Mass Effect Apocalypse

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Apocalypse By Matthew Skau The Premise The game takes place in a near future. After so many wars, the world has finally unified itself under the guidance of the Alliance, a military and political organization responsible for maintaining world peace and defending Humanity’s assets and interests. With this new founded peace, Humanity could take its major first steps forward and into the stars. As it began exploring and settling in different planets of the solar system, Humanity discovered, by 2148 CE (Common Era, which matches the A.D. chronology)., the ruins of an ancient alien ruins buried in Mars, of a spacefaring civilization, called Prothean, that existed during the time Humanity was still living in caves. Those ruins contained information and resources that allowed Humanity to reach the technological level so advanced they could alter the very fabric of space through the use of a unique element called Element Zero (commonly known as eezo). When subjected to an electrical current, releases dark energy which can be manipulated into a mass effect field, raising or lowering the mass of all objects within that field. A positive current increases mass, a negative current decreases it. This mass effect is used in countless ways, from generating artificial gravity to manufacturing high-strength construction materials. It is most prominently used to enable faster-than-light (FTL) space travel without causing time dilation. When Humans discovered the Prothean ruins on Mars, they also discovered refined element zero that the Protheans had left behind. It enabled research into FTL ship drives. But this technology wasn’t the only thing Humanity found. Thanks to the information cache on Mars, by 2149 CE., Humanity discovered that Pluto’s moon, Charon, was not a moon at all but a gargantuan piece of technology used by the Protheans, known as a mass relay station. Mass Relays, as Humanity later discovered, are the network of a galaxy by creating mass-free corridors between them (which allows for nearly instantaneous travel over distances of hundreds or even thousands of light years). By activating that relay, dubbed the Charon Relay, Humans were able to travel to even further star systems and expand their domain, activating other relays in the process. Although there were questions about what they could possibly find on the other side of a relay, questions that caused fear among many, Humanity didn’t stop. Humanity’s free reign and fast-careless expansion, however, was short-lived when they made first contact with an alien race: the Turians. This first contact with an alien species was far from peaceful, becoming known as the First Contact War, and occurred because Humanity was breaking (even if unknowingly) one of the most important laws of galactic society: to activate a relay without knowing what is on the other side. The war led to the Human colony of Shanxi being captured by the Turians, a historical event in itself that fueled some anti-alien campaigns for years to come. But the aliens underestimated Humanity and were driven from the planet short after. Being militaristic by nature, the Turians began mobilizing for a full-scale war against the Humans that would have undoubtedly resulted in the complete victory of the aliens, but then the Citadel Council, the central government that ensure stability and peace in the galaxy intervened and welcomed Humanity into their society. 2157 CE,. therefore, became a historical year for Humanity, the year when they learned they truly weren’t alone, that there were other races out there. And that some were far more powerful. The following years led to Humanity’s quick expansion into the galactic society, adapting faster than any other race. Though their economy was smaller than others, and their military force still pales in comparison to the Turian’s, or even the Salarian’s, Humanity was regarded with great interest and seen as a race of great potential, even if tension and racism still existed both towards Humans and from Humans towards other races. The game starts at 2183 CE. Humanity has established itself as one of the most prominent and important races of Citadel Space, an advent that took other races dozens when not hundreds of years to achieve. This quick political, economical, military, and even social expansion created a lot of tension as other, much older races, saw Humanity as too aggressive. But despite the fear and resistance of the other races, Humanity kept moving forward, eventually reaching a time when they wanted more saying in the galaxy’s politics. Although the other races were not so willing to let them take a seat in the Citadel Council, they granted Humanity an opportunity: to have a Human enter the ‘right- hand’ of the council, an organization that answered only to it and could operate above the law if necessary: the Spectres. The game Mass Effect makes the player assume the role of an elite Human commander named Shepard, the candidate for the Spectres. His assignment: to perform as best as he can while under evaluation from a Turian Spectre, to be accepted into their ranks and thus provide more strength to Humanity’s 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 Humanity’s 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. The Game Mass Effect was followed by two additional games (Mass Effect 2 and Mass Effect 3), and several additional downloadable content packs, all of which expanded Commander Shepard’s journey to save the galaxy from the Reapers, while continuing to struggle with all the political and social issues of a galaxy filled with different races and cultures. The third installment of the franchise was the last chapter in Shepard’s history but the rich universe BioWare has created displays potential for future works and the continuation of the franchise, hinted as a possibility by BioWare itself. Mass Effect, and the sequels that followed, received several awards and were very well accepted by the critics and gamers. It was considered by many as one of the best RPGs made. Although it is not truly necessary to play the electronic games of the Mass Effect trilogy in order to play the adaptation presented in this book, it is highly advised to do so. Playing the game on the computer or console will give you an entirely different insight on the universe and will let you live it even more intensively.

description

Apocalypse World Hack, allowing you to play a Mass Effect themed game with the Apocalypse World RPG

Transcript of Mass Effect Apocalypse

  • Apocalypse By Matthew Skau

    The Premise

    The game takes place in a near future. After so many wars, the world has finally unified itself under the guidance of the Alliance, a military and political organization responsible for maintaining world peace and defending Humanitys assets and interests. With this new founded peace, Humanity could take its major first steps forward and into the stars.

    As it began exploring and settling in different planets of the solar system, Humanity discovered, by 2148 CE (Common Era, which matches the A.D. chronology)., the ruins of an ancient alien ruins buried in Mars, of a spacefaring civilization, called Prothean, that existed during the time Humanity was still living in caves. Those ruins contained information and resources that allowed Humanity to reach the technological level so advanced they could alter the very fabric of space through the use of a unique element called Element Zero (commonly known as eezo). When subjected to an electrical current, releases dark energy which can be manipulated into a mass effect field, raising or lowering the mass of all objects within that field. A positive current increases mass, a negative current decreases it. This mass effect is used in countless ways, from generating artificial gravity to manufacturing high-strength construction materials. It is most prominently used to enable faster-than-light (FTL) space travel without causing time dilation. When Humans discovered the Prothean ruins on Mars, they also discovered refined element zero that the Protheans had left behind. It enabled research into FTL ship drives.

    But this technology wasnt the only thing Humanity found. Thanks to the information cache on Mars, by 2149 CE., Humanity discovered that Plutos moon, Charon, was not a moon at all but a gargantuan piece of technology used by the Protheans, known as a mass relay station. Mass Relays, as Humanity later discovered, are the network of a galaxy by creating mass-free corridors between them (which allows for nearly

    instantaneous travel over distances of hundreds or even thousands of light years). By activating that relay, dubbed the Charon Relay, Humans were able to travel to even further star systems and expand their domain, activating other relays in the process. Although there were questions about what they could possibly find on the other side of a relay, questions that caused fear among many, Humanity didnt stop.

    Humanitys free reign and fast-careless expansion, however, was short-lived when they made first contact with an alien race: the Turians. This first contact with an alien species was far from peaceful, becoming known as the First Contact War, and occurred because Humanity was breaking (even if unknowingly) one of the most important laws of galactic society: to activate a relay without knowing what is on the other side. The war led to the Human colony of Shanxi being captured by the Turians, a historical event in itself that fueled some anti-alien campaigns for years to come. But the aliens underestimated Humanity and were driven from the planet short after. Being militaristic by nature, the Turians began mobilizing for a full-scale war against the Humans that would have undoubtedly resulted in the complete victory of the aliens, but then the Citadel Council, the central government that ensure stability and peace in the galaxy intervened and welcomed Humanity into their society. 2157 CE,. therefore, became a historical year for Humanity, the year when they learned they truly werent alone, that there were other races out there. And that some were far more powerful.

