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Mass effect d20

The setting: Mass effect is set in a universe shortly, historically speaking, after humanity has located a prothean cache on mars. Protheans, as far as humanity has gathered, were an ancient precursor race that once conquered nearly the whole galaxy. To maneuver their large and unweildy empire, they left behind large relay stations capable of propelling starships unimaginable distances by lowering the overall mass of the vessel. this technology is known as 'mass effect'. After a few border skirmishes and general galactic bickering, humans have successfully joined the council species on the citadel space station

Character creation

Characters have 6 stats, Strength, dexterity, constitution, , wisdom and charisma each stat starts at 8 and you have 28 points to distribute between them. it costs 1 point to increase a stat by one up to 16, where it costs 3 points instead from then on. you can only increase a stat up to 18 in this way at character creation

Your Health is equal to their constitution score, initiative and defense are equal to dexterity

Afterwards, you add your racial template, the races are as follows

Citadel races; these races are members of the galactic ruling council on an ancient space station known as the citadel. Citadel species have more rights generally speaking and can expect better treatment in council space (which is most of it)

Humans: Humans, from the planet Earth, are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. They independently discovered a Prothean data cache on Mars in 2148, and the mass relay networks shortly thereafter.

The First Contact War and Expansion

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 Alliance's 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 persist for decades.

Abilities: no modifiers

Traits: Humans get +4 skill points at first level, +1 skill point per level thereafter. they also get an additional feat at first level to represent their quick mastery of specialized tasks and varied talents

Asari: The asari, native to the planet Thessia, are often considered the most powerful and respected sentient species in the galaxy, and are known for their elegance, diplomacy, and biotic aptitude. This is partly due to the that the asari were among the earliest races to achieve interstellar flight after the Protheans, and the first to discover and settle the Citadel.

A mono-gender race, the asari are distinctly feminine in appearance and possess maternal instincts. Their unique physiology, expressed in a millennia-long lifespan and the ability to reproduce with a partner of any gender or species, gives them a conservative yet convivial attitude toward other races. Favoring compromise and cooperation over conflict, the asari were instrumental in proposing and founding the Citadel Council and have been at the heart of galactic society ever since.

Abilities: -2 Strength +2 Charisma. Asari are predisposed to talk through problems rather than meet them with physical force

Traits: Asari recieve biotic positive () at first level. Minds skills are always class skills for them

Salarians: The second species to join the Citadel, the salarians are warm-blooded amphibians native to the planet Sur'Kesh. 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 (large, pondorous quadrupeds native to Dekuuna). 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.

Abilities: -2 con +2 int. Salarians are mentally acute but their high metabolism leaves them weaker to toxins and other physical hazards

Traits: salarians only require one hour of sleep per day. They are also incredibly mentally acute. they gain +4 skill points at character creation and an extra 1 every level thereafter

Turians: Known for their militaristic and disciplined culture, the turians were the third race to join the Citadel 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 resent humans, and vice versa.

Abilities: +2 strength -2 wis. Turians are physically powerful but are prone to rash behaviour

Traits: +4 on fort saves vs environmental effects. Turians have a robust physiology tailored to withstanding atmospheric phenomena such as extreme heat, cold or radiation sickness

Drell: The drell are a reptile-like race that were rescued from their dying homeworld by the hanar (large, unfailingly polite jellyfish-like creatures hailing from Kahje) following first contact between the two. Since then, the drell have remained loyal to the hanar

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.

Drell are omnivorous reptile-like humanoids with an average lifespan of 85 galactic standard years. Drell appearance is very similar to asari and humans, but their muscle tissue is slightly denser, giving them a wiry strength. Although many of their more reptilian features are concealed, their hyoid bone, located in their throats, is particularly developed. This allows them to inflate their throats and produce vocal sounds outside of the human range. Their skin is apparently infused with a venom mild enough to be served in drinks, and may cause mild hallucinations on contact. They also have two sets of eyelids, akin to crocodiles. The inner lid is milky white and closes from the left and right, while the outer lid is black and closes from top and bottom. Much like humans or asari, drell possess the ability to shed tears.

The drell possess eidetic memory, an adaptation to a world where they must remember the location of every necessary resource (vegetation, drinkable water and prey migration paths) across vast distances. The memories are so strong that an external stimulus can trigger a powerful memory recall. These recalls are so vivid and detailed that some drell may mistake it for reality for their camaraderie and have fit comfortably into galactic civilization

Abilities: +2 dex. Drell are quick and nimble, but very prone to disease Traits: Drell are immune to any blinding or dazzing effect that needs sight due to their adaptions to a desert planet. They also take a -2 on fort saves due to their races unfortunate prediciliction for disease

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

A quirk of Volus speech is their reliance on their ancient tribal structure. as such, they often refer to others by clan rather than name. as aliens have no clan as they know it, the volus refer to them as though their clan was their planet, so humans are 'Earth-clan', Turians are 'Palaven-clan' etc.

The volus were the third race to post an embassy to the Citadel after the asari and salarians, in exactly 200 BCE (according to Citadel records accessed through Avina, outside the Embassies). The volus' mercantile prowess made them instrumental in developing a stable galactic economy. They authored the Unified Banking Act, which established the credit as the standard currency of interstellar trade, and the volus continue to monitor and balance the galactic economy even today. After first contact with the turians during the Krogan Rebellions in the first millennium CE, the volus petitioned for client status within the Turian Hierarchy.

Despite their important contributions to the Citadel and galactic society, they have never been offered a seat on the Council. This is a source of anger for some volus, particularly the volus ambassador Din Korlack. Council races need to have provided some extraordinary service to the Citadel, such as the turians' military support during the Krogan Rebellions. Council races also need to provide fleets, resources, and economic aid in case of disaster, none of which the volus can currently supply.

Recently, the volus have been negotiating with the Systems Alliance through the Turian Hierarchy over colonisation rights to Patavig. These negotiations have been running smoothly thus far.

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 many volus individuals.

Abilities: +2 cha, -2 dex. It is said that the Volus can sell water to the hanar, but they are portly and slow Traits: A Volus' base move speed is 20ft. Volus are a clan based society, and with the clan's mercantile connections may always buy items at 10% less than listed unless the gm rules otherwise. A volus will begin to suffocate if outside of his pressure suit and will die in rounds equal to his con score if not somehow saved. Volus begin play with an Environment suit to counter this

Non council races: The following races are not protected under council law and as such are often treated with suspicion, if not outright hostility by many species. Players be warned that it is entirely possible that your rights may be less than you expect in many areas and outright ignored in some of the more disreputable areas of council space. however, due to the hostile of the galaxy at large's interactions with them, most non-council races are more able to rely on their fellows. It would be unthinkable for a quarian to betray another Quarian for example.

Batarians: A race of four-eyed bipeds native to the world of Khar'shan, 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 gangs 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 simmering hostility toward humans, most batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. 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.

When the batarians achieved spaceflight, they discovered concealed Prothean ruins on Bira, a moon of Verush, that allowed them to develop FTL travel. It is a batarian point of pride that, since the ruins were damaged by earthquakes, they had less information to go on than other spacefaring races. The Citadel Council made first contact with the batarians in approximately 200 BCE, and granted the batarians an embassy on the Citadel a century later. Despite being welcomed into the galactic community, batarian aggression provoked several crises in galactic relations over the years. Sometime around 1785 CE, a batarian fleet bombarded the salarian colony world of Mannovai; in 1913, the Batarian Hegemony annexed the independent asari colony of Esan; and in 2115, Citadel forces skirmished with batarian forces on the planet Enael.

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

Money and weapons funneled from the batarian government to criminal organizations led to many brutal raids on human colonies in the Verge, culminating in the Skyllian Blitz of 2176, an attack on the human capital of Elysium by batarian-funded pirates and slavers. In 2178, the Alliance retaliated with a crushing assault on the moon of Torfan, long used as a staging base by batarian-backed criminals. In the aftermath, the batarians retreated into their own systems, and are now rarely seen in Citadel space.

Abilities: +2 con, -2 wis. Batarians are a tough and hardy people, but are prone to cruelty and poor judgement

Traits: Batarians recieve +2 on spot and search checks due to their extra set of eyes

Krogan: 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, 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 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 (Rachni, were a hyper- aggressive insectoid hivemind capable of cognitive process on par or exceeding many 'higher' races. After their accidental discovery, they attacked the galaxy at large and made huge gains before their destruction). 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 secondary to prenatal and postnatal death and, ultimately, population, eliminating the krogan numerical advantage.

Abilities: +2 strength, +4 con, -2 dex, -2 wis, -2 int. Krogan are nature's shock troopers, incredibly strong and tough, but they are clumsy and uninterested in anything not involving violence Traits: Krogan are covered in hard bony plates, they gain +2 natural armour

Quarians: 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 , 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 geth won the resulting war and forced their creators into exile. Now the quarians wander the galaxy in a flotilla of salvaged ships, secondhand vessels, and recycled technology

Quarians are generally shorter and of slighter build than humans. Quarians have an endoskeleton, lips, teeth, and two eyes with eyelids and tear ducts; they also have three thick fingers on both hands which include a thumb, an index finger, and a long finger, similar to the middle fingers for humans, as well as three toes on each foot. Quarian facial structure and hair actually makes them the most similar to humans in physical appearance. Their lower legs are bowed backwards significantly, compared to asari or humans. Aside from hands and legs, their general body shape and sexual dimorphism is similar to humans. Their ears or ear analogues differ in a noticeable fashion from those of humans, with references made to "what [passes] for the quarian version of an ear". Also like humans, quarian blood is red.

The most distinguishing feature of quarian biology is their weak immune system, compounded by centuries of living in sterile environments. As a result, all quarians by necessity dress in highly sophisticated enviro-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). Along with their suits quarians also have extensive cybernetic augmentations integrated into their bodies. A quarian's lifespan is roughly equal to a human's, but is prone to be less if infection breaks into the suit

Abilities: +2 int. Quarians are naturally intelligent and a lifetime spacebound has only honed this

Traits: +2 on all repair, computer use or knowledge checks pertaining to starships. all quarians grew up spaceborne on the migrant fleet, a collection of vessels from various races, and as such are naturally familiar with almost all kinds of spacecraft. Quarians have almost no immune system. for so long as they are in a non-sterile enviroment, Quarians will take 1 con damage per minute. Quarians Start with an Environment suit to counter this. Classes

Once you've assigned your abilities and picked a race, you choose your class. there are 6 classes in mass effect, Adept, Engineer, Infiltrator, Sentinel, Soldier and Vanguard. They give your your Base attack bonus, Skills, class abilities, saves, defence modifier and shield strength.

Saves: Saves are equal to their class number plus con modifier for Fortitude, Dex modifier for Reflex and Wisdom modifier for will

Adept: The Adept is the ultimate biotic, able to affect the physical world with the power of the . 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. Gameplay focus is on disabling and debuffing enemies while dealing massive amounts of damage.

Adepts possess all biotic abilities, but can only equip light armour, and may only gain specialist training with pistols. They also possess no tech skills. Biotic powers focus on manipulation of dark energy with Singularity, Lift and Throw. They can weaken foes with Warp and protect themselves with Barrier.

