions must use make a Concentration check DC
Fortitude: +1 Reflex: +6 Will:
12 + power rank or DC 15 for complex actions.

Seeker Swarm

SEEKER SWARM

CR 5

OFFENSE STATISTICS
Base Attack/Grapple: +2/
Space/Reach: 5 ft/0 ft
Weapon: Swarm attack
Damage: 2d6

GENERAL STATISTICS
Str: 1 Dex: 20 Con: 14 Int: 10 Wis: 12 Cha: 10
Feats:
Skills: Listen +8, Spot +8
Organization: Solitary, pair or squad (3 10)
Advancement: None
Morality: Paragon +0, Renegade +0

Collector Drone
Collector Drones are the common troopers of the Collector
race.

COLLECTOR DRONE

CR 2

XP 600
Medium organic (collector)
Senses: Listen +6, Spot +6, Nightvision 60 ft
Initiative: +3
Speed: 30 ft, fly 30 ft

DEFENSE STATISTICS

Defense: 13 (+3 Dex), touch 13, flat-footed 10


Shield HP DR: 0
Swarm Traits: Being a swarm forces the Seeker Swarm to follow the Shield HP: 15
HP:
47
(5d10+15)
HP DR: 1
following special rules:
Immunities:
fear
effects,
mind
control, disease
- Seeker Swarms can be attacked by weapons.
Fortitude:
+7
Reflex:
+4
Will:
+1
- Seeker Swarms cannot be affected by Ammo Powers (though the
bonus damage granted by those powers still affects them).
OFFENSE STATISTICS
- Seeker Swarms cannot be chosen as specific targets for powers and
Base Attack/Grapple: +5/+7
abilities.
- Seeker Swarms take 50% more damage from area effects, such as Space/Reach: 5 ft/5 ft
fire hazards, powers that affect an area and even weapons that
Weapon: Collector Assault Rifle (A 4, R -2, ammo 28,
deal damage to an area more than one 5-ft square.
60 ft)
- Cannot be set on fire, frozen or fall under the effects of any power
One-Shot: +9
or ability that prevents them from moving (with exception of
Double-Tap: +7

SPECIAL ABILITIES

Chapter 9: NPCs and Enemies

368

Auto-Fire 1st action: +7


Auto-Fire 2nd action: +5
Full-Auto Fire 1st action: +7
Full-Auto Fire 2nd action: +5
Full-Auto Fire 3rd action: +3
Critical: 20/2
Damage: 1d4; +1 vs Shield HP

Fortitude: +8 Reflex: +5 Will: +2

OFFENSE STATISTICS
Base Attack/Grapple: +6/+8
Space/Reach: 5 ft/5 ft

Weapon: Collector Particle Beam (A 10, R 0, ammo infinite, 60 ft)


One-Shot: Heavy Weapons check
Double-Tap: Heavy Weapons check
POWER STATISTICS
Auto-Fire 1st action: Heavy Weapons check
Barrier rank 1
Auto-Fire 2nd action: Heavy Weapons check
Damage Reduction: 1
Detonation Damage: 1d6
Full-Auto Fire 1st action: Heavy Weapons check
Speed Penalty: 10 ft
Detonation Radius: 10 ft
Full-Auto Fire 2nd action: Heavy Weapons check
Cooldown: 3 actions
Full-Auto Fire 3rd action: Heavy Weapons check
Critical: 20/2
GENERAL STATISTICS
Damage: 1d4; +1 vs Shield HP; -1 vs Plating (not multiplied on a
Str: 14 Dex: 16 Con: 16 Int: Wis: Cha:
critical hit).
Feats: Weapon Focus (assault rifle), Precise Shooting,
Point Blank Shot, Alertness
POWER STATISTICS
Skills: Listen +6, Spot +6
Barrier rank 1
Organization: Solitary, pair or squad (3 10)
Damage Reduction: 1 Detonation Damage: 1d6
Advancement: None
Speed Penalty: 10 ft Detonation Radius: 10 ft
Morality: Paragon +0, Renegade +0
Cooldown: 3 actions

SPECIAL ABILITIES
Biotic Affinity: Collector Drones can use biotic powers
without the need to spend biotic points. All other rules
apply as normal.
Weapon Jamming: When the Collector Drone dies, there is
a 65% chance the Collector Assault Rifle he wielded jams
and becomes completely non-function, with no hope of
repair.
Barrier Shields: The Shield HP of a Collector Drone count as
biotic powers for the purpose of determining whether or
not certain powers or abilities deal extra damage against
them.

GENERAL STATISTICS
Str: 14 Dex: 16 Con: 16 Int: Wis: Cha:
Feats: Precise Shooting, Point Blank Shot, Alertness, Skill Focus
(Heavy Weapons)
Skills: Heavy Weapons +10, Listen +9, Spot +9
Organization: Solitary or pair
Advancement: None
Morality: Paragon +0, Renegade +0

SPECIAL ABILITIES

Biotic Affinity: Collector Assassins can use biotic powers


without the need to spend biotic points. All other rules
apply as normal.
Weapon Jamming: When the Collector Assassin dies,
there is an 85% chance the Collector Particle Beam he
Collector Assassins are the long-range marksmen of the
wielded jams and becomes completely non-function,
Collectors. Though undistinguishable from other collectors, once
with no hope of repair.
they start firing one can easily make out their beam weapon.
Barrier Shields: The Shield HP of a Collector Assassin
They start with 100% of Heavy Weapon Ammo.
count as biotic powers for the purpose of determining
whether or not certain powers or abilities deal extra
damage against them.

Collector Assassin

COLLECTOR ASSASSIN CR 3
XP 900
Medium organic (collector)
Senses: Listen +9, Spot +9, Nightvision 60 ft
Initiative: +3
Speed: 30 ft, fly 30 ft

DEFENSE STATISTICS
Defense: 13 (+3 Dex), touch 13, flat-footed 10
Shield HP: 30
Shield HP DR: 0
HP: 55 (6d10+18)
HP DR: 1
Immunities: fear effects, mind control, disease

369

Collector Guardian
Collector Guardians are elite Collector combatants.

COLLECTOR GUARDIAN
CR 4
XP 1.200
Medium organic (collector)
Senses: Listen +14, Spot +14, Nightvision 60 ft

Chapter 9: NPCs and Enemies

Initiative: +4
Speed: 30 ft, fly 30 ft

DEFENSE STATISTICS
Defense: 14 (+4 Dex), touch 14, flat-footed 10
Shield HP: 50
Shield HP DR: 1
HP: 64 (7d10+21)
HP DR: 1
Immunities: fear effects, mind control, disease
Fortitude: +8 Reflex: +6 Will: +2

OFFENSE STATISTICS
Base Attack/Grapple: +7/+9
Space/Reach: 5 ft/5 ft
Weapon: Collector Guardian Rifle (B 4, R -2, ammo 28,
60 ft)
One-Shot: N/A
Double-Tap: N/A
Auto-Fire 1st action: +10
Auto-Fire 2nd action: +8
Full-Auto Fire 1st action: N/A
Full-Auto Fire 2nd action: N/A
Full-Auto Fire 3rd action: N/A
Critical: 20/2
Damage: 1d6; +1 vs Shield HP

the barrier, it gains Three-quarters cover bonus (this is because its


form doesnt provide complete cover). This barrier can be attacked
normally and being a kinetic barrier it has only Shield HP. The barrier
has a Defense of 5 and a total of 30 Shield HP. The Collector Guardian
can fire freely through the shield without damaging it.
Characters larger than Medium reduce the cover bonus by one step
per size increment, to a minimum of One-quarter cover bonus
(so Large characters only gain One-half cover bonus and Huge or
larger characters only One-quarter cover bonus). Small or smaller
creatures gain full cover from the barrier.
This ability has a cooldown of 10 actions.
Barrier Boost: 3/encounter, the Collector Guardian is capable of
spending 1 action to regenerate 15 points of its Shield HP, even
if the shields are down. This requires him to spend 2 consecutive
actions. If damage is dealt to his HP, Shield HP or Plating he
might have, this action fails but is expended.
This ability has a cooldown of 10 actions.

POWER STATISTICS
Barrier rank 1
Damage Reduction: 1
Speed Penalty: 10 ft
Cooldown: 3 actions

Detonation Damage: 1d6


Detonation Radius: 10 ft

Warp Ammo rank 1


Damage Bonus: +1
Damage Bonus vs. Barrier: +1

Damage Bonus vs. flying: +1

Collector Captain
Collector Captains stand at the top of the collector ground
forces.

COLLECTOR CAPTAIN

XP 2.400
Medium organic (collector)
Senses: Listen +14, Spot +14, Nightvision 60 ft
Initiative: +5
Speed: 30 ft, fly 30 ft

CR 6

DEFENSE STATISTICS

GENERAL STATISTICS
Str: 14 Dex: 18 Con: 16 Int: Wis: Cha:
Feats: Weapon Focus (assault rifle), Precise Shooting, Point
Blank Shot, Alertness, Dodge
Skills: Listen +14, Spot +14
Organization: Solitary, pair or squad (3 6)
Advancement: None
Morality: Paragon +0, Renegade +0

Defense: 15 (+5 Dex), touch 15, flat-footed 10


Shield HP: 55
Shield HP DR: 1
HP: 89 (10d10+30)
HP DR: 1
Immunities: fear effects, mind control, disease
Fortitude: +9 Reflex: +8 Will: +3

OFFENSE STATISTICS
Base Attack/Grapple: +10/+12
Space/Reach: 5 ft/5 ft

Weapon: Collector Assault Rifle (A 4, R -2, ammo 28, 60 ft)


One-Shot: +16
Double-Tap: +14
Auto-Fire 1st action: +14
SPECIAL ABILITIES
Biotic Affinity: Collector Guardians can use biotic powers without Auto-Fire 2nd action: +12
Full-Auto Fire 1st action: +14
the need to spend biotic points. All other rules apply as normal.
Weapon Jamming: When the Collector Guardian dies, there is a Full-Auto Fire 2nd action: +12
100% chance the Collector Guardian Rifle he wielded jams and Full-Auto Fire 3rd action: +10
Critical: 19-20/2
becomes completely non-function, with no hope of repair.
Barrier Shields: The Shield HP of a Collector Guardian count as Damage: 1d4; +1 vs Shield HP
biotic powers for the purpose of determining whether or not
certain powers or abilities deal extra damage against them.
Ballistic Shield: 3/encounter, the Collector Guardian is capable of
creating an oval-shaped kinetic barrier. This kinetic barrier has a
radius of 5-ft, and when a Medium character stands behind

Chapter 9: NPCs and Enemies

POWER STATISTICS
Barrier rank 3
Damage Reduction: 2
Speed Penalty: 10 ft

Detonation Damage: 1d10


Detonation Radius: 15 ft

370

Cooldown: 3 actions

actions. If damage is dealt to his HP, Shield HP or Plating he might


have, this action fails but is expended.
Warp Ammo rank 1
This ability has a cooldown of 10 actions.
Damage Bonus: +1
Damage Bonus vs.
Release Seeker Swarm: One seeker swarm is always attached to
flying: +1
a Collector Captain. With one action, the Collector Captain can
Damage Bonus vs. Barrier: +1
release it at any time during the battle. If the Captain dies without
the swarm being released, the swarm dies as well. The Swarms CR
GENERAL STATISTICS
is not included in the Collector Captains CR.
Str: 14 Dex: 20 Con: 16 Int: Wis: Cha:
Advanced Possession: When a Collector Captain is possessed, he
Feats: Weapon Focus (assault rifle), Precise Shooting,
becomes a far more powerful version of a Possessed Collector,
Point Blank Shot, Alertness, Dodge, Improved
with the following changes:
Critical (assault rifle)
The Possessed Collector can use the Collector Captains
Skills: Listen +14, Spot +14
Barrier power.
Organization: Solitary or pair
- The Possessed Collector gains +20 Plating HP
Advancement: None
and +10 Shield HP. His saves also increase by +1
Morality: Paragon +0, Renegade +0
- If the Collector Captain has not released the
Seeker Swarm before being possessed, then
SPECIAL ABILITIES
the new possessed collector can released it.
Biotic Affinity: Collector Captains can use
That swarm also comes empowered with
biotic powers without the need to spend
+15 HP and deals 3d6 damage instead.
biotic points. All other rules apply as
- The Harbingers blast deals 8d6 points of
normal.
damage instead of 6d6.
Weapon Jamming: When the Collector
- The Possessed Collectors CR increases
Captain dies, there is a 90% chance
by +1
the Collector Assault Rifle he wielded
jams and becomes completely nonfunction, with no hope of repair.
Barrier Shields: The Shield HP of
While possessing the Collector
a Collector Captain count as
General
directly,
the
Reaper
biotic powers for the purpose of
Harbinger
can
also
control
an
determining whether or not certain
individual Collector soldier in combat.
powers or abilities deal extra
This soldier gains a substantial
damage against them.
advantage in strength, as well as the
Ballistic Shield: 3/encounter, the
use of biotic abilities. The soldier whose
Collector Captain is capable of
body is possessed by Harbinger starts to
creating an oval-shaped kinetic barrier. This
crack open showing magma-like appearances
kinetic barrier has a radius of 5-ft, and
on the skin.
when a Medium character stands behind
After the Collector General is killed, at the end
the barrier, it gains Three-quarters cover
of the events of ME2, Harbinger still maintains
bonus (this is because its form doesnt
the ability to possess a collector but only those
provide complete cover). This barrier can
standing on a planet the Reaper is or those on a
be attacked normally and being a kinetic
planet where a Collector Ship is.
barrier it has only Shield HP. The barrier
Harbinger can only possess a Collector Drone,
has a Defense of 5 and a total of 30 Shield
Collector Assassin or a Collector Guardian.
HP. The Collector Guardian can fire
He may also possess a Collector Captain
freely through the shield without
but that carries a different result (see
damaging it.
Collector Captain). Once the possession
Characters larger than Medium reduce
starts it takes 2 actions to finish (during
the cover bonus by one step per size increment, to a minimum
that time the creature is seen writhing in pain and
glowing in a bright yellow light). During that time
of One-quarter cover bonus (so Large characters only gain Onehalf cover bonus and Huge or larger characters only One-quarter the creature can be damaged but not hindered or
cover bonus). Small or smaller creatures gain full cover from the moved by powers and abilities (during the possession
time, the creature is already using the statistics of a
barrier.
Possessed Collector). Once finished, the possessed
This ability has a cooldown of 10 actions.
creature turns into the one here described (because
Barrier Boost: 3/encounter, the Collector Captain is capable of
this turns a collector into a different creature with
spending 1 action to regenerate 20 points of its Shield HP, even
full-health, Harbinger usually uses this on the
if the shields are down. This requires him to spend 2 consecutive
weakest most damaged collector on the

Possessed Collector

371

Chapter 9: NPCs and Enemies

battlefield).
If a Possessed Collector dies, Harbinger must wait 2
actions before he can possess another.

POSSESSED COLLECTOR
CR 6
XP 1.200
Medium organic (collector)
Senses: Listen +16, Spot +16, Nightvision 60 ft
Initiative: +3
Speed: 30 ft, fly 30 ft

DEFENSE STATISTICS
Defense: 13 (+3 Dex), touch 13, flat-footed 10
Shield HP: 60
Shield HP DR: 1
Plating HP: 90 (9d10+27 + 9) Plating HP DR: 1
HP: 1
HP DR: 1
Immunities: fear effects, mind control, disease
Fortitude: +11 Reflex: +8 Will: +5

OFFENSE STATISTICS
Base Attack/Grapple: +9/+11
Space/Reach: 5 ft/5 ft

following action). All other rules apply as normal.


Harbinger Blast: A possessed collector has a special slow-moving
biotic attack similar to warp, only the blast is like a dark-colored
energy ball. This attack requires a ranged touch attack to hit the
target. Once it connects, it explodes dealing 6d6 points of damage
to the target and anyone in a 10-ft radius, regardless of protections
and the battlefield disposition (so even a wall cannot prevent this
damage). If the attack fails to hit the targets Defense, the blast
travels in a straight line until it moves out of range or connects
with a surface.
Creatures affected stagger 5 ft back and must make a Reflex save DC
15 or catch fire, taking 1d6 points of damage per action.
The target of this ability gains twice movement bonus to Defense.
This ability has a range of 100 ft and a cooldown of 2 actions.
Disintegration: When killed, the Possessed Collector disintegrates
taking any weapon it wields with it.
Barrier Shields: The Shield HP of a Possessed Collector count as
biotic powers for the purpose of determining whether or not
certain powers or abilities deal extra damage against them.
Possessed Ability Scores: Though a Collector has no Intelligence,
Wisdom and Charisma scores, a Possessed Collector still
applies a +5 modifier on any check or feature that uses one
of those three scores, since it has part of Harbingers mind in
control of the body.

Weapon: Ranged Touch


Attack +12

Scion

POWER STATISTICS
Barrier rank 1
Damage Reduction: 1
Speed Penalty: 10 ft
Cooldown: 3 actions
Warp rank 3
Damage: 3d6
Detonation Radius: 5 ft

Detonation Damage: 1d6


Detonation Radius: 10 ft

Range: 60 ft
Cooldown: 2 actions

The Scion is a type of Husk. It is made from three human Husks


fused together and grafted around a single mass effect/biotic
weapon on the left arm. The blue sacks on their backs contain
redundant organs and element zero sources to provide
power for their weapons and shockwaves. Scions operate
alone or in pairs, hanging back as Husks and Abominations
rush ahead. Less mobile than other Husk variants, Scions
provide ranged fire support, lumbering behind the wave
of attackers while firing weapons and discharging biotic
attacks.

Biotic Nova rank 4 (Powerful Nova)


Fortitude Save DC: 22
Throw Distance: +10 ft
Damage: 5d6 +10
Radius: 15 ft
Cooldown: 3 actions

GENERAL STATISTICS
Str: 14 Dex: 16 Con: 16 Int: Wis: Cha:
Feats: Iron Will, Greater Fortitude , Lightning Reflexes, Dodge,
Improved Plating, Biotic Focus (Biotic Nova), Alertness
Skills: Listen +16, Spot +16
Organization: Solitary, pair or squad (3 6)
Advancement: None
Morality: Paragon +0, Renegade +0

SCION
XP 3.600
Large organic/synthetic
Senses: Listen +9, Spot +9, Nightvision 60 ft
Initiative: +4
Speed: 15 ft

SPECIAL ABILITIES
Biotic Affinity: Possessed Collector can use biotic powers without
the need to spend biotic points. In addition, the cooldown of
each power only affects that specific power (so, for example, is a
possessed collector uses a Biotic Nova, he can use a Barrier in the

Chapter 9: NPCs and Enemies

CR 7

DEFENSE STATISTICS
Defense: 9 (-1 size), touch 9, flat-footed 9
Plating HP: 88 (10d8+30+10)
Plating HP DR: 2
HP: 1
HP DR: 2
Immunities: poison, disease, fear effects
Fortitude: +11 Reflex: +7 Will: +7

OFFENSE STATISTICS
Base Attack/Grapple: +7/+15
Space/Reach: 10 ft/10 ft

372

Weapon: Shoulder-mounted cannon (see text)


Attack: +10

Initiative: +6
Speed: 60 ft (outside combat); 15 ft (while in combat)

GENERAL STATISTICS

DEFENSE STATISTICS

Str: 18 Dex: 10 Con: 16 Int: 6 Wis: 12 Cha:


Feats: Lightning Reflexes, Iron Will, Greater Fortitude
, Improved Plating, Improved Initiative, Alertness
Skills: Listen +9, Spot +9
Organization: Solitary or pair
Advancement: None
Morality: Paragon +0, Renegade +0

Defense: 11 (+2 Dex, -1 size), touch 11, flat-footed 10


Shield HP: 82 (134+30)
Shield HP DR: 2
Plating HP: 100 (13d8+26+12)
Plating HP DR: 2
HP: 1
HP DR: 2
Immunities: poison, disease, fear effects, mind control
Fortitude: +10 Reflex: +8 Will: +6

SPECIAL ABILITIES

OFFENSE STATISTICS
Base Attack/Grapple: +9/+18
Space/Reach: 10 ft/10 ft

Armored: A scion possesses only 1 HP. All the normal


HP it should gain are instead Plating HP. Anything
Weapon: Twin Particle Beam (A 4, R 0, ammo infinite, 60 ft)
that would grant it HP grants Plating HP instead.
One-Shot: +10
Shoulder-Mounted Cannon: A scion attacks by
Double-Tap: +10
shooting with its shoulder-mounted cannon. The blast
Auto-Fire 1st action: +10
is released in a form similar to a Shockwave. Basically
Auto-Fire 2nd action: +10
the attack follows the same rules as a Shockwave Rank
Full-Auto Fire 1st action: +10
1 to determine its area of effect but the cascade range
Full-Auto Fire 2nd action: +10
is always 60 ft and the damage dealt is 6d8.
Full-Auto Fire 3rd action: +10
This attack, unlike a normal Shockwave, does not sent
Critical: 20/2
creatures flying, and it does not affect reaper creatures.
Damage: 1d12
Creatures affected are unable to regain Shield HP for a
Weapon: Claw
period of 3 actions.
Melee Attack: +14
In addition, an attack roll is required. Only one roll is
made and it is compared against the Defense of all Critical: 20/2
Damage: 2d8+5
affected creatures. Those with a Defense score higher
the scions attack roll, take only 1/2 the damage. Because
the shockwaves are relatively slow, creatures gain twice POWER STATISTICS
movement bonus to Defense.
Death Choir
Despite the similarities, the cannon does not fire a biotic
Damage: 6d6
Radius: 30 ft
power and this cannot be used to detonate other powers.
Cooldown: 3 actions
Unlike a normal attack, the scion can only use this attack once
per round, and requires 1 action to use it.
GENERAL STATISTICS
Blast Wave: When a creature stands within the scions
Str: 20 Dex: 12 Con: 15 Int: 10 Wis: 14 Cha:
threatened area, it does not make any melee attack against
Feats: Lightning ReflexesB, Iron WillB, Greater Fortitude B,
the creature. Instead, it releases, with 1 action, a powerful
Improved PlatingB, Improved Critical (claw)B, Weapon
energy wave that deals 10d6 (+50% against Shield HP) to any
Focus (claw)B, Improved InitiativeB, Weapon Focus
non-reaper creature within that area. Other scions are also
(Twin Particle Beams)B
immune to this ability.
Skills: Listen +10, Spot +10
This ability can be used at will but only once per round.
Organization: Solitary or pair
Advancement: None
Morality: Paragon +0, Renegade +0

Praetorian
The Praetorian is a slow-moving flying Collector construction. It
consists of thirty deformed Husks fused together, and has a strong
barrier and powerful armor (acting as its health), giving it high
durability.

PRAETORIAN
XP 9.600
Large organic/synthetic
Senses: Listen +10, Spot +10, Nightvision 60 ft

373

CR 10

SPECIAL ABILITIES
Quadrupled creature
Barrier Shields: The Shield HP of a praetorian count
as biotic powers for the purpose of determining
whether or not certain powers or abilities deal
extra damage against them.
Armored: A praetorian possesses only 1 HP. All the
normal HP it should gain are instead Plating HP.
Anything that would grant it HP grants Plating HP
instead.

Chapter 9: NPCs and Enemies

Ground Slam: A praetorian can slam its body


Drones have a specific skill modifier, equal to their HD, for the
following skills: Heavy Weapons, Listen and Spot. Their Intelligence
into the ground with strength enough to cause
modifier is not considered for their skill modifiers (treat it as Int mod
a shockwave that affects anyone within 15 ft
+0).
of it. Affected creatures take 1d10+5 points of
damage, are pushed back only 5 ft and must
Mechanical units do not gain feats, ammo proficiencies or ability
make a Fortitude save DC 15 or be stunned for 1
score increases due to increasing in HD. They, however, can have
action (the next action of their next turn)
bonus feats and a character can add special software to mechanical
Death Choir: A praetorian can create a powerful
units that effectively grants them feats. The maximum number of
version of the Biotic Nova power. This version
additional software a mechanical unit can have is always equal to
doesnt require it to use any biotic points and its
their Intelligence score.
cooldown only affects the Death Choir, so after
Mechanical units are proficient with whatever weapon they
using this power the praetorian can use any other
possess in their description.
it possesses.
Mechanical units possess no Charisma score. They cannot use
This power is in all aspects similar to the Biotic Nova
any Charisma-based skill nor can they be target of any Charismawith a few major differences:
based skill.
- It does not apply any Throw effect on those affected by
Drones are immune to critical hits and sneak attacks.
this power.
- It has a much larger area of effect.
Mechanical units are immune to poisons and diseases and are
- It deals greater damage.
far more resistant to radiation effects than organics, gaining a
- All creatures affected are pushed back only 5 ft and
+10 bonus on all checks made against and because of radiation
stunned for 1 action (the next action of their next turn)
effects.
- Praetorians scream when using this power. The screech
Mechanical units do not suffer from fumble effects on attacks,
has no in-game effect.
but a natural 1 on an attack roll from a Mechanical unit is still an
- During the execution of this power the praetorian is
automatic failure.
invulnerable.
Mechanicals units do not gain Renegade nor Paragon points.
- After this power is used, the praetorians Shield HP are
Drones can have the same software has normal mechs. They
restored to maximum.
cost 1000 credits per HD of the drone.
- A Death Choir is always and only performed on the ground
immediately after using Ground Slam
Drones cannot make melee attacks and as such do not
The praetorian can use this power any number of times per
threaten any area. Because of this, they have no reach entry.
encounter.

Drones

ASSAULT DRONE

Drones are small, lightly-armed combat robots equipped with


very small mass effect fields that allow them to levitate. They
are also equipped with basic VI programming allowing them to
adapt to changing situations on the battlefield, and have a small
amount of shielding.

CR 1

XP 300
Medium mechanical (drone)
Senses: Listen +4, Spot +4, Nightvision 60 ft
Initiative: +2
Speed: Fly 50 ft

DEFENSE STATISTICS

Defense: 12 (+2 Dex), touch 12, flat-footed 10


Shield HP: 30 (15HD)
Shield HP DR: 0
HP: 18 (2d12)
HP DR: 0
Resistances: +10 bonus vs. radiation effects
Immunities: poison, disease, critical hits and sneak
Drones are mechanicals that follow different rules:
attacks.
Mechanical units do not gain class levels. Instead they gain Fortitude: +3 Reflex: +2 Will: +2
Mechanical Levels. These levels have a d12 HD, medium BAB, good
Fortitude save and bad Reflex and Will saves.
OFFENSE STATISTICS
Combat drones tend to be deployed in wings as cannon fodder,
creating distractions for marines to operate safely. Soldiers refer to
friendly drones as flocks and enemy drones as swarms.

Once they reach 0 HP, they are considered as being dead.


Drones have Shield HP equal to 15HD.
The Intelligence score of Mechanicals refers only to the intellect
of their Vis, which is usually fairly limited.
Mechanicals gain no Skill Points.

Chapter 9: NPCs and Enemies

Base Attack/Grapple: +1/+2


Space/Reach: 5 ft/5 ft
Weapon: Drone Light Machine Gun (A 6, R -2, ammo
infinite, 60 ft)
One-Shot: Heavy Weapons check
Double-Tap: Heavy Weapons check -2

374

Auto-Fire 1st action: Heavy Weapons check -2


Advancement: by racial HD increase
Auto-Fire 2nd action: Heavy Weapons check -4
Morality: Paragon +0, Renegade +0
Full-Auto Fire 1st action: Heavy Weapons check
Ability Points: 6
-2
Full-Auto Fire 2nd action: Heavy Weapons check
-4
XP 600
Full-Auto Fire 3rd action: Heavy Weapons check -6
Small mechanical (drone)
Critical: 20/2
Senses: Listen +4, Spot +4, Nightvision 60 ft
Damage: 1d4
Initiative: +3
Speed: Fly 50 ft

GETH DRONE

CR 2

GENERAL STATISTICS

Str: 14 Dex: 14 Con: 10 Int: 4 Wis: 14 Cha:


Feats: AlertnessB, Skill Focus (Heavy Weapons)B
Skills: Heavy Weapons +7, Listen +4, Spot +4
Organization: Solitary, pair or flock (3 8)
Advancement: by racial HD increase
Morality: Paragon +0, Renegade +0
Ability Points: 6

ROCKET DRONE

DEFENSE STATISTICS
Defense: 15 (+3 Dex, +2 size), touch 15, flat-footed 12
Shield HP: 30 (15HD)
Shield HP DR: 0
HP: 18 (2d12)
HP DR: 0
Resistances: +10 bonus vs. radiation effects
Immunities: poison, disease, critical hits and sneak attacks.
Fortitude: +3 Reflex: +3 Will: +2

CR 1

XP 300
Medium mechanical (drone)
Senses: Listen +4, Spot +4, Nightvision 60 ft
Initiative: +2
Speed: Fly 50 ft

DEFENSE STATISTICS
Defense: 12 (+2 Dex), touch 12, flat-footed 10
Shield HP: 30 (15HD)
Shield HP DR: 0
HP: 18 (2d12)
HP DR: 0
Resistances: +10 bonus vs. radiation effects
Immunities: poison, disease, critical hits and sneak attacks.
Fortitude: +3 Reflex: +2 Will: +2

OFFENSE STATISTICS
Base Attack/Grapple: +1/+3
Space/Reach: 5 ft/5 ft
Weapon: Drone Pulse Rifle (A 8, R -1, ammo 80, 60 ft)
One-Shot: +7
Double-Tap: +6
Auto-Fire 1st action: +6
Auto-Fire 2nd action: +5
Full-Auto Fire 1st action: +6
Full-Auto Fire 2nd action: +5
Full-Auto Fire 3rd action: +4
Critical: 20/2
Damage: 1d4

OFFENSE STATISTICS
Base Attack/Grapple: +1/+2
Space/Reach: 5 ft/5 ft
Weapon: Rocket Launcher (SS, R none, ammo infinite, for range
see ML-77 Missile Launcher special rules)
One-Shot: Heavy Weapons check
Double-Tap: N/A
Auto-Fire 1st action: N/A
Auto-Fire 2nd action: N/A
Full-Auto Fire 1st action: N/A
Full-Auto Fire 2nd action: N/A
Full-Auto Fire 3rd action: N/A
Critical: 20/2
Damage: 5d6 (1/2 to adjacent creatures)

GENERAL STATISTICS
Str: 14 Dex: 14 Con: 10 Int: 4 Wis: 14 Cha:
Feats: AlertnessB, Skill Focus (Heavy Weapons)B
Skills: Heavy Weapons +7, Listen +4, Spot +4
Organization: Solitary, pair or flock (3 6)

375

POWER STATISTICS
Tactical Cloak rank 3
Damage Bonus: +1 (+1d6 with sniper; +1d6 with melee)
Duration: 9 actions
Cooldown: 1 action

GENERAL STATISTICS
Str: 14 Dex: 16 Con: 10 Int: 4 Wis: 14 Cha:
Feats: AlertnessB
Skills: Heavy Weapons +2, Listen +4, Spot +4
Organization: Solitary, pair or flock (3 6)
Advancement: by racial HD increase
Morality: Paragon +0, Renegade +0
Ability Points: 6

SPECIAL ABILITIES
Stealth Affinity: A Geth Drones Tactical Cloak power
has a cooldown of 1 action and a duration three
times the normal duration. The drone can use this
power even without Tech Points.
Infinite Ammo: The Geth Drone possesses infinite
ammo. However, after 80 shots are made, the
weapon must cooldown for 1 action, during

Chapter 9: NPCs and Enemies

which it cannot be used.

GETH BOMBER

DEFENSE STATISTICS

CR 2

XP 600
Tiny mechanical (drone)
Senses: Listen +4, Spot +4, Nightvision 60 ft
Initiative: +3
Speed: Fly 50 ft

Defense: 13 (+2 Dex, +1 size), touch 14, flat-footed 11


Shield HP: 15 (15HD)
Shield HP DR: 0
HP: 0
HP DR: 0
Resistances: +10 bonus vs. radiation effects
Immunities: poison, disease, critical hits and sneak attacks.
Fortitude: +2 Reflex: +2 Will: +2

DEFENSE STATISTICS
Defense: 15 (+3 Dex, +2 size), touch 15, flat-footed 12
Shield HP: 30 (15HD)
Shield HP DR: 0
HP: 18 (2d12)
HP DR: 0
Resistances: +10 bonus vs. radiation effects
Immunities: poison, disease, critical hits and sneak
attacks.
Fortitude: +3 Reflex: +3 Will: +2

OFFENSE STATISTICS
Base Attack/Grapple: +2/+5
Space/Reach: 5 ft/5 ft
Weapon: Shock Attack
Single Attack: +7
Critical: 20/2
Damage: 1d6

OFFENSE STATISTICS
Base Attack/Grapple: +1/+3
Space/Reach: 5 ft/5 ft
Weapon: Kamizake Attack
Single Attack: +3
Damage: 1d6 or 4d6 (see below)

GENERAL STATISTICS
Str: 14 Dex: 14 Con: 10 Int: 4 Wis: 14
Feats: AlertnessB
Skills: Listen +4, Spot +4
Organization: Solitary, pair or flock (3 6)
Advancement: by racial HD increase
Morality: Paragon +0, Renegade +0
Ability Points: 6

Cha:

SPECIAL ABILITIES

Holographic: A disruption drone is an holographic drone,


similar to the one created by the Combat Drone power.
GENERAL STATISTICS
Because its main purpose is to find enemies and kamikaze
against them, it has very few Shield HP and possesses 0 HP
Str: 14 Dex: 16 Con: 10 Int: 6 Wis: 14 Cha:
meaning if they lose their Shield HP they are automatically
Feats: AlertnessB
destroyed.
Skills: Listen +4, Spot +4
Kamikaze Attack: When a disruption drone finds an enemy,
Organization: Solitary, pair or flock (3 6)
and is able to start an action adjacent to a target not
Advancement: by racial HD increase
behind cover, it uses that action to use its kamikaze
Morality: Paragon +0, Renegade +0
attack against the target. The drone launches itself
Ability Points: 6
against the target and is destroyed in the process.
SPECIAL ABILITIES
However, if it hits, it deals 4d6 damage in a 5-ft radius
area to all characters with Shield HP, or 1d6 points of
Bombing Run: Once every two rounds, the Geth Bomber can
damage to those without Shield HP.
make a bombing run. During this action, the Geth Bomber
Even
if it misses the target, the drone collides with the
moves in a straight 30 ft line (it must be able to move that
square
the character occupied but in that event the
line, otherwise it cannot make the bombing run) dropping 4
target
can
make a Reflex save (DC equals attack roll of
grenades in that line, each at least 5 ft apart from the other. Any
the
drone)
to take only 1/2 the indicated damage.
character in that line can make a Rolling Dodge DC 15 to move
The
target
may
make a rolling dodge to completely
out of the blast radius.
avoid
taking
damage
from the drone.
Infinite Grenades: The Geth Bomber possesses infinite grenades.
Cheap: Disruption drones are quite cheap, costing only
300 credits. But they must be deployed with one
action, in a square adjacent to the one carrying it.
They occupy the space of a grenade when carried
XP 150
by a character. Once deployed, the drone will
Small mechanical (drone)
follow the character that deployed for 1 minute,
Senses: Listen +4, Spot +4
after which it dissipates.
Initiative: +3
Speed: Fly 40 ft

DISRUPTION DRONE CR 1/2

Chapter 9: NPCs and Enemies

376

Military Personnel

Incendiary Ammo rank 1


Damage Bonus: +1
Reflex Save DC: 10 + 1 per successful shot of current action
Shrapnel Grenade rank 1
Damage: 4d6

Radius: 20 ft

All races possess some form of military force. It


might be one huge military group that defends GENERAL STATISTICS
Str: 12 Dex: 16 Con: 14 Int: 10 Wis: 12 Cha: 10
the entire race and its controlled systems, like the
Feats: Weapon Focus (assault rifle), Precise Shooting, Point Blank
Human Alliance, or it might be several factions that
Shot
answer to different leaders, like the Krogan Clans. This
Skills: Balance +5, Intimidate +3, Jump +3, Knowledge (tactics) +2,
next section provides general information on several
Listen +3, Repair +2, Spot +3
military NPCs.
Organization: Solitary, pair or squad (3 10)
Each of these NPCs can also be used to represent an
Advancement: by class. However, those that do advance generally
armored C-Sec Trooper or Guard, but only Turians, Asari,
gain new ranks in the military. A Sergeant, for example, should
Salarians and Humans are accepted into the Citadel
have 4 HD. A Lieutenant 6 HD. A Captain 8 HD. A Major 10 HD.
Security.
A Colonel 12 HD. A General 15 HD. Better gear also comes with
higher ranks
Morality: Paragon +10, Renegade +10
Ability Points: 12

HUMAN ALLIANCE PRIVATE


CR 1/3
XP 100
Medium organic (human)
Senses: Listen +3, Spot +3
Initiative: +3
Speed: 30 ft

Class: Soldier lvl 2

DEFENSE STATISTICS
Defense: 13 (+3 Dex), touch 13, flat-footed 10
Shield HP: 15
Shield HP DR: 0
HP: 19 (2d10+4)
HP DR: 0
Fortitude: +9 (only +5 vs. environmental effects)
Reflex: +7 (only +3 vs. environmental effects)
Will: +1

OFFENSE STATISTICS
Base Attack/Grapple: +2/+3
Space/Reach: 5 ft/5 ft
Weapon: M-8 Avenger (A 4, R -3, ammo 40, 60 ft)
One-Shot: +7
Double-Tap: +4
Auto-Fire 1st action: +4
Auto-Fire 2nd action: +1
Full-Auto Fire 1st action: +4
Full-Auto Fire 2nd action: +1
Full-Auto Fire 3rd action: -2
Critical: 20/2
Damage: 1d4

SPECIAL ABILITIES
Shield Boost: 2/encounter, the Human Alliance Private can
spend 1 action to regenerate 12 points of the armors Shields.
This ability has a cooldown of 10 actions.

EQUIPMENT
Grenades: 1 grenade
Armor: Onyx Light Armor (Arms - +1 bonus on all attack rolls)
Stim-Pack: Mind Focusing Drugs (+1 Attack bonus)
Omni-Tool

BATARIAN HEGEMONY
SOLDIER
CR 1/3
XP 100
Medium organic (batarian)
Senses: Listen +2, Spot +5
Initiative: +3
Speed: 30 ft

Class: Soldier lvl 2

DEFENSE STATISTICS
Defense: 13 (+3 Dex), touch 13, flat-footed 10
Shield HP: 10
Shield HP DR: 0
HP: 21 (2d10+6)
HP DR: 0
Fortitude: +10 (only +6 vs. environmental effects)
Reflex: +7 (only +3 vs. environmental effects)
Will: +0

POWER STATISTICS

OFFENSE STATISTICS

Disruptor Ammo rank 1


Damage Bonus: +1
Stun Duration: 1 action
Fortitude Save DC: 10 + 1 per successful shot of current action

Base Attack/Grapple: +2/+3


Space/Reach: 5 ft/5 ft

377

Weapon: M-8 Avenger (A 4, R -3, ammo 40, 60 ft)


One-Shot: +6

Chapter 9: NPCs and Enemies

Double-Tap: +3
Auto-Fire 1st action: +3
Auto-Fire 2nd action: +0
Full-Auto Fire 1st action: +3
Full-Auto Fire 2nd action: +0
Full-Auto Fire 3rd action: -3
Critical: 20/2
Damage: 1d4

POWER STATISTICS
Disruptor Ammo rank 1
Damage Bonus: +1
Stun Duration: 1 action
Fortitude Save DC: 10 + 1 per successful shot of current
action

TURIAN HIERARCHY SOLDIER


CR 1/3
XP 100
Medium organic (turian)
Senses: Listen +3, Spot +2
Initiative: +3
Speed: 30 ft

DEFENSE STATISTICS

Incendiary Ammo rank 1


Damage Bonus: +1
Reflex Save DC: 10 + 1 per successful shot of current
action
Shrapnel Grenade rank 1
Damage: 4d6

Class: Soldier lvl 2

Radius: 20 ft

Defense: 13 (+3 Dex), touch 13, flat-footed 10


Shield HP: 15
Shield HP DR: 0
HP: 17 (2d10+2)
HP DR: 1
Resistances: +25% chance of negating critical hits
and sneak attacks (from Scorpion Light Armor); +4
vs. radiation effects.
Fortitude: +8 (only +4 vs. environmental effects)
Reflex: +7 (only +3 vs. environmental effects)
Will: +2

GENERAL STATISTICS

OFFENSE STATISTICS

Str: 12 Dex: 16 Con: 16 Int: 10


Wis: 10 Cha: 10
Feats: Weapon Focus (assault rifle), Point
Blank Shot
Skills: Intimidate +3, Knowledge (tactics)
+2, Listen +2, Repair +2, Spot +5
Organization: Solitary, pair or squad
(3 10)
Advancement: by class. However,
those that do advance generally
gain new ranks in the military. A
Sergeant, for example, should
have 4 HD. A Lieutenant 6 HD.
A Captain 8 HD. A Major 10 HD.
A Colonel 12 HD. A General 15
HD. Better gear also comes with
higher ranks
Morality: Paragon +10, Renegade +10
Ability Points: 12

Base Attack/Grapple: +2/+3


Space/Reach: 5 ft/5 ft

SPECIAL ABILITIES
Shield Boost: 1/encounter, the
Batarian Hegemony Soldier can
spend 1 action to regenerate 12
points of the armors Shields.
This ability has a cooldown of 10 actions.

EQUIPMENT
Grenades: 1 grenade
Armor: Mercenary Light Armor (carries +2 extra Thermal Clips)
Stim-Pack: Mind Focusing Drugs (+1 Attack bonus)
Stim-Pack: Painkillers (+5 temporary HP)
Omni-Tool

Chapter 9: NPCs and Enemies

Weapon: M-8 Avenger (A 4, R -3, ammo 40,


60 ft)
One-Shot: +6
Double-Tap: +3
Auto-Fire 1st action: +3
Auto-Fire 2nd action: +0
Full-Auto Fire 1st action: +3
Full-Auto Fire 2nd action: +0
Full-Auto Fire 3rd action: -3
Critical: 20/2
Damage: 1d4
Weapon: Phaeston (A 5, R -2, ammo 50, 60 ft)
One-Shot: +6
Double-Tap: +4
Auto-Fire 1st action: +4
Auto-Fire 2nd action: +2
Full-Auto Fire 1st action: +4
Full-Auto Fire 2nd action: +2
Full-Auto Fire 3rd action: +0
Critical: 20/3
Damage: 1d5

POWER STATISTICS
Disruptor Ammo rank 1
Damage Bonus: +1
Stun Duration: 1 action
Fortitude Save DC: 10 + 1 per successful shot of current
action
Incendiary Ammo rank 1
Damage Bonus: +1
Reflex Save DC: 10 + 1 per successful shot of current

378

Double-Tap: +4
Auto-Fire 1st action: +4
Shrapnel Grenade rank 1
Auto-Fire 2nd action: +0
Damage: 4d6
Radius: 20 ft
Full-Auto Fire 1st action: +4
Full-Auto Fire 2nd action: +0
GENERAL STATISTICS
Full-Auto Fire 3rd action: -4
Str: 13 Dex: 15 Con: 14 Int: 10 Wis: 12 Cha: 10
Critical: 20/2
Feats: Weapon Focus (assault rifle), Point Blank Shot
Damage: 1d4; +1 against Shield HP (multiplied on a critical hit); -1
Skills: Intimidate +3, Knowledge (tactics) +4, Listen
against Plating (not multiplied on a critical hit)
+2, Piloting +2, Repair +2, Spot +5
Weapon: M-92 Mantis (SS, R none, ammo 1, 200 ft)
Organization: Solitary, pair or squad (3 10)
Advancement: by class. However, those that do One-Shot: +7
Double-Tap: N/A
advance generally gain new ranks in the military.
Auto-Fire 1st action: N/A
A Sergeant, for example, should have 4 HD. A
Auto-Fire 2nd action: N/A
Lieutenant 6 HD. A Captain 8 HD. A Major 10 HD.
Full-Auto Fire 1st action: N/A
A Colonel 12 HD. A General 15 HD. Better gear also
Full-Auto Fire 2nd action: N/A
comes with higher ranks
Full-Auto Fire 3rd action: N/A
Morality: Paragon +10, Renegade +10
Critical: 20/2
Ability Points: 12
Damage: 2d8
action

SPECIAL ABILITIES
Shield Boost: 2/encounter, the Turian Hierarchy Soldier
can spend 1 action to regenerate 12 points of the
armors Shields.
This ability has a cooldown of 10 actions.

EQUIPMENT
Grenades: 1 grenade
Armor: Scorpion Light Armor (+25% chance of negating
critical hits and sneak attacks)
Stim-Pack: Mind Focusing Drugs (+1 Attack bonus)
Omni-Tool

SALARIAN STG TROOPER


CR 1
XP 300
Medium organic (salarian)
Senses: Listen +6, Spot +8
Initiative: +4
Speed: 40 ft, swim 20 ft

Class: Infiltrator lvl 4

DEFENSE STATISTICS
Defense: 14 (+4 Dex), touch 14, flat-footed 10
Shield HP: 20
Shield HP DR: 0
HP: 21 (4d8)
HP DR: 0
Fortitude: +7 (only +3 vs. environmental effects)
Reflex: +12 (only +8 vs. environmental effects)
Will: +2

OFFENSE STATISTICS
Base Attack/Grapple: +3/+4
Space/Reach: 5 ft/5 ft
Weapon: M-9 Tempest (A 10, R -4, ammo 50, 40 ft)
One-Shot: +8

379

POWER STATISTICS
Tech Points: 10
Overload rank 1
Will Save DC: 15
Stun Duration: 1 action
Damage to Shields/Synthetics: 2d6 Damage to Organics: 1d6
Cooldown: 3 actions
Cost: 1 tech point
Incinerate rank 2
Damage: 2d6 +1d6 per action in flames
Damage to Plating: +50%
Cost: 2 tech points
Cooldown: 3 actions
Sabotage rank 2
Will Save DC: 14
Duration: 1 actions
Cooldown: 3 actions
Cost: 2 tech points
Disruptor Ammo rank 3
Damage Bonus: +2
Stun Duration: 1 action
Fortitude Save DC: 12 + 1 per successful shot of current
action
Shrapnel Grenade rank 1
Damage: 4d6

Radius: 20 ft

Assassination rank 1
Times per Encounter: 1
Cooldown: 5 actions
Crititical Threat Range: +1 Duration: 2 actions

GENERAL STATISTICS
Str: 10 Dex: 18 Con: 10 Int: 14 Wis: 12 Cha: 9
Feats: Weapon Focus (submachine gun), Point Blank
Shot, Precise Shooting, Greater Fortitude (from
Unique Specialization)
Skills: Balance +6, Damping +7, Decryption +7,
Disguise +1, Electronics +9, Hacking +4, Hide
+9, Jump +7, Listen +6, Move Silently +9, Repair
+4, Search +9, Spot +8, Survival +1 (+3 to follow
tracks), Tumble +9

Chapter 9: NPCs and Enemies

Organization: Solitary, pair or squad (3 10)


OFFENSE STATISTICS
Advancement: by class. However, those that do
Base Attack/Grapple: +2/+2
advance generally gain new ranks in the military.
Space/Reach: 5 ft/5 ft
A Sergeant, for example, should have 5 HD. A
Lieutenant 7 HD. A Captain 9 HD. A Major 11 HD.
Weapon: M-8 Avenger (A 4, R -3, ammo 40, 60 ft)
A Colonel 13 HD. A General 16 HD. Better gear
One-Shot: +6
also comes with higher ranks
Double-Tap: +3
Morality: Paragon +15, Renegade +15
Auto-Fire 1st action: +3
Ability Points: 13
Auto-Fire 2nd action: +0
Full-Auto Fire 1st action: +3
SPECIAL ABILITIES
Full-Auto Fire 2nd action: +0
Full-Auto Fire 3rd action: -3
Shield Boost: 2/encounter, the Salarian STG Trooper
can spend 1 action to regenerate 14 points of the Critical: 20/2
Damage: 1d4
armors Shields.
This ability has a cooldown of 10 actions.
POWER STATISTICS
Time Slow: Whenever the Salarian STG Trooper uses
the Aiming action with a sniper rifle, his optic
Biotic Points: 11 (1 in maintenance from Barrier)
enhancements work together with neural and
Barrier rank 1
muscular implants granting him an increased reaction
Damage Reduction: 1 (applied in statistics)
time during which the world seen through the sniper
Speed Penalty: 10 ft (applied in statistics)
rifles ocular sights seems to be moving in slow motion.
Detonation Radius: 10 ft
Detonation Damage: 1d6
This ability is automatic and acts whenever he uses the
Cooldown: 3 actions
Cost/Maintenance: 1 biotic point
Aiming action with a sniper rifle. It lasts 2 actions and
provides him a +2 bonus to attack. In addition, while this Warp rank 1
Damage: 2d6
Range: 60 ft
ability lasts the Critical Threat Range of the sniper rifle
Detonation Radius: 5 ft Cooldown: 3 actions
the Salarian STG Trooper wields increases by 1.
Cost: 3 biotic points

SPECIAL FEATURES

Negative Charisma: Weak Personality

EQUIPMENT
Grenades: 1 grenade
Armor: Explorer Light Armor (Visor +2 bonus to Spot and
Search checks; Chest Reduces Hazardous level by 1; Legs
+5 ft to base speed)
Stim-Pack: Mind Focusing Drugs (+1 Attack bonus)
Omni-Tool

ASARI TROOPER

CR 1/2

Throw rank 1
Fortitude Save DC: 16
Thrown Distance: 10 ft
Damage: 2d6

Cost: 1 biotic point


Cooldown: 2 actions

Warp Ammo rank 1


Damage Bonus: +1
Damage Bonus vs. flying: +1
Damage Bonus vs. Barrier: +1
Overkill rank 3
Times per Encounter: 1
Recoil Penalty: halved

Duration: 3 actions
Cooldown: 3 actions

GENERAL STATISTICS

Str: 13 Dex: 15 Con: 14 Int: 10 Wis: 12 Cha: 10


Feats: Weapon Focus (assault rifle), Extra Biotics, Fleet
Class: Asari Huntress lvl 3
Skills: Balance +5, Biotics +7, Climb +2, Diplomacy +4,
Jump +1, Knowledge (tactics) +6, Listen +6, Spot +6
Organization: Solitary, pair or squad (3 10)
Advancement: by class. However, those that do
advance generally gain new ranks in the military.
DEFENSE STATISTICS
A Sergeant, for example, should have 5 HD. A
Defense: 13 (+3 Dex), touch 13, flat-footed 10
Lieutenant 7 HD. A Captain 9 HD. A Major 11 HD. A
Shield HP: 15
Shield HP DR: 1
Colonel 13 HD. A General 15 HD. Better gear also
HP: 17 (3d8)
HP DR: 2
comes with higher ranks
Resistances: +25% chance of negating critical hits and sneak attacks
Morality: Paragon +10, Renegade +10
(from Scorpion Light Armor)
Ability Points: 13
Fortitude: +5 (only +1 vs. environmental effects)
Reflex: +10 (only +6 vs. environmental effects)
Will: +2
XP 150
Medium organic (asari)
Senses: Listen +6, Spot +
Initiative: +36
Speed: 25 ft

Chapter 9: NPCs and Enemies

380

EQUIPMENT
Armor: Scorpion Light Armor (+25% chance of
negating critical hits and sneak attacks)
Stim-Pack: Mind Focusing Drugs (+1 Attack bonus)
Omni-Tool
UA-1 Biotic Amp

KROGAN CLAN WARRIOR


CR 1
XP 300
Medium organic (krogan)
Senses: Listen +3, Spot +4
Initiative: +2
Speed: 30 ft

Class: Soldier lvl 4

DEFENSE STATISTICS

Blast Radius: Adjacent creatures


Damage Dealt: Critical damage +1d6

GENERAL STATISTICS
Str: 14 Dex: 14 Con: 14 Int: 10 Wis: 12 Cha: 7
Feats: Weapon Focus (shotgun), Improved Regeneration, Greater
Bashing, Point Blank Shot (from Unique Specialization)
Skills: Balance +4, Diplomacy -5, Intimidate +6, Jump +6, Listen +3,
Repair +2, Spot +4, Tumble +3
Organization: Solitary, pair or squad (2 5)
Advancement: by class. However, those that do advance
generally gain new ranks in the clan. A squad leader,
for example, should have 7 HD. A Commander 10 HD.
A War Leader 13 HD. A Clan Leader 16 HD. Better gear
also comes with higher ranks
Morality: Paragon +0, Renegade +20
Ability Points: 12

Defense: 12 (+2 Dex), touch 12, flat-footed 10


Shield HP: 15 Shield HP DR: 0
Plating HP: 16 (Con 14+1/2 HD) Plating HP DR: 0
HP: 34 (4d10+8) HP DR: 1
Regenerative Abilities: regeneration 3
Resistances: +25% chance of negating critical hits
and sneak attacks (from Scorpion Light
Armor); +5 bonus on all saves against
temperature effects, radiation and
poisons
Fortitude: +10 (only +6 vs environmental
effects)
Reflex: +7 (only +3 vs environmental effects)
Will: +2

OFFENSE STATISTICS
Base Attack/Grapple: +4/+6
Space/Reach: 5 ft/5 ft
Weapon: M-23 Katana (SA 1, R -4, ammo 5, 20 ft)
One-Shot: +7
Double-Tap: +3
Auto-Fire 1st action: +3
Auto-Fire 2nd action: -1
Full-Auto Fire 1st action: N/A
Full-Auto Fire 2nd action: N/A
Full-Auto Fire 3rd action: N/A
Critical: 20/3
Damage: 2d6; +1d6 extra vs. targets within range; within range,
creatures adjacent to target must make Ref save (DC equals
attack roll) or take 1/2 damage dealt.

POWER STATISTICS
Disruptor Ammo rank 3
Damage Bonus: +2
Stun Duration: 1 action
Fortitude Save DC: 12 + 1 per successful shot of current action
Carnage rank 3
Times per Encounter: 1

381

Cooldown: 3 actions

SPECIAL ABILITIES
Krogan Charge: When the Krogan Clan
Warrior charges, he deals an extra 1d8+4
points of damage with the melee attack
Shield Boost: 2/encounter, the Krogan
Clan Warrior can spend 1 action to
regenerate 14 points of the armors Shields.
This ability has a cooldown of 10 actions.

SPECIAL FEATURES
Negative Charisma: Ugly
Redundant Systems: When victim of a critical
hit, Krogan Clan Warriors take a penalty of -2
Intelligence, Wisdom and Charisma and must
make a Will save DC 15 every minute or enter
in a rage called Blood Haze where he sees
everyone as hostile. During that rage, he gains
+2 bonus to Str and Constitution. This lasts for
1 hour. Cumulative critical hits do not result in
a cumulative penalty.