    The following years led to Humanitys quick expansion into the galactic society, adapting faster than any other race. Though their economy was smaller than others, and their military force still pales in comparison to the Turians, or even the Salarians, Humanity was regarded with great interest and seen as a race of great potential, even if tension and racism still existed both towards Humans and from Humans towards other races.

    The game starts at 2183 CE. Humanity has established itself as one of the most prominent and important races of Citadel Space, an advent that took other races dozens when not hundreds of years to achieve. This quick political, economical, military, and even social expansion created a lot of tension as other, much older races, saw Humanity as too aggressive. But despite the fear and resistance of the other races, Humanity kept moving forward, eventually reaching a time when they wanted more saying in the galaxys politics. Although the other races were not so willing to let them take a seat in the Citadel Council, they granted Humanity an opportunity: to have a Human enter the right-

    hand of the council, an organization that answered only to it and could operate above the law if necessary: the Spectres.

    The game Mass Effect makes the player assume the role of an elite Human commander named Shepard, the candidate for the Spectres. His assignment: to perform as best as he can while under evaluation from a Turian Spectre, to be accepted into their ranks and thus provide more strength to Humanitys voice in the galactic society. But during his first mission as a potential candidate, Shepard quickly comes to realize that he must fight for much more than Humanitys voice. He must fight to save galactic civilization from an ancient impending doom: the Reapers. Setting out in the SSV Normandy, a 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.

    The Game

    Mass Effect was followed by two additional games (Mass Effect 2 and Mass Effect 3), and several additional downloadable content packs, all of which expanded Commander Shepards journey to save the galaxy from the Reapers, while continuing to struggle with all the political and social issues of a galaxy filled with different races and cultures. The third installment of the franchise was the last chapter in Shepards history but the rich universe BioWare has created displays potential for future works and the continuation of the franchise, hinted as a possibility by BioWare itself.

    Mass Effect, and the sequels that followed, received several awards and were very well accepted by the critics and gamers. It was considered by many as one of the best RPGs made.

    Although it is not truly necessary to play the electronic games of the Mass Effect trilogy in order to play the adaptation presented in this book, it is highly advised to do so. Playing the game on the computer or console will give you an entirely different insight on the universe and will let you live it even more intensively.

  • Thank You For Playing!

  • Stats

    The five stats in Mass Effect Apocalypse are:

    Cool Hard Hot Sharp Will

    Note, Will replaces Apocalypse Worlds Weird Stat. This game

    does not use Highlighted Stats. See Advancement below.

    Basic Moves

    All the basic moves from Apocalypse World are used EXCEPT open

    your brain. For reference, the basic moves are:

    Do Something Under Fire Go Aggro Seize by Force Seduce or Manipulate Read a Charged Situation Read a Person Help or Interfere Session End

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

    World Rulebook.

    New Basic Moves

    The following two moves are added to the Basic Moves list and granted to all characters:

    Consult Training:

    When you consult your training to determine a course, roll +Sharp.

    On a 10+, the GM will tell you something interesting and useful about

    the subject relevant to your situation. On a 7-9, the GM will only tell

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

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

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

    situation significantly changes.

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

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

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

    impressive.)

    Call on Inner Strength:

    When youve taken enough harm to die, call on your inner

    strength and roll +Will. On a 10+ you find some inner reserve that lets

    you keep going; youre at 11:00 on the Harm countdown. On a 7-9,

    youre hanging on by a thread; youre at 12:00, unconscious, but still

    revivable. On a miss, you tried your best, but thats it for you. You

    may make this move before deciding whether or not to take a

    debility.

    (Advanced: On a 12+, you are a tower of iron will, rising from near

    death to ignore damage that would kill lesser mortals. Take no harm

    until the end of the battle. At the GMs option, truly overwhelming

    amounts of damage may drop you once more to 12:00, but even then

    you will somehow manage to survive)

  • Battle Moves

    The 4 Optional Battle Moves are in play. Any time a move uses the

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

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

    Provide Covering Fire Maintain an Untenable Position or Course Stay the Fuck Down Follow Through on Someone Elses Move

    New Battle Move

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

    Defend a Secure Position:

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

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

    hold, 1 for 1, to choose an option:

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

    Halve an attacks effect or harm You create an opportunity to an ally, giving that ally +1

    forward to follow through on your move Avoid concentrated fire for one tick

    Peripheral Moves

    The following peripheral Moves from Apocalypse World are in play:

    Harm and Healing Moves:

    Suffer Harm Inflict Harm on Another Players Character Heal Another Players Character New Harm Move: The following move is added to the list of Peripheral Moves:

    Mental Harm:

    When a player character suffers mental trauma or a fit of madness

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

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

    Youre out of action: unconscious, trapped, incoherent or

    panicked.

    Youre out of your own control. You come to yourself again a few

    moments later, having done I-dont-know-what.

    Choose 2 from the 79 list below.

    On a 79, the MC can choose 1:

    You lose your footing.

    You lose your grip on whatever youre holding.

    You lose track of someone or something youre attending to.

    You miss noticing something important.

    You take a single concrete action of the MCs choosing.

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

    effect.

    Barter Moves:

    Give 1-resources to Someone, but with Strings Attached Go Into a Bustling Market Make Known that you Want a Thing and Drop Credits to

    Speed it on its Way

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

    setting)

  • New Equipment Rules

    Personal Shields: Most modern combat armor generates a personal

    shield. This shield generates a number of free, ablative harm-wedges

    that must first be filled before the wearer suffers any harm. The

    wearer can regenerate these shield-wedges by getting a hit on the

    battle move stay the fuck down. Light Shields offer 2-shield. Heavy

    Shields offer 4-shield. Heavy Shields are typically only available on

    heavy mechs or gunships. Shields are immune to barrier-affecting

    moves, vulnerable to shield-affecting moves. Useable by any Tech or

    Combat class.

    Biotic Barriers: Functionally identical to Personal Shields. Most

    combat-trained biotics can generate Light Barriers which offer 2-

    barrier. Heavy Barriers are typically only generated by masters of

    the Barrier move. Barriers are immune to shield-affecting moves,

    vulnerable to barrier-affecting moves. Usable by Biotic classes.

    Shields and Barriers and the Harm move: damage to shield or

    barrier levels do not prompt the suffer harmperipheral move.

    Shields on gangs: If the majority of the members of a gang are

    equipped with shields, they apply to the gang as a whole. Shields on

    gangs refresh at the beginning of each tick in battle (different

    individuals take the hits)

    Ammo: Only properly-trained personnel can safely use advanced

    ammo moves.

    Advancement Rules

    Experience is not gained by rolling highlighted stats. Instead, you

    mark experience whenever you roll a 6- on any Move except the Harm

    Move. Other methods for marking experience (Hx rollover, certain

    moves) remain unchanged.

