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Mass Effect AGE

By Clemens Kander
1

What will you find in here?


You wont find the basic rules of Dragon Age RPG in here. This is an expansion to the original game, that
takes the AGE mechanics and puts it into the Mass Effect universe. You will find new rules or rule adaptions
(like the Health/Armor/Shield mechanic for example) new classes, talents, Biotic and Tech abilities, items and
adversaries. You will find new focuses, but you wont find an explanation about focuses in general, what
bonuses they give or how they work exactly. You wont find rules for basic, opposed and advanced ability
tests or combat mechanics. You will find new stunts, but I will not enlighten you on how to generate and use
stunt points. All of those rules are included in Dragon Age RPG Set 1. It is a great game, it is fun and thrilling,
so one thing you will definately find here is a recommendation to buy it. Please not that I personally am not
affiliated with GreenRonin Publishing or BioWare this is purely a fan project, and once youve got the
Dragon Age RPG, you will be free to use this expansion as you like. If you have suggestions or wishes for
future editions, feel free to visit the Mass Effect AGE thread on the Green Ronin forums
(http://www.greenronin.com/phpBB2/viewtopic.php?f=33&t=10703) and leave a comment.

Skills . . . p. 3
Backgrounds . . . p. 5
Classes . . . p. 15
Talents . . . p. 25
Specializations . . . p. 30
Powers . . . p. 34
Biotics . . . p. 34
Tech . . . p. 38
Equipment . . . p. 42
Actions and Stunts . . . p. 48
Adversaries . . . p. 50
Changelog . . . p. 54
Credits . . . p . 55

Skills
Biotics: Body, Kinetic Fields, Telekinesis
Communication: Bargaining, Deception, Disguise, Etiquette, Gambling, Investigation, Leadership,
Performance, Persuasion, Seduction, Diplomacy
Constitution: Drinking, Running, Stamina, Environmental Resistance
Cunning: Archaeology, Cryptography, Cultural Lore, Economy, Evaluation, Humanities, Military Lore,
Natural Sciences, Navigation, Religious Lore, Research
Dexterity: Acrobatics, Crafting, Driving, Grenades, Initiative, Legerdemain, Omni-Blades, Pistols, Shotguns,
Sneaking, Sub-Machine Guns, Visual Arts
Perception: Assault Rifles, Empathy, Hearing, Searching, Seeing, Smelling, Sniper Rifles, Tracking
Strength: Brawling, Climbing, Heavy Weaponry, Intimidation, Jumping, Might
Tech: Synthethics, Arms Tech, Engineering, First Aid, Hacking, Shield Tech, Stealth
Willpower: Courage, Faith, Memory, Morale, Self-Discipline

What's new?
The Biotics ability boosts your characters capability when using biotic techniques, such as Barrier, Slam or
Warp.
Biotics (Body): Enhances Biotic techniques which directly affect the body, such as Charge, Dominate,
Reave and Warp.
Biotics (Kinetic Fields): Enhances Biotic techniques which create kinetic fields, either in defense or as an
attack, such as Barrier, Nova, Shockwave and Stasis.
Biotics (Telekinesis): Enhances Biotic techniques which involve hurling persons and things around, such as
Pull, Singularity, Slam and Throw.
Communication (Diplomacy): This affects your ability to avoid diplomatic incidents and to negotiate with
your opponent.
Constitution (Environmental Resistance): Resilience against environmental hazards, like radiation, heat
or frost.
Cunning (Archaeology): Your ability to find and dig up ancient ruins and artifacts.
Cunning (Economy): You are proficient in the field of financial affairs.
Cunning (Humanities): Includes philosophy, history, literature and the like.
Cunning (Natural Sciences): Your prowess in the natural sciences, such as biology, physics, et cetera. This
focus may be dispersed into several unique focuses (p.e. Cunning (Biology)) at the DM's discretion.
Dexterity (Omni-Blades): Making an attack with the melee Omni-Blade.
Dexterity (Pistols): Aiming and shooting with pistols.
Dexterity (Sneaking): Moving unseen and unheard without the use of stealth generators.
Dexterity (Shotguns): Aiming and shooting with shotguns.
Dexterity (Sub-Machine Guns): Aiming and shooting with sub-machine guns.

Dexterity (Visual Arts): Drawing a picture, sculpting a statue out of rock, forming something out of clay. May
be dispersed into unique focuses at the DM's discretion.
Perception (Assault Rifles): Aiming and shooting with assault rifles.
Perception (Sniper Rifles): Aiming and shooting with sniper rifles.
Strength (Heavy Weaponry): Aiming and shooting heavy weapons, such as rocket launchers, grenade
launchers, cryo blasters and other experimental heavy weapons.
The Tech ability resembles your prowess when using Tech powers, such as Combat Drone, Overload or
Incinerate, but also determines your proficiency when handling electronic circuits or mass effect technology
of any sort.
Tech (Synthetics): Improves your ability to interact with VIs and AIs. The Tech powers Combat Drone and AI
Hacking profit from this focus.
Tech (Arms Tech): Applies when deploying experimental weapon technology, such as Cryo Blast, Damping
Field and Incineration Tech. Also useful when disarming bombs and mines.
Tech (First Aid): Using Medi-Gel to heal allies, as well as deploying neural tech to hinder the enemy.
Enhances Neural Shock and the First Aid tech power.
Tech (Hacking): Hacking omni-tools, computers and terminals, as well as bypassing electronic circuits to
open locked doors, safes etc.
Tech (Shield Tech): Enhances powers related to shielding technology, such as Energy Drain, Shield Boost,
Overload and Tech Armor.
Tech (Stealth): Using a stealth generator.
Willpower (Memory): The ability to reach and access distant memories.

Backgrounds
Asari
Asari Maiden
Asari live through
three stages in their
lives, of which being
a maiden is the very
first. Asari maiden
are often curious and
feel an urge to
experience
the
galaxy and foreign
cultures. They tend to
become explores, to
satisfiy their need for
discovery, but often
also take up a job as
dancers in clubs (of
whatever sort) to
meet a variety of
people.

Add 1 to your Biotics ability. All asari are gifted biotics.


Pick one of the following ability focuses: Communication (Seduction) or Cunning (Cultural Lore),
You are an asari. Even though they are mono-gendered, all asari bodies resemble females.
Pick the Biotic class.
You are between 100 and 350 years old.
Roll twice on the Asari Maiden table for additional benefits. Roll 2d6 and add the dice together. If
you get the same result twice, re-roll until you get something different.
Asari Maiden
2D6 Roll

Benefit

+1 Dexterity

3-4

Communication (Performance)

Dexterity (Legerdemain)

Perception (Empathy)

7-8

+1 Cunning

Dexterity (Acrobatics)

10-11

Cunning (Natural Sciences)

12

+1 Perception

Asari Matron
The second stage of Asari life is the matron. Asari matrons tend to be family-oriented, often settling down
and founding a home. Yet there are matrons who disenjoy this lifestyle and rather continue the travels they
started in their maiden stage, often as elite soldiers or mercenaries.

Add 1 to your Biotics ability. All asari are gifted biotics.


Pick one of the following ability focuses: Communication (Diplomacy) or Willpower (Faith).
You are an asari. Even though they are mono-gendered, all asari bodies resemble females.
Pick the Biotic class.
You are between 300 and 700 years old.

Asari Matron

2D6 Roll

Benefit

+1 Cunning

3-4

Communication (Etiquette)

Cunning (Religious Lore)

Dexterity (Visual Arts)

7-8

+1 Perception

Perception (Empathy)

10-11

Cunning (Cultural Lore)

12

+1 Willpower

Roll once on the Asari Matron table and once on the Asari Maiden table for additional benefits. Roll
2d6 and add the dice together. If you get the same result twice, re-roll until you get something
different.

Batarians
Average batarians can not be encountered outside baratian space. The paranoid batarian government has
forbidden its citizen to leave the baratrian Hegemony. Thusly, batarians met in the Terminus systems or the
Traverse are either soldiers, criminals or in some cases both. Batarians are shrewd negotiators, and their
reputation in the galaxy isnt one of the very best. In fact, they are known as notorious slavers, a profession
the Citadel Council harshly opposes. Batarians are also known for their anti-human attitude.

Add 1 to your Perception ability. Batarians have four eyes, and those are not just for show.
Pick one of the following ability focuses: Perception (Seeing) or Communication (Bargaining).
You are batarian.
Pick a class: Combat or Tech.
Roll twice on the Batarian table for additional benefits. Roll 2d6 and add the dice together. If you get
the same result twice, re-roll until you get something different.

Batarian
2D6 Roll

Benefit

+1 Communication

3-4

Cunning (Evaluation)

Strength (Brawling)

Constitution (Drinking)

7-8

+1 Strength

Communication (Deception)

10-11

Tech (Engineering)

12

+1 Willpower

Drell
The drell are a bipedal reptiloid species, originating from the planet Rakhana. The already dry planet had
become unliveable on about two centuries ago, which led to the hanar rescuing approximately 375.000 drell
and bringing them to their own homeworld on Kahje. Those drell and the hanar have lived in a close
relationship since then, so close that many young drell even adopt the hanar beliefs of the Enkindlers.

Add 1 to your Strength ability. Even though drell are of the same stature as humans and asari, their
dense muscle tissue gives them an advantage when it comes to strength.

Pick one of the following ability focuses: Willpower (Memory) or Cunning (Religious Lore).
You are a drell.
Pick a class: Combat or Biotic.
Roll twice on the Drell table for additional benefits. Roll 2d6 and add the dice together. If you get the
same result twice, re-roll until you get something different.
Drell
2D6 Roll

Benefit

+1 Willpower

3-4

Constitution (Environmental Resistance)

Dexterity (Acrobatics)

Cunning (Cultural Lore)

7-8

+1 Dexterity

Willpower (Faith)

10-11

Strength (Climbing)

12

+1 Cunning

Humans
Earthborn (Under Class)
Humanity has come far in the 22nd century. Though, as it is usual with progress, some get left behind. Life in
the human under class is rough, and many people turn to crime or to mercenary groups to make a living.

Add 1 to your Strength ability. Growing up surrounded by criminals and other scum makes you
strong.
Pick one of the following ability focuses: Strength (Brawling) or Tech (Hacking).
You are human.
Pick a class: Combat, Biotic or Tech.
Roll twice on the Earthborn (Under Class) table for additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll until you get something different.

Earthborn (Under Class)


2D6 Roll

Benefit

+1 Dexterity

3-4

Constitution (Stamina)

Dexterity (Legerdemain)

Communication (Deception)

7-8

+1 Constitution

Tech (Hacking)

10-11

Perception (Seeing)

12

+1 Willpower

Earthborn (Upper Class)


Life in the human community is easy for those who can afford it. Diseases and worries of the like are a thing
of a past, and a human can live up to 150 years with proper medical attention. Most upper class citizen can
afford proper education.

Add 1 to your Communication ability. In the upper class, your success depends on your words.
Pick one of the following ability focuses: Communication (Etiquette) or Dexterity (Driving).
You are human.
Pick a class: Combat, Biotic or Tech.
Roll twice on the Earthborn (Upper Class) table for additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll until you get something different.
Earthborn (Upper Class)

2D6 Roll

Benefit

+1 Constitution

3-4

Cunning (Humanities)

Communication (Diplomacy)

Tech (Engineering)

7-8

+1 Dexterity

Dexterity (Legerdemain)

10-11

Constitution (Drinking)

12

+1 Tech

Colonist
Many humans seek freedom and independene from the Systems Alliance and thusly leave Alliance space to
found a home on unexplored or uncharted garden worlds. Life outside the influence of the Alliances or the
Councils fleets is dangerous and the threat of batarian slavers or pirates is always omnipresent.

Add 1 to your Perception ability. You must be on your guard if you want to survive outside of Alliance
space.
Pick one of the following ability focuses: Strength (Climbing) or Tech (Engineering).
You are human.
Pick a class: Combat, Biotic or Tech.
Roll twice on the Colonist table for additional beneftis. Roll 2d6 and add the dice together. If you get
the same result twice, re-roll until you get something different.

Colonist
2D6 Roll

Benefit

+1 Strength

3-4

Constitution (Stamina)

Communication (Bargaining)

Willpower (Self-Discipline)

7-8

+1 Constitution

Dexterity (Crafting)

10-11

Cunning (Cultural Lore)

12

+1 Willpower

Spacer
Life in deep space may not seem appealing to a majority of people, yet it is necessary to man freighters and
battleships who restlessly travel from system to system and from spaceport to spaceport. But sometimes,
extraordinarily often on deep space freighters, children are born and grow up there, knowing life only as a
nomad.
Spacer

2D6 Roll

Human Benefit

Quarian Benefit

+1 Constitution

+1 Tech

3-4

Tech (Engineering)

Dexterity (Crafting)

Constitution (Stamina)

Cunning (Evaluation)

Dexterity (Legerdemain)

Tech (Engineering)

7-8

+1 Dexterity

+1 Constitution

Communication
(Gambling)

Dexterity (Sneaking)

10-11

Dexterity (Legerdemain)

Tech (Hacking)

12

+1 Perception

+1 Cunning

Add 1 to your Willpower ability. It takes strength of will to face the dangers that lurk in deep space.
Pick one of the following ability focuses: Dexterity (Driving) or Cunning (Navigation).

Choose a race: You are either human or quarian.


Pick a class: Combat or Tech.
Roll twice on the Spacer table for additional benefits. Roll 2d6 and add the dice together. If you get
the same result twice, re-roll until you get something different.

Krogan
Natural Krogan
In these times, a krogan being birth is a rare thing to see. The krogan have been inflicted with a serious
geneteic disease, the genophage, which modified the fertility of the krogan women to produce only one living
child in a thousand conceptions. The krogan adapted to this in a matter of culture family, clans, are valued,
even though many krogan leave their homeworld of Tuchanka, because they see no options in staying.
Krogan are fierce warriors, feared by many in the galaxy.
Natural Krogan
2D6 Roll

Benefit

+1 Willpower

3-4

Constitution (Stamina)

Strength (Intimidation)

Perception (Smelling)

7-8

+1 Strength

Communication (Leadership)

10-11

Cunning (Cultural Lore)

12

+1 Dexterity

Add 1 to your Constitution ability. The krogan are resilient and their nervous system allows wounds
to heal faster than usual.
Pick one of the following ability focuses: Strength (Might) or Willpower (Courage).
You are krogan.
Pick a class: Combat or Biotic.
Roll twice on the Natural Krogan table for additional benefits. Roll 2d6 and add the dice together. If
you get the same result twice, re-roll until you get something different.