EQUIPMENT
Stim-Pack: Mind Focusing Drugs (+1 Attack
bonus)
Grenades: 3 grenades
Armor: Scorpion Light Armor (+25% chance
of negating critical hits and sneak attacks)
Omni-Tool

QUARIAN MARINE
XP 150
Medium organic (quarian)
Class: Soldier lvl 3
Senses: Listen +3, Spot +3
Initiative: +3
Speed: 30 ft

CR 1/2

Range: 60 ft

Chapter 9: NPCs and Enemies

DEFENSE STATISTICS

EQUIPMENT

Defense: 13 (+3 Dex), touch 13, flat-footed 10


Shield HP: 15 Shield HP DR: 0
HP: 24 (3d10+3) HP DR: 1
Resistances: +25% chance of negating critical hits
and sneak attacks (from Scorpion Light Armor)
Fortitude: +8 (only +4 vs. environmental effects)
Reflex: +8 (only +4 vs. environmental effects)
Will: +2

Grenades: 1 grenade
Armor: Scorpion Light Armor (+25% chance of negating critical hits
and sneak attacks)
Stim-Pack: Mind Focusing Drugs (+1 Attack bonus)
Omni-Tool
First-Aid Dispenser: 3 Medi-Gel Kits

OFFENSE STATISTICS
Base Attack/Grapple: +3/+4
Space/Reach: 5 ft/5 ft
Weapon: M-8 Avenger (A 4, R -3, ammo 40, 60 ft)
One-Shot: +7
Double-Tap: +4
Auto-Fire 1st action: +4
Auto-Fire 2nd action: +1
Full-Auto Fire 1st action: +4
Full-Auto Fire 2nd action: +1
Full-Auto Fire 3rd action: -2
Critical: 20/2
Damage: 1d4

QUARIAN ENGINEER

XP 150
Medium organic (quarian) Class: Quarian Machinist lvl 3
Senses: Listen +1, Spot +1
Initiative: +7
Speed: 20 ft

DEFENSE STATISTICS
Defense: 13 (+3 Dex), touch 13, flat-footed 10
Shield HP: 31 Shield HP DR: 0
HP: 13 (3d6) HP DR: 0
Fortitude: +5 (only +1 vs. environmental effects)
Reflex: +8 (only +4 vs. environmental effects)
Will: +4

POWER STATISTICS

OFFENSE STATISTICS

Disruptor Ammo rank 1


Damage Bonus: +1
Stun Duration: 1 action
Fortitude Save DC: 10 + 1 per successful shot of current action

Base Attack/Grapple: +3/+4


Space/Reach: 5 ft/5 ft

Shrapnel Grenade rank 1


Damage: 4d6
Radius: 20 ft
Overkill rank 3
Times per Encounter: 1
Recoil Penalty: halved

Duration: 3 actions
Cooldown: 3 actions

GENERAL STATISTICS

CR 1/2

Weapon: M-3 Predator (SA 2, R -2, ammo 15, 30 ft)


One-Shot: +4
Double-Tap: +2
Auto-Fire 1st action: +2
Auto-Fire 2nd action: +0
Full-Auto Fire 1st action: N/A
Full-Auto Fire 2nd action: N/A
Full-Auto Fire 3rd action: N/A
Critical: 20/2
Damage: 1d6

Str: 12 Dex: 16 Con: 12 Int: 14 Wis: 12 Cha: 10


Feats: Weapon Focus (assault rifle), Point Blank Shot, Precise
Shooting
POWER STATISTICS
Skills: Balance +5, Electronics +5, First Aid +6, Jump +6,
Knowledge (tactics) +4, Listen +3, Pilotin +4, Repair +6, Spot Tech Points: 12
+3, Tumble +5
Overload rank 1
Organization: Solitary, pair or squad (3 8)
Damage to Shields/Synthetics: 2d6
Advancement: by class. However, those that do advance generally
Stun Duration: 1 action
gain new ranks in the military. A Sergeant, for example, should Damage to Organics: 1d6
Will Save DC: 15
have 5 HD. A Lieutenant 7 HD. A Captain 9 HD. A Major 11 HD.
Cooldown: 3 actions
Cost: 1 tech point
A Colonel 13 HD. A General 15 HD. Better gear also comes with
Incinerate rank 2
higher ranks
Damage: 2d6 +1d6 per action in flames
Morality: Paragon +15, Renegade +5
Damage to Plating: +50%
Ability Points: 13
Cooldown: 3 actions
Cost: 2 tech points

SPECIAL ABILITIES
Shield Boost: 2/encounter, the Quarian Soldier can spend 1 action to
regenerate 13 points of the armors Shields.
This ability has a cooldown of 10 actions.

Chapter 9: NPCs and Enemies

Sabotage rank 1
Will Save DC: 16
Cooldown: 4 actions

Duration: 1 actions
Cost: 2 tech points

382

Defense Drone rank 1


Drone Attack Range: 15 ft
Drone Attack Modifier: +6
Drone Attack Damage: 1d6
Combat Drone rank 1
Drone Defense: 10
Drone Shield HP: 20
Drone Damage: 2d6
Cooldown: 4 actions
Disruptor rank 1
Will Save DC: 16
Duration: 3 actions
Cooldown: 7 actions

Cost: 2 tech points


Duration: 10 actions
Cooldown: 2 actions

the queen was spared during the events of ME1. They can also be used
in campaigns set during the Rachni Wars.

Drone Attack: +6
Attack Range: 20 ft
Cost: 2 Tech points

The rachni are a territorial race, determined to remain isolated from the
rest of the galaxy. They normally inhabit extremely hazardous worlds,
able to survive environments that would kill most sentient species.
Should their territory be invaded on purpose or even by accident,
they respond with swift and brutal force.

Radius: 10 ft
Daze Duration: 1 action
Cost: 3 tech points

Disruptor Ammo rank 1


Damage Bonus: +1
Stun Duration: 1 action
Fortitude Save DC: 10 + 1 per successful shot of current
action

However, many make the mistake of underestimating the rachni as


mindless animals when in fact the rachni are an extremely intelligent
sentient species. The rachni achieved space flight and a form of
cryogenic suspension, developed weapons and carved out a huge
swathe of galactic territory. Far from being treated as disposable
resources of the hive, rachni soldiers are carefully nurtured as part
of the group.

The queens are the leaders of the rachni hive mind. Their ways of
perception, thinking and communications seem to be different
from that of other races, and based upon a synesthetic perception
of sound as both sound and color. Rachni communication is
geared towards frequencies beyond normal sonic range, and
GENERAL STATISTICS
also makes use of a form of mind-to-mind information transfer
Str: 10 Dex: 16 Con: 10 Int: 16 Wis: 12 Cha: 12
- telepathy. They regard speech and thought as forms of music,
Feats: Extra Tech Training (Overload), Extra Tech Training
as shown by the strange metaphors used when attempting to
(Disruptor), Improved Initiative
communicate, for example, songs the color of oily shadow.
Skills: Damping +11, Decryption +11, Electronics +15,
The speech patterns used by them in such occasions are also
First Aid +6, Hacking +11, Knowledge (physics) +8,
unusual; When we speak, one moves all. They refer to their
Knowledge (technology) +9, Repair +15, Search +8;
manner of communication as singing, which soothes and
Check penalty: -3 (from Medium Load)
nurtures their young, and this appears to colour their entire
Organization: Solitary, pair or squad (3 8)
psychology - for example, the rachni speak of death as the
Advancement: by class. However, those that do advance
great silence, and refer to their homeworld as the singing
generally gain new ranks in the military. A Sergeant, for
planet. The rachni ability to genetically share knowledge
example, should have 5 HD. A Lieutenant 7 HD. A Captain
across generations makes queens a vast repository of
9 HD. A Major 11 HD. A Colonel 13 HD. A General 15 HD.
information.
Better gear also comes with higher ranks
Rachni are all organic and possess the following general
Morality: Paragon +15, Renegade +5
rules:
Ability Points: 13
Medium BAB

SPECIAL ABILITIES
Shield Boost: 2/encounter, the Quarian Engineer can spend 1
action to regenerate 13 points of the armors Shields.
This ability has a cooldown of 10 actions.

EQUIPMENT
Armor: Quarian Service Vest (+2 bonus to Repair, Electronics,
Decryption, Damping and Hacking checks)
First-Aid Dispenser: 3 Medi-Gel Kits
Omni-Tool

Good Fortitude save. Bad Reflex and Will saves.


Skills and Feats: Rachni gain feats normally, as well as skill
points. Their class skills are: Balance, Climb, Hide, Jump,
Listen, Move Silently, Search, Spot, Survival and Swim.
They gain 2 skill points per level plus their Intelligence
modifier (minimum of 1). At 1st HD, the gain 4 times
the number of Skill Points (minimum of 4)

Telepathic Link: If individual rachni are born and


raised normally in the presence of the queen, they
establish the telepathic connection to her and learn
the ways of their society. This ability, coupled with
their form of communication, allows them to easily
speak with each other over distances up to 1 mile. If
cut off from the queen at birth, they become no more
than mindless territorial creatures controlled merely
by instinct (their Intelligence score drops to 2).
Though extinct ever since the rachni wars, the events of ME1 and ME3
may allow this race ro resurface. The following rachni creatures can be
No morality scores.
used as enemies, mindless and instinct-driven rachni separated from
No equipment
their psychic connection with the queen but only in campaigns where

Rachni

383

Chapter 9: NPCs and Enemies

Rachni Worker
Rachni Workers are tiny green rachni (similar to
aphids) which usually act as a first wave for Rachni
Soldiers. Acting in swarms, they rush up to the squad
and explode in suicide attacks, causing heavy toxic
damage which ignores shields. Rachni Workers are
encounted in a few places in the galaxy. Given their
name, they likely fill the niche occupied by workers in
other hive species, tending to the needs of the queen.

RACHNI WORKER

CR 1/8

XP 37
Tiny organic (rachni)
Senses: Listen +2, Spot +2, Telepathic Link
Initiative: +2
Speed: 15 ft, climb 15 ft

dealing the damage to the passing creature.


The workers suicide attack deals an initial toxic damage and a lingering
one for a short duration. This damage automatically bypasses Shield
HP. In addition, the acid negates any form of regeneration the
creature might have. If the affected creature is healed, the lingering
damage stops.

Rachni Soldier
Rachni Soldiers are slower, but much larger creatures than Rachni
Workers, with thin tentacles ending in little pods. These tentacles are
used to impale enemies - the rachni can use weapons but prefer to
use these tentacles to impale their victims. They can also spit acid,
causing heavy toxic damage. Rachni Soldiers are cunning and like
to ambush their enemies. They are most at home in vents and
tunnels

DEFENSE STATISTICS
Defense: 14 (+2 Dex,+2 size), touch 14, flat-footed 12
HP: 3 (1d8-5)
HP DR: 0
Immunities: poison, disease, fear effects, mind control,
pain effects
Fortitude: +2 Reflex: +2 Will: +0

OFFENSE STATISTICS
Base Attack/Grapple: +0/-11
Space/Reach: 2,5 ft/0 ft
Weapon: Suicide Attack
Damage: 1d4 + 1 per additional
action for 6 actions

GENERAL STATISTICS
Str: 4 Dex: 14 Con: 1 Int: 1
Wis: 10 Cha: 1
Feats: Skills: Climb +10, Listen
+2, Spot +2
Organization: Solitary,
pair, pack (3 20) or
horde (10 100)
Advancement: Workers have no advancement
Morality: Paragon +0, Renegade +0

SPECIAL ABILITIES

RACHNI SOLDIER

CR 2

XP 600
Large organic (rachni)
Senses: Listen +9, Spot +9, Telepathic Link
Initiative: +7
Speed: 30 ft, climb 30 ft

DEFENSE STATISTICS
Defense: 12 (+3 Dex, -1 size),
touch 12, flat-footed 9
HP: 41 (5d8+10+5)
HP DR: 0
Immunities: poison,
disease, fear effects,
mind control, pain effects
Fortitude: +6 Reflex: +4
Will: +1

OFFENSE STATISTICS
Base Attack/Grapple: +3/+10
Space/Reach: 10 ft/10 ft
Weapon: Tentacles
Melee Attack: +7 Critical: 20/2
Damage: 1d8+3
Weapon: Acid Spit
Melee Attack: +6 Range: 60 ft
Critical: 20/2
Damage: 1d8 + 2 per action for 6 actions

Quadrupled creature
Suicide Attack: Rachni workers have one purpose: to damage
GENERAL STATISTICS
the enemy by moving close and exploding. Due to their size
Str: 16 Dex: 16 Con: 14 Int: 10 Wis: 14 Cha: 2
they can move to the space occupied by an enemy creature,
either by moving or jumping to that square. Doing so does not Feats: Weapon Focus (tentacle), Weapon Focus (acid
spit), Improved Initiative, Toughness, AlertnessB
provoke AoO and automatically causes them to explode, dealing
the damage listed above to anyone in that square and to creatures Skills: Climb +11, Listen +9, Spot +9, Survival +6
Organization: Solitary, pair or pack (3 10)
adjacent to that square.
Advancement: 6 10 (Large)
Any character can also move through a square occupied by one or
more workers but doing so causes them to automatically explode Morality: Paragon +0, Renegade +0

Chapter 9: NPCs and Enemies

384

Cooldown: 3 actions

SPECIAL ABILITIES

Warp rank 2
Quadrupled creature
Damage: 2d6
Acid Spit: This attack deals an initial toxic damage
Detonation Radius: 5 ft
and a lingering one for a short duration.
This damage automatically bypasses Shield
HP. In addition, the acid negates any form of
Stasis rank 2
regeneration the creature might have. If the
Duration: 3 actions
affected creature is healed, the lingering damage
Stasis Strength: 20
stops.

Range: 60 ft
Cooldown: 2 actions

Cooldown: 3 actions

GENERAL STATISTICS

Rachni Brood Warrior


Rachni Brood Warriors are rachni who are much larger
and stronger than normal Rachni Soldiers. They are
the elder males of the hive that usually mate with the
queen. According to historical information, it is said that
they only attack when the hive is particularly strained for
warriors. The Brood Warrior has abilities comparable to a
standard Rachni Soldier, although its attacks inflict more
damage. It is also unique among rachni in that it possesses
some biotic abilities.

RACHNI BROOD WARRIOR


CR 6
XP 2.400
Large organic (rachni)
Senses: Listen +17, Spot +17, Telepathic Link
Initiative: +7
Speed: 40 ft, climb 40 ft

Str: 20 Dex: 16 Con: 16 Int: 14 Wis: 14 Cha: 2


Feats: Weapon Focus (tentacle), Weapon Focus (acid spit),
Improved Initiative, Improved Critical (tentacle), Toughness, Run,
AlertnessB
Skills: Climb +11, Listen +17, Search +14, Spot +17, Survival +14
Organization: Solitary or pair
Advancement: 10 20 (Large)
Morality: Paragon +0, Renegade +0

SPECIAL ABILITIES
Quadrupled creature
Acid Spit: This attack deals an initial toxic damage and a
lingering one for a short duration. This damage automatically
bypasses Shield HP. In addition, the acid negates any form
of regeneration the creature might have. If the affected
creature is healed, the lingering damage stops.
Biotic Affinity: Rachni Brood Warriors can use biotic powers
without the need to spend biotic points. All other rules
apply as normal.

DEFENSE STATISTICS
Defense: 12 (+3 Dex, -1 size), touch 12, flat-footed 11
HP: 80 (9d8+27+9)
HP DR: 1
Immunities: poison, disease, fear effects, mind control, pain
effects
Fortitude: +9 Reflex: +6 Will: +5

OFFENSE STATISTICS
Base Attack/Grapple: +6/+15
Space/Reach: 10 ft/10 ft

Medium BAB
Good Fortitude save. Bad Reflex and Will saves.

Weapon: Acid Spit


Melee Attack: +8
Range: 60 ft
Critical: 20/2
Damage: 2d6 + 3 per action for 6 actions

POWER STATISTICS

385

In the Milky Way galaxy exist several non-sapient life-forms


that can be a threat to anyone that wanders into their lairs
and terrains. Some of them can be more deadly than an
entire mercenary squad.
These creatures are all organic and possess the following
general rules:

Weapon: Tentacles
Melee Attack: +12
Critical: 19-20/2
Damage: 2d6+5

Barrier rank 1
Damage Reduction: 1
Speed Penalty: 10 ft

Alien Creatures

Detonation Damage: 1d6


Detonation Radius: 10 ft

Skills and Feats: These creature gain feats normally,


as well as skill points. Their class skills are: Balance,
Climb, Hide, Jump, Listen, Move Silently, Search, Spot,
Survival and Swim. They gain 2 skill points per level
plus their Intelligence modifier (minimum of 1). At
1st HD, the gain 4 times the number of Skill Points
(minimum of 4)
Low Intelligence score. Intelligence is the one thing
separating these creatures from the sapient ones.
Thus their Intelligence score never goes higher than
4.

Chapter 9: NPCs and Enemies

No morality scores.
No equipment

Varren
Varren are omnivores with a preference for living
prey. Originally native to the krogan homeworld of
Tuchanka, they are like most life from Tuchanka
savage, clannish, and consummate survivors. They
are pack hunters when vulnerable prey is readily
available and become scavengers when
outnumbered
or
outclassed.
Their supreme adaptability,
vicious demeanor and rapid
breeding cycle have made
them
ubiquitous
and
dangerous
pests on many
worlds. Virtually
everywhere the
krogan have been,
varren infestations
have
followed,
wreaking havoc with
the native ecology.

Melee Attack: +4
Critical: 19-20/2
Damage: 1d6+3

GENERAL STATISTICS
Str: 16 Dex: 14 Con: 15 Int: 2 Wis: 14 Cha: 6
Feats: Track, Weapon Focus (bite), AlertnessB
Skills: Jump +11, Listen +5, Move Silently +4, Spot + 5, Survival + 5
Organization: Solitary, pair or pack (5 30)
Advancement: 3 4 HD (Medium); 5 8 HD (Large). Large varren are
usually known as Alpha varren, and a pack rarely possesses more
than half a dozen of these.
Morality: Paragon +0, Renegade +0

The krogan have had a love-hate


relationship with varren for
millennia, alternately fighting them
for territory and embracing them
as treasured companions. To this day,
krogan and some other species, including batarians raise
them as beasts of war. A common subgenus of varren has
metallic silver scales, leading to the rather unusual nickname
fishdogs.

VARREN CR 1
XP 300
Medium organic
Senses: Listen +5, Spot +5, Scent
Initiative: +2
Speed: 50 ft

SPECIAL ABILITIES
Quadrupled creature

Klixen
The klixen are an
insectoid
species
resembling crabs or beetles. They
bear a resemblance to the rachni but
are clearly a different species. Klixen
are usually if not always found
with larger flying creatures called
harvesters. Klixen do not appear
to use weapons, and are likely not
sentient. They have fire breathing capabilities and explode
violently when killed, causing splash damage.

KLIXEN
XP 1.200
Large organic
Senses: Listen +8, Spot +8
Initiative: +6
Speed: 20 ft, climb 20 ft

DEFENSE STATISTICS
Defense: 12 (+2 Dex), touch 12, flat-footed 10
Plating HP: 15 (Con score)
Plating HP DR: 2 (Con modifier)
HP: 16 (2d8+4)
HP DR: 0
Resistances: +3 bonus on all saves against temperature, radiation,
and poison
Fortitude: +4 Reflex: +2 Will: +2

OFFENSE STATISTICS
Base Attack/Grapple: +1/+3
Space/Reach: 5 ft/5 ft

CR 4

DEFENSE STATISTICS
Defense: 11 (+2 Dex, -1 size), touch 11, flat-footed 9
Plating HP: 35 (HD 5)
Plating HP DR: 0
HP: 56 (7d8+14+7)
HP DR: 0
Resistances: +5 bonus on all saves vs fire-based effects,
reduce damage from fire-based effects by 1.
Immunities: poison, disease, fear effects, mind control,
pain effects
Fortitude: +6 Reflex: +4 Will: +1

OFFENSE STATISTICS
Base Attack/Grapple: +5/+12
Space/Reach: 10 ft/10 ft
Weapon: None

Weapon: Bite

Chapter 9: NPCs and Enemies

386

GENERAL STATISTICS
Str: 16 Dex: 14 Con: 14 Int: 2 Wis: 12 Cha: 2
Feats: Improved Initiative, Toughness, Greater
Fortitude , Lightning Reflexes, Alertness
Skills: Climb +11, Listen +9, Spot +9
Organization: Solitary, pair or pack (3 8)
Advancement: 8 15 (Large)
Morality: Paragon +0, Renegade +0

consist of spitting a powerful, viscous acid that splashes on contact,


burrowing up from beneath their prey, and smashing their targets
with their claws in close range while emitting infra sound. Due to
the overwhelming, direct physical nature of their attacks shields are
completely ineffective at mitigating any damage that is taken.

THRESHER MAW CR 12

XP 19.000
Gargantuan organic
SPECIAL ABILITIES
Senses: Listen +3, Spot +3, Tremoresense 200 ft
Initiative: +4
Quadrupled creature
Speed: 0 ft, burrow 50 ft
Fire Breath: A Klixen can, at will, breathe a 15-ft cone
of fire that deals 3d6 points of fire damage (1d6 per 2
DEFENSE STATISTICS
HD). Anyone in the area must also make a Reflex save
DC 15 (10 + 1/2 HD + Con modifier) or catches fire
Defense: 7 (-3 size), touch 7, flat-footed 7
taking 1d6 points of damage per action.
Plating HP: 105 (Half normal HP)
Post-Mortem Explosion: Once a Klixen is killed, it
Plating DR: 2 (HD divided by 9)
explodes dealing 7d4 points of damage (1d4 per HD)
HP: 105 (1/2 18d10+108)
to all up 10 feet away from him. This if a fire-based
HP DR: 4 (twice Plating DR)
effect.
Resistances: +15 bonus on all saves against temperature and
If the Klixen is killed while being frozen, he doesnt
radiation
immediately explode. He must first thaw, a process
Fortitude: +19 Reflex: +8 Will: +8
taking 1 action, then he explodes.

OFFENSE STATISTICS

Thresher Maw
Thresher Maws are subterranean carnivores that spend their
entire lives eating or searching for something to eat. They are
enormous, violent creatures that burst up from the ground
without warning when disturbed.
They reproduce via spores that can lie dormant for millennia
and are robust enough to survive prolonged periods in deep
space and atmospheric re-entry. As a result, thresher maw
spores appear on many worlds, spread by previous generations
of space travelers.

Base Attack/Grapple: +13/+38


Space/Reach: 25 ft/50 ft
Weapon: Massive Claw
Melee Attack: +23
Critical: 19-20/2
Damage: 6d8+26
Weapon: Acid Spit
Melee Attack: +14
Range: 180 ft
Critical: 20/2
Damage: 4d12+6

Thresher maws are solitary creatures; two or three at most can


be found on a single planet. They live alone in nests spanning GENERAL STATISTICS
Str: 36 Dex: 10 Con: 22 Int: 2 Wis: 11 Cha: 11
large areas underground. They can grow in excess of 30 metres
Feats: Weapon Focus (acid spit), Iron Will, Improved
tall above the ground, with a body nearly twice that size beneath
Initiative, Weapon Focus (massive claw), Lightning
the surface. The body of an adult thresher maw never entirely
Reflexes, Greater Fortitude , Greater Bashing
leaves the ground; only the head and tentacles erupt from the
Skills: Jump +26, Listen +3, Spot + 3, Survival + 7
ground to attack.
Organization: Solitary
Aggressive and highly territorial, thresher maws feed by absorbing
Advancement: 19 32 HD (Gargantuan); 33 60 HD
significant quantities of solar radiation and survive best on
(Colossal)
planets, asteroids or moons with little or no atmosphere. They also
Morality: Paragon +0, Renegade +0
consume minerals and ores from the ground itself for use in an
unusual form of photosynthesis. This metabolic process, utilizing
SPECIAL ABILITIES
solar radiation and minerals as raw materials, creates the fuel that
powers their various biological processes and allows them to move Tremorsense: A Thresher Maw is sensitive to
vibrations in the ground and can automatically
their significant mass with surprising speed.
pinpoint the location of anything that is in contact
Due to their size, and their burrowing method of movement, thresher
with the ground within 200 ft.
maws are mostly immobile above ground, but can move at incredible
Ambush: A Thresher Maw that is burrowed and
velocities through subterranean environments. They can absorb a
positioned beneath the target of this ability can,
tremendous amount of damage and are very hard to kill. Their attacks

387

Chapter 9: NPCs and Enemies

as a full round action, burst from the ground


dealing 2d8 points of melee damage to any and
all entities occupying the space the surfaced
XP 4.800
portion of the Maw will occupy.
Gargantuan organic
In addition, anything occupying this area is moved to
Senses: Listen +15, Spot +15
the nearest vacant square. If no adjacent squares
Initiative: +0
are available the entity (creature or object) suffers
Speed: 10 ft, fly 40 ft
an additional 1d6 points of damage for every 5
feet that must be traveled to find a vacant square.
DEFENSE STATISTICS
All effected creatures who are able to move, can
Defense: 7 (+1 Dex, -4 size), touch 7, flat-footed 6
make a DC 15 Reflex save to half the initial damage,
Plating HP: 55 (2 Con mod + 15)
Plating HP DR: 1
but not damage incurred by being moved through
HP: 146 (15d8+75)
HP DR: 0
an occupied square.
Immunities: poison, disease, fear effects, mind control
Acid Spit: Thresher Maws are capable of projecting an
Fortitude: +16 Reflex: +8 Will: +9
acid glob at distant targets. This is attack afftects a 10
ft square area. In addition, this attack is rather slow
OFFENSE STATISTICS
moving, with the acid travelling at 60 ft per action (it
Base Attack/Grapple: +11/+36
moves during the maws turn) and the target gains
Space/Reach: 15 ft/10 ft
double movement bonus to Defense.
Massive Claw: A thresher maws massive claw attack has Weapon: Bite
Melee Attack: +20
such power that it automatically bypasses Shield HP
Critical: 19-20/2
dealing damage to existing Plating HP or to normal
Damage: 4d6+26
HP. In addition, if the attack deals enough damage
to remove the existing Plating HP of the target, the
remaining damage of the claw (if any) is also dealt GENERAL STATISTICS
to normal HP (example: if the maw deals 30 points
Str: 36 Dex: 12 Con: 20 Int: 4 Wis: 14 Cha: 6
of damage to a character with just 15 Plating HP, that
Feats: Lightning Reflexes, Iron Will, Greater Fortitude ,
character loses his Plating HP and also takes 15 points of
Improved Initiative, Alertness, Greater Bashing, Skill Focus
damage to his normal HP).
(Listen), Skill Focus (Spot), Improved Plating
Burrowing: Thresher Maws are nearly immobile above
Skills: Listen +15, Spot +15
ground so prefer to attack unsuspecting targets from
Organization: Solitary or pair
below by utilizing their high burrow speed (they also use
Advancement: Harversters advance by gaining new HD, as
that speed to determine the bonus to Jump checks, since
normal. They possess Medium BAB, good Fortitude save
every time they need to jump they start the movement
and bad Will and Reflex saves. They gain feats normally
while underground).
but not skill points. Also, each 3 HD provides one
Even after surfacing to engage and enemy they rarely surface
additional stat point.
entirely, preferring instead to leave approximately two-thirds
Morality: Paragon +0, Renegade +0
of their total length underground. Because of this, thresher
maws cannot be moved by any power or ability created by a SPECIAL FEATURES
creature two or more sizes smaller than the maw.
Quadrupled creature
The statistics above are for a partially surfaced Maw.
Klixen Drop: Harvesters drop klixen to deal with
Maws require only 1 action to return to underground but require
intruders. They can drop 2 at a time. The harvester
a full-round to exit it.
must land in order to drop the klixen.

HARVERSTER CR 8

Harvester

Other Races

Harvesters are huge creatures that inhabit several worlds


throughout the galaxy. Harvesters are intimidating creatures,
being nearly a third of the size of a Thresher Maw and highly
In the races chapter was presented several different
aggressive. Their primary means of attack appears to be flying low
races a player can choose from. Though the majority,
and dropping klixen. This could mean that harvesters either birth
they arent, by far, the only ones that exist in the Mass
klixen or simply pick them up and relocate them. Either way suggests
Effect universe. The following pages present several
a rather fiendish intelligence; the harvesters are smart enough to use
other races that are part of the Mass Effect universe.
klixen both as shock troops and, failing that, mobile ordnance.
These races are not playable races due to their
limitations, either social limitations or biologic

Chapter 9: NPCs and Enemies

388

limitations but nevertheless they are an important


part and may be used as NPCs by the GM.

Hanar
The hanar are a species resembling Earths jellyfish
and are one of the few non-bipedal Citadel races.
Hanar are known for their intense politeness
when speaking, and their strong religious
beliefs regarding the Protheans, whom
they refer to as the Enkindlers.
Biology: The hanar stand slightly taller
than a human, although most of their
height is in their long tentacles which have
three fingers at the base. The invertebrate,
water-native hanar cannot support their own
weight in normal gravity. When interacting with
mainstream galactic society, they rely on contragravitic levitation packs that use mass effect fields.
Their limbs can grip tightly, but are not strong
enough to lift more than a few hundred grams each.
Hanar also possess the ability to secrete natural
toxins.
Despite evolving in water, hanar also appear able to
breathe air, or use technological means to enable
this.

to translate (though many drell apply genetic modification to their


eyes in order to perceive higher frequency flashes which allows them
to understand the hanar) and speak with scrupulous precision and
extreme politeness. Most hanar take offense at improper language,
and must take special courses to unlearn this tendency if they expect
to deal with other species.
The hanar have two names, a face name and a soul
name. The face name is used as a general label for
use by strangers and acquaintances. The soul
name is kept for use among close friends
and relations, and tends to be poetic.
For example, a hanar known for its
cynicism may take a name that means
Illuminates the Folly of the Dancers.
That said, hanar are extremely polite,
almost to a fault. They never refer to
themselves in the first person with
someone they know on a face name
basis: to do so is considered egotistical. Instead
they refer to themselves as this one, or the
impersonal it. It is only around those who know
their soul name that they would ever consider
using the first person. Even when flustered or
angry, a hanar will still maintain exquisite poise,
and will remain formal even with those it wishes
dead.

Culture: The hanar homeworld, Kahje, has 90%


ocean cover and orbits an energetic white star,
resulting in a permanent blanket of clouds. Due
to the presence of Prothean ruins on Kahje,
the hanar have developed a religion centered
on the ancient species, calling them the
Enkindlers. Hanar myths often speak of
them as an elder race that uplifted and
civilized them by teaching them language.
Several hundred years ago, the hanar
made contact with the drell on their
nearby homeworld of Rakhana. Drell
society was quickly collapsing due
to overpopulation and warring over
scarce resources, so the hanar rescued
several hundred thousand drell and
brought them to Kahje, where they
integrated into hanar society with the
remaining drell dying out. Now the drell serve
as a client race of the hanar, and although to outside observers the
relationship can be construed as a form of slavery, the reality is very
different. Drell have integrated with every level of hanar society,
and most consider it an honor to serve a hanar family in a tradition
referred to as the Compact. Many drell become unofficial members
of the family, and some even earn the privilege to learn their masters
soul names.
The hanar communicate using sophisticated patterns of
bioluminescence which other species need machine assistance

389

The hanar practice a religious holiday called


Nyahir or First Cresting Bloom which lasts a full
thirteen days and revolves around celebrating
the gift of speech, which they attribute to having
come from the Enkindlers. It is a mixture of
contemplation and competition, with the faithful
engaged in stylized debates, poetry duels, and
other traditional hanar art forms. The winners of
these events have their names inscribed in bioluminescence on the side of Mount Vassla, an
underwater volcano at the heart of one of the
oldest Prothean ruins on Kahje.
Economy: Few hanar are willing to deal with
other species. Economic contacts are limited
to a handful of trade stations on their borders.
Due to this self-imposed isolation and the
unique physiology of the race, their economy
is small and isolated from the rest of the galaxy.
Few standard technologies (designed for bipedal
and fingered species) are available in their space, and
they produce very few goods that are usable by others.
Possibly due to their physical frailty, the hanar employ
robo-miners to excavate valuable resources.
Government: The hanar government is known as the
Illuminated Primacy.
Galactic Relations: Other races sometimes see
the hanar as elitist because of their intolerance for
incorrect speech (and occasionally refer to them
derisively as jellies). The hanar themselves

Chapter 9: NPCs and Enemies

are known to become vocal if their religious rights


appear threatened in any way, which occasionally
causes clashes with other Citadel races.

In-Game Features:
The hanar are not a playable race due to their strong
limitations such as weak limbs (incapable of holding
a gun), speaking through the bioluminescence in
their bodies which prevents them from using armors
and mounted weapons, and a very slow speed out of
water.

Initiative: +0
Speed: 5 ft; Swim 50 ft

DEFENSE STATISTICS
Defense: 10 (+0 Dex), touch 10, flat-footed 10
Shield HP 0
Shield HP DR: 0
HP: 8 (1d8)
HP DR: 0
Fortitude: +0 Reflex: +0 Will: +4

When creating a hanar NPC, you as the GM do not need


to create it like any previous NPCs. Simply determine
how many HD and HP the hanar should have and give
him any additional feature you feel it should be present.
But keep in mind the following considerations:

OFFENSE STATISTICS
Base Attack/Grapple: +0/+6
Space/Reach: 5 ft/5 ft

GENERAL STATISTICS

Str: 10 Dex: 10 Con: 10 Int: 14 Wis: 14 Cha: 10


Feats: GMs choice
Skills: Balance +10, Bluff -2, Diplomacy -2, Intimidate -2, Listen +6,
Spot +6, Swim +11
Ability Scores: Hanar are not physically strong creatures,
Organization: GMs choice
but this doesnt mean their Strength, Dexterity and
Advancement: GMs choice
Constitution scores should be negative. If you are unsure
Morality: Paragon +0, Renegade +0
on a hanars physical ability scores, simply set them at 10.
Size: Despite their height, hanar are medium creatures.

SPECIAL ABILITIES

Class: Due to their limitations, hanar barely fit in any of


the existing classes, with the possible exception of the
engineer. It is also unknown whether or not hanar can use
biotic powers.

Natural Toxins: Type: poison, contact; Save: Fortitude DC 13;


Onset: 10 minutes; Frequency: 1/minute for 4 minute; Effect:
1d2 Con damage; Cure: 1 save

Skills: When determining the skill bonus of a hanar,


remember their major physical differences. Their way of
communicating, and extreme politeness, usually results on
The yahg are a sentient race of towering humanoids native to
a low modifier for social skills, such as Diplomacy. And their
the world of Parnack, known for their violent and aggressive
speed and movement mode makes it nearly impossible for
nature. Consummate predators, the yahg possess unrivaled
them to jump or climb. However, due to the technology they
perceptiveness and mental adaptability. Discovered by the
use to keep themselves from being crushed by their own
Citadel Council in 2125 CE, the yahg were unceremoniously
weight when in normal gravity, they are likely to succeed in
barred from interaction with Citadel space after massacring
most Balance checks.
the Councils delegation.
Speed: Out of water, a hanars speed is only 5 ft. In water,
Biology: The yahg evolved to fill the niche of apex
however, they possess Swim speed 50 ft.
predator on Parnack. Yahg have four pairs of eyes, each
Natural Swimmers: Swimming is the natural way of movement
pair designed to track and predict the movements of prey.
for hanar. As such, aside from the bonus provided by the Swim A keen sensitivity to movement and light allows the yahg
speed, the hanar also possess a bonus on swim checks equal to
to easily read the body language of any species, making
their HD.
it almost impossible to lie to a yahg.

Yagh

Strong Grip: Though weak, it is said the grip of a hanar is quite


strong. Whenever using a grapple maneuver, the hanar gains a +6
bonus on the check.

The yahg also possess a muscular, large body standing


over a krogan which provides considerable physical
strength and agility. They have scaly, partially armored
skin ranging from red to brown, a triangular mouth
Natural Toxins: Hanar can secrete natural toxins with a free action,
making direct skin contact dangerous for enemies of the hanar. adorned with sharp teeth, two large horns and facial
Use the normal rules for poisons (see the Environmental chapter) to markings on their heads. Their hands each have three
fingers which include a thumb, as well as three toes on
determine the effects of the toxins.
each foot.

HANAR

CR 1/8

XP 37
Medium organic (hanar)
Senses: Listen +6, Spot +6

Chapter 9: NPCs and Enemies

History: When Parnack was discovered by Citadel


Council surveyors in 2125 CE, the yahg were a prespaceflight civilization with technology equivalent
to that of 20th century Earth. A Council delegation

390

of ambassadors made first contact with the


DEFENSE STATISTICS
yahg and attempted to establish diplomatic
Defense: 11 (+2 Dex, -1 size), touch 11, flat-footed 9
relations. Unfortunately, the yahg perceived the
Shield HP 0
Shield HP DR: 0
ambassadors attitudes and behavior as equal
Plating HP: 18 (Con 16 + 1/2 HD)
Plating HP DR: 0
individuals instead of subordinates as a sign of
HP: 29 (3d8+9+3)
HP DR: 0
contempt, and attacked and massacred the entire
Fortitude: +8 Reflex: +3 Will: +0
delegation. Immediately following that incident, the
Citadel Council severed all contact with the yahg and
OFFENSE STATISTICS
declared Parnack off-limits. The Council maintains
Base Attack/Grapple: +3/+12
that the yahgs aggression and obsession with control
make them poorly suited to integrate with the galactic Space/Reach: 5 ft/5 ft
community.
Weapon: Unarmed strike
Melee Attack: +7
Culture: Yahg society is built around a pack mentality.
A group of yahg will not cooperate until a single Critical: 19-20/2
Damage: 1d4+10
leader has attained dominance through either social
maneuvering or brute force. Once the leader is
established, the defeated yahg do not hold a grudge and GENERAL STATISTICS
Str: 20 Dex: 14 Con: 16 Int: 8 Wis: 8 Cha: 6
former rivals serve their new superior loyally.
Feats: Greater Bashing, Toughness, Greater Fortitude
Skills: Listen -1, Sense Motive +7, Spot +6
In-Game Features:
Organization: GMs choice
The Yahg are not a playable race because the race is barred
Advancement: GMs choice
from the citadel space, and because of their extreme
Morality: Paragon +0, Renegade +20
aggressiveness Yahgs wont get along with anyone unless
they are in command (an attitude that in the Terminus
SPECIAL FEATURES
Systems results in death).
Negative Charisma: Ugly
When creating an Yahg NPC, you as the GM do not need to
create it like any previous NPCs. Simply determine how many
HD and HP the Yahg should have and give him any additional
feature you feel it should be present. But keep in mind the
following considerations:
Ability Scores: Yahg are extremely strong and agile. They
should have a bonus to Strength superior to that of a Krogan,
and at least a +2 bonus to Dexterity and Constitution. Their
mentality, however, imposes a penalty of at least -2 on
Intelligence and -4 on Wisdom and Charisma.

Keepers
The keepers are a bio-engineered, insectoid race found only
on the Citadel. They are completely docile and harmless,
and appear to exist for no other reason than to maintain the
Citadel and its systems.

The keepers are believed to have been created by the


Protheans to serve as caretakers of the station, and have
become essential to the Citadels operation. Very little is
Size: Yahg are Large-sized creatures.
known about them, as they do not communicate with
Class: Yahg do use biotics or not (or at least no case of such was other species, and it is against C-Sec regulations to
interfere with keeper activity.
reported). They are more fitted for warrior type classes.
Biology: Physically, the keepers resemble large aphids.
Little else is known about their biology, other than what
can be observed with the naked eye. Attempts to capture
Plating: Like krogans, Yahg possess Plating HP.
a keeper or take it into custody for study will cause the
Senses: Due to their enhanced sights, the Yahg gain a +8 bonus on creature to undergo a sudden self-destruct, with a form
of acid being released internally. The affected keeper
Sense Motive checks and a +4 bonus on Spot checks
literally melts into a puddle of proteins and minerals in
less than a minute, preventing any serious research.
Speed: Yahg are faster than most creatures. Their speed should
be at least 40 ft.

YAHG CR 1
XP 300
Medium organic (krogan)
Senses: Listen +0, Spot +6
Initiative: +2
Speed: 40 ft

391

Due to the fact the keepers persist in destroying


themselves when interfered with, they are nearly
impossible to scan or study. By Council law, it has
become illegal to interfere with the keepers on
penalty of imprisonment, because the Citadel
cannot be maintained without them. No matter
how many keepers die due to old age, violence,

Chapter 9: NPCs and Enemies

or accident, they maintain a constant number. No


one has discovered the source of new keepers,
but some hypothesize they are genetic constructs:
biological androids created somewhere deep in the
inaccessible core of the Citadel itself.

In-Game Features:
Keepers possess no in-game features. They avoid contact with any race
and a single shot kills them. If captured, they self-destruct harmlessly
to those around but causing instant death to them.

Keepers do not need in-game statistics. They have no social


Keepers are mute, at least to the perceptions of other
interactions and work in whatever pace is needed.
races. Some Citadel scientists believe the keepers
communicate between themselves with telepathic
images, but this is mainly scientific speculation. Their
inorganic components (specifically, the component
on the keepers back and its attached antenna) are
speculated to facilitate the coordination between the The Leviathans are an ancient aquatic race that dominated the
galaxy in the time before the Reapers. Proud and aloof, they regard
keepers and the Citadel.
themselves as the galaxys first and only apex race, and all other
History: The asari first encountered the keepers when
races are merely tools meant to serve them. With the advent of
they discovered the Citadel. When the first asari came
the Reapers, the Leviathans were forced into hiding to preserve
aboard, the keepers were already there, and quickly did
themselves, and were content to observe the Reapers harvests
everything in their power to assist the asari in settling
while surreptitiously erasing any evidence of their existence over
onto the station. Ever since, the keepers have gone about
the course of hundreds of millions of years.
the business of maintaining the Citadel in silence as they
have for centuries, apparently ever since the Protheans Biology: Like the Reapers that were designed after them, the
Leviathans are massive in size and possess a resemblance to
left.
Earth cuttlefish or squid. Two sets of three eyes are embedded
Origins: It is later revealed that the keepers, along with
symmetrically on the lower dorsal surface of the body. Several
the Citadel, predate the Protheans; they are, in fact, the key
tentacle-like appendages extend below the body and from the
to the Reaper genocide, which occurs when a civilization
sides. The Leviathans exterior is covered in bony, heavily ridged
is judged to be sufficiently advanced. The keepers were
plates. As Leviathans are aquatic, it is believed that they can
likely once a race that was either created, conquered, or
breathe oxygenated water and their bodies can withstand
indoctrinated by the Reapers, possibly even the first race
both the extreme pressure of ocean depths and the lesser
they enslaved. Whatever their origins, the main purpose of
pressure of coastal areas.
the keepers now is to maintain the Citadel in its attractive
state so that sentient organic life will settle there, and support The Leviathans possess the natural ability to influence
their habitation of the Citadel once they take possession of the behaviors of lesser-minded organisms to the point of
complete physical and mental control, an effect that is similar
the station, as they have for countless other races throughout
to indoctrination. They can use this ability to communicate
time.
with other beings in a manner similar to telepathy, as well
However, once an organic species has settled on the Citadel
as to turn them into thralls. The exact mechanics of this
and reached the required level of technological advancement,
ability are unknown, but it has been compared to the
the Reapers current vanguard, a single Reaper left behind to
rachnis theorized ability to communicate using an organic
monitor the situation, sends a signal to the keepers compelling
quantum entanglement communicator analogue that
them to activate the Citadel relay to dark space, and begin the
stimulates neural activity. Over-exertion of this mindprocess of genocide. The Protheans succeeded in altering this
control ability causes nosebleeds in humans, and in
reaction to the signal, though too late to save the Protheans
extreme cases can lead to brain damage and death.
themselves from extinction at the hands of the Reapers. The
It is possible that the Leviathans further enhanced
keepers have changed and evolved so they only respond to the
Citadel itself; they are now no longer under Reaper control and themselves cybernetically, allowing them to use element
zero to travel through space and breathe air with the use
pose no threat to anyone.
of filtration systems. They might even have modified
Culture: The keepers themselves reveal nothing of their nature
themselves with biotic amplifiers. In addition, their
and often undertake tasks that seem bizarre to other races,
faster-than-light communication pulses require precise
like rearranging offices or even changing architecture down on
control with technology completely unknown to
the Citadel Wards, with no explanation. In fact, all attempts to
modern science.
communicate with them have been in vain. They go about their
History: The early history of the Leviathans is
work, seemingly oblivious to the hustle and bustle going on
around them. Apart from curious scientists (and the occasional completely unknown, but it is speculated by Task
inconvenienced citizen who has had their office rearranged) most Force Aurora that they evolved on an unknown
people on the Citadel stop noticing the keepers soon after they arrive. planet that also produced at least one other sapient
species. The Leviathans developed the ability to
communicate with and dominate land-based

Leviathan

Chapter 9: NPCs and Enemies

392

sapient species to serve their purposes.

Hacketts request, Commander Shepard meets with Dr. Garret Bryson to


assist in his research.

Rise: Eventually, the Leviathans utilized this


Realizing that the Reapers fear Shepard for defeating Sovereign and
thrall species civilization to achieve spaceflight
the Collectors, other Leviathans reveal themselves. Together, they
and spread throughout the galaxy, despite their
agree to aid the galaxy in the war against the Reapers, but because
immense size and aquatic nature. Every new species
they still consider themselves the galaxys apex race and not out of a
they encountered was enthralled to serve them and
desire to help lesser species.
provide tribute, and in return, the thralls were cared
for and protected. With their dominance assured,
Culture: Virtually nothing was known of the Leviathans before
Leviathans considered themselves the galaxys apex
Commander Shepards encounter with them. No record of the
race. Over time, however, they observed that their
Leviathans true name exists, no ruins are attributed to their
thralls would frequently build synthetic intelligences
civilization, and no influence on other races has been recorded.
to aid them; these synthetics consistently rebelled,
The only traces of their existence known to remain are ancient rock
wiping out many thrall species. In response, the
paintings depicting them on Namakli, and numerous mysterious
Leviathans created an Intelligence with the mandate to
artifacts scattered across the galaxy.
preserve life at all costs.
Technology: Technologically, the Leviathans claim and are
Betrayal: The Leviathans failed to perceive the
believed to be extremely advanced, even more so than the
Intelligence as a threat; they considered it nothing
Reapers. They have the capacity to direct faster-than-light
more than another tool to achieve a set goal. As the
communication pulses via a method unknown to modern science
Intelligence sought out the means to fulfill its mandate, it
and created many organic, opalescent artifacts through which
created an army of pawns that were dispatched to collect
they can communicate, control thralls, and observe the galaxy.
genetic data from species throughout the galaxy, much
The Leviathans ability to develop and use organic tools has
like the Collectors employed by the Reapers in modern
been compared to the Thorian, which similarly evolved to
times. Eventually, the Intelligence came to the conclusion
eschew the conventional technology depended on by other
that the Leviathans themselves were part of the problem,
sapient species.
and turned against them.

The Intelligences betrayal of its creators was sudden and


In-Game Features:
devastating. Its pawns slaughtered most of the Leviathans,
using their genetic material to create the very first Reaper, Leviathans are not playable races because they are Colossalsized aquatic creatures (reaching several hundred feet in
Harbinger, who was physically designed after the Leviathans
themselves. The surviving Leviathans went into hiding, while height) that are few in number but extremely powerful due
to their technology and indoctrination ability.
the Intelligence used Harbinger to begin the cyclical harvest
of the galaxys species to create more Reapers, all in an effort
There are no statistics for leviathans and they should be
to solve the problem of preserving life. While the Leviathans
rarely and carefully used in any campaign. Their massive size,
acknowledged their creations betrayal and did not wish to
extremely resilient exterior, highly advanced technology
be driven to extinction, they believed the Intelligence was still
capable of disabling any existing craft (including a Reaper)
fulfilling its purpose.
and choice of living in the depths of an ocean ensures they
are nearly impossible to kill without massive force.
As the Leviathans hid, they surreptitiously enthralled
subsequent species to erase the remaining evidence of their
When dealing with other creatures, leviathans have no
existence. Resigned to the Reapers reign, they focused their
problem using their indocrination ability to get others
efforts on ensuring the survival of their species, watching the to act as they desire. They see themselves as the apex
galaxy through organic artifacts for signs of their discovery.
of organic evolution and as the mosst advanced race in
Though they had the power to destroy Reapers, demonstrated
the galaxy (and they are partially right). This arrogance
when they killed the Leviathan of Dis, the Leviathans declined to
ensures they are extremely dangerous and impossible to
aid the galaxys species against the Reapers.
trust.
Discovery: During the Reaper invasion of 2186, a Systems Alliance
Because leviathans live in aquatic environments and
group known as Task Force Aurora began to threaten the Leviathans
prefer the depths for protection (since there is only a
with discovery. Dr. Garret Bryson, the head of the task force, took
small number of living leviathans, they are extremely
interest in the Leviathan of Dis and surmised that whatever killed careful with their survival and dont take unecessary
it might be an advantage against the Reapers in the present war.
risks if there are no real chance of survival), they
Under orders from Admiral Hackett, Aurora began investigating
contact with the outside through their spheres, which
incidents and patterns that might lead to this Reaper-killer, the true
also serve as conduits for their indoctrination ability
Leviathan of Dis. Bryson pursued several leads, including sightings of
and faster-than-light communication methods.
mysterious creatures around the galaxy, sites that might be frequented
to gather element zero for space travel, and the activity of the Reapers
as they seemingly carried out their own hunt for Leviathan. At Admiral

393

Chapter 9: NPCs and Enemies

Chapter 10
Ships and Vehicles
Chapter 10: Ships and Vehicles

394

Starships, flying cars, military warships and even funds enough to build, buy and maintain a large number of these crafts,
ground vehicles, all of them are without any doubt
and even acquire the most powerful ones. The largest of the starships,
the lifeblood of each society. None would be able
the dreadnaughts, are almost like stations of their own, with crew
to exist without them as they are vital for trade,
numbers ranging higher than ten thousand people. The most notable
people transportation, warfare and above all space
of starships are the UT-47 Kodiak, the SSV Normandy, the Normandy
exploration. Because they are so important and
SR2 and the Destiny Ascension Asari Dreadnaught.
widely available, just about anyone with enough
money can acquire them.

Ships and Vehicles Statistics


Type of Ships and
Vehicles

This next section covers the statistics for ships and vehicles. All the
statistics here presented are general, the GM can easily adapt them
depending on his own vision of different vehicles and ships.

In the Mass Effect universe one can find at the very least
Crew: This entry provides information on how many drivers/pilots
three groups of ships and vehicles: land vehicles, flying
are required to drive/pilot the vehicle/ship. When driving/piloting,
vehicles and starships. There are millions of models of
the character makes a Basic Driving/Piloting, Advanced Driving/
each group, some completely different, others just with
Piloting or an Extreme Driving/Piloting check. If there are more
slight different specifications. It is impossible to list them
than 1 pilot, only one makes the check and the others can use
all and so this game considers that within each group
their Piloting skill to make an Aid Another check to provide a +2
there are a few types of vessels, each with its weaknesses
bonus on the main check.
and strengths:
Speed: This represents the speed of a vehicle/ship. This line
presents may present up to three different values: one for when
the ship is moving at faster-than-light speeds, another when
it is moving at sublight speeds and a third one for when it is
Land vehicles have a history almost as long as that of moving in the ground or at speeds below the escape velocity.

Land Vehicles

civilization. But as flying vehicles become cheaper, easier to


The first is measured in Light Years per hour, the second is
pilot and capable of carrying even more, land vehicles are
measured in Astronomical Units per hour (1 AU = 150.000.000
slowly being replaced. They are still used by new settlers and
km) and the third one if presented in feet moved per action
the military, since they are still quite cheaper than a flying
(in parenthesis is indicated the air speed in miles per hour).
vehicle or a starship. Among the existing vehicles, the most Ships always use their air speed while within a planets
notable are the krogan Tomkah and the Alliance M35 Mako.
atmosphere, except when using escape-velocity thrusters
(otherwise the air-resistance might damage the ship). While
within a star system, ships move at sublight speed because
while moving at FTL speeds they are unable to use their
sensors and thus would be unable to avoid a small fast
moving obstacle like another ship (a collision between
Flying vehicles are, nowadays, the most common means of
transportation within a planet or station. Slender flying cars ships while at that speed would completely disintegrate
both). While moving between systems the ships use FTL
capable of transporting up to four people are the most common
(so common that the same design is used just about everywhere). speed since the likelihood of colliding with other ships
or fast moving obstacles in the empty space between
Other vehicles, like limousines and freighters also exist.
stars is extremely low. In FTL, the only sensors that work
Flying vehicles are capable of moving through the void of space
are those capable of detecting gravity wells from large
but they are very limited in terms of range and fuel, and are also
asteroids and other astral bodies (thus allowing a course
unable to reach the necessary escape velocity to leave any planet
correction, in case some lone wandering astral body
or moon (though asteroids and stations do not create enough
threatens the ship).
gravitational pull to prevent them from leaving). The most notable
Although not indicated here, remember that FTL travel
are the A-61 Mantis Gunship and the skycar.
builds up static charge that needs to be discharged
from time to time, lest it discharge it to the ship,
electrocuting its crew and frying all its computers.
To discharge, a ship must be grounded or must use
The most expensive, fastest and powerful of all vessels, as well as a planets magnetic field (the stronger the better).
most varied, starships are the most useful of all ships, coveted by all. Discharging takes around 20 minutes per hour spent
in FTL (less in planets with strong magnetic
Of course, only warlords, government agencies and military have the

Flying Vehicles

Starships

395

Chapter 10: Ships and Vechicles

fields) and this must be done, at maximum, after


every 50 hours of FTL travel.

depending on the travel mode. It also present the quantity of units of


fuel the vehicle/ship can carry.

Fuel Consumption: This entry indicates how much


fuel the vehicle/ship consumes per hour of flight

Plating/Shield HP: Vehicles/ships do not possess normal HP. They


have instead Plating HP (and some of them have shields). Those that

Land Vehicles:

Land Car

Land Freighter

Land Explorer Car

Crew required

Speed (ft)

550 (125 miles/h)

435 (100 miles/h)

490 (111 miles/h)

Fuel Consumption

1 unit per 125 miles

1 unit per 50 miles

1 unit per 111 miles

Reserve: 8 units of fuel

Reserve: 8 units of fuel

Reserve: 8 units of fuel

Plating HP

100

180

80

Plating HP DR

Size

Large

Huge (10 ft 15 ft or more, up to Large


60 ft)

Basic driving

Advanced driving

10

13

11

Extreme driving

20

23

21

Piloting DC

Special

Land transport made for Land transport made for goods. Land transport made for explorer
civilians. Can only move roads Can only move roads and flat settlers. Can only move roads, flat
and flat terrain
terrain
terrain and low-step hill terrain

Purchase Cost (credits)

5.000

10.500

Weekly cost (credits)

8.000

10.5

Hover Bike

Antiquated Tank
Tomkah Tank)

Crew required

2 (1 pilot, 1 gunner)

Speed (ft)

600 (136 miles/h)

200 (45 miles/h)

200 (45 miles/h)

Fuel Consumption

1 unit per 136 miles

2 units per 45 miles

2 units per 45 miles

Reserve: 8 units of fuel

Reserve: 12 units of fuel

Reserve: 12 units of fuel

Plating HP

80

200

250

Plating HP DR

Size

Large

Huge (15 ft 35 ft or more, up to Huge (15 ft 35 ft or more, up to 60


60 ft)
ft)

Weaponry

Heavy Machine Gun

(example: Tank (example: M29 Grizzly)

Heavy Machine Gun;


Cannon (SS weapon, 8d8 damage
(average 36), 200 ft)

Heavy
bonus

Weapon

check

+3

+5

Piloting DC
Basic driving

10

Advanced driving

11

13

15

Extreme driving

21

23

25

Special

Land transport for one or


two persons. Can only move
through any low-steeped
terrain. Does not offer
protection to the riders

Anti-infantry
heavy
vehicle,
capable of carrying up to six
troops. Can only move roads, flat
terrain and stepped hills terrain

Anti-infantry
and
anti-armored
heavy vehicle, capable of carrying up
to ten troops. Can only move roads,
flat terrain and stepped hills terrain

Purchase Cost (credits)

4.000

35.000

50.000

Weekly cost (credits)

70

100

Chapter 10: Ships and Vehicles

396

have also have an entry for Plating HP DR and/or


Shield HP DR.
If no entry for Plating HP and Plating HP DR is
present, it means that hand-held firearms, or even
heavy weapons, cannot damage the vehicle/ship.
Size: This line provides information about the size
of the vehicle/ship. If no information is provided, it
means the size if probably beyond colossal and is up
to the GM to decide.

Frigates, cruisers, heavy cruisers, carriers and dreadnaughts have no


weaponry entry because these ships cannot be used for normal combat.
Their weapons are so large that they are not used against infantry
and characters on foot. They might be used against vehicles/ships. In
those cases, if those ships hit vehicles or any other ship smaller than a
Frigate, they automatically destroy it killing anyone inside.