    The Advancement chart is standardized for all classes. Check off each

    advancement as its purchased. You may only purchase each item

    once:

    __ +1 Cool (max +3) __ +1 Hard (max +3) __ +1 Hot (max +3) __ +1 Sharp (max +3) __ +1 Will (max +3) __ +1 Class Move (choose one from your available lists,

    Biotic/Combat/Tech)

    __ +1 Class Move (choose one from your available lists, Biotic/Combat/Tech)

    __ +1 Class Move (choose one from your available lists, Biotic/Combat/Tech)

    __ +1 Personal Move __ +1 Personal Move __ +1 Personal Move

    Must have 5 advances from choices above before selecting

    those below

    __ +1 to any Stat (max +3) __ retire your character to safety and create a new character __ create a second character to play, so now youre playing

    two

    __ remove a debility __ choose 2 basic moves and advance them __ choose 2 basic moves and advance them __ choose 2 basic moves and advance them

    __ choose 2 basic moves and advance them __ invent your own move, subject to GM approval, or +1 Move

    from any list

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

    Character Creation

    1. Choose your Species 2. Choose your Class 3. Generate Stats 4. Choose your Moves 5. Develop your Persona 6. Generate Hx

  • Generate Stats

    Your five Stats are: Cool Hard Hot Sharp Will Your class grants you your starting score in your Primary Stat. For the other four stats, start them at 0 and modify them according to the point-buy system below: Start with 2 points +1 costs 1 pt. +2 costs 3 pts. -1 grants +1 pt. -2 grants +3 pts.

    Personal Moves Sorted by Stat Cool Moves:

    Break and Enter Easy to Trust Eye on the Door Ice-Cold Moonlighting Reputation Hard Moves:

    Battle-Hardened Clear-eyed Contact Network Poisoner Renegade Squad Leader Hot Moves:

    Artful & Gracious Contact Network Dance of Death Dangerous and Sexy Fingers in Every Pie Hypnotic Life of the Party Networker Hx Moves:

    Easy to Trust Ice-Cold Poisoner Sharp Moves:

    Contact Network Good in the Clinch Hacker Intelligent Aid

    Keen-Eyed Mechanic Unity Will Moves:

    Force of Will Paragon Will to Succeed No-Stat / Automatic Moves:

    A No Shit Pilot Appraising Eye Battlefield Medic Cooperation Daredevil Defy Death Demophobia Disciplined Engagement Dutybound Fitness Impossible Reflexes Inspiring Leader Knife in the Dark Merciless Oftener Right Pack Leader Siege Engineer Team Player Varren Handler

  • The Asari, a race native to the planet Thessia, are often considered the most powerful and 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. A mono-gender race distinctly feminine in appearance the Asari are known for their elegance, diplomacy, and biotic talent. Their millennia-long lifespan and unique physiology that allows them to reproduce with a partner of any gender or species give them a conservative but convivial attitude toward other races. The Asari were also the ones who proposed the creation of the Citadel Council and have been at the heart of galactic society ever since. Government: The Asari governmental structure, known as the Asari Republics, is relatively broad; the Asari came late to the notion of world government. For centuries, their homeworld of Thessia was dotted with loose confederacies of great republican cities. The closest Earth equivalent would be the ancient Mediterranean city-states. Since the Asari culture values consensus and accommodation, there was little impetus to form larger principalities. Rather than hoard resources, the Asari bartered freely. Rather than attack one another over differing philosophies, they sought to understand one another. Only in the information age did the city-states grow close; communication over the internet evolved into an electronic democracy. 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. Asari Names: Aethyta, Aleena, Alestia, Batha, Nassana, Lidanya, Liselle, Mallene, Nelyna, Rana, Seryna, Shaira, Tela Class: Asari favor Biotic Classes.

    Asari are paragons of elegance, grace, and diplomacy. Take + 1 whenever you Seduce or Manipulate.

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

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

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

    an NPC) questions, 1 for 1:

    What was your characters lowest or highest moment? For what does your character crave forgiveness, and of

    whom?

    What are your characters secret pains or joys? What does your character hold closest to his heart? If the intimacy was mutual, both parties gain +1Hx with the other (if

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

    harm (ap, ignores shields/barriers)

    Ardat-Yakshi Variant

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

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

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

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

    the Ardat-Yakshi instead gains the Hypnotic Personal Move as

    her Species Move with the following addition:

    The Ardat-Yakshi may spend all of her hold to do harm equal to the hold spent (ap, ignores shields and barriers). This harm

    is neurological and rarely manifests in an obvious fashion to

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

    marks experience.

  • A race of four-eyed bipeds native to the world of Kharshan, the Batarians are a disreputable species that chose to isolate itself from the rest of the galaxy. The Terminus Systems are infested with Batarian pirate gang and slaving rings, fueling the stereotype of the Batarian thug. It should be noted that these criminals do not represent average citizens, who are forbidden to leave Batarian space by their omnipresent and paranoid government. Despite several disagreements with the Citadel and hostility toward Humans, most Batarians prefer profitable pursuits such as drug running and slave grabs to an all-out war. They have a reputation for being shrewd businessmen and merchants, though in more lawless regions of the galaxy like Omega, negotiations with a Batarian are likely to be conducted at gunpoint. Despite this being the general attitude, many Batarians mostly those outside Batarian space treat Humans with as much respect as Humans treat them. 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. However, the Batarians still provide up-to-date glossaries and linguistic rules to the rest of the galaxy (allegedly so they can continue distributing propaganda). Possibly due to the prevalence of Batarian criminal gangs, Batarian languages have become lingua franca in the Terminus Systems. Military: Little is known about the Batarian military other than the fact it is largely nationalized; most Batarian military hardware is

    produced by an institution called Batarian State Arms. The Batarian fleet is known to operate at least one dreadnought (as a non-Citadel race, they are not bound by the Treaty of Farixen and may have more). They also field smaller vessels, including the Hensa class of cruisers. However, given one member of this class -- later obtained by the quarians and refurbished as the Idenna -- was twenty years old in 2183, the Batarians may have retired the Hensa class from active service by this time. Their military capacity is believed to be weaker than the Systems Alliance as early as 2160 (when colonisation of the Skyllian Verge began) as many Batarians claims that the council and Batarians themselves knew the Humans were stronger but nothing was done to protect them, and they were left to defend themselves. Batarian Names: Balak, Charn, Edan, Eluam, Groto, Jath, Jella, Forvan, Solem, Tarak Batarian Family Names: Haddah, Ranperah, Ib-ba, Dalserah, Amon Class: Batarians favor Combat Classes. Batarians have a reputation as thugs and slavers. They get +1 any time they Go Aggro.

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

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

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

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

    the GMs judgment.)

  • 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. The leading cause of death for Dress on Kahje is Keprals Syndrome, caused by cumulative long-term exposure to a humid climate. This syndrome erodes the ability of Dress lungs to take in oxygen, and eventually spreads out to other organs. It is noncommunicable, and there is currently no known cure, though leading Hanar scientific authorities are working on creating a genetic adaptation. 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 intensive industrial expansion. At the time, the Drell lacked interstellar flight capacity, and with their population bursting at 11 billion they faced certain doom. It was around this time that the Hanar made first contact with the Drell race. In the following ten years, the Hanar would transport hundreds of thousands of Drell to the Hanar world, Kahje. The remaining billions left on Rakhana would perish on their dying planet, warring against each other for diminishing resources. The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilization for roughly two centuries. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact, which the Drell fulfill by taking on tasks that the Hanar find difficult, such as combat. Any Drell may refuse to serve, but as being requested to serve is a great honor, few turn down the offer. 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. Since Drell either lives in some society or as adventurers, they have no government or military of their own. Drell Names: Thane, Feron, Irikah, Kolyat Drell Family Names: Krios Class: Drell dont favor any particular type of Class. Drell have eidetic memories, with memory flashbacks often seeming as real to them as the world around them. Drell get +1 to Consult Training.