Resilience: Adepts have 1d6 shield points per level, 2d6 at level 1

Skills: Balance, climb, craft, Drive, intimidate, jump, knowledge, profession, tumble, Throw, Lift, singularity, warp, barrier, stasis, Warp bullets, Biotic strength, Biotic charge skills points: (4+int modifier)x4 at 1st level then 4+int modifier per level thereafter

Proficiencies: Adepts are proficient in light armour and pistols

Class abilities:

Biotic positive: The Adept recieves the Biotic positive (Forces) or Biotic positive (fields) feat at first level for free

Biotic feat: The adept may choose any feat marked as a biotic feat for free as a bonus feat this level level Base attack Fort ref will Class features Def 1 0 0 0 2 Biotic positive 2 2 1 0 0 3 3 3 1 1 1 3 3 4 2 1 1 4 3 5 2 1 1 4 Biotic Feat 4 6 3 2 2 5 4 7 3 2 2 5 4 8 4 2 2 6 5 9 4 3 3 6 5 10 5 3 3 7 Biotic Feat 5 11 5 3 3 7 6 12 6/+1 4 4 8 6 13 6/+1 4 4 8 6 14 7/+2 4 4 9 7 15 7/+2 5 5 9 Biotic feat 7 16 8/+3 5 5 10 7 17 8/+3 5 5 10 8 18 9/+4 6 6 11 8 19 9/+4 6 6 11 8 20 10/+5 6 6 12 Biotic feat 9

Engineer: The Engineer is a tech specialist, able to quickly and easily manipulate the environment with specific talents, and repair or modify technical equipment. Gameplay focus is on shaping the battlefield during combat, healing the party, and debuffing enemies (disabling weapons and lowering shields). Even though they begin the game with only pistols and an omni-tool, Engineers gain the ability to hack enemy technology.

Engineers possess all tech proficiencies, but can only equip light armour, pistols and Submachine guns. They possess no biotic skills. Tech skills focus on crippling and damaging the enemy. Engineers also possess the First Aid and Medicine talents, making their healing very effective. As hackers and users of unusual omnitool upgrades, Engineers can be seen as somewhat rogue-like to the rest of the universe, rather than simply medics and scientists level Base attack Fort ref will Class features Def 1 0 0 1 1 Skill emphasis, Omni-tool upgrade, Breakthrough 2 2 1 0 1 1 First Aid, efficiency 2 3 2 0 1 1 Breakthrough, Decryption 3 4 2 1 2 2 3 5 3 1 2 2 4 6 4 2 3 3 Breakthrough 4 7 4 2 3 3 5 8 5 3 4 4 5 9 6/+1 3 4 4 Breakthrough 6 10 6/+1 4 5 5 6 11 7/+2 4 5 5 7 12 8/+3 5 6 6 Breakthrough 7 13 8/+3 5 6 6 8 14 9/+4 6 7 7 8 15 10/+5 6 7 7 Breakthrough 9 16 10/+5 7 8 8 9 17 11/+6 7 8 8 10 18 12/+7 8 9 9 Breakthrough 10 19 12/+7 8 9 9 11 20 13/+8 9 10 10 11

Resilience: Engineers gain d8 shield points per level, 2d8 at level 1 Skills: Computer use, Craft, Disable device, Drive, Knowledge, Pilot, Profession, Repair, Treat injury Engineers gain (8+int modifier)x4 at 1st level and 8+int modifier every level thereafter Proficiencies: Engineers are proficient with Light armour, Pistols, SMGs and Light melee Class abilities: Skill emphasis: At first level, pick a skill from your class skills. You may add your engineer level to checks involving that skill Omnitool upgrade: you gain 1 HMOT Basic omnitool and one upgrade for free from the following list (it does not take up a slot on the tool and may be transferred to other tools): Omnitool blade, Hyper-efficient omnigel conversion unit, Enhanced Omnigel Storage plant, Enhanced medigel storage plant, Smart Program, Energy efficiency routine, Overload, FF Recognition system First Aid: you always heal an extra amount of hitpoints equal to your engineer level when you heal another with the 'treat injury' skill Efficiency: you gain a number of bonus shots equal to your intelligence modifier in your weapon before it overheats and must recharge Decryption: an engineer may take 10 on computer use or disable device checks for the purpose of hacking, even if rushed or threatened Breakthrough: Your Current omnitool is treated as having an additional hardware OR software slot. This upgrade is permanent. 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. Infiltrators possess a mixture of combat and tech talents. They may gain specialist training with pistols and sniper rifles, begin with light armour (though they can eventually gain the ability to wear medium armour), and possess a variety of tech abilities that focus on disabling and crippling the enemy. level Base attack Fort ref will Class Features Def 1 0 1 1 0 Sneak attack 1d6 3 2 1 1 1 0 social graces 3 3 2 1 1 0 Sneak attack 2d6 4 4 3 2 2 1 4 5 3 2 2 1 Sneak attack 3d6, Efficiency, walk like a ghost 5 6 4 3 3 2 Read target 5 7 5 3 3 2 Sneak attack 4d6 6 8 6/+1 4 4 3 decryption 6 9 6/+1 4 4 3 Sneak attack 5d6 7 10 7/+2 5 5 4 Medium armour adaption 7 11 8/+3 5 5 4 Sneak attack 6d6 8 12 9/+4 6 6 5 8 13 9/+4 6 6 5 Sneak attack 7d6 9 14 10/+5 7 7 6 9 15 11/+6 7 7 6 Sneak attack 8d6 10 16 12/+7 8 8 7 10 17 12/+7 8 8 7 Sneak attack 9d6 11 18 13/+8 9 9 8 11 19 14/+9 9 9 8 Sneak attack 10d6 12 20 15/+10 10 10 9 12

Resilience: Infiltrators receive d6 shields per level, 2d6 at level 1 Skills: Balance, Bluff, Climb, computer use, demolitions, diplomacy, disable device, disguise, Drive, escape artist, forgery, gather information, jump, knowledge, Perception, pilot, profession search, sense motive, sleight of hand, swim, tumble Skill points: (6+int modifier)x4 at first level then 6+int modifier every level thereafter proficiencies: Infiltrators are proficient with Pistols, Sniper rifles, light melee weapons and Light armour Class abilities: Sneak attack: If targeting an enemy who is flat-footed, you may add your sneak-attack damage to your regular damage. This only works if you are within the first range band of your weapon. This bonus does not apply to constructs or other targets with no discernible anatomy or weak points Social graces: You gain a +2 bonus to your gather information checks and to bluff checks assuming that you have no reputation in the area or have met your target before Efficiency: you gain a number of bonus shots equal to your intelligence modifier in your weapon before it overheats and must recharge Walk like a ghost: You may run while sneaking Read target: So long as you spend at least 2 rounds studying your target before hand, you may sneak attack anything for half damage instead medium armour adaptation: You become proficient with medium armour. You lessen the armour check penalty for medium armour by 2. in addition, you may sprint in light armour while sneaking Sentinel: The Sentinel is able to combine tech and biotics to manipulate the environment, disable and track enemies, or defend the party. Gameplay focus is on protecting the party using kinetic barriers and healing it with advanced medical training. Sentinels are support-focused characters, possessing biotic and tech abilities mostly focused around controlling the battlefield and keeping the squad alive. They receive no specialized weapons or armour training, but are proficient with a pistol. The Sentinel is surprisingly durable, with access to many of the shield-increasing talents, along with the Barrier biotic ability. Resilience: Sentinels Receive d8 shield points per level, 2d8 at level 1 level Base attack Fort ref will Class features Def 1 0 0 0 2 Biotic positive, Omni-tool upgrade 2 2 1 0 0 3 3 3 1 1 1 3 3 4 2 1 1 4 Breakthrough 3 5 2 1 1 4 First Aid 4 6 3 2 2 5 4 7 3 2 2 5 4 8 4 2 2 6 5 9 4 3 3 6 Breakthrough 5 10 5 3 3 7 Biotic feat 5 11 5 3 3 7 6 12 6/+1 4 4 8 6 13 6/+1 4 4 8 6 14 7/+2 4 4 9 Breakthrough 7 15 7/+2 5 5 9 Biotic feat 7 16 8/+3 5 5 10 7 17 8/+3 5 5 10 8 18 9/+4 6 6 11 8 19 9/+4 6 6 11 Breakthrough 8 20 10/+5 6 6 12 9

Skills: Barrier, Computer use, Craft, Diplomacy, Disable device, Drive, Knowledge, Pilot, Profession, Repair, Stasis, Treat injury, Warp Skill points: (Sentinels gain 4+int bonus)x4 at 1st level and 4+int bonus per level thereafter Proficiencies: Sentinels are proficient with Light armour, SMGs and pistols Class abilities:

Biotic positive: The Sentinel recieves the Biotic positive (Augments) or Biotic positive (fields) feat at first level for free Omnitool upgrade: you gain 1 HMOT Basic omnitool and one upgrade for free from the following list (it does not take up a slot on the tool and may be transferred to other tools): Omnitool blade, Hyper-efficient omnigel conversion unit, Enhanced Omnigel Storage plant, Enhanced medigel storage plant, Smart Program, Energy efficiency Breakthrough: Your Current omnitool is treated as having an additional hardware OR software slot. This upgrade is permanent. First-aid: you always heal an extra amount of hitpoints equal to your Sentinel level when you heal another with the 'treat injury' skill

Biotic feat: The Sentinel may choose any feat marked as a biotic feat for free as a bonus feat this level Soldier: The Soldier is a tough warrior, able to deal with a range of combat situations. The Soldier gets improved health, has the widest selection of weapons, and is eventually able to wear heavy armour. Gameplay focus is on getting into the thick of the fight, picking the right weapon for tactical situations, and outlasting opponents. Soldiers are the full spectrum warrior of the squad whose talents focus on improving durability and damage. They may specialize in any weapon they choose and are the only class to have access to the assault rifle talent. Soldiers begin with medium armour and are also the only class that may upgrade to heavy armour. Their major weaknesses are their complete lack of biotic and tech abilities, relying on squadmates to pick up the slack in those areas.