Please note that all the damage from these weapons carries to the
next layer of protection. So if a Shuttle is used to deal 60 points of
damage to a character that has only 30 Shield HP and no Plating HP,
that character will lose all its Shield HP and will also take 30 points of
Piloting DC: These entries provide the DC for the three
damage to his normal HP. DR applies as normal.
different types of driving/piloting the character can do
Vehicles and Ships are considered to have infinite ammo.
with the vehicle/ship.
Weaponry: This line provides information on the Special: This line indicates special information that one must take
into account when driving/piloting the vehicle/ship.
weaponry available for the vehicle/ship. To use this
weaponry, one of the crew members makes a Heavy
Purchase Cost: This value indicates how much it costs to acquire
Weapons check instead of an attack roll (if the vehicle/
a specific vehicle/ship. For ships that require more than 2 crew
ship has only 1 crew, then the pilot makes the check). members, the crew is already included in the cost.
Following this line is another that presents a bonus to this
The time it requires to have an available vehicle/ship, after being
Heavy Weapons check, provides by the vehicles/ships
purchased, is around 1d6 days (GM may determine otherwise).
combat software.
Construction times, however, are much larger.
Land Vehicles:

Advanced Tank (example: M35 Mako)

Top-of-the-line Tank (example: M-44 Hammerhead)

Crew required

2 (1 pilot, 1 gunner)

2 (1 pilot, 1 gunner)

Speed (ft)

240 (55 miles/h)

330 (55 miles/h)

Fuel Consumption

3 units per 55 miles

3 units per 75 miles

Reserve: 15 units of fuel

Reserve: 12 units of fuel

Plating HP

220

150

Plating HP DR

Shield HP

100

Shield HP DR

Regenerative
Abilities

Shield Regenerates at a rate of 5 per round

Size

Huge (15 ft 30 ft or more, up to 60 ft)

Huge (15 ft 25 ft or more, up to 60 ft)

Weaponry

Heavy Machine Gun;

Rocket Launcher: like ML-77 Missile Launcher with triple range


and triple damage.

Cannon (SS weapon, 10d8 damage (average


45), 200 ft, deals 1/2 damage in 10 ft radius)
Heavy
Weapon +5
check bonus

+3

Piloting DC
Basic driving

12

15

Advanced driving

17

20

Extreme driving

27

30

Anti-infantry and anti-armored heavy vehicle,


capable of carrying up to five troops. Capable
of being dropped from over 1000 ft. Can move
on any non-aquatic land terrain. Can jump 100
ft in the air.

Anti-infantry and anti-armored heavy hovercraft, capable of


carrying up to four troops. Capable of being dropped from
over 1000 ft. Can move on any non-aquatic land terrain and can
temporarily hover over liquid terrain, including dangerous one
like magma. Can jump 200 ft in the air.

Special

Purchase
(credits)

Cost 65.000

Weekly cost (credits) 130

397

95.000
200

Chapter 10: Ships and Vechicles

Flying Vehicles:

Gunship (example A-61 Mantis)

Common Skycar

Advanced Skycar

Top-of-the-line Skycar

Crew required

Speed (ft)

250 (56 miles/h)

550 (125 miles/h)

650 (148 miles/h)

850 (193 miles/h)

Fuel Consumption

3 units per 56 miles

1 unit per 125 miles

2 units per 148 miles

2 units per 193 miles

Reserve: 15 units of fuel

Reserve: 7 units of fuel Reserve: 10 units of fuel Reserve: 10 units of fuel

Plating HP

120

50

75

75

Plating HP DR

Shield HP

60

Shield HP DR

Regenerative
Abilities

Shield Regenerates at a rate of 3 per


round

Size

Gargantuan

Large

Large

Large

Weaponry

Heavy Machine Gun;

Rocket Launcher: like ML-77 Missile


Launcher
Heavy
Weapon +5
check bonus
Piloting DC
Basic piloting

10

Advanced
piloting

15

12

11

10

Extreme piloting

25

22

21

22

Special
Purchase
(credits)

Anti-infantry craft, capable of Flying transport made Flying transport made Flying transport made
transporting up to a dozen troops
for up to 4 civilians
for up to 4 civilians
for up to 4 civilians
Cost 60.000

30.000

100.000

700.000

Weekly cost (credits) 60

30

100

700

Starships:

Shuttle (example UT-47 Kodiak)

Fighter Craft

Interceptor

Crew required

1 or 2 pilots

Speed (ft)

FTL: 0,25 ly/h

FTL: 0,30 ly/h

FTL: 0,30 ly/h

Sublight: 3 AU/h

Sublight: 3,5 AU/h

Sublight: 3,75 AU/h

Air speed: 400 ft (90 miles/h)

Air speed: 500 ft (113 miles/h)

Air speed: 550 ft (125 miles/h)

FTL: 10 units per 0,25 ly

FTL: 10 units per 0,3 ly

FTL: 10 units per 0,3 ly

Sublight: 1 unit per 3 AU

Sublight: 1 unit per 3,5 AU

Sublight: 1 unit per 3,75 AU

Air speed: 5 units per 90 miles

Air speed: 5 units per 113 miles

Air speed: 5 units per 125 miles

Fuel Consumption

Reserve: 200 units of fuel

Reserve: 200 units of fuel

Reserve: 200 units of fuel

Plating HP

250

200

230

Plating HP DR

Shield HP

60

30

30

Shield HP DR

Regenerative
Abilities

Size

Huge (15 ft 35 ft)

Large (10 ft 15 ft)

Large (10 ft 15 ft)

Weaponry

Cannon (SS weapon, 20d6 damage Cannon (SS weapon, 20d8 damage Cannon (SS weapon, 25d8 damage
(average 70), 200 ft, deals 1/2 (average 90), 200 ft, deals 1/2 (average 112), 200 ft, deals 1/2
damage in 10 ft radius)
damage in 10 ft radius)
damage in 10 ft radius)

Chapter 10: Ships and Vehicles

398

Heavy Weapon check bonus

+5

+5

+6

Basic piloting

12

11

11

Advanced piloting

17

16

16

Extreme piloting

27

26

26

Piloting DC

Special

Can carry up to 10 people

Purchase Cost (credits)

80.000

100.000

572.000

Monthly cost (credits)

800

100

572

Starships:

Frigate

Cruiser

Heavy Cruiser

Crew required

30 (1 single pilot)

700 (3 pilots)

2.000 (5 pilots)

Speed (ft)

FTL: 0,25 ly/h

FTL: 0,22 ly/h

FTL: 0,20 ly/h

Sublight: 3 AU/h

Sublight: 2,75 AU/h

Sublight: 2,5 AU/h

Air speed: 500 ft (113 miles/h)

Air speed: 200 ft (45 miles/h)

Air speed: 150 ft (35 miles/h)

FTL: 15 units per 0,25 ly

FTL: 30 units per 0,22 ly

FTL: 45 units per 0,2 ly

Sublight: 5 units per 3 AU

Sublight: 10 units per 2,75 AU

Sublight: 30 units per 2,5 AU

Fuel Consumption

Air speed: 10 units per 113 miles Air speed: 20 units per 45 miles

Air speed: 30 units per 35 miles

Reserve: 1000 units of fuel

Reserve: 1500 units of fuel

Reserve: 2000 units of fuel

Plating HP

Plating HP DR

Shield HP

Shield HP DR

Piloting DC

13

Basic piloting

18

18

23

Advanced piloting

28

22

28

32

38

Extreme piloting
Special

3.271.800

Can carry 30 Fighter and/or Can carry 30 Fighter and/or Interceptor


Interceptor ships
ships; Only the Human Alliance produces
Heavy Cruisers

Purchase Cost (credits)

32.718

78.715.000

207.050.000

78.715

207.050

Monthly cost (credits)

Starships:

Carrier

Dreadnaught

Crew required

3.500 (5 pilots)

10.000 (10 pilots)

Speed (ft)

FTL: 0,18 ly/h

FTL: 0,15 ly/h

Sublight: 2 AU/h

Sublight: 1,5 AU/h

Air speed: 120 ft (27 miles/h)

Air speed: 90 ft (20 miles/h)

FTL: 60 units per 0,18 ly

FTL: 80 units per 0,15 ly

Sublight: 50 units per 2 AU

Sublight: 70 units per 1,5 AU

Air speed: 40 units per 27 miles

Air speed: 50 units per 20 miles

Reserve: 3500 units of fuel

Reserve: 5600 units of fuel

Plating HP

Plating HP DR

Shield HP

Fuel Consumption

399

Chapter 10: Ships and Vechicles

Shield HP DR

28

33

Piloting DC
Basic piloting
Advanced piloting

33

38

Extreme piloting

43

48

Special

Can carry 300 Fighter and/or Interceptor ships and Can carry 70 Fighter and/or Interceptor ships and 4
5 Frigate ships
Frigate ships

Purchase Cost (credits)

1.000.023.000

20.034.210.000

Monthly cost (credits)

1.000.023

20.034.210

Starships:

Space Passenger Freighter

Space Cargo Freighter

Space Explorer Freighter

Crew required

4 (2 pilots)

4 (2 pilots)

4 (2 pilots)

Speed (ft)

FTL: 0,25 ly/h

FTL: 0,22 ly/h

FTL: 0,3 ly/h

Sublight: 3 AU/h

Sublight: 2,75 AU/h

Sublight: 2,75 AU/h

Air speed: 200 ft (45 miles/h)

Air speed: 180 ft (40 miles/h)

Air speed: 160 ft (36 miles/h)

FTL: 30 units per 0,25 ly

FTL: 35 units per 0,22 ly

FTL: 30 units per 0,3 ly

Sublight: 15 units per 3 AU

Sublight: 15 units per 2,75 AU

Sublight: 10 units per 2,75 AU

Air speed: 12 units per 45 miles

Air speed: 13 units per 40 miles

Air speed: 10 units per 36 miles

Reserve: 800 units of fuel

Reserve: 800 units of fuel

Reserve: 800 units of fuel

Plating HP

Plating HP DR

Shield HP

Shield HP DR

Basic piloting

10

10

Advanced
piloting

13

15

15

Extreme piloting

23

25

25

Fuel Consumption

Piloting DC

Special

Can transport up to 100 people Transports cargo and a few dozen Transports up to 20 people and cargo for
and their cargo
people at best
exploration missions. Has a launch pad for
three shuttles/skycars.

Purchase
(credits)

Cost 85.000

95.000

110.000

Monthly
(credits)

cost 850

950

1.100

This cost cannot be reduced unless the GM says so.


Weekly/Monthly Cost: The total value it costs to maintain the ship
per week or month. Usually this cost equals 0,1% of the purchase
cost. This is paid at the beginning of each week/month.

that exist in the Mass Effect universe. But general concept


ships are possible and already presented. Here you can
find the general description of those vehicles and ships.

Note: Unless otherwise stated, the characters inside


Saving Throws: Ships and Vehicles always succeed on any Fortitude a vehicle/ship cannot be targeted or unless those
characters have a window opened/door opened/
and Will save but always fail any Reflex save.
destroyed and are adjacent to it, and even so they
Defense: Vehicles and Ships have a base Defense of 5 (apply other
provide three-quarters cover.
modifiers as normal)
In addition, all vehicles and ships, unless otherwise
noted, are air-tight and can be used to move in
environments without atmosphere, with exception
of space in which only ground vehicles cannot
move). The amount of air available is generally
As previously stated, it is impossible to list all vehicles and ships

General Description

Chapter 10: Ships and Vehicles

400

around 8 hours.

destroyed Hiroshima.

The Treaty of Farixen stipulates the amount of dreadnoughts a navy may


Carrier: Carriers are dreadnought-sized vessels that
own, with the turian peacekeeping fleet being allowed the most. As of
carry a large amount of fighters. All races provide
2183, the turians had 37 dreadnoughts, the asari had 21, the salarians
their fleets with organic fighter support. Carriers fit
had 16, and the Alliance had 6 with another under construction. As
several hundred fighter crafts in the space between
of 2185, the dreadnought count was 39 turian, 20 asari, 16 salarian,
the interior pressure hulls and exterior armor.
and 8 human. By 2186, humans construct a ninth dreadnought, and
Dreadnoughts have a hangar deck within the hull.
the volus have built a single dreadnought of their own. The geth,
Humans who had only recently graduated from
unbound by the treaty, possess almost as many dreadnoughts as
surface to space combat were the first to build ships
the turians. In preparation for the retaking of their homeworld, the
wielding fighters as the main armament.
quarians fitted their Liveships with dreadnought cannons, effectively
In fleet combat, carriers stay clear of battle, launching
making them dreadnought-class vessels. The batarians are stated to
fighters bearing disruptor torpedoes. Fighters are the
possess dreadnoughts, but the exact number is unknown.
primary striking power of the ship; if a carrier enters
Dreadnoughts are so large that it is impossible to safely land
mass accelerator range of the enemy, things have gone
them on a planet, and must discharge their drive cores into the
very wrong.
magnetic field of a planet while in orbit. The decks of large vessels
It is possible to recover and rearm fighters during
are arranged perpendicular to the ships axis of thrust, so that the
combat, though most carriers seal the flight deck and
top decks are towards the front of the ship and the bottom
try to stay out of the way. The flight deck is essentially
decks are towards the rear of the ship.
a corridor through the armor and into the heart of the
Fighter Craft: Fighters are single-pilot combat small craft. They
vessel. A single well-placed torpedo is enough to gut a
are lightweight enough that they can be economically fitted
carrier.
with powerful element zero cores, making them capable of
Cruiser: Cruisers are middle-weight combatants, faster
greater acceleration and sharper maneuvers than starships.
than dreadnoughts, and more heavily-armed than frigates.
Cruisers are the standard patrol unit, and often lead frigate Frigate: Frigates are light escort and scouting vessels. They
often have extensive GARDIAN systems to provide anti-fighter
flotillas. Cruisers cannot land on medium or high-gravity
screening for capital ships, and carry a squad of marines for
worlds, but do possess the ability to land on low-gravity
security and groundside duty. Unlike larger vessels, frigates
planets.
are able to land on planets.
Cruiser-weight starships are the standard combat unit
The most important role filled by frigates is reconnaissance.
encountered away from large naval bases, the poor bloody
Sensors, unlike ships and communications employing the
infantry of most fleets. Nimble scouting frigates have neither
mass effect, are limited to the speed of light. Subsequently,
the punch nor the stamina to stand up to serious combat, and
the mighty dreadnoughts are a strategic resource, carefully a stationary observer can only detect a vessel one light-year
away when its light arrives at the observers location, one
hoarded and committed to the most critical battles.
year after leaving said vessel.
Cruisers perform routine independent show the flag
patrols in settled systems and lead flotillas of frigates in small Because faster-than-light attackers always arrive before
defenders can detect them with luminal sensors, attackers
engagements, such as pirate suppression campaigns. In major
can always surprise defenders. For defense, fleets surround
fleet engagements, cruiser squadrons support the dreadnought
battle line by screening their flanks against enemies attempting themselves with spheres of scouting frigates scanning for
enemy ships and transmitting warnings to the main body.
to maneuver for a main gun bow shot from their vulnerable
broadsides.
Frigates achieve high FTL cruise speeds because of their
Cruiser, Heavy: Developed and employed solely by the Human
Alliance, heavy cruisers are a mix between dreadnaughts and
cruisers, not counting as the first for the purpose of the Treaty of
Farixen that imposes a limit on the number of dreadnaughts that
each Council race can have.

high-performance drives. They also have proportionally


larger thrusters and lighter design mass, allowing
them greater maneuverability. In combat, speed and
maneuverability make frigates immune to long-range
fire of larger vessels.

Dreadnaught: Dreadnoughts are kilometer-long capital ships


mounting heavy, long-range firepower. They are only deployed for
the most vital missions. A dreadnoughts power lies in the length of
its main gun. Dreadnoughts range from 800 meters to one kilometer
long, with a main gun of commensurate length. An 800-meter mass
accelerator is capable of accelerating one twenty-kilogram slug to
a velocity of 4025 km/s (1.3% the speed of light) every two seconds.
Each slug has the kinetic energy of about 38 kilotons of TNT, about
two and a half times the energy released by the fission weapon that

401

In fleet combat, frigates are organized into wolf pack


flotillas of four to six. Wolf packs speed through enemy
formations, hunting enemy vessels whose kinetic
barriers have been taken down by fighter-launched
disruptor torpedoes. The wolf pack circle-strafes
vulnerable targets, using their superior speed and
maneuverability to evade return fire.
Gunship: An anti-infantry aircraft, capable of

Chapter 10: Ships and Vechicles

transporting troops. It is also lightly shielded, to


compensate its weak armor.

Cars, weapons in them are prohibited.

Land Freighter: Land goods transport. Land Freighters are lengthy


Hover Bike: Descendant of the ancient twovehicles capable of transporting several tons of goods and products
wheeled vehicles named bikes, these hover vehicles
in containers that can be specialized to transport any type of goods,
can transport from one to two persons. Much
from those that require freezing, vacuum, heat, high safety, etc. These
like Land Cars, Hover Bikes are unable to move
vehicles can have different sizes, depending on the type of goods they
on surfaces other than flat surfaces and roads but
transport and all of them are bulky and more difficult to maneuver
because they hover 2 and 3 feet above ground, they
than a normal Land Car. Like with Land Cars, weapons in them are
can pass through any kind of terrain, even liquid.
prohibited.
Hover Bikes, however, provide no protection to its
riders, except a one-quarter cover bonus. In addition,
Hover Bikes cannot be used in environments without
atmosphere, and they have no air reserve of their own.
Like with Land Cars, weapons in them are prohibited.
Interceptor: These ships are quite similar to fighter
crafts. They are one-man ships that are highly
maneuverable. These, however, are specialized in fighting
off and destroying other fighter crafts.

Shuttle: A common troop transport, the shuttle is used to carry


troops around, as well as to provide some air support.
Skycar, Common: The most common type of vehicle, the skycar,
is a flying vehicle made for civilian transport. It can carry up to 4
people and their luggage. It is weakly armored and its design is not
merely common but also widely accepted in just about any world.
Skycar, Advanced: While not different in design from the
common skycar, the advanced skycar is faster and easier to
maneuver.

Land Car: A land transport made for civilians that can


Skycar, Top-of-the-line: While not different in design from the
only move through roads and flat terrain. A land car
common skycar, the top-of-the-line skycar is the fastest civilian
can have from 3 to 6 wheels. Its design is based on race,
vehicle available, and its software and integrated VI assist in the
planet and even city it is developed and generally allows
piloting, making it also the easiest skycar to pilot.
for transportation of 1 to 12 people (the most common
Space Cargo Freighter: These large ships are used for
land cars transport only up to 5 people). Land cars do not
transportation of cargo between planets and stations. They
possess weaponry of any kind and are prohibited by law to
are simplistic in size and possess only one engine. The rest of
have any installed.
the ship is mostly made of huge containers that can effectively
Land Explorer Car: Descendent of jeep-type vehicles, these
work as independent modules, capable of being removed or
4 to 6-wheeled vehicles are strong and powerful, capable
attached to a ship and converted to the cargo needs.
of moving through various types of terrain including lowSpace Explorer Freighter: Quite similar to a Space Cargo
stepped ones. They are mostly used by new settlers and newFreighter in terms of designed, these ships are made mostly
world explorers and can carry up to 4 people. Like with Land

Chapter 10: Ships and Vehicles

402

for settlers. All its containers can be separated from


the ship and deployed in a new planet to serve as
independent living shelters. They are also designed
to be faster in FTL travel, though they are smaller
while in other modes of travel.

parking, make high-angled turns, etc. A basic driving check is used for
day-to-day activities and assumes the character will drive/pilot at a
reasonable speed, going sometimes a little above the speed limit.

Space Passenger Freighter: These freighters are


similar to a Space Cargo Freighter, only made to
transport a large number of people between worlds,
stations, colonies and even ships. They lack the
maneuverability and speed of shuttles, making them
useless for military use.
Tank: Tanks are heavily armored vehicles capable of
transporting troops and suppressing enemy infantry
and/or armor. Their design and style depends heavily
on the society that builds them.

Advanced Driving/Piloting: the ability to drive/pilot the vehicle/ship


through more advanced maneuvers and events, such as mid-speed
races, make emergency maneuvers to avoid an accident, constantly
drive/pilot at speeds up to 50% higher, go through trails not suited
for the vehicle/ship or through more tight corners, attempt to lose
someone tailing the character, or do other things that distract from
driving/piloting like activating an omni-tool to read messages or talk
to someone through the communicator. Advanced Driving is also
used when engaged in combat situations.
The character must have 5 ranks in Piloting in order to be able to
make Advanced Driving checks.

Extreme Driving/Piloting: the ability to drive/pilot the vehicle/


ship through the most extreme maneuvers (including crazy ones).
This level of driving is used for extreme situations such as highspeed races, vehicle/ship chases, for when attempting to drive/
pilot while performing other violent actions such as fighting
Most advanced tanks possess propulsion systems that
allow them to be dropped from high up or to be used to with someone inside the vehicle/ship or attempting to fire at
someone on the outside through a window/door. Extreme
jump over small obstacles.
driving is also used during battles when the character wants to
Tank, Antiquated: Sturdy and quite big, antiquated tanks
use out-side-the-box tactics.
are no longer produced, at least not by the advanced
civilized races of Council space (some in the Terminus The character must have 8 ranks in Piloting in order to be able
Systems might still produce them). Antiquated tanks can to make Extreme Driving checks.
also be found in worlds where its citizens or settlers do not
If the check is successful, the character can perform what he/
have access to better equipment, have no factories capable
she hoped to. But if the check fails, the character fails at doing
of producing better equipment (like the Krogan), or simply
so. The result of this depends on the situation and the GM
lack resources to acquire/produce better tanks. Antiquated
(though usually the vehicle/ship continues to perform as it
tanks also have the ability to carry a small squad.
did before the check. For example: if attempting a tight curve
Antiquated tanks lack the weaponry that new tanks have, but with a Land Car, by making an Advanced Driving check, a
failure could result on the car continuing to move forward
they are easier to maneuver than the most advanced ones.
and crashing onto something).
Tank, Top-of-the-line: The next generation of tanks no longer
moves through the ground, rather it uses hover technologies The GM may apply additional modifiers to the DC or the
to be able to move through most terrains. They also possess check, depending on the situation (example: piloting an
higher speed and a single weapon that is versatile enough to be old vehicle/ship could apply a penalty on the check).
used against both infantry and armored vehicles.
Tank, Advanced: These types of tanks are more and
faster maneuverable than average tanks and possess
better weaponry.

Thanks to the hover technology, and the advanced tanks


propulsion systems, the advanced tank is capable of making long
jumps high up in the air.

Driving/Piloting

Vehicles and Ships in


Combat
Because war and conflict is such a big part of the Mass
Effect universe, it is inevitable that vehicles and ships
find their way into the battlefield.

The warfare rules provide game mechanics to handle


large battlefields with large number of NPCs and
vehicles involved. But what happens when the PCs
use vehicles/ships in their tactical battles against
a handful of NPCs, or when they in turn use them
against the PCs? Or what happens when the PCs
Basic Driving/Piloting: the ability to drive/pilot the vehicle/ship
pitch their vehicles/ships against a few other ones?
though its most basic maneuvers such as moving around, thrusting,
This section seeks to provide a few answers as
Just about anyone can drive/pilot a vehicle, but not everyone can
take full advantage of it. When driving/piloting, the character in
charge of the vehicle/ship makes a Piloting skill check based on the
type of driving/piloting it wishes to make (DC is based on that as well
on the ship). The three types of driving/piloting are:

403

Chapter 10: Ships and Vechicles

well as mechanics for such situations and more.

same time, it is up to the GM to divide them accordingly. Even in a


battlefield where a few gunships, tanks and infantry fight each other in
Tactical Combat: For situations of tactical
combat where a few vehicles are involved along different sides, there will be vehicles/ships that will only engage other
vehicles/ships and will move through the battlefield at speeds that
with infantry and characters on fooot (the type of
combat made between characters in a battlesheet make it impossible to have them placed on the battlesheet used for
composed of 5-ft sided squares), use normal rules, Tactical Combat, while other vehicles/ships will likely stay mostly in
one place to engage infantry. In this situation, simply divide each part
since vehicles and ships that can be used in that
of the combat and play them separately, interacting only whenever
combat have all the necessary statistics for it.
necessary or whenever chance dictates it.
The vehicles/ships act on the turn of the one
controlling them and the character uses their
weaponry as if it was a normal weapon. The weapons
have one big restriction though: they can only make a
40 turn every action (a maximum of 80 from the initial
Most of the combat with vehicles/ships is inevitably narrative, with
direction the gun was pointing).
players deciding the course of the action and the GM requesting

Special Actions

As for movement, the GM may well impose limitations


on how the vehicle/ship can move (for example, a land
car cannot simply make a 5 ft step to its right, and all
vehicles require space to make turns).
Advanced Driving/Piloting checks are required to move
the vehicle/ship during a battle, as normal.

rolls that determine whether or not they are successful. This makes
it impossible to determine all the available actions that players
will think of and will try to adopt depending on the situation.
However, there are several actions that are most commonly
performed during battles, which are presented next.

Non-Tactical Combat: Not all combats with a small


number of ships/vehicles can be handled in the tactical
battlesheet (for example, space battles are impossible to
handle in a 2D battlesheet made of 5-ft side squares). For
those types of combat, use the Warfare rules but keep in
mind the following considerations:

Each PC can only perform one special action during a warfare


round and they last only for the warfare round in which they are
made.

Note: Some of these actions provide Sustain Damage points.


These actions are done before the Warfare Rolls are made (so
they can be used to mitigate Hits taken). Others may allow the
PCs to recover some lost Sustain Damage points but those
actions are also made before the Warfare Combat rolls so they
Each warfare round is equivalent to 1d6 minutes of battle
must have lost Sustain Damage points before that warfare
(rather than 1d6 hours).
round. Losing these Sustain Damage points do not provide
Warfare Statistics still apply, as well as all other benefits and
penalties to Warfare Combat rolls and neither destroys
drawbacks.
some of the units in the group. Gaining additional Sustain
Damage points provide no benefit on Warfare Combat rolls
Special Units bonuses do not apply.
Player Actions presented in the Warfare chapter are not but regaining them negates the penalty that losing them
available. Those actions are meant to be used for larger applies, but only for the duration of the battle. If they are
battles, where the actions of the PCs are not decisive, but can lost during the battle, the penalty returns.
be helpful. For these rules, however, the actions of the PCs are
decisive and they dictate the course of the battle.

The ship cannot regain more Sustain Damage points than


it normally has.

When a battle ends (that means, after one warfare damage


roll is made), the GM decides the distance that each vehicle/ship
is from each other, depending on his vision of how the battle
developed.

Dodge Enemy Fire: A character can attempt to maneuver


the vehicle/ship he/she is driving/piloting to avoid taking
some of the enemy fire. Roll an Advanced Driving/
Piloting check. If successful, roll a Piloting check and gain
Most characters, unless hell-bent on destroying their enemies,
a number of Sustain Damage points equal to 10% of the
battle for no more than 30 minutes.
check result (rounded down).
Vehicles and ships that have no Power Score defined in the
These Sustain Damage points are lost at the end of the
Warfare chapter are usefulness for combat, usually ending up warfare round, if they are not used to negate Hits.
destroyed faster than any other, or simply ignored/boarded by the
Active Scans: Before the start of the battle, you can
enemy.
attempt to scan the nearby areas to find enemies
For either types of combat, use the Driving/Piloting rules previously
before they find you, or at least to negate their element
presented to determine different actions that can be made. For
of surprise. Roll and Advanced Driving/Piloting check.
example, a shuttle being used as bait to prevent a frigate from
If successful, you can then roll an Investigate check
jumping to FTL could require an Extreme Piloting check, where a
DC 15. You gain +1 First Strike if successful, and a +1
failure means the shuttle is hit.
First Strike for every 5 points you beat the DC.
In the eventuality of having both types of combat working at the
In ships that require a crew bigger than 2, other

Chapter 10: Ships and Vehicles

404

characters that are not piloting the ship can In ships that require a crew bigger than 2, other characters that are not
perform this check, without the need to make an
piloting the ship can perform this check, without the need to make an
Advanced Driving/Piloting check. The character
Extreme Driving/Piloting check. The character that does so has to stop
that does so has to stop what he was previously
what he was previously doing (which can be hurtful if he was the only
doing (which can be hurtful if he was the only one
one controlling the guns, for example).
controlling the guns, for example).
Disable Comms: You can attempt to disrupt your enemys
Special: This action can only be used when not in any
communication channels. Roll and Extreme Driving/Piloting check.
Range category.
If successful roll a Damping check against the target vehicle/ship. If
Damage Control: If a character is not piloting a ship, you are successful, you disrupt the enemys communications. If you
are not successful, you must try again. In case the enemy manages
he/she can attempt a Repair check DC 20 to recover
one lost Sustain Damage point. You regain one to disrupt your communication channels, you can use this action to
restore them.
additional lost Sustain Damage point for every 5 points
you beat the DC.

In ships that require a crew bigger than 2, other characters that are
These Sustain Damage points are lost only at the end not piloting the ship can perform this check, without the need to
of the battle, when the PCs are not being engaged make an Extreme Driving/Piloting check. The character that does
in battle, if they are not used to negate Hits. The PCss so has to stop what he was previously doing (which can be hurtful
units are still damaged normally if they lose their normal if he was the only one controlling the guns, for example).
Sustain Damage points.
Special: This action can only be used when in Close Range or
Medium Range.
Focused Scan: You can scan one single enemy in range
to learn everything you can about its weaknesses,
Full Speed Ahead: While driving/piloting a vehicle/ship, you
vulnerabilities and strengths. Roll and Extreme Driving/
can attempt to increase its speed (a tactic useful for escaping,
Piloting check. If successful, you can then roll a Decryption
for example). To do so you simply roll a Piloting check DC 15. If
check DC 15. If successful, you can specifically target that
you succeed, you increase your vehicle/ships speed by 10%. For
enemy and gain a +1 on the Warfare Combat roll against every 5 points you beat the DC, you remove an additional 10%.
that enemy. For every 5 points you beat the DC you increase
Doing so, however, has its consequences. First, for every 10%
this bonus by +1.
increase in speed, you reduce your vehicle/ships fuel reserve
by 1 hour (if this reduction reduces your ships fuel reserve to
In ships that require a crew bigger than 2, other characters
that are not piloting the ship can perform this check, without less than 1 hour, then you cannot gain the increased speed
bonus). In addition, after 1 hour has passed since you first
the need to make an Extreme Driving/Piloting check. The
character that does so has to stop what he was previously increased the vehicle/ships speed, you roll a % chance. If the
doing (which can be hurtful if he was the only one controlling result is less or equal to the amount of speed increase you
gained through this special action, then your vehicle/ships
the guns, for example).
engines are damaged and you must make a Repair check
Special: This action can only be used when in Close Range.
DC equal to the Piloting check DC (this check represents a
ECM Warfare: You can attempt to disrupt some of the enemy work time of 2d4 hours and until repaired, the vehicle/ship
vehicle/ships warfare suits through Electronic Counter cannot move). For this % chance, add all the amount gained
Measures. Roll and Extreme Driving/Piloting check. If successful, in the last hour to determine the % DC, meaning that if you
you can select one group and apply a -1 penalty to that groups used this action three times to gain a 10% speed increase
in each, the % DC is 30%.
Warfare Combat roll. For every 5 points you beat the DC, you
increase this penalty by another -1.
Special: By using this action, you may increase the chance
In ships that require a crew bigger than 2, other characters that of moving from one range to another (from Close Range
to Medium Range, for example). The GM determines how
are not piloting the ship can perform this check, without the need
to make an Extreme Driving/Piloting check. The character that long it takes for you to gain distance from your enemy
does so has to stop what he was previously doing (which can be and thus enter in another Range category. If by chance
a warfare roll is made and it happens to be larger than
hurtful if he was the only one controlling the guns, for example).
the amount of time you require to change Range
Special: This action can only be used when in Close Range.
category, then both you and the enemy will only deal
Software Repair: You can attempt to repair your vehicle/ships less damage, depending on the amount of time spent
in Close Range and the rest spent in another Range.
software to remove any ECM Warfare effects the enemy might have
against you. Roll and Extreme Driving/Piloting check. If successful, Example: if you require 4 minutes to get from Close
you can then roll an Electronics check DC 15. If successful, you reduce to Medium Range and the battle will last 6 minutes,
then both you and your opponents will reduce the
the ECM Warfare penalty the enemy applied to you by 1. For every 5
points you beat the DC, you reduce the penalty one by 1 additional amount of Hits by 2/6, rounded normally (which is
equivalent to the amount of battle time spent in
point.
Medium Range). Jumping to another Range

405

Chapter 10: Ships and Vechicles

category during a battle starts the warfare mechanics for the


new Range category.

Battle Example

Emergency FTL Jump: While driving/piloting a vehicle/


ship, you can attempt to immediately retreat from a battle by
making an emergency jump to FTL. To do so you must succeed
on an Extreme Driving/Piloting check that has its DC increased
by 10. If you succeed, you escape into FTL taking no damage
whatsoever during that warfare roll. If you fail, you remain in
the battle. Doing so carries a 25% chance that you will end
up in an unknown place and a 10% that that place is actually
dangerous (such as the gravity well of a gas giant or even the
inside of a black holes event horizon).

This small section seeks to provide a clear example of how a


non-tactical combat between vehicles/ships works. Imagine
the following situation: the squad of PCs has their own
Frigate and are currently on route to engage two enemy
Frigates and their escort of 20 Fighter Crafts.
The groups of each side are then divided as follows:
- The PCs frigate constitutes one single unit of 1 Frigate.
- The enemy would be divided in two groups of 1 Frigate
and 2 groups of 10 Fighter Crafts.

Since no group has Barrage Values that reach more than


Bombardment: While not piloting a vehicle/ship, you can
attempt to increase the bombardment power of your vehicle/ship Medium Range, the battle starts at that range category.
The PCs decide that for the first battle roll they will use
by taking command of the weapons systems. You roll a Heavy
Weapons check DC 20. If successful, you increase your Extreme no special actions and the enemy does the same. But
they also decide to first use their Frigate special ability
Range Barrage, Long Range Barrage and Medium Range Barrage
values by 1. For every 5 points you beat the DC, you increase those and roll against the two groups of Fighter Crafts. In one
of the rolls, the PCs get a result of 16 and result of 12,
values by an additional 1. You only increase Barrage values that
meaning they land one Hit against one of the Fighter
your ship normally possesses.
Craft group. Normally this would mean the Fighter Craft
Weapons Calibrations: While not piloting a vehicle/ship, you can
group would be destroyed, since they are combined in
attempt to increase the efficiency of your vehicle/ships weapon
a group of 10, their Sustain Damage is not 0 but rather
systems. You roll an Electronics check DC 15. If successful, you gain
1, and so this point negates the Hit. This results in the
one reroll for that vehicle/ship Warfare Combat roll (take best result).
group surviving, but 1/2 of the units in that group
For every 5 points you beat the DC, you gain one additional reroll.
are considered destroyed, and because one Sustain
These rerolls are lost at the end of the warfare round.
Damage point was lost that group will get a -1 on its
Warfare Combat roll.

Chapter 10: Ships and Vehicles

406

After the special ability of the Frigate is used, they Seeing they failed to kill one of the enemys groups, or at least ensuring
the other Frigate would also be damaged, the PCs realize they might
move onto the Medium Wealth rolls. The enemy
be in trouble and attempt to escape. The enemy however, is not keen
Frigate groups each roll a 15 and a 7, meaning one of
of letting them retreat and intends to pursue. The squad decides to
them lands a Hit on the PCs Frigate; the undamaged
try and reach a nearby asteroid field and use the Dodge Enemy Fire
Fighter Craft group rolls a 17 (normally that group
special action again along with the Full Speed Ahead special action,
would gain a +1 Warfare Combat roll because it is a
while retreating. With this they manage to increase their ships speed
group of 10 but that bonus is mitigated by the loss
by an additional 10% (in addition to the 50% increase the retreating
of the Sustain Damage point he already lost, which
action provides) and they also manage to gain 1 Sustain Damage
implies a -1 on its Warfare Combat roll). Because it is a
point.
17 and not an 18, that Fighter Craft group fails to land
a Hit. The other Fighter Craft group rolls a 2 and also
The GM tells them that they will only be able to reach the asteroid
fails to land a Hit. The PCs Frigate rolls a 19 and lands a
field in 6 minutes, but thanks to their increased speed they will
Hit that the GM determines goes to one of the enemy
move out of Close Range in 3 minutes. They only have to survive
Frigate groups.
until then and can probably escape with their lives.
After the Medium Ranges are played out, the results are
as follows:
The PCs frigate has lost its Sustain Damage point
and so it will take a -1 penalty on the following Warfare
Combat rolls.

Another PC attempts to buy even more time by performing a


Damage Control special action. He rolls a Repair check and gets a
result of 21, allowing the Frigate to regain 1 lost Sustain Damage
point.

Because the enemy is still in Close Range and decided to pursue


the PCs, another warfare roll ensues. The time for this warfare roll
is determined and results in 3 minutes. Alas, luck is not yet on
the side of the PCs, for had it resulted in 4 minutes they would
The other Frigate group is still at 100%, as well as one of only take 3/4 the Hits from the enemy. Still, it means that after
this roll they will be in Medium Range again and will take less
the enemys Fighter Craft group.
The other Fighter Craft group also lost its only Sustain damage.
Damage point and will take a -1 penalty on the following
For this new warfare round, each enemy decides to make
Warfare Combat rolls.
a Dodge Enemy Fire and manage to gain 1 point of Sustain
Though in clear disadvantage, the PCs still wish to test their Damage. The PCs make two Warfare Combat rolls and this
time manage to land two Hits. The GM decides that one of
luck and dont retreat, and so the battle moves into Close
those Hits is negates by the Sustain Damage point one of the
Range the first Warfare damage roll ensues. This damage roll
will represent 1d6 minutes of battle, as previously stated in Frigates just gained and the other by the Sustain Point the
undamaged Frigate still had. The enemy this time managed
this chapter (instead of 1d6 hours). The result is 4 minutes of
to land 4 Hits but since the PCs are retreating they only take
battle.
1/2 that, so they only take 2 Hit which they negate with the
The players decide to use special actions to try and gain the
Sustain Damage point gained from the Dodge Enemy Fire
upper hand.
special action and with the one regained from the Damage
The pilot decides to attempt an Advanced Piloting check to
Control special action.
Dodge Enemy Fire. He succeeds and rolls a Piloting check with a
The enemy keeps pursuit and so a new warfare roll is
result of 24, thus gaining 2 Sustain Damage points (10% of 24).
made. This time it would take 2 minutes, meaning the
Another PC, that isnt piloting, decides he will attempt a
PCs now enter Medium Range right at the start of the
Focused Scan. Since he is not piloting, he doesnt need to
battle, thus starting the warfare mechanics for that range
make an Extreme Driving/Piloting check. He immediately rolls
category. The players decide to keep the same special
a Decryption check and obtains a result of 16, just enough to
actions (pilot made a Dodge Enemy Fire+ Full Speed
provide their side with a +1 bonus to the Warfare Combat roll
Ahead while another made a Damage Control) and
(useful to mitigate the penalty the Frigate is suffering from the loss
managed to maintain the same bonuses, meaning that
of the Sustain Damage point).
1 minute after this battle they will reach the asteroid
The enemy decides not to use any special actions, convinced of
field. Because they are moving away at speeds higher
their superiority.
than their enemies, the battle will not have Close
Range rolls unless the enemy uses the Full Speed
At Close Range each of the Frigate groups will get two Warfare
Combat rolls instead of just one. The battle at Close Range goes as Ahead action and manages to move from Medium
follows: the PCs manage to land only one Hit but the GM determines Range to Close Range category. In this case the enemy
it goes against the other Fighter Craft group. This time, however, the did not, in order not to risk damaging their engines.
One of the enemys Frigate groups also lost its only
Sustain Damage point and will take a -1 penalty on the
following Warfare Combat rolls.

enemy lands two Hits removing the Sustain Damage points the PCs
managed to gain.

407

This Medium Range battle is somewhat short an


uneventful because only the 2 groups of Frigates

Chapter 10: Ships and Vechicles

can actually don anything, and while the PCs are in luck. They not only manage to land 2 Hits on the enemy Frigate
but also the enemy Frigate fails to land Hits on them. This gives the
Frigate may fire, using the retreat action reduces
the number of successful Hits to 1/2 so they deal
PCs Frigate a clear advantage for not only do they still have 1 Sustain
no damage whatsoever. The enemy also fails to land
Damage point and no penalty to their Warfare Combat rolls while the
any Hit and so the PCs end this warfare round with
enemy Frigate has no Sustain Damage points and chances are the PCs
at least 1 Sustain Damage point, regained from the
will once more attempt an ECM Warfare special action, increasing the
Frigates difficulty to land a successful Hit.
Damage Control special action.
A new battle ensues but this time things may be
different. If the battle takes only 1 minute, then a new
Medium Range battle is made normally. If it takes
more than that, then the PCs would have entered the
asteroid field. The GM rolls 1d6 and determines the
battle will take 5 minutes, more than enough time to
enter the asteroid field. However, the GM also tells the
PCs that entering the asteroid field has its own risks and
limitations:

The GM thus decides the Frigate attempts to make a retreat in the


next warfare roll. The PCs, realize they now have a chance to try and
escape, this time requiring only an Advanced Piloting check to move
through the field since they are no longer engaged in battle. They
decide to take that chance, just in case, and safely leave the asteroid
field without any battle roll being made (since both sides simply
retreated from the battle). No new enemy appears on the radar but
just to be sure they immediately move towards the nearest system
with a Mass Relay, hoping to find shelter and a place to make
repairs

1st, it requires an Extreme Piloting check to be


made just to navigate in it while battling. To navigate
through it while not in battle it requires an Advanced
Piloting check. In addition, it will increase the DCs for
all Advanced and Extreme Piloting maneuvers by +10. A
failure on the check made to navigate results in a collision
that automatically deals 2 Hits. Should this happen to the
PCs frigate, they are automatically killed.

Vehicle and Ship


Customization

Previously several generic vehicles and ships were presented


but when the PCs get their hands on one, they will want
something more than generic vehicle/ship, theyll want to
customize it to fit their needs and tastes. This section seeks
3rd, only Close Range battles are possible inside an
to cover that by presenting different possible upgrades for a
asteroid field.
standard ship, its costs and what kind of upgrades can a ship
Because of this, the GM also informs that of the pursuing
have installed.
enemies, only one Frigate decides to enter the asteroid field,
along with a group of Fighter Crafts, while the rest are likely A ship can be upgrades at any place that sells or produces
to wait outside the field and wait for communication from them, assuming the necessary resources and/or credits are
those that went in, about possible exist vectors used by the available.
2nd, inside the asteroid field the ships will have to move
at normal speed, which means the enemy will catch up and
enter in Close Range.

PCs. Those that went in decide to make no special actions, with


exception of the frigate that attempts a Damage Control and
a Dodge Enemy Fire special actions, regaining one lost Sustain
Damage point and gaining a new one.
With all this information, the pilot decides that he will not
perform any special actions, ending the Dodge Enemy Fire +
Full Speed Ahead action. Another PC decides he will attempt an
ECM Warfare action and manages to reduce apply a -2 penalty on
Warfare Combat roll to the enemy Frigate, and a third PC decides
to attempt a Disable Comms special action, in which he succeeds.
This way, those outside will not be able to chase the PCs once they
exit the asteroid field.

All upgrades are listed in the following way: first a general


description is provided, then followed with a Price line that
can either be a specific amount of credits and/or resources
or it states that it costs a specific amount of credits based
on the ships normal cost. Following that, comes the entry
that states the benefits of that upgrade. Last, is a line that
states whether a specific generic vehicle/warship already
has the upgrade in question or not.
Some of these upgrades may present a special entry
that provides useful information, such as how much
would a vehicle/ship cost if it was bought without the
indicated upgrade.

Now before the battle roll is made, everyone must roll the Extreme
Please note that the costs here presented are not
Piloting check, to see if they suffer from a collision against an
subjected to any sort of price reduction, unless the GM
asteroid or not. The GM rolls and informs that a group of Fighter
says otherwise.
Crafts fails the check and are inevitably destroyed by asteroids. This
leaves only one frigate, that has recovered its Sustain Damage point,
gained a new one and has a penalty of -2 to its Warfare Combat roll.
Big ships like Frigates, Cruisers, Heavy Cruisers,
At least against these the PCs feel they have a good chance.
Carriers, Dreadnaughts and Space Freighters can
The battle ensues inside the asteroid field and this time the PCs
have many different rooms, each with its potential

Ships Rooms

Chapter 10: Ships and Vehicles

408

and benefits. Many of these rooms are already


present in some of the generic warhips.

Benefits: Any character in the ship can restock on Heavy Weapon


Ammo and Grenades, as well as Thermal Clips.

These rooms can only be placed on those big ships.

Present on: Any Dreadnaught already comes with an Extended


Armory.

Armory

Special: The ship must have an Armory before an Extended Armory


can be bought.

One of the most important rooms in any warship, the


armory contains materials and resources to repair and
rearm any weapon on the ship.
Only military ships, or ex-military ships, are allowed
to have armories. Transports and civilian ships are not
allowed and may be confiscated if this rule is broken.

Med-Bay
The Medical-Bay exists to treat small injuries and to provide a safe
and clean environment where injured characters may rest.

Price: 10% of the ships base Purchase Cost.


Benefits: Any character in the ship can restock on
Thermal Clips. Any addition, a character receives +2
bonus on any Repair check made in the armory.

Price: 10% of the ships base price.


Benefits: Any character in the ship can restock on Medi-Gel. Any
character that rests there for 8 hours heals an additional number
of HP equal to the characters HD. +2 bonus on any First-Aid or
Medicine check made there.

Present on: Any Frigate, Cruiser, Heavy Cruiser, Carrier


and Dreadnaught already comes with an Armory.
Special: A Frigate can be bought without having an
armory. In that case reduce the Purchase Cost of the
Frigate by 10%.

Extended Armory
An extended armory improves any existing armory and
makes it even more effective when it comes to restock
soldiers of the ship.
Price: 10% of the ships base price.

409

Present on: Any Space Passenger Freight, Space Explorer Freight,


Frigate, Cruiser, Heavy Cruiser, Carrier and Dreadnaught already
comes with a Med-Bay.

Advanced Med-Bay
The advanced med-bay provides ample resources to treat
injuries, broken bones, diseases and even poisons.
Price: 50.000 Platinum
Benefits: Same benefits as a normal Med-Bay but with double
healing bonus and double bonus on First-Aid and Medicine
checks made there. In addition, characters that spend 10
minutes there are automatically healed of any Poison

Chapter 10: Ships and Vechicles

affecting the character.

the Research skill can develop new research and upgrades.

Present on: Any Dreadnaught already comes with


an Advanced Med-Bay.

Present on: None.

Special: The ship must have a Med-Bay before an


Advanced Med-Bay can be bought.

Advanced Laboratory

Vehicle/Ship Hangar

Equips an existing Laboratory with additional instruments.


Price: 8.000 credits, 200 Iridium, 200 Palladium, 200 Platinum, 50
Element Zero and 100 of Uranium.

A spacious room, with ramp access to the outside of


the ship so that vehicles and smaller ships may land
there.

Benefits: Same benefits as a normal Laboratory but now every


character that makes a Research check there gains a +2 bonus on
the check.

Price: 15% of the ships base Purchase Cost.

Present on: None.

Benefits: Provides space for land vehicles, air vehicles,


shuttles, fighter crafts and/or interceptors to be parked
there. The number of other vehicles/ships it can hold
depends on the ships size and is determined by the GM.

Special: The ship must have a Laboratory before an Advanced


Laboratory can be bought.

Present on: Any Frigate, Cruiser, Heavy Cruiser, Carrier


and Dreadnaught already comes with a Hangar.

Armament

Advanced Vehicle/Ship Hangar

All military warships and vehicles, as well as those belonging to


mercenaries organizations and private security forces require
weaponry. This next section covers several upgrades in terms of
weaponry that are available for vehicles and ships.

An improvement on any existing hangar.

Unlike other upgrades, none of the following upgrades are


present on any generic ship. In addition, any character can
Benefits: Provides a +2 bonus on any Repair checks made
buy a vehicle/ship without its weaponry. Doing so reduces
while in the Hangar. Any vehicle/ship that is held in the
the Purchase Cost of the vehicle/ship by 20%. Any vehicle/
hangar is refueled for free after 30 minutes.
ship without weaponry has its Power Score reduces by 50%
Present on: Any Dreadnaught already comes with an
and when resolving a battle in which the ship is involved, its
Advanced Vehicle/Ship Hangar.
Power Score serves only to determine how much damage it
Special: The ship must have a vehicle/Ship Hangar before an will take and never to deal damage to the enemy (even if the
vehicle/ship has special abilities like Increased Damage it
Advanced Med-Bay can be bought.
still deals no damage to the enemy).
Price: 15% of the ships base Purchase Cost.

Bar
A room designed for R&R, stocked with several ingredients to
make cocktails and with tables and machinery for small-time
gambling.
Price: 5% of the ships base Purchase Cost.
Benefits: Provides a bar capable of serving all the members of
the ship, including any additional passenger. Any character that
uses the bar before exiting the ship will be in Heartened condition
(see Morale).

A vehicle/ship that has no weaponry can be equipped


with one but doing so would go against the laws in most
civilized places. The cost for this installation is 20% of the
vehicles/ship/s Purchase Cost and the end result (the
weapons statistics as well as Power Score and other
Warfare benefits) are totally under the control of the GM.

Javelin Disruptor Torpedoes

The Javelin is an experimental close-assault weapon


consisting of paired disruptor torpedo tubes bolted or
Present on: Any Cruiser, Heavy Cruiser, Carrier and Dreadnaught magnetically slung onto the ships exterior armored
hull. The torpedoes are fired on converging trajectories,
already comes with a Bar.
detonating in a precisely timed sequence that allows
the dark energy emitted by their warheads to resonate,
Laboratory
magnifying the resulting space-time warp effects and
A special equipped lab designed to allow field research and the literally shredding the target apart.
development of new upgrades.
Price: 10.000 (21 - ships Power Score) in Platinum,
Price: 12.000 credits, 300 Iridium, 300 Palladium, 300 Platinum, 85 750 (21 - ships Power Score) in Element Zero (see
space warfare unit statistics)
Element Zero and 200 of Uranium.
Benefits: Provides a room where scientists and characters with

Chapter 10: Ships and Vehicles

Benefits: Gain one reroll each warfare round.

410

Present on: None.

upgrade.

Special: Can only be installed in starships

Thanix Missiles
Thanix Cannon

Based on the same principles as the Thanix weaponry for ships, the
Thanix Missiles are massive warheads that deal tremendous damage
in a large area.

The Thanix Magnetic-Hydrodynamic Weapon is


a turian-developed, miniaturized version of the
weapon used by Sovereign during its attack on the
Price: 5% of the vehicles Purchase Cost.
Citadel. It uses an electromagnetic field to shape and
Benefits: Provides a new weapon to the vehicle. This weapon
accelerate a stream of superheated molten metal to
consists of two Huge-sized warhead missiles that can target any
relativistic velocities, which then impacts its target and
point up to 1500 ft away. The weapon must be armed and calibrated
deals horrendous damage. The weapons fire appears as
before shooting, a process taking at least 5 rounds to accomplish,
a bright blue beam, very similar to the deadly red trails
and requires a Heavy Weapons check DC 20 to hit a specific target
seen firing from the tips of Sovereigns arms during the
(failure indicates the weapon will hit a square 1d20 5 ft away
Battle of the Citadel.
from the target, in a random direction). Once it hits, it deals 100d6
Price: 10.000 (21 - ships Power Score) in Platinum (see
damage on a 20-ft radius area (average 350 damage) and half that
space warfare unit statistics)
much in another 20-ft radius away from that (example: a character
Benefits: In range categories other than Close, make an 30 ft away from the point of impact takes half the indicated
damage). Like other vehicles/ships weaponry, this damage
additional Warfare Combat rolls instead of just one.
carries to other layers of protection. A Reflex save DC 20 halves
Present on: None.
any damage received.
Special: Can only be installed in starships
For Warfare statistics, this upgrade provides the vehicle with a
+5 bonus on all Warfare Combat rolls made that round. It also
allows the vehicle to make one additional Warfare Combat roll,
Advanced GARDIAN Lasers
per missile available, but only against one single group (can
By improving the cooling cycle of the GARDIAN networks,
select different group for each missile).
the weapons become more deadly at close range.
Special: Can only be built on land vehicles of Huge size or
Price: 10.000 (21 - ships Power Score) in Platinum, 1% of
larger. Once fired, the missiles cannot be replenished, new
the ships Purchase Cost (see space warfare unit statistics)
ones must be bought. Thanix missiles are military-grade
Benefits: When in Close Range, make an additional Warfare weapons and anyone carrying or using them without express
permission from the authorities risks an extremely high
Combat roll. In addition, just before entering Close Range, the
ship can make one single Warfare Combat roll against a group sentence that can easily go to life in prison.
of Fighter Crafts before the Close Range combat starts (similar
to what First Strike does in ground warfare).
Present on: None.
Special: Can only be installed in Frigates, Cruisers, Heavy
Cruisers, Carriers and Dreadnaughts. The ship must have at least
generic weaponry in order to have this upgrade.

Advanced Mass Accelerator Cannons

Armor and Shields


Regardless of who owns a given vehicle/ship, that person
will always take in consideration the vehicles/ships armor
and existing kinetic barriers, since they may determine
life or death on the event of a collision or, of course, while
involved in a battle.

This upgrade improves the speed and momentum applied to the


slugs fired by a vehicles/ships mass accelerator cannons.
Price: 1% of the vehicles/ships Purchase Cost.

All vehicles and ships come with default armor for their
type. As for kinetic barriers, only starships are equipped
with kinetic barriers to allow them to take the impact of
debris that surrounds many of the civilized planets.

Benefits: When in Close Range, gain a +1 bonus on all Warfare


Combat rolls made that warfare round. For tactical combat, increase
the damage dealt by a cannon weaponry by two additional dice
(example: an Advanced Tank with this upgrade will deal 12d8 with its
cannons instead of 10d8).
Present on: None.
Special: Can only be built in vehicles with cannons and in ships. The
vehicle/ship must have at least generic weaponry in order to have this

411

Starships that have no Shield HP value have shields that


are too strong for characters to hit without using other
starships.

Generic Kinetic Barrier


Although some vehicles lack kinetic barriers, these
can be installed to further increase the vehicles
resistance.

Chapter 10: Ships and Vechicles

Price: 5% of the vehicles Purchase Cost.

Benefits: The ship gains +1 Sustain Damage point.

Benefits: Installs a kinetic barrier on the vehicle,


Present on: None.
giving it a number of Shield HP equal to 25% of
Special: Can only be installed on starships
the vehicles Plating HP (rounded down to the
nearest multiple of 10). The vehicle gains +1 Shield
HP DR. For Warfare combat, it provides the amount
of Sustain Damage points present in the Warfare
statistics for tanks and gunships.
Extremely important for navigation, sensors and thrusters upgrades
Present on: Any Advanced Tank and Gunship already
are by no means limited to the military and other war-type factions
comes with Advanced Kinetic Barrier.

Sensors and Thrusters

Special: Can only be installed on vehicles.

Advanced Thrusters

Advanced Kinetic Barrier

Upgrades a vehicles/ships thrusters, making them more fuelefficient.

Improves the Generic Kinetic Barrier, making it stronger


and more energy-efficient.
Price: 5% of the vehicles Purchase Cost.
Benefits: The vehicles shield HP are increased to 50%
of the vehicles Plating HP (rounded down to the nearest
multiple of 10). The vehicle gains +1 Shield HP DR. Provides
+1 Sustain Damage point.

Price: 1% of the vehicles/ships Purchase Cost.


Benefits: Increase all the vehicles/ships base speeds by 15%
without increasing fuel consumption.
Present on: None.

Top-of-the-line Thrusters

Present on: Any Advanced Tank and Gunship already


comes with Advanced Kinetic Barrier.

Upgrades the vehicles/ships thrusters even further, enabling


the entire vehicle/ship to reach higher speeds.

Special: Can only be installed on vehicles.

Price: 1% of the vehicles/ships Purchase Cost.