    Species Move Mind Body Detachment: When you go into battle, roll +Cool. On a

    10+, name one person wholl die and one wholl live. On a 7-9, name

    one person wholl die OR one person wholl live. Dont name a

    players character; name NPCs only. The GM will make your intentions

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

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

    throughout the battle.

  • Humans, from the planet Earth, are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. They independently discovered a Prothean data cache on Mars in 2148, and the mass relay networks shortly thereafter. History: In 2148, Human explorers on Mars uncovered a long-ruined Prothean observation post, with a surviving data cache that proved Protheans had studied Cro-Magnon Humans millennia ago. While religions tried to assimilate this discovery into their doctrine, a global rush began to decipher the petabytes of data from the outpost. Discovering information on a mass relay orbiting Pluto, explorers managed to open the Charon Relay and discovered it led to Arcturus. With the help of the fledgling Systems Alliance, Humans expanded to other systems, opening any mass relays they could find. Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians, known by Humans as the First Contact War, begun in 2157. The conflict began when the Turians attacked a Human fleet attempting to activate a dormant mass relay (illegal under Council law) and then occupied the Human colony of Shanxi. Led by Admiral Kastanie Drescher, the Second Fleet then launched a massive counter-attack, which caught the Turians by surprise and expelled them from Shanxi. The conflict caught the attention of the Citadel Council, which wasted no time brokering a peace, thus introducing Humans to the galactic community. As a consequence of the Alliances swift and decisive action during the First Contact War, the Alliance became the representative and supranational governing body of Humanity. Since then, Humans have rapidly risen in prominence. In 2165, Humanity was granted an embassy on the Citadel in recognition of their growing power and influence in the galactic community. The timing of this achievement, less than a decade after first contact, caused some friction with other Citadel races who had waited decades for such recognition.

    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. Class: Humans dont favor any particular type of Class. Humans are new to the galactic stage and need to be constantly making friends and connections lest the other species turn on them. Grant +2 instead of +1 whenever you Aid Another.

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

    a 10+, hold 2. On a 7-9, hold 1. At any time, either you or the GM can

    spend your hold to have you show up in any scene, with the proper

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

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

  • The Krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. The Krogan managed to not only survive on their unforgiving homeworld, but actually thrived in the extreme conditions. Unfortunately for them, as Krogan society became more technologically advanced so did their weaponry. Four thousand years ago, at the dawn of the Krogan nuclear age, battles to claim the small pockets of territory capable of sustaining life escalated into full scale global war. Weapons of mass destruction were unleashed, transforming Tuchanka into a radioactive wasteland. The Krogan were reduced to primitive warring clans struggling to survive a nuclear winter of their own creation, a state that continued until they were discovered by the Salarians two thousand years later. With the help of the Salarians, the Krogan were uplifted into galactic society, and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). Ironically, after the rachni were eradicated, the rapidly-expanding Krogan became a threat to the galaxy in turn, starting the Krogan Rebellions and forcing the Turians to unleash the genophage. This genetic infection dramatically reduced fertility in Krogan females, causing a severe drop in births and, ultimately, population, eliminating the Krogan numerical advantage. Government: After their defeat in the Rebellions, the very concept of Krogan leadership was discredited. Where a warlord could once command enough power to bring entire solar systems to heel and become Overlord, these days it is rare for a single leader to have more than a thousand warriors swear allegiance to him. It is speculated that their instinctive aggression and territorial nature prevent the Krogan from forming any kind of centralized government or parliament that is not based on fear or obedience. Military: Traditional Krogan tactics were built on attritional mass-unit warfare. Equipped with cheap, rugged gear, troop formations were powerful but inflexible. Command and control was very centralized; soldiers in the field who saw a target contacted their commanders behind the lines to arrange fire support. Since the genophage, the Krogan can no longer afford the casualties of the old horde attacks. For that purpose the Battle Masters were created. Alone they are a match for any ten soldiers of another species. To a Battle Master,

    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. 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 cannon-fodder 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

    Class: Krogan favor Combat Classes. Krogan are tough bastards with multiple biological redundancies and thick armor plates. Krogan get +1armor that cannot be removed, destroyed or lost.

    Species Move Blood Rage: Take -2 on all suffer harm rolls.

  • 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, a huge collection of starships that travel as a single fleet. Approximately three hundred years ago the Quarians created the geth, a species of rudimentary artificial intelligences, to serve as an efficient source of manual labor. However, when the geth gradually became sentient, the Quarians became terrified of possible consequences and tried to destroy their creations. The latter won the resulting war and forced their creators into exile. Now the Quarians wander the galaxy in a flotilla of salvaged ships, second-hand vessels, and recycled technology which they call Migrant Fleet. Quarians are generally shorter and of slighter build than Humans. The most important fact of Quarian biology is their weak immune system. As a result, all Quarians by necessity dress in highly sophisticated environmental-suits, to protect them from disease or infection if they are injured. Their suits can be compartmentalized in the event of a tear or similar breach to prevent the spread of contaminants (similar to a ship sealing off bulkheads in the event of a hull breach). 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. After the flight from the geth, there were few constables to police the millions of civilians aboard the Fleet, so the navy parceled out marine squads to maintain order and enforce the law. Today, Quarian marines have evolved training and tactics akin to civilian police, but remain adept at combat in the confined spaces of a starship, and fully under the command of the military. Once taken into custody, the accused is brought before the ships captain for judgment. While the ships council may make recommendations, tradition holds that the captain has absolute authority in matters of discipline. Most are lenient, assigning additional or more odious maintenance tasks aboard the ship. Military: In the early years, many Quarian freighters were armed and used as irregular privateers. Civilian ships still show a strong

    preference for armament, making them unpopular targets for pirates. Though they have rebuilt their military, there are still mere hundreds of warships to protect the tens of thousands of ships. The Quarian navy follows strict routines of patrol, and takes no chances. If the intent of an approaching ship cant be ascertained, they shoot to kill. For this reason, young Quarians on their Pilgrimage are given code phrases to repeat upon their return, as they often arrive back in vessels they have bought or scavenged which are unknown to the Flotilla. One phrase denotes a successful Pilgrimage and the Quarian navy will permit them to rejoin the Fleet; the other alerts the navy that the Quarian is returning under duress, and their ship will be immediately destroyed. Quarian Names: Daro, Feda, Golo, Han, Hilo, Kal, Kar, Kenn, Lemm, Lia, Prazza, Rael, Seeto, Shala, Tali, Veetor, Ysin, Zaal. Quarian Clan Names: Xen, Gazu, Gerrel, Jaa, Reegar, Danna, Shal, Vael, Zorah, Hodda, Raan, Nara, Mal, Koris Class: Quarians favor Tech Classes. Quarians are survivors. When any puncture to their environment suits can mean infection and death, they still scatter across the galaxy and risk their lives for their people. Quarians get +1 to Call on Inner Strength.