Level Base attack fort ref Will Class features Def 1 1 2 1 0 Bonus feat, Grit 3 2 2 3 1 0 Bonus Feat 3 3 3 3 1 1 4 4 4 4 2 1 Bonus feat 4 5 5 4 2 1 5 6 6/+1 5 3 2 Bonus feat 5 7 7/+2 5 3 2 6 8 8/+3 6 4 2 Bonus feat 6 9 9/+4 6 4 3 7 10 10/+5 7 5 3 Bonus feat, Heavy armour training 7 11 11/+6 7 5 3 8 12 12/+7 8 6 4 Bonus feat 8 13 13/+8 8 6 4 9 14 14/+9 9 7 4 Bonus feat 9 15 15/+10 9 7 5 10 16 16/+11 10 8 5 Bonus feat 10 17 17/+12 10 8 5 11 18 18/+13 11 9 6 Bonus feat 11 19 19/+14 11 9 6 12 20 20/+15 12 10 6 Bonus feat 12

Resilience: Soldiers recieve d10 shield points per level, 2d10 at level 1 Skills: Computer use, Craft, demolitions, Drive, Intimidate, Knowledge, Perception, pilot, profession, Repair, Treat injury Skill points: Soldiers recieve (2+int bonus)x4 skill points at character creation and 2+int bonus per level thereafter Proficiencies: Soldiers are proficient in Pistols, SMGs, Assault rifles, Shotguns, Heavy weapons, Light melee weapons and Heavy melee weapons Class features: Bonus Feat: Gain one free feat marked as a 'soldier bonus feat' (usually with an asterisk) for free at this level. You must still meet the prequisites for the bonus feat Grit: Soldiers can continue on with wounds that would have killed another man, rather than being fatigued as soon as they take health damage then disabled when they reach their constitution in negatives, soldiers gain a third state. So soldiers take no penalties in their first (con bonus) of health damage, then they are fatigued, then they are disabled Heavy armour training: You gain the armour proficiency: Heavy feat for free at this level Vanguard: The Vanguard is a powerful combatant, able to combine the offensive powers of the Adept and the Soldier. They have access to various weapons and armour, as well as biotics. Gameplay focus is on taking down enemies with quick and brutal force. Vanguards are the front line of the squad. Their biotic powers focus on combat potential - disabling the enemy, making their armour ineffective, and shielding themselves from harm so that they can get close enough to go to work. The Vanguard wears light armour to start, though they can upgrade to medium armour, and they gain training in shotguns, Submachine guns and pistols. Resilience: Vanguards Gain 1d10 shield points per level, 2d10 at level 1 Skills: Biotic Strength, Biotic Charge, Computer use, Craft, demolitions, Drive, Intimidate, Knowledge, Lift, pilot, profession, Repair, Singluarity, Throw, Treat injury Vanguards recieve (4+int modifier)x4 skill points at first level and 4+int modifier thereafter Proficiencies: Vanguards are proficient with Light armour, pistols, Submachine guns, Shotguns, Light melee weapons and Heavy melee weapons Class features:

Bonus feat: bonus Feat: Gain one free feat marked as a 'soldier bonus feat' (usually with an asterisk) for free at this level. You must still meet the prequisites for the bonus feat Biotic feat: Choose any feat marked as a biotic feat for free as a bonus feat this level Medium armour training: You gain the armour proficiency: Medium feat for free at this level

Level Base attack Fort ref Will Class features Def 1 1 1 0 2 Bonus feat 3 2 2 1 0 3 Biotic Feat 3 3 3 1 1 3 4 4 4 2 1 4 4 5 5 2 1 4 Bonus feat 5 6 6/+1 3 2 5 5 7 7/+2 3 2 5 6 8 8/+3 4 2 6 Bonus feat 6 9 9/+4 4 3 6 7 10 10/+5 5 3 7 Medium armour training 7 11 11/+6 5 3 7 Biotic feat 8 12 12/+7 6 4 8 8 13 13/+8 6 4 8 9 14 14/+9 7 4 9 Bonus feat 9 15 15/+10 7 5 9 10 16 16/+11 8 5 10 10 17 17/+12 8 5 10 Biotic feat 11 18 18/+13 9 6 11 11 19 19/+14 9 6 11 12 20 20/+15 10 6 12 Bonus feat 12

General attributes by level Skills and ranks: Skills come in 2 types, class and cross class. Your class tells you which ones are class skills, al others are cross-class. The table below tells you how many skill points you may assign to each skill Feats: At the levels numbered below, you gain a feat that you meet the prequisites for from the feats section Ability score increases: At the levels indicated on the table below, you may increase any of your ability scores by 1

Level XP Class skill Cross class Feats Ability score ranks skill ranks increases 1 0 4 2 1st 2 1000 5 2 3 3000 6 3 2nd 4 6000 7 3 1st 5 10000 8 4 6 15000 9 4 3rd 7 21000 10 5 8 28000 11 5 2nd 9 36000 12 6 4th 10 45000 13 6 11 55000 14 7 12 66000 15 7 5th 3rd 13 78000 16 8 14 91000 17 8 15 105000 18 9 6th 16 120000 19 9 4th 17 136000 20 10 18 153000 21 10 7th 19 171000 22 11 20 190000 23 11 5th

Skills: The gm will call upon you to make skill checks for certain tasks. These are done by rolling a d20, adding the skill's governing ability's ability modifier (shown on the character sheet for you convenience) and adding your skill ranks The total skill list for standard skills is as follows: Appraise (int), Balance (dex), Bluff (cha), Climb (str), Computer use (int), Craft (int), Demolitions (int), Diplomacy (cha), Disable device (Int), Disguise (cha), Escape artist (dex), Forgery (int), Gather information (Cha), Handle animal (Cha), Intimidate (Cha or Str), Jump (Str), Knowledge (Int), Perception (Wis), Pilot (Dex), Profession (Wis), Repair (Int), Drive (Dex), Search (Wis), Sense motive (Wis), Sleight of hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), Treat injury (Wis) and Tumble (Dex) Some of these skills have special rules relating to their use or how they are taken Craft and Knowledge: When you take these skills, pick a specific subject or class of objects It applies to. For example, knowledge 'Starships' or craft 'Armour' may be acceptable. The gm has final say on what does and does not constitute a knowledge or craft skill Building things with craft: First, look up the object's cost in the equipment section or get a price from the GM for ad-hoc items. You must pay 1/3 of this in raw materials. Then make a skill check and multiply it by your skill ranks. This represents your current progress. Each check represents a day's work and obviously is cumulative. When your progress equals or exceeds the price of the item, it is completed. Then make one final check against the object's craft DC. Failure by a large margin indicates a non-functional item. You will need to try again but you may salvage your raw materials. Failure by a small margin indicates the item is nearly functional but is slightly wrong. It is fixable with the repair skill. Survival: you can use this skill to obtain food and water for a group of creatures in a wilderness setting. For every 2 above 10 you obtain on the check, you may feed one person in addition to yourself. A large creature counts as 2 people, a huge creature 4 and so on Treat injury: You can use this skill to heal the injuries of others. This cannot be used upon a target that is bleeding out. For every point your roll exceeds 15, you heal 1 point of damage Tumble: you may use this skill to move through another individual's space during combat. A check result of 15 indicates you may make a normal move through another but you provoke an attack of opportunity. A check result of 25 or more indicates you move without provoking an attack of opportunity Biotic skills: Biotic Skills cannot be used unless the User is wearing a biotic Amp There are 12 Biotic skills total, Barrier, Biotic Charge, Biotic Strength, Lift, Meld, Sense, Stasis, Stun, Throw, Warp and Warp Bullets. All Biotic skills have Intelligence as their governing ability score. They Have specific applications and do different things based on the amount of skillpoints invested in them. You can only invest skill points in biotic skills if you have the relevant 'Biotic Positive' feat for their type. The 4 types are Augments (Biotic Charge, Biotic Strength and Warp bullets), Forces (Lift, Singularity and Throw), Fields (Barrier, Stasis and Warp) and Minds (Meld, Sense and Stun). Additionally, The various biotic skills have a 'cooldown period' on them similar to weapons. They are detailed individually below Barrier: Barrier Grants the user an additional amount of shield based on the check result. Barrier is a move action. For every point over 10 on the rolled result, the user gains a point of shield strength. If the user has at least 5 skill points invested in this skill, they can instead apply the benefit to a friendly target within 30ft. This biotic power has a cooldown of 5 rounds, after which the original effect disperses Biotic Charge: This skill cannot have any skill points invested in it unless the character first has at least 5 skill points invested in biotic strength. Biotic charge is a standard action When used, the character can propel themselves up to 30 feet+2 feet per rank invested in this skill. When they reach their destination, they propel a biotic shockwave 10 feet around themselves. This does d6 damage per level of the user and allows a reflex save for half damage. The dc of the save is equal to 10+ the ranks invested in the skill. If the user has at least 5 ranks in this skill, the blast area can increase to 30 feet around themselves at their option. This skill has a 5 round Cooldown period Biotic Strength: Biotic strength increases the users strength for a brief period. It is a move action to use. It increases the user's strength by 1 point for every 2 points the skill check exceeds 10. it lasts for a number of rounds equal to the user's intelligence bonus. If the user has at least 5 skillpoints invested in this skill, it can affect a friendly target touched. It can be used on one target at a time and does not stack Lift: Lifts a medium or smaller target off it's feet. Has a range of 30ft. It lifts the target for 3 rounds during which it is considered flat footed and cannot attack, but is not considered helpless. The target is lifted up to 2 feet vertically over the period for every 1 point the user rolls over 10, unless they strike the ceiling or any other overhang, where they will stop. If the user has at least 5 ranks in this skill, they can lift 1 large sized target or 2 medium sized targets for half effect, rounding up(suspended at half distance for 2 rounds). The cooldown on this skill is 10 rounds Meld: This skill allows the user to 'meet minds' with another. To take ranks in this skill, you must have at least 5 ranks in 'sense'. It requires a full action to use, requires the user to be touching the target and lasts as long as the user concentrates. Unless the target is a willing participant, the defender makes a will save against the user's roll each round. Each round, the user picks a single random thought, image or memory being thought about by the defender at that moment as chosen by the gm or sends one of it's own. It transcends language so it is possible to convey and receive entirely alien to the receiving being Sense: A biotic ping, it picks up the presence of neural activity in a set area. Using sense is a move action. Sense will tell the user how many living individuals are within feet equal to 30ft+5 feet for every 1 the user rolls over 10. if the user has at least 5 ranks in this skill, they can 'mark' a specific mind so they can pick it out again later. The target makes a will save opposed by your roll, if they fail, you have them marked for hours equal to how much you beat them by Stasis: This skill cannot have ranks invested in it unless the user has at least 5 ranks invested in barrier. Stasis is a move action. The user picks a target within 30ft and makes a check opposed by the target's fortitude, unless the target is willing. If the user succeeds, the target is held in biotic stasis in it's own little impenetrable bubble. For the next 3 rounds, the target cannot take any action whatsoever, but cannot be affected by any environmental effects, attacks or biotic powers. This ability has a 5 round cooldown Stun: The user hurls a non-lethal globe of mental energy. Stun is a standard action. Make a ranged touch attack against a target within 30ft. This attack deals d4 nonlethal power damage plus your intelligence modifier. For every 5 ranks invested in this skill, the damage dice increases by one size (d4

Special manoeuvres: Attack of opportunity: Each character has an attack of opportunity per round. Many manoeuvres and moving provoke an attack of opportunity. Each character in a combat has a 'threatened area'. This is 5 ft around them for medium characters and smaller, 10 ft for large, 15 for huge and so on. If you perform an action that 'provokes an attack of opportunity' within another's threatened area, stand up or move OUT of the area, they make a strike at you with whatever weapon they have to hand. This includes being able to shoot you. A character can make 1 attack of opportunity per turn Grapple: A grapple is when a character attempts to wrestle another character, either for competition, to restrain them or simply to keep them out of the fight. A character's grapple modifier is equal to their base attack, plus their strength bonus. This manoeuvre allows an attack of opportunity. If the character takes damage from the attack of opportunity, the grapples fails. The two characters make opposed rolls modified by their grapple bonus. The defender may instead opt to use an escape artist check instead of his grapple modifier. If one character is larger than the other, they gain +2 on this check. If the character initiating the grapple is successful, they are now considered holding the targt. The target is considered flat footed but not helpless, and can only take the 'escape grapple' action. Escape grapple works the exact same way as initiating one but failure indicates the character cannot do anything else but remain grappled for the remainder of the combat round. A grappling character may choose to either maintain his grapple during his round or drop it as a move action. They can attack the held target with a light melee weapon or any natural weapons they may have, ignoring shields. They may also increase their hold on the target as a full action, make another opposed grapple check. If the initiator succeeds, the target is now considered helpless. In addition, if they succeed in an 'escape grapple' check, they simply revert back to a regular grapple. A third increase grapple check allows the user to restrain the target, assuming they have appropriate tools. A restrained target is considered grappled constantly at a check result as listed under the item in question. Obviously, the character does not need to constantly maintain a grapple on a restrained character aid another: As a standard action, a character may opt to aid another in an action. If they do so, the character making the check gains a +2 bonus Bull rush: This provokes an attack of opportunity. If the initiator takes damage, the manoeuvre fails. The character attempts to force the target back. You make an opposed strength check, if one character is larger than the other, they gain a +4 bonus. If the initiator wins, they move the target back 5 feet. For every 5 points they beat them by, they move them an additional 5ft. This cannot exceed the user's movement disarm: This manoeuvre provokes an attack of opportunity. If the initiating character takes damage from it, the manoeuvre fails. The initiator makes an opposed attack roll with a target in melee range, if they succeed, the target loses it's held weapon stabilising: Stabilising a target requires a dc 15 treat injury check on a target in reach. On success, they stop bleeding out coup de grace: Provokes an attack of opportunity. Make a single attack against a helpless or bleeding out target in melee range. Roll damage against them as normal. The target must make a fortitude save of 15+the damage they just took or be instantly killed Charge: Charges must be in a straight line. Move up to twice your move at a target and make a full melee attack. You receive +2 damage due to momentum but lose 2 defence for the duration of the round in which you make your charge Feint: Make a bluff check opposed by your opponent's sense motive. If you are successful, the target loses all dex and class bonuses to their defense until their next turn Restore Shields: A standard action that provokes an attack of opportunity. You Tweak your shield for a bit of extra power. You Restore (1 of your shield per level die) + your int modifier in shield strength Feats: Feats are bonuses taken at certain levels that enhance most anything a character can do. You must meet all prequisites for the feat before you can take it. Unless it says otherwise, multiple instances of a single feat cannot be taken. A list of available feats is below