Cyclonic Barrier Technology (CBT)

Benefits: Increase all the vehicles/ships base speeds by 15%


without increasing fuel consumption.

Present on: None.


The CBT violently slaps aside rather than halting incoming
linear force. By rotationally firing their mass effect field Special: Must have the Advanced Thrusters upgrade.
projectors, the ship creates rapidly oscillating kinetic barriers
instead of static ones. Shooting through the CBT is like trying
to shoot at a target inside a spinning ball. If an emitter is Extended Fuel Cells
damaged, the CBT corrects to become a traditional shield array, The Heed Industries Helios Thruster Module propulsion
a safety feature that makes it most effective during opening
system far outpaces the typical liquid hydrogen/liquid
volleys.
oxygen reactions that power a frigates maneuvering
Price: 10.000 (21 - ships Power Score) in Palladium (see space thrusters. By using metastable metallic hydrogen, the
Helios boasts a fuel that burns at far greater efficiency
warfare unit statistics)
than liquid H2/O2. Navigators can execute the numerous
Benefits: The ship gains +1 Sustain Damage point.
small course corrections inherent to any long-distance
travel without fear of exhausting the ships fuel supplies.
Present on: None.
This net gain extends to forward impulse as well: a ship
Special: Can only be installed on starships
powered by antiprotons can coast temporarily using
the Helios to reach an inferior but highly sustainable
speed. Such efficiency lowers antiproton consumption,
Silaris Armor
a constant concern for any warship. The same efficiency
The armor can resist even the tremendous heat and kinetic
that allows for microburn course correction can power
energy of starship weapons. The armor is nearly unsurpassed in
rapid bursts of motion. Once the pilot becomes used to
strength because its central material, carbon nanotube sheets
the ships new energetic responses, he can easily put
woven with diamond Chemical Vapor Deposition, are crushed
the ship wherever and at whatever angle he desires.
by mass effect fields into super-dense layers able to withstand
extreme temperatures. That process also compensates for diamonds Price: 3 ships fuel reserve in Element Zero.
brittleness.
Benefits: Increase the amount of fuel a ship can have
Price: 10.000 ships Power Score in Palladium (see space warfare in its Reserve by 50% (rounded down).
unit statistics)

Chapter 10: Ships and Vehicles

412

Present on: None.


Special: Can only be installed on starships

Probe Launcher

Present on: Any Land Explorer Car, Top-of-the-line Skycar, Tanks,


Gunships and Starships already comes with sensors.

Advanced Sensors

Advanced sensors are an upgrade to the normal ones, providing


Vital for any explorer and scout, probes can be
launched from orbit in order to obtain information greater imaging and resolution for internal monitors, improving
detect range and capable of surpassing most jammers.
about a 100-mile radius area around them. The type
of information provided is never specific, rather it
Price: 15.000 Iridium
is general information such as weather, geographic
Benefits: Improves existing Sensors, increasing its normal space
features, resources available at the surface and
range by 50%. Also, it doubles the range of the radar feature they
possibly the present of settlements, cities and bases.
possess and that radar cannot be jammed by any portable Stealth
Price: 15.000 Iridium
Generator. In addition, when used for Ground Warfare, it provides
Benefits: Provides a probe bay and launcher to launcher +2 First Strike.
scanning ship probes. It allows the ship to carry up to 30
probes.

Present on: None


Special: Must have the Sensors upgrade.

Present on: Space Explorer Freighter


Special: Can only be installed in Frigates, Cruisers, Heavy
Cruisers, Carriers, Dreadnaughts or Space Freighters.

Modular Probe Bay


Improves the existing Probe Launcher with the ability to
disassemble and reassemble stored probes so that it can
double its carrying capacity.
Price: 15.000 Iridium
Benefits: Doubles the number of scanning ship probe the
ship can carry.

Stealth System
By creating Internal Emission Sink systems, a ship becomes
capable of moving around virtually undetected since it
suppresses any heat emission by storing said heat (and in space,
ships rely on thermographic detectors to find other ships in the
vast, cold emptiness of space).
Price: 15% of the vehicles Purchase Cost, 10.000 (21 - ships
Power Score) in Iridium, 10.000 (21 - ships Power Score) in
Platinum.

Benefits: Stealth Systems allow a ship to move without


emitting any kind of heat signature that could be detected by
Present on: None
other starship sensors or even advanced sensors, effectively
Special: Can only be installed in Frigates, Cruisers, Heavy making it invisible (it can still be seen by direct visual
Cruisers, Carriers, Dreadnaughts or Space Freighters. Must have contact, such as looking out a window if the ship is there).
the Probe Launcher upgrade installed first.
Stealth Systems can be activated even during FTL (useful
for dropping out of FTL already invisible, and can be used
for 5 hours while actively moving around. If, instead, the
Sensors
ship merely drifts with its main engines shut down, the
Most vehicles and ships already possess sensors to detect its
systems can operate for 3 days. After this time has passed,
surroundings and approaching enemies. From visual scanners, to the Stealth Systems shut down and the stored heat will be
thermographic detectors, radar and LADAR (LAser Detection And
radiated to the outside, revealing the ships presence to
Ranging), vehicles and ships depend on these in order to be able any sensor in which the ships in range. It takes around 10
to driven and piloted effectively, otherwise pilots would be forced
minutes to discharge the stored heat.
to rely on sight to do so, which would be impractical in space flight
The Stealth Systems cannot be used during combat, the
or even at the extremely high speeds that some ships and vehicles
heat generated by the weapons is so big that even the
can move within a city.
IES is incapable of suppressing.
Price: 5% of the vehicles/ships Purchase Cost.
Once the Stealth Systems shut down, it takes about an
Benefits: Provides normal sensors found in some generic ships. The
hour before they can be restarted.
radius of the sensors is usually double the maximum Barrage range
Present on: None
(for example, a Dreadnaughts sensors can pick up ships up to 20.000
km, double the Extreme Barrage).
Also provides a radar feature with a 1000-ft radius (see Omni-Tool
functionalities). This radar can only be jammed by Normal or Greater
Stealth generators.

413

Software Upgrades
Besides physical upgrades and additions to a

Chapter 10: Ships and Vechicles

vehicle/ship, one can also have software upgrades


that help protect and make the vehicle/ship
more efficient. All these upgrades depend on the
mainframe used and none are included on generic
ships.

Basic Mainframe
A basic mainframe, with processing power enough to sustain the
demands of most starships.
Price: 25.000 credits

A vehicle/ship can have several different mainframes


Benefits: Provides a mainframe capable of handling all of the
but the GM determines how much physical space one
vehicles/ships functions as well as 6 software upgrades.
requires (which could make it impossible for a small
Present on: See previous table
vehicle/ship to carry more than one). In addition, the
Special: Top-of-the-Line Tanks and Starships (except Carriers and
owner of a vehicle/ship that has a mainframe can sell
Dreadnaughts) must have at least a Basic Mainframe.
that piece of hardware to gain 50% of its price, as it he/
she was selling a normal item.

Advanced Mainframe

Mainframes:
There are three different types of mainframes. The
following table provides information on how many
mainframes a generic vehicle/ship already comes with.

An advanced mainframe with processing power enough to handle


all the demands from a dreadnaught. It is capable of having a VI
installed in it.
Price: 62.500 credits
Benefits: Provides a mainframe capable of handling all of the
vehicles/ships functions as well as 12 software upgrades.

Simple Mainframe
A very simple mainframe, with a processing power a little
higher than that of a personal computer that anyone can
acquire.
Price: 10.000 credits
Benefits: Provides a mainframe capable of handling all of
the vehicles/ships functions as well as 3 software upgrades.
Present on: See previous table
Special: Tanks (except Top-of-the-Line Tanks) and Gunships
must have at least a Simple Mainframe.

Present on: See previous table


Special: Carriers and Dreadnaughts must have at least an
Advanced Mainframe.
Only starships can have advanced mainframes.

Top-of-the-Line Mainframe
The greatest mainframe to ever been developed for vehicles
and ships. It is powerful enough to even house an AI (of
course, those are forbidden by Citadel conventions)
Price: 130.000 credits

Simple Mainframe

Basic Mainframe

Advanced Mainframe

Top-of-the-line Mainframe

Land Cars/Freighters

Hover Bike

Antiquated Tank

Tank

Advanced Tank

Top-of-the-line Tank

Gunship

Skycars

Shuttle

Fighter Craft

Interceptor

Frigate

Cruiser

Heavy Cruiser

Carrier

Dreadnaught

Space Freighters

Chapter 10: Ships and Vehicles

414

Benefits: Provides a mainframe capable of


handling all of the vehicles/ships functions as well
as 24 software upgrades.
Present on: See previous table
Special: Only starships can have top-of-the-line
mainframes.

Software:
There are over a dozen different software upgrades,
described below. Unless otherwise stated, the vehicle/
ship can only have one of each software installed.

Internal Defense System (IDS)


A system designed to defense weaponry and doors that protect the
inside of a ship.
Price: 25.000/50.000/75.000 (see below)
Benefits: This advanced system works as an important defense for
whenever a vehicle/ship is boarded. As long as the mainframe is
online, and the system is not controlled by theenemy, the system will
identify invaders and try to both block them, by locking doors, and
eradicate them, by using defense weaponry on-board.

Please note that none of the generic vehicles/ships have defense


weaponry installed. A character can install any firearm or Heavy
Weapon as defense weaponry on the ship, wherever he desires, but
he must pay for the weapon normally, with the cost increased by
Drone Control Center
50% to pay for its mount and installation on the ship. In addition, a
ships defense weaponry never benefits from any character Power
A system designed to control drones that are up to 100
or special ability.
miles away.
Price: 10.000 credits per drone connected to the system
(see below).
Benefits: This system creates a centralized, VI-like, brain
from where each connected drone receives orders and
inputs gathered data. This system is useful to ensure
that each drone knows exactly what another was doing,
allowing for a far more efficient tactical maneuvering.

Present on: None


Special: Occupies at least 3 software spaces in the mainframe. A
vehicle/ship can have several IDS installed.

An IDS comes in three different varieties: a normal/simple


one that costs 25.000; an average/professional one that costs
50.000; and a strong/military-grade one that costs 75.000.
These differences are used to when determine the DC of certain
skill checks made against the IDS controlled features (see skill
Drones connected to this system gain +5 bonus on all Will
descriptions).
saves.
Each IDS can only be connected to 10 doors and 20 weapons,
Present on: None
meaning that ships like dreadnaughts will likely require a few
Special: Occupies at least 4 software spaces in the
hundred of these software.
mainframe. A vehicle/ship can have several Drone Control
Center installed.
It requires 1 minute for a drone to be connected to the system.
Once connected, it requires another minute to remove the
drones connection from the system.

Advanced Maneuverability Systems


A system designed
maneuverability.

This systems cost varies, depending on the number of drones


a character wants to connect to it. The maximum number of
drones that can be connected at the same time is 10 (making the
system cost 100.000 credits).

to

enhance

vehicles/ships

Price: 1% of vehicles/ships Purchase Cost


Benefits: This system increases the Maneuverability score,
for Warfare purposes, by 1. In addition, it increases the
Defense of the vehicle/ship by 5 but only if the vehicle/
ship spent at least 1 action moving.

Mech Control Center

Present on: None

A system designed to control mechs that are up to 100 miles away.

Special: Occupies at least 1 software spaces in the


mainframe.

Price: 10.000 credits per mech connected to the system (see


below).
Benefits: This system works just like a Drone Control Center, only
for mechs instead of drones.

Efficient Energy Redistribution System

Mechs connected to this system gain +5 bonus on all Will saves.

A system specially designed to improve energy


distribution throughout the ships Shields.

Present on: None

Price: 0,1% of vehicles/ships Purchase Cost

Special: Occupies at least 4 software spaces in the mainframe. A


vehicle/ship can have several Mech Control Center installed.

Benefits: Increases vehicles/ships Shield HP by 20%


and Shield HP DR by 1. Provides Reduced Damage
-2% for Warfare purposes.

This system has the same special features as a Drone Control Center.

415

Chapter 10: Ships and Vechicles

Present on: None

Advanced Targeting System

Special: Occupies at least 2 software spaces in the mainframe.

This software upgrades the overall targeting systems.

Barrage Targeting
A system specially designed to improve the effectiveness of
long range weapons.
Price: 0,1% of vehicles/ships Purchase Cost
Benefits: Increases all of your ships Barrage values by 1.

Price: 20.000 credits


Benefits: Provides a +2 bonus on all Heavy Weapon checks
made to use them. In addition, when you roll the d20 after
determining the difference between Power Scores, you
always add +1 to your result, regardless of whether you
have more Power Score than your enemy or not.

Present on: None


Special: Occupies at least 2 software spaces in the mainframe.

Present on: None


Special: Occupies at least 1 software space in the
mainframe.

Data Scrubbing

Advanced Weapon Calibrations

A system specially designed to scrub and clean data received by


sensors.

This software calibrates the weapons to deliver more


deadly shots.

Price: 15.000 credits

Price: 20.000 credits

Benefits: Increases the range of sensors by 20%. Provides +1 First


Strike for ground Warfare purposes and if the enemy attempts the
ECM Warfare special action against your vehicle/ship, he has the DC
increased by 5.

Benefits: All vehicle/ship weapons have their critical


threat range increased by 1. Increase Power Score by
5%.

Present on: None


Special: Occupies at least 1 software space in the mainframe.

Chapter 10: Ships and Vehicles

Present on: None


Special: Occupies at least 1 software space in the
mainframe.

416

Self-Destruct

although it is illegal to make VIs based on currently living people.

A system designed to self-destruct the mainframe,


along with the vehicle/ship.

Unless the GM states otherwise, the VI is controlled by the GM.

Price: 0,1% of vehicles/ships Purchase Cost

Price: 80.000 credits


Benefits: A VI is (unless he accepts someone else controlling it).

Benefits: This system self-destructs the vehicles/


A VI has 10 ranks in Electronics, Hacking, Damping, Decryption,
ships mainframe, potentially taking the vessel with
has Skill Focus feats for all those skills, can make any Research and
it. The system kicks in when the internal sensors of
Knowledge checks even without ranks and can always choose to take
the ship indicate that enemies have taken control
10 on any Electronics, Hacking, Damping, Decryption, Knowledge
of it, when the mainframe is shutdown through
and Research checks. In addition, an AI has an Int score of 10 (+0
hacking rather than codes, or whenever it receives a
modifier).
self-destruct order from the person in charge of the
An installed VI will always combine its work with that of other
vehicle/ship.
software within the mainframe.
The self-destruct isnt immediate, for vehicles/ships
A VI is capable of performing Special Actions (see Vehicle and Ships
smaller than a Frigate it takes a number of actions
in Combat) but only if ordered to do so.
equal to 2d45. For Frigates or larger starships, it takes
a number of actions equal to 2d65 + starship Power Present on: None
Score 10.
Special: Occupies at least 8 software spaces in the mainframe.
During the time the self-destruct has started (which is
obvious to anyone as system sets off all of the vehicles/
ships internal alarms) a character can attempt to disable
this system by making a DC 30 Electronics check, a DC
25 Hacking check or a DC 22 Damping check, but each
attempt takes 2d8 actions.
If the vehicle/ship is destroyed in the process, the GM
decides the damage caused by the explosion, if any.
Present on: None
Special: Occupies at least 2 software spaces in the mainframe.

Artificial Intelligence
Installs an Artificial Intelligence (AI) on the mainframe of the
vehicle/ship. An AI is a self-aware computing system capable
of learning and independent decision making. Creation of
a conscious AI requires adaptive code, a slow, expensive
education, and a specialized quantum computer called a blue
box.
Unless the GM states otherwise, the AI is controlled by the
GM.

Heat Management System


This software manages a vehicles/ships heat efficiently.
Price: 50.000 credits
Benefits: Increase the time a ship can travel in FTL, without
having to discharge the built-up static charge, by 20%. Increase
the amount of time the Stealth System upgrade can work for by
20%. Reduce the amount of time it takes to discharge the builtup static charge or the heat stored by the Stealth System by 50%.
Present on: None
Special: Occupies at least 1 software space in the mainframe.

Virtual Intelligence

Price: 200.000 credits


Benefits: An AI is as smart as any organic (if not smarter) and
is controlled by the GM (unless he accepts someone else
controlling it). An AI has 23 ranks in Electronics, Hacking,
Damping, Decryption, has Skill Focus feats for all those
skills, can make any Research and Knowledge checks even
without ranks and can always choose to take 10 on any
Electronics, Hacking, Damping, Decryption, Knowledge
and Research checks. In addition, an AI has an Int score of
30 (+10 modifier) and has 30 skill ranks to divide among
any desired skill (maximum skill ranks is 23 on any given
skill, and it is the GM that determines to where those 30
skill ranks go).
An installed AI will always combine its work with that of
other software within the mainframe.

An AI is capable of performing Special Actions (see


Installs a Virtual Intelligence (VI) on the mainframe of the vehicle/
ship. A VI is a sophisticated program designed to make modern Vehicle and Ships in Combat) at its own volition. In
addition, it can perform Player Actions during a large
computer systems easier to use. They are not to be confused with
artificial intelligences like the geth, as VIs are only utilized to assist battle (see Warfare).
the user and process data (although, like AIs, they can still get out of
Present on: None
hand). Though they appear to be intelligent, they arent actually self
Special: Occupies at least 16 software spaces in the
aware, just made with clever programming.
mainframe.
Some VIs have personality imprints, with their behavior parameters,
speech pattern and appearance based on specific individuals,

417

Chapter 10: Ships and Vechicles

Chapter 11
Environmental Rules

Chapter 11: Environmental Rules

418

Gunnery Chief: This, recruits, is a 20-kilo ferris slug, Space has the following features:
feel the weight. Every five seconds, the main gun of an
No gravity: Space lacks any center of gravity or any form of direct
everest class dreadnought accelerates one to 1.3% of
gravity applied to the characters. Instead, any astral body has its own
light-speed. It impacts with the force of a 38-kiloton
form of gravity, attracting other bodies from a distance of millions of
bomb. That is three times the yield of the city-buster
miles. It is hard to determine how this gravity takes effect and for the
dropped on Hiroshima back on Earth. That means- Sir
purposes of this game such knowledge is not required. All that GMs
Isaac Newton is the deadliest son-of-a-bitch in space.
and players need to know is that when on a certain distance of an
Now! Serviceman Burnside! What is Newtons first law?
astral body (like a planet), characters and ships are likely to be drawn
Serviceman Burnside: Sir! An object in motion stays in to the astral body. The larger the body, the larger this distance and
the strength of this gravitational pull (so the faster they are drawn
motion, sir!
towards the body). Use common sense in situations where this
Gunnery Chief: No credit for partial answers, maggot!
gravitational pull might have impact on the characters activities.
Serviceman Burnside: Sir! Unless acted on by an outside
Empty: Space is empty. Although space is filled with atomic
force, sir!
particles and energy released from the stars, it is still considered
Gunnery Chief: Damn straight! I dare to assume you
empty for it possesses no form of atmosphere or air. It also lacks
ignorant jackasses know that space is empty. Once you fire
any form of air resistance or other forces besides gravity from astral
this hunk of metal, it keeps going til it hits something. That
bodies. This emptiness ensures there is no attrition. And without
can be a ship. Or the planet behind that ship. It might go
attrition, it becomes impossible for a character to move on his
off into deep space and hit somebody else in ten thousand
own. The same applies to any object.
years. If you pull the trigger on this, you are ruining someones
As such, the only way to move around in space is through the
day, somewhere and sometime. That is why you check your
gravitational pull of astral bodies or through impulse given by
targets. That is why you wait for the computer to give you a
propulsion engines. However, the lack of attrition also ensures
damn firing solution. That is why, Serviceman Chung, we do
the character/object will keep moving until another force stops
not eyeball it. This is a weapon of mass destruction. You are
it from moving, or alters its current movement. So when a ships
not a cowboy shooting from the hip!
engines give it a burst in one direction, the ship will continue to
Serviceman Chung: Sir, yes sir!
move in that direction at the speed, provided by the engines,
until the ships engines apply another force with a different
direction and/or force; or until the gravity of an astral body
From lifeless desert empty worlds to the container-filled
(stronger than the current ships momentum) alters the ships
storage yards, the environment helps to define the world.
course.
Brining these settings to life can help create a vibrant and
Characters in space can only move through special propulsion
immersive experience.
engines (see other Equipment). Otherwise, they will carry the
This chapter contains rules to help the GM adjudicate the
last speed and direction of the last force applied to them (be
game world, including rules for terrain features, traps, various
it by something or by themselves) and will keep moving in
types of terrain and even Environmental Hazards.
that direction until something else alters their course and
speed.
Vacuum: Space also carries a very dangerous hazard: its
vacuum. Because organics require a certain pressure to
keep their bodies intact, going to the vacuum of space
without protection means death. An organic body, in the
vacuum of space, without protection dies instantly, either
Mass Effect takes place in the Milky Way, a galaxy filled with
from imploding or freezing instantly.
countless of starts, planets and other astral bodies as well as
stations and ships. As such it is nearly impossible to list all kinds
STARS
of environment the characters are likely to encounter. This section
presents only the general rules for some of the most common
The largest astral bodies in existence, stars are massive
environments that can be found throughout the campaign.
spheres of plasma. Everything in the galaxy owes their

A Varied Universe

existence to stars, as all particles are, effectively, star


dust from dying stars. Possessing a gigantic mass
capable of generating a tremendous gravitational field,
a stars very presence is capable of attracting planets
Enigmatic and deadly for just about every life form, space is the most
and other astral bodies to form star systems.
common type of environment a character travelling through the
Stars emit extreme amounts of light energy
galaxy finds. However, due to its nature, few are the occasions where
into surrounding space. Thanks to mass-effect
a character has an adventure in space. Usually, organics keep to the
technologies it is possible to travel safely relatively
safety of their ships and vessels to protect them from this hostile
close to stars, however at certain distances
environment, leaving them occasionally on EVA (Extra-Vehicular
it is expected to suffer from communication
Activity) missions to perform repairs or obtain samples or objects that
interferences and even damage to a ships shields
their ship isnt equipped to retrieve.
due. Planets and astral bodies too close to

Space

419

Chapter 11: Environmental Rules

stars are usually barren wastelands bombarded


with radiation enough to kill just about anything
that walks on them unprotected.
It is impossible to land on a star. It has no solid
surface and both the stars temperature and solar
winds disintegrate everything that even tries to do
just that. Even with the most powerful shields and
mass effect technologies, dont allow for that.

stars and star systems inside. They arent solid and dont necessarily fill
all the space they occupy.
Some nebulas may disrupt communications and sensors while others
may create massive storms capable of damaging a ships shields and
systems.

Planets

From lifeless rocks to garden-worlds, planets are very common,


found orbiting stars. They are the cradle of life and the greatest
While stars are a major force of creation in the universe,
source of resources in existence. Planets come in two major types:
black holes are a force of absolute destruction. They
rocky planets and gas giants. The first possess solid crust and
possess the strongest of gravitational pulls, strong
civilizations can flourish relatively easily in them. They possess all
enough to prevent light itself from escaping them
types of solid resources, such as metals and minerals. The second
(hence their name). Travelling near one is extremely
type, gas giants, only possesses a solid core while everything else
dangerous for any object that enters their event
is but a thick atmosphere of gas, moving at speeds of several
horizon is automatically trapped by the black hole,
hundred miles per hour and compressing everything under their
unable to escape. What exactly happens, inside of a black
tremendous weight and gravity. Gas giants are rich in gas-type
hole, is still subject to much discussion, but one thing is
resources such as Helium (one of the most valuable fuel source
certain: energy and matter that enters, does not return in
used in the galaxy).
its original form.
Planets are the richest environments available for any campaign.
There are no known methods to safely travel nearby
They can possess all types of landscape and even life. They
a black hole, not even with the current mass effect
can have societies in them or be nothing more than barren
technology. However, Shepards team discovered that
wastelands. They can have a huge gravity and/or high pressure
beyond the Omega-4 relay was the Collector base right
atmosphere, or they can be little more than a moon with no
inside the center of the galaxy, a region filled with black
breathable air, filled with craters from meteor impacts.
holes and exploding stars. The mass effect technology that
allowed it to remain there safely is way beyond the grasp of Planets have the following major features:
every race in the galaxy.
Gravity: All planets have gravity that pulls creatures and
objects towards their core. The strength of this gravity
depends on the planets size and the type of core they have.

BLACK HOLES

NEBULAS

A nebula is an interstellar cloud of dust, hydrogen, helium and


other ionized gases. They are massive inside, holding plenty of

Chapter 11: Environmental Rules

Air Resistance and Solid Ground: Plenty of planets possess


atmosphere. As such, movement around them is not as free
as moving around in space. Any object or creature moving

420

will encounter air resistance and ground resistance 2 squares of movement to move into, and it provides concealment.
which counters the movement and slows it down.
Undergrowth increases the DC of Tumble and Move Silently checks by 2
In addition, the gravity affects the movement
because the leaves and branches get in the way.
trajectory. As such, it is harder for ships and vehicles
Heavy undergrowth costs 4 squares of movement to move into, and
to move around in a planet, as more resources are
it provides concealment with a 30% miss chance (instead of the usual
required to move the vessel. For creatures, however,
20%). It increases the DC of Tumble and Move Silently checks by 5.
this is in fact an advantage for it allows them to move
Heavy undergrowth is easy to hide in, granting a +5 circumstance
with their own strength, capable of altering their
bonus on Hide checks. Running and charging are impossible.
movement without the help of propulsion engines.
Squares with undergrowth are often clustered together.
This is always true for creatures and objects moving in
Undergrowth and trees arent mutually exclusive; its common for a
the ground. For flying creatures, this is only true if the
5-foot square to have both a tree and undergrowth.
planet possesses atmosphere. For swimming creatures,
Other Forest Terrain Elements: Fallen logs generally stand about
it is only important if the planet possesses some form
3 feet high and provide cover just as low walls do. They cost 5 feet
of liquid sea/lake/river in its surface.
of movement to cross. Forest streams are generally 5 to 10 feet
Atmospheric Pressure: Planets with atmosphere
wide and no more than 5 feet deep. Pathways wind through most
also possess atmospheric pressure and its associated
forests, allowing normal movement and providing neither cover
hazards.
nor concealment. These paths are less common in dense forests,
Landscape: A planets landscape can be extremely
but even unexplored forests will have occasional game trails.
rich in variety, or as simple as a desert. The following
Stealth and Detection in a Forest: In a sparse forest, the maximum
paragraphs cover some of the major features as well as
distance at which a Spot check for detecting the nearby presence
the rule mechanisms associated with them.
of others can succeed is 3d6 10 feet. In a medium forest, this
distance is 2d8 10 feet, and in a dense forest it is 2d6 10 feet.

FOREST TERRAIN

Forest terrain can be divided into three categories: sparse,


medium, and dense. An immense forest could have all
three categories within its borders, with more sparse terrain
at the outer edge of the forest and dense forest at its heart.
The table below describes in general terms how likely it is
that a given square has a terrain element in it. You shouldnt
roll for each square. Instead, use the percentages in the table
below to guide the maps you create.
Medium

The background noise in the forest makes Listen checks more


difficult, increasing the DC of the check by 2 per 10 feet,
not 1 (but note that Move Silently is also more difficult in
undergrowth).

MARSH TERRAIN

Forest Category
Sparse

Because any square with undergrowth provides concealment,


its usually easy for a creature to use the Hide skill in the forest.
Logs and massive trees provide cover, which also makes hiding
possible.

Dense

Typical Trees

50%

70%

80%

Massive Trees

10%

20%

Light undergrowth

50%

70%

50%

Heavy undergrowth

20%

50%

Two categories of marsh exist: relatively dry moors and


watery swamps. Both are often bordered by lakes (described
in Aquatic Terrain, below), which effectively are a third
category of terrain found in marshes.

Trees: The most important terrain element in a forest is the trees,


obviously. Place a dot in the center of each square that you decide
has a tree in it (some trees may occupy more than one square,
especially if their roots are above ground), and dont worry about
the trees exact location within the square. A creature standing in
the same square as a tree has some form of cover. The presence of
a tree doesnt otherwise affect a creatures fighting space, because
its assumed that the creature is using the tree to its advantage
when it can.

The following table describes terrain features found in


marshes. The percentages are indicative of typical marsh
terrain and dont represent the exact chance that a given
square will contain the terrain element.

The trunk of a typical tree has Defense 4, DR 5, and 150 HP. A DC 15


Climb check is sufficient to climb a tree. Larger trees may have lower
Defense scores and more HP, but usually possess the same DR (which
is related to the type of material wood) Defense 3, DR 5, and 600 hp.
Like their smaller counterparts, it takes a DC 15 Climb check to climb
them.
Undergrowth: Vines, roots, and short bushes cover much of the
ground in a forest. A space covered with light undergrowth costs

421

Marsh Category
Moor

Swamp

Shallow bog

20%

40%

Deep bog

5%

20%

Light undergrowth

30%

20%

Heavy undergrowth

10%

20%

Bogs: If a square is part of a shallow bog, it has deep


mud or standing water of about 1 foot in depth. It
costs 2 squares of movement to move into a square
with a shallow bog, and the DC of Tumble checks in
such a square increases by 2.
A square that is part of a deep bog has roughly 4
feet of standing water. It costs Medium or larger

Chapter 11: Environmental Rules

creatures 4 squares of movement to move into a


square with a deep bog, or characters can swim if
they wish. Small or smaller creatures must swim to
move through a deep bog. Tumbling is impossible
in a deep bog.

lead across many marshes, winding to avoid bog areas. As in forests,


paths allow normal movement and dont provide the concealment that
undergrowth does.

The water in a deep bog provides cover for Medium


or larger creatures. Smaller creatures gain threequarters cover. Medium or larger creatures can
crouch to gain this three-quarters cover. Creatures
with this three-quarters cover take a 10 penalty on
attacks against creatures that arent underwater.

Stealth and Detection in a Marsh: In a moor, the maximum distance


at which a Spot check for detecting the nearby presence of others can
succeed is 6d6 10 feet. In a swamp, this distance is 2d8 10 feet.
Undergrowth and deep bogs provide plentiful concealment, so its
easy to hide in a marsh. A marsh imposes no penalties on Listen
checks, and using the Move Silently skill is more difficult in both
undergrowth and bogs.

Deep bog squares are usually clustered together and


surrounded by an irregular ring of shallow bog squares.
Both shallow and deep bogs increase the DC of Move
Silently checks by 2.
Undergrowth: The bushes, rushes, and other tall grasses
in marshes function as undergrowth does in a forest (see
above). A square that is part of a bog does not also have
undergrowth.

HILLS TERRAIN
A hill can exist in most other types of terrain, but hills can also
dominate the landscape. Hills terrain is divided into two categories:
gentle hills and rugged hills. Hills terrain often serves as a transition
zone between rugged terrain such as mountains and flat terrain
such as plains.

Hills terrain requires extra forethought on your part because


players will naturally want to know which direction is uphill. The
Quicksand: Patches of quicksand present a deceptively
table below indicates typical percentages of gradual and steep
solid appearance (appearing as undergrowth or open
slopes in hills terrain, but youll want to draw your map carefully
land) that may trap careless characters. A character
so uphill and downhill are clear and logical. The percentages
approaching a patch of quicksand at a normal pace is
below include no provision for flat space, but you may want
entitled to a DC 8 Survival check to spot the danger before
the tops of your hills and the bottoms of your valleys to have at
stepping in, but charging or running characters dont
least a few squares of flat space.
have a chance to detect a hidden bog before blundering
in. A typical patch of quicksand is 20 feet in diameter; the To draw hills terrain quickly, decide where you want your
momentum of a charging or running character carries him hilltops and valleys to be, then surround them with rings of
gradual slope and steep slope squares. If you use cliffs, put
or her 1d2 5 feet into the quicksand.
them next to or within steep slope squares. Finally, draw
Effects of Quicksand: Characters in quicksand must make a DC
arrows pointing downhill.
10 Swim check every round to simply tread water in place, or
Hills Category
a DC 15 Swim check to move 5 feet in whatever direction is
desired. If a trapped character fails this check by 5 or more, he
Gently Hill
Rugged Hill
sinks below the surface and begins to drown whenever he can
Gradual slope
75%
40%
no longer hold his breath (see the Swim skill description and
Steep
slope
20%
50%
Drowning in Environmental Hazards).
Characters below the surface of a bog may swim back to the
surface with a successful Swim check (DC 15 +1 per consecutive
round of being under the surface).

Cliff

5%

10%

Light undergrowth

15%

15%

Rescue: Pulling out a character trapped in quicksand can be Gradual Slope: This incline isnt steep enough to affect
difficult. A rescuer needs a strong tool that enables him to reach movement, but characters gain a +1 bonus on melee
the victim with one end of it. Then he must make a DC 15 Strength attacks against foes downhill from them.
check to successfully pull the victim, and the victim must make a
Steep Slope: Characters moving uphill (to an adjacent
DC 10 Strength check to hold onto the tool. If the victim fails to
square of higher elevation) must spend 2 squares
hold on, he must make a DC 15 Swim check immediately to stay of movement to enter each square of steep slope.
above the surface. If both checks succeed, the victim is pulled 5
Characters running or charging downhill (moving to an
feet closer to safety.
adjacent square of lower elevation) must succeed on a
Hedgerows: Common in moors, hedgerows are tangles of stones, DC 10 Balance check upon entering the first steep slope
square.
soil, and thorny bushes. Narrow hedgerows function as low walls,
and it takes 15 feet of movement to cross them. Wide hedgerows are Characters who fail this check stumble and must end
more than 5 feet tall and take up entire squares. They provide total
their movement 1d2 5 feet later. Characters who fail
cover, just as a wall does. It takes 4 squares of movement to move
by 5 or more fall prone in the square where they end
through a square with a wide hedgerow; creatures that succeed their movement.
on a DC 10 Climb check need only 2 squares of movement to move
A steep slope increases the DC of Tumble checks by 2.
through the square.
Other Marsh Terrain Elements: Some marshes, particularly swamps, Cliff: A cliff typically requires a DC 15 Climb check to
have trees just as forests do, usually clustered in small stands. Paths scale and is 1d4 10 feet tall, although the needs

Chapter 11: Environmental Rules

422

Gradual and Steep Slopes: These function as described in Hills Terrain,


above.

of your map may mandate a taller cliff. A cliff isnt


perfectly vertical, taking up 5-foot squares if its less
than 30 feet tall and 10-foot squares if its 30 feet or
taller.
Light Undergrowth: Sagebrush and other scrubby
bushes grow on hills, although they rarely cover the
landscape as they do in forests and marshes. Light
undergrowth provides concealment and increases
the DC of Tumble and Move Silently checks by 2.

Cliff: These terrain elements also function like their hills terrain
counterparts, but theyre typically 2d6 10 feet tall. Cliffs taller than 80
feet take up 20 feet of horizontal space.

Chasm: Usually formed by natural geological processes, chasms


function like pits in a dungeon setting. Chasms arent hidden, so
characters wont fall into them by accident (although bull rushes
are another story). A typical chasm is 2d4 10 feet deep, at least 20
Other Hills Terrain Elements: Trees arent out of place feet long, and anywhere from 5 feet to 20 feet wide. It takes a DC 15
in hills terrain, and valleys often have active streams (5
Climb check to climb out of a chasm.
to 10 feet wide and no more than 5 feet deep) or dry
In forbidding mountain terrain, chasms are typically 2d8 10 feet
streambeds (treat as a trench 5 to 10 feet across) in
deep.
them. If you add a stream or streambed, remember that
Light Undergrowth: This functions as described in Forest Terrain,
water always flows downhill.
above.
Stealth and Detection in Hills: In gentle hills, the
Scree: A field of shifting gravel, scree doesnt affect speed, but
maximum distance at which a Spot check for detecting
the nearby presence of others can succeed is 2d10 10 it can be treacherous on a slope. The DC of Balance and Tumble
checks increase by 2 if theres scree on a gradual slope and by 5
feet. In rugged hills, this distance is 2d6 10 feet.
if theres scree on a steep slope. The DC of Move silently checks
Hiding in hills terrain can be difficult if there isnt
increases by 2 if the scree is on a slope of any kind.
undergrowth around. A hilltop or ridge provides enough
Dense Rubble: The ground is covered with rocks of all sizes.
cover to hide from anyone below the hilltop or ridge.
It costs 2 squares of movement to enter a square with dense
Hills dont affect Listen or Move Silently checks.
rubble. The DC of Balance and Tumble checks on dense rubble
increases by 5, and the DC of Move Silently checks increases by
+2.
MOUNTAIN TERRAIN
The three mountain terrain categories are alpine meadows, Rock Wall: A vertical plane of stone, rock walls require DC 25
Climb checks to ascend. A typical rock wall is 2d410 feet
rugged mountains, and forbidding mountains. As characters
ascend into a mountainous area, theyre likely to face each tall in rugged mountains and 2d810 feet tall in forbidding
terrain category in turn, beginning with alpine meadows, mountains. Rock walls are drawn on the edges of squares, not
in the square themselves.
extending through rugged mountains, and reaching
forbidding mountains near the summit.
Cave Entrance: Found in cliff and steep slope squares and
next to rock walls, cave entrances are typically between
To draw a map for mountain terrain, use the percentages
in the table below to arrange the terrain elements. As with 5 and 20 feet wide and 5 feet deep. Beyond the entrance,
a cave could be anything from a simple chamber to the
hills terrain, youll want to pay close attention to uphill and
entrance to an elaborate secret complex.
downhill, identifying the direction of descent on slopes. Gentle
slopes, steep slopes, cliffs, and chasms are mutually exclusive.
Other Mountain Terrain Features: Most alpine meadows
Either of the slope types may have undergrowth, scree, or dense
begin above the tree line, so trees and other forest
rubble on it.
elements are rare in the mountains. Mountain terrain can
include active streams (5 to 10 feet wide and no more
Mountains have an important terrain element, the rock wall,
which is marked on the border between squares rather than than 5 feet deep) and dry streambeds (treat as a trench 5
taking up squares itself. After you draw the other terrain elements to 10 feet across). Particularly high-altitude areas tend to
be colder than the lowland areas that surround them, so
on the map, add rock walls, placing them within or adjacent to
they may be covered in ice sheets (described below).
steep slopes and cliffs
Stealth and Detection in Mountains: As a guideline,
Mountain Category
the maximum distance in mountain terrain at which
Alpine
Rugged
Forbidding
a Spot check for detecting the nearby presence of
Meadow
others can succeed is 4d10 10 feet. Certain peaks and
Gradual slope
50%
25%
15%
ridgelines afford much better vantage points, of course,
and twisting valleys and canyons have much shorter
Steep slope
40%
55%
55%
spotting distances. Because theres little vegetation
Cliff
10%
15%
20%
to obstruct line of sight, the specifics on your map are
Chasm

5%
10%
your best guide for the range at which an encounter
could begin.
Light
20%
10%

undergrowth

423

Scree

20%

30%

Dense rubble

20%

30%

As in hills terrain, a ridge or peak provides enough


cover to hide from anyone below the high point.
Its easier to hear faraway sounds in the

Chapter 11: Environmental Rules

by forests, and the occasional tree isnt out of place in the cold wastes.
Rocky deserts have towers and mesas consisting of flat ground
surrounded on all sides by cliffs and steep slopes (described in
Mountain Terrain, above). Sandy deserts sometimes have quicksand;
this functions as described in Marsh Terrain, above, although desert
DESERT TERRAIN
quicksand is a waterless mixture of fine sand and dust. All desert
terrain is crisscrossed with dry streambeds (treat as trenches 5 to 15
Desert terrain exists in warm, temperate, and cold
feet wide) that fill with water on the rare occasions when rain falls.
climates, but all deserts share one common trait: little
rain. The three categories of desert terrain are tundra
Stealth and Detection in the Desert: In general, the maximum
(cold deserts), rocky desert (often temperate), and
distance in desert terrain at which a Spot check for detecting the
sand desert (often warm).
nearby presence of others can succeed is 6d6 20 feet;
mountains. The DC of Listen checks increases by 1
per 20 feet between listener and source, not per 10
feet.

Desert Category
Tundra

Rocky

Sand

Light undergrowth

15%

5%

5%

Ice sheet

25%

Light rubble

5%

30%

10%

Dense rubble

30%

5%

Sand dunes

50%

beyond this distance, elevation changes and heat distortion


in warm deserts makes spotting impossible. The presence of
dunes in sandy deserts limits spotting distance to 6d6 10
feet.
The desert imposes neither bonuses nor penalties on Listen
or Spot checks. The scarcity of undergrowth or other elements
that offer concealment or cover makes hiding more difficult.

PLAINS TERRAIN

Plains are where most civilizations flourish, so they are often


Tundra differs from the other desert categories in two
settled. Plains come in three categories: farms, grasslands, and
important ways. Because snow and ice cover much of the
battlefields. Farms are common in settled areas, of course, while
landscape, its easy to find water. And during the height of
grasslands represent untamed plains. The battlefields where
summer, the permafrost thaws to a depth of a foot or so,
large armies clash are temporary places, usually reclaimed by
turning the landscape into a vast field of mud. The muddy
natural vegetation or the farmers plow. Battlefields represent a
tundra affects movement and skill use as the shallow bogs
third terrain category because adventurers tend to spend a lot
described in marsh terrain, although theres little standing
of time there, not because theyre particularly prevalent.
water.
The table below shows the proportions of terrain elements
The table above describes terrain elements found in each of
in the different categories of plains. On a farm, light
the three desert categories. The percentages are intended to
undergrowth represents most mature grain crops, so farms
guide your map-drawing; dont roll for each square. The terrain
growing vegetable crops will have less light undergrowth,
elements on this table are mutually exclusive; for instance, a
as will all farms during the time between harvest and a few
square of tundra may contain either light undergrowth or an
months after planting.
ice sheet, but not both.
The terrain elements in the table below are mutually
Light Undergrowth: Consisting of scrubby, hardy bushes and
exclusive.
cacti, light undergrowth functions as described for other terrain
types.
Plains Category
Ice Sheet: The ground is covered with slippery ice. It costs 2
squares of movement to enter a square covered by an ice sheet,
and the DC of Balance and Tumble checks there increases by 5.
A DC 10 Balance check is required to run or charge across an ice
sheet.
Light Rubble: Small rocks are strewn across the ground, making
nimble movement more difficult more difficult. The DC of Balance
and Tumble checks increases by 2.

Farm

Battlefield

Light undergrowth

40%

20%

10%

Heavy undergrowth

10%

Light rubble

10%

Trench
Berm

Dense Rubble: This terrain feature consists of more and larger


stones. It costs 2 squares of movement to enter a square with dense
rubble. The DC of Balance and Tumble checks increases by 5, and
the DC of Move Silently checks increases by 2.
Sand Dunes: Created by the action of wind on sand, sand dunes
function as hills that move. If the wind is strong and consistent,
a sand dune can move several hundred feet in a weeks time. Sand
dunes can cover hundreds of squares. They always have a gentle
slope pointing in the direction of the prevailing wind and a steep
slope on the leeward side.
Other Desert Terrain Features: Tundra is sometimes bordered

Chapter 11: Environmental Rules

Grassland

5%

5%

5%

Undergrowth: Whether theyre crops or natural


vegetation, the tall grasses of the plains function like
light undergrowth in a forest. Particularly thick bushes
form patches of heavy undergrowth that dot the
landscape in grasslands.
Light Rubble: On the battlefield, light rubble usually
represents something that was destroyed: the ruins of
a building or the scattered remnants of a stone wall,
for example. It functions as described in the desert
terrain section above.

424

Trench: Often dug before a battle to protect


soldiers, a trench functions as a low wall, except
that it provides no cover against adjacent foes. It
costs 2 squares of movement to leave a trench, but
it costs nothing extra to enter one. Creatures outside
a trench who make a melee attack against a creature
inside the trench gain a +1 bonus on melee attacks
because they have higher ground.

AQUATIC TERRAIN
Aquatic terrain is the least hospitable to most PCs, because they cant
breathe there without gear or move freely. The only exception are
characters and creatures with a Swim speed entry, as those can move
and breathe underwater freely.

Aquatic terrain doesnt offer the variety that land terrain does. The
ocean floor holds many marvels, including undersea analogues of
In farm terrain, trenches are generally irrigation any of the terrain elements described earlier in this section. But if
your characters find themselves in the water because they were bull
ditches.
rushed off the edge of a cliff, the tall kelp beds hundreds of feet
Berm: A common defensive structure, a berm is a low,
below them dont matter.
earthen wall that slows movement and provides a
Accordingly, these rules simply divide aquatic terrain into two
measure of cover. Put a berm on the map by drawing
two adjacent rows of steep slope (described in Hills categories: flowing water (such as streams and rivers) and nonflowing water (such as lakes and oceans).
Terrain, above), with the edges of the berm on the
downhill side. Thus, a character crossing a two-square
Flowing Water: Large, placid rivers move at only a few miles per
berm will travel uphill for 1 square, then downhill for 1
hour, so they function as still water for most purposes. But some
square. Two square berms provide cover as low walls for
rivers and streams are swifter; anything floating in them moves
anyone standing behind them. Larger berms provide the
downstream at a speed of 10 to 40 feet per round. The fastest
low wall benefit for anyone standing 1 square downhill
rapids send swimmers bobbing downstream at 60 to 90 feet per
from the top of the berm.
round. Fast rivers are always at least rough water (Swim DC 15),
Fences: Wooden fences are generally used to contain and whitewater rapids are stormy water (Swim DC 20).
livestock or impede oncoming soldiers. It costs an extra
If a character is in moving water, move her downstream the
square of movement to cross a wooden fence. A stone
indicated distance at the end of her turn. A character trying to
fence provides a measure of cover as well, functioning as
maintain her position relative to the riverbank can spend some
low walls.
or all of her turn swimming upstream.
Other Plains Terrain Features: Occasional trees dot the
Swept Away: Characters swept away by a river moving 60 feet
landscape in many plains, although on battlefields theyre
per round or faster must make DC 20 Swim checks every round
often felled to provide raw material for barricades and other
to avoid going under. If a character gets a check result of 5 or
temporary barriers and shelters. Hedgerows (described in
more over the minimum necessary, he arrests his motion by
Marsh Terrain) are found in plains as well. Streams, generally 5 catching a rock, tree limb, or bottom snag he is no longer
to 20 feet wide and 5 to 10 feet deep, are commonplace.
being carried along by the flow of the water. Escaping the
Stealth and Detection in Plains: In plains terrain, the rapids by reaching the bank requires three DC 20 Swim
maximum distance at which a Spot check for detecting checks in a row. Characters arrested by a rock, limb, or snag
the nearby presence of others can succeed is 6d640 feet, cant escape under their own power unless they strike out
into the water and attempt to swim their way clear. Other
although the specifics of your map may restrict line of sight.
characters can rescue them as if they were trapped in
Plains terrain provides no bonuses or penalties on Listen and
quicksand (described in Marsh Terrain, above).
Spot checks. Cover and concealment are not uncommon, so a
Non-flowing Water: Lakes and oceans simply require a
good place of refuge is often nearby, if not right at hand.
swim speed or successful Swim checks to move through
Attack/Damage
Condition

Ranged4

Melee

Movement

Has a swim speed

None/half

normal

normal

Successful Swim check

2/half

2/half

quarter or half

Firm footing2

2/half

2/half

half

No

None of the above

4/half

4/half

normal

Yes

Off Balance?3
No
1

No

1.

A successful Swim check lets a creature move one-quarter its speed with one action or one-half its speed as a full-round action.

2.

Creatures have firm footing when walking along the bottom, braced against a ships hull, or the like. A creature can only walk along
the bottom if it wears or carries enough gear to weigh itself down at least 16 pounds for Medium creatures, twice that for each size
category larger than Medium, and half that for each size category smaller than Medium.

3.

Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An offbalance creature loses its Dexterity bonus to Defense, and opponents gain a +2 bonus on attacks against it.

4.

Weapon range is reduced by 1/2.

425

Chapter 11: Environmental Rules

(DC 10 in calm water, DC 15 in rough water, DC 20 in better to jump rather than move.
stormy water). Characters need a way to breathe if
Gravity and Carrying Loads: For each +0,5 G the characters Str score
theyre underwater; failing that, they risk drowning
is reduced by 1 for purposes of carrying load, since the gravity force
(see Environmental Hazards). When underwater,
makes it more difficult to carry items around. For each -0,2 G, the
characters can move in any direction as if they were
characters Str score is increased by 1 for purposes of carrying load.
flying.
Gravity and Jump Checks: Each 0,25 G below the standard 1 G
Stealth and Detection Underwater: How far you
provides a +2 bonus on all Jump checks. Each 0,25 G above the
can see underwater depends on the waters clarity.
standard 1 G provides a -2 penalty on all Jump checks.
As a guideline, creatures can see 3d4 10 feet if the
Gravity and Standing up from Prone: Because gravity pulls a
water is clear, and 1d4 10 feet if its murky. Moving
character down, it becomes harder for him to stand up on high
water is always murky, unless its in a particularly large,
gravity environments. In environments with gravity higher than 1,3
slow-moving river.
G, characters must make a Str check DC 6 + 1 for each 0,2 G higher
Its hard to find cover or concealment to hide
than 1,2 G. Characters may be aided by others to get up through
underwater (except along the seafloor). Listen and
the use of an Aid Another action.
Move Silently checks function normally underwater.
Invisible Characters in Water: A creature under the
effects of a Tactical Cloak power displaces water and
leaves a visible, body-shaped bubble where the water
was displaced. The creature still has concealment (20%
miss chance), but not total concealment (50% miss
chance). The same applies to any other kind of invisibility.

Construction Materials

Underwater Combat
Land-based creatures can have considerable difficulty
when fighting in water. Water affects a creatures Defense,
attack rolls, damage, and movement. In some cases a
creatures opponents may get a bonus on attacks.
The effects are summarized in the accompanying table. They
apply whenever a character is swimming, walking in chestdeep water, or walking along the bottom.

Another important environment feature are the materials used to


build the world. These are typically stone, concrete, metal alloy,
glass or wood. Please note the DR presented are dependent
on the type of material, not its thickness. The HP presented,
however, are dependent on the thickness of the material.
Stone: Typically found on ruins or more primitive places,
stone is a strong and hard to work with material. Stone may
be used for both walls, floor or ceiling, and in more primitive
cases doors. Stations and buildings built underground may,
sometimes, leave stone walls to reduce the cost of building.

Ranged Attacks Underwater: Thrown weapons are


ineffective underwater, even when launched from land.
Attacks with other ranged weapons take a 2 penalty on attack
rolls for every 5 feet of water they pass through, in addition to
the normal penalties for range.

Stone possesses DR 8 and usually around 90 HP for each inch


of thickness. A stone slab, or masonry, usually has no more
than 12 inches of thickness. A stone wall, floor or ceiling
usually has 20 inches of thickness.
The Climb DC to try and climb a stone wall varies from 15 to
25 (the less the work on the stone, the lower the DC).

Concrete: An old material used even by extinct races.


Concrete is easy to work with, for it can placed and
hardened to take any shape desired. Concrete usually
possesses rebar inside to strength it as concrete cannot
withstand traction force (only compression). Most older
buildings are made of concrete and has a colony grows
Fire: Fire does not burn underwater. Fire-based powers and
from its initial colonization stages to a more developed
effects are ineffective underwater.
community, so does the number of concrete buildings.
Attacks from Land: Characters swimming, floating, or treading
water on the surface, or wading in water at least chest deep, have
three-quarters cover from opponents on land. A completely
submerged creature has total cover against opponents on land.

Concrete can be used for walls, floors and ceilings, but it


can also be used in decorative slabs.

Gravity Effects
Gravity has several effects on creatures standing on a planet, station
or ship, regardless of what generates this gravity. For simplification
purposes, the rules consider standard gravity has being 1 G.

Concrete possesses DR 10 and usually around 80 HP for


each inch of thickness. A concrete slab usually has no
more than 3 inches thickness. A concrete wall, floor or
ceiling usually has 10 inches of thickness.

Metal Alloy: Although iron and metal was always


present in older constructions, ever since nails
Gravity and Speed: For each +1 G above the standard 1 G, the
started to be used (and later on with rebar and
creatures speed is reduced by 5 ft, as the force of gravity hampers
concrete), it was only with the colonization of other
movements. However, lower gravity does not increase speed, quite
planets and astral bodies that each race managed to
the contrary. If gravity is below 0,5 G, movement becomes extremely acquire enough metal to start using it as common
difficult and so is reduced to 5 ft. However, for Jump checks purposes
construction material.
the speed remains the same (and jump checks receive a bonus, see
Jump skill or see below). This means for such low gravity force, it is Nowadays, metal alloy can be used in just about

Chapter 11: Environmental Rules

426

everything. From decorative slabs, to ships, to


containers.
Metal alloy usually possessed DR 12 and around 100
HP for each inch of thickness. Metal alloy used for
containers and railings usually has no more than 2
inches of thickness. When used as decorative slabs or
part of a ships components, it usually has 3 inches of
thickness (though in a ship there are likely a lot more
protective layers).
Metal alloy can also be used has floors, walls and
ceilings, possessing around 3 inches of thickness in
such cases.

Environmental Hazards
Danger doesnt always come from the barrel of a gun, or the sharp
edge of a blade. Sometimes the greatest danger comes from the
environment itself, and what can happen in it. This section presents
rules for environmental hazards and how they should be handled in
the game.

There are other variants of metal alloy. Stronger alloy


can have a higher DR and more HP, for example. It is up
to the GM to decide these values.

Hazard Level: Most environmental hazards possess a Hazard Level


scale from 1 to 3, with 1 being the least dangerous and the 3 the
most dangerous. Each Hazard Level has a general description of the
situation it applies to.

Glass: A very old material that has evolved with each


generation. Currently, glass can be as strong as a
concrete slab, though far more expensive.
Glass is usually used on windows, though in a few rare
occasions may be used as floor, walls or ceiling.

Certain items or features may reduce the hazard level of


environmental dangers. First determine which Hazard Level affects
a given creature. Then apply the reduction to determine the new
Hazard Level in effect. Hazard Level can only be reduced to a
minimum of 1.

Glass possesses DR 6 and around 50 HP per inch of


thickness. When used on windows it usually has 2 inches
of thickness. For walls, floors and ceiling it usually has 8
inches of thickness.

Damage from Hazards: Damage from hazard effects always


ignore Shield HP and Plating HP, unless otherwise noted.

Acid Effects

Corrosive acids deals 1d6 points of damage per round of


exposure except in the case of total immersion (such as into
a vat of acid), which deals 10d6 points of damage per round.
An attack with acid, such as from a hurled vial or a monsters
Wood: Some of the oldest construction materials that is
spittle, counts as a round of exposure, but can deal different
rarely used. So rare that most people only see wood on
damage.
trees. Primitive communities, however, may still use wood for
The fumes from most acids are inhaled poisons. Those
construction purposes.
who come close enough to a large body of acid to dunk a
Wood possesses DR 5 and usually around 60 HP for each
creature in it are subjected to this poison, unless they are
inch of thickness. In most cases, when wood is used for
wearing helmets that allow breathing in space or breathing
construction, the element ends up with 5 to 6 inches. In trees,
apparatus. This poison has the following statistics: type
however, it may vary.
poison, inhale; save Fortitude DC 13; frequency 5 rounds;
effect 1 Con damage; cure 1 successful save. Creatures
There are other variants of glass. Stronger glass, meant to
stop bullets, may have higher DR and HP. It is up to the GM
to decide these values.

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Chapter 11: Environmental Rules

immune to acids caustic properties might still


drown in it if they are totally immersed.

Atmosphere

An avalanche can be spotted from as far away as 1d10 500 feet


downslope by a character who makes a DC 20 Spot check, treating the
avalanche as a Colossal creature. If all characters fail their Spot checks
to determine the encounter distance, the avalanche moves closer to
them, and they automatically become aware of it when it closes to half
the original distance.

Thin Atmosphere: Characters must succeed on


a Fortitude or be fatigued. The fatigue ends when
the character descends to an altitude with more air.
Characters acclimated to such atmospheres do not
have to attempt the Fortitude save.
Hazard Level 1: For characters in thin atmosphere
without helmets that allow breathing in space or
without apparatus that aid breathing. Those characters
must save each hour (DC 15, +1 per previous check).