    Species Move Nomads and Scavengers: When you need something, provided its

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

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

    something pretty close, unless what youre looking for is specialized

    tech, in which case no luck. On a miss, you used to have just the

    thing, but you recently sold it or someone stole it. Maybe you can get

    it back

  • Salarians were the second species to join the Citadel. They are warm-blooded amphibians native to the planet SurKesh. Salarians possess a hyperactive metabolism; they think fast, talk fast, and move fast. To Salarians, other species seem sluggish and dull-witted, especially the elcor. Unfortunately, their metabolic speed leaves them with a relatively short lifespan; Salarians over the age of 40 are a rarity. Salarians are known for their observational capability and non-linear thinking. This manifests as an aptitude for research and espionage. They are constantly experimenting and inventing, and it is generally accepted that they always know more than they are letting on. Government: The Salarian government, since at least the formation of the Council in 500 BCE, is called the Salarian Union. It is a labyrinthine web of matrilineal bloodlines, with political alliances formed through interbreeding. In many ways, the Salarian political network functions like the noble families of Earths Medieval Europe. Structurally, the government consists of fiefdoms, baronies, duchies, planets, and marches (colonization clusters). These are Human nicknames, as the original Salarian is unpronounceable. Each area is ruled by a single Dalatrass (matriarchal head-of-household) and represents an increasing amount of territory and prestige within the Salarian political web. Salarian loyalty is greatest to their first circle and diminishes from there. Their photographic memories allow Salarians to recognize all their myriad relatives. Military: In principle, the Salarian military is similar to the Systems Alliance, a small volunteer army that focuses on maneuver warfare. What differentiates the Salarians is not their equipment or doctrine, but their intelligence services and rules of engagement. The Salarians believe that a war should be won before it begins (a doctrine also espoused by some of Humanitys greatest generals, such as Sun Tzu). The unquestioned superiority of their intelligence services allows them to use their small military to maximum effectiveness. Well before fighting breaks out, they possess complete knowledge of their enemys positions, intentions and timetable. Their powerful intelligence network is spearheaded in the field by Special Tasks Groups (STG) who monitor developing situations and take necessary action, usually without the shackles of traditional laws and procedures. This may be as simple as scouting and information gathering, or as complex as

    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. While capable of defending themselves against most threats, the Salarians know that they are small fish in a universe filled with sharks. As a point of survival, they have cultivated strong alliances with larger powers, particularly with the Turians. Though the relationship between the two species was rocky at first due to the Krogan uplift fiasco, the Salarians take pains to keep this relationship strong enough that anyone who threatens them risks Turian intervention. Salarian Names: Chorban, Ish, Jaroth, Kirrahe, Ledra, Maelon, Mordin Solus, Morlan, Palon, Rentola, Saleon, Schells, Tazzik. Class: Salarians favor Tech Classes. Salarians make up for shorter lifespans with incredibly fast minds. Whenever you Read a Charged Situation take +2 instead of +1 when acting on the GMs answers.

    Species Move Non-Linear Thinking: Whenever a non-Salarian seeks to Read a Person

    on you, they must spend twice as much hold to gain information about

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

    hold.

  • Known for their militaristic and disciplined culture, the Turians were the third race to join the Council. They gained their Council seat after defeating the hostile Krogan for the Council during the Krogan Rebellions. The Turians deployed a Salarian-created biological weapon called the genophage, which virtually sterilised the Krogan and sent them into a decline. The Turians then filled the peacekeeping niche left by the once-cooperative Krogan, and eventually gained a Council seat in recognition of their efforts. Originally from the planet Palaven, Turians are best known for their military role, particularly their contributions of soldiers and starships to the Citadel Fleet. They are respected for their public service ethic it was the Turians who first proposed creating C-Sec but are sometimes seen as imperialist or rigid by other races. There is some animosity between Turians and Humans, largely due to the Turian role in the First Contact War. This bitterness is slowly beginning to heal as shown by the cooperation of the two races on the construction of the SSV Normandy but many Turians still hate Humans, and vice versa. Culture: Turians are noted for their strong sense of public service. It is rare to find one who puts his needs ahead of the group. Every citizen from age 15 to 30 serves the state in some capacity, as anything from a soldier to an administrator, from a construction engineer to a sanitation worker. Turian society is highly regimented and very organized, and the species is known for its strict discipline and work ethic. Turians are willing to do what needs to be done, and they always follow through. They are not easily spurred to violence, but when conflict is inevitable, they only understand a concept of total war. They do not believe in skirmishes or small-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. The Turian military is the center of their society. It is not just an armed force; it is an all-encompassing public works organization. The military police are also the civic police. Turians are taught to have a strong sense of personal accountability, the Turian honor that other races find so remarkable.

    Turians are taught to own every decision they make, good or ill. The worst sin they can make in the eyes of their people is to lie about their own actions. Turians who murder will try to get away with it, but if directly questioned, most will confess the crime. 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. Command and control is decentralized and flexible. Individual squads can call for artillery and air support. They make extensive use of combat drones for light duties, and practice combined arms: infantry operates with armor, supported by overhead gunships. Strategically, they are methodical and patient, and dislike risky operations. The Turians recruit auxiliary units from conquered or absorbed minor races. Auxiliaries are generally light infantry or armored cavalry units that screen and support the main battle formations. At the conclusion of their service in the Auxiliaries, recruits are granted Turian citizenship. Turian Names: Tonn, Saren, Chellick, Nihlus, Kuril, Lilihierax, Mehrkuri, Illo, Septimus, Sidonis, Orinia, Pallin, Lorik, Joram, Garrus, Vyrnnus. Turian Clan Names: Actus, Arterius, Kryik, Nazario, Oraka, Quiin, Lantar, Talid, Vakarian. Class: Turians favor Combat Classes. Turian culture is militaristic and regimented, and Turians know how to act under stress. Take +1 when you Act Under Fire.

    Species Move Squad Tactics: When another players character rolls +Hx to aid you,

    they mark experience.

  • 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 Council, which is a sore point for man-y Volus individuals. The Volus homeworld Irune features an ammonia-based ecology and a gravitational field 1.5 times that of Earth, as well as a high-pressure atmosphere. This is reflected in the physiology of the Volus themselves. The Volus are unable to survive unprotected in an atmosphere more suitable to Humans and other carbon-based lifeforms, and as such require protective suits capable of providing the proper atmosphere, as well as being pressurized to support the Volus. Traditional nitrogen/oxygen air mixtures are poisonous to them, and in the low pressure atmospheres tolerable to most species, their flesh will actually split open. 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 in all foreign policy matters and providing auxiliary troops to the Turian armed forces. They still maintain an embassy on the Citadel, making them an associate species of the Council, though they currently share their embassy with the elcor. Military: The Volus are not physically cut out for combat, be it a full-scale war or even a bar room scuffle. As such, they are highly dependent on the Turians for defense, although the Volus themselves do provide some auxiliary troops to the Hierarchy. The Volus will support the Turians in any war they might pursue, and the Turians will do the same for the Volus. Possibly for this reason, Volus weaponry tends to be utilitarian rather than high-grade. Some Volus manufacturers specialise in cheaper, lower-grade copies of expensive Turian equipment. Volus prefer airpower in conflicts, counting on

    Turians for ground support. They maintain several flotillas of heavy-bomber frigates capable of warfare in any atmosphere. The Volus have only produced one dreadnought, the Kwunu, named after the diplomat who negotiated their client-race status with the Turians. The Kwunu is the only Volus ship of its class, but it is remarkably well-armed. Its broadside cannons and main gun are all Thanix Magnetic-Hydrodynamic Weapons. A Turian general touring the Kwunu after its maiden system-voyage enthusiastically declared that the ship could char a planet three times over. While its construction was funded entirely by the Elkoss Combine corporation, the dreadnought was jointly gifted to the Vol Protectorate and Turian Hierarchy upon completion. Volus Names: Barla Von, Din Korlack, Doran, Han Olar, Jahleed, Pitne For, Dakni Kur, Niftu Cal Class: Volus may not take a Combat Class. Volus are consummate traders and merchants. Get +1 when Reading a Person.