Tankbred Krogan
While most of the krogan have accepted their fate, being sterilized by the genophage, some have picked up
the path of the scientist to either find a cure or at least a bypass for the disease. They bred krogan in tanks,
for experiments or as warriors. Thusly, most tankbred are modified to be born soldiers. Those scientists
however are often seen as outsiders and wierdlings by the rest of the krogan, and so are their creations.

Add 1 to your Strength ability. You carry the strength of the krogan in your genes.
Pick one of the following ability focuses: Cunning (Military Lore) or Strength (Brawling).
You are krogan.
Pick a class: Combat or Biotic.
Roll twice on the Tankbred Krogan table for additional benefits. Roll 2d6 and add the dice together.
If you get the same result twice, re-roll until you get something different.

10

Tankbred Krogan
2D6 Roll

Benefit

+1 Dexterity

3-4

Strength (Intimidation)

Constitution (Einvironmental Resistance)

Dexterity (Grenades)

7-8

+1 Constitution

Weapon Group: Shotguns*

10-11

Willpower (Courage)

12

+1 Perception

*If you also gain the weapon group because of your level 1 class abilities, take the
Dexterity (Shotguns) focus instead.

Quarian
Pilgrim
Only few quarians can be encountered outside of the quarian flotilla, a huge
massing of ships of all sorts, which is the economical, political and social
center for quarians throughout the galaxy. It is a little different when it comes
to a quarians pilgrimage though.
Quarian Pilgrim
2D6 Roll

Benefit

+1 Cunning

3-4

Communication (Bargaining)

Tech (Engineering)

Dexterity (Driving)

7-8

+1 Dexterity

Constitution (Environmental Resistance)

10-11

Tech (Hacking)

12

+1 Strength

The pilgrimage is a rite of passage for the quarian people, a rite where they leave their youth behind them
and grow to adulthood. The rite demands young quarians to travel the galaxy in order to find something that
will contribute to the efforts of the flotilla, may it be a certain technology, a starship or something of the kind.

Add 1 to your Tech ability. Most quarians are tech savants.


Pick one of the following ability focuses: Cunning (Navigation) or Dexterity (Legerdemain).
You are quarian.
Pick a class: Combat or Tech.
Roll twice on the Quarian Pilgrim table for additional benefits. Roll 2d6 and add the dice together. If
you get the same result twice, re-roll until you get something different.

Spacer
Life in deep space may not seem appealing to a majority of people, yet it is necessary to man freighters and
battleships who restlessly travel from system to system and from spaceport to spaceport. But sometimes,
extraordinarily often on deep space freighters, children are born and grow up there, knowing life only as a
nomad.
Add 1 to your Willpower ability. It takes strength of will to face the dangers that lurk in deep space.
Pick one of the following ability focuses: Dexterity (Driving) or Cunning (Navigation).

11

Choose a race: You are either human or quarian.


Pick a class: Combat or Tech.
Roll twice on the Spacer table for additional benefits. Roll 2d6 and add the dice together. If you get
the same result twice, re-roll until you get something different.
Spacer
2D6 Roll

Human Benefit

Quarian Benefit

+1 Constitution

+1 Tech

3-4

Tech (Engineering)

Dexterity (Crafting)

Constitution (Stamina)

Cunning (Evaluation)

Dexterity (Legerdemain)

Tech (Engineering)

7-8

+1 Dexterity

+1 Constitution

Communication
(Gambling)

Dexterity (Sneaking)

10-11

Dexterity (Legerdemain)

Constitution
(Environmental
Resistance)

12

+1 Perception

+1 Cunning

Turian Hierarchy

Tier 3 Citizen
The turian community is structured into 27 tiers, tier one being the lowest (client races and children) and tier
twenty-seven being the highest (the Patriachs, who each govern their own colonial cluster). Tier three is
formal citizenship granted to turians after boot camp.

Add 1 to your Willpower ability. Turians are raised with strict discipline and honor.

12

Pick one of the following ability focuses: Willpower (Morale) or Cunning (Military Lore).
You are turian.
Pick a class: Combat or Tech.
Roll twice on the Tier 3 Citizen table for additional benefits. Roll 2d6 and add the dice together. If
you get the same result twice, re-roll until you get something different.
Tier 3 Citizen
2D6 Roll

Benefit

+1 Dexterity

3-4

Constitution (Running)

Weapon Group: Assault Rifles*

Strength (Climbing)

7-8

+1 Strength

Cunning (Cultural Lore)

10-11

Willpower (Courage)

12

+1 Constitution

*If you also gain the weapon group because of your level 1 class abilities, take the Perception (Assault Rifles) focus instead.

Cabal
The turians generally distrust biotics, even though they admire their prowess in combat. Thusly, most turian
biotics arent used as regular troops but are organized in a specialized task force, called Cabals.

Add 1 to your Willpower ability. Like all turians, Cabals undergo excessive disciplinary and military
training.
Pick one of the following ability focuses: Constitution (Running) or Strength (Intimidation).
You are turian.
Pick the Biotic class.
Roll twice on the Cabal table for additional benefits. Roll 2d6 and add the dice together. If you get
the same result twice, re-roll until you get something different.
Cabal
2D6 Roll

Benefit

+1 Biotics

3-4

Cunning (Military Lore)

Willpower (Morale)

Dexterity (Acrobatics)

7-8

+1 Dexterity

Perception (Seeing)

10-11

Weapon Group: Pistols*

12

+1 Strength

*If you also gain the weapon group because of your level 1 class abilities, take the Dexterity (Pistols) focus instead.

Volus
Even though not turian in biology, the volus are an important part of the turian hierarchy. Not being of
particular military strength or even stature the volus have offered their financial and economic prowess to the
turian hierarchy in exchange for military protection.Since then they have achieved a reputation as the
galaxies most successful financial entrepreneurs. Most volus are fierce negotiators and experts on the fields
of economics.

Add 1 to your Cunning ability. It takes wit to earn success in the filed of galactic economics.

13

Pick one of the following ability focuses: Communication (Bargaining) or Cunning (Economics).
You are volus.
Pick a class: Biotic or Tech.
Roll twice on the Volus table for additional benefits. Roll 2d6 and add the dice together. If you get
the same result twice, re-roll until you get something different.
Volus

2D6 Roll

Benefit

+1 Cunning

3-4

Communication (Diplomacy)

Dexterity (Crafting)

Tech (Engineering)

7-8

+1 Communication

Cunning (Evaluation)

10-11

Communiation (Deception)

12

+1 Tech

Salarian
The salarians were the second race, after the asari, to reach the Citadel, and they were upon the founding
members of the council. Salarians are extremely fast paced, due to their metabolism, and are often viewed
as hyperactive by other species. The salarians are known for their special operatives they dont field a
military as numerous as the turians but rely on an network of spies and operatives to strike where it hurts
most.They are also known to be incredibly inventive, not only having uplifted the krogan to space, and
developed the genophage but also having invented the GARDIAN weapon systems used in many
spaceships.

Add 1 to your Dexterity ability. Salarians may not look like it, but their metabolism makes them
extremely agile
Pick one of the following ability focuses: Cunning (Research) or Tech (Hacking).
You are salarian.
Pick a class: Combat or Tech.
Roll twice on the Salarian table for additional benefits. Roll 2d6 and add the dice together. If you get
the same result twice, re-roll until you get something different.
Salarian

2D6 Roll

Benefit

+1 Communication

3-4

Tech (Engineering)

Dexterity (Crafting)

+1 Cunning

7-8

Dexterity (Legerdemain)

Constitution (Running)

10-11

Strength (Jumping)

12

+1 Tech

14

Classes
Basics
Whats to know about the classes? There are three categories, areas of expertise if you will, where each
class fits into. Some overlap, taking abilities from several fields of expertise, whereas others are specialized,
utilizing only the powers of a single field. The following table should give you a pretty good overview.
Combat
Soldier
Infiltrator
Vanguard

Biotics
Adept
Sentinel
Vanguard

Tech
Engineer
Sentinel
Infiltrator

Each background allows you to pick a class from one or more of the fields of expertise. For example, if you
picked an asari background, which allows you to pick a Biotic class, you would have to choose between
Adept, Sentinel and Vanguard, whereas a Salarian, being able to choose between Soldier and Tech, could
take any class except the Adept class. Take note of the background colours: The Infiltrator class in the
Combat tree has an orange background, whereas the Infiltrator class in the Tech tree has a red background.
This means that the Infiltrator class is a mix of Combat and Tech powers. The same principle goes with the
Vanguard being Combat/Biotic and the Sentinel being Biotic/Tech. The Soldier, Adept and Engineer class are
specialists, taking abilities only from their field of expertise.

Notable Changes
When leveling up, characters will only gain their Constitution as a bonus to their health score. In addition,
there are two new mechanics related to recieving and absorbing damage: Shields and Armor. Shields work
in a similiar fashion as health does. When a character levels up, he gains 1d6 + Tech (Shield Tech) as a
boost to his shields. Armor is a constant value depending on the armor youre wearing. Damage migitation
works as following: Shields are a characters first layer of defense. Once the shields are down, the armor gets
damaged next. Lastly, if the armor gets worn out, the characters health will take damage. Certain attacks,
biotic techniques or arms tech will either deal bonus damage against shields or armor or will bypass them
completely. Thus it is necessary to keep track of your shield and armor score at all times. Shields
automatically recharge after combat. Armor will have to be repaired, using a Dexterity (Crafting) roll against
a TN specified by the DM and using a certain amount of omni-gel (a resource of many uses in the Mass
Effect galaxy) depending on the damage the armor has sustained. The big difference between the original
AGE armor and Mass Effect AGE (in future referenced to as MEAGE) armor is in its actual effect. Whereas
the AGE armor reduces the damage a character takes, MEAGE armor works like a second amount of health,
which needs to get damaged in order to break through. As an example: Shepard is wearing an armor with
the value of 15. He gets attacked by a blue sun mercenary with a pistol, who deals 6 damage. The armor
has now only a value of 9. Should the damage inflicted be greater than the remaining armor value, all
overrolling damage is directly inflicted upon the targets health.

Defense and Speed


Defense is calculated as in Dragon Age RPG Set 1 PG p. 31. So is speed, only that all races have a base
speed of 10.

Character Creation Notice


Should you decide to create a character and use the rules specified in Dragon Age Set 2 PG p. 26 Buying
Abilities you may spend 11 points to buy your abilities, instead of the usual 10. Other than that, the same
rules concerning the cost of abilities and the maximum ability score you can buy still apply.

Leveling up
Leveling up works, as described in Dragon Age RPG Set 1 PG p. 26 Gaining Levels with two exceptions:
When leveling up, you recieve your Constitution ability as a bonus to your maximum health (after assigning
your ability increase). When leveling up, you add 1d6 + Tech (Shield Tech) to your maximum shield energy.

15

Soldier

Soldiers
are
the
backbone of every
army. They are the
meat that gets thrown
into close combat,
being either the line of
defense or the tip of
the spear to break the
enemy. Soldiers get
trained in a variety of
weapons and gear,
but they completely
lack biotic or tech
powers.

Primary Abilities: Constitution, Perception, Strength


Secondary Abilities: Biotics, Communication, Cunning, Dexterity, Tech, Willpower
Starting Health: 25 + Constitution
Starting Shields: 15 + 1d6 + Tech (Shield Tech)
Weapon Groups: Brawling, plus any three of the following: Assault Rifles, Heavy Weaponry, Omni-Blades,
Pistols, Sniper Rifles, Shotguns, Sub-Machine Guns
Famous Soldiers: David Anderson, Ashley Williams, Garrus Vakarian

Class Powers
Level 1
Starting Talents: You become a regular in two of the following talents: Assault Training, Close-Quarters
Traning, Gunslinger, Omni-Blade Savant or Sniper-Training. You also start as a regular in Armor Training.
Level 2
New Ability Focus: You gain one of the following ability focuses: Communication (Leadership),
Constitution (Stamina) or Cunning (Military Lore).
Level 3
New Talent: You become a regular in a new talent or gain a degree in a talent you already have.
Level 4
Weapon Proficiency: You may learn a new weapon group or a weapon group focus or your choice.
Iron Nerves: Even in a rain of bullets you can keep your calm. If you roll a successful Willpower (SelfDiscipline) test against TN 11 you may add another 1d6 to your next attack roll. This test cant generate
stunt points.
Level 5
New Talent: You become a regular in a new talent or gain a degree in a talent you already have.

16

Level 6
New Specialization: You may choose one specialization for your class. You gain the regular degree of its
specialization talent.
Level 7
New Talent: You become a regular in a new talent or gain a degree in a talent you already have.
Threaten: You gain access to the Threaten ability, which takes a minor action. If you use it, make an
opposed test of your Strength (Intimidate) vs. the targets Willpower (Self-Discipline). If you win, the the
target must attack you in some way on his next turn.
Level 8
New Specialization Talent: You gain the veteran degree in the specialization talent you gained at level 6.
New Weapon Group: You learn a new weapon group of your choice.
Level 9
Tactical Commands: Your analysis of the battle greatly benefits you and your allies. As a major action, you
may issue tactical commands, to increase either attack, defense, speed or damage by 1 for you and your
allies for one round.
New Talent: You become a regular in a new talent or gain a degree in a talent you already have.
Level 10
New Specialization Talent: You gain the expert degree in the specialization talent you gained at level 6.