Its possible to hear an avalanche coming even if you cant see it.
Under optimum conditions (no other loud noises occurring), a
character who makes a DC 15 Listen check can hear the avalanche or
landslide when it is 1d6500 feet away. This check might have a DC
of 20, 25, or higher in conditions where hearing is difficult (such as in
the middle of a thunderstorm).

Rare Atmosphere: Characters must succeed on


a Fortitude or be fatigued. The fatigue ends when
the character descends to an altitude with more air.
Characters acclimated to thin atmosphere receive a +4
competence bonus on their saving throws to resist this
effect.

A landslide or avalanche consists of two distinct areas: the bury


zone (in the direct path of the falling debris) and the slide zone (the
area the debris spreads out to encompass). Characters in the bury
zone always take damage from the avalanche; characters in the
slide zone may be able to get out of the way.

Hazard Level 1: For characters in rare atmosphere with


helmets that allow breathing in space or with apparatus
that aid breathing. Those characters must save each hour
(DC 15, +1 per previous check).

Characters in the bury zone take 8d6 points of damage, or half that
amount if they make a DC 15 Reflex save. They are subsequently
buried (see below).
Characters in the slide zone take 3d6 points of damage, or no
damage if they make a DC 15 Reflex save. Those who fail their
saves are buried.

Hazard Level 2: For characters in rare atmosphere without


helmets that allow breathing in space or without apparatus
that aid breathing. Those characters must save each 30
minutes (DC 15, +1 per previous check).

Buried characters take 1d6 points of nonlethal damage per


minute. If a buried character falls unconscious, he or she must
make a DC 15 Constitution check or take 1d6 points of lethal
damage each minute thereafter until freed or dead.

Long-Term Oxygen Deprivation: Being deprived of a richoxygen atmosphere, for a long time, affects mental and
physical ability scores of a character. After a certain amount
of time a character spends at any place or situation where this
hazard applies, he must on a Fortitude save or take 1 point of
damage to all ability scores.

The typical avalanche has a width of 1d6100 feet, from one


edge of the slide zone to the opposite edge. The bury zone in
the center of the avalanche is half as wide as the avalanches
full width.

Characters acclimated to thin atmosphere receive a +4


competence bonus on their saving throws to resist this effect.
Hazard Level 1: This level can only be achieved by reducing the
Hazardous Level. Characters that can do so must save each 12hour period (DC 15, +1 per previous check)

To determine the precise location of characters in the path


of an avalanche, roll 1d6 20; the result is the number of
feet from the center of the path taken by the bury zone to
the center of the partys location. Avalanches of snow and
ice advance at a speed of 500 feet per round, and rock
avalanches travel at a speed of 250 feet per round.

Hazard Level 2: For characters in rare atmosphere with helmets


that allow breathing in space or with apparatus that aid breathing.
Those characters must save every 6-hour period (DC 15, +1 per
previous check).

Catching on Fire
Characters exposed to burning oil, bonfires, and the like
find their clothes, hair, or equipment on fire.

Hazard Level 3: For characters in thin atmosphere without helmets


that allow breathing in space or without apparatus that aid
breathing. Those characters must save every hour (DC 15, +1 per
previous check).

Avalanches
The combination of high peaks and heavy snowfalls means that
avalanches are a deadly peril in many mountainous areas. While
avalanches of snow and ice are common, its also possible to have an
avalanche of rock and soil.

Chapter 11: Environmental Rules

Characters at risk of catching fire are allowed a DC 15


Reflex save to avoid this fate (unless otherwise noted). If
a characters clothes or hair catch fire, he takes damage
immediately. In each subsequent round, the burning
character must make another Reflex saving throw.
Failure means he takes more damage that round.
Success means that the fire has gone out. (That is,
once he succeeds on his saving throw, hes no longer
on fire.)
A character on fire may automatically extinguish
the flames by jumping into enough water to douse
himself. If no body of water is at hand, rolling on the
ground or smothering the fire with cloaks or the like
permits the character another save with a +4 bonus.

428

Please note the damage presented here is only for


environmental fires. Fire-based abilities that make
the character catch fire may deal different amounts
of damage regardless of Hazard Level.

attempt to free himself with a DC 25 Strength check for each 5 foot


distance between him and free air.

Keep in mind that most cave-ins dont merely fill a certain area but also
create a large pile of rubble. In those cases, the sliding zone reaches
Hazard Level 1: Protected characters with ability to
about four times the height of the pile of rubble (five times for rubble
reduce hazard level take 1d4 damage each round
with small dimensions such as dirt). Characters digging out others
from catching on fire, unless otherwise noted.
should start from the top otherwise they risk another slide from the
Hazard Level 2: Protected characters with ability to debris on the top of the pile. If a character does not start from the top,
reduce hazard level take 1d5 damage each round when the area that a character clears reaches half the sliding zone,
another slide occurs and another DC 15 Reflex save is required to
from catching on fire, unless otherwise noted.
avoid being buried and taking 3d6 points of damage. Each time one
Hazard Level 3: Protected characters take 1d6 damage
of these new slides occurs, the area previously cleared is filled again
each round from catching on fire, unless otherwise
but only with 1 ton per 5-foot-by-5-foot area previously cleared, and
noted.
the pile loses (from its top) a 5-by-5-by-5-foot cube.

Cave-ins and Collapses

Keep in mind that a character under a pile of small-dimensionrubble (such as dirt) with a height enough to cover him suffers
from Slow Suffocation (see below).

Characters that remain too long under rubble, and manage to


Cave-ins and collapsing tunnels are extremely dangerous.
hold against the nonlethal and lethal damage dealt while buried,
Not only do dungeon explorers face the danger of being
crushed by tons of falling rock, but even if they survive still suffer from Starvation and Thirst (see below).
they might be buried beneath a pile of rubble or cut off
from the only known exit. A cave-in buries anyone in
the middle of the collapsing area and then sliding debris
damages anyone in the periphery of the collapse. A typical
Prolonged exposure to cold temperatures and harsh weather
corridor subject to a cave-in might have a bury zone with
15-foot radius and a 10-foot-wide slide zone extending can wear down a character who isnt protected against the
climate. Hypothermia, frostbite, and exhaustion can quickly kill
beyond the bury zone. A weakened ceiling can be spotted
in bad weather. The best defense against cold and exposure is
with a DC 20 Knowledge (physics) check.
to get under cover and keep warm.
A weakened ceiling might collapse when subjected to a
major impact or concussion. A character can cause a cave-in Cold and exposure deal nonlethal damage to the victim. This
nonlethal damage cannot be recovered until the character
by destroying half the pillars holding up the ceiling. Should a
gets out of the cold and warms up again. Once a character
character destroy only a few pillars but not enough to cause
a cave-in, the ceiling loads will redistribute themselves along is rendered unconscious through the accumulation of
nonlethal damage, the cold and exposure begins to deal
the remaining pillars but the number of pillars needed to
lethal damage at the same rate.
collapse to cause a cave-in remains the same. For example: a
character destroys 2 pillars of a ceiling being held by a total of
Note: Although space is cold, cold dangers are quite
10 pillars (thus remaining only 8). The character then leaves but
different. This is because the very air that creeps through
returns one week later. He then decides to cause a cave-in. To do
the armor filters and weak spots is cold and actively affects
so he only needs to destroy 3 of the remaining 8 pillars to cause
the armors joints and elements.
a cave-in, since 5 pillars are only 1/2 of the original number of
Cold weather (below 40 F but above 0 F): Must make a
pillars built there in the first place.
Fortitude save to avoid taking non-lethal damage.
Characters in the bury zone of a cave-in take 8d6 points of
damage, or half that amount if they make a DC 15 Reflex save. Hazard Level 1: Unprotected characters with warm
They are subsequently buried. Characters in the slide zone take clothing. Must make a Fortitude save each hour (DC 15,
+ 1 per previous check) or take 1d6 points of non-lethal
3d6 points of damage, or no damage at all if they make a DC 15
Reflex save. Characters in the slide zone who fail their saves are damage.
buried.
Hazard Level 2: Unprotected characters without warm
Characters buried take 1d6 points of nonlethal damage per clothing. Must make a Fortitude save each minute (DC
minute. If such a character falls unconscious, he must make a DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage.
15 Constitution check each minute. If it fails, he takes 1d6 points of
lethal damage each minute until freed or dead. DR applies to this
Severe Cold or Exposure (below 0 F but above -20
effect.
F): Must make a Fortitude save to avoid taking nonCharacters who arent buried can dig out their friends. In 1 minute, lethal damage and avoid being beset by frostbite or
hypothermia (treat her as fatigued). These penalties
using only her hands, a character can clear rocks and debris equal to
five times her heavy load limit. The amount of loose stone that fills end when the character recovers the nonlethal
a 5-foot-by-5-foot area weights 1 ton (2,000 pounds). Armed with damage she took from the cold and exposure.
an appropriate tool, such as a pick, crowbar or shovel, a digger can
Hazard Level 1: Protected characters. Must save
clear loose stone twice as quickly as by hand. A buried character can each hour (DC 15, + 1 per previous check) or

Cold Dangers

429

Chapter 11: Environmental Rules

take 1d6 points of non-lethal damage. Items that reduce


Hazard Level negate the need for this check.

15, + 1 per previous check) or take 1d10 points of non-lethal


damage.

Hazard Level 2: Unprotected characters with warm clothing.


Must save each 10 minutes (DC 15, + 1 per previous check) or
take 1d6 points of non-lethal damage.

Hazard Level 3: Unprotected characters with warm clothing,


take 1d10 points of lethal damage per minute (no save). In
addition, a character must make a Fortitude save (DC 15,
+1 per previous check) or take 1d10 points of non-lethal
Hazard Level 3: Unprotected characters without warm
damage. Those without warm clothing must save each round
clothing. Must save each round (DC 15, + 1 per previous
instead.
check) or take 1d6 points of non-lethal damage.
Freezing Cold (below 20 F but above -60 F): Must make
a Fortitude save to avoid taking non-lethal damage and avoid
being beset by frostbite or hypothermia (treat her as fatigued).

Darkness

Hazard Level 1: Protected characters with items and features that


reduce Hazard Level. Must save each 10 minutes (DC 15, + 1 per
previous check) or take 1d6 points of non-lethal damage.

One of the most feared hazards that adventurers face is


darkness. While nightvision allows many characters and
monsters to see perfectly well without any light at all, but
Hazard Level 2: Protected characters. Must save each minute characters with normal vision (or low-light vision, for that
(DC 15, + 1 per previous check) or take 1d6 points of non-lethal matter) can be rendered completely blind by putting out
the lights.
damage.
Hazard Level 3: Unprotected characters with warm clothing. take
1d6 points of lethal damage per minute (no save). In addition, a
character must make a Fortitude save (DC 15, +1 per previous
check) or take 1d4 points of non-lethal damage. Those without
warm clothing must save each round instead.

In many cases, some characters or monsters might be


able to see, while others are blinded. For purposes of the
following points, a blinded creature is one who simply
cant see through the surrounding darkness.

Extreme Cold (below 60 F): Must make a Fortitude save to avoid


taking non-lethal damage and avoid being beset by frostbite or
hypothermia (treat her as fatigued).
Hazard Level 1: Protected characters with items and features that
reduce Hazard Level. Must save each 1 minutes (DC 15, + 1 per
previous check) or take 1d6 points of non-lethal damage. For each 20
degrees below,
Hazard Level 2: Protected characters. Must save each minute (DC

Chapter 11: Environmental Rules

Creatures blinded by darkness lose the ability to deal


extra damage due to precision (for example, sneak
attack).
Blinded creatures are hampered in their movement,
and pay 2 squares of movement per square moved
into (double normal cost). Blinded creatures cant run
or charge.
All opponents have total concealment from a
blinded creature, so the blinded creature has a

430

50% miss chance in combat. A blinded creature


must first pinpoint the location of an opponent
in order to attack the right square; if the blinded
creature launches an attack without pinpointing its
foe, it attacks a random square within its reach. For
ranged attacks against a foe whose location is not
pinpointed, roll to determine which adjacent square
the blinded creature is facing; its attack is directed at
the closest target that lies in that direction.

Another character can pass some of the air in its lungs, in other to help
a weaker character to remain alive for longer. This requires a full-round
action (by either kissing or transmitting air through some tube) and
provides a free round, to the receiving character, in which no check is
needed to hold breath and that doesnt increase the DC of the next
check. After that round, checks must be made once more. However, if
the one that provided the air is also in risk of drowning, he increases
the DC of his next check by 2. The receiving character cannot use
his new free round to provide air to another character through this
A blinded creature loses its Dexterity bonus to method.
Defense and takes a 2 penalty to AC.
Unlike suffocation, this cannot be used to awake a character that
A blinded creature takes a 4 penalty on Search checks fell unconscious due to suffocation. A character in such conditions
can only awaken once outside the water. But even then someone
and most Strength- and Dexterity-based skill checks,
including any with a load check penalty. A creature must make a First Aid check DC 15 (performing CPR and mouth-toblinded by darkness automatically fails any skill check mouth breathing) or the character continues to drown due to the
water in its lungs.
relying on vision.
It is possible to drown in substances other than water, such as
A creature blinded by darkness can make a Listen check
as a free action each round in order to locate foes (DC sand, quicksand, fine dust and silos full of grain.
equal to opponents Move Silently checks). A successful
check lets a blinded character hear an unseen creature
over there somewhere. Its almost impossible to pinpoint
the location of an unseen creature. A Listen check that
One of the most common hazards to adventurers is a fall from
beats the DC by 20 reveals the unseen creatures square
(but the unseen creature still has total concealment from some great height.
the blinded creature).
Falling Damage: The basic rule is simple: 1d6 points of damage
A blinded creature can grope about to find unseen per 5 feet fell but always ignoring the first 5 feet. Thus, a
character falling 15 feet takes 2d6 damage. Any character that
creatures. A character can make an attack with his hands or
a melee weapon into two adjacent squares using a standard takes lethal damage from a fall lands in a prone position.
action. If an unseen target is in the designated square, there
If a character deliberately jumps instead of merely slipping or
is a 50% miss chance on the attack. If successful, the groping
falling, the damage is the same but the first 1d6 is non-lethal
character deals no damage but has pinpointed the unseen
damage.
creatures current location. (If the unseen creature moves, its
A DC 15 Jump check or DC 15 Tumble check allows the
location is once again unknown.)
character to avoid any damage from the second 5 feet fallen
If a blinded creature is struck by an unseen foe, the blinded
and converts any damage from the third 5 feet to non-lethal
character pinpoints the location of the creature that struck
damage. Thus, a character who slips from a ledge 20 feet
him (until the unseen creature moves, of course). The only
up takes 3d6 damage. If the same character deliberately
exception is if the unseen creature has a reach greater than 5
jumped, he takes 1d6 points of non-lethal damage and 2d6
feet (in which case the blinded character knows the location points of lethal damage. And if the character leaps down
of the unseen opponent, but has not pinpointed him) or uses
with a successful Jump or Tumble check, he takes only
a ranged attack (in which case, the blinded character knows the
1d6 points of non-lethal damage and 1d6 points of lethal
general direction of the foe, but not his location).
damage from the plunge.
A creature with the scent ability automatically pinpoints unseen
Falls onto yielding surfaces (soft ground, mud) also
creatures within 5 feet of its location.
convert the first 1d6 of damage to non-lethal damage.

Falling

Drowning

This reduction is cumulative with reduced damage due


to deliberate jumps and the Jump skill.

Falling also presents other consequences, such as


breaking bones or other body parts. For each dice
Any character can hold her breath for a number of rounds equal to
of lethal damage rolled, the character has a 5%
twice her Constitution score. After this period of time, the character
of damaging some body part. If this results in the
must make a DC 10 Constitution check every round in order to
character having one of its body parts damaged, roll
continue holding her breath. Each round, the DC increases by 1.
as if you were rolling a Instant Kill roll to determine
When the character finally fails her Constitution check, she begins which body part is damaged (refer to the Losing Body
to drown. In the first round, she falls unconscious and her HP drop to Parts section for more information on effects). For this
situation, any natural 1 rolled on the d20 results in two
0 (only if they are higher than 0). Once a character falls unconscious,
it consumes much less oxygen. It can hold up to a number of rounds rerolls, taking both effects (multiple natural 1 result in
equal to its Constitution score, while unconscious. After that, she multiple rerolls). Falling is considered a bludgeoning
attack for purposes of determining the effects of
drops to 1 hit points and is dying. In the following round, she drowns
this Instant Kill roll. Additionally, whenever the
and dies.

431

Chapter 11: Environmental Rules

probability of damaging a body part goes beyond


a multiple of 100, another Instant Kill roll must be
made, so a character taking 40d6 damage suffers
from two Instant Kill rolls (at least).
Note: The rules presented here are for medium or
small creatures. For larger creatures, use the same
rules except the damage is dealt by each 5 ft + 5 ft
per size bigger feet. So a Huge creature takes damage
for each 15 feet fell. This also applies for other distance
related considerations presented here.

1/2 that probability of damaging the body.


Catching a Falling Character: There are two ways of catching a falling
character: either by standing in the place where the character will fall,
and catching him there; or trying to catch him as he falls.

The first option requires a Strength check against the falling character
(see Falling Weight in the Adventuring chapter to determine the Str
modifier the falling character would add to the check roll). Failure
results in the character effectively failing to catch the one falling,
which leads to the results present in Falling on Top of a Character (see
above). Success means the character manages to catch the other but
both take 1/2 the falling damage as non-lethal damage.
Falling into Water: Falls into water are handled
somewhat differently. If the water is at least 10 feet
The second option requires the same Str check as the first but
deep, the first 10 feet of falling do no damage. The
a failure drags the character trying to catch along with the one
next 10 feet do non-lethal damage (1d3 per 5-foot
falling, and a success means the character manages to grab the
increment). Beyond that, falling damage is lethal
falling character and no damage is dealt to either of them.
damage (1d6 per additional 5-foot increment).
Characters who deliberately dive into water take no
damage on a successful DC 15 Swim check or DC 15
Tumble check, so long as the water is at least 10 feet deep
for every 30 feet fallen. However, the DC of the check
increases by 5 for every 50 feet of the dive.

Falling Objects
Just as characters take damage when they fall more than 10 feet,
so too do they take damage when they are hit by falling objects.

Creatures falling on water go deep a number of feet equal


to 1/4 distance fell.

Objects that fall upon characters deal damage based on their


size and the distance they have fallen, as shown in the next
Falling Speeds: Though a characters falling speeds varies table. Note that this table assumes that the object is made of
dense, heavy material, such as stone. Objects made of lighter
according to its size and mass, for simplification purposes
this game considers the falling speed of Medium creatures materials might deal as little as half the listed damage, subject
to be 500 ft per round falling (each size larger increases the to GM discretion. For example, a Large boulder that hits a
character deals 6d6 points of damage, whereas a falling table
falling speed of the previous size by 50%, while each size
might only deal 3d6 damage.
smaller decreases it by 50%).
In addition, the damage dealt by falling objects varies with
the distance between the starting height of the falling object
and the height of the object, surface or corpse it hits. The
damage presented here are for objects falling of a distance
of 30 ft, between the falling object and the target. For every
additional 10 feet beyond that, the falling object deals an
However, any effect that imposes a movement with an
additional 1d6 damage, if Tiny or larger, an additional 1d3
opposed direction to your fall helps nullify your momentum.
damage if Diminutive or an additional 1 damage if it is of
In such cases, such as the example of a falling character using
Fine size. Note that a falling object takes the same amount
Levitate just as he is about to hit the surface, the character takes
of damage as it deals unless it falls on top of a soft surface
the normal falling damage but as nonlethal damage as the spell
(such as a living creature, mud, sand or water) in which
abruptly ends his momentum and imposes its own movement.
case it takes only half that much damage. If the object
So, in the example given above, even if the character was falling
falling is, instead, thrown from the air (by a flying creature,
for 1000 feet (which would deal 199d6 lethal damage and 1d6
for example), it adds the Strength modifier of the one
nonlethal damage) he would take 200d6 of nonlethal damage
throwing it.
and then would move the amount imposed by the Levitate.
In these cases the character does not suffer the probability of Dropping an object on a creature requires a ranged
injuring a body part.
A character cannot take an action during the first round of
a fall, unless the action requires no more than a free action.
During other rounds of a fall, a character is free to make other
actions (the GM may dictate which actions a character can or
cannot make).

During the first round of falling the character is considered flatfooted but gains a +6 bonus vs ranged attacks. In the following
rounds the character is no longer flat-footed and gains a +6 bonus
vs ranged attacks +4 for each consecutive round falling.
Falling on Top of a Character: When a character falls on top of
another character, the situation takes an entirely different perspective
and result. The falling character follows the rules for Falling Objects
(see below) but it only takes 1/2 the indicated damage. The character
it falls on top off also takes that amount in damage. In this situation,
the probability of damaging the body is reduced to half for the fallen
character and the character, in which the other fell onto, also has

Chapter 11: Environmental Rules

Object Size

Damage

Fine

Diminutive

1d3

Tiny

1d6

Small

2d6

Medium

3d6

Large

4d6

Huge

6d6

Gargantuan

8d6

Colossal

10d6

432

touch attack. Such attacks generally have a range The leading edge of a fire (the downwind side) can advance faster than
increment of 20 feet. If an object falls on a creature
a human can run (assume 120 feet per round for winds of moderate
(instead of being thrown), that creature can make
strength). Once a particular portion of the forest is ablaze, it remains
a DC 15 reflex save to halve or negate the damage
so for 2d4 10 minutes before dying to a smoking smolder. Characters
if he is aware of the object. Exceptions to this rule
overtaken by a forest fire may find the leading edge of the fire
exist, since a Reflex save could be pointless in a
advancing away from them faster than they can keep up, trapping
situation where a colossal slab of stone falls, centered
them deeper and deeper in its grasp.
with a medium creature. Each situation is also under
Within the bounds of a forest fire, a character faces three dangers:
GM discretion, and he may well decide what happens
heat damage, catching on fire, and smoke inhalation.
to a character that is hit by falling objects, depending
on the situation (for example, he could decide that Heat Damage: Getting caught within a forest fire is as bad as
exposed to Extreme Heat (see Heat Dangers below).
a medium character dies when a colossal stone falls
centered on it, or that several medium boulders falling
Catching on Fire: Characters engulfed in a forest fire are at risk of
on top of a party causes serious injuries such as broken
catching on fire when the leading edge of the fire overtakes them,
bones). Indeed, falling objects is a rule that can vary
and are then at risk once per minute thereafter (see Catching on
tremendously with each situation. If you GM decides
Fire below).
not to use the rule presented here, listen to his point of
view and work with him to determine which decision Smoke Inhalation: Forest fires naturally produce a great deal of
smoke, so characters caught in them suffer from Smoke Effects (see
should be taken.
below).
Falling objects use the same falling speeds as creatures
(see Falling)

Heat Dangers
Floods
In many wilderness areas, river floods are a common
occurrence. In spring, an enormous snowmelt can engorge
the streams and rivers it feeds. Other catastrophic events
such as massive rainstorms or the destruction of a dam can
create floods as well.

Prolonged exposure to hot temperatures can quickly wear down


a character, and heatstroke can be deadly. Heat deals nonlethal
damage that cannot be recovered until the character gets
cooled off (reaches shade, survives until nightfall, gets doused
in water and so forth).

During a flood, rivers become wider, deeper, and swifter.


Assume that a river rises by 1d10+10 feet during the spring
flood, and its width increases by a factor of 1d450%. Fords
may disappear for days, bridges may be swept away, and even
ferries might not be able to manage the crossing of a flooded
river.
A river in flood makes Swim checks one category harder (calm
water becomes rough, and rough water becomes stormy).
Swim checks made in those rivers allow the character to move
double what he would normally move swimming.

Once rendered unconscious through the accumulation of nonlethal damage, the character begins to take lethal damage at
the same rate.
A character in very hot conditions (above 90 F but below
110 F): Must make a Fortitude save to avoid taking nonlethal damage.
Hazard Level 1: Protected characters must save each hour
(DC 15, +1 for each previous check) or take 1d3 points of
nonlethal damage. Characters reduced to unconsciousness
begin taking lethal damage (1d3 points per hour).

Fog
Whether in the form of a low-lying cloud or a mist rising from
the ground, fog obscures all sight, including nightvision, beyond
5 feet. Creatures 5 feet away have concealment (attacks by or
against them have a 20% miss chance).

Forest Fires

Hazard Level 2: Unprotected characters with light clothes


and cooling apparatus must save each hour (DC 15, +1
for each previous check) or take 1d4 points of nonlethal
damage. Characters reduced to unconsciousness begin
taking lethal damage (1d4 points per hour).
Hazard Level 3: Unprotected characters with light
clothes and/or without cooling apparatus must save
each hour (DC 15, +1 for each previous check) or take
1d6 points of nonlethal damage. Characters reduced
to unconsciousness begin taking lethal damage (1d6
points per hour).

A forest fire can be spotted from as far away as 2d6 100 feet by
a character who makes a Spot check, treating the fire as a Colossal
creature (reducing the DC by 16). If all characters fail their Spot
checks, the fire moves closer to them. They automatically see it when
it closes to half the original distance. Characters who are blinded or
otherwise unable to make Spot checks can feel the heat of the fire
(and thus automatically spot it) when it is 100 feet away.

433

In severe heat (above 110 F but below 140 F):


Must make a Fortitude save to avoid taking non-lethal
damage. A character who takes any nonlethal damage
from heat exposure now suffers from heatstroke and
is fatigued.
These penalties end when the character recovers the
nonlethal damage she took from the heat.
Hazard Level 1: Protected characters with

Chapter 11: Environmental Rules

features that reduce hazard level must save each 10 minutes


(DC 15, +1 for each previous check) or take 1d4 points of
nonlethal damage. Characters reduced to unconsciousness
begin taking lethal damage (1d4 points per hour).
Hazard Level 2: Protected characters must save each 10
minutes (DC 15, +1 for each previous check) or take 1d6 points
of nonlethal damage. Characters reduced to unconsciousness
begin taking lethal damage (1d6 points per hour).

Fire deals 1d4 points of damage of exposure and characters


must make a Reflex save (DC 15, +1 for each previous check)
each round or catch fire (see above).
Lava or magma deals 2d4 points of damage per round of
exposure, except in the case of total immersion (such as when
a character falls into the crater of an active volcano), which
deals 20d4 points of damage per round.

Damage from magma continues for 1d3 rounds after


exposure ceases, but this additional damage is only half of
Hazard Level 3: Unprotected characters with light clothes
and cooling apparatus must save each 10 minutes (DC 15, that dealt during actual contact (that is, 1d4 or 10d4 points
+1 for each previous check) or take 1d10 points of nonlethal per round). Also, each round the character spends in direct
contact with lava deals 1 permanent Constitution and
damage. Characters reduced to unconsciousness begin taking
lethal damage (1d10 points per hour). Those without cooling Charisma damage (characters whose armor completely
covers them do not take this damage).
apparatus must save each minute instead.
Extreme heat (air temperature over 140 F, fire, boiling water,
lava): Deals lethal damage and characters must make a Fortitude
save to avoid taking non-lethal damage. A character who takes
any nonlethal damage from heat exposure now suffers from
heatstroke and is fatigued.

An immunity or resistance to fire serves as immunity to


lava or magma. However, a creature immune to fire might
still drown if completely immersed in lava (see Drowning)

These penalties end when the character recovers the nonlethal


damage she took from the heat.
Hazard Level 1: Protected characters with ability to reduce hazard
level must save each 5 minutes (DC 15, +1 for each previous check)
or take 1d4 points of nonlethal damage. Characters reduced to
unconsciousness begin taking lethal damage (1d4 points per hour).

Hazard Level 2: Protected characters with ability to


reduce hazard level must save each 2 minutes (DC 15, +1
for each previous check) or take 1d6 points of nonlethal
damage. Characters reduced to unconsciousness begin
taking lethal damage (1d6 points per hour).

Breathing air in these temperatures deals 1d4 per round (unless the
character has helmets that allow breathing in space or breathing
apparatus). This damage cannot be reduced by DR.
Boiling water deals 1d4 points of damage, unless the character is fully
immersed, in which case it deals 10d4 points of damage per round of
exposure.

Chapter 11: Environmental Rules

Breathing air in these temperatures deals 1d6 per round


(unless the character has helmets that allow breathing
in space or breathing apparatus). This damage cannot
be reduced by DR.
Boiling water deals 1d5 points of damage, unless the
character is fully immersed, in which case it deals
10d5 points of damage per round of exposure.
Fire deals 1d5 points of damage of exposure and
characters must make a Reflex save (DC 15, +1 for

434

each previous check) each round or catch fire (see


above).

Mountain Travel

Lava or magma deals 2d5 points of damage per


round of exposure, except in the case of total
immersion (such as when a character falls into the
crater of an active volcano), which deals 20d5 points
of damage per round.

High altitude can be extremely fatiguing or sometimes deadly to


creatures that arent used to it. Cold becomes extreme, and the lack of
oxygen in the air can wear down even the hardiest of characters.

Acclimated Characters: Creatures accustomed to high altitude


generally fare better than lowlanders. Characters can also acclimate
Damage from magma continues for 1d3 rounds after themselves by living at high altitude for a month. Characters who
spend more than two months away from the mountains must
exposure ceases, but this additional damage is only
half of that dealt during actual contact (that is, 1d5 or reacclimate themselves when they return.
10d5 points per round). Also, each round the character
Synthetics and mechanicals creatures are immune to altitude effects.
spends in direct contact with lava deals 1 permanent
Altitude Zones: In general, mountains present three possible
Constitution and Charisma damage (characters
whose armor completely covers them do not take this altitude bands: low pass, low peak/high pass, and high peak.
damage).
Low Pass (lower than 6,000 feet): Most travel in low mountains takes
An immunity or resistance to fire serves as immunity place in low passes, a zone consisting largely of alpine meadows
and forests. Travelers may find the going difficult (which is reflected
to lava or magma. However, a creature immune to fire
might still drown if completely immersed in lava (see in the movement modifiers for traveling through mountains), but
the altitude itself has no game effect.
Drowning, below).
Hazard Level 3: Protected characters must save each
1 minute (DC 15, +1 for each previous check) or take
1d10 points of nonlethal damage. Characters reduced to
unconsciousness begin taking lethal damage (1d10 points
per hour).

Low Peak or High Pass (6,000 to 15,000 feet): Ascending to the high
slopes of low mountains, or most normal travel through high
mountains, falls into this category. All non-acclimated creatures
labor to breathe in the thin air at this altitude. Characters are
subjected to the Thin Atmosphere hazard (see above).

Breathing air in these temperatures deals 1d10 per round


(unless the character has helmets that allow breathing
in space or breathing apparatus). This damage cannot be
reduced by DR.

High Peak (15,000 to 20,000 feet): In the highest slopes of


medium mountains falls into this category. It is rare to see trade
routes passing through these heights. Characters are subjected
to the Rare Atmosphere hazard (see above).

Those unprotected take damage and must save each round.

Very High Peak (20,000 feet or more): The highest mountains


exceed 20,000 feet in height. At these elevations, creatures
are subject to both Rare Atmosphere and Long-Term Oxygen
Deprivation (usually called altitude sickness), whether or not
theyre acclimated to high altitudes.

Boiling water deals 1d6 points of damage, unless the


character is fully immersed, in which case it deals 10d6 points
of damage per round of exposure.
Fire deals 1d6 points of damage of exposure and characters
must make a Reflex save (DC 15, +1 for each previous check)
each round or catch fire (see above).
Lava or magma deals 2d6 points of damage per round of
exposure, except in the case of total immersion (such as when
a character falls into the crater of an active volcano), which deals
20d6 points of damage per round.

Powerful Storms

Very high winds and torrential precipitation reduce


visibility to zero, making Spot, Search, and Listen checks
and all ranged weapon attacks impossible. Unprotected
flames are automatically extinguished, and protected
Damage from magma continues for 1d3 rounds after exposure
flames have a 75% chance of being doused. Powerful
ceases, but this additional damage is only half of that dealt during
storms are divided into the following four types.
actual contact (that is, 1d6 or 10d6 points per round). Also, each
round the character spends in direct contact with lava deals 1 Windstorm: While accompanied by little or no
permanent Constitution and Charisma damage (characters whose precipitation, windstorms can cause considerable
damage simply through the force of their wind.
armor completely covers them do not take this damage).
An immunity or resistance to fire serves as immunity to lava or Blizzard: The combination of Strong Winds, Heavy
magma. However, a creature immune to fire might still drown if Snow (typically 1d3 feet) and Extreme Cold (see Cold
Dangers above) make blizzards deadly for all who are
completely immersed in lava (see Drowning, below).
unprepared for them.

Ice Effects
Characters walking on ice must spend 2 squares of movement to
enter a square covered by ice, and the DC for Balance and Tumble
checks increases by +5. Characters in prolonged contact with ice may
run the risk of taking damage from severe cold (see above).

435

Hurricane: In addition to Severe Winds and Heavy Rain,


hurricanes are accompanied by Floods (see above).
Most adventuring activity is impossible under such
conditions.

Chapter 11: Environmental Rules

Pressure Hazard

Rain, Snow, Sleet and Hail

Certain environments have far more pressure than


a creature is used to. On such places, a creatures
organs risk being crushed. However, since each race
is used to different levels of pressure, the hazard
level varies for each creature.

Bad weather frequently slows or halts travel and makes it virtually


impossible to navigate from one spot to another. Torrential downpours
and blizzards obscure vision as effectively as a dense fog.

Note: unlike other hazard levels, these ones do not


depend on how protected a character is. It depends
merely on the amount of atmosphere pressure related
to the creatures homeworld atmospheric pressure.
First determine which hazard level is the creature
inserted into, then take into consideration features that
reduce the hazard level.

Most precipitation is rain, but in cold conditions it can manifest as


snow, sleet, or hail. Precipitation of any kind followed by a cold snap
in which the temperature dips from above freezing to 30 F or below
may produce ice (see Cold Dangers above).

Hazard Level 1: Atmosphere has a pressure from 5


to 10 (10 excluded) atm higher than the creatures
homeworld. Creatures take 1d6 points of lethal damage
each 5 minutes while standing on the environment
without shelter.

Rain: Rain reduces visibility ranges by half, resulting in a 4 penalty


on Spot and Search checks. It has the same effect on flames, ranged
attacks and Listen checks as Severe Wind.
Snow: Falling snow has the same effects on visibility, ranged
attacks, and skill checks as rain, and it costs 2 squares of movement
to enter a snow-covered square. A day of snowfall leaves 1d6
inches of snow on the ground.

Heavy Snow: Heavy snow has the same effects as normal


snowfall, but also restricts visibility as fog does (see Fog, above).
A day of heavy snow leaves 1d4 feet of snow on the ground, and
Hazard Level 2: Atmosphere has a pressure from 10 to 25
it costs 4 squares of movement to enter a square covered with
(25 excluded) atm higher than the creatures homeworld.
heavy snow. Heavy snow accompanied by Strong Winds or Severe
Creatures take 1d6 points of lethal damage each minute
Winds may result in snowdrifts 1d4 5 feet deep, especially in
while standing on the environment without shelter.
and around objects big enough to deflect the wind a cabin or
Hazard Level 3: Atmosphere has a pressure from 25 to 50 a large tent, for instance.
(50 excluded) atm higher than the creatures homeworld.
There is a small chance that a heavy snowfall is accompanied
Creatures take 1d6 points of lethal damage each round
by lightning (see Thunderstorm, below). Snow has the same
while standing on the environment without shelter.
effect on flames as Moderate Wind.

Radiation Hazard
Certain environments have high levels of radiation, either from
engine spills or radiation bombardment from nearby stars. On
such places, a creatures body is at risk of dying from radiation
exposure. For simplification purposes, the GM determines the
radiation hazard level and applies it to all creatures regardless
of race.

Sleet: Essentially frozen rain, sleet has the same effect as rain
while falling (except that its chance to extinguish protected
flames is 75%) and the same effect as Snow once on the
ground.
Hail: Hail does not reduce visibility, but the sound of
falling hail makes Listen checks more difficult (4 penalty).
Sometimes hail can become large enough to deal 1d6 point
of damage (per minute) to anything in the open. Once on
the ground, hail has the same effect on movement as Snow.

Note: unlike other hazard levels, these ones do not depend


on how protected a character is. The GM determines the
environments radiation hazard level then features that reduce
hazard level are applied afterwards.

Smoke Effects

A character who breathes heavy smoke must make a


Fortitude save each round (DC 15, +1 per previous check)
or spend that round choking and coughing. A character
who chokes for 2 consecutive rounds takes 1d6 points of
Hazard Level 1: Low to mid levels of radiation. Characters must non-lethal damage.
make a Fortitude save each 5 minutes (DC 15, +1 for each previous
Smoke obscures vision, giving concealment (20% miss
check) or take 1 point of Str, Dex and Con damage.
chance) to characters within it.
Characters that suffer damage from radiation are also sickened
while they remain in that environment and for 10 minutes after
leaving.

Hazard Level 2: Mid to high levels of radiation. Characters must


make a Fortitude save each minute (DC 15, +1 for each previous
check) or take 1 point of Str, Dex and Con damage.

Hazard Level 3: High to very high levels of radiation. Characters must


make a Fortitude save each round (DC 15, +1 for each previous check)
or take 1 point of Str, Dex and Con damage.

Chapter 11: Environmental Rules

Starvation and Thrist


Characters might find themselves without food or
water and with no means to obtain them. In normal
climates, Medium characters need at least a gallon
of fluids and about a pound of decent food per day
to avoid starvation. (Small characters need half as
much.)

436

Sandstorm: A sandstorm reduces visibility to 1d10 5 feet and


provides a 4 penalty on Listen, Search, and Spot checks. A sandstorm
A character can go without water for 1 day plus deals damage to any creatures caught in the open, and leaves a thin
a number of hours equal to his Constitution coating of sand in its wake. Driving sand creeps in through all but the
most secure seals and seams, to chafe skin and contaminate carried
score. After this time, the character must make a
Constitution check each hour (DC 10, +1 for each gear.
previous check) or take 1d6 points of non-lethal
Hazard Level 1: Fully protected characters, with breathing equipment
damage.
or helmets that allow breathing and protect the face, take 1d3 points
A character can go without food for 3 days, in growing of non-lethal damage per hour while caught out in the open without
discomfort. After this time, the character must make shelter.
In very hot climates, characters need two or three
times as much water to avoid dehydration.

Hazard Level 2: Characters without helmets that allow breathing in


space, without breathing apparatus or without face protection, take
1d6 points of non-lethal damage plus 1d3 points of damage per
hour while caught out in the open without shelter. They also risk
Characters who have taken non-lethal damage from
lack of food or water are fatigued. Non-lethal damage chocking (see Drowning below) unless they wear a scarf or similar
from thirst or starvation cannot be recovered until the protection to cover their mouth and nose.
character gets food or water, as needed.
Snowstorm: In addition to the wind and precipitation common
to other storms, snowstorms leave 1d6 inches of Snow on the
ground afterward.
a Constitution check each day (DC 10, +1 for each
previous check) or take 1d6 points of non-lethal
damage.

Storms
The combined effects of precipitation (or dust) and wind
that accompany all storms reduce visibility ranges by three
quarters, imposing a 8 penalty on Spot, Search, and Listen
checks. Storms make ranged weapon attacks impossible,
except for those using weapons from tanks and ships,
which have a 4 penalty on attack rolls. They automatically
extinguish unprotected flames. They cause protected
flamesnto dance wildly and have a 50% chance to extinguish
these lights. Storms are divided into the following types.

Thunderstorm: In addition to wind and precipitation (usually


rain, but sometimes also hail), thunderstorms are accompanied
by lightning that can pose a hazard to characters without proper
shelter (especially those in metal armor). As a rule of thumb,
assume one bolt per minute for a 1-hour period at the center
of the storm. Each bolt causes electricity damage equal to
1d101d8. One in ten thunderstorms is accompanied by a
Tornado (see below). Characters wielding metal weapons (such
as firearms or blades) outside also risk being hit by lightning
(40% chance)

Duststorm: These desert storms differ from other storms in


that they have no precipitation. Instead, a duststorm blows
fine grains of sand that obscure vision, smothers unprotected
flames, and can even choke protected flames (50% chance).
Most duststorms are accompanied by Severe Winds and leave
behind a deposit of 1d6 inches of sand. However, there is a
small chance for a greater duststorm to be accompanied by
windstorm-magnitude winds.

Suffocation

A character that has no air to breathe can hold her breath


for 2 rounds per point of Constitution. After this period of
time, the character must make a DC 10 Constitution check
in order to continue holding her breath. The save must be
repeated each round, with the DC increasing by +1 for each
Greater Duststorm: These greater duststorms deal damage to previous success.
anyone caught out in the open without shelter and also pose a When the character fails one of these Constitution
choking hazard (see Drowning below). Greater duststorms leave checks, she begins to suffocate. In the first round, she
2d31 feet of fine sand in their wake.
falls unconscious (0 hit points). Once a character falls
Hazard Level 1: Fully protected characters, with breathing unconscious, it consumes much less oxygen. It can hold
equipment or helmets that allow breathing and protect the face, up to a number of rounds equal to its Constitution score,
take 1d3 points of non-lethal damage each round while caught while unconscious. After that, she drops to 1 hit points
and is dying. In the following round, she suffocates and
out in the open without shelter.
dies.
Hazard Level 2: Characters without helmets that allow breathing
in space, without breathing apparatus or without face protection, This unconscious state cannot be broken by others
take 1d6 points of non-lethal damage plus 1d3 points of damage unless the character receives air from any source.
each round while caught out in the open without shelter. They Another character can pass some of the air in its lungs,
also risk chocking (see Drowning below) unless they wear a scarf or in other to help a weaker character to remain alive
for longer. This requires a full-round action (by either
similar protection to cover their mouth and nose.
kissing or transmitting air through some tube) and
Hazard Level 3: Characters without body armor, take 1d12 points of provides a free round, to the receiving character, in
non-lethal damage plus 1d8 points of damage each round while which no check is needed to hold breath and that
caught out in the open without shelter. They also risk chocking (see
doesnt increase the DC of the next check. After that
Drowning below) unless they wear a scarf or similar protection to round, checks must be made once more. However,
cover their mouth and nose.
if the one that provided the air is also in risk of

437

Chapter 11: Environmental Rules

suffocation, he increases the DC of his next check


by 2. The receiving character cannot use his new
free round to provide air to another character
Historically, waterways were one of the most important modes of travel
through this method. This, however, can be used
and communication within and between countries. On the other hand,
to awake a character that fell unconscious due to
characters on foot will find that lakes, rivers, and streams often block
suffocation, but once awaken that character must
their travels in the wilderness. Whats more, underground streams,
continue to make the checks (after his free round has
cisterns, sewers, and moats are all part of the dungeon environment.
passed), which continue normally from his last check
Water presents travelers with five general problems. First, its an
DC.
obstacle that can block their movement. Second, characters in the
Slow Suffocation: A Medium character can breathe
water face the danger of drowning or losing gear. Third, a character
easily for 6 hours in a sealed chamber measuring 10
caught in fast-moving water can be swept away from the rest of his
feet on a side. After that time, the character takes 1d6
party and battered or killed by rapids and waterfalls. Fourth, really
points of nonlethal damage every 15 minutes. Each
deep water deals damage from the great pressure it exerts. Finally,
additional Medium character or significant fire source
exposure to cold water can be dangerous, afflicting characters with
(a torch, for example) proportionally reduces the time
hypothermia.
the air will last. Small characters consume half as much
Any character can wade in relatively calm water that isnt over his
air as Medium characters.
head, no check required (hence the importance of fords). Similarly,
For example, two people can last for 3 hours, after which
swimming in calm water only requires skill checks with a DC of
they each take 1d6 points of nonlethal damage per
10. Trained swimmers can just take 10. (Remember, however,
15 minutes. If they have a torch (equivalent to another
that load penalty makes any attempt at swimming much more
Medium character in terms of the air it uses), the air runs
difficult.)
out in only 2 hours.
By contrast, fast-moving water is much more dangerous. On a
A larger volume of air, of course, lasts for a longer time.
successful DC 15 Swim check or a DC 15 Strength check, it deals
So, for instance, if two humans and a volus are in a sealed
1d3 points of nonlethal damage per round (1d6 points of lethal
chamber measuring 20 feet by 20 feet by 10 feet, and they
damage if flowing over rocks and cascades). On a failed check,
have a torch, the air will last almost 7 hours (6 hours/3.5
the character must make another check that round to avoid
people and torches 4 10-ft. cubes = 6.86 hours).
going under.
Air Supply: Usually armors and breathing apparatus have a
Water Pressure: Very deep water is not only generally pitch
reserve of 3 to 5 hours of air. Once it runs out, the character
black, posing a navigational hazard, but worse, it deals
suffers from suffocation (not slow suffocation).
pressure damage.

Water Dangers

Hazard Level 1: Fully protected characters, with breathing


equipment or helmets that allow breathing and protect the
face, and with features capable of reducing hazard level, take
1d4 points per minute for every 100 feet the character is
Certain environments have high levels of toxic agents that
below the surface. A successful Fortitude save (DC 15, +1 for
cannot be filtered by the helmets breathing filters (example:
each previous check) means the diver takes no damage in
pollen, bacteria). In those cases, characters must make a
that minute. DR does not apply against this damage.
Fortitude save or risk taking damage to their lungs.
Hazard Level 2: Fully protected characters, with breathing
Note: unlike other hazard levels, these ones do not depend
equipment or helmets that allow breathing and protect
on how protected a character is. The GM determines the
the face take 1d6 points per minute for every 100 feet the
environments toxic agent hazard level then features that reduce
character is below the surface. A successful Fortitude save
hazard level are applied afterwards.
(DC 15, +1 for each previous check) means the diver takes
no damage in that minute. DR does not apply against this
Characters that take damage from toxic agents are exhausted
damage.
while they remain in the environment and for 1 minute after
leaving it.
Hazard Level 3: Unprotected characters, or character

Toxic Agents

protected but without equipment or helmets that allow


breathing take 1d10 points per minute for every 100
feet the character is below the surface. A successful
Fortitude save (DC 15, +1 for each previous check)
Hazard Level 2: Mid to high levels of agents. Characters must make a
means the diver takes no damage in that minute. DR
Fortitude save each 2 minutes (DC 15, +1 for each previous check) or
does not apply against this damage.
take 1 point of Con damage.
Hypothermia: Very cold water deals 1d6 points of
Hazard Level 3: High to very high levels of agents. Characters must
nonlethal damage from hypothermia per minute of
make a Fortitude save each 5 rounds (DC 15, +1 for each previous
exposure (protected characters using helmets that
check) or take 1 point of Con damage.
allow breathing in space take damage for each 5
minutes instead)
Hazard Level 1: Low to mid levels of agents. Characters must make
a Fortitude save each 5 minutes (DC 15, +1 for each previous check)
or take 1 point of Con damage.

Chapter 11: Environmental Rules

438

impose a 2 penalty on ranged attack rolls and on Listen checks.

Winds
The wind can create a stinging spray of sand or dust,
fan a large fire, heel over a small boat, and blow
gases or vapors away. If powerful enough, it can
even knock characters down, interfere with ranged
attacks, or impose penalties on some skill checks.

Severe Wind: In addition to automatically extinguishing any


unprotected flames, winds of this magnitude cause protected flames
to dance wildly and have a 50% chance of extinguishing these lights.
Ranged attacks and Listen checks are made with a 4 penalty.

Windstorm: Powerful enough to bring down branches if not whole


trees, windstorms automatically extinguish unprotected flames and
Light Wind: A gentle breeze, having little or no game
have a 75% chance of blowing out protected flames. Ranged weapon
effect.
attacks are impossible, and even cannons from tanks and ships have
Moderate Wind: A steady wind with a 50% chance a 4 penalty on attack rolls. Listen checks are at a 8 penalty due to
the howling of the wind.
of extinguishing small, unprotected flames, such as
candles.
Hurricane-Force Wind: All flames are extinguished. Ranged attacks
are impossible (except with tanks and ships, which have a 8
Strong Wind: Gusts that automatically extinguish
unprotected flames (candles and the like). Such gusts penalty on attack rolls). Listen checks are impossible: All characters
Wind Force

Wind Speed

Ranged Attacks Normal

Creature Size2

Larger Ranged Weapons

Wind Effect on
Creatures

Str check
DC

Light

010 mph

Any

None

Moderate

1120 mph

Any

None

Strong

2130 mph

-2/

Tiny or smaller

Knocked down

10

Small or larger

None

Tiny or smaller

Blown away

12

Small

Knocked down

11

Medium

Checked

10

Large or Larger

None

Small or smaller

Blown away

15

Medium

Knocked down

13

Large or Huge

Checked

11

Gargantuan or Colossal

None

Medium or smaller

Blown away

20

Large

Knocked down

17

Huge

Checked

14

Gargantuan or Colossal

None

Large or smaller

Blown away

29

Huge

Knocked down

25

Gargantuan or Colossal

Checked

21

Severe

Windstorm

Hurricane

Tornado

3150 mph

5174 mph

75174 mph

175300 mph

-4/

Impossible/-4

Impossible/8

Impossible/impossible

1.

The larger ranged weapons category includes missiles, grenades launched from grenade launchers, torpedoes, etc.

2.

Flying or airborne creatures are treated as one size category smaller than their actual size for purposes of wind effects.

3.

To negate the wind effects a Strength check, with the indicated DC, is needed every minute when not in combat or every round
when in combat.
Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6 5 feet. Checked
creatures cannot attack with melee weapons.
Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6 10 feet. Creatures
knockdown by wind effects cannot attack.
Blown Away: Creatures on the ground are knocked prone and rolled 1d4 10 feet, taking 1d4 points of nonlethal damage per 10 feet.
Flying creatures are blown back 2d6 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting. Creatures
knockdown by wind effects cannot attack.

439

Chapter 11: Environmental Rules

can hear is the roaring of the wind. Hurricane-force winds


often fell trees.

affliction and does not contract it (so no more rolls are needed).
If the save is a failure, the creature falls victim to the affliction
and must deal with its effects.

Massive Storms: These storms occur mostly on lifeless


planets, with winds capable of going over 200 mph. These
Afflictions require a creature to make a saving throw after a
storms are dangerous to just about anything in their path.
period of time to avoid taking certain penalties. With most
They can destroy weak buildings, lift and carry light vehicles afflictions, if a number of successful saving throws are made
and will certainly lift creatures in its path. Creatures caught
consecutively, the affliction is removed and no further saves
are necessary. Some afflictions cannot be cured through
by one of these storms are carried for 1d4 minutes, taking
12d6 points of damage plus 1d6 for each additional 50 mph saving throws alone and require the aid of medicine to
remove. Additionally, if a character has one of its scores
above 200 the storm possesses. After that duration, they
reduced to 0 by an affliction, he automatically dies. Each
eventually land.
affliction is presented in a short block presenting the
Some massive storms carry lightning with them (see
following:
Thunderstorm above).
Name: This is the name of the affliction.
Tornado: All flames are extinguished. All ranged attacks are
impossible (even with siege weapons), as are Listen checks. Type: This is the type of the affliction. It may also include
the means by which is contracted, such as contact,
Instead of being blown away, characters in close proximity
ingestion, inhalation or injury.
to a tornado who fail their Strength checks are sucked toward
the tornado. Those who come in contact with the actual funnel
Save: This gives the type of save necessary to avoid
cloud are picked up and whirled around for 1d10 rounds, taking
contracting the affliction, as well as the DC for that save.
6d6 points of damage per round, before being violently expelled
Unless otherwise noted, this is also the save to avoid the
(falling damage may apply). While a tornados rotational speed
afflictions effects once it is contracted.
can be as great as 300 mph, the funnel itself moves forward at
Bonus from enhanced fibers does not apply against
an average of 30 mph (roughly 250 feet per round). A tornado
uproots trees, destroys buildings, and causes other similar forms of afflictions.
major destruction.
Onset: Some afflictions have a variable amount of time
before they set in. Creatures that come in contact with
an affliction with an onset must make a saving throw
immediately. Success means the creature did not
contracted the affliction. Failure means the creature
contracted but only becomes aware of the afflictions
real effects, and must starting roll saves, after the
From to poisons to diseases, characters can be affected by numerous onset period has elapsed.
afflictions. While they have different effects, they all function using
Frequency: This is how often the periodic saving
the same basic system. All afflictions grant a saving throw when they throw must be attempted after the affliction starts
are contracted that if successful the character manages to resist the
to affect the target. While some afflictions last until

Afflictions

Chapter 11: Environmental Rules

440

they are cured, others end prematurely, even if Effect: 1d4 Con damage and 1 Cha damage and target is fatigued;
the character is not cured through other means. If
Cure: 4 consecutive saves
an affliction ends after a set amount of time, it will
be noted in the frequency. For example, a disease
with a frequency of 1/day lasts until cured, but a
Cackle Fever
poison with a frequency of 1/round for 6 rounds
Type: disease, inhaled;
Save: Fortitude DC 16
ends after 6 rounds have passed (if the character did
not succeeded on the necessary number of saves to Onset: 1 day; Frequency: 1/day
remove the affliction).
Effect: 1d6 Wis damage;
Cure: 3 consecutive saves
Afflictions without a frequency occur only once,
immediately upon contraction or after the onset time.

Filth Fever

Effect: This is the effect that the character suffers each


Type: disease, injury;
Save: Fortitude DC 12
time if he fails his saving throw against the affliction.
Onset: 1d3 days;
Frequency: 1/day
Some afflictions have different effects after the first save
is failed. These afflictions have an initial effect, which
Effect: 1d3 Dex damage and 1d3 Con damage;
occurs if the first save is failed, and a secondary effect,
which occurs on the following failed saves, as noted in Cure: 3 consecutive saves
the text. While the affliction persists, HP and ability score
damage cannot be healed naturally.

Injury Infection

Cure: This tells how the affliction is cured. Commonly,


Type: disease, injury (can only be caught with an unattended
this is a number of successful saving throws that must
broken bone, see Losing Body Parts);
be made consecutively. Even if the affliction has a limited
Save: Fortitude DC 12 avoids damage for that save.
frequency, it might be cured prematurely if enough saves
are successfully made. Any damage caused by the affliction
Frequency: 1/day
is not removed when the affliction is cured, so healing must
Effect: 1 Str damage and 1 Con damage. Every 2 Con damage
either come from other means.
taken forces the character to make another Fort save to avoid
becoming nauseated until the next successful save.

Diseases
Disease is a serious threat to common folk and travelers
alike. Most diseases can be cured by a number of consecutive
saving throws or by medicine.

Leprosy
Type: disease, contact, inhaled or injury;

The following samples represent just some of the possibilities


when creating diseases. Unless otherwise stated, the presented
DC is both the DC to avoid contracting the disease and the DC
to avoid its effects after the disease has been contracted.
Instead of a save, a character may also be cured with Medicine
checks (DC equals diseases save DC) but the character needs
to stay in bed recovering for at least 3 days +1 day for each day
it suffered from the disease. More than one Medicine check
is required to remove the disease (the number of successful
consecutive Medicine checks is equal to number of consecutive
saves required +1).

Save: Fortitude DC 12 negates, Fortitude DC 20 to avoid


effects
Onset: 2d4 weeks;
Effect: 1d2 Cha damage;

Frequency: 1/week

Cure: 4 consecutive saves

Mindfire
Type: disease, inhaled;

Save: Fortitude DC 12

Onset: 1 day;

Frequency: 1/day

Effect: 1d4 Int damage; Cure: 2 consecutive saves

Red Ache

Blinding Sickness

Type: disease, injury;

Save: Fortitude DC 15
Frequency: 1/day

Type: disease, ingested;

Save: Fortitude DC 16

Onset: 1d3 days;

Onset: 1d3 days;

Frequency: 1/day

Effect: 1d6 Str damage; Cure: 2 consecutive saves

Effect: 1d4 Str damage, if more than 2 Str damage, target must
make an additional Fort save or be permanently blinded;
Cure: 3 consecutive saves

Bubonic Plague
Type: disease, injury or inhaled; Save: Fortitude DC 17
Onset: 1 day; Frequency: 1/day

441

Shakes
Type: disease, contact; Save: Fortitude DC 13
Onset: 1 day;

Frequency: 1/day

Effect: 1d8 Dex damage;


Cure: 2 consecutive saves

Chapter 11: Environmental Rules

stack. Each additional dose does not cause additional effects instead
prolonging the total duration of the poison by 1/2 for each new dose
of the same poison. In addition, each dose of poison increases the
Poisons are fast acting afflictions that can kill a
character in seconds. Poisons follow the same rules DC to resist the poison by +2 (this does not increase the DC to avoid
contracting the poison, only the DC to avoid the poisons effects after
as diseases, though the GM may determine that
it has been contracted). This increase is cumulative. Multiple doses
a certain poison can only be counteracted with a
specific anti-poison product that can only be created do not alter the cure conditions of the poison, and meeting these
conditions ends the affliction for all doses.
after the poison has been analyzed.

