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A free unlicensed fan project 1

Release: Mar 27, 2018 Please support official Genesys and Mass Effect products!
CHAPTER 1 - WELCOME ABOARD
Thanks for trying out the SINGULARITY mod. This is Core.
an amateur fan project that we created to run our
 In SINGULARITY, the Driving skill covers the
own campaigns, but also wanted to share with the
operation of any vehicle within a planet’s
Genesys community. We’re excited to hear your
atmosphere, whether it has the capability to be
playtest feedback and are open to suggestions.
airborne or not. Even shuttles that can fly into
The project is still in an early phase, and we’ve still space use Driving when in atmo. Vacuums are
got a ways to go before we’re ready to call it where things get a little trickier. That’s when
finished, but we hope this early version of our mod players should be using the Piloting skill. Either
helps you get started running adventures in this way, once a vessel gets over Silhouette 3,
awesome universe. players should probably be using Operating.
Although we do not intend to make money or infringe  SINGULARITY ditches the Riding skill, as it didn’t
on copyright in any way, we wanted to go the extra feel thematic to the universe. Checks to interact
mile to minimize any appearance of personal benefit with animals should be handled through a
from this project. Therefore, we have decided to combination of Survival, Knowledge (Life
release this supplement anonymously. Science), and Coordination.
If we ever decide to release an original game of our  We’ve expanded the Knowledge skill into 6
own, we’ll make ourselves known in other ways. For branches of knowledge. A description of these
now, we just hope you enjoy our mod. new skills will follow the complete skill list.
The SINGULARITY Team Knowledge skills may seem similar to skills that
already exist in Genesys (The uses Knowledge-
HOUSE RULES Underworld may seem similar to the uses of
Streetwise) but players should expect training in
We tried to keep our house rules from getting too this skills to represent a deeper understanding of
bloated so that you could use as much of the core the fields they cover. A trained xenobiologist
Genesys book as you can. who can identify the genus and species of every
Below are some key things that have changed. plant and animal on a planet should be able to
help the party’s survivalist safely traverse the
 SINGULARITY separates Hacking and SysOps as hostile environment.
per Genesys pg 59. In our game, Hacking not only
includes offensive computer actions, but it is  We’ve added new weapon qualities to help
also the skill that Tech Specialists will rely on represent the unique equipment found in Mass
when casting their Powers. SysOps works as per Effect.
the standard rules, but will also be your key skill
for operating computers, programming
constructs, or when defending against most
Tech Specialist powers (in the event of an
opposed rolls).
 SINGULARITY offers players three different ways
to access “Magical” abilities. Some deviate
significantly from the core Genesys rules
because we felt that we could give them a flavor
that was more reflective of their Mass Effect
Themes. Be ready for some exceptions to the
rules when you get to these. We’ve done our best
to keep their power balance similar to Genesys

2 | Chapter 1 - Welcome Aboard


CHAPTER 2 - SKILLS Your Character Should Not Use This Skill If…
 Your character wants to install a biotic implant.
Use Medicine instead.
You won’t select your skills until later, but all the
following chapters will make references to the skills  Your character wants to restore the Strain they
we’ve included in our mod, so let’s cover them now. suffered to cast a Power. A good biotic still
Below, you’ll find the complete skill list for needs Cool or Discipline.
SINGULARITY. We’ve italicized the ones that we
added, and descriptions of these can be found in the Hacking (INT)
rest of this chapter. As delineated in Genesys pg 59, we have split the
Computers skill into Hacking and SysOps. In
Biotics (WIL) SINGULARITY, Hacking not only covers offensive
computer actions, but it is also the skill that allows
The Biotics skill represents a character’s ability to characters to cast in-combat Tech powers like
manipulate mass effect fields using the element Sabotage, Incinerate, and Tactical Cloak.
zero nodules embedded in their body tissues. Biotic
individuals can knock enemies over from a distance, Your Character Should Use This Skill If…
lift them into the air, generate gravitational vortices  Your character is attempting to gain access to
to tear obstacles or enemies apart, or create any computer system that considers them
protective barriers. suspicious or hostile. That can be a locked door,
This skill is a Power Skill and functions very similarly a password-protected control panel, or a VI that
to Genesys Core’s Magic skills. is asking for administrative privileges.