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

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

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

    How can I make this mine? Who will stand in my way? Who will try to take it from me once its mine? What is this truly worth? On a miss, your speech and body language betray your interest in the

    thing to anyone whos paying attention. Other Other species, such as the Elcor, Hanar, or Vorcha arent really suitable for player characters (the Volus are already pushing it) but if someone has a particularly compelling concept for one, Im willing to work with it.

  • Known for their unique biology and aggressive behavior, the Vorcha are a primitive race that live among the galaxys darker and more dangerous locations, such as Omega. Many Vorcha are trained by the Krogan Blood Pack as mercenaries due to their savage nature and adaptability to different environments. The rest of galactic civilization regards them as pests and scavengers, and their presence is generally seen as a blight. The Vorcha are the shortest-lived sapient species currently known, with an average lifespan of only 20 years. The Vorcha are known for a rather unique biology that differentiates them from other known species and which carries with it a striking set of advantages and disadvantages History: The Vorcha originate from a small, hostile, overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding, savage species. The lack of resources has resulted in a tight-knit, clan based society in which rival clans wage constant war against one another for control of scarce resources. Even as their population grows, the Vorcha constantly fight each other in fierce competition over basic necessities. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceded it. However, their continual lack of resources have kept Vorcha society extremely primitive. In 2185, some Vorcha on Omega allied themselves with the Collectors, in an attempt to raise their quality of life. Culture: Vorcha society is built around combat. In fact, the Vorcha use combat, both singly and in groups, as their default form of communication resulting in their communications being primarily non-verbal. The Vorcha are a clan based people who prefer living in communal environments with others of their species to living alone or in the company of alien races. When a clan population grows too large, younger members will depart to start a new clan elsewhere. The Vorcha are extremely aggressive, both against rivals of their own species and against any alien who stands in their way. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships. The Vorcha are not themselves a space-faring race, although many have found their way off-world as stowaways on ships visiting their homeworld. The Vorcha who escaped their hostile homeworld did so by hiding on the ships of space faring races that had the misfortune of visiting their planet. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. Seeing the potential of the Vorchas individual adaptability, Krogan Blood Pack mercenaries often sweep pockets of Vorcha, gathering

    them up and literally beating them into soldiers. Vorcha trained by this ordeal are stronger, faster, smarter, and more resilient than other members of the race. Gaining even a few Vorcha gives a mercenary band a formidable advantage; each additional Vorcha magnifies the gangs combat ferocity exponentially. Vorcha Names: Narl, Kreete

    Class: Vorcha favor Combat Classes.

    Vorcha are used to savage combat where they throw themselves at the enemy without concern for their own safety. They get +1 whenever they sieze by force.

    Species Move Vorcha Regeneration: When you hit 9:00 or further on the Harm countdown, roll +Hard. On a 10+, heal 2 harm. On a 7-9, heal 1 harm. On a miss, your system is too traumatized, you may not regenerate for the rest of the battle. You may not regenerate harm inflicted by weapons with the "burn" tag or incendiary ammo.

    Design thoughts: Since regen only kicks in when you hit 9:00 or further, it's conceivable that you can use it more than once in a fight if you heal below 9:00 and then get harmed back to 9. But if you're just taking too much damage too fast, or have been hurt particularly bad to where regen doesn't bring you back below 9:00, you only get it the once. That seems in keeping with Vorcha's adaptability.

  • Choose your Class Your class determines the score of your Primary Stat, determines which list or lists of Class Moves you may select from, grants you a special Class Move, as well as a bonus Class Move. Adept

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

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

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

    objects in the environment, including nearby enemy targets. This

    grants them enormous advantages in combat and allows them to

    perform tactics and movements that would otherwise be impossible.

    Primary Stat: Cool +3 Class Move Singularity: When you use Singularity in battle,

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

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

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

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

    +1 Move from the Biotic Moves list. Starting Equipment:

    M-5 Phalanx Heavy Pistol (2-harm close loud) Light Combat Armor (1-armor) L5x Implants (2-barrier) with choice of bio-amp

    (Prodigy, Polaris)

    Bluewire Omni-tool Engineer

    Engineers are tech experts, capable of interfacing with practically

    anything using their Omni-tool, sabotaging enemy technology or

    summoning holographic combat drones to aid in a fight.

    Primary Stat: Sharp +3 Class Move Combat Drone: When you summon a

    holographic combat drone to help you in battle.

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

    spend your hold 1 for 1 to:

    Provide covering fire for you. The drone counts as having rolled a 10+ to keep you from coming under

    concentrated fire

    Create an opportunity. The drone creates an opportunity for you to follow through.

    Take the hit. The drone takes an attack meant for you. You suffer no harm, but the drone is destroyed.

    Lose all remaining hold.

    +1 Move from the Tech Moves list Starting Equipment:

    M-5 Phalanx Heavy Pistol (2-harm close loud) Choice of Omni-tool (Nexus, Polaris) Light Combat Armor with Shield Generator (1-armor,

    2-shield) Soldier

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

    effective at taking down enemies with gunfire. Soldiers have the most

    thorough weapons training and can use all special ammo types. High-

    level operatives are outfitted with ocular synaptic processors that

    allow them to focus on targets with lethal accuracy.

    Primary Stat: Hard +3 Class Move Adrenaline Rush: When you go into battle,

    roll +Hard. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold

    1, but you come under concentrated fire for one tick (the

    clock does not advance). During the battle you can spend

    your hold 1 for 1 to:

    Name an NPC within the reach of your weapon. You kill, disable or disarm them (GMs choice)

    Name a character within melee range. You redirect their attack to another character within your reach,

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

    sky.

    Name a character within your reach. While you keep fighting, you intercept any attack directed at them

    and they suffer no harm.

    Ignore all harm to yourself from an incoming attack. +1 Move from the Combat Moves list Starting Equipment:

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

    M-23 Katana shotgun (3-harm close reload messy) M-5 Phalanx Heavy Pistol (2-harm close loud) Heavy combat armor with shield generator (3-armor,

    2-shields, heavy)

    Bluewire Omni-tool

    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.

    Primary Stat: Sharp +2 Class Move Tactical Cloak: When you use your tactical

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

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

    Create an opportunity but you havent yet seized it or followed through on it. The GM will tell you what

    it is. Take +1forward.

    Secure an objective by stealth Attack from surprise. This option uses up all

    remaining hold. Do +1harm per spent hold.

    +1 Move from the Combat Moves or Tech Moves lists Starting Equipment:

    M-92 Mantis sniper rifle (3-harm far hi-tech) M-5 Phalanx Heavy Pistol (2-harm close loud) Light Combat Armor with shield generator(1-armor,

    2-shields)

    Chameleon Omni-tool 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 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.

    Primary Stat: Cool +2 Class Move Tech Armor: When you go into battle, you

    strengthen your armor with special holographic layers.

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

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

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

    you may purge the excess energy. Select one character within

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

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

    with Barrier or Fortification.

    +1 Move from the Tech Moves or Biotic Moves lists. Starting Equipment:

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

    M-5 Phalanx Heavy Pistol (2-harm close loud) Medium Combat Armor with shield generator (2-

    armor, 2-shields)

    Logic Arrest Omni-tool L3 Implants

    Vanguard

    he Vanguard is a powerful combatant, able to combine the offensive

    powers of the Adept and the Soldier. They have access to various

    weapons and armor, as well as biotics. Vanguards are the front line of

    the squad. Their biotic powers focus on combat potential - disabling

    the enemy, making their armor ineffective, and shielding themselves

    from harm so that they can get close enough to go to work.