Feat Prerequisite Description acrobatic +2 on jump and tumble agile +2 balance and escape artist alertness +2 perception athletic +2 climb and swim Blind fight * Re-roll misses due to concealment Combat expertise * Int 13 Trade base attack for def Improved disarm * Combat expertise +4 on disarm attempts, no attack of opportunity Improved Feint * Combat expertise Feint as a move action Improved trip * Combat expertise +4 on trip, no attack of opportunity Whirlwind attack * Dex 13, combat expertise, spring One melee attack against attack, base attack +4 every opponent in reach Combat reflexes * Extra Aoo per dex bonus deceitful +2 disguise and forgery Deft hands +2 sleight of hand diligent +2 appraise and computer use Dodge * Dex 13 +1 def against 1 target Mobility * dodge +4 def against move Aoo Spring attack * Mobility, base attack +4 May move before and after melee attack Endurance * Can take an additional 4 non lethal damage Die hard * endurance Remain conscious while bleeding out Great fortitude +2 fort Improved critical * Base attack +8 Double threat range on 1 weapon Improved initiative * +4 initiative Improved unarmed* Make unarmed attacks without Aoo Improved grapple * Dex 13, improved unarmed +4 on grapple, no Aoo investigator +2 gather information Iron will +2 will Lightning reflexes +2 ref negotiator +2 diplomacy and sense motive Nimble fingers +2 disable device persuasive +2 bluff and intimidate Point blank shot * +1 damage on ranged within 30ft Far shot * Point blank shot Increase range by 50% Precision * Point blank shot No penalty for shooting into melee Rapid shot * Dex 13, point blank shot Make an extra shot per turn Shot on the run * Dex 13, mobility, point blank shot, Move before and after base attack +4 ranged attack Improved precision * Dex 19, precision, base attack +9 Ignore modifiers on ranged Power attack * Str 13 Trade base attack for damage in melee Cleave * Power attack If melee drops a target, strike 1 more target in melee range Great cleave * Cleave, base attack +4 No target limit on cleave Improved Bull rush * Power attack +4 on bull rush, no Aoo Quick draw * Base attack +1 Draw weapon as free action Rapid reload * Reload is a free action run Sprint for 5x movement Rapid moves Run Add 10ft to your move Self sufficient +2 on survival checks and treat injury Skill focus +2 on selected class skill stealthy +2 on stealth checks toughness +3 hit points Two weapon fighting Dex 15 Take less penalties for 2 * weapons Two weapon defense Two weapon fighting Offhand weapon gives +1 * def in melee Improved two Dex 17, two weapon fighting, base Make an extra offhand weapon fighting * attack +6 attack on full Greater two weapon Dex 19, improved two weapon Make a third offhand attack fighting * fighting, base attack +11 on full Weapon finesse * Base attack +1 Add dex bonus to hit in melee with light melee Weapon focus * Base attack +1 +1 to hit with specific weapon, taken more than once applies to different weapons, as do those below Weapon Weapon focus, base attack +4 +1 damage with specific specialization * weapon Greater weapon Weapon specialization, base attack +2 to hit on specific weapon focus * +8 Greater weapon Greater weapon focus, base attack +2 damage on specific specialization * +12 weapon Weapon Proficiency Base attack +1 Become proficient in one weapon you are not normally proficient with Weapon Mastery Base attack +3, Weapon Become proficient in the proficiency type of weapon you chose for 'Weapon proficiency' Armour Proficiency Base attack +2 May wear armour one category higher than normal Biotic feats Feat Prerequisite Description Extra lifting 5 ranks in lift Lift can affect 1 extra target Biotic flight Extra lifting You may lift yourself off the floor on a lift check for rounds equal to how much you exceed 10. Puts lift on cooldown Biotic interference 5 ranks in barrier Delay an action to make an opposed barrier versus power roll with target attampting a biotic power, success indicates the power is nullified Emergency Escape 5 ranks in Biotic charge You have learned to dissipate the power accumulation of biotic charge. You may choose to not cause a shockwave when you land to decrease the cooldown by 2 rounds Power focus +1 on rolls with specific power Greater power focus Power focus +2 on rolls with specific power Quicken cooldown Base attack +3 -1 round for cooldown on specific power, taken more than once applies to different powers Power penetration Powers ignore 2 points of resistance on target Empower Take d6 damage to increase powers numerical effects by 50% Enlarge power Take d3 damage to double power's range Extend power Take d3 damage to double power's duration Maximise power Take 2d6 damage to maximise powers effects. Count as rolling 20 or max damage Widen blast 5 ranks in biotic charge Blast's range is increased by 10ft Persistent warp 5 ranks in warp Warp's damage over time persists for an extra turn, again for half damage Equipment Starting money: Adept: 1d4x500 credits (1000) Engineer: 1d4x500 credits (1000) Infiltrator: 1d6x500 credits (1500) sentinel: 1d4x500 credits (1000) soldier: 1d3x1000 credits (2000) vanguard: 1d3x1000 credits (2000) All characters Start with 1 M3-Predator, Arc or Acolyte pistol, 1 Dagger, 1 set of common class clothing and a Survivor class suit of light armour. trade goods: Goods Cost, credits Animal, common 100 Animal, exotic 2000 Animal, livestock 500 Art 1000 Food, common, 1 kg 10 Food quality, 1 kg 20 Food, exotic, 1 kg 50 Fuel, 1 kg or 1 reload 50 Ammunition, 1 clip or magazine 30 Gems, semiprecious, 1kg 100 Gems, precious, 1kg 1000 Video or music track 20 Ore, common, 1kg 200 Ore, rare, 1kg 2000 Textiles, 1 metre 10 Water, 1 gallon 10

Weaponry: Weaponry comes in types, light melee, heavy melee, Pistols, submachine guns, sniper rifles, shotguns, assault rifles and heavy weapons. For the purpose of feats and abilities, Pistols and submachine guns are considered light weapons. weapons themselves are noted as various different types 'slug weaponry' means that this weapon needs to be reloaded with a clip. 'Mass' weapons have a number next to their type, when out of ammo, this weapon is available to fire again after that many rounds have elapsed. You can also simply set it's ammo to full by waiting that long. 'energy' weapons deal power damage. If they have a number next to energy, they recharge like a mass weapon, otherwise they need to be reloaded with fuel similarly to a slug weapon. Finally, 'melee' weaponry can only be used against enemies on the user's threatened area. They often have a dash (-) in their ammo slot, showing that they do not require loading (obviously). Certain weapons however DO need reloading and as such will recharge if their type contains another, otherwise they are reloaded with fuel Weapons will also have a range, wepons fired in their range have no penalty. For every instance beyond the first that a weapon is fired, it suffers a cumulative -2 penalty. Shotguns will also receive -2 damage as their payload spreads out Unless otherwise stated, all weapons do lethal physical damage Light melee: Name Range Type Damage Crit Ammo Notes cost Unarmed melee D3 x2 - Free! nonlethal Club/baton melee 1d6 x3 - 15 nonlethal Light mace/ melee 1d6 x2 50 shortsword Energy Melee 2 (1d6 x3 1 Use bracketed 500 club/baton nonlethal) when recharging 1d10 nonlethal power Knife melee 1d4 x3 - 25 Combat melee D3+2 x2 - 200 gloves nonlethal Vibroblade Melee 1 2d6 x2 6 250

Heavy melee: Name Range Type Damage Crit Ammo Notes Cost Longsword Melee 1d8 x2 - 150 Staff Melee 1d8 x2 - 65 nonlethal Spear Melee 1d8 x2 - 60 Axe Melee 1d6 x3 - 120 Vibroaxe Melee 1 2d10 x3 3 500 Vibrosword Melee 1 2d8 x2 4 400

Pistols: Name Range Type Damage Crit Ammo Notes Cost Acolyte 50ft Mass 1 2d4 x3 12 500 Arc pistol 50ft Energy 2 2d3 x2 18 Full 3 500 executioner 15ft slug 3d10 x3 1 800 m3- 30ft Mass 1 2d8 x2 15 Full 1 500 predator m5-phalanx 30ft Mass 2 2d10 x2 12 Full 1 700 m6-carnifex 30ft Mass 1 2d10 3 6 600 m11- 40ft Mass 1 3d4 x3 6 750 suppressor m77- 30ft Mass 1 2d10+1 x2 4 750 paladin m358-talon 20ft Slug 3d8 x4 4 Range as per 800 shotgun N7 eagle 30ft Mass 1 2d8 x2 24 Full 3 1500 Scorpion 20ft Mass 4 3d10 x2 2 Damage is taken 3000 the turn AFTER the shot hits