Poisons

Contact poisons are contracted the moment someone


touches the poison with his bare skin. Such poisons
can be used as injury poisons.
Ingested poisons are contracted when a creature eats
or drinks the poison or some other food or drink spiked
with the poison.
Injury poisons are contracted through the attacks of
certain creature and through weapons coated in the
toxin.

Arsenic
Type: poison, ingested;

Save: Fortitude DC 13

Onset: 10 minutes;

Frequency: 1/minute for 4 minute

Effect: 1d2 Con damage;

Cure: 1 save

Minagen X3 (inhaled)

Type: poison, inhaled;


Save: Fortitude DC 12
Inhaled poisons are contracted the moment a creature
Onset: Immediate;
Frequency: 1/round for 3 rounds.
enters an area containing such poisons. Most inhaled
Effect: increase DC of characters biotic powers by 1;
poisons fill a volume equal to 10-foot cube per dose.
Creature can attempt to hold their breaths while inside
Secondary Effect: 2 Wis damage;
to avoid inhaling the toxin. Creatures holding their
Cure: 2 consecutive saves
breaths receive a 50% chance of not having to make a
Fortitude save each round. See rules for holding breath
and suffocation. Note that a character that would normally
Minagen X3 (injected)
suffocate while attempting to hold its breath instead begins
Type: poison, injection; Save: Fortitude DC 13
to breathe normally again.
Frequency: 1/round for 10 rounds.
Injected poisons must be injected onto the creature, Onset: Immediate;
requiring an attack roll (with the poison injector light melee
Effect: increase DC of characters biotic powers by 2;
weapon, 1d3 damage for Medium creatures, 20/2) that
must deal damage. If damage is dealt, the poison is applied Secondary Effect: 2 Wis damage;
to the target.
Cure: 2 consecutive saves
Unlike other afflictions, multiple doses of the same poison

Chapter 11: Environmental Rules

442

Creeper
Type: poison, ingestion; Save: Fortitude DC 12

Cure: No cure, targets are continuously under the poisons effects while
they keep inhaling the poison. For each round of exposure after the
first, increase both DCs by 2.

Onset: 3 minutes;
Frequency: 1/min for 8

minutes.
Effect: 4 Dex damage;

Quarian Infection

Secondary Effect: 1 Wis damage;

Because of their weak immune systems, quarians are more susceptible


to become infected with diseases and allergic reactions caused by
contact with foreign bacteria and microbes.

Cure: 2 consecutive saves

Hallex
Type: poison, ingestion; Save: Fortitude DC 18
Onset: 4 rounds;
Frequency: 1/round for 6

rounds.
Effect: 4 Wis damage;
Secondary Effect: 1 Wis damage;

Upon determining that the character has become infected roll


1d12 and compare the results to the table below to determine the
symptoms or nature of the infection.
Once each day, and immediately after resolving infection, the
quarian may make a Fortitude save against the infection (DC 16). A
successful save means the quarians immune system, while weak,
is keeping the effects at bey. A failed save results in the character
suffering the infections detrimental effects.

Cure: 2 consecutive saves

Omega Enkaphalin
Type: poison, ingestion; Save: Fortitude DC 18

These effects are not removed with a full nights rest (though
ability damage is still recovered with a rest) and at the start of the
new day the Fort Save must be attempted again or the quarian
suffer cumulative effects of the infection.
All quarians suffering an infection experience fatigue (-2 Str and
-2 Dex), no save allowed.

Onset: 3 rounds;
Frequency: Permanent until

removed

A quarian infection is only healed through Medicine checks


(DC 16) which require the quarian to rest for a number of days
equal to the number of days under the infections effects +1.
Alternatively, it can be cured with three consecutive saves.

Effect: Reduce DC of characters biotic powers by 10;


Cure: once contracted can only be cured with Medicine
checks (2 checks required).

Bonus from enhanced fibers does not apply against quarian


infections.

Red Sand
Type: poison, inhaled;

The quarian also suffers from quarian infection when it makes


skin or unfiltered air contact with another creature. However,
in those cases the quarian only suffers from the infection
once and then adapts to the other creatures presence.

Save: Fortitude DC 14

Onset: Immediate;
Frequency: 1/round for 10

rounds.
Effect: increase DC of characters biotic powers by 1;
Secondary Effect: 1 Wis damage;

Roll

Infection

Cure: 2 consecutive saves

Withering Infection- 1d4 Str damage

Wasting Infection- 1d4 Con damage

Sleeping/Paralyzing Gas

Debilitating Infection- 1d4 Dex damage

Delirium- 1d4 Wis damage

Severe Headaches- 1d4 Int damage

Draining Infection- Exhausted

Type: poison, inhaled;


Save: Fortitude DC: primary 10, secondary 12
Onset: Immediate;

Feverish- -1 to Ref and Fort Saves, and Concentration checks

Frequency: 1/round for the duration of the gas.

Weakening Infection 1 point of damage to all stats

Effect: Affected character falls unconscious/paralyzed.


For this effect use the primary DC. If gas paralyzes instead
of sending characters unconscious, use secondary DC.

Mild Infection- Fatigued Only

10

Labored Breathing- -4 on Constitution checks for endurance

11

Sniffle and Sneeze- -4 to Hide and Move Silently

12

Multiple Infections- Roll 2 new infections

Secondary Effect: Applies only if target succeeded on


the primary DC. Target takes 1 point of damage to all
ability scores (cannot reduce below 1) while the gas is
in place and for an additional 10 rounds afterwards. For
this effect use the secondary DC. If the gas paralyzes,
instead of sending characters unconscious, there is not
secondary effect.

443

1.

On a result of twelve (12) roll 2d12 to select two infections,


rerolling further twelve results. This allows for doubles of the same
type of infection.

Chapter 11: Environmental Rules

Chapter 12
Mass Effect Universe

Chapter 12: Mass Effect Universe

444

This section provides useful information about the this, the galaxy is effectively divided in several major regions, as the
Mass Effect universe. From planets to regions of the
following image shows.
galaxy, from governments to corporations, most of
The regions are: Inner Council Space, Outer Council Space, Earth
the basic information needed to understand the
Alliance Space, Attican Traverse and Terminus Systems
universe of Mass Effect can be found here. All the
information is taken from the codex of all three Mass
Effect games.

Inner Council Space

The Milky Way

Inner Council Space is the central region of the area of space under
the control of the Citadel Council. It is bordered by Outer Council
Space, Earth Systems Alliance Space, and the Attican Traverse.

In addition to its centrality, Inner Council Space holds great


importance to the Council. First, it is home to the Citadel, the seat
The Mass Effect game takes place on our own galaxy,
the Milky Way. But in this alternate universe, the galaxy of galactic government. Second, it contains the homeworlds of
is filled with sentient races, each with their own political, several of the galaxys sapient races. These include the salarians
and the turians, two of the races with representation on the Citadel
moral and religious behaviors and codes. Because of

445

Chapter 12: Mass Effect Universe

Council, as well as the hanar and the volus, both of


which also have Citadel representation. Finally, the
homeworld of the krogan, a former Citadel race, is
located within this region.

Outer Council Space

Terminus Systems
The Terminus Systems are located on the far side of the Attican
Traverse, beyond the space administered by the Citadel Council or
claimed by the human Systems Alliance. These systems are populated
by a loose affiliation of minor species, united only in their refusal to
acknowledge the political authority of the Council or adhere to the
Citadel Conventions.

Outer Council Space consists of the majority of space


claimed by the asari as well as the elcor homeworld.
It is bordered by Inner Council Space and the Attican
Traverse.

Their independence comes at a price; the Terminus is fraught with


conflict. War among the various species is common, as governments
and dictators constantly rise and fall. The region is a haven for illegal
activities, particularly piracy and the slave trade. The prevalence of
batarian criminal gangs has led to the batarian language becoming
While the elcor content themselves with their home
system and a handful of colonies, the asari have a lingua franca in the Terminus. The Terminus Systems have no
government, but the Omega station serves as a trade capital.
settlements across the territory. Easily the most
economically powerful sector of the galaxy, the asari
At least once a year, a fleet from the Terminus invades the nearby
worlds use their financial clout to keep the galactic
Attican Traverse. These attacks are typically small raids against
market stable. Their military fleets patrol shipping lanes
poorly-defended colonies. The Council rarely retaliates, as sending
and colony space against smugglers arriving via relays
patrols into the Terminus Systems could unify the disparate
from the Attican Traverse.
species against their common foe, triggering a long and costly
war.

Despite the dangers, Citadel races have not been deterred from
traveling through and even extensively colonizing the Terminus
Systems themselves. Humans, turians, salarians, elcor, asari, and
Earth Alliance Space represents territory under the control
volus each have a sizable colonial presence there. Since the
of the human Systems Alliance, but also envelops the heart
Citadel Councils authority is nonexistent, these colonies are
of batarian space, including the batarian homeworld. It is
often fully independent from any interplanetary government.
bordered by Inner Council Space and the Attican Traverse.
The Terminus Systems also encompass the homeworlds of the
Earth has increased its holdings more than tenfold since quarians and the vorcha.
the discovery of the Charon Relay linked humanity to the
Before the Alliance expanded into the Voyager Cluster, the
rest of the galaxy. Humanitys aggressive expansionism has
turians mapped the Terminus Systems in great detail using an
triggered conflicts with several neighboring species and
interferometric array, with one end in the Attican Beta cluster
their governments, most notably the Batarian Hegemony.
and the other at the planet Gromar.
Despite this, the Systems Alliance shows no signs of slowing
its growth.

Earth Alliance Space

Attican Traverse

The Citadel Council

Located near the lawless Terminus Systems, the Attican Traverse


is the true frontier of Citadel-controlled space. The area contains The Citadel Council is the governing body of the Citadel.
many worlds once inhabited by the Protheans, and many mass Convening in the impressive Citadel Tower, the Council
relays are located throughout the systems of the Traverse. is the ultimate authority in Citadel space, passing
Colonies established in the Traverse are subject to constant raids judgement for violations of Council law, settling disputes
and attacks from the nearby Terminus Systems, but the presence between governments, and maintaining law and order,
of multiple worlds rich in resources and both Prothean ruins and often through the use of its own covert intelligence
service, the Spectres.
Prothean, continues to draw colonizing interest.
Though the Citadel officially claims the region as its own, the The Council is an executive committee composed of one
forces of the Terminus Systems have claimed many of the planets representative each from the member species. Though
and systems to be under their control. Unwilling to engage in an they have no official power over the independent
all-out war against the Terminus Systems, the Citadel has adopted a governments of other species, the Councils decisions
military non-interference policy in the region. However, the Council carry great weight throughout the galaxy. No single
makes no objection to the Systems Alliances expansion in the Council race is strong enough to defy the others,
Traverse, because the large Alliance Navy can settle unstable regions and all have a vested interest in compromise and
cooperation.
without the Council needing to get involved.
Each of the Council species has general characteristics
associated with the various aspects of governing the
galaxy. The asari are typically seen as diplomats and
mediators. The salarians gather intelligence and

Chapter 12: Mass Effect Universe

446

information. The turians provide the bulk of the


military and peacekeeping forces.

Council. The resilient krogan succeeded where other Citadel races could
not. Able to survive on the harsh rachni worlds, the krogan stormed
Any species granted an embassy on the Citadel rachni nests and exterminated queens one by one. By 300 CE, the
is considered an associate member, bound by rachni were declared extinct. As a reward for their service, the krogan
were given a new, pristine homeworld. A lasting result of the Rachni
the accords of the Citadel Conventions. Associate
members may bring issues to the attention of the Wars was the Councils establishment of new laws which prohibited
Council, though they have no impact on their final the activation of uncharted mass relays.
decision.

KROGAN REBELLIONS

History
Though several citadel races are much older than
humanity, the Citadel Council is relatively new.

FORMATION
The Citadel Council was founded in 500 BCE (Before
Common Era) by the asari and salarians, the first two
races to independently discover the Citadel, believed to
be a triumph of the lost Prothean civilization, at the hub
of the mass relay network. It was the asari who suggested
forming a governing
body aboard the space
station in partnership
with the newcomer
salarians. The founding
of the Council marks the
beginning of the Galactic
Standard (GS) calendar,
the year 0 GS.

Some 400 years after the end of the Rachni Wars, the Council once
again found itself embroiled in a galaxy-wide conflict. The krogan,
having exploded in numbers and encroaching on the territories of
other races, were asked by the Council to withdraw from the asari
colony of Lusia. Outraged, the krogan refused. The Council ordered
the recently-formed Special Tactics and Reconnaissance division to
make a preemptive strike against krogan infrastructures, and the
Krogan Rebellions began.

This conflict persisted for a century, ending only after the Council
made first contact with the turians, who agreed the krogan
were a threat and declared war against them. The turians
inflicted a lethal blow using the salarian-developed genophage;
without the ability to
quickly replenish their
forces,
the
krogan
dwindled.
Following
the Rebellions, the
Citadel
Conventions
were drawn up. Since
900 CE, the turians
have filled the military
and
peacekeeping
Over the next 500 years,
niche in Citadel space
the
Council
rapidly
vacated by the krogan.
expanded outward from
In recognition of their
the Citadel, encountering
role during and after the
several new races and
Rebellions, the turians
incorporating them into
were inducted into
the growing galactic
the Citadel Council as
community. The volus
the third race with full
were the earliest known
membership.
race that the Council made first contact with; in 200 BCE, the
Council grants the volus an embassy at the Citadel in recognition
of their contributions to Citadel space, including the Unified EXPANSION, CONFLICT AND HUMANITY
Banking Act which established the credit as a standard currency.
The next thousand years were relatively peaceful
Along with the volus, the batarians, elcor, hanar, and quarians ones for the Council, interrupted only by some minor
were also welcomed to the fold during this time.
galactic incidents and the Geth War of 1895 CE. In that
conflict, the quarians were driven from their worlds by
the geth, machines created to serve the quarians that
RACHNI WARS
had achieved artificial intelligence and rebelled. With
The times of peaceful first contact ended abruptly for the Council
invasion by the geth an immediate threat, the Council
with the accidental discovery of the rachni around 1 CE. The refused the quarians pleas for help and revoked their
hive-minded, insect-like rachni reacted with extreme hostility
Citadel embassy, and also implemented restrictive
and initiated a large-scale war with the races of Citadel space.
laws on AI research and development.
Negotiation with the rachni queens was impossible; the queens
could not be contacted in their underground nests on the rachni During this time the Council continued to explore the
galaxy, encountering new races with varied success.
worlds.
One diplomatic failure occurred with the yahg, a preA turning point in the war came when the salarians made first contact
spaceflight race discovered by Council surveyors in
with the krogan in 80 CE, who had been living in the post-apocalyptic
2125 CE. A Council delegation was dispatched to the
ruins of their homeworld Tuchanka for nearly two thousand years. The
yahg homeworld Parnack, expecting to quickly
krogan were uplifted and manipulated into serving as soldiers for the

447

Chapter 12: Mass Effect Universe

establish diplomatic relations. Unfortunately, the of an emergency.


predatory yahg misinterpreted the delegations
non-subservient behaviors as an attitude of
COUNCIL DEMILITARIZATION ENFORCEMENT
contempt and promptly slaughtered the delegates.
The Council responded by cutting off contact with
MISSION
the yahg and declaring Parnack off-limits to Citadel
The Council Demilitarization Enforcement Mission (CDEM) was
races; the Council asserted that the extremely
aggressive yahg were poorly suited to integrate with created in accordance with the armistice that ended the Krogan
Rebellions. Based at Pildea Station, CDEMs patrols oversee the entire
the galactic community.
Krogan Demilitarized Zone. CDEM logs all ships passing through
In 2157 CE, Council intervened in the Relay 314
the DMZ and has the right to board and search them at any time
Incident. A brief conflict instigated by the turians
and for any reason.
against the newlyUnder the armistice,
encountered humans
CDEM is responsible
for what the turians
for ensuring that the
viewed as a breach
krogan do not obtain
of galactic law, the
starship-mounted
First Contact War, as
weapons; the penalty
humans referred to
for
smuggling
it, was brought to an
these weapons is
end when both sides
punishable by death
prepared to escalate
by spacing.
their
involvement.
CDEM
operates
The Council revealed
battlestations
in orbit
itself
and
the
above
Tuchanka
existence
of
the
and manages the
galactic
community
planetary
shroud
to
humanity
and
which
prevents
brokered a peace
Tuchankas
surface
agreement
which
from
heating
to
inhospitable
levels.
CDEM
also
enforces
a
forced the turians to pay significant reparations. Humanity
quarantine
around
the
debris
field
of
Rothla,
and
maintains
a
quickly rose to prominence and was granted an embassy on
small garrison at Ruams helium-3 mining stations to prevent
the Citadel in 2165 CE.
the sale of fuel to criminal elements.

EVENTS OF MASS EFFECT

SPECIAL TASKS GROUP

The events of the Mass Effect games happen a few decades


after, telling the story of Commander Shepard, a newly The salarians often handle intelligence-gathering
operations as part of their Council duties, using the Special
appointed Spectre, and his search for a way to stop the Reapers.
During his entire journey, the Council refuses to acknowledge Tasks Group (STG). The STG is composed of small units of
the Reaper threat until the ancient machines start their attack. salarian operatives who monitor developing situations or
undertake covert missions.
By then it is too late to prepare and all they can do is try to fight
back.
The war eventually ends, and it is up to the player to decide how
it does through the games.

SPECTRES

The Councils elite, invested with the Councils authority,


Spectres are vital to keeping the peace across Citadel
space. They are individuals who act either on the
Councils orders or on their own initiative, to preserve
galactic stability. Sometimes, in situations where the
To keep the peace, order and protect Citadel space, the Citadel Council cannot be seen to act officially, they will send a
Council has access to several important military and intelligence
Spectre instead. Spectres have absolute freedom under
assets.
the law and answer only to the Council. All details of
them are classified.

Military and Intelligence

CITADEL FLEET
The Councils most important peacekeeping force is the Citadel
Fleet, which polices Citadel space and guards the Citadel itself. Mostly
comprised of turian vessels, the Fleet is large enough to station
patrols at a vast number of mass relays and still keep a garrison at
the Citadel. The flagship of the Fleet is the asari dreadnought Destiny
Ascension. The Council is evacuated to the Ascension in the event

Chapter 12: Mass Effect Universe

Galactic Standard Time


The common time used in Citadel Space is different
to human Coordinated Universal Time in that:

448

A Galactic Standard Day comprises 20 hours.

Citadel

Each Hour comprises 100 minutes.


Each Minute comprises 100 seconds.
Each second is half as long as a human second.
As a result, a twenty-hour Galactic Standard Day
is 15.7% longer than a standard twenty-four hour
Terran Coordinated Universal day, which means 27
hours, 46 minutes and 40 seconds (Earth based time).

Supposedly constructed by the long-extinct Protheans, this colossal


deep-space station serves as the capital of the Citadel Council. Gravity
is simulated through rotation, and is a comfortable 1.02 standard Gs
on the Wards and a light 0.3 standard Gs on the Presidium Ring.
Total Length (Open): 44.7km
Diameter (Open): 12.8km

Councilors

Population: 13.2 million (not including keepers)


Gross Weight: 7.11 billion metric tons

The names of the Councilors, composing the Citadel


Council, throughout the Mass Effect games are:

ASARI
Tevos - The asari
Councilor
in
2183.
Remains
Councilor
through 2186 unless
the Destiny Ascension is
destroyed in the Battle of
the Citadel.
Irissa - Replaces Tevos
as Councilor if the Destiny
Ascension is destroyed in
the Battle of the Citadel.

History
The asari were the first race to discover the Citadel, soon after
learning to use the mass relays. They were joined shortly by the
salarians, and soon after, the volus. As other races were contacted
by the asari, or discovered
the station independently,
they gained embassies
on the Citadel and came
under the jurisdiction
of the growing Council,
eventually comprised of
the asari, the salarians,
and the turians.

SALARIAN
Valern - The salarian
Councilor
in
2183.
Remains
Councilor
through 2186 unless the
Destiny Ascension is destroyed in the Battle of the Citadel.
Esheel - Replaces Valern as Councilor if the Destiny Ascension
is destroyed in the Battle of the Citadel.

Strategically located at
the junction of a number
of mass relays leading
to various parts of the
galaxy, the Citadel quickly
became a hub of activity.
The station was chosen to
house the Citadel Council,
thereby cementing its
importance in the galactic community. It is accepted to
be the political and cultural heart of Citadel space, the
unofficial name given to all systems that fall under the
Citadel species control.

Even after thousands of years of occupation, the Citadel


retains many secrets. The precise age of the station is
not known, nor what resilient material it is constructed
Sparatus - The turian Councilor in 2183. Remains Councilor
through 2186 unless the Destiny Ascension is destroyed in the from. The location of the Citadels core and its master
control unit, regulating systems such as life support
Battle of the Citadel.
and navigation, remain hidden. The most visible, and
Quentius - Replaces Sparatus as Councilor if the Destiny
perhaps intriguing, mystery of the Citadel concerns
Ascension is destroyed in the Battle of the Citadel.
its caretakers, the keepers. These mute alien creatures
maintain the Citadels vital systems, and can be seen
working throughout the station, yet, despite this, little
HUMAN
is known about them.
David Anderson - Can be elected as the first human Councilor in
2183. Anderson resigns in 2186 and is replaced by Donnel Udina.

TURIAN

Donnel Udina - Can be elected as the first human Councilor in


2183. If not elected, Udina replaces David Anderson in 2186 after his
resignation. Later killed by Commander Shepard or Kaidan Alenko/
Ashley Williams after the discovery of his involvement with Cerberus.

449

LEGACY

The Citadel was not, in fact, constructed by the


Protheans; they were simply the last race to make
use of the station before the asari arrived.

Chapter 12: Mass Effect Universe

It, and the mass relays, are the creations of the


Reapers, and were built to help facilitate their
cycle of galactic genocide. The Reapers were also
responsible for the placement of the keepers on
the station, in order that the occupying races would
not discover the Citadels key functions. The station
is actually an inactive mass relay leading to dark
space, designed as an elaborate trap so the Reapers
can wipe out the heart of galactic civilization and
leadership in a single, devastating strike.

During the battle for Earth, Commander Shepard boards the Citadel
via a transport beam and opens the Wards to allow the Crucible to
attach to the station. Shortly afterward, Shepard meets the Catalyst now revealed to be the Intelligence that controls the Reapers. Shepard
must then choose between destroying the Reapers, controlling them,
or merging organic and synthetic life. Upon deciding, the Crucible
releases its energy and the Citadel, with its Wards now open to their
maximum extent, amplifies it and transmits it to the Charon Relay,
which in turn transmits it to the rest of the Mass Relay network.

According to Vigil, the last Protheans used the Conduit


and traveled to the Citadel to try and break this cycle.
They succeeded, but it was already too late for the
The Citadel is a massive construct, similar in shape to a pentagram.
Protheans. Because the Conduit portal only linked in
one direction, Vigil feared that the Prothean scientists, It consists of a central ring 7.2 kilometers in diameter, from which
five arms protrude, each 43.6 km long and 330m thick. The station
unable to find any food or water on the Citadel, slowly
is capable of closing in on itself, via the convergence of its five
starved to death. Due to this Prothean intervention, the
Reapers were forced to travel to the Milky Way without arms, transforming it into a long, impenetrable cylinder. However,
the Citadel is only closed in times of emergency, and normally
the help of the mass relays, at normal FTL speeds.
the station retains its open appearance. The central ring and
five arms are home to the Presidium and Wards respectively; the
CRUCIBLE AND THE CATALYST
spaceports are also located on the central ring, as it is the center
of rotation, facilitating easier access for ships attempting to dock
At the height of the Reaper invasion in 2186, the races of
the galaxy unite to construct the Crucible, a superweapon with the station.
of ancient design with the power to destroy the Reapers
once and for all. The final and most important component
CITADEL TOWER
of the Crucible is the Catalyst, which is revealed to be part
of the Citadel. Unfortunately, the Illusive Man learns of this The tower at the center of the Presidium houses the Council
Chambers and the main traffic control for the station any ship
and flees to the Citadel, where he alerts the Reapers of the
galaxys plans. The Reapers respond by seizing control of within a few thousand kilometers comes under the jurisdiction
the Citadel and moving it into Earths orbit to protect it. The of Citadel Control. The Chambers themselves are not open to
the public and access is only granted to officials and those
stations arms are closed, sealing it off, thereby preventing
the Crucible from docking. The Alliance leaders determine with special clearance. They are beautifully furnished, with
that the only way to get the Citadels arms to open is to get cherry trees and fountains, as well as numerous staircases
leading up to the central platform where the Council
someone inside the Citadel and manually open the arms.
convenes.

Layout

Chapter 12: Mass Effect Universe

450

PRESIDIUM

composition is such that it is difficult for attacking fleets to


navigate, thus preventing them from launching a concerted
attack.

The Presidium is a massive, park-like complex containing the


offices of the various branches of the galactic government,
as well as the embassies of all the races represented in the Another link in the Citadels defensive chain is the Citadel Fleet.
Citadel. There are also shops, restaurants and recreational The fleet is a massive task force consisting mostly of turian
facilities, serving the wealthy residents who live and work vessels but also including ships from the other Council races.
throughout the sector. The Presidium is monitored by a Virtual The Citadel Fleet, led by the imposing asari dreadnought
Intelligence named Avina, and, unlike the Wards, incorporates Destiny Ascension, constantly patrols the space around the
an artificial 20-hour day schedule: lights are dimmed, and the station. However, should any aggressor manage to break
holographic sky darkened, for 6 of the 20 hours, imitating the through the Citadel Fleet, reinforcements from all over the
galaxy are only minutes away, due to the network of mass
familiar day-night cycle.
relays located nearby.
If any enemy gets close enough, the station is capable
of closing in on itself to form a long, armored cylinder,
The arms of the Citadel, known as the Wards, constitute the
25 kilometers in length. The stations hull is sufficiently
residential and commercial sectors of the station. Densely strong that, even when subjected to the most advanced
populated, housing millions of residents from many galactic
weaponry available, it would take several days of
species, the Wards are akin to Earth cities such as Hong Kong
sustained bombardment to inflict any serious damage to
and Singapore. Numerous skyscrapers rise from
the superstructure, sealed against vacuum,
as breathable atmosphere is only maintained
to a height of approximately 7 meters. Unlike
the Presidium, there is no artificial day-night
cycle; as a consequence of this, commercial
activity rarely ceases, and residents work and
rest according to personal need. The Wards are
policed by the Citadel Security Services (C-Sec),
whose offices and custody suites are located in
the Lower Wards.

WARDS

DEFENSES
As befits such an important galactic location,
the Citadel boasts multiple layers of defense.
The first is the Serpent Nebula itself: the nebulas

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Chapter 12: Mass Effect Universe

Within a year of the discovery, Earths eighteen largest nations had


drafted and ratified the Systems Alliance charter, establishing a
The station also boasts its own internal security
representative political body to expand and defend human territory.
force, known as C-Sec. The 200,000 officers
Shortly thereafter, the various nations of Earth pooled their military
patrolling the station handle everything from
resources to create the Systems Alliance Military. The same year, 2149,
customs to hostage negotiations.
the Alliance discovered the Sol systems mass relay orbiting Pluto,
The Citadel also has turrets to ward off small craft,
previously thought to be a moon, Charon. The Charon Relay propelled
such as dropships.
them into space and the reach of humanity grew quickly.
the superstructure.

The Alliance began a rapid campaign of expansion, establishing


numerous colonies and constructing a large fleet, even though it
had yet to encounter another species. Maintaining this expansion
policy, the Alliance activated all the mass relays it could find to seek
out new resources and possible colonies. But despite this success,
the Systems Alliance was not considered a serious political body, as
The Systems Alliance is the representative body of
it was considered to lack the authority of individual nations.
Earth and all human colonies in Citadel space. Backed
by Earths most powerful nations, the Alliance has Eight years later, humanity made first contact with another alien
species and everything changed. A scout fleet consisting of three
become humanitys military, exploratory, and economic
spearhead. While the Alliance is relatively new to the frigates and two cargo vessels, trying to activate a mass relay,
encountered a turian patrol
galactic community, it has
fleet. Activating a dormant
already made a name for itself,
mass relay without knowing
gaining humans an embassy
where it led had been declared
on the Presidium. The Alliance
illegal by the Council, though
is governed by a parliament
the humans did not know this.
based at Arcturus Station,
Only one of the human ships
which also serves as the
made it back to Shanxi colony,
Alliances capital.
which
was
subsequently
discovered by the turians
and invaded. While individual
governments
remained
unsure on what action should
In 2148, a mining team on
be taken, the Alliance took
Mars made perhaps humanitys
control and attacked the
greatest
discovery.
After
turians.
investigating the Bermuda
The resulting First Contact
Triangle-like reputation of
War was relatively short
the southern pole, the team
and bloodless, lasting only
unearthed the subterranean
months and costing 623
ruins of an ancient alien
human lives (with a slightly
research station, revealing
higher number of turian
incontrovertible proof of the
casualties). The Citadel Council
existence of alien life. Humanity
intervened and negotiated a
was no longer alone in the
peace. With the discovery of the Citadel and the greater
universe.
community, humanity leaped onto the galactic stage.
The impact was profound in all areas of human culture, but
The Alliance received a surge of popularity, which gave
nowhere more so than religion. New beliefs sprang up overnight it the necessary political credibility to establish its own
such as the Interventionary Evolutionists, who zealously
Parliament and speak for humanity as a whole.
proclaimed the discovery as proof that all human history had been
directed and controlled by alien forces. Even established religions Since then, the Alliance has continued its expansion,
struggled to explain extraterrestrial life. Some tried to incorporate with the resource wealth of a dozen settled colonies
this new-found knowledge into their dogma, some remained silent, and hundreds of industrial outposts flowing back to
Earth. This expansion brought the Alliance into conflict
while a few tried to stubbornly deny the evidence found on Mars.
with the batarians as both species rushed to settle the
The news of the discovery dominated the media and raised
Skyllian Verge, while maintaining a careful truce with
questions not only about the existence and purpose of humanity,
the turians. The Alliance has also been granted an
but questions about the aliens themselves. Foremost, were they
embassy on the Citadel. It has been speculated, given
still out there? While these questions had served to fracture most
humanitys remarkably fast rise in terms of military,
religions they had a unifying effect in politics. Rather than nations
political, and economic power, that the Systems
fighting each other over their differences, it was now us vs. them and
Alliance may soon be invited to join the Citadel
the foundations of a united human front were laid.
Council. This has been a source of some concern to

Systems Alliance

Establishment

Chapter 12: Mass Effect Universe

452

several other species.


Humans have expanded rapidly from Earth in a very
short period of time, becoming swiftly integrated
into Citadel society and the galactic economy.
They have become less ethnically diverse in the
twenty-second century, due to a more multicultural
society and greater unity between nations. Improved
medical advances
and gene therapy
have led to longer,
healthier lifespans;
the average citizen
can now expect to
live to around 130.
Most humans retain
their native tongue,
but learn alien
languages or trade
pidgin for the sake
of convenience or as
a gesture of unity.

on absorbing and dishing out heavy shocks like the turians and krogan.
Rather, they bypass enemy strong points and launch deep into their
rear, cutting supply lines and logistics, destroying headquarters and
support units, leaving enemies to wither on the vine.
On defense, the Alliance military lives by Sun Tzus maxim, He who
tries to defend everything defends nothing. Only token garrisons are
placed on their colonies. These are intended for scouting rather than
combat, avoiding
engagement
to
observe and report
on invaders using
drones. However,
the
Alliance
stations powerful
fleets at mass relay
nexuses so that
in the event of an
attack they respond
with overwhelming
force.

It was only after


the events of Mass
Effect 1, by 2183,
that the Alliance was granted a seat on the Citadel Council,
as a gesture of gratitude for their sacrifice in the Battle of
the Citadel.

Government

The Hahne-Kedar
company
and
Aldrin Labs are
key suppliers of
the military. All soldiers receive gene therapy for improved
strength and stamina. The Alliance also recruits biotics, who are
trained using techniques developed at Biotic Acclimation and
Temperance Training camp (BAaT, for short, originally run by
Conatix Industries). The new L3 biotic implants are considered
a significant step forward in biotic amplification.

The Alliance maintains an impressive navy consisting of


The Alliance is responsible for the governance and defense
over 200 vessels ranging from small hundred meter frigates
of all extra-solar human colonies, and represents humanity to imposing kilometer long dreadnoughts and carriers. It
on the galactic stage. It is a supranational government, and is
is one of the greater forces in Citadel space and a serious
based on a parliamentary system, with the Alliance Parliament
rival to that of the turians, however, the Alliance is only
based at Arcturus Station. It is unknown if the representation entitled to a small number of dreadnoughts compared to
is based on the population of member nations on Earth and
the turians, a 1 to 5 ratio as of 2183, due to the Treaty of
the colonies, or if all nations and colonies involved receive the
Farixen limiting their construction among the citadel races.
same amount of parliamentary members.
The Alliance navy has made up for this with the innovative
design and deployment of carriers, which are as large as
The Alliance government is headed by a Prime Minister; as of
dreadnoughts but are not restrained by the Treaty of
2186 this position was occupied by Amul Shastri.
Farixen. The fleet is headquartered at Arcturus Station,
While the Alliance is a supranational government, the member
a strategically invaluable installation whose system
nations of Earth retain their individual sovereignty.
contains several primary mass relays leading to human
Among the Citadel races, the Alliance is considered a sovereign territory in addition to the secondary mass relay to Earth,
nation and no other species has right of oversight into Alliance and as such it is heavily defended by sizable naval forces.
affairs.

Diplomatic Relations

Military Doctrine
The Alliance military is respected by the Citadel races for its novel
tactics and technology (and not least for the fact the First Contact
War had more turian than human casualties). Their strength lies in
fire support, flexibility, and speed. The Council regards the Alliance
as a sleeping giant as only 3% of humans volunteer for military
service. They make up for low numbers with sophisticated technical
support (VIs, drones, artillery, electronic warfare) and emphasis on
mobility and individual initiative. Their military doctrine is not based

453

Overall, the Systems Alliance enjoys good relations


with the Asari Republics and the Salarian Union, and
it maintains a cold, yet relatively friendly, relationship
with the Turian Hierarchy, though animosity over
the First Contact War and the occupation of Shanxi
remains. The fractured krogan rarely associate with
the Alliance, and there is little, if any, dialogue with
the quarians and their Flotilla, though they are not
on bad terms. Because of Earths colonization
of the Traverse and the Skyllian Verge,

Chapter 12: Mass Effect Universe

humans remain the natural rivals of the batarians.


Practically, the Alliance has no other allies.
In 2165 the Alliance was granted an embassy on
the Citadel, electing Anita Goyle as the first human
ambassador. The Alliance desires a bigger role in
galactic politics, preferably even a Council seat. If
they get a seat, they can use the Councils resources
and political pull to protect their colonies and
interests, as well as being acknowledged as one of
the senior races in Citadel space. The galaxy knows it
is only a matter of time before the Alliance gets a say
but the ambassadors believe it should happen sooner
rather than later. In 2183, the Alliance got its first
human Spectre, Commander Shepard, bringing the
Alliance one step closer to the Council.
However, despite Earths good diplomatic record the
Alliance is still feared by many aliens because they hold
the opinion that the Alliance is expanding too fast. The
Alliance draws some distrust from humans as well. It was
not taken seriously until the First Contact War proved
how much humanity needed the Alliance; as Doctor
Chakwas points out, the Alliance is now essential to
human colonization and expansion in the Attican Traverse.
Currently, the Alliances most notable human dissenters
are supporters of Terra Firma, a political party who start. The space stations original elegant design has given
way to haphazard expansion by scrabbling factions of every
opposes humanitys growing integration into the galactic
community. Terra Firma believes humanity needs to stand species. There is no central government or unifying authority
alone if they are to remain strong. The party has been getting on Omega, and nobody can recall a time there ever was one.
much negative attention from both humans and aliens.
Population: 7.8 million
The Illusive Man, on the other hand, believes that humanity
Orbital Distance: 2.43 AU
should be ascendant over all other races. He sees the Alliance
as nothing more than weak conformists who kneel before the
Orbital Period: 6.9 Earth Years
Council. The Alliance is also sometimes criticized by colonists
Total Length: 44.7 Km
for its defensive tactics (see above). The fact colonial garrisons
are meant for scouting rather than defense means that, in the
event of trouble, the cavalry often only arrive once the damage HISTORY
has been done.
Originally an asteroid rich in element zero, Omega was
The Alliance is open to helping biotics integrate into normal
human society, particularly welcoming their enlistment in the
military. They now provide funding to the Ascension Project, a
second-generation biotics training program, to allay any fears
from the public that they are creating supersoldiers.

briefly mined by the Protheans, who eventually abandoned


it due to its thick, impenetrable crust. Thousands of years
later, nature did what even the Protheans could not: a
collision with another asteroid broke Omega in half,
exposing its trove of element zero for easy mining.

A rush ensued as corporations and private individuals


tried to strike it rich on Omega, and thieves and
outlaws followed in their wake. As space became tight,
construction of processing facilities extended vertically
from the asteroid, creating Omegas jellyfish-like
silhouette. To prevent future collisions, the station is
Besides the Citadel, there are other major locations throughout the ringed with enormous mass effect field generators that
redirect incoming debris.
Mass Effect universe, which range from planets to stations and even
ships.
Today, Omega is a major hub of narcotics, weapons,

Other Important Locations

Omega
Built in the mined-out husk of a metallic asteroid, Omega has been
a haven for criminals, terrorists, and malcontents for thousands of
years. At times the station has lain idle and abandoned for centuries,
only to be reactivated by a new group of outlaws seeking a fresh

Chapter 12: Mass Effect Universe

and eezo trafficking without even a pretense of civilian


government or military control.

SOCIETY
Omega is described as the Terminus Systems dark,
twisted counterpart to the Citadel. It is a huge
mining station built from the remains of a massive,

454

irregularly shaped asteroid with twisting streets


populated with homes, shops and warehouses.
Omegas inhabitants are usually lawless. Territory
is controlled by the strongest faction in that area
and frequently changes hands, often after brutal
violence. The stations current de facto ruler is
Aria TLoak. As of 2185, Omega has a population of
7.8 million people, composed of various different
species. The stations major export is element zero.

human enjoys longer and better life then ever, the gap between rich
and poor widens daily. Advanced nations have eliminated most genetic
disease and pollution. Less fortunate regions have not progressed
beyond 20th century technology, and are often smog-choked,
overpopulated slums.

While humans refer to it as Omega, the asari name for


it translates as the heart of evil, the salarian name as
the place of secrets, the turian name as the world
without law, and the krogan name it as the land of
opportunity, clearly reflecting their cultural attitudes
towards the society within Omega.

Sea levels have risen two meters in the last 200 years, and violent
weather is common due to environmental damage inflicted during
the late 21st century. The past few decades, however, have seen
significant improvement due to recent technological advances.

Thessia

Earth

The asari homeworld has been called the crown jewel


of the galaxy, the apex of democracy, and the beating
heart of galactic love. Its republics have a remarkably
low incidence of war, disease, violent crime or famine,
riding a stable economy backed by wealthy colonies
and Thessias vast element zero reserves. Traces of eezo
in the water and soil are so common that most life on
Thessia has adapted to its presence.
The asari homeworld, Thessia, is the core of the largest
economy in the Milky Way. The planets reserves of
element zero are so vast that they affect its price
galaxy-wide. Because life on Thessia evolved in
an eezo-rich environment, the world is home to a
wealth of both biotically active and eezo-resistant
Earth is still divided among nation-states, though all are affiliated species. Travel to the planet is strictly controlled, but
beneath the overarching banner of the Systems Alliance. While every
smuggling remains an issue.
The homeworld and capital of humanity is entering a new golden
age. The resource wealth of a dozen settled colonies and a hundred
industrial outposts flows back to Earth, fueling great works of
industry, commerce, and art. The great cities are greening as arcology
skyscrapers and telecommuting allow more efficient use of land.

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Chapter 12: Mass Effect Universe

Thessia is host to varying republics instead of a The salarian homeworld has been likened to the jungles of Earth: pretty
single government and, although each maintains
to look at, teeming with life, uncomfortable to live in and dangerous
to the unwary. The technophilic salarians had significant pollution
a formidable military, it is notable for having long
and waste problems early in the development of their society. They
been free of internal or external wars. The asari are
also embraced social solutions just as quickly, and through complex
renowned for their cultural and political dominance,
breeding rules, SurKesh now maintains a crowded but sustainable
and they excel in ambassadorial ventures. They have
population. The planet tends to be wetter than Earth, and salarian
a strong presence in Citadel politics and galactic
cities spare no expense to collect and provide fresh water, as one
policy.
might expect from an amphibious species.
Orbital Distance: 0.94 AU
Alternating between large oceans and landmasses covered in flora,
Orbital Period: 0.9 Earth Years
the salarian homeworld, SurKesh, is known for its humid climate and
Keplerian Ratio: 1.025
lush vegetation. As with the rainforests that once covered Earth, the
planets many forests enjoy a rich biodiversity. The salarian desire
Radius: 5,940 km
for intellectual stimulation drove them long ago to explore every
Day Length: 27.6 Earth Hours
aspect of their environment, developing ways to thrive without
consequences detrimental to their habitat.
Atm. Pressure: 0.96 atm
Surface Temp: 25 C
Surface Gravity: 1.1 g
Mass: 0.947 Earth Masses
Satellites: None
Population: 5.5 billion
Population: (Orbital Stations) 33,000

SurKesh

The areas near major cities and industrial centers are meticulously
maintained, with an eye towards ensuring that sunlight penetrates
to the ground level and that established paths through the jungle
are kept clear for travel. Burngrass, a soil-enriching and adaptable
weed native to SurKesh, has become a major export because of
its value for terraforming.
Orbital Distance: 1.1 AU
Orbital Period: 1.2 Earth Years
Keplerian Ratio: 0.924
Radius: 6,709 km
Day Length: 21.5 Earth Hours
Atm. Pressure: 1.42 atm
Surface Temp: 25 C
Surface Gravity: 0.94 g
Mass: 1.032 Earth Masses
Satellites: None
Capital: Talat
Population: 10.3 billion
Population (Orbital Stations): 1.1 million

Palaven
The only thing on this planet that isnt silver are the
turians. Its all too clear theyre made of steel. These were
Alliance hero Jon Grissoms impressions of the turian
homeworld Palaven, seen by humans for the first time
following the First Contact War. The turians martial
attitude permeates every aspect of Palaven society,
from architecture to art to politics. Its no surprise that
their homeworld was never occupied by an invading
force until now.
ALLIANCE TRAVEL ADVISORY: Palavens weak
magnetic field means solar radiation levels are greater
than those found on other habitable worlds. Human
visitors are advised to wear enviro-suits or other
radiation protection when visiting Palaven.
Orbital Distance: 1.15 AU

Chapter 12: Mass Effect Universe

456

choking ash, salt flats, and alkaline seas, Tuchanka, the krogan
homeworld, can barely support life. Thousands of years ago
life grew in fierce abundance under the F-class star Aralakh (a
Raik clan word meaning Eye of Wrath). Tree analogs grew in
thick jungles, their roots growing out of shallow silty seas. Life
fed upon life in an evolutionary crucible. This world died in
nuclear firestorms after the krogan split the atom. A little ice
age of nuclear winter killed off the remaining plant life. In recent
centuries many krogan have returned to their homeworld. The
reduced albedo has caused global temperatures to rise. In order
to maintain livable temperatures, a vast shroud was assembled
at the L1 Lagrange point. It is maintained by the CDEM which is
based on orbiting battlestations.

Orbital Period: 1.2 Earth Years


Keplerian Ratio: 1.056
Radius: 8,990 km
Day Length: 28.3 Earth Hours
Atm. Pressure: 1.1 atm
Surface Temp: 31 C
Surface Gravity: 1.14 g
Mass: 2.248 Earth Masses
Satellites: Menae, Nanus
Capital Cipritine
Population 6.1 billion
Population (Orbital Stations) 350,000

Tuchanka

The krogan homeworld boasts extreme temperatures, virulent


diseases, and vicious, predatory fauna. Around 1900 BCE, the
krogan discovered atomic power and promptly instigated many
intraplanetary wars, sending Tuchanka into a nuclear winter.
With most of their industrial base destroyed, the krogan entered
a new dark age and warring tribal bands dominated. Populations
remained low for the next 2,000 years.
First contact with the salarians, in 80 CE, made resurgence
possible. Krogan brought to less hostile planets bred
exponentially and returned to reconquer their home. They built
vast underground shelters to shield themselves from surface
radiation, which proved prescient during the Krogan Rebellions
when many of them isolated themselves in a vain attempt to
avoid the genophage. Convinced they could outbreed the
genophage, they transmitted it into more than 90 percent of
the sealed bunkers. Today, Tuchankas population is sharply
limited and while individual krogan are long-lived, the
genophage ensures few replacements.
CDEM ADVISORY: Visitors to Tuchanka land at their own risk.
The CDEM will not attempt to extract citizens threatened by
clan warfare.
TRAVEL ADVISORY: The ecology of Tuchanka is deadly.
Nearly every native species engages in some predatory
behavior; even the remaining vegetation is carnivorous.
Travel beyond guarded areas is strongly discouraged.
Orbital Distance: 5.3 AU
Orbital Period: 16.7 Earth Years
Keplerian Ratio: 0.534
Radius: 8,293 km
Day Length: 21.4 Earth Hours
Atm. Pressure: 1.1 atm

Scarred by bombardment craters, radioactive rubble,

457

Chapter 12: Mass Effect Universe

Surface Temp: Unknown


Surface Gravity: 1.14 g
Mass: 1.913 Earth Masses
Satellites: None
Capital: Urdnot (since 2183)
Population: 2.1 billion
CDEM Garrison: 2,400 (in orbital battlestations)

Illium

the higher polar latitudes. In more equatorial locations the population is


housed in arcology skyscrapers to escape the heat of the surface.
Illium is a commerce planet, and sees many new cultures and goods
due to its proximity to the Terminus Systems. New visitors are advised
to avoid signing anything due to the worlds lax legal regulations,
necessary in order to stay competitive with the Terminus Systems. As
such, drugs are legal as long as they are labeled properly, and one can
buy any kind of weapon, technology, or even indentured servants. At
the same time, it is still an asari world and far from lawless. Very few
quarians visit Illium as it does not allow the Migrant Fleet to enter the
star system.
Despite the dangers of its products, Illium is renowned for glamor,
luxury, and safety (provided by near-total surveillance), making it a
favored tourist destination. Countless celebrities maintain palatial
estates on Illium and in its capital, Nos Astra. The sole obstacle to
business on Illium is its extreme bureaucracy, tolerated only for its
provision of security.
Regardless of the character of its economy, Illiums selfcongratulatory media exalts its own society with the provincial
arrogance of new money, glorifying in sexiest CEOs and ten
richest residents lists.
Orbital Distance: 1.3 AU
Orbital Period: 1.5 Earth Years
Keplerian Ratio: 0.976
Radius: 7,413 km
Day Length: 25 Earth Hours
Atm. Pressure: 1.15 atm
Surface Temp: 63 C
Surface Gravity: 1.2 g

Illium is a classic garden world developed to serve as entrept


between the Terminus Systems and the Asari Republics. To
abet this trade the normally stringent customs laws of Council
space on product-safety-proscribed materials and sapient
trafficking are relaxed. Officially, Illium is not an asari world;
it is colonized and operated by asari corporate interests. This
gives it the same legal latitude enjoyed by the human corporate
research enclaves of Noveria. Illium is one of the youngest asari
colonies settled during the 7th Expansion Wave. The first child
born on the world is only now reaching her middle age.
Illium is hot and massive; ground settlement is only possible at

Mass: 1.609 Earth Masses


Satellites: None
Capital: Nos Astra
Population: 84,900,000 (2185), 84,950,000 (2186)
Population (Orbital Stations): 80,500

Kharshan
Kharshan, the batarian homeworld, is wrapped less in
mystery than in outright lies. Batarian propaganda
claims the world has 15 billion inhabitants and an
economy that rivals the asari. Although the legal slave
trade does boost the batarians profits somewhat,
Citadel sanctions have left a paper tiger of an empire,
one that fights rivals through deniable terrorist actions
rather than the wars of its heyday centuries ago.
Orbital Distance: 1.45 AU
Orbital Period: 1.7 Earth Years
Keplerian Ratio: 1.055
Radius: 5,222 km
Day Length: 18.5 Earth Hours
Atm. Pressure: 0.62 atm

Chapter 12: Mass Effect Universe

458

Orbital Distance: 0.75 AU


Orbital Period: 0.72 Earth Years
Keplerian Ratio: 0.814
Radius: 3,902 km
Day Length: 44.9 Earth Hours
Atm. Pressure: 0.27 atm
Surface Temp: 32 C
Surface Gravity: 0.695 g
Mass: 0.258 Earth Masses
Satellites: None
Capital: Hatash (disputed)
Population: Lack of census data spreads estimates from 6.0-9.3
billion
Surface Temp: 33 C
Surface Gravity: 0.96 g
Mass: 0.639 Earth Masses
Satellites: None
Capital: Unknown
Population: Unknown

Dekuuna
The elcor homeworld Dekuuna overflows with natural resources
protected by law, from large deposits of precious metals to vast
forests. The elcor themselves live in rich grasslands near the
equator. The majority of Dekuuna settlements are tucked within

Population (Orbital Stations): Unknown

Heshtok

A Systems Alliance official once summarized his tour of the vorcha this belt, as the conservative elcor feel little desire to
homeworld as follows: You can make your own Heshtok in two build outside their comfort zone. Their twin capitals are
steps: take hell, then add vorcha. The planet is highly volcanically for migrations from the wet season to the dry season,
active, leading to periodic releases of toxic gases into the air and water a tradition made obsolete by modern technology but
supplies, as well as other extreme situations that gave rise to the vorchas still observed.
legendary adaptability. Overcrowding and the extermination of most
Orbital Distance: 1.1 AU
of their ecology led to a planet covered in weeds and hardy vermin.
Orbital Period: 1.1 Earth Years
The vorcha do not have a recognized single government that
Keplerian Ratio: 1.1
would allow them membership in any galactic league. Alliances
Radius: 10,387 km
between bloodlines are tenuous at best, and the vorchas
short, violent lives ensure there are few lasting institutions.
Day Length: 68.4 Earth Hours

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Chapter 12: Mass Effect Universe

Atm. Pressure: 1.02 atm

Day Length: 36.2 Earth Hours

Surface Temp: 29 C

Atm. Pressure: 60.65 atm

Surface Gravity: 4 g

Surface Temp: 9 C

Mass: 10.53 Earth Masses

Surface Gravity: 1.5 g

Satellites: Oltan

Mass: 4.861 Earth Masses

Capital: Sereuun, Malvuon

Satellites: None

Population: 2.35 billion

Capital: Lenos

Population (Orbital Stations): Unknown

Population: 8.8 billion

Irune

Rannoch

The volus homeworld is a high-pressure, high-gravity


planet that supports an ammonia-based ecology. This
rare environment means that the volus have been slow to
colonize, as there are few planets that meet their habitation
requirements. Most prefer to stay on Irune, working
remotely via the extranet. The more adventurous don the
clumsy but vital pressure suits and venture out to worlds in
Citadel space to make their fortunes.
Irune is remarkable for having done away with warfare as
an institution of the state. Volus culture lacks the romantic
view of war found in the galaxys more aggressive species.
Physical skirmishes between groups rarely last long, and
are almost always ended by social castigation, bargaining
agreements, or harsh economic sanctions.
CITADEL TRAVEL ADVISORY: Irunes ammonia-based atmosphere is
toxic to non-volus life-forms. Visitors to Irune must wear pressure
suits at all times when traveling outside of environmentally
controlled areas.
Orbital Distance: 1.3 AU
Orbital Period: 1.5 Earth Years
Keplerian Ratio: 0.976
Radius: 11,525 km

Chapter 12: Mass Effect Universe

Although its orange sun is only about 90% the mass


of Sol and half as luminous, Rannoch is arid by Earth
standards because it formed closer to its star and has
slightly less ocean coverage. Photosynthetic life is
concentrated around rivers and oceans, with large
expanses of desert in between. The importance
of plant life and shade in ancient quarian culture
is evident in the translation of Rannochs name
walled garden.
To a starships sensors, the most obvious feature
of the quarian homeworld is the numerous heat

460

sources in orbit. Thousands of geth space stations


watch over the planet. Somewhere in this artificial
swarm of constructions lurks the geth armada,
waiting for its moment to counterattack

Also known as the Flotilla, the Migrant Fleet is the massive fleet that
became home to the quarians after they were driven from their
home world by the geth. The Migrant Fleet consists of roughly 50.000
starships that house seventeen million quarians. The Fleet is so large
it can take days for all the ships to pass through a mass relay. Some of
Almost three hundred years ago, the quarians
were driven from Rannoch by the geth, synthetic the vessels date from the original flight from the geth three centuries
servants who gained sapience and rebelled against ago.
their creators. Although Rannoch is now largely
The Migrant Fleet is rarely welcoming to outsiders, as any risk to the
uninhabited, the geth have acted as caretakers, Fleet is a risk to the quarian species. Quarians rarely leave except to
working to repair the planets ecology, restore ancient
go on Pilgrimage; ships sometimes leave on an individual basis to
structures, and cultivate some farmland.
pursue their own goals, on missions that can last days or years, but
Rannoch has no insect life. As a result, its pollinating usually return. As TaliZorah nar Rayya describes her culture: Home
is a state of mind.
plants evolved to rely on animals for propagation. This
symbiosis between flora and fauna is responsible for
the quarians weakened immune systems, which made
colonization of other planets extremely difficult after
their exile from Rannoch. For many quarians, reclaiming
their homeworld from the geth is a matter of both
cultural and physiological necessity.

Depending on the events of Mass Effect 3, the Flotilla may either be


destroyed or still have plenty of ships intact.

HISTORY

The Migrant Fleet is broken up into various clans, sometimes


spread over several ships. Each individual ship has long been
During the events of Mass Effect 3, the quarians return
to Rannoch in an attempt to conquer the planet, but to retrofitted to house as large a crew as possible. Over time the
save themselves the geth eventually ally with the Reapers quarians thin out the vessels they cant use or are too damaged
to repair, pooling the credits to buy and convert new ships. Due
preventing the quarians from winning and retreating.
Depending on Commander Shepards actions, the quarians to the high value of ships, stealing one is a capital crime among
may either be extinct, be able to return to Rannoch without the quarians.
the geth, or be able to create a community of peace and
Conditions aboard every vessel in the Migrant Fleet are
understanding with their former enemies.
extremely cramped. One cruiser, the Idenna, had a quarian
population of nearly seven hundred, while an Alliance cruiser
Orbital Distance: 0.72 AU
of comparative size would have only around eighty crewmen.
Orbital Period: 0.64 Earth Years
Space is at a premium because of the sheer numbers of
quarians living aboard the Flotilla. Captains are also keen to
Keplerian Ratio: 0.911
increase the size of their crew, as this increases their status in
Radius: 6,021 km
quarian society. Living space is therefore a priority; the cargo
holds of freighters, for example, are converted into small
Day Length: 32.3 Earth Hours
compartments for individuals to live in, often lined with
Atm. Pressure: 0.93 atm
colourful fabrics to make it an individual space and reduce
Surface Temp: 48 C
noise.
Surface Gravity: 0.89 g
Quarians also serve volunteer rotations aboard the three
Liveships which form the heart of the Fleet. Enormous
Mass: 0.787 Earth Masses
vessels which are recognised as being incredible feats of
Satellites: None
aerospace and agricultural engineering, the Liveships
provide much of the food for the quarian Migrant Fleet. If
even one of these vital ships was destroyed or damaged
beyond repair, millions would starve. For this reason they
are positioned in the center of the Migrant Fleet and
heavily defended by the quarian navy. Little more is
known about the Liveships, since only quarian ships
are allowed to enter the flotilla.