Your Character Should Use This Skill If…  Your character wants to overload a shield
generator from afar.
 Your character wants to pick up an enemy with
biotic telekinesis and suspend him in midair.  Your character wants to reprogram an enemy
sentry turret’s Friend/Foe system.
 Your character wants to warp the molecular
structure of an enemy’s armor plating. Your Character Should Not Use This Skill If…
 Your character wants to create a protective  Your character has stolen an enemy
dome around his allies. commander’s passcode and needs to search their

Skill List
General Skills Social Skills Combat Knowledge Skills Power Skills
Astrocartography (INT) Perception (CUN) Charm (PRE) Brawl (BRN) Brokers Biotics (WIL)
Athletics (BRN) Piloting (AGI) Coercion (WIL) Melee (BRN) Life Science Hacking (INT)
Cool (PRE) Resilience (BRN) Deception (CUN) Ranged (Light) (AGI) Physical Science
Coordination (AGI) Skullduggery (CUN) Leadership (PRE) Ranged (Heavy) (AGI) Social Science

Discipline (WIL) Stealth (AGI) Negotiation (PRE) Gunnery (AGI) Underworld


Driving (AGI) Streetwise (CUN) Warfare
Mechanics (INT) Survival (CUN)

Medicine (INT) SysOps (INT)

Operating (INT) Vigilance (WIL)

Chapter 2 - Skills | 3
personal computer for information. Since the Your Character Should Not Use This Skill If…
database does not consider you an intruder, that
would just be SysOps.  Your character wants to threaten a politician
with blackmail. The act of piecing together the
 Your character has successfully bypassed the incriminating evidence may have been Knowledge
firewall of a financial firm, and needs to navigate (Brokers), but delivering the threat and getting
the corporation’s vast intranet to get to the the politician to comply is Coercion.
folder he wants. Again, even though your
character is “Hacking”, once the firewall is down,  Your character wants to track down an elusive
you are just using the same database that an crimelord. That would be a combination of
authorized bank employee would use. That is Knowledge(Underworld) and Streetwise. The
SysOps. Depending on the information you need Knowledge(Brokers) skill is ideally used for
to find, it could also call for a Knowledge or discovering information about people who are “On
Perception check. -the-grid”. It deals with people in suits and
uniforms. It won’t help you find an outlaw who
 Your character wants to hijack an enemy vehicle has made efforts to take refuge on Omega,
and doesn't have the key. If you are bypassing although it could help get you the name of the
the onboard computer entirely and just hotwiring head C-Sec investigator assigned to the case.
the vehicle, your GM might call for Skullduggery or Knowledge(Brokers) would also help you uncover
Mechanics instead. a white collar criminal who interacts with legal
markets enough to be known in those circles.
Knowledge (Brokers)
 Your character wants to track down an ordinary
Knowledge(Brokers) is a measure of your character’s civilian or a rare item in a crowded city. Most of
knowledge about powerful people and institutions of the information gathered through Knowledge
the Mass Effect universe. Having a high rating in this (Brokers) is acquired from afar through a
skill means that you’ve got access to the names, computer screen. The act of getting on the
dossiers, and even rumors surrounding corporate ground and interacting with the denizens of a
CEOs, government diplomats, and trendy socialites. city is still covered by Streetwise, and locating
You know the name of the likely swing vote on a specific items is still Negotiation.
critical resolution on the Citadel Council, who’s got
leverage on them, and who’s about to profit big if Knowledge (Life Science)
they meet an untimely demise.
Knowledge(Life Science) measures your character’s
This is your go-to skill for knowledge of current higher-order understanding of fields like Biology,
events, market fluctuations, corporate mergers, Ecology, Zoology, Botany, Environmental Science,
political scandals, influencers, movers, shakers, and Organic Chemistry, and Anatomy.
trendsetters.
Where Medicine is more narrowly concerned with the
Your Character Should Use This Skill If… practical problem of healing wounds and treating
 Your character wants to walk into the boardroom poisons and diseases, Life Science covers the
already knowing everyone’s names, backgrounds, greater questions surrounding organic life in our
and maybe even motivations and fears, for the universe.
purposes of social encounter against a titan of Your Character Should Use This Skill If…
industry.
 Your character wants to analyze the fossil record
 Your character wants to know the likely to track the evolutionary ancestry of a newly
candidates behind a political conspiracy so they discovered species.
can figure out who is really pulling the strings.
 Your character wants to determine whether an
 Your GM wants to quickly resolve an encounter animal is likely to be male or female, young or old,
requiring knowledge of bureaucracy, without predator or prey, warm or cold blooded,
initiating a social encounter with a specific NPC. venomous, etc…