Acolyte: Designed for asari resistance, the Acolyte's barrels fire advanced ammunition similar to that of an impact-triggered resonant warp bomb, which has a devastating effect on shields and biotic barriers. The specialized nature of the warp field means it does not pierce armour as effectively, but the shooter's biotics are expected to make up for this shortcoming. Arc pistol: An innovation of Admiral Daro'Xen, the Arc Pistol is a scaled-down Arc Projector. The Arc Pistol uses a nonvisible laser to ionize the air and create a path for a high-ampere electric shock. For a more damaging blast, it can be charged up. Executioner: Invented by Blood Pack weapons experts, the first Executioner was improvised using spare parts and scrap metal during an Omega territory dispute. The result was a hand-held cannon able to fire high-impact armour-piercing slugs, although only one at a time due to its limited heatsink. Many Blood Pack mercs carry an Executioner as backup in case they get pinned down, but some enthusiasts prefer it as their primary gun, sticking to the one-shot-one-kill approach. m3-predator: A reliable, accurate sidearm. Manufactured by Elanus Risk Control, the Predator is valued as a powerful, deadly, and relatively inexpensive weapon. While it is not generally deployed in the military, it's still very popular in the Terminus Systems. m5-phalanx: The M-5 Phalanx is the product of the Alliance's Offensive Handgun Project, a close-in weapon to be used with no loss of stopping power in comparison with a soldier's assault rifle. The Phalanx enjoys a ballistics advantage over most heavy pistols. Civilian variants are often purchased by colonists on planets that have particularly dangerous big-game animals. m6-carnifex: A highly accurate and lethal pistol. The Carnifex is a favored sidearm of mercenary leaders and Eclipse mercenary tech specialists. An expensive but powerful weapon, its marketing materials feature a charging krogan with the slogan "Don't you wish Carnifex was at your side?" m11-suppressor: The M-11 Suppressor is the product of the Alliance's Offensive Handgun Project that developed an infiltration weapon to be used in close-quarters situations where silence is key. The Suppressor features a built-in integral sound moderator that reduces noise and muzzle flash. Civilian variants on the weapon are considered illegal but can be found in some sectors. m77-paladin: The Paladin is a reliable, durable weapon developed by law enforcement looking for a high-powered but easily concealed sidearm for undercover agents. Surprisingly small for its hitting power, the Paladin is a variant on the Carnifex pistol. While it has a smaller clip than the Carnifex, its shots are unquestionably more powerful. m358-talon:The Talon is a close-range pistol favored by Cerberus Guardians. Firing heavy-gauge shotgun pellets, it delivers massive trauma to unarmored targets. Its waste heat is sufficiently excessive that it carries six separate ammunition blocks, rotating like a twentieth-century revolver to prevent shaver jam or misfire due to premature melting of the shot. N7 eagle: When the Alliance's Offensive Handgun Project received funding to update one of its designs, its engineers chose to redesign the already impressive Phalanx pistol. Like its predecessor, the Eagle is a compact, fully automatic pistol that delivers unprecedented accuracy and punch with a rapid firing rate. The Eagle is named after the Desert Eagle, a classic handgun which gained a romantic reputation among gun collectors, thanks to its popularity in 20th- and 21st-century Earth action movies. Scorpion: Originally issued to the salarian STG to allow small units to contain much larger enemy forces, the Scorpion pistol now sees service galaxy-wide. It fires low-velocity, squash-head projectiles with a dual use. The high-explosive filler within the projectiles contains an adhesive that secures the projectile to the target on impact. When fired into a surface, it turns into a proximity mine. Submachine guns: Name Range Type Damage Crit Ammo Notes Cost Punisher 20ft slug 2d4 x3 40 Full 4 600 Plasma smg 20ft Energy 2d3 x2 100 Full 2*. this figure 3000 doubles every round it's used until the weapon reloads m4- 20ft Mass 2 2d6 x2 36 Full 2 500 shuriken m9-tempest 15ft Mass 2 2d8 x2 50 Full 3 1000 m12-locust 40ft Mass 1 2d6 x3 20 Full 1 500 m25-hornet 20ft Mass 1 2d4+3 x2 24 always uses 3 shot 400 N7 15ft Mass 2 2d6 x2 40 Full 4 1000 hurricane

Punisher: The Punisher features a secondary barrel that fires one armor-piercing round per main-barrel burst. It was developed by Blood Pack gunsmiths who found that their vorcha recruits frequently forgot to optimize ammo loads in the heat of combat. This configuration makes the process automatic and highly effective at penetrating armor. Plasma smg: This weapon works on the same principles as the geth's weaponry: it shoots superconducting toroids that break apart on impact, retaining an electrical charge that flash-converts the shrapnel into plasma. Unlike the geth, however, the plasma SMG has been modified to take thermal clips. Holding down the trigger speeds up its rate of fire, rapidly depleting the gun’s heat sink in exchange for nearly continuous fire. m4-shuriken: As kinetic barriers have grown in popularity, so has the popularity of submachine guns. Manufactured by the Elkoss Combine, the Shuriken Machine Pistol fires six-round bursts with a high rate of fire. m9-tempest: Produced by Elanus Risk Control Services for the Eclipse mercenary band, the Tempest is an expensive but deadly addition to anyone's personal arsenal. This fully automatic submachine gun is punishing up close, but becomes less accurate at long range. m12-locust: The Kassa Fabrications Model 12 Locust is a compact submachine gun developed for the Alliance but now favored by gang enforcers and hit men. Featuring a complex recoil-reducing mechanism and high-grade auto-targeting software, the Locust delivers longer range, more accurate fire than others in its class. m25-hornet: The M-25 Hornet is a long-range submachine gun created by Cerberus. It is standard issue for Cerberus troops, who are trained to handle the recoil from the gun's three-round bursts. Cerberus designed the Hornet to conserve ammunition and provide cover-fire during prolonged conflicts. n7-hurricane: While some militaries pass on the Hurricane because of its lower accuracy, the Alliance feels the gun's rapid firing rate offers excellent suppressive fire. A disciplined marksman can use the fully automatic submachine gun to chew through targets with alarming speed. Alliance officers were so pleased with field results that the Hurricane is now many squadrons' standard-issue SMG. Sniper rifles Name Range Type Damage Crit Ammo Notes cost Black widow 150ft Mass 5 5d10 x4 3 Ignores physical 10k resistance Kishok 60ft Slug 5d10 x3 1 2000 harpoon Krysae 120ft Mass 2 3d10 x4 3 1000 m13-Raptor 60ft Mass 3 2d8 x2 16 Full 2 1000 m29-incisor 100ft Mass 2 3d6+3 x3 15 Always uses 3 shot 1200 m90-indra 60ft Mass 3 2d10+5 x4 25 Always uses 5 shot 1300 m92-mantis 100ft Mass 3 3d8 x3 1 600 m97-viper 100ft Mass 2 3d8 x3 6 750 m98-widow 120ft Mass 6 4d10 x4 1 Ignores 5 physical 7500 resistance N7 Valiant 80ft Mass 1 3d6+2 x3 3 600

Black widow: The Alliance wanted to reduce the reload time of the original Widow rifle, without sacrificing its stopping power. The solution was to increase the number of shots the gun could fire before it needed a fresh thermal clip. Heavy for a sniper rifle, the Black Widow's firepower more than compensates for its encumbrance. Kishok harpoon: An Alliance captain on her fifth tour of the Terminus Systems once said that seeing a Kishock was the easiest way to tell if she was being attacked by batarian mercenaries or slavers, since "no bastard with a Kishock means to take you alive." This powerful sniper rifle fires a harpoon-like spike that causes massive internal bleeding, and its miniaturized disruptors will also destroy synthetics. The rifle’s biggest drawback is that it must be reloaded after every shot, but for those with steady aim and good timing, one shot is enough. Krysae: This turian antimateriel rifle is modified to kill heavy biological enemies such as rachni. The Krysae's scope uses a rangefinder that adjusts to keep the target in proper proportion to the shooter, which comes in useful when the sniper is forced into close range. Its specialized ammunition is both armor-piercing and explosive. In a desperate move, the turians released its specifications over the extranet so that nearly anyone with a fabricator could manufacture this weapon to help the war effort. m13-raptor: The Raptor is a human version of a turian weapon developed for conflict on the low-gravity world Amar. Fighting at longer ranges than expected, the turians optimized a low-recoil, semi-automatic rifle with a scope, and issued it to their regular infantry, creating a hybrid weapon that was half-assault rifle and half-sniper weapon. Cerberus assigns the Raptor to Nemesis snipers. m29-incisor: The Incisor is a sniper rifle designed to overload active defenses. Firing three rounds with each pull of the trigger, the Incisor was initially advertised as having negligible recoil, although under real combat conditions the second and third rounds frequently climb in difficulty. The noise of the burst is comparable to a single rifle shot in duration, making it no easier to locate the sniper by sound. m90-indra: The Indra's low-powered scope leaves it most effective at medium range, but many soldiers believe this limitation is offset by the gun's rapid rate of fire. The Indra is the first military-grade, fully automatic sniper rifle. It has an extremely efficient heat-sink system that allows a surprisingly large number of shots to be fired before the weapon recharges m92-mantis: The Mantis is a powerful sniper rifle which is able to take out most targets in a single shot. It's incredibly accurate at long range, but rate of fire is slow. Manufactured by Devlon Industries, the Mantis is primarily used by police and planetary militia groups. m97-viper: The Viper is a semi-automatic, rapid-fire sniper rifle manufactured by Rosenkov Materials. Rosenkov developed a patented automated-release system that assists with thermal-clip ejection, shortening the Viper's reload time. This rifle is popular with military snipers, who appreciate a long-range gun that can snap off multiple shots in the blink of an eye. m98-widow: Several research firms spent a considerable fortune trying to redesign the Widow sniper rifle. Their goal was to retain the geth weapon's considerable firepower while reducing its recoil, so that the gun could be fired without breaking a nonsynthetic's arm. After much trial and error, one company finally produced a usable model rolled out to the galactic market. n7 valiant: The Valiant is a sniper rifle tested by Alliance soldiers during a series of harsh survival exercises on the planet Kruljaven. This streamlined weapon employs a sophisticated fire-control system that improves accuracy by stabilizing the barrel during targeting. Although this comes at the cost of reduced capacity and rate of fire, most soldiers find the increase in precision and quick reloading time a worthy tradeoff. Shotguns: Note: Shotguns are very powerful, but short ranged. In their first range band, shotguns get +2 to hit and damage, in their second range band, they act as normal and after that they receive a cumulative -2 to hit and damage thereafter name range type damage crit ammo Notes cost at12-raider 10ft Mass 4 2d12 x4 2 Full 1 600 Disciple 15ft Mass 2 3d6+2 x3 4 On hit, target 1200 makes a fort save equal to damage just taken, failure indicates that they are staggered Graal spike 15ft Mass 4 3d10 x4 3 800 thrower m11-wraith 20ft Mass 4 3d10+4 x4 2 5000 m22- 20ft Mass 3 3d8+2 x4 3 2000 eviscerator m23-katana 15ft Mass 2 2d10 x3 5 600 m27- 15ft Mass 2 2d10 x3 8 Full 2 750 scimitar m300- 10ft Slug 4d12 x4 1 2000 claymore N7 crusader 20ft Mass 2 2d10 x4 4 750 N7 piranha 10ft Mass 2 2d10 x3 6 Full 3 900 Reegar 20ft Energy 3 2d6 x3 42 Full 3. Double each 1000 turn used until reloaded Venom 20ft energy 5d10 x2 3 Damage is taken 6000 turn AFTER the shot hits