Migrant Fleet

Everything the quarians do must help to ensure


the continued survival of the Migrant Fleet. The
Pilgrimage forms a large part of this, as well as
being a cultural rite of passage and a safeguard
against inbreeding. The Pilgrimage also gives
quarians a chance to explore galactic society and
appreciate their own people back on the Flotilla.
Young quarians are prepared for their Pilgrimage
by having lessons in life outside the Migrant Fleet,
receiving gifts to help them, and being treated for
immunodeficiency before they are allowed to

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Chapter 12: Mass Effect Universe

leave.

commanded by Admiral ShalaRaan vas Tonbay.

Apart from their Pilgrimages, quarians typically


spend their entire lives living shipboard and
Civilian Fleet
contributing to the Flotilla. In addition, quarians do
The Civilian Fleet consists of all of the quarians civilian ships, the
not normally welcome outsiders onto the Migrant
Fleet, because visitors carry an unacceptable risk majority of the Migrant Fleet, and the liveships. It is commanded by
Admiral ZaalKoris vas Qwib Qwib.
of contagion; taken together, these factors mean
quarians tend to be quite insular, caring little about
the galaxy outside the Fleet.
Heavy Fleet

POLITICS AND MILITARY POLICY


In theory the Migrant Fleet is still under martial
law, meaning the captain of a ship has the final say
on disputes, but in practice the quarians are quite
democratic. Each ship has an elected civilian council and
the captain often defers to their judgment. Overruling
the council without a good reason is grounds for the
captain to be removed.

The Heavy Fleet is the main military force of the Migrant Fleet,
comprised of all quarian vessels suited for sustained combat,
including several heavy frigates and advanced fighter squadrons. It
is commanded by Admiral HanGerrel vas Neema.

Representatives from each ship serve on the Conclave,


the civilian government. The Conclave makes the dayto-day decisions about Fleet business: collection of
resources, the current course of the Flotilla, policing and
so on. Opposition comes from a group called the Outriders
Coalition. The Conclave is overseen by the Admiralty Board,
five quarians who can override the Conclaves decisions.

Special Projects
The Special Projects arm of the Migrant Fleet is a collection of
research vessels responsible for many technical breakthroughs
used by the rest of the Fleet. Special Projects is commanded by
Admiral DaroXen vas Moreh.

Timeline

Once they have chosen to override the decision, the entire


This is the timeline of the Mass Effect universe. All dates are in
Admiralty Board must resign their posts or be arrested
BCE (Before Common Era) and CE (Common Era)
by the quarian military. This rule is in place to ensure that
the Admiralty overrides the Conclave only in the most dire
situations, when the Conclave is making a mistake that
threatens the survival of the quarians as a species. This policy
has served the quarians well. In three centuries, the Admiralty
Board has only overridden the Conclave four times.

Unknown BCE

Outside the internal politics of the Migrant Fleet, the quarian


navy is small, but highly aggressive due to the need to protect
ships that effectively safeguard the future of their entire race. If
the motives of approaching ships cannot be established, they
will shoot to kill.
The quarian policy of strip-mining systems for resources,
and often being hired under the table for their specialised
skills, replacing existing workers, makes the approach of the
Migrant Fleet very unpopular. Some species will make a gift of
fuel, food or ships if they know the Flotilla is approaching, to
discourage the quarians from entering their system.

ORGANIZATION
The thousands of ships that make up the Migrant Fleet are
organized into four groups, each commanded by a different
member of the Admiralty Board and each filling an integral role
in the overall fleet.
Patrol Fleet
The Patrol Fleet manages navigation, internal security, and
intership conflicts or crimes for the Migrant Fleet. The Patrol
Fleet consists of mostly light frigates and fighters, and in times
of war is assigned to guard the Heavy Fleets flank. It and is

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462

The Leviathans dominate the galaxy, enthralling


every new sapient race they encounter and
protecting them in return for tribute. The Leviathans
consider themselves the galaxys first and only apex
race.
After observing that their subservient races create
synthetic races who consistently and violently rebel,
the Leviathans create an Intelligence to seek a way
to permanently preserve organic life. The Intelligence
creates an army of pawns to gather genetic
information throughout the galaxy.

125,000 BCE
Ancient spacefaring races called the thoihan and inusannon fight over
the planet Eingana, littering the planet with the debris of hundreds
of starships. Refined element zero scattered by broken drive cores
contaminates the environment, causing many native species to go
extinct and those that survive to show a tendency to develop biotic
powers.

The Intelligence betrays the Leviathans, using its


pawns to slaughter them for their genetic material
to create Harbinger, the first Reaper. Thus begins the
cyclical harvest of the galaxys intelligent organic life by
the Reapers, part of a vast experiment conducted by the
Intelligence to fulfill its mandate.
The Intelligence creates the mass
relay network to increase the
efficiency of the cycles, allowing
galactic civilizations to develop
faster and more consistently
between harvests.

Pre-Council Times

(48,000 BCE 500 BCE)


48,000 BCE: Rise and Fall of the Protheans
The Protheans achieve spaceflight and discover mass effect
technology from the ruins of the extinct inusannon. They go on to
establish a galaxy-wide civilization
linked by the mass relay network
with the Citadel as their capital.
The Protheans encounter a hostile
race of machine intelligences
that endanger their existence. To
combat this threat, the Protheans
aggressively assimilate many other
spacefaring organic races into
their empire. The Prothean Empire
is able to fend off the machines in
a conflict known as the Metacon
War.

Pre-Prothean
Times (1,000,000,000

BCE 48,000 BCE)

1,000,000,000 BCE
The Leviathan of Dis, a Reaper, is
killed by the Leviathans. Its corpse
comes to rest on the planet Jartar
and remains undisturbed for nearly
one billion years.

37,000,000 BCE
An unknown spacefaring race fires a
mass accelerator round at a Reaper
near the planet Mnemosyne. The
round penetrates the Reaper, disabling it, and continues moving
through space, eventually striking the planet Klendagon and
creating the geological feature there known as the Great Rift
Valley.

The Prothean Empire collapses


with the arrival of the Reapers
through the Citadel. Although
the Protheans had learned of the
Reapers existence from studying
the ruins of previous civilizations
and had begun to prepare, they
were nonetheless caught off-guard.
Over the next several centuries, the
Protheans fight the Reapers system
by system, world by world, and city
by city. In the end, it is not enough.
The Reapers methodically wipe out
the remaining Protheans, as well as other contemporary
races, and depart the galaxy to await the next cycle.

6000 BCE

Seeking to escape the imminent explosion of their


sun, an alien race constructs an AI-managed starship
The ancient arthenn race flourish in the Zelene system, living on
equipped with supercomputers containing a virtual
the planet Helyme until being destroyed in an unknown event that
world, into which some one billion of the aliens
wiped out all complex life on the planet. They also maintained a
transfer their consciousnesses. The starship begins
presence on other planets in the system including Epho, which bears
a journey throughout the galaxy which lasts for the
the scars of an ancient orbital bombardment, and Gaelon, which may
next 8,000 years.
have been mined for helium-3.

298,000 BCE

1900 BCE
Tuchanka, the krogan homeworld, enters the

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Chapter 12: Mass Effect Universe

nuclear age. In a global conflict, weapons of mass


destruction are released, triggering a nuclear
winter. In the resulting devastation, krogan society
devolves into a collection of warring clans.

1800 BCE

The asari discover the elcor home system and help the elcor locate
and activate their nearest mass relay. Within one elcor lifetime they
establish a regular trade route to the Citadel and are granted an
embassy.
First contact is made with the hanar and the quarians. Both races are
later granted embassies.

A supernova propels the Mu Relay, the only point


of access to the remote Pangaea Expanse, out
of position. Concealed somewhere in the dense
nebula formed by the supernova, the relays position
is effectively lost for centuries. Later, the rachni
rediscover the relay.

Council Era War and Rebellion


(1 CE 900 CE)

1 CE: The Rachni Wars

580 BCE

The rachni, a species of highly intelligent hive-minded insects,


are discovered when a Citadel expedition opens a dormant mass
After
developing
faster-than-light
spacefaring
relay leading to their star systems. The rachni prove to be hostile
capabilities based upon Prothean technology, the asari
and begin a war with the rest of the galaxy. Negotiation with the
begin to explore the mass relay network, and eventually
rachni queens is impossible because they cannot be contacted in
discover the huge Citadel space station at a hub of many
their underground nests on the toxic rachni worlds.
mass relays.

520 BCE
The salarians discover the Citadel and open diplomatic
relations with the asari.

Council Era - Formation

80 CE
The Rachni Wars continue. The salarians make first contact
with and uplift the primitive krogan, manipulating them into
acting as soldiers for the Citadel Council. The krogan prove able
to survive the harsh environments of the rachni worlds and
pursue the rachni into their nests, systematically eradicating
queens and eggs.

(500 BCE 1 CE)

500 BCE: Founding of the Citadel Council


The Citadel Council is formed. The asari and salarians together
colonize the Citadel and establish it as a center of the galactic
community, led by the Council. This year is also known as 0 GS,
the beginning of the Galactic Standard (GS) timeline.

300 CE
The rachni are declared extinct. In gratitude for their aid
during the Rachni Wars, the Council rewards the krogan a
new homeworld. Free of the harsh environment of Tuchanka,
the krogan population explodes.

As a gesture of openness with their new asari allies, the Salarian


Union opens the records of the League of One. Under threat, the
League responds by assassinating every member of the Unions
inner cabinet; Special Tasks Group operatives then hunt down
and eliminate the League.
First contact is made with the volus. Eventually, the Citadel
Council commissions the volus to draw up the Unified Banking
Act, which establishes a standard galactic currency known as the
credit and links all galactic economies.

300 - 700 CE
The krogan begin to expand exponentially, colonizing
many new worlds. Growing concerns about their
expansion lead to the founding of the Special Tactics and
Reconnaissance branch of the Citadel.

700 CE: The Krogan Rebellions

Krogan warlords leverage veterans of the Rachni Wars


to annex territory from other races in Citadel space.
The turian Unification War occurs. The increasingly isolated and Eventually the Council demands withdrawal from
xenophobic colonies on the frontiers of turian space go to war
the asari colony of Lusia, but the krogan refuse. A
with each other. After years of fighting, the Turian Hierarchy sweeps preemptive strike is made on krogan infrastructures by
in and pacifies the remaining factions. Animosity between turian the Spectres. The Krogan Rebellions begin.
colonies continues for decades.
The Citadel Council makes first contact with the turians
around this time and persuades them to aid in the war.
After the krogan respond to the initial turian offensive
200 BCE - 1 CE
by devastating turian colonies with weapons of mass
The Council grants the volus the honor of being the first non-Council
destruction, the turians vow to stop the krogan from
species with an embassy at the Citadel, rather than a Council seat.
ever becoming a threat again.
First contact is made with the batarians. They are granted an embassy
Sometime after the turians join the galactic
a century later.
community, the volus are accepted as a client race of

Chapter 12: Mass Effect Universe

464

the Turian Hierarchy.

unsubstantiated rumors and tall tales.

710 CE

1755 CE

Realizing that the krogan will never give in as long as


they can replenish their fighters, the turians unleash
a salarian-engineered bio-weapon known as the
genophage on the krogan. The krogan population
starts its decline.

Samaras three daughters are diagnosed as Ardat-Yakshi. Rila and


Falere accept exile, but Morinth flees. Samara takes the oaths of the
asari justicars and pursues her errant daughter for the next 430 years.

800 CE
The Krogan Rebellions end, though scattered krogan
insurgent actions continue for decades. The turians
fill the military and peacekeeping niche left by the
decimated krogan.
The Citadel Conventions are drawn up in the wake of the
conflict.

1880 CE
Aria TLoak arrives on Omega, a space station in the Terminus
Systems regarded as the regions nominal capital. Aria is hired by
the stations warlord as an enforcer and quickly becomes one of his
most trusted lieutenants.

1895 CE: The Geth War

The geth, machines created by the quarians as a source of cheap


labor, become self-aware. Fearing a geth uprising, the quarians
begin dismantling them. The geth revolt against their quarian
masters. In the resulting conflict known to the geth as the
Morning War the geth systematically drive the quarians from
their own worlds. The surviving quarians are reduced to living
(900 CE 2157 CE)
as spacefaring nomads aboard the Migrant Fleet. Contrary
to expectations, the geth do not venture outside the former
quarian systems into wider Citadel space, instead isolating
900 CE
themselves from the rest of the galaxy behind the Perseus Veil.
The turians are granted a seat on the Citadel Council in
As punishment for creating the geth, the Citadel Council closes
recognition for their service in the Krogan Rebellions.
the quarian embassy on the Citadel.

Council Era Expansion

1400 CE
Extensive and unchecked industrial expansion on the drell
homeworld Rakhana begins taking a significant toll on the
planets environment.

1600 CE

1921 CE
The geth begin construction of a mega-structure designed
to house and simultaneously run every geth program in
existence. Completion of the mega-structure, which would
allow the geth to maximize their collective processing
capacity, is the long-term goal of geth civilization.

The first sightings of the Collectors are reported in the


Terminus Systems. In Citadel space, the claims are dismissed as

465

Chapter 12: Mass Effect Universe

1961 CE

2125 CE

April 12: Yuri Gagarin aboard the Vostok 1 becomes


the first human to travel in space. Humanity
becomes a spacefaring race.

The yahg, an intelligent pre-spaceflight race, are discovered on the


planet Parnack. Ambassadors representing the Citadel Council arrive
on the planet and attempt to open diplomatic contact. After the
ambassadors are killed by the predatory yahg, the Council ceases all
contact with the yahg and declares Parnack off-limits.

1969 CE
July 20: Apollo 11 lands on Luna. Neil Armstrong
becomes the first human to walk on Luna, and the
first human to walk on an astronomical object other
than Earth.

1980 CE
Aria TLoak assumes control of Omega after defeating
the space stations previous warlord in single combat.
She mockingly bestows the title Patriarch on the
broken krogan, and uses him as a reminder to her
enemies of her power.

Not long after the yahg are discovered, one yahg is captured for
the Shadow Broker to study. With the Brokers assistance, the yahg
rapidly ascends within the Brokers organization as Operative
Kechlu. Eventually, the Broker becomes wary of Operative Kechlu
and attempts to have him terminated, but the order is sent too late.
The yahg assumes the mantle of the Shadow Broker and directs the
organization for the next sixty years.

2134 CE

2000 CE

Steven Hackett is born.

2137 CE
David Anderson is born.

The drell make first contact with the hanar around this The Eldfell-Ashland Energy Corporation demonstrates helium-3
fuel extraction from the atmosphere of Saturn.
time. With their homeworld Rakhana severely depleted
and no spaceflight capability, the drell were poised for a
massive population crash by 2025 CE. Agreeing to help, the
2139 CE
hanar mount a large-scale rescue operation and evacuate
Saren Arterius is born.
approximately 375,000 drell to their own homeworld, Kahje,
over the following decade. The remaining 11 billion drell on
Kahlee Sanders is born.
Rakhana gradually perish, warring over the last reserves of
food and water.

2143 CE

2069 CE
July 20: Armstrong Outpost at Shackleton Crater is formally
founded as the first human settlement on Luna, on the 100th
anniversary of the first lunar landing.

Construction of Gagarin Station (Jump Zero) begins beyond


the orbit of Pluto.

2146 CE
Thane Krios is born.

2070 CE
Billionaire Victor Manswell, frustrated with the pace of official
human space exploration, begins funding his own private
spaceflight expedition.

2075 CE
The Manswell Expedition successfully launches from Earth en
route to the Alpha Centauri system with 300 colonists aboard in
cryogenic stasis. Communications with the vessel are lost soon
after.

2147 CE
Trace amounts of element zero are discovered on Mars.

2148 CE: Humanity Discovers Mass


Effect Physics

2077 CE
Liara TSoni is born.

2103 CE
The European Space Agencys Lowell City in Eos Chasma becomes the
first permanent human settlement on Mars.

Chapter 12: Mass Effect Universe

Humanity discovers a small cache of highly advanced


Prothean technology hidden deep beneath the surface
of Mars on the south polar region of Promethei Planum.
Building on the remnants of this long extinct race,
humans quickly explore the science of mass effect
fields, leading to the development of faster than light
travel and beginning detailed exploration of the Sol
system.

2149 CE
Following information from the translated data
cache on Mars, humans discover that Charon, Plutos

466

moon, is actually a massive piece of dormant Earth, begins settlement of humanitys first extra-solar colony world,
Prothean technology, a mass relay, encased in ice.
the planet Demeter. Later that year, additional colonies are founded on
Once activated, Jon Grissom leads the first team of
Eden Prime and Terra Nova.
explorers through the relay, which instantaneously
Thane Krios is submitted for training as an assassin under the hanar.
transports them to another relay in Arcturus, 36
light-years away. The explorers discover that the
mass relays are part of a vast network, making travel
2154 CE
across the galaxy possible.
April 11: Shepard is born.
The Systems Alliance charter is signed by the eighteen
There is a second publicized accident involving the exposure of
largest nations on Earth. The Alliance soon becomes
humans to element zero.
the military and exploratory spearhead of humanity.

2150 CE

2155 CE

Miranda Lawson is born.


The Systems Alliance begins the first surveys for
colonization prospects outside the Sol System. One of
these surveys discovers the planet Terra Nova.

Saren Arterius is promoted to active service in the turian military at


the age of 16.
The Systems Alliance occupies completed portions of Arcturus
Station, intended to become the Alliances headquarters.
Jeff Joker Moreau is born.

2151 CE
To defend its expanding territory, humanity begins
constructing a massive military fleet and space station at
Arcturus, the nexus of several key mass relays, even though
they have yet to encounter another intelligent spacefaring
race.

2156 CE
Arcturus Station is formally inaugurated.
A small number of human children exposed to element zero
exhibit minor telekinetic abilities.

An accident at Singapore International Spaceport exposes


hundreds of humans to dust-form element zero. Roughly
30% of the children born in Singapore after element zero
exposure suffer from cancerous growths. After his mother is
exposed during the accident, Kaidan Alenko is born later that
year with biotic potential.

2152 CE

2157 CE
Plutos orbit becomes circularized as a result of mass relay
operations.
Jacob Taylor is born.
David Anderson graduates from Officer Candidate School
with the rank of Second Lieutenant.

The Delta Pavonis Foundation, a major consortium based on

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Chapter 12: Mass Effect Universe

Council Era Advent of


Humanity (2157 CE 2183 CE)
2157 CE: The First Contact War
Humanity makes violent first contact with another
spacefaring race: the turians. The turians observe
human explorers attempting to activate a dormant
mass relay, a practice forbidden by galactic law after
the Rachni Wars, and attack. Over the next three
months, a brief but tense conflict known by humans
as the First Contact War and by turians as the Relay 314
Incident ensues.

2159 CE
Saren Arterius becomes the youngest turian to be inducted into the
Spectres.
The Systems Alliance purchases Gagarin Station for a fraction of its
construction cost, and converts the facility into a biotic research and
training facility.

The events of Mass Effect: Revelation begin. Admiral


Jon Grissom travels to Arcturus Station to congratulate
graduates of the Systems Alliances N7 training program
and meets David Anderson. Grissom announces that an
unknown alien force has attacked an Alliance post at the
colony of Shanxi.

2160 CE
The Systems Alliance Parliament is formed.
With the existence of human biotics firmly established, the Biotic
Acclimation and Temperance Training (BAaT) program is set up on
Gagarin Station to train potential candidates and develop biotic
implants.

The First Contact War culminates in the turian siege and


occupation of Shanxi, the first human world to fall to an
alien race. Admiral Kastanie Drescher leads the Second
Fleet in battle against Shanxis occupiers one month later,
catching the turians by surprise and evicting them from the
planet.

The biotic drug red sand is first used.


The Blue Suns mercenary group is founded by Zaeed Massani and
Vido Santiago in the Skyllian Verge.
Kasumi Goto is born.

2161 CE

Amid concerns over gene therapy and genetic modifications


being misused, the Systems Alliance Parliament passes the
Sudham-Wolcott Genetic Heritage Act. It imposes sharp
The turians prepare for a full-scale war against humanity, but restrictions on controversial uses of genetic engineering, but
this draws the attention of the Citadel Council. The Council provides government subsidies for beneficial applications.
intervenes before hostilities escalate further, revealing the
TaliZorah nar Rayya is born.
existence of the greater galactic community to humanity
Jack is born.
and brokering a peace between them and the turians.
The events of Mass Effect: Evolution occur. While aiding
2162 CE
the human resistance effort on turian-occupied Shanxi,
mercenary Jack Harper becomes embroiled in a plot by turian Construction of Arcturus Station is completed.
general Desolas Arterius to use an ancient alien artifact, the
A survey team working for batarian entrepreneur Edan
Arca Monolith, to convert the turian race into an army of
Haddah discovers a mysterious artifact orbiting an
invincible meta-turians. Harper convinces Desolas brother
unnamed planet near the Perseus Veil.
Saren of the dangers of the Monolith, which is devolving the
turians into mindless beings under the Monoliths control. To
protect his people, Saren orders the destruction of the building 2163 CE
holding the Monolith, Temple Palaven, with Desolas and the
meta-turians inside. Later, having realized that humanity and The Alliance secretly begins illegal AI research at a base
the galaxy face dark times ahead, Harper founds the human- on Sidon with Dr. Shu Qian as project leader. Lt. Kahlee
survivalist organization Cerberus, publishes its manifesto, and Sanders is assigned as a tech analyst.
assumes the identity of the Illusive Man.
The first experimental L1 biotic implants are used in
An anonymous extranet manifesto is published following the humans.
end of the First Contact War. The manifesto calls for an army, a
Cerberus, to be established to defend humanity against inevitable
alien attacks. Derided as survivalist rhetoric written by an illusive
man, the manifesto is quickly forgotten by the media.

2158 CE
Humans learn the potential of biotics. An international effort to track
element zero exposures begins. Roughly 10% of recorded exposed
children show indications of biotic ability.
April 14: Ashley Williams is born.

Chapter 12: Mass Effect Universe

A series of starship drive failures are orchestrated over


populated areas on human colony worlds, causing
widespread exposures to element zero. This results
in a second generation of humans born with biotic
potential.

The Leviathan of Dis, a genetically-engineered living


starship believed to be nearly a billion years old, is
discovered by a batarian survey team on the planet
Jartar. The Leviathan disappears under dubious
circumstances after a batarian dreadnought passes
through the Dis system.

468

2164 CE

2167 CE

Ivor Johnstagg is sentenced to 21 years in prison


L2 biotic implants are first developed and used in humans. Kaidan
for attempting to assassinate Venta Tox, the volus
Alenko is among the first to receive the new implants.
ambassador to the Citadel. Although Johnstagg
The magazine Fornax is launched.
claims to be acting on behalf of the radical human
political party Eternal Earth, no connection is
found and Johnstagg is diagnosed with paranoid
2168 CE
schizophrenia. Backlash from the assassination
Kaidan Alenko accidentally kills Commander Vyrnnus after being
attempt jeopardizes the Systems Alliances bid for an
provoked. The diplomatic fallout with the turians results in BAaT
embassy on the Citadel.
being shut down a year later.

2165 CE
Humanity continues to expand, founding more
colonies and establishing trade alliances with many of
the other species who recognize the authority of the
Citadel Council. In 2165 CE, the Council makes official
recognition of humanitys growing power and influence
in the galactic community. Humanity is granted an
embassy on the Citadel, the political and economic heart
of the galaxy. Tensions grow
between humans and batarians
as they compete for territory in
the Skyllian Verge.

Shepard receives secondary exposure to element zero. Permanent


biotic inclination manifests.

2170 CE
The human colony of Mindoir is attacked by batarian slavers. Many
colonists are killed or captured.
Another human colony, Yandoa, suffers catastrophic dust-form
element zero exposure to its atmosphere when an Eldfell-Ashland
Energy ship explodes in orbit.
Many children suffer birth
defects; thirty-seven biotic
children are born, including
Gillian Grayson.

The events of Mass Effect:


Revelation
continue.
After
an Alliance research station
at Sidon is attacked, David
Anderson searches for those
responsible alongside Kahlee
Sanders, and discovers an
Alliance scientist, Dr. Shu Qian,
was conducting illegal AI
research to unlock the secrets
behind a mysterious artifact
discovered near the Perseus
Veil. Eventually, Anderson is
assigned to work with Saren
Arterius to track down Dr. Qian
and his batarian supporter, Edan
Haddah. However, Saren instead kills both Dr. Qian and Haddah,
blames Anderson for the missions failure, and uses Dr. Qians
research to search for the artifact himself.

Biotic training for humans is


outsourced to the military,
selected
R&D
companies,
and renamed divisions of the
defunct Conatix Industries.
L3
biotic
implants
are
developed after L2 implants
prove to be dangerous.
The first A-61 Mantis Gunships
are produced.

2171 CE
In protest at the refusal of the
Citadel Council to limit human expansion in the Skyllian
Verge, the batarians close their embassy, withdraw into
their home systems, and effectively become a rogue state.

Terrorists steal antimatter from the Alliance cruiser SSV Geneva.


The sole figure arrested names his sponsor Cerberus. This is
the first such incident of sabotage connected to the Cerberus
organization.

Shepard is officially detected as a biotic and fitted with


L3 implants.

After a disagreement between Vido Santiago and Zaeed Massani


over hiring batarians into the Blue Suns, Vido betrays Zaeed and
leaves him for dead. All records of Zaeeds involvement in the Blue
Suns are erased.

Cerberus assassinates Pope Clement XVI on Earth via


rosary beads coated with toxic substances; his death is
attributed to age and heart failure. His successor, Pope
Leo XIV, espouses beliefs more in-line with Cerberus
ideals.

Jack is abducted by Cerberus agents on Eden Prime. They fake her


death and take her to the Teltin Facility on Pragia as part of a project
intended to improve biotic potential in humans.

2172 CE
April 11: Shepard enlists in the Alliance military.
On Gagarin Station, Eliza becomes the first sapient
AI created in the Systems Alliance.

2166 CE
Commander Vyrnnus, a turian mercenary, is hired to oversee the
training of human biotics at BAaT.

469

Chapter 12: Mass Effect Universe

2173 CE
A fly-by over the world of Armeni discovers odd
surface protrusions. Upon closer inspection, they
are identified as elaborate crypts made by the
zeioph, an extinct spacefaring race. Various human
universities seek to perform excavation, but Council
laws that hold burial sites as sacrosanct prevent this.
An ongoing debate over the issue ensues.

Miners at the T-GES Mineral Works facility on Mahavid uncover a


Leviathan artifact. The miners are enthralled by the Leviathans for the
next ten years and are used to carry out numerous experiments.

Terra Firma is involved in a Nashan Stellar Dynamics


kickbacks scandal, forcing Inez Simmons, the current
party leader, to resign. Charles Saracino becomes the
new party leader after his opponent, Claude Menneau,
is assassinated by Cerberus operatives while en route
to Shanxi. Publicly, Menneaus disappearance is never
explained.

2177 CE
During a recon mission to find a missing colonial pioneer team on
Akuze, a unit of fifty Alliance marines is wiped out by thresher maws.

2178 CE
In retaliation for the Skyllian Blitz, the Alliance launches a major
offensive against the moon of Torfan and destroys the criminal
bases there, mostly populated by batarians. The threat against
human colonies from batarian extremists is curtailed.
The Alliance tracks several
pirate FTL exit vectors over
a period of six months using
covert monitoring devices
planted
on
Theshacas
moons, leading the Alliance
Navy to eight major pirate
anchorages.
Since
the
Theshaca Raids, no ships
from the Terminus Systems
have entered the Hong
system.

Kaidan Alenko enlists in the


Alliance military.

2174 CE
Ashley Williams enlists in the
Alliance military.

2175 CE
On a survey mission to
2175 Aeia, an important
colonization prospect for the
Systems Alliance, the MSV
Hugo Gernsback disappears
and is presumed destroyed.
Cerberus covertly contacts
Michael Moser Lang, a political
dissident on Earth, and
provides him with funding to
purchase weapons. Cerberus
continues to monitor him
after contact ends. One year later, Lang assassinates United
North American States president Enrique Aguilar and Chinese
Peoples Federation premier Ying Xiong. The resulting political
shuffle benefits Cerberus shell companies and plans for the
Systems Alliance Parliament.

The
Anhur
Rebellions
end with the abolitionist
forces in power, and the
reconstruction of Anhur
commences.

2182 CE
Admiral Kahoku of the
Systems Alliance begins
investigating
suspected
Cerberus activities.

2183 CE

Humans and turians collaborate on an engineering


project co-sponsored by the Citadel Council: an
experimental frigate with a prototype stealth system, the
2176 CE
SSV Normandy. David Anderson is given command of the
Batarian-funded pirates and criminals launch a surprise attack, ship, and Commander Shepard is assigned as executive
officer.
later known as the Skyllian Blitz, on the human colony of Elysium.
The assault is repulsed by the Alliance Navy and ground teams.
The Jon Grissom Academy is commissioned over Elysium, and
becomes home to the Alliances new biotic training program, the
Ascension Project.
The Anhur Rebellions, a civil war waged over the practice of slavery,
begin on the human and batarian colony world of Anhur and spread
throughout the Amun system. Abolitionism supporters hire the
Eclipse mercenary group to fight the batarian pro-slavery Nahesit
faction.
James Vega enlists in the Alliance military.

Chapter 12: Mass Effect Universe

Council Era Events of Mass


Effect (2183 CE 2186 CE)
2183 CE: The Eden Prime War
The events of Mass Effect occur. The human colony
of Eden Prime is attacked by the geth, initiating a
wider conflict between humans and geth known as
the Eden Prime War. After exposing the involvement

470

of rogue Spectre Saren Arterius in the attack, is used by the human terrorist organization Totenkopf in an attack on
Commander Shepard and the crew of the SSV
Gagarin Station. The Alliance cruiser SSV Manila is deployed to monitor
Normandy pursue Saren in his search for the
the asteroid Israfil, the supposed origin of the miroorganisms used to
Conduit, later revealed to be part of a larger plan
produce EHE.
orchestrated by the Reaper Sovereign to return
The freighter MSV Estevanico is attacked by Blood Pack mercenaries
its kind to the galaxy. While Shepard follows Saren
and crashes into the planet Zanethu. The Alliance crew on board were
through the legendary Mu Relay to the Conduit,
among the first humans to encounter the vorcha race.
Sovereign and a geth fleet assault the Citadel.
L5 biotic implants are developed.
Shepard defeats Saren and the Alliance Navy destroys
Sovereign, preventing the release of the Reapers. The
Citadel Council is irrevocably changed by Shepards
2185 CE
decisions.
The events of Mass Effect 2 continue. Commander Shepard is
The events of Mass Effect 2 begin. One month after
revived and tasked by the Illusive Man to investigate the mysterious
the Battle of the Citadel, the SSV Normandy is attacked
disappearances of entire human colonies in the Terminus Systems.
and destroyed by an unidentified assailant, resulting in
Investigation of the attacked colony of Freedoms Progress reveals
the death of Commander Shepard. Later, the Systems
the enigmatic Collectors from beyond the Omega 4 Relay to be
Alliance officially declares Shepard killed in action.
responsible for the disappearances. After assembling a capable
The events of Mass Effect: Redemption occur.
team, Commander Shepard uses a captured Reaper IFF to safely
Commander Shepards body is recovered by Blue Suns
traverse the relay and infiltrate the Collector base. Shepard
mercenaries for the Shadow Broker, who has been hired
succeeds in eliminating the Collector threat, saving humanity
by the Collectors. Cerberus eventually obtains the body
throughout the galaxy from certain destruction.
with the help of Liara TSoni and begins work on the
February 10: A dangerously close flyby of the comet CR1331
Lazarus Project.
Kingu devastates the
L4 biotic implants are
hanar colony of Belan.
developed.
March 28: A coalition of
The events of Mass
the corporations Binary
Effect: Ascension occur.
Helix, Sonax Industries,
Two months after the
and Guanghui Solutions
Battle of the Citadel,
invades the krogan and
galactic society is still in
vorcha-populated world
flux over the changes
of Garvug.
to the Council and kept
April 28: The Vallum
unaware of the true nature
Blast annihilates much
of Sovereign, the Citadel,
of the capital city of the
and the mass relays.
turian colony of Taetrus.
Cerberus pushes ahead
In retaliation, Taetrian
with plans for both the
colonial
and
Turian
Ascension Project and the quarian Migrant Fleet, but is foiled by
Hierarchy troops declare war on the separatist group
the actions of Kahlee Sanders and Paul Grayson. After an attack
responsible for the attack.
by Cerberus forces, the Migrant Fleet changes its conservative
policy, sending ships away from the Flotilla to look for new August 11: The Citadel Council makes first contact with a
race of virtual aliens who offer advanced technology in
homeworlds or possibly a dormant Reaper.
exchange for help maintaining the supercomputers that
The events of Mass Effect Galaxy occur. Jacob Taylor and
run their civilization.
Miranda Lawson prevent an assassination attempt on the Citadel
Following a lead provided by Cerberus, Commander
Council by batarian terrorists.
Shepard helps Liara TSoni locate the Shadow Brokers
concealed base on the planet Hagalaz. The Shadow
2184 CE
Broker, exposed as a yahg, is killed. Liara takes control of
The Eden Prime War comes to a close. Although most geth forces in the Brokers organization, intending to use the Brokers
Citadel space were destroyed in the Battle of the Citadel, holdouts vast information network to aid Shepards fight against
yet remain. The Alliance Navy reduces its patrols, relying instead on the Reapers.
civilian ships to report any geth activity. Raids are carried out against
December 7: Biologists discover the kirik, an insectidentified geth outposts, but the conflict is essentially over.
like species with biotic capabilities, on the arid world
of Ekram. After the kirik exhibit signs of intelligence,
The raloi of the planet Turvess launch their first space telescope and
discover the asari cruiser Avedes in their system. The asari make first experts and officials debate whether or not the kirik
contact with the raloi, who are formally welcomed into the galactic should be uplifted.
community the following year.
The biological weapon EHE, or exotic humanoid encephalopathy,

471

Chapter 12: Mass Effect Universe

2186 CE
January 12: An asari exploration team discovers a
lost human colony in the Alpha Centauri system. The
Systems Alliance links the colony to the forgotten
Manswell Expedition of 2070 and establishes contact
with the colonists.

asks Captain Bailey to investigate Executor Pallin, claiming that C-Sec


has been compromised and is working against the Citadel Council. The
investigation results in Pallins death and Baileys promotion to the rank
of Commander, but Bailey is left with reservations about Pallins guilt.

The events of Mass Effect: Deception occur. Gillian Grayson seeks


revenge against Cerberus and the Illusive Man for the death of her
father. With the help of a faction of biotic supremacists, she captures
Systems Alliance hero Jon Grissom dies. Hundreds of
Cerberus assassin Kai Leng to lure the Illusive Man out of hiding by
dignitaries attend Grissoms funeral and a memorial
holding Leng for ransom. Her plan fails, however, and Leng kills her
plaque dedicated to him is placed in the Jon Grissom
and escapes.
Academy.
The events of Mass Effect: Conviction occur. Admiral Anderson
The events of Mass Effect: Retribution occur. After
travels to Omega to recruit Alliance marine James Vega to guard
three years on the run, Paul Grayson is captured by
Commander Shepard as the Commander is taken to trial for the
Cerberus and implanted with Reaper technology.
destruction of the Bahak system.
Kahlee Sanders and David Anderson attempt to rescue
The events of Mass Effect: Invasion occur. Aria TLoak defends
Grayson by persuading the Turian Hierarchy to raid
Omega from Adjutants unleashed by Cerberus. The Adjutants
several vital Cerberus installations, but are unaware
Graysons body is now under Reaper control. Once free, distract Aria from Cerberuss true plan: to conquer Omega and
maintain exclusive access to the Omega 4 Relay. Aria realizes this
the Reapers learn of the Ascension Project and use
and unites the disparate gangs and mercenaries of the station
Grayson to single-handedly attack Grissom Academy,
where he is finally killed by Anderson and Cerberus to repel the Cerberus invaders, but is outsmarted by Cerberuss
assassin Kai Leng. In the aftermath, Anderson and Sanders General Oleg Petrovsky. When he threatens to destroy Omega,
Aria accepts exile and Cerberus takes control of the station.
decide to study Graysons body to discover how to combat
the Reapers.

Tasked by Admiral Hackett, Commander Shepard covertly


infiltrates a batarian prison on Aratoht and rescues Dr.
Amanda Kenson. Shepard learns from Kenson that the
Reapers are en route to the Bahak systems mass relay,
the Alpha Relay, from which they can invade the galaxy.
Shepard uses the Project to destroy the relay. The entire
Bahak system and its thousands of batarian inhabitants are
obliterated, but the Reaper invasion is delayed.
The events of Mass Effect: Inquisition occur. Councilor Udina

Chapter 12: Mass Effect Universe

The events of Mass Effect 3 occur. Six months after the


destruction of the Alpha Relay, the Reapers invade the galaxy
through batarian space and attack Earth. Commander Shepard
escapes and discovers a Prothean superweapon design on Mars
that could end the Reapers threat once and for all. To build this
weapon and take back Earth, Commander Shepard and allies
embark on a journey to unite the various races in the midst
of a galaxy-wide war. During the final confrontation with the
Reapers over Earth, the Commander makes a decision that
changes the galaxy forever.

472

Humanitys Timeline
All dates here follow the CE (Common Era)
designation, though they match exactly the A.D.
chronology.

2154 - Commander Shepard born.


2155 - Systems Alliance occupies completed portions of Arcturus
Station as a headquarters.
2156 - Some children of Singapore exhibit minor telekinetic abilities.

2069 - Armstrong Outpost at Shackleton Crater


becomes the first human settlement on Luna. It is
formally founded on July 24, the 100th anniversary of
the first lunar landing.

2157 - Turians encounter human explorers; First Contact War.


Occupation and liberation of the human colony of Shanxi.

2103 - Lowell City in Eos Chasma becomes the first


human settlement on Mars.

2158 - Humans learn potential of biotics. An international effort


to track element zero exposures begin. Roughly 10% of exposed
children show some sign of biotic ability.
2160 - Systems Alliance Parliament formed.

2137
Eldfell-Ashland
Energy
Corporation
demonstrates helium-3 fuel extraction from the
atmosphere of Saturn.
2142 - Construction of Gagarin Station (Jump Zero)
begins beyond the orbit of Pluto.

2165 - Humans establish embassy on Citadel.


2170 - Batarian slavers attack the Alliance colony Mindoir.
2176 - Skyllian Blitz- Pirates and slavers attacked Elysium, the
human capital in the Skyllian Verge.

2148 - Prospectors discover the Prothean ruins at


Promethei Planum on Mars.
2149 - Translation of Prothean data leads humans to
the Charon mass relay. Systems Alliance founded to
coordinate exploration and colonization of extra-solar
worlds.

2177 - Thresher maws devour the Alliance colony of Akuze.


2178 - In retaliation for the Skyllian Blitz, an Alliance fleet wipes
out an army of slavers on the moon of Torfan.

2151 - A shipping accident at Singapore International


Spaceport exposes downwind communities to containers
of dust-form element zero. Alliance begins construction of
Arcturus Station.
2152 - Roughly 30% of the children born in Singapore after
element zero exposure suffer from cancerous growths.
Systems Alliance begins settlement of Earths first extra-solar
colony world, the planet Demeter.

473

2183 - Geth led by rogue Spectre Saren Arterius attack the


Citadel, ensuing in a battle that cost thousands of lives. A few
weeks later, the SSV Normandy is ambushed and destroyed.
Commander Shepard is presumed dead.
2185 - An alien race known as the Collectors abducts thousands
of human colonists in the Terminus Systems. Commander
Shepard leads a team beyond the Omega 4 Relay to attack the
Collectors where they live, stopping the abductors.
2186 The Reapers invade, and the war culminates with the
discovery of the Catalyst and the Crucible firing.

Chapter 12: Mass Effect Universe

Chapter 13
Appendix

Chapter 13: Appendix

474

This last section covers all effects, conditions and


other additional game rules not covered in other
sections.

Special Abilities

running away from the source, their path is random. They flee from all
other dangers that confront them rather than facing those dangers.
Panicked characters cower if they are prevented from fleeing.
Becoming Even More Fearful: Fear effects are cumulative. A shaken
character that is made shaken again becomes frightened, and a
shaken character who is made frightened becomes panicked instead.
A frightened character that is made shaken or frightened becomes
panicked instead.

This section of the Appendix chapter covers special


abilities not yet described or further descriptions of
some special abilities presented before.

Invisibility

Bleeding Wound
Some powerful attacks leave bleeding wounds. These
are nasty injuries that bleed so much the character feels
the effects of losing blood.

The ability to move about unseen is wonderful, but its not foolproof.
While they cant be seen, invisible creatures can be heard, smelled,
or felt. Invisibility is hard to gain. The Tactical Cloak power allows a
character to become invisible for a short duration. Failing that, only
extremely expensive items can do so.

A creature that with a bleeding wound takes the listed


amount of damage at the beginning of its turn. Bleeding
can be stopped by a Heal check DC 15 or through the
application of any ability or items that cures hit point
damage (even if the bleeding wound also deals ability
damage). Bleeding wounds stack with each other.

Invisibility makes a creature undetectable by vision, including


nightvision.
Invisibility does not, by itself, make a creature immune to critical
hits, but it does make the creature immune to extra damage from
sneak attacks.

Nightvision
Nightvision is the ability to see with no light source at all,
out to a range specified for the creature.
Nightvision is either black and white only or green-colored
(other colors cannot be discerned). It does not allow
characters to see anything that they could not see otherwise
invisible objects are still invisible.

A creature can generally notice the presence of an active


invisible creature within 30 feet with a DC 20 Spot check. The
observer gains a hunch that somethings there but cant see
it or target it accurately with an attack. It is very hard to pinpoint the location of an invisible creature (the creature gains a
+40 bonus on Hide if it is standing still or a +20 bonus if it is
moving) and even if a character succeeds on such a check, the
invisible creature still benefits from total concealment (50%
miss chance). The Tactical Cloak power, however, only provides
a fixed +10 bonus since it is not perfect invisibility and leaves
translucent lines detailing the character that are easier to
spot.

The presence of light does not spoil nightvision. If a character


has darkvision with a 60-foot range, and he stands within a A creature can use hearing to find an invisible creature. A
20-foot radius of light, the character can see normally in the character can make a Listen check for this purpose as a free
action each round. A Listen check result at least equal to
light, and 40 feet beyond the light because of his nightvision. If
nightvision is provided by an item or cybernetic, it has the same the invisible creatures Move Silently check result reveals
effect since the equipment providing it alters the nightvision its presence. A successful check lets a character hear an
invisible creature over there somewhere. Its practically
effect depending on the illumination present.
impossible to pinpoint the location of an invisible creature.
A Listen check that beats the DC by 20 pinpoints the
Fear
invisible creatures location.
Certain events can affect characters with fear (mostly
determined by the GM or by Morale). In those cases, the
Listen Check DCs to Detect Invisible Creatures
character makes a Will saving throw to resist this effect, and
Invisible Creature Is ...
DC
a failed roll means that the character is shaken, frightened, or
In
combat
or
speaking
0
panicked (if no DC is present, GM determines the DC).
Shaken: Characters who are shaken take a 2 penalty on
attack rolls, saving throws, skill checks, and ability checks.

Moving at half speed

Move Silently check

Moving at full speed

Move Silently check -5

Running or charging

Move Silently check -20


Frightened: Characters who are frightened are shaken, and
Some distance away
+1 per 10 feet
in addition they flee from the source of their fear as quickly as
they can. They can choose the path of their flight. Other than
Behind an obstacle (door)
+5
that stipulation, once they are out of sight (or hearing) of the
Behind an obstacle (stone wall)
+15
source of their fear, they can act as they want. However, if
the duration of their fear continues, characters can be forced
A creature can grope about to find an invisible
to flee once more if the source of their fear presents itself again.
creature. A character can make a touch attack with
Characters unable to flee can fight (though they are still shaken).
his hands or a weapon into two adjacent 5-foot
Panicked: Characters who are panicked are shaken, and they run
squares using a standard action. If an invisible
away from the source of their fear as quickly as they can. Other than

475

Chapter 13: Appendix

target is in the designated area, there is a 50% illuminating a 20-foot radius, a creature with low-light vision can see
miss chance on the touch attack. If successful,
everything within 40 feet of the torch. Low-light vision is color vision.
the groping character deals no damage but has
Characters with low-light vision can see outdoors on a moonlit night as
successfully pinpointed the invisible creatures
well as they can during the day.
current location. (If the invisible creature moves, its
location, obviously, is once again unknown.)

Paralysis

If an invisible creature strikes a character, the


Some rare effects and powers have the ability to paralyze their
character struck still knows the location of the
victims, immobilizing them.
creature that struck him (until, of course, the invisible
A paralyzed character cannot move, speak, or take any physical
creature moves). The only exception is if the invisible
action. He is rooted to the spot helpless. He may take purely mental
creature has a reach greater than 5 feet. In this case,
the struck character knows the general location of the actions, such as thinking. Other creatures can move them, however,
unless the paralyzes results from a form of stasis which completely
creature but has not pinpointed the exact location.
prevents the paralyzed creature from moving at all.
If a character tries to attack an invisible creature whose
A winged creature flying in the air at the time that it becomes
location he has pinpointed, he attacks normally, but the
paralyzed cannot flap its wings and falls. A swimmer cant swim
invisible creature still benefits from full concealment
and may drown.
(50% miss chance). At GMs option, a particularly large
and slow creature might get a smaller miss chance.

If a character tries to attack an invisible creature whose Regeneration


location he has not pinpointed, have the player choose
A creature with regeneration has the ability to regain hit points at
the space where the character will direct the attack. If the
an exceptional rate. Except for what is noted here, regeneration
invisible creature is there, conduct the attack normally.
is like natural healing.
If the enemys not there, roll the miss chance as if it were
At the beginning of each of the creatures turns, it heals a certain
there, dont let the player see the result, and tell him that
number of hit points (defined in its description).
the character has missed. That way the player doesnt know
A creature that has taken both nonlethal and lethal damage
whether the attack missed because the enemys not there
heals the nonlethal damage first at the same rate.
or because you successfully rolled the miss chance.
If an invisible character picks up a visible object, the object Regeneration does not restore hit points lost from starvation,
thirst, or suffocation.
remains visible. One could coat an invisible object with flour,
dust or sand to at least keep track of its position (until the
Regeneration does not restore Plating HP or Shield HP.
flour, dust or sand fell off or blew away). An invisible creature
can pick up a small visible item and hide it on his person Regeneration does not alter conditions that do not deal
damage in hit points, such as poisoning.
(tucked in a pocket) and render it effectively invisible.
Regeneration never increases more than the total HP.
Invisible creatures leave tracks. They can be tracked normally.
Footprints in sand, mud, or other soft surfaces can give
Scent
enemies clues to an invisible creatures location.
An invisible creature in the water displaces water, revealing its
location. The invisible creature, however, is still hard to see and
benefits from concealment.

This extraordinary ability lets a creature detect approaching


enemies, sniff out hidden foes, and track by sense of smell.

A creature with the scent ability can detect opponents by


sense of smell, generally within 30 feet. If the opponent is
upwind, the range is 60 feet. If it is downwind, the range is
15 feet. Strong scents, such as smoke or rotting garbage,
An invisible character can be detected if he displays a light
can be detected at twice the ranges noted above.
(through a flashlight for example) or is using a power that has a
Overpowering scents, such as skunk musk or troglodyte
visible and physical manifestation, but retains the concealment
stench, can be detected at three times these ranges.
benefit of his invisibility. However, if the invisible creature is on fire,
his location is not only pinpointed, it completely loses the benefit The creature detects another creatures presence but not
its specific location. Noting the direction of the scent is
of its concealment (due to invisibility) but remains immune to the
a move action. If it moves within 5 feet of the scents
extra bonus from the Sneak Attack feat.
source, the creature can pinpoint that source.
Invisibility affects only senses that rely on sight (eyes and optic
sensors). Radar, and other forms of detection can still detect an A creature with the Track feat and the scent ability can
invisible character, so it is helpful to be able to hide even when follow tracks by smell, making a Wisdom check to find
or follow a track.
invisible.
A creature with the scent ability (see below) can detect an
invisible creature as it would a visible one.

The typical DC for a fresh trail is 10. The DC increases


or decreases depending on how strong the quarrys
Characters with low-light vision have eyes that are so sensitive to odor is, the number of creatures, and the age of
the trail. For each hour that the trail is cold, the DC
light that they can see twice as far as normal in dim light. Thus, if a
group of explorers passes down a dark passage with a flashlight increases by 2. The ability otherwise follows the

Low-Light Vision

Chapter 13: Appendix

476

rules for the Track feat.


Creatures tracking by scent ignore the effects of
surface conditions and poor visibility.

on the ground merely stop. Checked creatures that are flying move back
a distance specified in the description of the effect.

Creatures with the scent ability can identify familiar


odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air
breathing creatures.

Confused: In certain occasions, the GM may determine that a creature


becomes confused (for example, due to a strong head concussion).
A confused creatures activities are determined by rolling d% at the
beginning of its turn:
d%

Behavior

Water-breathing creatures such as sharks, however,


have the scent ability and can use it in the water easily.

01 20

Act normally.

21 50

Do nothing but babble incoherently.

False, powerful odors can easily mask other scents. The


presence of such an odor completely spoils the ability
to properly detect or identify creatures, and the base
Survival DC to track becomes 20 rather than 10.

51 70

Flee away from caster at top possible speed.

71 100

Attack nearest creature

Tremorsense

A confused creature that cant carry out the indicated activity does
nothing but babble incoherently.

Attackers gain no special advantage when attacking a confused


creature. Any confused creature that is attacked always retaliates
against its attackers on its next turn, as long as its still confused
when its turn comes. A confused creature doesnt make AoO
If no straight path exists through the ground from
against any creature that it isnt already devoted to attacking
the creature to those that its sensing, then the range
either because of its most recent attack or because it has just
defines the maximum distance of the shortest indirect
been attacked.
path. It must itself be in contact with the ground, and the
creatures must be moving. As long as the other creatures Cowering: A cowering creature is frozen in fear or awe, unable
are taking physical actions, including interacting with their to take actions. It takes a 2 penalty to AC and loses its Dexterity
bonus (in all applications).
omni-tools, theyre considered moving; they dont have to
move from place to place for a creature with tremorsense to
Dazed: A dazed creature is unable to act normally. It can
detect them.
take no actions but has no penalty to AC. A dazed condition
typically lasts for 1 round.
A creature with tremorsense automatically senses the
location of anything that is in contact with the ground
and within range.

Dazzled: A dazzled creature is unable to see well because


of overstimulation of the eyes. This usually occurs when the
creature moves from a dark area (or an area in near darkness)
into an area with a strong illumination, such as day light
(example: existing a dark tunnel that leads to the surface
This section presents descriptions of all conditions creatures
where the sun shines brightly). In those circumstances, the
and objects can be affected by. If more than one condition
creature takes a 1 penalty on attack rolls, Search checks,
affects a single character but if they cannot combine (such as by and Spot checks for 1 to 3 rounds (GMs choice).
applying the same type of penalty or bonus) then use the most
Dead: See Injury and Death.
severe.
Deafened: A deafened creature cant hear. It takes a 4
Blinded: A blinded creature cant see. It takes a 2 penalty
penalty on initiative checks, automatically fails Listen
to Defense, is denied its Dexterity bonus to Defense, moves
checks.
at half speed, and takes a 4 penalty on Search checks and on
Dehydrated: Creatures that have taken nonlethal
most Strength- and Dexterity-based skill checks. All checks and
activities that rely on vision (such as reading and Spot checks) fail. damage from lack of water are considered dehydrated
All opponents are considered to have total concealment against and become fatigued. In addition, if a dehydrated
creature would take nonlethal damage from hot
the blinded creature. A blinded creature pinpoints targets and
deals damage to them as if those targets were invisible. Blinded conditions, that damage instead becomes lethal
creatures are immune attacks and abilities that require the target to damage.
be able to see in order to be affected.
Disabled: See Injury and Death.

Conditions

Blown Away: Depending on its size, a creature can be blown away


by winds of high velocity. Each round a creature on the ground is
blown away, it is knocked down and rolls 1d410 feet, taking 1d4
points of nonlethal damage per 10 feet. In each round when a flying
creature is blown away, it is blown back 2d610 feet and takes 2d6
points of nonlethal damage due to battering and buffeting.

Dying: See Injury and Death.

Entangled: When a character finds himself with ropes,


wires or even natural overgrown and vines hampering
his movement, he is considered entangled. Being
entangled impedes movement, but doesnt entirely
prevent it unless the bonds are anchored to an
Checked: A checked creature is prevented from achieving forward
immobile object or tethered by an opposing force.
motion by an applied force, such as wind. Checked creatures that are
An entangled creature moves at half speed, cant

477

Chapter 13: Appendix

run or charge, and takes a 2 penalty on attack rolls


and a 4 penalty to Dexterity.
Exhausted: An exhausted creature can neither run
nor charge, and it takes a 6 penalty to Strength
and Dexterity. It can move at only half speed. After
1 hour of complete rest, an exhausted creature
becomes fatigued.

A winged creature flying in the air at the time that it becomes paralyzed
cant flap its wings and falls. A paralyzed swimmer cant swim and might
drown. Paralyzed characters cannot make Reflex saves.

Pinned: A pinned creature is held stationary (but not helpless) for 1


round. It cant take any actions the pinning creature doesnt allow,
even speaking. A pinned creature takes a 4 penalty to Defense
against opponents other than the pinning creature. It cant move, so
its Dexterity is considered to be 0 for the purpose of determining AC
Fatigued: A fatigued creature can neither run nor
(5 modifier). It is also subject to attacks, such as sneak attacks, that
charge and takes a 2 penalty to Strength and
rely on a defenders being denied its Dexterity bonus to Defense.
Dexterity. Doing anything that would normally
Prone: A prone creature is lying flat on the ground. Any creature,
cause fatigue causes a fatigued creature to become
even a limbless one such as a snake, that can flatten itself on the
exhausted. After 8 hours of complete rest, a fatigued
ground can choose to be prone, even if it cant reasonably be
creature is no longer fatigued.
tripped or knocked down. An attacker that is prone takes a 4
Flat-Footed: A creature that is unable to take an action
penalty on melee attack rolls. A defender that is prone gains a +4
during the surprise round is flat-footed, not yet able to
bonus to Defense against ranged attacks, but takes a 4 penalty to
react normally to the situation. A flat-footed creature is
Defense against melee attacks.
denied its Dexterity bonus to Defense and cant make
Standing up from a prone position always provoke aAoO even if
attacks of opportunity.
the one standing up doesnt make any other action.
Frightened: See Fear in the Special Abilities of the
While prone, creatures have their speed reduced to 5 ft (if their
Appendix chapter.
normal speed is less than 5 ft, use that instead). Prone creatures
Frozen: While frozen the target is immune to all cold
cannot take 5-ft steps.
damage but takes 50% more damage from fire damage
(if the effect that froze the character already applies a Shaken: See Special Abilities of the Appendix Chapter.
specific vulnerability to fire damage, use that instead). The
Sickened: A sickened creature is experiencing physical
character is also considered helpless, see below, (a coupdiscomfort. The creature takes a 2 penalty on attack rolls,
de-grace shatters the target, killing it and destroying its
damage rolls, saving throws, skill checks, and ability checks.
items).
This condition affects only living creatures (any not of the
Grappling or being grappled: See Grapple maneuver.

construct, deathless, or undead types).