    Primary Stat: Hard +2 Class Move Biotic Charge: When you use Biotic Charge in

    battle, roll +Cool. On a hit, name a character on the scene,

    but outside your reach. You cross the distance between you

    before they have time to adjust or react. On a 10+, inflict

    s+2-harm. On a 7-9, inflict s-harm. On a miss, you still cross

    the distance but you suffer concentrated fire now. (If its

    before 9:00, now its 9:00)

    +1 Move from the Biotic Moves or Combat Moves lists. Starting Equipment:

    M-23 Katana shotgun (3-harm close reload messy) M-5 Phalanx heavy pistol (2-harm close loud) Medium combat armor (2-armor) L5n Implants (2-barrier) Bluewire Omni-tool

  • Choose your Moves

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

    Moves:

    Your Species grants you a species move.

    Your Class grants you a special class move and a bonus class

    move selected from the following three lists:

    Biotic Moves Combat Moves Tech Moves

    You also select one Personal Move

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

    character motivations.

    Biotic Moves

    Barrier

    When you go into battle, you strengthen your biotic barrier.

    Roll +Cool. On a 10+, gain +2-barrier, on a 7-9, +1-barrier. This bonus

    lasts the entire battle, and refreshing your barrier will include the

    bonus. At any time during the battle you may purge the excess biotic

    energy. When you do so, select one character within close range per

    level of bonus barrier and inflict s-harm to them. This ends the move

    for the rest of the battle. Not compatible withFortification or Tech

    Armor.

    Dominate

    When you Dominate a biological NPC, roll +Will. On a 10+, hold 3, on

    a 7-9, hold 2. At any time, spend your hold 1 for 1 to:

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

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

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

    Nova

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

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

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

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

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

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

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

    Pull When you use Pull, roll +Cool. On a hit, choose a GM character. You pull them into the air and out of cover. You create an opportunity and may follow through to full effect. On a 10+, you take +1forward.

    Reave

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

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

    Inflict 1-harm (ap ignore shields/barriers) Heal 1-harm on yourself Permanently destroy 1-armor and 1-barrier

    Shockwave

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

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

    result of another move, choose 1:

    Add (s)-harm Hit one additional character of your choice

    You come under only incidental damage for one tick, even beyond 9:00

    Stasis

    When you declare Stasis and then use any other harm-inflicting move,

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

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

    not be harmed by any means. If done in battle, the stasis lasts for one

    tick, otherwise it wears off when the GM decides.

    Throw

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

    moves list:

    You dominate their position You make your position tenable or your course secure

    Warp

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

    implanted). When you inflict harm using Warp as a result of another

    move, choose 1:

    +1harm Permanently destroy 1-armor +1forward to go aggro on anyone who can see the attack

    Warp Ammo

    When you charge a weapons ammo with biotic energy, harm from the

    weapon permanently destroys 2-barrier on the target. You can only

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

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

    Combat Moves

    Armor-Piercing Ammo

    Harm from the weapon adds the (ap) quality. You can only have one

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

    in mid-battle counts as acting under fire.

    Carnage

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

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

    Concussive Shot

    When you declare that you are using Concussive Shot with a weapon

    and then inflict harm with another move, choose 1:

    You do -1harm but you automatically create an opportunity as if you had hit 7-9 on follow through on someone elses

    move.

    You ignore up to 2-barrier on the target.

    Cryo Ammo

    Harm from the weapon adds the (s) damage quality. You can only have

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

    moves in mid-battle counts as acting under fire.

    Disruptor Ammo

    Harm from the weapon permanently destroys 2-shield. You can only

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

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

    Incendiary Ammo

    Harm from the weapon permanently destroys 2-armor on the target.

    You can only have one Ammo move attached to a weapon at a time.

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

    Fortification

    When you go into battle, you activate the Foucault currents in your

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

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

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

    currents through your gauntlets for increased melee damage.

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

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

    Armor.

    Marksman

    When you go into battle, roll +Cool. On a 10+, gain 2 hold. On a 7-9,

    gain 1 hold. You may spend your hold at any time, 1 for 1, to count as

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

    the end of the battle.

    Shredder Ammo A weapon loaded with shredder ammo does +1harm against targets with no shields, barriers, or armor. You can only have one Ammo move attached to a weapon at a time. Changing Ammo moves in mid-battle counts as acting under fire.

    Tech Moves

    Cryo Blast

    You may use Cryo Blast as if it were a weapon that does (s+2-harm

    close implanted messy). On a hit with a harm-inflicting move, even if

    harm is entirely negated by shields or armor, the target is frozen

    and open for follow-through.

    Decoy

    When you create a holographic Decoy of yourself in battle,

    roll +Sharp. On a 10+, hold 2. On a 7-9, hold 1. At any time you may

    spend your hold 1 for 1 to completely negate all harm inflicted by an

    enemy attack as they attack your decoy instead. Area attacks might

    not be negated by this move as the GM and the fiction dictate.

  • Energy Drain

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

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

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

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

    than your shield rating).

    Geth Shield Boost:

    Gain +1shield

    Incinerate

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

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

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

    permanently loses 2-armor. They may also panic.

    Neural Shock

    You may use Neural Shock as if it were a weapon that does (s+2-harm

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

    entirely negated by shields or armor, anyone attacking the target

    takes +1ongoing for the rest of the battle.

    Overload When you Overload a characters personal shields in battle, roll +Sharp. On a hit, the shields are destroyed, and may not be refreshed that battle. On a 10+, the target also permanently loses 1-armor. A hit on Overload may also, at GM discretion, destroy holographic drones or fry electronic equipment.

    Sabotage

    When you Sabotage a piece of technology being wielded against you

    in battle, Roll +Sharp. On a hit, it breaks and is non-functional for the

    rest of the battle. On a 10+, it does 1-harm to the wielder.

    When you Sabotage a synthetic NPC in battle, roll +Sharp. On a 10+,

    hold 3, on a 7-9, hold 2. At any time, spend your hold 1 for 1 to:

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

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

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

    Sentry Turret

    When you place a Sentry Turret in battle you automatically make

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

    Furthermore, you can defend that position even if you yourself leave

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

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

    destroying the turret and ending this move.

    Personal Moves

    A No Shit Pilot

    When operating a vehicle

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

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

    If you go aggro, add your vehicles power to your roll If you try to seduce or manipulate someone, add your

    vehicles looks to your roll

    If you help or interfere with someone, add your vehicles power to your roll

    If someone interferes with you, add your vehicles weakness to their roll

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

  • Appraising Eye

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

    questions, you may ask this:

    Whats the most beautiful, the rarest, or the most valuable thing here?

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

    you may ask this:

    Whats the best thing your character owns, or the best thing your characters carrying?

    Artful & Gracious

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

    or when you put its product before an audience, roll +Hot. On a 10+,

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

    audience and choose one:

    This person must meet me This person must have my services This person loves me This person must give me a gift This person admires my patron On a miss, you gain no benefit, but suffer no harm or lost opportunity.

    You simply perform very well.

    Battle-Hardened

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

    Battlefield Medic

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

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

    Kit in Equipment).

    Break and Enter

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

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

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

    You get where you wanted to be You remain undetected while getting there. You leave no trace of ever having been there You stumble across something useful or interesting along the

    way.