At12 Raider: Carried by the batarian military's notorious Special Intervention Unit, the Raider is a semi-automatic shotgun that loads slowly but fires rapidly, with tremendous force. Short-range even for a shotgun, the Raider has a large pellet spread. Rather than eliminating recoil, its integral compensators instead make it predictable and vertical. Disciple: Originally handcrafted for the exclusive use of justicars, the Disciple Shotgun's schematics were finally released to asari commandos after centuries of negotiation. The Disciple uses shells packed with microscale submunitions to deal staggering amounts of damage. Even shielded enemies are stunned by the force of a blast from this weapon. Graal spike thrower: The Graal is one of a long line of krogan weapons used to hunt thresher maws. Its ammunition consists of oversized flechettes meant to pierce thresher hide and create deep wound channels leading to massive blood loss. For additional firepower, the weapon is double-barreled, and, as a last resort, possesses blades to cause internal injuries if the wielder is swallowed by the thresher. Using a Graal on a humanoid target has predictably grisly effects. M11-Wraith: The Wraith is favored among mercenaries, pirates, and slavers in the Terminus systems. Its high-impact damage and sturdy construction make it a popular "quick-draw" shotgun. A variant of the M22-Eviscerator, demand for the Wraith is higher than ever, even though the weapon is banned in Citadel space. In order to lighten its weight, the Wraith holds fewer shots than the Eviscerator. M22-Eviscerator: The Lieberschaft 2180 shotgun, or "Eviscerator," is of human civilian design and has a unique ammunition generator. Where most modern firearms shave off chips or pellets from an ammunition block, the M-22 shaves off serrated metal edges designed to fly aerodynamically. This dramatically improves its armor-piercing capabilities, and its tight grouping ensures lethality at longer ranges than standard shotguns. This design violates several intergalactic weapons treaties, so the M-22 is not distributed to militaries. m23-katana: Manufactured by Ariake Technologies, the Katana is a common mercenary weapon, and is also popular on colonies with Varren infestations. It's deadly at short range, but ineffective at long range. M27-Scimitar: Manufactured by Ariake Technologies, the Scimitar features twin mass effect generators, giving it a more rapid rate of fire than a traditional shotgun. This weapon was created for the Eclipse mercenary band, but is rapidly becoming popular with Blood Pack Trooper mercs as well. m300-Claymore: The Claymore used to be a hard-hitting but poor-selling shotgun due to kickback problems snapping the arms of anyone but krogan firing the weapon. After a rehaul of its kinetic dampening system, the Claymore is being rolled out again. As a way to lure back customers, the gun's manufacturer has lowered the shotgun's selling price without skimping on its stopping-power. N7 Crusader: Bruised and bloody Alliance marines on Torfan attributed their survival against waves of batarian mercenaries to the precision and stopping power of the Crusader. With a design patterned on riot shotguns, this weapon has a moderate rate of fire that rewards careful aiming. Since this accuracy provides little room for error, the Crusader is primarily used by highly trained soldiers. N7 Pirahna: The N7 Piranha is an assault shotgun designed for the Rachni war. When the N7 program began training alien resistance forces, the lighter-bodied species wanted a low-recoil weapon with a wide pellet spread for dealing with hordes of Drones. The result was the Piranha, which hit a sweet spot in close-range firepower. Its rapid-fire capability tears apart not only Drones but most opponents unlucky enough to be in its way. Reegar: This electrical weapon improves upon the arc pistol's design by generating a sustained current on its target. This weapon is named for the quarian Reegar family, whose marines have served valiantly against the geth. Venom: The Venom shotgun was developed by the salarian Special Tasks Group to meet the unpredictable needs of those stationed in hostile areas. The double barrel fires ammunition that detonates on impact, while a third barrel below can be charged to fire a round of microgrenades. Given the nature of most STG assignments, the Venom was designed to force an exit strategy and was issued to teams whose primary objective was to extract compromised undercover operatives. The shotgun is now issued to frontline soldiers in the war against the Reapers. Assault rifles: Name Range Type Damage Crit Ammo Notes Cost Adas anti- 60ft Energy 3d4 x2 24 Full 2 800 synthetic Cerberus 60ft Mass 3 3d6 x2 20 Full 2 1000 harrier Chakram 40ft Slug 2d12 x3 4 Full 1 1000 launcher M7-Lancer 60ft Mass 1 2d12 x2 36 Full 3, always has 2000 +1 to hit M8-Avenger 50ft Mass 2 2d10 x2 30 Full 3 800 M15- 60ft Mass 1 2d8+3 x3 24 Always fires 3 1000 vindicator shots M37-Falcon 40ft slug 3d10 x2 6 Full 1 1500 M55 Argus 40ft Mass 2 2d12 x2 21 Full 2 1200 M76- 50ft Mass 2 2d10 x2 60 Full 6 1800 Revenant M96- 50ft Mass 3 3d8+1 x2 16 1500 Mattock M99-Sabre 80ft Mass 3 3d8 x4 8 Full 2 2000 N7 Typhoon 60ft Mass 4 3d6 x2 100 Full 5, can only be 3000 fired as a full action N7 Valkyrie 60ft Mass 1 2d10 x2 16 Full 2 800 Phaeston 60ft Mass 2 2d12 x2 50 Full 2 1200 Striker 50ft Slug 3d10 x2 12 Full 1, adds 1 each 1500 turn fired on full up to Full 3

Adas Anti-Synthetic: Named in memory of the quarians killed in the Morning War on the planet Adas, this weapon's electrical attack has been optimized for medium- to long- range firefights. Alliance marines take issue with calling it a "rifle" since, technically, it has no rifling in its barrel. The quarians shrug this off, as quarian weapon terminology rarely translates flawlessly into human languages. Cerberus Harrier: These Cerberus-modified Mattock rifles are fully automatic. Cerberus gunsmiths reined in the recoil issues, resulting in a gun that stays on target but delivers slightly less punch per round than a standard Mattock. As such, the weapon is typically utilized by Cerberus’s elite troopers who train constantly to make every burst count. Chakram Launcher: The fancifully named Chakram Launcher uses an internal fabricator to manufacture lightweight ammunition discs wrapped in holographic tracers. The discs explode on impact, sending shrapnel tearing through the enemy. Markings stamped on the gun's barrel are a shipping code created by its manufacturer, Ama-Lur Equipment. The code warns that the rifle must be assembled carefully, as it contains mixtures extremely volatile under pressure. This is why the Chakram Launcher requires thermal clips: without a way to dissipate the intense heat caused by its fabrication process, the rifle's circuitry would quickly destroy itself in a spectacularly lethal meltdown. M7-Lancer: The M7-Lancer is a rare collector's item that was introduced shortly after the First Contact War. The Lancer has been refurbished by an unknown master weaponsmith, and it now uses the higher velocity rounds of today's weaponry. It does not need heat sinks, instead utilizing weapon heat-generation from an earlier era. Few of these finely crafted weapons are in existence. M8-Avenger: The Avenger is a common, versatile, military-grade assault rifle manufactured by the Elkoss Combine. It's accurate when fired in short bursts, and deadly when fired on full auto. The modular design and inexpensive components of the Avenger make it a favorite of military groups and mercenaries alike. The rifle has a reputation for being tough, reliable, easy to use, and easy to upgrade. M15-Vindicator: A battle rifle that fires in three-round bursts. Favored by assassins and elite mercenaries, and deadly at any range. Manufactured by Elanus Risk Control Services for the Blue Suns mercenary group, the Vindicator is popular in the Terminus Systems. M37-Falcon: This Alliance rifle launches 25mm mini-grenades. Lighter and more accurate than most grenade launchers, the Falcon burns through specialized ammunition as well as standard thermal clips. A field fabrication kit generates this ammunition, leaving the clips as the rifle's only limitation. M55-Argus: The Argus is a high-powered rifle favored by senior C-sec officers. An excellent close-range weapon, its bursts of fire ensure ammunition conservation during lengthy conflicts. Other law-enforcement agencies across the galaxy are adopting the Argus as their standard rifle, as much for its intimidation factor as its suppression power. M76-Revenant: The M-76 Revenant unleashes a storm of high-velocity slugs. It has low accuracy but a high thermal clip capacity, and packs considerable firepower. This custom-made machine gun features technology not widely available. Protected against replication by sophisticated Fabrication Rights Management (FRM) technology, only the richest and most powerful warlords can afford the Revenant. M96-Mattock: Medium-range, semi-automatic rifle. The Mattock is a hybrid weapon with an assault rifle's low heat production and a sniper rifle's punch. Marksmen favor its increased power over that of an assault rifle to bring down hardened targets. Its lack of a full-auto setting is advertised as a feature rather than a shortcoming as it curbs a soldier's tendency to spray inaccurate fire under stress. M99-sabre: A heavy-duty semi-automatic rifle favored by only the most elite marksman, the M-99 Saber is jokingly referred to as "The Big Iron" for its sheer stopping power. Each M-99 Saber is designed specifically for its owner, making it one of the Alliance's more expensive weapons. N7 Typhoon: The Typhoon is a distinctive light machine gun featuring a face shield to protect the shooter from headshots. Its power and recoil are so notorious that it includes a high-tech kinetic reducer to fight muzzle climb. Since the reducer tries to limit all motion by the weapon, marksmen do not engage it while moving and instead reduce the recoil only while they are in cover. N7 Valkyrie: A variation of the popular Avenger design, the Valkyrie is now standard issue for new recruits. Exceptionally well-crafted, accurate, and packing ample firepower, the rifle is a hot black-market item when it surfaces. Phaeston:Named after a turian spirit of creation, the Phaeston was engineered to provide the best possible balance between accuracy and firepower in a machine gun. Each shot is tempered by kickback dampeners inside the shoulder stock, which lets the Phaeston pack more punch than other weapons its size without sacrificing precision. Its fully automatic fire and relatively light weight has turned the Phaeston into the turian infantry's primary go-to weapon. Striker: The Striker is a fully-automatic weapon that functions more as a grenade launcher than a rifle, firing high-impact slugs that detonate on contact. The weapon increases its rate of fire the longer the trigger is held, which is devastating if the weapon can be kept on-target. In an attempt to market the Striker outside of the Krogan DMZ, the gun was designed to be fired by non-krogan, but its recoil tends to off-balance smaller species. Enthusiasts point out that the target on the receiving end of a Striker has far worse things to worry about than its shooter's balance. Heavy weapons: Name Type Range Damage crit Ammo Notes Cost Cobra Slug 100ft 5d10 x3 4 Has a 30ft blast 2000 radius, dc15 reflex for half M451- Energy 30ft 3d8 x2 100 Full 5, Deals half 2000 Firestorm damage to all within 5ft of target, initial target takes half damage next turn M560-Hydra Slug 100ft 5d10/12d10 x3 4 Can use a full 10k attack for second damage profile, uses up all ammunition M920-Cain Mass 10 150ft 20d10 x2 1 Illegal. Has a 50ft 25k blast radius, dc25 for half damage