Adept
The Adept is the ultimate biotic, able to affect the physical world with the power of the mind. Adepts are
durable and powerful manipulators of mass effect fields: they can use biotics to violently manipulate objects
1
in the environment, including nearby enemy targets. They lack the physical prowess of Soldiers and the
Tech expertise of Engineers though. The bio-amps Adepts use are specificly designed to enhance the
potential of the user to use as big a variety of powers as possible.
Primary Abilities: Biotic, Dexterity, Perception
Secondary Abilities: Constitution, Communication, Cunning, Strength, Tech, Willpower
Starting Health: 20 + Constitution
Starting Shields: 15 + 1d6 + Tech (Shield Tech)
Weapon Groups: Brawling and any one of the following: Omni-Blades, Pistols, Sub-Machine Guns
Famous Adepts: Liara TSoni, Kaidan Alenko, Samara
Class Powers
Level 1
Excessive Biotic Training: This allows you to learn any of the powers described in the Biotics chapter
whenever youre allowed to learn a new power. You may also learn three biotic powers right away. Whenever
you may learn a new power, you can choose to further advance a power youve already learned instead
this also applies to the powers gained at level 1.
Starting Talent: You become a regular in one of the following talents: First Aid, Gunslinger or Quick Reflexes.

http://masseffect.wikia.com/wiki/Adept

17

Level 2
New Power: You may learn a new power or gain an advancement in a power youve already learned.
Level 3
New Talent: You become a regular in a new talent or gain a degree in a talent you already have.
Level 4
New Power: You may learn a new power or gain an advancement in a power youve already learned.
Quick Recharge: Whenever you generate stunt points and
your biotic powers are on a cooldown, you may instantly
refresh your powers for 3 SP.
Level 5
New Talent: You become a regular in a new talent or gain
a degree in a talent you already have.
Level 6
New Specialization: You may choose one specialization
for your class. You gain the regular degree of its
specialization talent.
New Power: You may learn a new power or gain an
advancement in a power youve already learned.
Level 7
New Stunt:Exploit: If you gain stunt points on a casting
roll, you may spend 3 to immediately make an attack
with your weapon. This attack cant generate any stunt
points.
New Talent: You become a regular in a new talent or gain
a degree in a talent you already have.
Level 8
New Specialization Talent: You gain the veteran degree in the specialization talent you gained at level 6.
New Power: You may learn a new power or gain an advancement in a power youve already learned.
Level 9
New Weapon Group: You learn how to use the Assault Rifles weapon group.
New Talent: You become a regular in a new talent or gain a degree in a talent you already have.
Level 10
New Specialization Talent: You gain the expert degree in the specialization talent you gained at level 6.
New Power: You may learn a new power or gain an advancement in a power youve already learned.

18

Engineer
Engineers are tech specialists, the most effective class at disabling the defense of the toughest enemies or
2
incapacitating them to render them harmless. Engineers know how to get the maximum out of their omnitool. They are experts on the field of hacking, decryption, arms and shield tech and engineering, of course.
They lack the heavy armarment of soldiers though, and they have no access to biotics.
Primary Abilities: Cunning, Dexterity, Tech
Secondary Abilities: Biotics, Communication, Constitution, Perception, Strength, Willpower
Starting Health: 20 + Constitution
Starting Shields: 20 + 1d6 + Tech (Shield Tech)
Weapon Groups: Omni-Blades and any of the following: Brawling, Pistols, Sub-Machine Guns
Famous Engineers: TaliZorah Vas Normandy, Mordin Solus
Class Powers
Level 1
Tech Proficiency: This allows you to learn any of the powers described in the Tech chapter whenever youre
allowed to learn a new power. You may also learn three tech powers right away. Whenever you may learn a
new power, you can choose to further advance a power youve already learned instead this also applies to
the powers gained at level 1.
Starting Talent: You become a regular in one of the following talents: Decryption, Electronics, Omni-Blade
Savant.
Level 2
New Power: You may learn a new power or gain an advancement in a power youve already learned.
Level 3
New Talent: You become a regular in a new talent or gain a
degree in a talent you already have.
Level 4
New Power: You may learn a new power or gain an
advancement in a power youve already learned.
Tech Grenade: You can apply tech powers onto grenades and
activate them once the grenade is thrown. The tech power will
affect anyone whos affected regularily by the grenade. Area of
effect powers can not be applied and your powers may not be
on cooldown. This is a stunt that costs 3 SP and that can be
used if you generated stunt points on a successful Dexterity
(Grenades) roll. You have to make a successful roll for the tech
power in order for it to work, but only once no matter how many
opponents are adjacent to the grenade. Utilizing this stunt wont
put your tech powers on cooldown. This tech power roll can not
generate stunt points.
Level 5
New Talent: You become a regular in a new talent or gain a degree in a talent you already have.

http://masseffect.wikia.com/wiki/Engineer

19

Level 6
New Specialization: You may choose one specialization for your class. You gain the regular degree of its
specialization talent.
New Power: You may learn a new power or gain an advancement in a power youve already learned.
Level 7
New Talent: You become a regular in a new talent or gain a degree in a talent you already have.
Deploy Turret: You may deploy an automated turret on the battlefield as a major action. A turret is a floating
automated platform which will shoot at anything you specify. You can deploy only one turret at a time It will
deal 1d6-1 damage to a target of your choice per turn until it is destroyed. It has a defense of 9 and an armor
value of 5. Turrets can be bought on the regular market for 100 Cr. per turret.
Level 8
New Specialization Talent: You gain the veteran degree in the specialization talent you gained at level 6.
New Power: You may learn a new power or gain an advancement in a power youve already learned.
Level 9
New Weapon Group: You learn how to use the Heavy Weaponry weapon group.
New Talent: You may learn a new power or gain an advancement in a power youve already learned.
Level 10
New Specialization Talent: You gain the expert degree in the specialization talent you gained at level 6.
New Power: You may learn anew power or gain an advancement in a power youve already learned.

Vanguard
The Vanguard is a powerful
combatant, able to combine
the offensive powers of the
Adept and the Soldier. They
have access to various
weapons and armor, as well
3
as biotics. Vanguards can
be usually found next to
soldiers in the front line.
Their biotic powers allow
them to quickly move in
onto the enemy and disable
them in a deadly charge,
while protecting them with
kinetic barriers. They usually
wear heavy armor and carry
shotguns as their main
weapons, but exeptions
may be seen.

http://masseffect.wikia.com/wiki/Vanguard

20

Primary Abilities: Biotics, Constitution, Strength


Secondary Abilities: Communication, Dexterity, Perception, Strength, Tech, Willpower
Starting Health: 25 + Constitution
Starting Shields: 15 + 1d6 + Tech (Shield Tech)
Weapon Groups: Brawling and two of the following: Omni-Blades, Shotguns, Pistols, Sub-Machine Guns
Famous Vanguards: Urdnot Wrex
Class Powers
Level 1
Starting Talent: You become a regular in one of the following talents: Close-Quarters Training, Gunslinger,
Armor Training.
Level 2
New Power: You may learn the Charge, Nova or Barrier power.
Level 3
New Talent: You become a regular in a new talent or gain a degree in a talent you already have.
Level 4
New Power: You may learn the Charge, Nova or Barrier power or gain an advancement in one of those
powers, that youve already learned.
Knock-Out: You may attempt a melee attack with the butt of your gun as a minor action to throw your
opponent off-balance. This is an opposed Strength (Brawling) vs. the targets Dexterity (Acrobatics). If
you succeed, your opponent has been knocked prone.
Level 5
New Talent: You become a regular in a new talent or gain a degree in a talent you already have.
Level 6
New Specialization: You may choose one specialization for your class. You gain the regular degree of its
specialization talent.
Level 7
New Power: You may learn the Charge, Nova or Barrier power or gain an advancement in one of those
powers, that youve already learned.
Level 8
New Specialization Talent: You gain the veteran degree in the specialization talent you gained at level 6.
New Weapon Group: You learn a new weapon group of your choice.
Level 9
Discharge: Once per encounter, you may use any of your biotic powers as a free action.
New Specialization Talent: You gain the expert degree in the specialization talent you gained at level 6.
Level 10
New Power: You may learn the Charge, Nova or Barrier power or gain an advancement in one of those
powers, that youve already learned.

21

Infiltrator
There isnt much known about Infiltrators, but that is just a sign of how good they are at their jobs. Infiltrators
are typically agents or spies, sent into a foreign or hostile environment to gather data, sabotage facilities or
assasinate persons of importance. They rely not only on their combat abilities, but also on their skill to
manipulate people so they themselves can stay undercover. For combat situations Infiltrators have adapted
tech and combat powers to become deadly on range.
Primary Abilities: Communication, Perception, Tech
Secondary Abilities: Biotics, Constitution, Cunning, Dexterity, Strength, Willpower
Starting Health: 20 + Constitution
Starting Shields: 15 + 1d6 + Tech (Shield Tech)
Weapon Groups: Brawling and two of the following: Assault Rifles, Omni-Blades, Pistols, Sub-Machine
Guns, Sniper Rifles
Famous Infiltrators: Kasumi Goto, Kai Leng
Class Powers
Level 1
Aimed Shot: Your stealth field generator allows you to ambush your opponents. If you are stealthed, you can
try to take an aimed shot at an enemy. To do so, make an opposed test of your Tech (Stealth) vs. the
opponents Perception (Seeing). This is a minor action, but you dont have to attack right away. If you
succeed you can add +2 to the attack roll and +1d6 damage if the attack succeeds. For every turn you wait
after the opposed test, you may add another +1 to your attack roll, as long as you attack the target of your
opposed test. Waiting a turn is considered a major action. You can not take aimed shots against enemies
that are adjacent to you.
Starting Talent: You become a regular in one of the following talents: Contacts, Electronics, Sniper Training.
Level 2
New Power: You may learn the Cryo Blast, Neural Shock or Overload power.
Level 3
New Talent: You become a regular in a new talent or gain a degree in a talent you already have.
Level 4
New Power: You may learn the Cryo Blast, Neural Shock or Overload power or gain an advancement in one
of those powers, that youve already learned.
Reinforced Steatlh Generator: You may re-roll any Tech (Stealth), but you must keep the results of the
second roll.
Level 5
New Talent: You become a regular in a new talent or
gain a degree in a talent you already have.
Level 6
New Specialization: You may choose one
specialization for your class. You gain the regular
degree of its specialization talent.

22

Level 7
New Power: You may learn the Cryo Blast, Neural Shock or Overload power or gain an advancement in on
of those powers, that youve already learned.
Tech Experience: Whenever youre called to make an advanced test using either the Tech (Hacking) or the
Tech (Stealth) focus, you may add +2 to the results of your dragon die, allowing you to succeed in the test
faster.
Level 8
New Specialization Talent: You gain the veteran degree in the specialization telent you gained at level 6.
Level 9
Sweet Dreams: If you are stealthed, you can attempt to quietly take out an enemy whos not aware of your
presence. If you make a succesful opposed test of your Tech (Stealth) vs. the opponents Perception
(Seeing) you hit him at a vulnerable spot to send him to the realm of dreams, or the realm of funny bits and
bites when it comes to mechs. This ability cant be used during combat.
New Specialization Talent: You gain the expert degree in the specialization talent you gained at level 6.
Level 10
New Power: You may learn the Cryo Blast, Neural Shock or Overload power or gain an advancement in on
of those powers, that youve already learned.

Sentinel
Sentinels are unique, bringing both tech and biotic abilities to the battlefield. While they lack the focus of
4
adepts and engineers, they are versatile and can handle any situation. Lacking the skills of a soldier,
Sentinels heavily depend on their biotic and tech powers to keep themselves safe and to inflict damage upon
their enemies.
Primary Abilities: Biotics, Dexterity, Tech
Secondary Abilities: Communication, Constitution, Cunning, Perception, Strength, Willpower
Starting Health: 20 + Constitution
Starting Shields: 15 + 1d6 + Tech (Shield Tech)
Weapon Groups: Brawling and one of the following: Omni-Blades, Pistols, Sub-Machine Gun
Famous Sentinels: Miranda Lawson
Class Powers
Level 1
Biotic Training: You may learn the Warp, Throw or
Barrier power.
Tech Training: You may learn the Cryo Blast,
Overload or Tech Armor power.
Starting Talent: You become a regular in one of the
following talents: Electronics, Gunslinger, Quick
Reflexes.

http://masseffect.wikia.com/wiki/Sentinel

23

Level 2
New Power: You may learn the Warp, Throw, Barrier, Cryo Blast, Overload or Tech Armor power or gain an
advancement in one of those powers, that youve already learned.

Level 3
New Talent: You become a regular in a new talent or gain a degree in a talent you already have.
Level 4
New Power: You may learn the Warp, Throw, Barrier, Cryo Blast, Overload or Tech Armor power or gain an
advancement in one of those powers, that youve already learned.
Quick Recharge: Whenever you generate stunt points and your biotic or your tech powers are on a cooldown,
you may instantly refresh either your biotic or your tech powers for 3 SP.
Level 5
New Talent: You become a regular in a new talent or gain a degree in a talent you already have.
Level 6
New Specialization: You may choose one specialization for your class. You gain the regular degree of its
specialization talent.
New Power: You may learn the Warp, Throw, Barrier, Cryo Blast, Overload or Tech armor power or gain an
advancement in one of those powers, that youve already learned.
Level 7
New Talent: You become a regular in a new talent or gain a degree in a talent you already have.
Bonus Talent: You learn the Armor Training (Regular) talent and may increase it as if it had no prerequesites.
Level 8
New Specialization Talent: You gain the veteran degree in the specialization talent you gained at level 6.
Level 9
New Stunt: Combined Force: When generating stunt points on a casting roll you may use the Combined
Force stunt for 4 SP. This allows you to immedietaly use another power against any target in range. If you
generated the stunt points by a Biotic casting roll, then use a Tech power now. If you generated the stunt
points by a Tech casting roll, use a Biotic power. This stunt resets the cooldown on your omni-tool and bioamp. Example: You have the standard issue Bluewire I omni-tool and Solaris I bio-amp. You already used a
Tech power last round, so your omni-tool has still two rounds to cool down before you can use it again.
Luckily, your bio-amp is ready and you use it to cast a Biotic power. On the casting roll, you generate enough
stunt points to use the Combined Force stunt. You choose a Tech power which fits your needs and roll the
dice. Both your bio-amp and your omni-tool are now on a three rounds cooldown.
New Power: You may learn the Warp, Throw, Barrier, Cryo Blast, Overload or Tech Armor power or gain an
advancement in one of those powers, that youve already learned.
Level 10
New Specialization Talent: You gain the expert degree in the specialization talent you gained at level

24

Talents
Armor Training
Classes: Soldier, Vanguard, Infiltrator
Requirement: None.
Your armor is like a second skin to you. You have been trained to fight in armor and reduce the penalties
they would inflict upon your agility.
Regular: You can wear medium armor with no penalty to dexterity, only to speed.
Veteran: You can wear heavy armor with no penalty to dexterity, only to speed.
Expert: You negate all penalties to speed induced by wearing armor.