    Clear-eyed

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

    Contact Network

    You have developed an extensive network of allies and contacts who

    can provide help or resources in a pinch. You have about fifty contacts

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

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

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

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

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

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

    networks surplus and want are determined by creating your contact

    network below.

    Choose 1:

    Your contacts respect strength. Perhaps theyre soldiers or mercenaries. Roll +Hard when contacting them, surplus: 1-

    Resources, want: violent

    Your contacts respect your allure or forceful personality. Perhaps theyre spies or businessmen. Roll +Hot

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

    Your contacts respect intelligence. Perhaps theyre academics or technicians. Roll +Sharp when contacting them,

    surplus: 1-Resources, want: deceived

    Then Choose 2 Benefits:

    Your network is extensive, perhaps around a hundred contacts. Surplus: +1Resources, want: needy

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

    Your network gains additional income or information through violent conflict. Surplus: +1Resources, want: embattled

    Your network gains additional income through the information trade. Surplus: +Insight, want: infiltrated

    Your network gains additional income through control of physical resources, perhaps a planet rich in minerals or a

    refinery. Surplus: +1Resources, want: immobile

    Your network has infiltrated another, larger organization. Surplus: +1Resources, want: obligation

    Your network has access to rare or specialized technology. Surplus: +1Resources, want: idle

    Your network is expansionary, with effective recruiters. Surplus: +Growth, want: obvious

    Then Choose 1 Weakness:

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

    Your network relies entirely on you for everything. Want: desperation

    Your network is subject to bullying or blackmail. Want: reprisals

    Your network has multiple masters. Want: obligation Your networks resources are stretched thin. -1Resources.

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

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

    weakness.

    Cooperation

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

  • Dance of Death

    When you go aggro or seize something by force via melee combat,

    roll +Hot instead of roll +Hard.

    Dangerous and Sexy

    When you enter into a charged situation, roll +Hot. On a 10+, hold 2.

    On a 7-9, hold 1. Spend your hold 1 for 1 to make eye contact with

    an NPC present, who freezes or flinches and cant take action until

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

    their foremost threat.

    Daredevil

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

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

    gets +1armor too.

    Defy Death

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

    (max. +3).

    Demophobia

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

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

    your next action. On a 7-9, carry +1forward to your next action, if that

    action involves running away or hiding.

    Disciplined Engagement

    When you inflict harm, you can choose to inflict any amount of harm

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

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

    in advance how much harm you intend to inflict.

    Dutybound

    When you are given an order by a superior, take +1 to any rolls you

    make when following that order. If you pursue that course but dont

    accomplish your ends, you mark experience.

    Easy to Trust

    When you try to seduce or manipulate another players character,

    roll +Hx instead of roll +Hot. An NPC, roll +Cool instead of roll +Hot.

    Eye on the Door

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

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

    behind, or take something with you, the GM will tell you what. On a

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

    Fingers in Every Pie

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

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

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

    people make an effort and everybody wants to please you and close is

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

    attached.

    Fitness:

    Gain 2 new Harm wedges at 7:00 and 8:00. Draw in two new lines on

    your Harm countdown.

    Force of Will

    You can roll +Will to get the effects of going aggro, without going

    aggro. Your victim has to be able to see you, but you dont have to

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

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

    Good in the Clinch

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

    Hacker

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

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

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

    You get into the system or past the security You dont alert anyone to your intrusion You dont permanently damage something important

    Hypnotic

    When you have time and solitude with someone, they become fixated

    upon you. Roll +Hot. On a 10+, hold 3. On a 7-9, hold 2. They can

    spend your hold, 1 for 1, by:

    giving you something you want acting as your eyes and ears fighting to protect you doing something you tell them to

    For NPCs, while you have hold over them, they cant act against you.

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

    they distract themselves with the thought of you. Theyre acting under fire.

    They inspire themselves with the thought of you. They take +1 right now.

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

    Ice-Cold

    When you go aggro on an NPC, roll +Cool instead of roll +Hard. When

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

    roll +Hard.

    Impossible Reflexes

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

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

    If youre wearing armor, use it instead.

    Inspiring Leader

    Whenever anyone who can see you calls upon inner strength they

    gain +1 to the roll.

    Intelligent Aid

    You can choose to roll +Sharp instead of roll +Hx when you aid

    another whos rolling.

    Keen-Eyed

    When you go into battle roll +Sharp. On a 10+, hold 3. On a 7-9, hold

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

    die on any move.

    Knife in the Dark

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

    in advance, your harm is (ap)

    Life of the Party

    When you hit the club or enter the party,

    roll EITHER +Hot OR +Resources spent (max +3). On a 10+, choose 3.

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

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

    You befriend a useful NPC. You hear rumors of an opportunity. You gain useful information. You are not entangled, conned, or tricked.

    Mechanic

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

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

    and an ability to repair things on the fly.

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

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

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

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

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

    what youre doing and tell the GM. The GM will tell you sure, no

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

    Its going to take hours/days/weeks/months of work First youll have to get/build/fix/figure out (something) Youre going to need (someone) to help you with it Its going to cost you a ton of credits The best youll be able to do is a crap version, weak and

    unreliable

    Its going to mean exposing yourself and colleagues to serious danger

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

    Its going to take several/dozens/hundreds of tries Youre going to have to take (something) apart to do it.

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

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

    ahead and accomplish the thing itself.

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

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

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

    has taken. On a miss, you may well have made things worse Note

    that this does not permanently repair the machine (that requires the

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

    to get the job done.

    Merciless

    When you do harm, do +1harm

    Moonlighting

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

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

    more than your juggling. Roll +Cool. On a 10+, you get profit from all

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

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

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

    neither profit nor catastrophe. Whenever you get a new gig, you also

    get +1juggling.

    Choose 3 paying gigs (profit/catastrophe):

    Bodyguarding (1-resources / embattled) Espionage (1-resources / deceived) Mercenary Work (1-resources / embattled) Enforcement (1-resources / overthrown) Honest Work (1-resources / impoverished) Companionship (1-resources / entangled) Deliveries (1-resources / bushwhacked) Infiltration (1-resources / discovered) Salvage (1-resources / impoverished) Brokering deals (1-resources / shut out) Technical work (2-resources / shut out) Sex (2-resources / entangled) Counter-espionage (2-resources / infiltrated) Murder for hire (3-resources / embattled)

    And choose 1 obligation gig:

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

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

  • Revenge (you victimize someone / they humiliate you) Protecting someone (nothing bad happens to them / theyre

    gone)

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

    Maintaining your honor (you keep your word and your name / you cross a line)

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

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

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

    Networker

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

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

    a 7-9, ask 1:

    How are they doing? Whats up with them? What or who do they love best? Who do they know, like and/or trust? When next should I expect to see them? How could I get to them, physically or emotionally?

    Oftener Right

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

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

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

    Pack Leader

    When you lead a squad into battle, it counts as one size larger than it

    is.

    Paragon

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

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

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

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

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

    hold 1 over you, on the same terms.

    Poisoner

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

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

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

    sometime during the next 24 hours. On a 7-9, its 2-harm (ap, ignore

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

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

    ignore shields/barriers).

    Renegade

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

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

    hit, they choose:

    They do it, following your order or heeding your warning. They freeze. They back away, hands where you can see them They attack you.

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

    what they like and you take

    -1forward against them.

    Reputation

    When you meet someone important (your call), roll +Cool. On a hit,

    theyve heard of you, and you say what theyve heard; the GM will

    have them respond accordingly. On a 10+, y