Cobra Missile Launcher: Though it looks identical to the M-560 Hydra, the Cobra is a single shot launcher that fires a missile directly at the target. It is powerful enough to destroy a target on contact and has a small area of effect. M451-Firestorm: Short-ranged, the Firestorm sprays flame, suppressing the regenerative capabilites of creatures such as vorcha. M560-Hydra: Before the introduction of the M-560 Hydra, missile launchers either focused on bringing down a single armored target or simultaneously neutralizing multiple unarmored opponents. With the Hydra, a soldier no longer needs to choose between the two. The Hydra releases a barrage of miniature missiles, each guided by an independent homing system that seeks out exposed enemies. On impact, three shaped charges per missile explode in sequence. The first overloads the target's kinetic barriers before the second destroys its armor, clearing a path for the third warhead to detonate inside the target. M920-Cain: The M-920 Cain is a portable particle accelerator surrounding an array of dust-form element zero chambers. By subjecting its eezo chambers to extreme positive and negative currents fueled by antimatter reactions, the weapon projects mass effect fields that shear away at the target. The fields warp ambient materials with such explosive force that the impact produces a mushroom cloud. This has led Alliance marines to call the Cain a "nuke gun," though its detonations do not in fact produce fallout. The M-920 uses graphite rods as neutron moderators, but they require frequent replacement to sustain power. Fortunately, the omni-tool can refabricate most heavy weapon ammunition into graphite rods. The amount of charge-up time is understandable as the weapon is a juggernaut capable of unstoppable destructive power. Grenades and high explosives Grenades and other explosive weapons are very deadly, requiring the demolitions skill to use properly (or the throwing skill for the much simpler grenades). Explosive weaponry is listed under what agent is actually used for the explosive, it can then be taken as either a single grenade, or a larger placed explosive charge. Every agent has an explosive radius, a damage dealt and any other effects it may have. The first listed in cost, damage and radius is for a grenade, the second for a set charge. Standard reflex to dodge a grenade is equal to the attacking characters attack roll Name Blast Damage Notes Cost/ Radius unit Toxin 10ft/ - Targets in blast radius take a dc 15 5000/ 30ft fortitude save or become poisoned. D3 10000 con damage per round until saved Stun 30ft/ 2D6 PNL/ Subjects in blast radius make a dc 17 100/ 100ft 4D6 PNL fortitude save or be knocked unconscious 500 for d3+1 rounds. A successful save indicates that they are staggered for one round. Failure by 10 or more indicates unconsciousness for d3 hours Cryo 10ft/ 2D6 LE/ Subjects take a dc 15 fortitude save or 1000/ 30ft 4D6 LE become fatigued, fatigued targets become 4000 exhausted, exhausted targets become paralyzed. Failure by at least 10 indicates they move up two bands instead of one Fusion 10ft/ 5D6 LE/ Subjects take a dc 20 fort save. Failure 5000/ 30ft 10D6 LE indicates they gain radiation poisoning. A 10000 disease that inflicts d3-1 con, strength and dex Every day until they are cured with a dc 20 heal check High 15ft/ 5D6+5/ 500/ Explosive 50ft 10D6+10 2500 Incendiary 10ft/ 3D8 LE/ Targets failing their reflex save catch fire. 1000/ 30ft 5D8 LE Targets on fire take half damage again 4000 next turn then go out

Toxin: This charge contains a gas that is harmful to most forms of life. Their use is HEAVILY restricted by the alliance Stun: A commonly available Grenade, although less common as a charge. This weapon emits a loud bang, flash of light and a few other more subtle particle effects designed to disorient the senses of most creatures. Most law enforcement, military and mercenary bands have easy access to these although a civilian possessing one may raise a few eyebrows Cryo: Cryo Explosives contain a small Bose-Einstein condensate, a mass of super-cooled subatomic particles. When detonated, they are capable of snap-freezing nearby targets. Fusion: Fusion Explosives contain a small amount of radioactive polonium that is dispersed on detonation. Targets caught in the blast experience varying degrees of radiation poisoning. About as Illegal as any weapon can feasibly be High explosive: Good ol' High explosives. High Explosive are optimised to maximize their blast radius and impact. They are particularly useful for blowing lightly-armored enemies out from cover; they also act as crowd control for large groups of enemies. A charge is perfectly capable of blowing through a wall or Destroying a vital support. Incendiary: Incendiary Explosive releases a thermal paste on detonation that clings to - and burns through - virtually all known substances. Weapon modifications: Weapon modifications are upgrades added to a weapon of their type. It can be installed at the vendor or with a relevant craft or knowledge check. Only one level of modification of it's type may be installed (so you cannot have two magazine extensions for example) but you can have as many modifications as you like installed on a weapon

Pistol upgrades Name Ranks Description Cost per rank Melee Stunner 5 Adds a melee option to the pistol, does d3 200 nonlethal to start and increases a die size per rank after 1 Piercing Mod 5 Adds armour piercing properties to 500 ammunition, ignores 1 point of physical resitance per rank Magazine mod 10 Increases the magazine size for slug 100 weaponry by one per rank Heat sink mod 3 Increases shots before recharging on mass 400 weaponry by 25%/50%/100% High calibre Mod 5 Fires bigger bullets without losing 500 penetration or accuracy. +1 damage per rank Pistol Scope 5 Makes aim actions better. Adds +1 bonus to 300 aim per rank Ultralight Materials 5 Makes the weapon lighter and easier to 500 manage, +1 to hit per rank Heavy Barrel 5 Changes barrel to resist kinetic force better, 500 allowing larger projectiles. +1 damage per rank Power Magnifier 5 Adds a power generator hooked up to your 500 omnitool and/or Amp. Adds +1 to your tech and/or biotic power damage per rank

SMG upgrades Name Ranks Description Cost per rank Ultralight materials 5 Makes the weapon lighter and easier to 500 manage, +1 to hit per rank Magazine upgrade 10 Increases the magazine size for slug 100 weaponry by Four per rank High calibre mod 5 Fires bigger bullets without losing 500 penetration or accuracy. +1 damage per rank Heat sink mod 3 Increases shots before recharging on mass 600 weaponry by 25%/50%/100% SMG Scope 5 Makes aim actions better. Adds +1 bonus to 300 aim per rank High Velocity Barrel 5 Changes barrel to resist kinetic force better, 500 allowing larger projectiles. +1 damage per rank Recoil Dampener 3 Reduces Recoil Per shot, allowing for greater 700 bursts of fire. Adds 1 to the weapon's full rating per rank Power Magnifier 5 Adds a power generator hooked up to your 500 omnitool and/or Amp. Adds +1 to your tech and/or biotic power damage per rank

Sniper rifle upgrades Name Ranks Description Cost per rank Concentration Link 5 A link to the user's Heartbeat and Breathing 300 rate allows the weapon to cancel these variables out of the user's aim. Adds +1 accuracy while aiming per rank Rapid Cooldown 1 Supercooling systems reduce the recharge 1000 Unit period on the weapon by 1 Extended Barrel 5 Lengthens the barrel for greater bullet 500 velocity. Adds +1 damage per rank Piercing Mod 5 Adds armour piercing properties to 500 ammunition, ignores 1 point of physical resistance per rank Enhanced Scope 5 Makes aim actions better. Adds +1 bonus to 300 aim per rank Thermal Scope 2 Reduces penalties for obscured targets. 500 Reduces 25% miss chance to 10%/0%. Cannot be combined with Enhanced scope High Velocity Mod 5 Adds even Greater Velocity to the bullet. 500 Adds +1 Damage per rank Ultralight Materials 5 Makes the weapon lighter and easier to 500 manage, +1 to hit per rank

Shotgun upgrades Name Ranks Description Cost per rank Extended Magazine 4 Increases the number of shots per magazine 300 in slug or non-rechargeable energy weapons by 1 per rank Improved Heatsink 3 Increases shots before recharging on mass 600 weaponry by 25%/50%/100% Rapid Cooldown 1 Supercooling systems reduce the recharge 1000 Unit period on the weapon by 1 Shredder Mod 5 Enhanced capacitors allow for greater 400 projectile penetration. Ignores 1 physical resistance per rank High-calibre Barrel 5 Fires more Projectiles without losing 400 penetration or accuracy. +1 damage per rank Omniblade 3 Allows a melee blade attachment. Does 300 attachment 1d6/1d8/1d10 energy damage Smart Choke 5 Auto-targeting adjusts pellet spread for 500 maximum accuracy against a target. +1 to hit per rank High velocity Mod 5 Adds even Greater Velocity to the spray. 400 Adds +1 Damage per rank Ultralight materials 5 Makes the weapon lighter and easier to 500 manage, +1 to hit per rank

Assault rifle upgrades Name Rank Description Cost per rank Recoil Dampener 3 Reduces Recoil Per shot, allowing for 600 greater bursts of fire. Adds 1 to the weapon's full rating per rank Extended Magazine 5 Increases the number of shots per 100 magazine in slug weapons by 2 per rank Improved heatsink 3 Increases shots before recharging on mass 600 weaponry by 25%/50%/100% Piercing Mod 5 Adds armour piercing properties to 500 ammunition, ignores 1 point of physical resistance per rank Extended Barrel 5 Lengthens the barrel for greater bullet 500 velocity. Adds +1 damage per rank Enhanced Scope 5 Makes aim actions better. Adds +1 bonus to 300 aim per rank OmniBlade 3 Allows a melee blade attachment. Does 300 Attachment 1d6/1d8/1d10 energy damage Thermal Scope 2 Reduces penalties for obscured targets. 500 Reduces 25% miss chance to 10%/0%. Cannot be combined with Enhanced scope High velocity Mod 5 Adds even Greater Velocity to each bullet. 500 Adds +1 Damage per rank Ultralight Materials 5 Makes the weapon lighter and easier to 500 manage, +1 to hit per rank

Armour: Armour has 3 ratings, the Physical resistance, the Power resistance and the armour check penalty. The armour check penalty Applies to any physical skill check you do such as running, climbing or sneaking as the armour weighs you down. Armour is then rated by class, light, medium or heavy. Name Class Physical Power Check Cost Resistance Resistance penalty Survivor Light 1 6 0 200 Duellist Light 2 5 0 500 Agent Light 3 4 -1 800 Assassin Light 4 3 -2 1200 Phoenix Medium 4 4 -3 750 Onyx Medium 5 3 -3 1000 Predator Medium 6 2 -4 1600 Scorpion Medium 6 1 -4 2000 Ursa Heavy 7 3 -6 1000 Guardian Heavy 8 2 -6 1800 Colossus Heavy 8 1 -7 2400 Titan Heavy 9 0 -7 3000

Armour upgrades Similar to weapon upgrades, armour upgrades can be added to any suit of armour. You cannot stack the same form of upgrade.

Name Ranks Description Cost per rank Armour Plating 5 Hardened plates increase your armour's 500 physical resistance by 1 per rank Hardened Weave 5 A complex weave of element zero microcores 500 and advanced firewalls increases your power resistance by 1 per rank Kinetic Buffer 3 Metabolic Enhancers monitor the wearer's 4000 vital systems and release genetically engineered stimulants to maximize combat prowess and athletic ability. Increases your dexterity by +2 per rank Exoskeleton 3 Mechanical augmentation lends force to your 4000 actions and moves naturally as you do. Increases your strength score by +2 per rank Shield Capacitor 4 Greatly enhanced shield emitters Increase 800 your shields by one per die per rank Shield Regenerator 10 Rather than the standard, increases shields 600 restored by the 'Recharge shields' action by one die per rank Biological interface 3 A prototype upgrade combining numerous 4000 advanced medical technologies to monitor and regulate all vital systems, maximizing healing and minimizing recovery times for the user. Increases Constitution by 2 per rank

Omnitools: Omni-tools are handheld devices that combine a computer microframe, sensor analysis pack, and manufacturing fabricator. Versatile and reliable, an omni-tool can be used to analyze and adjust the functionality of most standard equipment, including weapons and armour, from a distance. The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment. Omni-tools are standard issue for soldiers and first-in colonists.