Arms Tech
Classes: Engineer, Infiltrator, Sentinel.
Requirement: You need the Tech (Arms
Tech) focus.
Regular: Youre home at weapon engineering. You may now modify your weapons and ammo by using
special weapon and ammo modifications up to the Regular level. Applying Regular weapon and ammo
modifications is a TN 11 Tech (Arms Tech) or a TN 13 Tech (Engineering) test.
Veteran: You may now use Veteran weapon and ammo modifications. Applying Veteran weapon and ammo
modifications is a TN 13 Tech (Arms Tech) or a TN 15 Tech (Engineering) test. Also the cooldown induced on
your omni-blade lasts 1 round less after using an Arms Tech type tech power.
Expert: You may now use Experimental weapon and ammo modifications. Applying Experimental weapon
and ammo modifications is a TN 15 Tech (Arms Tech) or a TN 17 Tech (Engineering) test.

Assault Training
Classes: Any.
Requirement: You must be trained in the
Assault Rifles weapon group.
Regular: Your aim with assault rifles is exceptional. When taking the Aim action you may add +2 to your
attack roll instead of +1.
Veteran: You may reload an assault rifle at any time as a free action.
Expert: Suppressive Fire: You gain the Suppressive Fire major action. Using this action allows you to spend
up to 3 ammunition to keep your allies from being hit. Your allies will gain +1 defense per clip spent until the
beginning of your next turn.

Body
Classes: Adept, Sentinel, Vanguard.
Requirement: You need the Biotics (Body)
focus.
Regular: You enhance your melee capabilities. When attacking unarmed, you may add your Biotics ability
score to your damage roll.
Veteran: When using a Body type biotic power, the cooldown induced on your implant lasts 1 round less
than usual.
Expert: You use your biotics to enhance your bodys abilities. Choose a focus: Constitution (Running),
Dexterity (Acrobatics), Strength (Climbing) or Strength (Jumping). If you fail a test with the chosen
focus you may re-roll the test, but you have to keep the results of the second roll.

25

Close-Quarters Training
Classes: Soldier or Vanguard.
Requirement: You need Strength 2 or
higher.
Regular: You have learned how to quickly close the distance between yourself and an enemy. You can
Charge up to your speed in yards.
Veteran: When attacking successfully in close combat with a shotgun or unarmed, you may move the target
of your attack 2 yards in any direction.
Expert: You have learned how to quickly disarm opponents in melee. The Disarm stunt now only costs 1 SP
instead of 2 SP, when attacking with a shotgun or unarmed.

Command5
Classes: Any.
Requirement: You need Communication 2
or
higher
or
the
Communication
(Leadership) focus.
Regular: You presence inspires your allies. If you take a major action to make a heroic gesture, your allies
will gain a +1 bonus to Willpower (Morale) tests for the rest of the encounter.
Veteran: Your allies follow your lead. Any NPCs you lead gain a +1 bonus when rolling for initiative.
Expert: When you stand firm, your allies stand with you. When you lead NPCs into battle, they will not have
to make a Willpower (Morale) test until at least two-third of your sides combatants are out of the fight (dead,
routed or incapacitated).

Contacts6
Classes: Any.
Requirement: You need Communication 1
or higher.
Regular: You can attempt to make a contact out of a NPC with a successful Communication (Persuasion)
test with a TN fitting the occasion and specified by the GM.
Veteran: Once youve established a contact, you can try to get a favor with another successful
Communication (Persuasion) test. The target number is specified by the GM and based on the nature of
the favor.
Expert: You can turn an acquaintance into an ally witha show of loyalty. If you do a significant favor for a
contact, he will treat you as a friend when you ask him for favors. He will go out of hist way to help you and
will be willing to put himsef in dange for you.

Decryption
Classes: Any.
Requirement: You need
(Cryptography) focus.

the

Cunning

Regular: Youve become trained at reading and decyphering codes. Whenever you fail a Cunning
(Cryptography) test, you may re-roll the test again but have to keep the results of the second roll.
Veteran: You may attempt to create your own unique code. Doing so is an advanced Cunning
(Cryptography) test. TN and threshold will be specified by the GM based on how complex you want your
code to be.
5
6

Same as the Command talent in the Dragon Age Set 2 PG. P. 40


Same as the Contacts talent in the Dragon age Set 2 PG. P. 40

26

Expert: You have developed a gaze for codes. You can easily spot coded messages in news
announcements, on extranet sites, in advertisments and the like. Spotting such codes doesnt require a test
anymore.

Electronics
Classes: Any.
Requirement: You need Tech (Hacking)
focus.
Regular: Whenever you fail a Tech (Hacking) test, you may re-roll it, but you have to keep the results of the
second roll.
Veteran: Youve developed quick reflexes when infiltrating computer systems. If your hacking or bypassing
attempt is being countermeasured and an opposed test is called, you recieve a +1 bonus for this test.
Expert: Easy locks and security systems dont bother you any more. You may apply 1 unit of omni-gel on
easy locks and security systems to automatically succeed in your hacking or bypassing attempt.

First Aid7
Classes: Any
Requirement: You need the Tech (First Aid)
focus.
Regular: Using the First Aid action is now a minor action.
Veteran: Your First Aid action now heals an amount of damage equal to your healing rolls (Dragon Die x 2)
+ Cunning.
Expert: Your First Aid action now heals an amount of damage equal to your healing rolls (Dragon Die x 3) +
Cunning.

Fitness
Classes: Soldier, Vanguard, Infiltrator.
Requirement: None.
Regular: You instantly gain 1d6 + Constitution maximum health.
Veteran: Choose a focus: Constitution (Running) or Strength (Climbing). All actions involving the
specified focus cost you only half as much time.
Expert: You instantly gain 1d6 + Constitution maximum health.

Gunslinger
Classes: Any.
Requirement: You need Dexterity 2 or
higher.
Regular: Fighting with side arms (pistols and sub-machine guns) requires constant situational awareness. If
you take the activate action, you gain a +1 Defense bonus until the end of the encounter while fighting with
pistols and sub-machine guns.
Veteran: You have learned how to fire two shots in close proximity with accurate grouping. You can perform
the Lightning Attack stunt for 2 SP instead of the usual 3 as long as you are using a side-arm.
Expert: You have learned how to accurately fire two sidearms at the same time. When you attack with a
sidearm in your main hand you may also attack with the sidearm in your off-hand as a minor action. The
second attack does not generate any stunt points, and you only add half of your Perception (rounded down)
to the damage.
7

Same as the Chirurgy talent in the Dragon Age Set 2 PG. P. 40

27

Lore8
Classes: Any.
Requirement: You need Cunning 2 or
higher.
Regular: When making a successful roll with a Lore focus (like Military Lore or Cultural Lore) the GM should
give you some extra piece of information on the topic.
Veteran: When making an advanced Cunning (Research) test, you gain a +1 bonus on your dragon die,
allowing you to reach the threshold faster.
Expert: Pick any two of oyur lore focuses. When making tests using these focuses, you can re-roll a failed
test but you must keep the result of the second roll.

Omni-Blade Savant
Classes: Any.
Requirement: You need the Omni-Blades
weapon group.
Regular: Being close to your enemies, its easier to find weak spots in their defense. You may use the Pierce
Armor stunt for 1 SP instead of the usual 2 when attacking with an omni-blade.
Veteran: You may use an activate action to gain +1 Defense for the rest of the encounter when wielding an
omni-blade.
Expert: You gain the Fast Power stunt which immediately refreshes your cooldowns and allows you to use a
power of your choice. The power may not have a TN higher than 12. This stunt costs 4 SP.

Quick Reflexes
Classes: Any.
Requirement: You need Dexterity 2 or
higher.
Regular: You may use the Ready action as a free action.
Veteran: You may go prone or stand up from being knocked prone as a free action.
Expert: If you are shot at and cover is nearby, you may attempt a Dexterity (Acrobatics) roll against the
attack roll. If you succeed, you roll into cover, taking only half damage (rounded down). You cant use this
ability if you are already in cover or if an enemy is adjacent to you.

Scouting9
Classes: Any.
Requirement: You need Dexterity 2 or
higher.
Regular: If you fail a Dexterity (Sneaking) test, you may re-roll the test but have to keep the results of the
second roll.
Veteran: You may perform the Seize the Initiative stunt for 2 SP instead of the usual 4.
Expert: If you fail a Perception (Seeing) test, you may re-roll the test but have to keep the results of the
second roll.

8
9

Same as the Lore talent in the Dragon Age Set 2 PG. P. 41


Same as the Scouting talent in the Dragon Age Set 2 PG. P. 43

28

Silver Tongue
Classes: Any.
Requirement: You need Communication 2
or higher.
Regular: Choose a Communication focus (except (Performance)). Whenever you fail a test with the chose
focus, you may re-roll the test but have to keep the results of the second roll.
Veteran: You appear very likeable to other people. They are more likely to do small favors for you, even
unasked (like inviting you for a drink, giving you a ride).
Expert: You can verbally maneuver even through the most dangerous situations. You gain a +1 bonus to
your dragon die on every Communication test you make (except (Performance)).

Sniper Training
Classes: Any.
Requirement: You need the Sniper Rifles
weapon group.
Regular: You have learned to control your body to allow for more accurate shooting. When wielding sniper
rifles, taking the Aim action gives a +2 bonus to attack rolls.
Veteran: You have been trained to aim for the weakest points on your targets. You can perform the Pierce
Armor stunt for 1 SP instead of 2 when using a sniper rifle to attack.
Expert: You and your weapon are as one. When wielding a sniper rifle, you can choose to re-roll your
damage. However, you must keep the second roll, even if its less than the first.

Synthetics
Classes: Engineer, Infiltrator, Sentinel.
Requirement:
You
need
the
Tech
(Synthetics) focus.
Regular: Youve got a small VI drone as a permanent companion. It can illuminate an area of 10 yards
radius. It cant move out of your sight and you can communicate with it via your omni-tool.
Veteran: Your VI drone may now move out of your sight as long as it stays within a 50 yards radius of you. It
can perform small tasks that do not require physical contact, like eavesdropping, scouting and computing
difficult formulas.
Master: Your VI drone now serves as a mobile interface for your omni-tool. You can use tests that require a
Tech (Focus) roll through your drone. You may as well use tech powers through the drone, but this will
overload it, which results in its destruction. Youll have to repair the drone before it can be used again.

Telekinesis
Classes: Adept, Sentinel, Vanguard.
Requirement: You need the Biotics
(Telekinesis) focus.
Regular: You may lift and move small objects without physical contacts, just using your biotic capability.
Veteran: Add a bonus of +1 to your dragon die whenever generating stunt points by casting a Telekinsis
style biotic power.
Expert: Your telekinetic abilities have become incredibly strong. You may attempt a Biotics (Telekinesis)
test vs. TN 13 in order to lift yourself up in the air for a number of rounds equal to your rolls dragon die. You
can then hover around freely in the air. You may also use this ability to try and soften a fall from high ground.

29

Specializations
Phantom
Classes: Infiltrator
Requirement: You must have Dexterity and
Tech 3 or higher and the Tech (Stealth)
focus.
Regular: You have learned to backstab your opponent in melee combat. In order to do so you must make a
move action to get close to your target and then make an opposed Tech (Stealth) vs. Perception (Seeing)
test. If you succeed you hit your opponent in an unpredicted way and add +2 to your next attack roll as well
as +1d6 to your damage, if your backstab hits. You cant backstab targets you start your turn adjacent to.
Additionally, you have learned to point out weaknesses in your victims defenses. By using an activate action,
you may mark an enemy in 10 yards around you for death. All ranged and melee attacks against this enemy
will deal +1 damage. The target stays marked until you mark another target, until the encounter ends or until
it dies. Marking another target takes another activate action. The same target cant be marked multiple times
in the same encounter.
Veteran: You have learned to bluff a target you start your turn adjacent to. In order to do so, you have to
decieve him by making an opposed Communication (Deception) vs. Willpower (Self-Discipline) test. If
you succeed, you wrong-foot the target and may backstab it as if you hadnt started your turn adjacent to it.
In addition to bluffing, the Veteran degree also grants all your Tech (Stealth) rolls a +2 bonus.
Expert: You exploit the weaknesses of your enemies. When you backstab a target you marked for death,
you may add +1d6 to your damage if you hit.

Bastion
Classes: Adept
Requirement: You must have Biotics and
Willpower 3 or higher.
Regular: Using a major action, you can raise a barrier with a radius of 10 yards around you. Everyone who
stands within the boundaries of this barrier gains a +2 defense bonus against ranged attacks from outside
the barrier. If someone tries to break through the barrier from the outside, a run action is required. You will
have to maintain the barrier or it will collaps after one round. Maintaining the barrier takes a minor action
each round.
Veteran: Maintaining your barrier field becomes a free action.
Expert: When using a Kinetic Field type power, your cooldown is reduces by one turn.

Champion
Classes: Vanguard
Requirement: You must have Strength and
Communication 3 or higher.
Regular: When using the Charge action or the Charge biotic power, all enemies in sight of you suffer a -2 on
their attack rolls for the next round.
Veteran: You can use an activate action to enter the Champion stance. When in Champion stance, you plant
yourself on the ground, disabling your enemies from pushing you around like a wimp. The Skirmish and
Knock Prone stunts have no effect on you. Additionally, while in Champion stance, you may add your
Biotics ability score instead of Dexterity to your defense.
Expert: When in Champion stance, you inspire your friends. Allies in sight of you gain +1 to defense +1 on
Willpower checks and inflict +1 damage on all attacks.

30

Commando
Classes: Adept
Requirement: You must have Biotics 3 and
Dexterity 3 or higher.
Regular: Commandos are trained to fight with weapons as well as with biotics. You may use your Biotics
ability score to fulfill the strength requirements of any weapons.
Veteran: You gain the Warp Ammo stunt. This is a stunt that costs 2 SP and which can be used after
generating stunt points with a ranged attack roll. You imbue your ammo with biotic energy before shooting,
Your attack deals +2d6 damage against enemies affected by biotic powers.
Expert: You may add your Biotics ability score instead of Perception as damage to your ranged attacks.