Helpless: A helpless creature is paralyzed, bound, sleeping,


unconscious, or otherwise completely at an opponents
mercy. It is treated as having a Dexterity of 0 (5 modifier)
and takes a 4 penalty to Defense against melee attacks. A
helpless creature is subject to attacks that rely on a targets
being denied its Dexterity bonus to Defense. As a full-round
action, an enemy can use a melee weapon to deliver a coupde-grace to a helpless target. Helpless characters cannot make
Reflex saves.

Sleeping: A sleeping character is also helpless. A sleeping


character has the DC of all his Listen checks increased by 10.
Additionally, he takes a -5 penalty to any Will save it makes.
Forcing a Fort save has a 25% chance of waking the character.
Sleeping characters cannot make Reflex saves.
Stable: See Injury and Death.

Staggered: A staggered creature is one whose nonlethal


damage exactly equals its current hit points. A staggered
creature can take a single normal action each round. A
Immobilized: An immobilized creature cant move out of
the space it was in when it became immobilized. It otherwise creature whose nonlethal damage exceeds its current hit
functions normally unless its flying, in which case if falls down points becomes unconscious.
normally.
Stunned: A stunned creature drops everything it was
holding, cant take actions, takes a 2 penalty to Defense,
Invisible: See Special Abilities of the Appendix Chapter.
and is denied its Dexterity bonus to Defense. Stunned
Knocked Down: Depending on their size, creatures can be
characters cannot make Reflex saves.
knocked down by winds of high velocity. Creatures on the ground
are knocked prone by the force of the wind. Flying creatures are Unconscious: An unconscious creature is knocked out
and helpless. It also imposes take a -5 penalty to Will
instead blown back 1d610 feet.
save.
Nauseated: A nauseated creature is experiencing overwhelming
physical discomfort. Nauseated creatures are unable to attack, use
powers, concentrate on certain tasks, or do anything else requiring
attention. The only action such a creature can take on its turn is a
single normal action. This condition affects only organic creatures
that are not of the reaper kind.

Glossary

Panicked: See Special Abilities of the Appendix Chapter.


Paralyzed: A paralyzed creature is frozen in place and helpless. Such
a creature has effective Dexterity and Strength scores of 0, but it can
still undertake purely mental activities.

Chapter 13: Appendix

5-foot step: A small position adjustment that does


not count as an action. Usually (but not always), a
5-foot step is permitted at any point in the round
(such as before or after a full-round action and even

478

between attacks). You cant take a 5-foot step in the class and level. See Classes.
same round that you move any distance. You cant
Base land speed: The speed a character can move while unarmored.
take a 5- foot step if your movement is hampered,
Base land speed is derived from character race.
such as into a square of difficult terrain, in darkness,
or when blinded. Taking a 5-foot step avoids AoO Base save bonus: A saving throw modifier derived from character
class and level. See Classes.
from any opponent that threatens you.
Ability: One of the six basic character qualities:
Strength (Str), Dexterity (Dex), Constitution (Con),
Intelligence (Int), Wisdom (Wis), and Charisma (Cha).
See Ability Scores.

Battle grid: A play surface marked off in 1-inch squares, which is used
to keep track of the locations of creatures and characters (represented
by miniatures figures) during combat and other tactical situations.

Ability check: A check of 1d20 + the appropriate


ability modifier.
Ability damage: A temporary loss of 1 or more ability
score points. See Ability Scores.

Biotic maintenance: Number of biotic points that are removed,


from a characters biotic point pool, while a specific biotic power is
active. These points can only be recovered if the power in question
is no longer active.

Ability drain: A permanent loss of 1 or more ability


score points. See Ability Scores.
Ability modifier: The bonus or penalty associated with a
particular ability score. Ability modifiers apply to rolls for
character actions involving the corresponding abilities.

Biotic points: A number that represents the characters ability to


use biotic powers. Biotic points are gained through class features
or feats. When a biotic power is used, a certain amount of biotic
points are spent.

Ability score: The numeric rating of one of the six


character abilities (see Ability Scores). Some creatures lack
certain ability scores; others cannot be rated in particular
abilities.

Biotic powers: The ability some creatures possess to manipulate


mass-effect fields and cause certain effects. Biotic powers are
gained through Biotic Specializations.
Biotic specializations: The characters ability to improve his
expertise, or develop new ones, on a specific biotic power.

Action: A character activity. Actions are divided into the


following categories, according to the time required to
perform them (from most time required to least): full round
actions, normal actions and free actions.
Adjacent: In a square that shares a border or a corner with
a designated square. Each square is adjacent to eight other
squares on the board.

Blind: Unable to see. See Conditions.


Bleeding: Whenever a creature takes bleeding damage, it
loses a specific number of normal HP at the beginning of each
of the creatures actions. The amount of HP it loses equals the
number after the word Bleeding. This damage stops occurring
whenever the creature is healed even one single HP.

Ally: A creature friendly to you. In most cases, references to


allies include yourself.
Ammo powers: The ability some creatures possess to apply
different effects to the ammunition of their firearms. Ammo
powers are gained through Biotic Specializations, Combat
Specializations and/or Tech Specializations.

Bleeding effect: Same thing as normal Bleeding.


Bonus: Bonuses are numerical values that are added to
checks and statistical scores. Most bonuses have a type,
and as a general rule, bonuses of the same type are not
cumulative (do not stack) only the greater bonus granted
applies. Bonuses without a type stack.

Attack: Any of numerous actions intended to harm, disable, or


neutralize an opponent. The outcome of an attack is determined
by an attack roll.

Character: A fictional individual within the confines of a


a game setting. The words character and creature are
often used synonymously within these rules, since almost
any creature could be a character within the game, and
every character is a creature (as opposed to an object).

Attack of Opportunity (AoO): A single extra melee attack per


round that a combatant can make when an opponent within
reach takes an action that provokes attacks of opportunity. See
Attacks of Opportunity.
Attack roll: A roll to determine whether an attack hits. To make
an attack roll, roll 1d20 and add the appropriate modifiers for the
attack type. The attack hits if the result is at least as high as the
targets AC.

Character class: Class defines a characters predominant


talents and general function within the party.
Character level: A characters total level.
Character level check (or just level check): A roll 1d20
+ the characters class levels.

Check: A method of determining the result when a


character attempts an action (other than an attack or
a saving throw) that has a chance of failure. Checks
Automatic hit: An attack that hits regardless of target Defense. are based on a relevant character ability, skill, or other
characteristic. The specific name of the check usually
Automatic hits usually occur on an attack roll of natural 20. A natural
corresponds to the skill or ability used. To make a
20 attack roll is also a critical threat a possible critical hit.
check, roll 1d20 and add any relevant modifiers. If
Automatic miss: An attack that misses regardless of target Defense.
this check result equals or exceeds the Difficulty
Automatic misses occur on an attack roll of natural 1. See Critical Hits
Class number assigned by the GM (or the opponents
and Critical Failures.
check, if the action is opposed) the check succeeds.
Base attack bonus (BAB): An attack roll bonus derived from character
Chilled: A creature that is chilled is partially

479

Chapter 13: Appendix

frozen and has its movement hampered.


Class feature: Any special characteristic derived
from a character class.
class level: A characters level in a single class.
Class skill: A skill to which characters of a particular
class have easier access than characters of other
classes. Characters may buy class skills at a rate of 1
rank per skill point, as opposed to 1/2 rank per skill
point for cross-class skills. The maximum rank for a
class skill is 3 + characters level.

Certain features may also increase the critical threat range. Any attack
roll that does not result in a hit is not a threat, whether or not it lies
within the weapons threat range.
Cross-class (cc) skill: A skill that is not a class skill for a character.
Characters may buy cross-class skills at the rate of a half rank per skill
point, as opposed to 1 rank per skill point for class skills. The most
ranks a character can have in a cross-class skill is one-half of the class
skill maximum (3 + characters level), rounded neither up nor down.

Climb (type of movement): A creature with the


Climb type of movement (such as a Geth Hopper) can
move along walls as if they were normal ground. Those
creatures gain a +8 bonus on all Climb checks and can
make Climb checks even if they normally couldnt (such
as when being threatened).

Current hit points: A characters hit points at a given moment in the


game. Current hit points go down when the character takes damage
and go back up upon recovery.

Damage: A decrease in hit points, an ability score, or other aspects


of a character caused by an injury, illness, or special effect. The three
main categories of damage are lethal damage, nonlethal damage,
and ability damage. In addition, wherever it is relevant, the type of
damage an attack deals is specified, since some features may grant
resistance or immunity to certain types of damage. Damage points
Colossal: A Colossal creature is typically 64 feet or more
are deducted from whatever character attribute has been harmed
in height or length and weighs 250,000 lbs or more.
lethal and nonlethal damage from current hit points, and ability
Combat powers: The ability some creatures possess damage from the relevant ability score). Damage heals naturally
to use certain combat-oriented techniques and over time, but can also be negated wholly or partially by special
features and items like medi-gel.
improvements. Combat powers are gained through
Combat Specializations.

Combat specializations: The characters ability to improve


his expertise, or develop new ones, on a specific combat
power.
Concealment: Something that prevents an attacker from
clearly seeing his or her target. Concealment creates a
chance that an otherwise successful attack misses (a miss
chance).
Confused: Befuddled and unable to determine a course of
action. See Conditions.

Damage reduction (DR): Creatures that are resistant to harm


typically have damage reduction. This amount is subtracted
from any damage dealt to them from a physical source. DR is
specific to a certain type of HP (Shield HP, Plating HP or normal
HP) and so it applies only when the creatures specific HP pool
is being damage. That is, if a creature has DR 5 for normal HP
(provided by an armor, for example), this DR applies only after
the creature has lost its Shield HP and/or Plating HP (if any).
And DR that applies only to Plating HP, it is only present while
the creatures Plating HP is being damage, not when the
creature still has Shield HP or when the creature no longer
has Plating HP.

Continuous damage: Damage from a single attack that


continues to deal damage every round without the need for
additional attack rolls.

Coup de grace: A full-round action that allows an attacker to


attempt a killing blow against a helpless opponent. See Combat
Modifiers.
Cover: Any barrier between an attacker and defender. See Cover
and Line of Effect.

Dazed: Unable to act normally. See Conditions.


Dazzled: Unable to see well because of overstimulation of
the eyes. See Conditions.
Dead: A character dies when his or her hit points drop to
a negative number equal to their Constitution score or
lower. Certain effects can also kill a character outright.
Deafened: Unable to hear. See Conditions.

Creature: A living or otherwise active being, not an object.


The terms creature and character are sometimes used
interchangeably.

Deal damage: Cause damage to a target with a


successful attack. How much damage is dealt is usually
expressed in terms of dice (for example, 2d6+4) and may
have a situational modifier as well. However, damage
Creature type: One of several broad categories of creatures.
dealt by a weapon or power does not necessarily equal
Credit: The currency unit used.
damage taken by the target, because the target may
have special defenses that negate some or all of the
Critical hit (crit): A hit that strikes a vital area and therefore deals
damage, such as Damage Reduction.
extra damage. See Critical Hits and Critical Failures.
Critical confirmation roll: A special second attack roll made in the
event of a threat to determine whether a critical hit has been scored.
See Critical Hits and Critical Failures.
Critical threat: A possible critical hit.
Critical threat range: All natural die roll results that constitute in a
threat when rolled for an attack roll. For most weapons, the threat
range is 20, but some weapons have threat ranges of 1920.

Chapter 13: Appendix

Defense: A number representing a creatures ability to


avoid being hit in combat. An opponents attack roll
must equal or exceed the target creatures Defense to
hit it.
Difficult terrain: An area containing one or more
features (such as rubble or undergrowth) that costs 2
squares instead of 1 square to move through.

480

Difficulty Class (DC): The target number that a


player must meet or beat for a check or saving
throw to succeed. Difficulty Classes other than
those given in specific spell or item descriptions are
set by the GM using the skill rules as a guideline.

weighs 1/8 pound or less.


Flank: To be directly on the other side of a character who is being
threatened by another character. A flanking attacker gains a +2
flanking bonus on attack rolls against the defender.

Flat-footed: Especially vulnerable to attacks when caught surprised.


A flat-footed creature loses its Dexterity bonus to Defense (if any)
and cannot make attacks of opportunity. If your Dexterity bonus to
Defense is negative (from having a Dexterity score below 10), you
Disabled: At exactly 0 current hit points, or in
are still considered to have your Dexterity bonus to Defense denied
negative hit points but stable and conscious. See but you still add that negative number to your flat-footed Defense.
Injury and Death.
Even if you can add your Dexterity bonus to Defense, when you are
Dying: Unconscious and near death. See Injury and flat-footed you can still be affected by abilities that affect you when
you have your Dexterity bonus to Defense denied (such as Sneak
Death.
Attack).
End of round: The point in a combat round when all the
Fly (type of movement): Creatures with Fly type of movement can
participants have completed all their allowed actions.
End of round occurs when no one else involved in the move through the air freely. They can hover, make attacks from the
air, dive and so on freely.
combat has an action pending for that round.
Fortitude save: A type of saving throw, related to a characters
Enemy: A creature unfriendly to you.
ability to withstand damage thanks to his physical stamina.
Energy damage: Some effects may deal a different type
of damage, such as fire damage or electric damage. These Free action: Free actions consume a negligible amount of time,
and one or more such actions can be performed in conjunction
special types of damage work like normal damage but
certain circumstances may mitigate or even negate them, with actions of other types.
depending on the GM (for example, the GM may determine
Frightened: Fearful of a creature, situation, or object. See
that effects that deal fire damage do not work properly in a
Special Abilities.
rainy environment).
Frozen: Frozen characters cannot move or act while they are
Engaged: Threatening or being threatened by an enemy. frozen. They do not drop their weapons, which are frozen when
(Unconscious, or otherwise immobilized characters are not
the creature is frozen.
considered engaged unless they are actually being attacked.)
Full normal hit points: An individual characters maximum
Entangled: Ensnared. See Conditions.
hit points when undamaged.
Diminutive: A Diminutive creature is typically
between 6 inches and 1 foot in height or length and
weighs between 1/8 pound and 1 pound.

Exhausted: Tired to the point of significant impairment. See


Conditions.
Experience points (XP): A numerical measure of a characters
personal achievement and advancement. Characters earn
experience points by defeating opponents and by overcoming
challenges. At the end of each adventure, the GM assigns
experience to the characters based on what they have
accomplished. Characters continue to accumulate experience
points throughout their lives, gaining new levels in their
character classes at certain experience totals.

Full-round attack: Full-round actions consume all of a


characters effort during a round. The only movement
possible in conjunction with a full-round action is a 5-foot
step, which can occur before, after, or during the action.
Gargantuan: A Gargantuan creature is between 32 and 64
feet in height or length and weighs between 32,000 and
250,000 pounds.
Grapple check: An opposed check that determines a
characters ability to struggle in a grapple. See Combat
Maneuvers.

Explosive Containers: A reference to any container the GM


Grappling: Engaged in wrestling or some other form of
might add that can explode if it suffers a violent interaction from
hand-to-hand struggle with one or more attackers. See
a character or the environment (such as the container being shot,
Combat Maneuvers.
being shaken, being thrown, colliding with an object or character,
etc). The GM decides how much damage such container does Grenade powers: Combat powers that specifically
affect grenades thrown by the character.
(usually ranges between 2d6 to 8d6, in an area of 5-ft radius to
20-ft radius). Certain powers may cause those containers to blow Heavy melee weapon: A heavy melee weapon
dealing even more damage.
designed for use in one hand, such as a longsword,
Failure: An unsuccessful result on a check, saving throw, or other often either along with a shield or a light weapon in the
other hand. A heavy melee weapon is considered to be
determination involving a die roll.
an object one size category smaller than its designated
Fatigued: Tired to the point of impairment. See Conditions.
wielder (for example, a Medium longsword, which is a
Fear effect: Any effect that causes the victim to become shaken, heavy melee weapon, is a Small object).
frightened, or panicked, or to suffer from some other fear-based effect
Helpless: Paralyzed, bound, sleeping, unconscious,
defined in the description of the specific spell or item in question. See
or otherwise completely at an opponents mercy. See
Special Abilities.
Conditions.
Fine: A Fine creature is typically 6 inches or less in height or length and

481

Chapter 13: Appendix

Line of sight: Two creatures can see each other if they have line of
sight to each other. To determine line of sight, draw an imaginary line
Hit Die/Dice (HD): In the singular form, a die rolled
between your space and the targets space. If any such line is clear (not
to generate hit points. In the plural form, a measure
blocked), then you have line of sight to the creature (and it has line
of relative power that is synonymous with character
of sight to you). The line is clear if it doesnt intersect or even touch
level for the sake of spells, magic items, and magical
squares that block line of sight. If you cant see the target (for instance,
effects that affect a certain number of Hit Dice of
if youre blind or the target is invisible), you cant have line of sight to
creatures.
it even if you could draw an unblocked line between your space and
Hit points (HP): A measure of a characters health
the targets.
or an objects integrity. Damage decreases current
Low-light vision: The ability to see in conditions of dim illumination
hit points, and lost hit points return with healing or
as if the illumination were actually as bright as daylight.
natural recovery. A characters hit point total increases
Main hand: A characters stronger and more dexterous hand
permanently with additional experience and/or
(usually the right).
permanent increases in Constitution, or temporarily
through the use of special abilities or items.
Mechanical: A type of creature. Mechanicals are synthetics usually
Hit: Make a successful attack roll.

Hour: Time unit. Whenever an hour, minute or second is


referred to, it refers to the Galactic Standard Time where
1 day = 20 hours; 1 hour = 100 minutes; 1 minute = 100
seconds; 1 second = 1,5 Earth seconds. See Galactic
Standard Time for more information.

Huge: A Huge creature is typically between 16 and 32


feet in height or length and weighs between 4,000 and
32,000 pounds.

controlled by limited VI that cannot learn or adapt and they cannot


benefit from First-Aid and Medicine. Instead, they can benefit from
the Repair skill.
Mechanicals are immune to Bleeding effects.
For more information on mechanicals, see Mechs.

Medium: A Medium creature is typically between 4 and 8 feet in


height or length and weighs between 60 and 500 pounds.

Improvised weapon: An improvised weapon is something Melee: Melee combat consists of physical blows exchanged by
that was not designed to be used as a weapon, and so it is opponents close enough to threaten one anothers space as
opposed to ranged combat.
difficult to wield as one. Any character using an improvised
weapon on an attack takes a -4 penalty to that attack roll.
Melee attack: A physical attack suitable for close combat.
The penalty is cumulative for each improvised weapon used
Melee attack bonus: A modifier applied to a melee attack.
for the attack (so using two improvised melee weapons
imposes a -8 penalty on the melee attack roll).
Melee attack roll: An attack roll during melee combat, as
opposed to a ranged attack roll. See attack roll.
Initiative: A system of determining the order of actions in
battle. Before the first round of combat, each combatant
Melee touch attack: A touch attack made in melee, as
makes a single initiative check. Each round, the participants
opposed to a ranged touch attack. See touch attack.
act in order from the highest initiative result to the lowest.
Melee weapon: A handheld weapon designed for close
Initiative check: A check used to determine a creatures place
combat.
in the initiative order for a combat. An initiative check is 1d20 +
Miniature figure: The physical representation of a creature
Dex modifier + other modifiers.
or character on the battle grid; a three-dimensional figure.
Initiative count: The result of an initiative check, expressed as a
Miss chance: The possibility that a successful attack roll
number that indicates when a characters turn comes up.
misses anyway because of the attackers uncertainty about
Initiative modifier: A bonus or penalty to initiative checks.
the targets location. See concealment.
Invisible: Visually undetectable. See Special Abilities.
Miss chance roll: A d% to determine the success of an
Kind: A subcategory of creature type. For example, organic is a attack roll to which a miss chance applies.
creature type, and rachni is a kind of organic.
Modifier: Any bonus or penalty applying to a die roll. A
Large: A Large creature is typically between 8 and 16 feet in positive modifier is a bonus, and a negative modifier is a
penalty.
height or length and weighs between 500 and 4,000 pounds.
Natural: A natural result on a roll or check is the actual
Lethal damage: Damage that reduces a creatures hit points.
number appearing on the die, not the modified result
Light melee weapon: A weapon suitable for use in the wielders
obtained by adding bonuses or subtracting penalties.
off hand, such as a dagger. A light melee weapon is considered to
be an object two size categories smaller than its designated wielder Natural reach: The distance from which a creature
(for example, a Medium light melee weapon such as a small blade is can make a melee attack or a melee touch attack. The
creature threatens all squares within that distance
a Tiny object).
from its space.
Line of effect: Line of effect tells you whether an effect (such as an
explosion) can reach a creature. Line of effect is just like line of sight, Nauseated: Experiencing stomach distress. See
except line of effect ignores restrictions on visual ability. For instance, Conditions.
an explosion doesnt care if a creature is invisible or hiding in darkness. Negate: Invalidate, prevent, or end an effect with
respect to a designated area or target.

Chapter 13: Appendix

482

Nightvision: An extraordinary ability possessed


by some creatures that enables them to see in the
dark.
Nonintelligent: Lacking an Intelligence score.
Mind-affecting effects do not affect nonintelligent
creatures, nor can nonintelligent creatures benefit
from morale bonuses.

distance. See range increment.


Ranged attack: Any attack made at a distance with a ranged weapon,
as opposed to a melee attack.

Nonlethal damage: Damage typically resulting from


an unarmed attack, an armed attack delivered with
intent to subdue, a forced march, or a debilitating
condition such as heat or starvation.

Ranged attack roll: An attack roll made with a ranged weapon. See
attack roll.
Ranged touch attack: A touch attack made at range, as opposed to a
melee touch attack. See touch attack.

Nonplayer character (NPC): A character controlled


by the GM rather than by one of the other players in a
game session, as opposed to a player character.
Off hand: A characters weaker or less dexterous hand
(usually the left). Using a weapon in the off-hand along
with one in the main hand applies a -8 penalty to attack
rolls with both weapons but allows for greater firepower
or melee damage. See Combat Maneuvers.

Ranged weapon: A thrown or projectile weapon designed for


ranged attacks.
Reaction: Acting in response to a situation or circumstance beyond
ones control. For example, the GM may call for a Listen check as a
reaction to see if you hear something you werent specifically trying
to hear.
Reflex save: A type of saving throw, related to a characters ability
to withstand damage thanks to his agility or quick reactions.

Regeneration: The ability of some creatures to regain HP or heal


ruined organs, repair broken bones, and heal other damage.
The amount of HP regained is indicated by the regeneration the
Organic: A type of creature. Organics can be sentient or creature possesses. Regeneration only allows a creature to regain
normal HP, not Plating or Shield HP. Regeneration does not
not. Organics benefit from First-Aid.
alter conditions that do not deal damage in hit points, such as
Overlap: Coexist with another effect or modifier in the
poisoning.
same area or on the same target. Bonuses that do not stack
Rest: An 8-hour (or 24-hour) period where characters are not
with each other overlap instead, such that only the largest
engaged in actions that cause stress, adrenaline or require
bonus provides its benefit.
concentration. Usually rest implies sleeping for several hours.
Panicked: A panicked creature must drop anything it holds
Result: The numerical outcome of a check, attack roll, saving
and flee at top speed from the source of its fear, as well as
throw, or other 1d20 roll. The result is the sum of the natural
any other dangers it encounters, along a random path. See
die roll and all applicable modifiers.
Special Abilities.
Paralyzed: Frozen in place and unable to move or act. See
Conditions.
Pinned: Held immobile (but not helpless) in a grapple.

Round: A 6-second unit of game time used to manage


combat. Every combatant may make at least one action
every round.

Plating HP: A rare but useful second pool of HP. Plating HP are
only damaged after the character has lost Shield HP, and while
Plating HP remains the targets normal HP are protected from
damage. Plating HP can only be recovered with a rest.

Saving throw (save): A roll made to avoid (at least partially)


damage or harm. The three types of saving throws are
Fortitude, Reflex, and Will.
Shaken: Mildly fearful. See Special Abilities.

Player character (PC): A character controlled by a player other


than the GM, as opposed to a NPC.
Point of origin: The location in space where an effect begins.
Points of damage: A number by which an attack reduces a
characters current hit points.

Shield HP: The first pool of HP. When damaged, the


characters Shield HP are the first ones to take the damage.
While the character has Shield HP, his Plating HP and
normal HP cannot be damaged.
Sickened: Mildly ill. See Conditions.

Prerequisite: A requirement that must be met before a given


benefit can be gained.
Projectile weapon: A weapon that uses mechanical force to propel
a projectile toward a target (example: firearms)

Size: The physical dimensions and/or weight of a


creature or object. The sizes, from smallest to largest,
are Fine, Diminutive, Tiny, Small, Medium, Large, Huge,
Gargantuan, and Colossal.

Prone: Lying on the ground. See Combat Modifiers and Conditions.


Range increment: Each full range increment of distance between
an attacker using a ranged weapon and a target gives the attacker
a cumulative -3 penalty on the ranged attack roll. Thrown weapons
have a maximum range of 5 range increments. Projectile weapons
have a maximum range of 20 range increments with the exception of
sniper rifles that have a maximum range of 30 range increments.
Range penalty: A penalty applied to a ranged attack roll based on

483

Size modifier: The bonus or penalty derived from a


creatures size category. Size modifiers of different
kinds apply to Defense, attack rolls, Hide checks,
grapple checks, and various other checks.
Skill: A talent that a character acquires and improves
through training.
Skill check: A check relating to use of a skill. The
basic skill check = 1d20 + skill rank + the relevant
ability modifier (or simply 1d20 + skill modifier).

Chapter 13: Appendix

Skill modifier: The bonus or penalty associated Swim (type of movement): A creature with the Swim type of
movement (such as a Hanar) can freely underwater (usually creatures
with a particular skill. Skill modifier = skill rank
with Swim speed can also breath underwater). Those creatures gain a
+ ability modifier + miscellaneous modifiers.
+8 bonus on all Swim checks and can make Swim checks even if they
(Miscellaneous modifiers include racial bonuses,
normally couldnt (such as when being threatened). Those creatures
load check penalty, situational modifiers, and
are still subjected to the penalties of being underwater.
so forth.) Skill modifiers apply to skill checks by
characters in the course of using the corresponding
Synthetic: A type of creature. Synthetics are artificial constructs,
skills.
usually of humanoid shape, that possess learning capabilities,
Skill points: A measure of a characters ability to gain regardless of their actual intelligence and processing power. For
example, before the events of Mass Effect 3 Geth had rudimentary
and improve skills. At each level, a character gains skill
intelligence when alone (a single geth unit is no more intelligent
points and spends them to buy skill ranks. Each skill
point buys 1 rank in a class skill or 1/2 rank in a cross- than a varren) but when in group their advanced VIs were capable
of creating neural links that effectively increased their intelligence
class skill.
and learning ability. And all geth were made so they could learn
Skill rank: A number indicating how much training or
and adapt.
experience a character has with a given skill. Skill rank
Mechs, on the other hand, do not possess VIs with the ability to
is incorporated into the skill modifier, which in turn
adapt and learn and so, although artificial, they are not considered
improves the chance of success for skill checks with that
synthetics.
skill.
Small: A Small creature is typically between 2 feet and
4 feet in height or length and weighs between 8 pounds
and 60 pounds.

Synthetics do not benefit from the First-Aid or Medicine skills,


using instead the Repair skill for healing.

Synthetics are immune to Bleeding effects.


Space: The amount of floor space a creature requires to
Take damage: Be affected by damage (either lethals or
fight effectively, expressed as one dimension of a square
nonlethal) from a successful attack. Damage dealt by an
area (for example, a creature with a space of 10 feet
opponent does not necessarily equal damage taken, as various
occupies a 10-foot-by-10-foot area on the battle grid).
special defenses may reduce or negate damage from certain
Space determines how many creatures can fight side by
kinds of attacks.
side in a corridor, as well as how many creatures can attack
a single opponent at once. A creatures space depends upon Take 10: To reduce the chances of failure on certain skill
both its size and its body shape. Sometimes also called checks by assuming an average die roll result (10 on a d20 roll).
You cant take 10 if distracted or threatened, such as during
fighting space.
combat.
Speed: The number of feet a creature can move when taking
Take 20: To assume that a character makes sufficient retries
a move action.
to obtain the maximum possible check result (as if a 20 were
Square: A square on the battle grid. A square is 1 inch on a
rolled on d20). Taking 20 takes as much time as making
side and represents a 5-foot-by-5-foot area. The terms 1
twenty separate skill checks (usually at least 2 minutes).
square and 5 feet are generally interchangeable.
Taking 20 assumes that the character fails many times
before succeeding, and thus cant be used if failure carries
Stable: Unconscious and having negative hit points but not
negative consequences.
dying. A dying character who is stable retains no hit points, but
stops losing them at a rate of 1 per round.
Target: The intended recipient of an attack, power, item,
Stack: Combine for a cumulative effect.

or effect.

Staggered: Having nonlethal damage exactly equal to current


hit points. See Conditions.

Tech maintenance: Number of tech points that are


removed, from a characters tech point pool, while a
specific tech power is active. These points can only be
recovered if the power in question is no longer active.

Stunned: A stunned creature drops everything held, cant take


actions. See Conditions.
Subject: A creature affected by a power or ability.
Subtype: A subdivision of creature type. For example, humans and
elves are both of the humanoid type, but each of those races also
constitutes its own subtype of humanoid.

Tech points: A number that represents the characters


ability to use tech powers. Tech points are gained
through class features or feats. When a tech power is
used, a certain amount of tech points are spent.

Tech powers: The ability some creatures possess


Surprise: A special situation that occurs at the beginning of
to manipulate alter electric-magnetic fields, target
a battle if some (but not all) combatants are unaware of their systems, electric currents, etc and cause certain effects.
opponents presence. In this case, a surprise round happens before
Tech powers are gained through Tech Specializations.
regular rounds begin. In initiative order (highest to lowest), those
Tech specializations: The characters ability to
combatants who started the battle aware of their opponents each
improve his expertise, or develop new ones, on a
take a partial action during the surprise round. Creatures unaware of
specific tech power.
opponents are flat-footed through the entire surprise round and do
Temporary hit points: Hit points gained for a
not enter the initiative cycle until the first regular combat round.
limited time through certain features and items

Chapter 13: Appendix

484

(such as stimpacks). See Injury and Death.


Threaten: To be able to attack in melee without
moving from your current space. A creature typically
threatens all squares within its natural reach, even
when it is not its turn to take an action. For Medium
or Small creature this usually includes all squares
adjacent to its space. Larger creatures threaten more
squares, while smaller creatures may not threaten
any squares except their own.

Trained: Having at least 1 rank in a skill. Many skills can be used


untrained by making a successful skill check using 0 skill ranks. Others,
such as Decryption, can be used only by characters who are trained in
that skill.
Turn: The point in the round at which you take your action(s). On
your turn, you may perform one or more actions, as dictated by your
current circumstances.

Threatened square: A square within an opponents


reach. Generally, characters threaten all adjacent
squares. Certain actions provoke AoO when taken
within a threatened square.

Two-handed melee weapon: A melee weapon designed for use in


two hands, such as a quarterstaff. A two-handed melee weapon is
considered to be an object of the same size as its designated wielder
(for example, a quarterstaff is a Medium object).

Thrown weapon: A ranged weapon that a character


hurls at an enemy, such as a grenade.
Tiny: A Tiny creature is typically between 1 and 2 feet in
height or length and weighs between 1 and 8 pounds.

Two-handed weapon: A weapon designed for use in two hands,


such as a sniper rifle. A two-handed weapon is considered to be an
object of the same size as its designated wielder (for example, a
sniper rifle is a Medium object).
Unarmed attack: A melee attack made with no weapon in hand.

Total concealment: Attacks against a target with total


concealment have a 50% miss chance. Total concealment
blocks line of sight. See concealment.
Total cover: Attacks against a target that has total cover
automatically fail. Total cover blocks line of sight and line
of effect. See cover.
Touch attack: Some attacks, especially biotic and tech
powers, state the character must make a ranged touch
attack. This is literally a normal attack against your Defense,
but count as different attacks for purposes of feats and other
features.

485

Unconscious: Knocked out and helpless. See Conditions.


Untrained: Having no ranks in a skill. Many skills can be used
untrained by making a successful skill check using 0 skill ranks
and including all other modifiers as normal. Other skills can be
used only by characters who are trained in that skill.
Weapon-based powers: Combat powers that improve the
characters ability with a specific firearm and allow him to
perform special attacks with that specific weapon.
Will save: A type of saving throw, related to a characters ability
to withstand damage thanks to his mental toughness.

Chapter 13: Appendix

Index
Symbols
5-foot Step 252

A
Ability Scores 1315
Changes 15
Damage 15
Descriptions 1415
Generating 13
Racial
Asari 18
Batarian 20
Drell 21
Elcor 23
Humans 24
Krogan 27
Quarian 30
Salarian 33
Turian 36
Volus 37
Vorcha 39
Table 14
Able Learner 91
Acid 427
Adept 4546
Adhesive Mine 138
Adrenaline Rush 101
Advanced Ammo Focus 91
Advanced Biotic Focus 91
Advanced Combat Focus 91
Advanced Tech Focus 95
Age 40
Race Table 41
Aid 258
AI Disruption 165
AI Hacking 139
Aiming 249
Ammo Focus 95
Ammo Proficiency 95
Annihilation Field 118
Aquatic 425
Arc Grenade 102
Ardat-Yakshi 284
Armor
Aegis Vest 192
Agent 195
Ajax 195
Amplifier Plates 195
Archon Visor 195
Ariake Battle Vest 195
Asymmetric Defense Layer 195

Chapter 13: Appendix

Capacitor Chestplate 195


Capacitor Helmet 195
Cerberus Assault Armor 197
Colossus 197
custom
table 200
Cyclonic Shield Generator 197
Death Mask 197
Exoskeleton Greaves 197
Explorer 197
General Armor 197
Guerrilla Vest 197
Inferno Armor 197
Kuwashii Visor 197
Life Support Webbing 197
Mercenary 198
Mnemonic Visor 198
modifications
tables 213214
N7 Armor 198
N7 Defender Armor 198
Off-Hand Ammo Pack 198
Onyx 198
Ordinance Packs 198
Phantom 198
Phoenix 198
Project Phoenix 198
Quarian Battle Armor 198
Quarian Service Vest 198
Recon Hood 198
Rosenkov Armor 199
Scorpion 199
Securitel Helmet 199
Sentry Interface 199
Shield Harness 199
Silverback 199
Stabilization Gauntlets 199
Stimulator Conduits 199
Stimulator Gauntlets 199
Strength Boost Pads 199
T5-V Battlesuit 199
table 192197
Terminus Assault Armor 200
Umbra Visor 200
Vohrtix Armor 200
Warlord 200
Armor-Piercing Ammo 155
Armor Proficiency 95
Art. SeeKnowledge
Asari
Character Creation 1519
Huntress 5556
Pure Biotic 5455
Scientist 5658
Asari Justicar 284
Assassination 102
Assault Rifles

Adas Anti-Synthetic Rifle 175


Chakram Launcher 176
Collector Assault Rifle 176
M-8 Avenger 180
M-15 Vindicator 181
M-37 Falcon 182
M-55 Argus 182
M-76 Revenant 182
M-96 Mattock 183
M-99 Saber 183
modifications
tables 208210
N7 Typhoon 185
N7 Valkyrie 185
Particle Rifle 186
Phaeston 186
Striker Assault Rifle 187
Atmosphere 428
Attican Traverse 446
Auto-Fire 248
Avalanches 428

B
Balance 68
Ballistic Blades 103
Barrier 119
Barrier Shields 286
Batarians
Character Creation 1920
Behavioral Science. SeeKnowledge
Biology. SeeResearch
Biotic Acrobatics 286
Biotic Amps
tables 201202
Biotic Charge 119
Biotic Focus 95
Biotic Kinesis 121
Biotic Nova 122
Biotics 69
Biotic Shield Dome 123
Biotic Strike 124
Black Holes 420
Blade Armor 104
Bleeding Wound 475
Blinded 477
Blind-Fire 250
Blood Pack
Boom-Squad 323
Commander 325
Pyro 322
Trooper 322
Warrior 324
Blown Away 477
Blue Suns
Centurion 330

486

Commander 331
Heavy 328
Legionnaire 329
Trooper 327
Bluff 6970
Bullet Rain 105
Bull Rush 258
Business. SeeKnowledge

C
Carnage 105
CAT6
Heavy 344
Sniper 345
Specialist 343
Catalyst 450
Cat Fall 95
Cave-ins 429
Cerberus
Assault Trooper 360
Centurion 362
Combat Engineer 363
Guardian 364
Nemesis 365
Phantom 366
Turret 363
Character
Experience Table 44
Charge 250
Checked 477
Chemical Ammo 155
Chemistry. SeeResearch
Citadel 449
Citadel Fleet 448
Civics. SeeKnowledge
Climb 7071
Cluster Grenade 106
Cold 429
Collapses 429
Collector
Assassin 369
Captain 370
Guardian 369
Possessed 371
Praetorian 373
Scion 372
Seeker Swarm 368
Combat
Actions
Delay 262
free 247
full-round 247
Melee

487

Charge 250
heavy 248
standard 248
normal 247
Powers 249
Ranged
Aiming 249
Auto-Fire 248
Blind-Fire 250
Camping 249
Covering Fire 249
Double-Tap 248
Full-Auto Fire 248
One-Shot 248
Ready 262
attack roll 242
attacks of opportunity 246
critical failure 246
critical hits 245
damage 243
defense 243
hit points 244
initiative 241
instant kill 245
Maneuvers 258262
Aid 258
Bull Rush 258
Disarm 258259
Grapple 259261
Overrun 261
Throw 262
Trip 262
Movement 251254
5-foot Step 252
Crouch 251
Diagonal 252
Flanking 253
Prone 251
Run 252
plating 244
round 246
shields 244
surprise 242
two-weapon 250
Combat Drone 140
Combat Expertise 95
Concealment 257258
Concentration 7172
Concussive Shot 107
Confused 477
Council Era
Advent of Humanity 468
Events of Mass Effect 470
Expansion 465
Formation 464465
War and Rebellion 464
Councilors 449

Cover 256257
Defense Bonus 257
Line Of Effect 256
Reflex Save Bonus 257
Covering Fire 249
Cowering 477
Crouch 251
Crucible 450
Cryo Ammo 156
Cryo Blast 141
Current Events. SeeKnowledge
Cybernetics
Anti-Flare Implants 230
Anti-Shock Implant 230
Anti-Stun Implant 231
Artificial Organs 229
Bionic-Amplifier Implant Port 231
Bionic Amplifiers 231
Biotic-Amplifier Implant Port 231
Body Repair Weave 232
Cacophonic Implant 232
Control Implant Chip 232
External Weapon Mount 232
Fortified Skeleton 233
Fused Armor 233
Gimper 233
Grey Box 233
Initiative Implant 233
Injector Unit 234
Integrated Radar 234
Internal Weapon Mount 234
Luminous Skin 234
Mindscreen Implant 234
Neural-Amplifier Implant Port 235
Neural Amplifiers 235
Nightvision Optics 235
Ocular Flash-Bang 235
Prosthetic Enhancer 236
Prosthetic Limbs 229
Rage Implant 236
Skill Implant 236
Skill Plexus 236
Stabilizer 237
Targeting Optics 237
Telescopic Optics 237
upgrades 238239
Voice Stress Analyzer 238

D
Damage 243
Damping 72
Dark Channel 126
Darkness 430
Dazzled 477
Dead 254
Deafened 477

Chapter 13: Appendix

Decryption 7273
Defense 243
Defense Drone 142
Dekuuna 459
Delay 262
Desert 424
Detoxification 287
Diehard 96
Diplomacy 7374
Disabled 254
Disarm 258
Diseases 441
Blinding Sickness 441
Bubonic Plague 441
Cackle Fever 441
Filth Fever 441
Leprosy 441
Mindfire 441
Red Ache 441
Shakes 441
Disguise 7475
Dismemberment 271
Disruptor 142
Disruptor Ammo 157
Dominate 125
Double-Tap 248
Drell
Character Creation 2022
Drones 374376
Drowning 431
Dying 254

E
Earth 455
Earth Alliance Space 446
Eclipse
Commando 342
Engineer 339
Heavy 336
Operative 341
Trooper 334
Vanguard 337
Elcor
Character Creation 2223
Electronics 75. See alsoResearch
Encumberance. SeeWeight
Energy Drain 143
Engineer 4647
Engineering. SeeResearch
Entangled 477
Equipment
tables 215216
Exhausted 477
Exploding Singularity 164

Chapter 13: Appendix

Extinguisher 287

F
Fabrication 287
Falling 431
Fatigued 478
Fear 475
Feats 9199
acquiring 91
prerequsites 91
table 9294
Fire 428
First Aid 7576
Flamer 162
Flanking 253
Flare 127
Flashbang Grenade 107
Flat-Footed 478
Floods 433
Fog 433
Forest 421
Forest Fires 433
Fortification 108
Frightened 478
Frozen 478
Full-Auto Fire 248

G
Galaxy Map 445
Gamble 76
Gather Information 7677
Geology. SeeResearch
Geth
Armature 315
Colossus 316
Hopper 315
Hunter 311
Juggernaut 313
Prime 313
Pyro 312
Rocket Trooper 309
Sentient 317321
Shock Trooper 310
Sniper 311
Trooper 308
Geth Shield Pulse 109
Geth War 465
Grapple 259
Gravity 426

H
Hacking 7778
Hanar 389
Harvester 388

Healing 255
Heat 433
Heavy Melee Weapons
Krogan Battle Hammer 188
N7 Shadow Blade 189
N7 Slayer Blade 189
Heavy Weapon
skill 78
Heavy Weapons
Arc Projector 225
Collector Particle Beam 225
Geth Spitfire 226
Heavy Machinegun 227
Light Machinegun 227
M-100 Grenade Launcher 222
M-490 Blackstorm 223
M-560 Hydra 223
M-622 Avalanche 224
M-920 Cain 224
ML-77 Missile Launcher 221
Reaper Blackstar 226
Heightened Touch 287
Helpless 255, 478
Heshtok 459
Hills 422
History. SeeKnowledge
Hologram 287
Homing Grenade 110
Humanitys Timeline 473
Humans
Character Creation 2325
Hunter Mode 144

I
Ice 435
Illium 458
Immobilized 478
Impervious Tech Armor 165
Implosion 165
Improved Ammo Focus 96
Improved Biotic Focus 96
Improved Combat Focus 96
Improved Precise Shooting 96
Improved Tech Focus 96
Improved Weapon Focus 96
Incendiary Ammo 157
Incinerate 145
Indoctrination 283
Infection 441
Inferno Grenade 111
Infiltrator 4749
Initiative 241
Injury and Death 254255
Inner Council Space 445

488

Intimidate 79
Investigate 7980
Invisibility 475
Invisible 478
Irune 460

J
Jack of All Trades 97
Jump 8081

K
Keepers 391
Kharshan 458
Klixen 386
Knowledge 8182
Krogan
Battlemaster 5860
Character Creation 2527
Krogan Rebellions 447, 464

L
Lash 128
Leviathan 392
Levitate 129
Lift Grenade 111
Light Melee Weapons
Nightshade Blades 189
Line of Effect. SeeCover
Listen 82
Low-Light Vision 476

M
Marksman 112
Marsh 421
Martial Artist 112
Mech
Atlas 351
FENRIS 348
LOKI 346
Rampart 350
YMIR 349
Medicine 8283
Migrant Fleet 461
Military Personnel 377383
Asari Trooper 380
Batarian Hegemony Soldier 377
Human Alliance Private 377
Krogan Clan Warrior 381
Quarian Engineer 382
Quarian Marine 381
Salarian STG Trooper 379
Turian Hierarchy Soldier 378
Money. SeeCredit
Morale 272

489

Mountain 423
Movement 251
Move Silently 83
Multi-Grenade 163

N
Nauseated 478
Nebulas 420
Neural Shock 146
Nightvision 475
Nonlethal Damage 255

O
Omega 454
Omni-Tools
tables 203206
One-Shot 248
Outer Council Space 446
Overkill 115
Overload 146
Overrun 261

P
Palaven 456
Panicked 478
Paralysis 476
Paralyzed 478
Phase Disruptor 114
Photographic Memory 97
Physics. SeeKnowledge; See
alsoResearch
Piloting 84
Pinned 478
Pistols
Arc Pistol 176
Executioner Pistol 177
M-3 Predator 180
M-5 Phalanx 180
M-6 Carnifex 180
M-77 Paladin 183
M-358 Talon 184
modifications
tables 206207
N7 Eagle 184
Scorpion 186
Plains 424
Poisons 442
Arsenic 442
Creeper 443
Hallex 443
Minagen X3 442
Omega Enkaphalin 443
Red Sand 443
Sleeping/Paralyzing Gas 443

Popular Culture. SeeKnowledge


Power Mods
Exploding Singularity 164
Flamer 162
Impervious Tech Armor 144
Implosion 144
Multi-Grenade 145
Precise Throw 145
Scout Drone 159
Shadow Strike 159
Slashing Charge 159
Snap Freeze 159
Stronger Barrier 159
Stronger Fortification 159
Support Turret 159
Precipitation 436
Precise Throw 163
Pre-Council 463
Pre-Prothean 463
Presidium 451
Pressure 436
Prone 251, 478
Proximity Mine 147
Pull 130

Q
Quantum Physics. SeeResearch
Quarian
Character Creation 2731
Machinist 6061
Quarian Infection 443
Quick Draw 98
Quickened Reactions 164

R
Rachni
Brood Warrior 385
Soldier 384
Worker 384
Rachni Wars 447, 464
Radiation 436
Rannoch 460
Ready 262
Reaper
Banshee 355
Brute 357
Cannibal 354
Harvester 359
Husk 353
Marauder 355
Ravager 358
Swarmers 359
Reave 131
Recovery 254
Regeneration 476

Chapter 13: Appendix

Remote Grenade 163


Repair 84
Research 85, 275
Ablative VI 277
Advanced Targeting VI 277
Custom Heuristics 278
Heat Sink Capacity 277
Hydra Module 278
Hyper-Amp 278
Improved Invisibility Cloak 278
Improved Jump Jets 279
Lattice Shunting 277
Microphasic Pulse 276
Multicore Amplifier 278
Nanocrystal Shields 277
Neural Mask 278
Phasic Jacketing 277
Sabot Jacketing 276
Smart Amplifier 277
Smart Rounds 276
Targeting VI 276
Thermal Sink 276
Tungsten Jacket 276
Tungsten Sabot Jacket 277
Retraining 274
Run 98, 252

S
Sabotage 148
Salarian
Character Creation 3133
Scientist 6162
Scent 476
Scout Drone 159
Search 85
Sense Motive 86
Sentinel 4951
Sentry Turret 148
Services
table 220
Shadow Strike 162
Shaken 478
Shield Block 149
Ships
Advanced GARDIAN Lasers 411
Advanced Maneuverability Systems
415
Advanced Mass Accelerator
Cannons 411
Artificial Intelligence 417
Barrage Targeting 416
Cyclonic Barrier Technology (CBT)
412
Data Scrubbing 416
Heat Management System 417
Internal Defense System (IDS) 415

Chapter 13: Appendix

Javelin Disruptor Torpedoes 410


Kinetic Barrier 412
Mainframes 414
Silaris Armor 412
Software 415
Stealth System 413
Thanix Cannon 411
Thanix Missiles 411
Virtual Intelligence 417
Shockwave 132
Shotguns
At-12 Raider 175
Disciple 177
Geth Plasma Shotgun 178
Graal Spike Thrower 178
M-11 Wraith 180
M-22 Eviscerator 181
M-23 Katana 181
M-27 Scimitar 182
M-300 Claymore 184
modifications
tables 210211
N7 Crusader 184
N7 Piranha 185
Reegar Carbine 186
Venom Shotgun 187
Shot on the Run 98
Shrapnel Grenade 115
Shredder Ammo 158
Sickened 478
Simple Biotic Training 98
Simple Tech Training 98
Singularity 133
Skills 6591
acquiring 65
checks 65
ability 68
aid 67
impossible 66
synergy 67
without rolls 66
difficulty 65
opposed 65
passive 9091
untrained 66
Slam 134
Slashing Charge 161
Sleeping 478
Sleight of Hand 8687
Smash 134
SMG. SeeSub Machine Guns
Smoke 436
Snap Freeze 162
Sneak Attack 98
Sniper Rifles
Black Widow 176

Collector Sniper Rifle 177


Javelin 179
Kishock Harpoon Gun 179
Krysae Sniper Rifle 179
M-13 Raptor 181
M-29 Incisor 182
M-90 Indra 183
M-92 Mantis 183
M-97 Viper 183
M-98 Widow 183
modifications
tables 211212
Soldier 5152
Space. SeeKnowledge
Specializations
Ammo
Armor-Piercing 155
Chemical 103
Cryo 140
Disruptor 142
Incendiary 144
Shredder 159
Warp 159
Biotic
Annihilation Field 138
Barrier 103
Charge 103
Dark Channel 140
Dominate 142
Flare 162
Kinesis 103
Lash 145
Levitate 145
Nova 103
Pull 145
Shield Dome 103
Shockwave 159
Singularity 159
Slam 159
Smash 159
Stasis 159
Strike 103
Throw 159
Warp 159
Combat
Adrenaline Rush 138
Arc Grenade 102
Assassination 155
Ballistic Blades 103
Blade Armor 103
Bullet Rain 103
Carnage 103
Cluster Grenade 103
Concussive Shot 140
Flashbang Grenade 162
Fortification 162
Geth Shield Pulse 109

490

Homing Grenade 109


Inferno Grenade 145
Lift Grenade 145
Marksman 145
Martial Artist 145
Overkill 145
Phase Disruptor 145
Shrapnel Grenade 159
Sticky Grenade 159
Unity 159
Tech
Adhesive Mine 138
AI Disruption 138
AI Hacking 138
Armor 159
Combat Drone 140
Cryo Blast 140
Defense Drone 140
Disruptor 142
Energy Drain 142
Hunter Mode 144
Incinerate 145
Neural Shock 145
Overload 145
Proximity Mine 145
Sabotage 145
Sentry Turret 159
Shield Block 159
Submission Net 159
Tactical Cloak 159
Tactical Scan 159
Spectre 285
Spectres 448
Spot 87
Spring Attack 99
Squeezing 252
Staggered 478
Stars 419
Starvation 436
Stasis 135
Sticky Grenade 116
Storms 435, 437
Stronger Barrier 165
Stronger Fortification 164
Stunned 478
Sub Machine Guns
Blood Pack Punisher 176
Collector SMG 177
Geth Plasma SMG 178
M-4 Shuriken 180
M-9 Tempest 180
M-12 Locust 181
M-25 Hornet 182
modifications
tables 207208
N7 Hurricane 184

491

Submission Net 150


Suffocation 437
Support Turret 160
SurKesh 456
Surprise 242
Survival 8789
Swim 8990
Systems Alliance 452454

T
Tactical Cloak 151
Tactical Scan 152
Tactics. SeeKnowledge
Taking 10. SeeSkills, checks, without
rolls
Taking 20. SeeSkills, checks, without
rolls
Tech Armor 153
Tech Focus 99
Technology. SeeKnowledge
Telekinesis 286
Terminus Systems 446
Theology. SeeKnowledge
Thessia 455
Thresher Maw 387
Thrist 436
Throw 136
Thrown Weapon 262
Toxin 438
Track 99
Traits 279282
Descriptions 281282
Moral Tests 281
Starting 283
Tremorsense 477
Trip 262
Tuchanka 457
Tumble 90
Turian
Agent 6263
Character Creation 3336
Two-Weapon Combat 250

Character Creation 3840

W
Wards 451
Warfare 288303
Ground 290301
Mechanics 288289
Player Actions 299301
Space 301303
tables
Capital Ships 302
Cerberus 295
Creatures 296
Geth 291
Mercs 292
Military 295
Reapers 294
Ships 297
Vehicles 296
Warp 137
Warp Ammo 158
Water 438
Weapons
table 170172
variants
table 173174
Weight 263
Winds 439

Y
Yagh 390

U
Unconscious 478
Unity 116

V
Vanguard 5254
Varren 386
Volus
Character Creation 3638
Vorcha

Chapter 13: Appendix

Area Damage Sizes


5ftradius
10ftradius

5ftradius
5ftradius

5ftradius
10ftradius
15ftradius
10ftradius
10ftradius
5ftradius
5ftradius
5ftradius
15ftradius 10ftradius
5ftradius
10ftradius 10ftradius
5-ft Radius
15ftradius
10ftradius10-ft Radius 15ftradius

20ftradius

20ftradius 15ftradius
15ftradius 15ftradius
15-ft
Radius
20ftradius
20ftradius
15ftradius
20ftradius 20ftradius 20ftradius
20-ft Radius
20ftradius

25ftradius

25ftradius
25ftradius
25ftradius

25-ft Radius
25ftradius 25ftradius 25ftradius
25ftradius

30ftradius

30ftradius
30ftradius

30ftradius

30-ft Radius
30ftradius 30ftradius

30ftradius
30ftradius

35ftradius
35ftradius
Radius
35ftradius 35-ft
35ftradius
35ftradius
35ftradius

35ftradius 35ftradius

40ftradius
40ftradius
40ftradius

Chapter 13: Appendix

40-ft Radius

40ftradius

40ftradius

40ftradius 40ftradius

492

45-ftRadius
radius
45-ft

45-ft radius

60-ft radius
60-ft
radius
60-ft
Radius

493

Chapter 13: Appendix

X X

X X

X X

X
X X

X
15ftcone(Xmarkslocationofcharacter)
15ft
15ft
15ftcone(Xmarkslocationofcharacter)
cone
cone
(X (X
marks
marks
location
location
of of
character)
character)
15-ft Cone
X
15ft cone (X marks location of character)
15ftcone(Xmarkslocationofcharacter)
X

20-ft Cone
20ftcone(Xmarkslocationofcharacter)
20ftcone(Xmarkslocationofcharacter)
X
X

20ftcone(Xmarkslocationofcharacter)
15ftcone(Xmarkslocationofcharacter)
15ft
cone (X marks location of character)
X
X
20ftcone(Xmarkslocationofcharacter)
15ft cone (X marks location of character)
15ftcone(Xmarkslocationofcharacter)
X X
X
20ftcone(Xmarkslocationofcharacter)
X

X X
X

X
25ftcone(Xmarkslocationofcharacter)
25ftcone(Xmarkslocationofcharacter) X
25ftcone(Xmarkslocationofcharacter)

25-ft Cone
XX X
25ftcone(Xmarkslocationofcharacter)
X

X X

25ftcone(Xmarkslocationofcharacter)

X
X
30ftcone(Xmarkslocationofcharacter)
30ftcone(Xmarkslocationofcharacter)

30ftcone(Xmarkslocationofcharacter)
X X

X
30ftcone(Xmarkslocationofcharacter)

X
X

30-ft Cone

X X
30ftcone(Xmarkslocationofcharacter)
X

X
X
35ftcone(Xmarkslocationofcharacter)
35ftcone(Xmarkslocationofcharacter)
35ftcone(Xmarkslocationofcharacter)

35ftcone(Xmarkslocationofcharacter)

35ftcone(Xmarkslocationofcharacter)

35-ft Cone
Note: (X marks location of character)

Chapter 13: Appendix

494

X
X

X
X

40ftcone(Xmarkslocationofcharacter)
40ftcone(Xmarkslocationofcharacter)
40ftcone(Xmarkslocationofcharacter)
40-ft Cone
X
X

X
X

45ftcone(Xmarkslocationofcharacter)
45ftcone(Xmarkslocationofcharacter)
45ftcone(Xmarkslocationofcharacter)

45-ft Cone

X
X

X
X

60ftcone(Xmarkslocationofcharacter)

60-ft Cone

60ftcone(Xmarkslocationofcharacter)
60ftcone(Xmarkslocationofcharacter)
Note: (X marks location of character)

495

Chapter 13: Appendix

Chapter 13: Appendix

496

497

Chapter 13: Appendix

Chapter 13: Appendix

498

499

Chapter 13: Appendix

Chapter 13: Appendix

500

501

Chapter 13: Appendix

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