Omnitools as standard come with a universal translation unit so you can converse with any intelligent species encountered by the galaxy at large thus far, they can also perform the following functions: Flashlight Scanner Repair items Dispense Medi-gel Programming and hacking Camera Video, audio and holographic communication Download and playing video games Manufacture objects in real time. Omnitools Have 5 , They have computer use bonus (or CUB), medigel capacity, Omnigel capacity, Software slots (denoting how many pieces of software your omnitool's processor can have loaded at once) and hardware slots (denoting how many pieces of hardware your omnitool can have loaded). Medigel: Medi-gel (medical gel) is an all-purpose medicinal salve combining an anaesthetic and clotting agent used by paramedics, EMTs, and military personnel, produced by the Sirta Foundation. It heals various wounds and ailments, instantly sealing injuries against infection and allowing for rapid healing by having the gel grip tight to flesh until subjected to a frequency of ultrasound. It is sealable against liquids - most notably blood - as well as contaminants and gases. Technically its properties make it illegal under genetic modification laws, but the restriction, in this case, is ignored because of the product's beneficial properties. Medigel costs 200 credits per dose and is stored in your omnitool. It heals wounds on a character equal to the target's toughness bonus plus the user's intelligence bonus and automatically stabilises them Omnigel: Omni-gel is composed of common, reusable industrial plastics, ceramics, and light alloys kept in a semi-molten state. Being able to render non-essential upgrades and weapons into omni-gel allows them to remain useful while reducing weight. Any omnitool can render a given piece of equipment into d3 charges of omnigel, otherwise it costs 10 credits per dose. Omnigel is used by certain programs and hardware to create objects or repair others

Name CUB MC OC Software Hardware Cost HMOT Basic 2 2 5 2 1 200 Bluewire 2 1 4 4 1 500 Arrest 3 2 8 3 2 700 Nexus 2 2 10 0 3 1000 Polaris 2 6 2 3 2 800 Savant 4 8 0 8 0 2000 Chameleon 5 2 2 10 1 3000 Cipher 6 1 1 12 1 5000 Software: Software, besides being able to do entertaining bits of technical wizardry, can interface with other parts of your equipment to increase efficiency. In addition, your Omnitool can have minor 'smart' programs to help you remember crucial information, or aid with various tasks Software takes up a certain amount of Slots in an omnitool, if your omnitool cannot fit your program, you cannot add it

Name Slots Max Description Cost/rank per rank ranks Smart Program 1 4 Increases roll in any one int or wis 400 based non-biotic skill by 1 per rank, skill chosen upon purchase. It can also be set as a proximity alert device in which case it adds +1 per rank to your initiative bonus instead Energy 2 5 Each rank Increases shield strength by 500 efficiency owner's intelligence bonus routine Overload 3 2 Illegal. Make a computer use test 1000 resisted by an opponent's Will. Deals power damage equal to the amount you beat the target by. Only damages shields unless the target is synthetic. 2 ranks means it hits a second target within 30ft for half effect on success Sabotage 3 2 Illegal. Allows the use of computer use 2000 to hack objects. Two ranks allows the user to hack synthetic enemies, computer use opposed by will. The synthetic attacks the closest target for rounds equal to the difference if the user wins. If the user gets DOUBLE the target's save, the target is under the user's control for hours equal to the difference. The user may have one synthetic under control at one time FF Recognition 2 1 Required to operate a drone or turret 500 system manufacturing upgrade or a guided projector this piece of software allows certain targets to be classified as friend or foe by the user

Hardware Hardware lists the name of the upgrade, the amount of hardware space the item takes up, a brief description of it's effects and how much omnigel it uses per activation. Unless otherwise stated, hardware effects do not stack

Name Space gel Description Cost Hyper-efficient 1 0 Creates d6+1 omnigel per item consumed 1500 omnigel instead of d3 conversion unit Drone creation 2 4 Creates an area-control drone unit that obey's 750 plant it's creator's commands. Moves 50ft per action. Has a Ranged damage zap for d4 nonlethal energy damage with a plus to hit equal to it's user's int bonus and can use any int or wis based skill with a bonus equal to it's users int bonus. Drone wears out after 1 hour Cryogenic 3 2 Illegal. Sends a blast of freezing ice at a target. 2000 projector This is a ranged attack with a range of 30ft. If the user has an FF recognition system installed, they may add their int bonus to the hit roll. The attack does 2d6 damage and the target must make a dc (15+the user's int bonus) Fortitude save. Failure indicates the target is staggered Ranged 3 2 Illegal. Sends a blast of Searing fire at a target. 1500 incineration unit This is a ranged attack with a range of 30ft. If the user has an FF recognition system installed, they may add their int bonus to the hit roll. The attack does 2d8 damage and the target must make a dc (15+the user's int bonus) Reflex save. Failure indicates the target takes 2d6 damage the next turn from the lingering flames Sentry gun 4 6 Illegal. Deploys a ranged sentry unit to fire on 3000 Manufacture the enemy. Fires at the closest hostile target unit every round with a +to hit of 3+the user's int bonus, damage is 2d4+3 lethal physical Tactical cloak 2 3 Illegal. Causes the wearer to become invisible for 1000 rounds equal to the user's intelligence bonus or until they attack. The user gains +10 to stealth checks Armour 4 X Grants the user a heavy increase in shields equal 2000 energisation to X times the user's intelligence bonus. If this unit bonus shield is destroyed, it sends out a deadly pulse of energy 10ft in all directions dealing Xd6 damage with a reflex save of 10+x for half damage. The damage is not applied to the user Omnitool blade 1 1 Illegal. Creates an energized blade. Does D6 200 nonlethal energy damage, counts as a light melee weapon. Omnigel cost only counts when it is activated. You can double the omnigel cost to 2 if you wish the weapon to do Lethal energy damage. Installing more than one increases the damage die but not the gel usage. Damage die capped at 2d10. You can buy an extra one to have the same damage die weapon on either hand. For example, say you bought 2 of them, you could have one d10 die weapon, or dual wield two d8 die weapons Enhanced 1 0 Doubles the omnitool's medigel capacity 500 medigel storage plant Enhanced 1 0 Doubles the omnitool's Omnigel capacity 500 Omnigel Storage plant

General equipment Name Description Cost Environment suit A must for Quarian or Volus 200 characters, protects the wearer From the environment. Can be worn as part of armour (it is assumed that the armour incorporates it's own suit after the initial one is purchased. Will work as a space suit for 1 hour Space Suit Clunky and slow, A space suit protect's 500 the wearer from the Dangers of open space. Wearer can survive indefinitely in the void but takes a -8 armour check penalty due to heavy magnetic clamps and such interfering with movement Biotic amp Necessary for focussing biotic 200 potential Survival gear Choose an environment when 100 purchased. This will support a character for up to 1 week without survival checks in such an environment. After that, it gives a +2 bonus to survival checks as the food runs out but the equipment remains useful Flask A flask for holding liquids. Proof 20 against most acids or other unstable materials Lighter It lights fires. Does not use a flame 10 and so theoretically works in vacuum Rope 50ft of carbon weave rope. Good for 50 climbing and restraining. Dc20 to escape Manacles Used to restrain lawbreakers by C-sec. 500 Dc30 to escape Book Considered quaint and antiquated, 10 nonetheless some people just prefer a physical medium for literature Clothing, ordinary A set of clothes your average civilian 50 might be seen wearing Clothing, Superior A well-made set of clothes an 200 ambassador or wealthy individual may deign to wear Torch Allows the user to see in dark 20 conditions, runs indefinately off of a suit of armour's power.

Mechs: Mechs can be purchased from many vendors, from the common Loki and Fenris mechs up to combat drones and Ymir mechs Mechs are bought with a standard statline shown below but can be upgraded for a cost. These upgrades do not stack unless specifically stated otherwise Mech Loki Fenris Drone Ymir Shields 0 5 10 50 Strength 10 14 - 24 Dex 14 18 24 8 Integrity 20 20 1 100 Armour 2 0 0 6/2 Defense 12 14 18 9 Initiative +2 +4 +6 -1 Movespeed 30ft 50ft 50ft 20ft Base attack +1 +1 +0 +2 Attacks Shock+1 Sonicboom+3 Zap+6 Melee+9 1d10,NL 1d10+2,NL d4,NL,E 2d10+7 Fort 2 2 0 5 Ref 3 4 6 -1 Will 0 0 0 4 Skills Perception +4 +6 Stealth +2 Jump +8 Any two Knowledge +10 Cost in credits 5000 3000 1000 20,000 Upgrades: Loki Mechs: Shield Generator: Brings the mech's shields to 10, costs 1500 Credits Ranged protocols: for 500, the legal version allows them to use any pistols they are given. An Illegal version exists for at least 1000 whereupon they can use any non-heavy weapon they are given (heavy weapons make them fall over) Speech interface: Allows the mech to speak pre-recorded phrases in response to certain conditions, Can also take passwords or recognise uniforms. Costs 100 credits VI: Makes the Mech a lot smarter. Will take cover, can understand basic explanations, remebers things and so on. Also increases base attack by +1. 1000 Credits Multispectrum sensors: Alows the mech to see in multiple spectrums. Unless ruled otherwise by the GM, the mech can see invisible targets. 1000 credits Heavy armour: Heavy armour plating, makes the mech's armour 4. Costs 500 credits Fenris mechs: Dog/varren emulator: Allows the Fenris mech to understand almost every known command that is commonly taught to dogs and varren. 200 Credits Chemsniffer: The fenris mech can locate and identify chemicals loaded to it's . 500 credits Pack network: Fenris mechs with this upgrade will intercommunicate with themselves and other mechs. Tangible benefit: All Mechs are not flat footed so long as a fenris is not, so long as a fenris has line of sight to an enemy, they get one less cover bonus, so long as the fenris can see something, all mechs are aware of it. 750 credits Heavy armour: Brings the Fenris' Armour to 2, but reduces jump to +6, 300 credits Lethal overcharge: Fenris' shockwave is now lethal, this upgrade is illegal. 500 credits Drone Enhanced database: Gives the drone another knowledge skill at +10, stacks. 200 Credits Combat drone: Drone Becomes more solid. Gains integrity 10. 1000 credits Weapons bay: Requires combat drone. Allows the drone to be loaded with a pistol or smg. 1000 credits Armour case: Brings drone to armour 2, 500 credits Tech sapper: Allows the drone to disengage any standard technological device or mech. The target makes a dc 20 fort save each round, failure indicates it is inactive and helpless. This requires a standard action and has a 10ft range. It is an Illegal modification. 1000 credits Ymir Mech: Rotary Cannon: Gives the mech the following attack: Rotary cannon: +4, range 50ft Damage 3d6+1. Damage increases by 1 each turn while firing. Costs 2000 Missile launcher: Gives the mech the following attack: Missile launcher +2 100ft 5d10 damage 30ft blast. Reflex 15 for half. Costs 2000 Heavy armour: Brings the mech to armour 8/2: Costs 2000 Drop Optimised: Allows the mech to be dropped from a great height onto the target, sophisticated shock absorbers and thrusters protecting the mech from harm. 3000 Credits Reputation: Nearly everything is heard by the universe at large, given enough time. Some actions you take will cause the Universe to fear you or laud you as a hero. GMs Award 'Paragon points' or 'Renegade points' as a response to certain actions. Paragon points are awarded when you perform an action that brings the galactic community as a whole together, even in a small way, such as diffusing an argument, helping out a bystander or fostering relations between your own species and another (Despite the game's notoriety for it, the 'Captain kirk method' is not always the best one). Renegade points are awarded when your actions drive the galactic community apart. Using your authority to bully others, shooting first and asking questions never or punching news reporters are all Renegade actions. “But what do they do?” I hear you ask. Well, for every 10 points you have higher of one than another, you gain a +1 bonus to your diplomacy rolls if the greater figure is Paragon, or Intimidate rolls if it's Renegade. Renegade and Paragon should not be mistaken for 'Good' and 'Evil'. It's perfectly possible to shoot a man holding an innocent hostage immediately and be awarded a renegade point, or try to talk it out, fail (resulting in the hostage's death) and be awarded a paragon point. Your paragon and Renegade points will reset if some event causes a radical shift in opinion about you, for example if you disappear completely for an entire year or if you are elevated to a position in which the entire galaxy is watching you