Controller
Classes: Engineer
Requirement: You must have Tech and
Cunning 3 or higher and the Synthetics
(Veteran) talent.
Regular: Youre proficient at controlling more than one VI at once. Using the Synthethics talent, you can
now control two VI drones instead of one at the same time. They can scout in different directions and
perform different actions. If you send them both to perform the same action, you will get a +3 bonus on your
ability test.
Veteran: You get a +2 bonus on all Tech (Hacking) tests you make.
Expert: Using the Deploy Turret ability, you may control up to a number of automated turret platforms equal
to your Tech ability score.

Destroyer
Classes: Vanguard
Requirement: You must have Biotics and
Strength 3 or higher.
Regular: Using an activate action, you enter Destroyer stance. While in Destroyer stance you gain a +2
bonus on any Willpower tests you have to make, but suffer a -1 to defense.
Veteran: While in Destroyer stance, you may add your Biotics ability score in addition to your Strength
ability score as bonus damage to all melee attacks.
Expert: When in Destroyer stance, you gain access to the Burst stunt. This stunt can be used when
generating stunt points through a melee or shotgun attack and costs 3 SP. When performing the Burst stunt,
you may immediately use one of your powers, ignoring the cooldown on your bio-amp. The powers casting
roll cant generate stunt points.

Guardian
Classes: Sentinel
Requirement: You must have either Biotics
or Tech 3 or higher and Constitution 3 or
higher.
Regular: Using the activate action, you may enter Guardian stance. When doing so, you may proclaim an
ally in sight as your charge. You may combine your tech and biotic powers to surround your charge with a
tech barrier. That barrier will deflect up to 5 points of damage. However, maintaining the barrier requires your
concentration while in protecting a target with the tech barrier, you suffer a -2 penalty to your defense.
Veteran: Using the Barrier or Tech Armor power now inflicts one turn less cooldown than usual.

31

Expert: When youre in Guardian mode and an enemy successfully hits your charge, you may immediately
and as a free action use one of your available powers against that enemy. The enemy must be in range of
the power you want to use and your omni-tool or bio-amp (depending on the type of power you want to use)
may not be on cooldown.

Marksman
Classes: Soldier
Requirement: You must have Perception 3
or higher and the Assault Training
(Veteran) talent.
Regular: By taking the activate action, you may enter the marksman stance. While in marksman stance,
your weapon range is increased by your Perception x 2, you gain a +2 bonus on your attack rolls but also
suffer a -2 penalty to defense, when attacked in melee combat.
Veteran: While in marksman stance, as long as there are no enemies within 7 yards around you, you deal
+1d6 bonus damage.
Expert: When performing the Pierce Armor stunt, your damage is penetrating. It will deal full damage
instead of half.

Powertech
Classes: Engineer
Requirement: You must have Tech and
Dexterity 3 or higher and the Arms Tech
(Veteran) talent.
Regular: You may add +3 to your Tech blast score. Additionally, you may learn a new power or gain a level
in a power youve already learned.
Veteran: Youre an expert in tech of all sorts add +1 to any Tech rolls you make.
Expert: When using Tech powers, the cooldown on your omni-tool is deacreased by 1 round.

Raider
Classes: Sentinel
Requirement: You must have Biotics and
Tech 3 or higher.
Regular: You immediately learn the Submission Net (Regular) Tech power.
Veteran: Using an activate action, you can enter Ravage stance. While in Ravage stance, you deal +2 extra
damage against already wounded enemies.
Expert: While in Ravage stance, when using Warp against an enemy already affected by Submission Net,
your Warp ability will deal +1d6 bonus damage.

Shock Trooper
Classes: Soldier
Requirement: You must have Constitution
3 or higher and Dexterity 3 or higher.
Regular: By using the activate action, you assume a defensive position. While in this position, your
movement speed is halfed (rounded up) but you gain +2 to defense. Additionally, while youre in position,
enemies wont get any bonuses for outnumbering you. If you use the run action, this will break your position
and you will have to take another activate action to assume it again.
Veteran: Youre used firing from cover. If you are in a defensive position and you take the Blind Fire action,
every -1 penalty you take to your attack grants you +2 defensive, up to a maximum of -3 attack and +6
defense.

32

Expert: Emergency Healing: The First Aid action becomes a free action for you, and you may use it to heal
either yourself or an ally.

Sniper
Classes: Infiltrator
Requirement: You must have Perception 3
or higher and Tech 3 or higher and the
Sniper Training (Veteran) talent.
Regular: When you hit with Aimed Shot and you generate stunt points, you may use the Precision stunt.
This is a stunt that costs 2 SP. When using it, you hit vulnerable spots on your target. Roll 2d6 and check the
result on the Hit Zones table for a bonus effect. Ths effect applies additionally to your damage.
Veteran: Your experience serves you well, and
you can shoot quickly without loosing any time.
You can perform the Lightning Attack stunt for
2 SP instead of 3.

Hit Zones
Roll
2-4
5-8
9-11

Hit Zone
Legs
Torso
Arms

Effect
The target is knocked prone.
You deal additional1d6 damage
The target looses grip of anything
in his hands.
Your damage is penetrating.

Expert: Your aim is remarkable. You may use a


number of points equal to your Perception
12
Head
ability to shift the result of your 2d6 roll on the Hit
Zones table as you like. For example, if you rolled 6 and you have a Perception score of 3, you may either
shift your result to 3, resulting in a leg shot or to 9, resulting in disarming the opponent.

33

Powers
Biotic and Tech powers in MEAGE work similiar to magic in the DARPG. Spellpower is substituted by Biotic
power or Tech power depending on the type of ability you want to use.
Biotic blast = 10 + Biotic + Focus (If applicable)
Tech blast = 10 + Tech + Focus (If applicable)
Since there is no mana in Mass Effect, Biotic Implants and Omni-Tools (which enable you to use Biotic and
Tech abilities) go on cooldown after use, preventing you from using major Biotic and Tech abilities. The
cooldown of your Biotic and Tech abilties is dependent on the quality of your omni-tool or bio-amp.
Major abilities are all abilities listed in this chapter. A Biotic could still lift a small item if he has the
Telekinesis (Regular) talent, even though his Biotic implant is on cooldown. A Tech has still access to his
personal drone gained through the Synthetics (Regular) talent if his Omni-Tool cooldown prevents him from
using Tech abilities, and so on and so forth.
You may advance only three times in a single power, which means that you will only be able to choose one
of the available Expert options for each power.

Biotics
Barrier
Biotic Style:
Kinetic Fields
Time: Major Action

Type:
Defense
Target Number: 10
Test: None

Regular: You convert your shields to a protecting kinetic barrier. This barrier works like an armor, whose
armor value is equal to your shield value. Attacks that deal bonus damage against shields dont deal bonus
damage to your barrier, and attacks that deal reduced damage against armor deal reduced damage against
your barrier. Your barrier is weak vs. attacks that deal bonus damage against armor though (like Warp,
Incineration Tech or heavy weapons). This lasts for a number of rounds equal to your casting rolls dragon die.
Veteran: Your mental powers are strong and enduring. Your barrier now lasts for a number of rounds equal
to you casting rolls dragon die plus your Biotic (Kinteic Fields) ability.
Expert: Choose one: Improved Barrier: Your kinetic barrier isnt susceptible to armor damaging attacks
anymore. Or: Encasing Barrier: Your kinetic barrier cant be bypassed by certain attacks and skills.

Charge
Biotic Style:
Type:
Body
Utility
Time: Major Action
Target Number: 13
Test: Dexterity (Acrobatics)
Regular: You charge forward in a biotic storm, ignoring objects and people alike. The charge will move you
up to half your speed in yards into a specified direction (it wont work if the charge would end inside of an
obstacle.) ignoring small obstacles like chairs, chests, crates, tables, fences and the like and people as well.
Enemies standing in your way will suffer 1d6 damage and are knocked away 1d6 yards from their position. If
they make a successful Dexterity (Acrobatics) test vs. your Biotic blast they only suffer 1d6 damage.
Veteran: You can now charge up to your speed in yards.
Expert: Choose one: Heavy Charge: Your charge now deals 1d6 + Biotic (Body) damage. Or: Devastating
Charge: Your charge now bypasses shields and armor completely.

34

Dominate
Biotic Style:
Type:
Body
Attack
Time: Major Action
Target Number: 14
Test:Willpower (Self-Discipline)
Regular: Your mind is so strong, that you can dominate a visible organic target that isnt farther than 20
yards away for a short amount of time. If your biotic attack succeeds, the target is forced under your control
for a number of rounds equal to your casting rolls dragon die. You have to sustain the domination by a major
action for each round, or it will cancel. If the target makes a successful Willpower (Self-Discipline) test vs.
your Biotic blast, it frees itself from your control but cant take any actions on their next turn. When dominated,
the target can attempt a Willpower (Self-Discipline) test at the beginning of each turn.
Veteran: Your influence over your enemies minds is remarkable. Sustaining a domination now only requires
a minor action.
Expert: Choose one: Perfect Domination: Sustaining a domination becomes a free action. Or: Multiple
Domination: You may attempt to dominate two enemies at the same time. Sustaining both dominations takes
two minor actions.

Nova
Biotic Style:
Type:
Kinetic Fields
Attack
Time: Major Action
Target Number: 13
Test: Constitution (Stamina)
Regular: You unleash a burst of kinetic energy in a 2
yards radius around you. All enemies within this
radius suffer 2d6 damage and are knocked prone. If
they roll a succesful Constitution (Stamina) test vs.
your biotic blast, they only suffer 1d6 damage.
Veteran: Instead of focusing your biotic energy
around yourself, you may choose a point up to 10
yards away which will then be the center of the nova.
Expert: Choose one: Strong Nova: No matter if your
enemies succeeceded in their Constitution (Stamina)
test or not, you may add your Biotics (Kinetic Fields)
to your damage. Or: Wide Nova: The radius of your
nova increases to 4 yards.

Pull
Biotic Style:
Type:
Telekinesis
Utility
Time: Major Action
Target Number: 11
Test: Dexterity (Acrobatics)
Regular: You may pull heavy objects or enemies that are up to 30 yards away from you towards yourself. If
you succeed on your casting roll, they will be pulled a number of yards equal to your casting rolls dragon die
into your direction. If the target is an enemy, he will be knocked prone and can not take any actions on his
next turn. If the target makes a successful Dexterity (Acrobatics) vs. your biotic blast test, it wont be
knocked prone.
Veteran: Your mental pull is becoming stronger. You may choose to add your Biotics (Telekinesis) to your
dragon die when determining the extent of your pull.
Expert: Choose one: Deadly Pull: You wrap your victim into a vacuum while pulling them towards you. They
suffer 1d6 + Biotics damage to their health.Or: Pull Field: Your pull affects a number of people equal to your
Biotics ability within 2 yards of the original target.

35

Reave
Biotic Style:
Type:
Body
Utility
Time: Major Action
Target Number: 13
Test: Constitution (Stamina)
Regular: You reave away the targets life energy. It sufferds 1d6 damage directly to its health and you gain
the same amount of health. If the target makes a successful Constitution (Stamina) test vs. your biotic blast,
the damage will be dealt to the targets shields instead or not dealt at all if it would hit armor, and you gain no
health at all.
Veteran: You can mold energy of all kinds to your uses. If the target makes a successful Constitution
(Stamina) test vs. your biotic blast and you reave the targets shields, you gain health equal to the damage
reaved, as if you had hit the targets health.
Expert: Choose one: Powerful Reave: Your reave power now deals 2d6 damage. Or: All-round Reave: Your
reave now deals damage and drains health from the enemys armor as if it had hit health.

Shockwave
Biotic Style:
Type:
Kinetic Fields
Attack
Time: Major Action
Target Number: 14
Test: Dexterity (Acrobatics)
Regular: You send a wave of kinetic fields in a straight line towards your enemies for 6 yards in front of you.
Enemies hit by the shockwave suffer 2d6 damage and are knocked prone. If they make a successful
Dexterity (Acrobatics) test vs. your biotic blast, they suffer only 1d6 damage and wont be knocked prone.
Veteran: You increase the length of your shockwave to 12 yards.
Expert: Choose one: Piercing Shockwave: The damage of your shockwave bypasses shields. Or: Relentless
Shockwave: Even if your enemies make a successful Dexterity (Acrobatics) test, they will suffer 2d6 damage.

Singularity
Biotic Style:
Type:
Telekinesis
Attack
Time: Major Action
Target Number: 13
Test: Dexterity (Acrobatics)
Regular: You create a singularity field with a 2 yards radius up to 20 yards
away which traps enemies within and pulls them up in the air, rendering
them helpless for a number of rounds equal to your casting rolls dragon die.
They can not make any actions. Enemies who make a successful Dexterity
(Acrobatics) test vs. your biotic blast wont be trapped in the singularity.
Veteran: Using the Warp power against your singularity will detonate it,
dealing 1d6 shield-bypassing damage to all enemies trapped within.
Expert: Choose one: Volatile Singularity: If your singularity detonates it will
deal 2d6 shield-bypassing damage. Or: Wide Singularity: The radius of
your singularity increases to 4 yards.

Slam
Biotic Style:
Type:
Telekinesis
Attack
Time: Major Action
Target Number: 11
Test: Constitution (Stamina)
Regular: You lift a target within 30 yards range up in the air and smash them onto the ground or against a
wall, dealing 2d6 damage. If the target makes a succesful Constitution (Stamina) test vs. your biotic blast, it

36

will suffer only 1d6 damage.


Veteran: Your slam will now leave the victim knocked prone.
Expert: Choose one: Crushing Slam: Damage inflicted by your slam now bypasses shields and armor. Or:
Multiple Slam: You may now simultaneously slam two targets.

Stasis
Biotic Style:
Type:
Kinetic Fields
Utility
Time: Major Action
Target Number: 12
Test: Willpower (Self-Discipline)
Regular: You createe a kinetic field around a target, locking it in stasis. It cant take any actions for 5 minutes.
Any damage taken will break the effect. If the target makes a successful Willpower (Self-Discipline) test vs.
your biotic blast, it will only be locked in stasis for a number of rounds equal to your casting rolls dragon die.
Veteran: Your target may no be inflicted with 3d6 rolls of damage, before the stasis breaks. It doesnt matter
how much damage those rolls will actually inflict, the stasis will break after 3 dice have been rolled to
determine damage against the victim.
Expert: Choose one: Unstable Stasis: Using the Warp power against the victim of your stasis power will
detonate the stasis, dealing 1d6 shield-bypassing damage to all enemies within a two yard radius of the
target. Or: Suffocating Stasis: You may choose to break the stasis in order to suffocate your victim, dealing
2d6 shield- and armor-bypassing damage against it.

Throw
Biotic Style:
Type:
Telekinesis
Attack
Time: Major Action
Target Number: 11
Test: Dexterity (Acrobatics)
Regular: You send out a telekinetic push against an enemy within a 30 yards radius of yourself. The enemy
will suffer 1d6 damage and be knocked prone. If your target makes a successful Dexterity (Acrobatics) test
vs. your biotic blast it will only suffer 1d6 damage.
Veteran: Your telekinetic push throws the target 1d6 + Biotics yards away from you.
Expert: Choose one: Heavy Throw: Your throw now deals 2d6 damage. Or: Throw Field: A number of
enemies equal to your Biotics ability within a 2 yards radius of your target will be affected by your Throw
ability as well.

Warp
Biotic Style:
Type:
Body
Attack
Time: Major Action
Target Number: 12
Test: Constitution (Stamina)
Regular: You attack the molecular structure of your target within a 12 yards radius with your biotics. Your
target suffers 1d6 + your casting rolls dragon die damage. This damage will only be dealt against armor or
health and is not effective against shields. Warp can be used to detonate other biotic abilities, like Singularity
or Stasis. If the target makes a successful Constitution (Stamina) test vs. your biotic blast, it will only suffer
1d6 damage.
Veteran: The range of your warp increases to 24 yards.
Expert: Choose one: Versitaile Warp: Your warp may now damage shields as well. Or: Heavy Warp: Your
warp now deals 2d6 + dragon die damage.

37

Tech
AI Hacking
Tech Style:
Type:
Synthetics
Attack
Time: Major Action
Target Number: 14
Test: Tech (Hacking)
Regular: You infect one synthetic target inside a 20 yards radius with trojan viruses. If your tech power
succeeds, the target is forced under your control for a number of rounds equal to your casting rolls dragon
die. You have to sustain the uplink to the target with a major action for each round, or it will cancel. If the
target makes a successful Tech (Hacking) test vs. your tech blast, it frees itself from your control but cant
take any actions on their next turn. When dominated, the target can attempt a Tech (Hacking) test at the
beginning of each turn.
Veteran: Your trojan horse is programmed very eloquently, so it takes the target longer to apply
countermeasures. Sustaining a constant viral uplink now only requires a minor action.
Expert: Choose one: Perfect AI Hacking: Sustaining a data uplink becomes a free action. Or: Multiple AI
Hacking: You may attempt to hack two enemies at the same time. Sustaining both uplinks takes two minor
actions.

Cryo Blast
Tech Style:
Type:
Arms Tech
Attack
Time: Major Action
Target Number: 12
Test: Constitution (Environmental Resistance)
Regular: You blast a visible target within a 20 yards radius with cryogenic elements, damaging and
shockfreezing it. It takes 1d6 damage and will be able to only take a major action on its next turn. If it makes
a successful Constitution (Environmental Resistance) test vs. your tech blast it will only take 1d6 damage.
Veteran: You enhance the cryogenic elements of your blast. It now deals 2d6 damage.
Expert: Choose one: Multiple Cryo Blast: Your cryo blast now affect 2 targets simultenously. Or: Efficient
Cryo Blast: If your target fails its Constitution (Environmental Resistance) test it will take 2d6 damage
and wont be able to take any actions on its next turn.

Dampening Field
Tech Style:
Arms Tech
Time: Major Action

Type:
Utility
Target Number: 14
Test: None

Regular: You disturb the molecular structure of biotic mass effect fields by deploying a dampening field. The
field has a radius of 3 yards and can be deployed up to 15 yards away from you. It will cancel all biotic
effects in its area, but leave your shields weakened until your next turn you suffer a -2 to defense.
Veteran: Youve adjusted your shields to your dampening field. You will only suffer a -1 penalty to defense
when using the dampening field.
Expert: Choose one: Lone Range Field: The range of your dampening field ability increases to 20 yards. Or:
Wide Dampening Field: The radius of your dampening field increases to 5 yard.

38

Drone
Tech Style:
Synthetics
Time: Major Action

Type:
Utility
Target Number: 11
Test: None

Regular: You summon a combat drone to aid you in fight (for Stats see the Adversariers chapter). It will last
for a number of rounds equal to your casting rolls dragon die + Tech (Synthetics). The combat drone is
under your command and you can assign it targets. Drones can also hack and decrypt circuits and security
systems. Caution! Enemy techs may attempt to hack your drone.
Veteran: You can detonate your drone at will as long as it is still under your control. This will deal 2d6
damage to enemies standing in a 2 yards radius around it.
Expert: Choose one: Countermeasures: If someone attempts to hack your drone, they must make an
opposed Tech (Hacking) test vs. your Tech (Synthetics) ability. If they fail, your drone wont be hacked. Or:
Advanced Drone: You may summon a Rocket Drone or an Advanced Combat Drone instead of your normal
drone (for Stats see the Adversaries chapter).

Energy Drain
Tech Style:
Type:
Shield Tech
Utility
Time: Major Action
Target Number: 13
Test: Tech (Shield Tech)
Regular: You drain a visible, in a 20 yards radius around you, targets shield energy. This will deal 2d6
damage to their shields and restore your own shields for the same amount. This attack isnt effective against
armor or health. If the target makes a successful Tech (Shield Tech) test vs. your tech blast, you will only
drain 1d6 damage.
Veteran: The range of your energy drain increases to 30 yards.
Expert: Choose one: Molecular Energy Drain: You may use energy drain to detonate certain biotic effects,
like Singularity or Stasis. Or: Multiple Energy Drain: You may drain two targets shields simultaneously.

First Aid
Tech Style:
First Aid
Time: Major Action

Type:
Utility
Target Number: 10
Test: None

Regular: You spend medi-gel to instantly heal the wounds of a visible ally or yourself. You may spend up to
three packs of medi-gel and for each pack the target heals 1d6 damage. This cant increase your health over
your maximum health value.
Veteran: You squeeze the most out of the medi-gel. For each pack spent, the target will now heal 3d3
damage. To roll a d3 roll a d6 and divide the result by two (rounding up).
Expert: Choose one: Emergency Aid: Using the First Aid power becomes a minor action. Or: Multiple Heal:
Your first aid now affects another ally as well, without costing additional medi-gel.

Incineration Tech
Tech Style:
Type:
Arms Tech
Attack
Time: Major Action
Target Number: 12
Test: Dexterity (Acrobatics)
Regular: You fire a high-explosive plasma round from your omni-tool at an enemy up to 15 yards away. It
deals 1d6 damage vs. shields and 2d6 damage vs. armor and health. Additionally the target will suffer

39

damage equal to your Tech ability each round for a number of rounds equal to your casting rolls dragon die.
If the target makes a successful Dexterity (Acrobatics) test vs. your tech blast, it will only suffer 1d6
damage and no damage per round.
Veteran: The range of your incineration tech increases to 20 yards.
Expert: Choose one: Third Grade Burns: The damage of your incineration tech against shields increases to
2d6. Or: Lasting Incineration: The target will burn for a number of rounds equal to your casting rolls dragon
die + Tech.

Neural Shock
Tech Style:
Type:
First Aid
Attack
Time: Major Action
Target Number: 13
Test: Constitution (Stamina)
Regular: Your omni-blade sends out subliminal waves of energy that shock the targets neural system. The
target can only take a single major action until the beginning of your next turn. If the target rolls a successful
Constituttion (Stamina) test vs. your tech blast, the neural shock has no effect.
Veteran: If the target succeeds in the resistance roll, it will still take a -1 penalty on all ability tests until the
beginning of your next round.
Expert: Choose one: Heavy Neural Shock: You further cripple the target. If it is unable to resist your shock, it
can only move half its speed in yards until the beginning of your next round. Or: Lasting Paralysis: Your
neural shock now lasts up to a number of rounds equal to your casting rolls dragon die.

Overload
Tech Style:
Type:
Shield Tech
Attack
Time: Major Action
Target Number: 12
Test: Tech (Shield Tech)
Regular: You overload a visible targets shields and circuits. The target must be within a 15 yard radius
around you. Overload will deal 2d6 damage to the targets shields and 2d6 damage to the targets health and
armor if the target is synthetic. If the target makes a successful Tech (Shield Tech) test vs. your tech blast, it
will only take 1d6 damage.
Veteran: Overload will now deal 1d6 damage vs. the targets health and armor if the target is organic.
Expert: Choose one: Multiple Overload: You may overload a second target simultaneously. Or: Heavy
Overload: Your overload now deals 3d6 damage to shields and synthetic enemies.

Shield Boost
Tech Style:
Shield Tech
Time: Major Action

Type:
Defense
Target Number: 11
Test: None

Regular: You immediately boost up your own or a visible allys shields. They gain 2d6 energy to their shields.
This will restore only damage taken by their shields, not add additional shield energy.
Veteran: Your shield boost charges up the targets shields by 2d6 + Tech (Shield Tech) now.
Expert: Choose one: Multiple Shield Boost: Your shield boost may now affect a second target. Or:
Overcharge: Your shield boost may now add additional shield energy to the targets shields, boosting their
value above the original maximum.

40

Submission Net
Tech Style:
Type:
Arms Tech
Defense
Time: Major Action
Target Number: 12
Test: Dexterity (Acrobatics)
Prerequisites: Raider Specialization
Regular: You throw an electrified net on a visible target within 20 yards range. The target suffers 1d6
penetrating damage and can only take a minor action for 1d6 turns. If the target makes a successful
Dexterity (Acrobatics) test vs. your tech blast, it will only suffer 1d6 damage.
Veteran: Even if the target makes a successful Dexterity (Acrobatics) test, the damage it suffers is now
penetrating.
Expert: Choose one: Wide Net: Your submission net now affects everyone within a 3y radius of your original
target. Or: Net Weights: The target is now bound by the net by 1d6 + dragon die turns.

Tech Armor
Tech Style:
Shield Tech
Time: Major Action

Type:
Defense
Target Number: 11
Test: None
Regular: You technically enhance
the armor you wear. Tech Armor lasts
a number of rounds equal to your
casting rolls dragon die. For the
duration of tech armor, your armor
gains 10 additional armor value.
Veteran: Tech Armor also enhances
your
combat
capabilities
by
improving your armors target
sensors. As long as tech armor is
active, you may add your Tech
(Shield Tech) to your attack rolls.
Expert:
Choose
one:
Tech
Detonation: You may detonate your
tech armor at will, dealing 2d6 shieldbypassing damage to all surrounding
enemies. Or: Lasting Tech Armor:
Your tech armor now lasts a number
of rounds equal to your casting rolls
dragon die + Tech (Shield Tech).

41

Equipment
What do I get?
Every characters get their own set of equipment after character creation.
Soldiers get an Onyx Flex-Weave Armor, two weapons of their choice, a standard issue-omni tool, a
backpack and 10 thermal clips.
Adepts get a Skirmisher Flex-Weave Armor, a weapon of their choice, a standard issue-omni tool, a
backpack, 4 thermal clips and either a Solaris or Gemini bio-amp I.
Engineers get a Skirmisher Flex-Weave Armor, a weapon of their choice, a backpack, 4 thermal clips, and a
Bluewire or Polaris omni-tool I.
Vanguards get a Onyx Flex-Weave Armor, a weapon of their choice, a backpack, 6 thermal clips, and a
Solaris or Gemini bio-amp I.
Infiltrators get a Skirmisher Flex-Weave Armor, a weapon of their choice, a backpack, 6 thermal clips, and a
Bluewire or Polaris omni-tool I. Infiltrators also get a Stealth Field Generator.
Sentinels get a Skirmisher Flex-Weave Armor, a weapon of their choice, a backpack, 3 thermal clips and a
Bluewire omni-tool I, as well as a Solaris bio-amp

Armor
Armor
Skirmisher Flex-Weave Armor
Onyx Flex-Weave Armor
Skirmisher Assault Armor
Onyx Assault Armor
Skirmisher Battle Armor
Onyx Battle Armor

Armor Value
Light Armor
10
15
Medium Armor
20
25
Heavy Armor
30
35

Penalty

Cost

0
-1

200 Cr.
300 Cr.

-2
-3

400 Cr.
500 Cr.

-4
-5

600 Cr.
700 Cr.

Armor: This is the armors name and type.


Armor Value: The damage the armor can take before breaking.
Penalty: The armors penalty to dexterity and speed (or only speed, if you are trained in the Armor Training
talent). The penalty will also be added to the number of rounds your biotic and tech abilities need to cool
down.
Cost: The cost of the armor when bought on the regular market.
Damaged armor must be repaired. In order to restore the full armor value of your armor, you have to make a
successful Tech (Engineering) test against a TN specified by the GM. The TN should reflect the damage
done to the armor the more it is damaged, the harder it will be to repair it. The number of omni-gel units
you need to repair your armor also must be specified by the GM, depending on the situation.

42

Weapons
Weapon

Damage Min. Str


Assault Rifles (Perception)
M-8 Avenger
2d6
0
M-15 Vindicator
2d6+1
1
M-76 Revenant
2d6+1
2
M-96 Mattock
2d6+3
3
Brawling (Strength)
Fist
1d6
Gauntlet
1d6+1
Improvised Weapon
1d6-1
Omni-Blades (Dexterity)
Standard Omni-Blade Application MK I
1d6+1
Standard Omni-Blade Application MK II
1d6+2
Heavy Omni-Blade Application MK I
2d6
Heavy Omni-Blade Application MK II
2d6+2
Pistols (Perception)
M-3 Predator
1d6
-2
M-6 Carnifex
1d6+3
-1
M-358 Talon
1d6+3
0
M-5 Phalanx
2d6
1
Sniper Rifles (Perception)
M-29 Incisor
2d6
1
M-92 Mantis
2d6+2
1
M-97 Viper
2d6+3
2
M-98 Widow
3d6
3
Shotguns (Dexterity)
M-22 Eviscerator
1d6+4
0
M-23 Katana
2d6
1
M-27 Scimitar
2d6+2
1
M-300 Claymore
3d6
2
Sub-Machine Guns (Dexterity)
M-4 Shuriken
1d6+1
-1
M-9 Tempest
1d6+3
-1
M-12 Locust
2d6
0
M-25 Hornet
2d6+1
1

Clip

Cost

30
25
30
22

240 Cr.
260 Cr.
270 Cr.
300 Cr.

140 Cr.
160 Cr.
240 Cr.
280 Cr.

20
16
20
16

120 Cr.
180 Cr.
190 Cr.
240 Cr.

10
8
8
5

240 Cr.
280 Cr.
300 Cr.
360 Cr.

15
17
13
12

200 Cr.
240 Cr.
280 Cr.
360 Cr.

22
18
18
22

140 Cr.
180 Cr.
240 Cr.
260 Cr.

Note: In order to use omni-blades you must carry an omni-tool as well.


Weapon: This is the weapons name and type.
Damage: The damage the weapon inflicts when it successfully hits. Perception is added to damage when
using assault rifles, pistols, shotguns, sniper rifles and sub-machine guns. Strength is added to damage
when brawling or using omni-blades.
10

Min. Str.: The minimum strength required to use the weapon without a malus .
Clip: The number of ammunition rounds a thermal clip will last. Ammo itself is not an issue most weapons
contain a block of metal which gets cut into slugs by the weapons internal computer, which determines the
exact mass of metal required, basing its calculation on weapon type, distance and atmospheric pressure.
Weapons tend to overheat though, which is why every weapon needs thermal clips to keep them cooled
down. Depending on the calculations of the weapons computer, thermal clips may last longer or shorter.
Cost: The cost of the weapon when bought on the regular market. Gauntlets are part of any armor and dont
have to be purchased on their own.

10

See Dragon Age RPG Set 1 PG p. 41

43

Weapon Ranges
Short Range (y)
Long Range (y)
24
48
14
24
50
100
10
14
12
18

Weapon Group
Assault Rifles
Pistols
Sniper Rifles
Shotguns
Sub-Machine Guns

Reload Time
Minor Action
Minor Action
Major Action
Minor Action
Minor Action

Ranged weapons gain the attackers Perception ability as a bonus to their damage roll. Melee weapons
gain the attackers Strength ability as a bonus to their damage roll.

Heavy Weaponry
Heavy Weapons are different than common armarments, like Assault Rifles and Pistols. Heavy Weapons
dont use thermal clips. Instead, they require power cells to provide the massive energy needed to fuel the
devastating effects heavy weapons can inflict on the enemy.
Reload Time: This is the number of actions required to load new power cells
Power Cell: The number of shots a single power cell supports.
Cost: The cost of the weapon when bought on the regular market.
Strength: The weapons strength requirement. You will not be able to use it if you dont have the minimum
strength.

Reload Time:
3 Major Actions

ML-77 Missle Launcher


Power Cell:
Cost:
3
370 Cr.

Strength:
3

Fabricated by Armax Arsenal the ML-77 is a semi-automatic missle launcher, especially popular with the blue
suns mercenary group. It has an integrated IFF- and targeting system, allowing the carrier to only in the
rough direction of the desired target, and still hit. It is often used against gunships and YMIR mechs, and
bears significance in street fights as it is very useful at taking out enemy sniper nests. When attacking with
the ML-77 Missle Launcher, you gain a +2 on your attack roll. The ML-77 Missle Launcher deals 2d6
damage to shields, and additionally 1d6 damage to armor and health. If the targets shields are down, it will
deal 2d6 damage to the targets armor and health.

Reload Time:
3 Major Actions

M-100 Grenade Launcher


Power Cell:
Cost:
4
300 Cr.

Strength:
2

This brand-new grenade launcher model designed by Elanus Risk Control Services combines state-of-theart-explosives with a reliable targeting system. It has gained an infamous reputation as the favourite weapon
of vorcha boomsquads associated with the blood pack mercenaries. The M-100s internal targeting systems
grant you a +1 bonus on your attack roll. It deals 2d6 damage to all targets within a 2 yards radius around
your chosen point of impact.

Weapon and Ammo modifications


Weapon Tech specialists may buy weapon and ammo modifications to enhance their weapons. Weapon
modifications, such as scopes and barrel enhancements, apply directly to the weapon, whereas ammo
modifications are often not more than a chemical agent applied to the weapon slug within the weapon.

44

Modification
Extended Barrel I
Extended Barrel II
Extended Barrel III
Extended Barrel IV
Extended Barrel V
Magazine Upgrade I
Magazine Upgrade II
Magazine Upgrade III
Magazine Upgrade IV
Magazine Upgrade V
Targeting Scope I
Targeting Scope II
Targeting Scope III
Targeting Scope IV
Targeting Scope V
Cryo Rounds I
Cryo Rounds II
Cryo Rounds III
Incendiary Rounds I
Indendiary Rounds II
Indendiary Rounds III
Polonium Rounds I
Polonium Rounds II
Polonium Rounds III
Shredder Rounds I
Shredder Rounds II
Shredder Rounds III

Bonus
Level
Barrel (Weapon)
+1 damage
Regular
+2 damage
Regular
+3 damage
Veteran
+4 damage
Veteran
+5 damage
Experimental
Magazine (Weapon)
+1 Ammo/Clip
Regular
+2 Ammo/Clip
Regular
+3 Ammo/Clip
Veteran
+4 Ammo/Clip
Veteran
+5 Ammo/Clip
Experimental
Scopes (Weapon)
+1 attack
Regular
+2 attack
Regular
+3 attack
Veteran
+4 attack
Veteran
+5 attack
Experimental
Chemical Agents (Ammo)
-1 on enemy rolls
Regular
for 1 round
-1 on enemy rolls
Veteran
for 2 rounds
-2 on enemy rolls
Experimental
for 2 rounds
+3 damage vs.
Regular
armor
+5 damage vs.
Veteran
armor
+7 damage vs.
Experimental
armor
+2 damage
Regular
+4 damage
Veteran
+6 damage
Experimental
Slug Modification (Ammo)
+3 damage vs.
Regular
health
+5 damage vs.
Veteran
health
+7 damage vs.
Experimental
health

Cost
40 Cr.
70 Cr.
130 Cr.
160 Cr.
220 Cr.
60 Cr.
100 Cr.
180 Cr.
220 Cr.
300 Cr.
50 Cr.
75 Cr.
125 Cr.
150 Cr.
200 Cr.
100 Cr.
125 Cr.
N.A.
75 Cr.
125 Cr.
175 Cr.
100 Cr.
150 Cr.
N.A.
100 Cr.
130 Cr.
N.A.

Modification: The modifications name and type.


Bonus: The bonus the modification will give you when attacking with the modified weapon.
Level: The level of the modification. It is required to be trained in the Arms Tech talent to use certain
modifications. See the Arms Tech talent for more information.
Cost: The cost of the modification when bought on the regular market. If the cost is N.A. then the
modification can be accessed only through the black market or other sources of the like.

Gear
Gear is an essential part of the galaxy. Even though the word might be vague, gear can easily be described
as anything useful you might encounter on your travels. Medi-gel, omni-gel, backpacks, food, thernal clips,
power cells, this all is gear. Gear also includes omni-tools and bio-amps (which enhance biotic abilities).

45

Gear
Name
Backpack
High Quality Rations (lasts 1 week)
Medi-gel (1 unit)
Omni-gel (1 unit)
Power Cell (1 unit)
Research Equipment
Serrice Ice Brandy
Standard Issue Omni-Tool
Standard Issue Rations (lasts 1 week)
Stealth Field Generator
Thermal Clip

Cost
5 Cr.
15 Cr.
150 Cr.
100 Cr.
150 Cr.
200 Cr.
20 Cr.
50 Cr.
5 Cr.
300 Cr.
50 Cr.

Note: There is a difference between the Standard Issue Omni-Blades and Advanced Omni-Tools. Standard
Issue Omni-Blades are used as a link to interarct with terminals, doors and other computer controlled tech.
They can be used for hacking and bypassing. Omni-Blades can be attached to Standard Issue Omni-Tools.
Advanced Omni-Tools are military grade equipment, specifically designed to enhance the users Tech abilities.

Name
Bluewire Omni-tool I
Bluewire Omni-tool II
Bluewire Omni-tool III
Bluewire Omni-tool IV
Bluewire Omni-tool V
Polaris Omni-tool I
Polaris Omni-tool II
Polaris Omni-tool III
Polaris Omni-tool IV
Polaris Omni-tool V

Omni-Tools
Bonus
None
+1
None
+1
+2
+1
+2
+2
+3
+4

Cooldown
3 rounds
3 rounds
2 rounds
2 rounds
2 rounds
4 rounds
4 rounds
3 rounds
3 rounds
3 rounds

Cost
150 Cr.
200 Cr.
250 Cr.
300 Cr.
350 Cr.
150 Cr.
200 Cr.
250 Cr.
300 Cr.
350 Cr.

Name: The name of the omni-tool.


Bonus: The bonus the omni tool gives to Tech ability rolls.
Cooldown: The number of rounds it takes the omni-tool to cool down so tech abilities may be used again.
Cost: The cost of the omni-tool when bought on the regular market.

Name
Solaris Bio-Amp I
Solaris Bio-Amp II
Solaris Bio-Amp III
Solaris Bio-Amp IV
Solaris Bio-Amp V
Gemini Bio-Amp I
Gemini Bio-Amp II
Gemini Bio-Amp III
Gemini Bio-Amp IV
Gemini Bio-Amp V

Bio-amps
Bonus
None
+1
None
+1
+2
+1
+2
+2
+3
+4

Cooldown
3 rounds
3 rounds
2 rounds
2 rounds
2 rounds
4 rounds
4 rounds
3 rounds
3 rounds
3 rounds

Cost
150 Cr.
200 Cr.
250 Cr.
300 Cr.
350 Cr.
150 Cr.
200 Cr.
250 Cr.
300 Cr.
350 Cr.

Name: The name of the bio-amp.


Bonus: The bonus the bio-amp gives to Biotics abiltiy rolls.
Cooldown: The number of rounds it takes the bio-amp to cool down your implant so biotic abilities may be
used again.
Cost: The cost of the bio-amp when bought on the regular market.

46

Grenades
Name
Cryo Grenade
Flechette Grenade
Incendiary Grenade

Disruptor Grenade

Effect
1d6 damage and speed halved for
(dragon die) rounds
1d6 + 3 damage
1d6 damage and 1 damage to armor
or health per round for (dragon die)
rounds.
2d6 damage vs. shields

Cost
150 Cr.
230 Cr.
250 Cr.

220 Cr.

The normal Dragon Age RPG rules apply to throwing grenades in MERPG.

47

Actions and Stunts


Stunts
Cost
1+
1
2

Stunt
Skirmish: You can move yourself or the target of your attack 2
yards in any direction for each 1 SP you spend.
Fast Reload: You may immediately reload a ranged weapon.
Disarm: You aim for your targets weapon, blowing it out of
their hands. The target must make an Dexterity
(Legerdemain) test with a TN equal to your attack roll. If they
fail, their weapon flies 1d6 yards in a direction of your
choosing.
Pierce Armor: Your damage will ignore the uppermost layer of
defense on your target and deal half damage to the next layer
below.
Distracting Fire: Your fire rattles an enemies nerves. You
must make an opposed test of your weapon ability and focus
(Dexterity (Pistols) when using pistols) vs. the targets
Willpower (Self-Discipline). If you win, the target suffers a -1
penalty on attack and ability rolls on their next turn.
Threatening Fire: Your fire directly threatens one target within
10 yards. You must make an opposed test of your Strength
(Intimidate) vs. the targets Willpower (Self-Discipline). If
you win, they must attack you in some way on their next turn.
Lightning Attack: You make a second attack against the
same enemy. If you roll doubles on this attack roll, you do not
get any more stunt points.
Knock-Down: Make an opposed test of your Strength
(Brawling) vs. the targets Dexterity (Acrobatics). If you
succeed, the target is knocked prone.
Fire Arc: You sweep your weapon across the battlefield,
attacking two targets. You use your same attack roll against a
target within 10 yards of the first. If this second attack hits, roll
damage for the second target.
Seize the Initiative: You act quickly and efficiently, seizing
control of the pace of battle. You move to the top of the
initiative order. This means you may get to take another turn
before some of the combatants get to act again. You remain at
the top of the order until someone else seizes the initiative.

Roleplaying and Exploration stunts are the same as described in Dragon Age RPG Set 2 p. 78.

Major Actions
Charge: You may move up to half your speed in yards to an enemy and attack him. You gain a +1 bonus on
your attack roll.
Blind Fire: You fire haphazardly over cover without exposing yourself to return fire. You can choose to take
up to a -3 penalty on this attack in order to receive up to +3 in defense until your next turn. You must be
in cover in order to use this action.
First Aid: You provide some quick first aid to an injured ally. You must be adjacent to your ally and you must
have medi-gel ready. This is a TN 11 Tech (First Aid) test. If you are successful, your ally gets back an
amount of Health equal to the dragon die + your Tech. A character cannot benefit from another First Aid
action until he takes additional damage. This action consumes one medi-gel per use.
Attack: You attack an enemy within your range with the weapon you are currently carrying.

48

Burst-Fire: When you attack with an automatic weapon (sub-machine gun or assault rifle), you may choose
to spend 5 ammunition in order to add +1d6 to your weapons damage roll. When doing so, your attack roll
bonus suffers a -3 penalty.
Run: You can move up to double your Speed in yards. You cannot take this action if you are prone (youd
need to use the Move action to stand up first). You do not gain any benefit from cover until your next turn
and suffer and an additional -2 to defense until your next turn.
Take Cover: You crouch behind cover, letting your shields recharge. You gain 1d6 + Tech (Shield Tech)
shield deflection.
Minor Actions
Activate: This action allows you to start using certain powers or items, such as fighting styles and grenades.
Aim: You take the measure of your opponent and plan your next strike. If your next action is a melee attack
or ranged attack, you gain a +1 bonus on your attack roll.
Tactical Move: You can move up to your Speed in yards. You can also go prone, stand up, get in a vehicle,
or duck into cover, but if you do so you can only move at half speed (rounded down).
Prepare: You pick one major action that you prepare to execute and then end your turn. Any time until your
next turn, you can interrupt another character and take your prepared action immediately. If you dont use it
by your next turn, the action is lost. You cannot take the prepared action if youve already taken a major
action on your turn. Prepared actions can be used to interrupt and cancel out Rush actions.
Ready: You can take out a weapon, ready a grenade, or otherwise ready an item that is stowed. As part of
this action, you can put away something already in hand. You could thus put away your shotgun and a draw
an assault rifle, for example. You may not drop and ready an item as a free action. This action is also used to
reload your weapon.

49

Adversaries
Mechs
LOKI Mech

Speed

Abilities (Focuses)
Biotics
Communication
Constitution
Cunning
Dexterity (Pistols)
Perception (Seeing)
Strength (Brawling)
Tech
Willpower
Combat Ratings
Health Shields
Defense

10

15

FENRIS Mech

Speed

Abilities (Focuses)
Biotics
Communication
Constitution (Running)
Cunning
Dexterity
Perception
Strength
Tech (Shock)
Willpower
Combat Ratings
Health Shields
Defense

12

15

-2
-2
2
0
2
1
1
3
0

-2
1
1
1
2
2
1
1
0

Armor
Value
10

15
12
Attacks
Weapon
Attack Roll
Damage
Shock
+5
1d6 + 4
Powers
Favored Stunts: Pierce Armor and Shock Nova

Shock Nova Stunt: The Fenris mech unleashes a


shock nova which fries shields in a 2 yard radius
around it. This stunt costs 3 SP and will deal 2d6
damage to all shields within the radius (but none to
armor and health).
Equipment
None.

Armor
Value
15

10
12
Attacks
Weapon
Attack Roll
Damage
M-3 Predator
+4
1d6 + 2
Fist
+3
1d6 + 1
Powers
Favored Stunts: Distracting Fire and Lightning
Attack
Talents: Gunslinger (Regular)
Weapon Groups: Brawling, Pistols
Equipment
M-3 Predator, 4 Thermal Clips

50

Mercs
Eclipse Trooper
Abilities (Focuses)
0
Biotics
1
Communication
1
Constitution
1
Cunning (Military Lore)
1
Dexterity (Pistols)
2
Perception
3
Strength (Assault Rifle)
2
Tech (Engineering, First Aid)
1
Willpower
Combat Ratings
Speed
Health Shields Defense
10

20

15
11
Attacks
Weapon
Attack Roll
M-3 Predator
+3
M-8 Avenger
+5
Fist
+3
Powers
Favored Stunts: Distracting Fire and
Attack
Talents: Armor Training
Training (Regular)

(Regular),

Armor
Value
15
Damage
1d6 + 2
2d6 + 2
1d6 + 3
Lightning

Assault

Weapon Groups: Assault Rifles, Brawling, Pistols


Equipment
M-3 Predator, M-8 Avenger, Onyx Flex-Weave
Assault Armor, Standard Issue Omni-Tool, 5
Thermal Clips, 3d6 Credits

Eclipse Vanguard
Abilities (Focuses)
3
Biotics (Kinetic Fields)
1
Communication
2
Constitution (Stamina)
1
Cunning
3
Dexterity
1
Perception
2
Strength (Brawling, Shotguns)
0
Tech
1
Willpower
Combat Ratings
Speed
Health
Shields Defense Armor
Value
11
25
15
13
20
Attacks
Weapon
Attack Roll
Damage
M-23 Katana
+4
2d6 + 1
Standard
+3
1d6 + 3
Omni-Blade
App. MK I
Fist
+4
1d6 + 2
Powers
Favourite Stunts: Disarm and Knock-Down
Talents: Armor Training
Quarters Training (Regular)

(Regular),

Close-

Powers: Barrier (Regular)


Weapon
Shotguns

Groups:

Brawling,

Omni-Blades,

Equipment
M-23 Katana, Standard Issue Omni-Tool (and
Omni-Blade App), Skirmisher Assault Armor, 5
Thermal Clips, 3d6 Credits

51

Eclipse Engineer
Abilities (Focuses)
0
Biotics
1
Communication
1
Constitution
2
Cunning (Research)
3
Dexterity (Pistols)
2
Perception
1
Strength
3
Tech (Engineering)
1
Willpower
Combat Ratings
Speed
Health
Shields Defense
13

20

Weapon
M-3 Predator
Standard
Omni-Blade
App. MK II

15
13
Attacks
Attack Roll
+5
+3

Drones
Combat Drone

Armor
Value
10
Damage
1d6 + 2
1d6 + 3

Powers
Favourite Stunts: Lightning Attack and Seize the
Initiative
Talents: Arms
(Regular)

Tech

(Regular),

Electronics

Powers: Incendiary Tech (Regular), Tech Armor


(Regular), Tech Grenade as described in the
Engineer class
Weapon Groups: Omni-Blades, Pistols
Equipment
M.3 Predator, Skirmisher Flex-Weave Armor
Bluewire Omni-tool I, 3 Thermal Clips, 3d6 Credits

-2
-2
1
0
2
1
2
2
0
Speed
13

Abilities (Focuses)
Biotics
Communication
Constitution
Cunning
Dexterity
Perception
Strength (Machine Gun)
Tech (Shield Tech)
Willpower
Combat Ratings
Health
Shields Defense
5

Armor
Value
0

20
12
Attacks
Weapon
Attack Roll
Damage
Machine Gun
+4
1d6 + 4
Powers
Favourite Stunts: Lightning Attack and Skirmish
Powers: Combat Drones explode on destruction,
dealing 1d6 damage to everything around them.
Equipment
None.
Rocket Drone
-2
-2
1
0
2
1
2
2
0
Speed
13
Weapon
Rocket
Launcher

Abilities (Focuses)
Biotics
Communication
Constitution
Cunning
Dexterity
Perception
Strength (Rocket Launcher)
Tech (Shield Tech)
Willpower
Combat Ratings
Health
Shields Defense
5

20
12
Attacks
Attack Roll
+4

Armor
Value
0
Damage
2d6

Powers
Favourite Stunts: Lightning Attack and Skirmish
Powers: The drones rocket launcher is very
effective against armor. It will deal +1d6 bonus
damage against armor.
Equipment
None.

52

Advanced Combat Drone


Abilities (Focuses)
-2
Biotics
-2
Communication
1
Constitution
0
Cunning
2
Dexterity
1
Perception
3
Strength ( Adv. Machine Gun)
2
Tech (Shield Tech)
0
Willpower
Combat Ratings
Speed
Health
Shields Defense Armor
Value
13
5
25
12
5
Attacks
Weapon
Attack Roll
Damage
Adv. Machine +5
1d6 + 5
Gun
Powers
Favourite Stunts: Lightning Attack and Skirmish
Powers: Advanced Combat Drones explode on
destruction, dealing 1d6 damage to everything
around them.
Equipment
None.

53

Changelog
1.01

Strength (Assault Rifles) is now Perception (Assault Rifles). Assault Rifles are weapons with
longer range and thus need good aim to hit a target.
Dexterity (Pistols) is now Perception (Pistols). Pistols are close range weapons, but they can fire
only one shot at a time. This shot needs to be well placed.
Strength (Shotguns) is now Dexterity (Shotguns). Shotguns are close range weapons, and the
carrier needs good handling to use them.
Hacking and Bypassing are now the same focus. The Electronics talent has been changed
accordingly.
Drell now gain +1 Strength instead of +1 Constitution.
Reworked weapon strength requirements. Heavy Weapons now have a strength requirement the
carrier must meet to use them at all. Omni-Blades no longer have a strength requirement.
Fixed some spelling errors.
Backgrounds which had access to the Soldier class now have access to the Combat class.

1.02

Power users have been buffed: Adepts, Engineers, Infiltators, Sentinels have recieved a health buff
to make them less squishy. Adepts also recieved a minor shield buff. Vanguard's health has been
raised to be more in line with the soldier. Adepts and Engineers now may choose three powers
instead of two at level 1.
Reworked Omni-Tools and Bio-amps: The cooldowns are now much lower, the curve from longest to
shortest cooldown has been flattened out. These tools now focus on giving boni to your casting roll.
Added a clarification on leveling up: Should have been in v1.0 already, I can't believe I've overlooked
this.
Added clarifications on some talents, specificially regarding the 'training' talents.
Fixed some minor issues (typos, wrong foci at some places, et cetera)

1.03

Added levels 6-10 for all classes.


Added specializations for all classes.
Changed benefit 3-4 on the Colonist additional benefits table from Tech (Engineering) to
Constitution (Stamina).
Adepts and Engineers no longer get the assault rifle weapon group, unless specified so by a class
power.
Changed the Talents background colour from red to light green to prevent confusion over them
belonging to a certain class (since red is the colour of the Combat classes).
Changed the Telekinesis (Veteran) from +1 to your dragon die when casting Telekinesis powers to
+1 when generating stunt points through casting Telekinesis powers.
Changed the Strength requirements of the assault rifle weapons from 0, 1, 1, 2 to 0, 1, 2, 3.
Adjusted weapon, armor and item prices.
SP cost of Threatening Fire increased from 2 to 3.
The Sentinel class may no longer choose the Slam power. Sentinels now have access to the Barrier
power in return.
The stat used to determine the difficulty of a saving throw vs. Tech and Biotic powers is now known
as Tech blast or Biotic blast.

54

Credits
Thanks to Erik Bernhardt (known on the Green Ronin forums as exhominem) for his original Mass
Effect adaption. It inspired me to expand it and build in some systems and mechanics of my own, but
his edition provided the basic grid as well as some other stuff. Erik Bernhardts version can be found
here: https://docs.google.com/document/d/143aCXdn3Sa12mnsd8AM6X3lGknjBeJ1KoZsh77xXpw/edit
Thanks to TBSamophlange of the Green Ronin forums, for some inspiration on backgrounds.
http://www.greenronin.com/phpBB2/viewtopic.php?f=33&t=10016&p=97169&hilit=mass+effect#p9716
9

Pictures (In order of appearance)


Thanks to those fine deviantArtists who let me use their extraordinary pieces for this project. Check
out their work and support them!
Asari Maiden, p. 4: achibner the afterlife (http://achibner.deviantart.com/art/the-afterlife154297740?q=gallery%3Aachibner%20randomize%3A1&qo=3)
http://achibner.deviantart.com/
Batarian, p.5: efleck Batarian Portrait (http://browse.deviantart.com/?qh=&section=&q=Batarian#/d4f9z5q)
http://efleck.deviantart.com/
Drell, p.6: gamergal Drell (http://browse.deviantart.com/?qh=&section=&q=Drell#/d32nawq)
http://gamergal.deviantart.com/
Earthborn Under Class, p.7: patryk-garrett Mass Effect 3 Zaeed Massani
(http://browse.deviantart.com/?qh=&section=&q=zaeed+massani#/d3l6884)
http://patryk-garrett.deviantart.com/
Earthborn Upper Class, p.7: Italiener Mass Effect Biotic Babe
(http://browse.deviantart.com/?q=Mass%20Effect%20Miranda&order=9&offset=24#/d2kgptf)
http://italiener.deviantart.com/
Colonist, p.8: Armesan Mass Effect: Mindoir
(http://browse.deviantart.com/?qh=&section=&q=Mass+Effect+colonist#/d2lq26a)
http://armesan.deviantart.com/
Natural, p. 9: Lornet Wrex (http://browse.deviantart.com/?qh=&section=&q=wrex#/d4tdfef)
http://lornet.deviantart.com/
Tankbred, p. 10: MadSpike Grunt (http://browse.deviantart.com/?qh=&section=&q=grunt#/d33csi2)
http://madspike.deviantart.com/
Quarian, p.10: Maszrum Quarian (http://browse.deviantart.com/?qh=&section=&q=grunt#/d33csi2)
http://maszrum.deviantart.com/
Third Tier Citizen, p. 11: Mereia Turian smile
(http://browse.deviantart.com/?q=Turian&order=9&offset=24#/d2kfuj1)
http://mereia.deviantart.com/
Volus, p. 13: N7Deunan Hello Earth-clan. . .
(http://browse.deviantart.com/?qh=&section=&q=Volus#/d305ckn)
http://n7deunan.deviantart.com/
Salarian, p. 13: Dandzialf Salarian agent
(http://browse.deviantart.com/?qh=&section=&q=Salarian#/d4todkv)

55

http://dandzialf.deviantart.com/
Soldier, p.15: Spiritius ME: default Shepard
(http://browse.deviantart.com/?q=mass%20effect%20soldier&order=9&offset=48#/d2yv0op)
http://spiritius.deviantart.com/
Adept, p. 16: MentallyInstable Mass Effect team members:Liara
(http://browse.deviantart.com/?qh=&section=&q=mass+effect+liara+biotics#/d2y371h)
http://mentallyinstable.deviantart.com/
Engineer, p. 17: behnkestudio Tali 2
(http://browse.deviantart.com/?qh=&section=&q=mass+effect+engineer#/d2mjvna)
http://behnkestudio.deviantart.com/
Vanguard, p. 18: Warb1rd Vanguard Charge
(http://browse.deviantart.com/?qh=&section=&q=mass+effect+vanguard#/d4ie5l7)
http://warb1rd.deviantart.com/
Infiltrator, p. 19: GRB76 Kasumi the Thief
(http://browse.deviantart.com/?qh=&section=&q=mass+effect+kasumi+goto#/d4pm0wr)
http://grb76.deviantart.com/
Sentinel, p. 20: Armesan Mass Effect: Tears
(http://browse.deviantart.com/?qh=&section=&q=mass+effect+sentinel#/d2okeap)

Last but not least: Thanks to BioWare and Drew Karpyshyn for creating
the Mass Effect universe and for bringing it alive in our heads, dreams
and visions.

56

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