4 | Chapter 2 - Skills
 Your character wants to know if the atmospheric Survival, and Coordination.
composition of a distant planet might support
Take horses, for example.
organic life.
A Knowledge(Life Science) skill check would test
 Your character finds a claw or tooth and wants to
your knowledge regarding things like how to breed
take an educated guess about what kind of
horses, what foods are best for their health, and how
creature it came from.
to treat horse-specific diseases.
 Your character wants to test the soil quality of a
Survival will test your ability to track one down in the
planet to see if it is good enough to support a
wild by following scents or prints, as well as your
colony that will rely on subsistence agriculture.
ability to interact with it on a social level, establish
 Your character wants to estimate the large-scale trust, and give it commands.
effect of deploying medical treatment. For
Coordination will test your ability to keep your
example, a salarian scientist might rely on a
balance and stay on its back while it’s galloping
Medicine roll to create a genetic plague that
through rough terrain.
makes it harder for a species to reproduce. But
the Knowledge(LifeSci) roll is what he would use Knowledge (Physical Science)
to determine just how it will affect population
growth ratios, or how to best deploy it as an Knowledge(PhysSci) represents your character’s
airborne pathogen to maximize exposure across expertise in both theoretical and applied disciplines
an entire planet. Purely hypothetically, of course. involving Physics, Astronomy, Chemistry, and Earth
Science.
Your Character Should Not Use This Skill If…
Knowledge in this field can be used to supplement
 Your character wants to convince a Varren that the character’s ability to execute skills like
he is the alpha male. While a Knowledge(LifeSci) Astrocartography and Mechanics.
roll might give your character the information
that Varren behave according to a pack It is also the key skill used to study Element Zero,
hierarchy, the actual in-the-moment interaction mass effect fields, and its associated physical
with the animal is handled by Survival. abnormalities (not its medical ones).

 Your character wants to identify the origin of an Your Character Should Use This Skill If…
ancient stone tablet. Knowledge(LifeSci) does  Your character wants to identify an unknown
not cover cultural artifacts of ancient chemical or radioactive isotope. A Knowledge
civilizations. For that, you’ll need Knowledge (PhysSci) roll might tell you that you’ve identified
(Social Sciences). a new kind of metal on a distant moon. That
 Your character needs to traverse a hostile information could be worth something to the
tropical environment. Survival and Knowledge right buyer, or it could give you the ability to
(LifeSci) work in tandem with each other, but construct something unique with the Mechanics
they are not necessarily substitutes. Think of skill.
Knowledge(LifeSci) as the key skill you’d need to  Your character needs to identify if an earthquake
play David Attenborough or Charles Darwin, on a planet’s surface is natural or artificial in
Survival as the key skill you’d need to play Bear origin.
Grylls or Les Stroud, and a bit of both skills if you
want to be Steve Irwin or Jane Goodall.  Your character needs to calculate the trajectory
of an object that has been hurled by a force of
What about Riding? several thousand newtons. Certain Biotic Powers
Mass Effect is not a story that features a lot of rely on a character’s knowledge of Physics to get
animal riding, but should you choose to feature it in the most out of their effects.
your game, the best advice we can give is to handle it Your Character Should Not Use This Skill If…
through a combination of Knowledge(LifeSci),
 Your character needs to calculate a tricky FTL

Chapter 2 - Skills | 5
jump through an asteroid field, or set a course for near a collapsing star that is pulsating with magnetic
an uncharted system. That’s Astrocartography. disruptions. Knowledge(PhysSci) will tell you what is
However, Knowledge (Phys) can absolutely be causing the star to collapse in the first place.
used to add contextual information about the
destination (“Planets orbiting certain types of Knowledge (Social Sciences)
stars are more likely to contain Palladium Knowledge(Social Sciences) covers a wide swath of
deposits”). fields that we might call the Humanities. It is used to
 Your character needs to “McGyver” an improvised approximate the character’s formal learning in the
explosive device. The actual execution of fields of, Architecture, Arts, Music, Folklore, Religion,
constructing and engineering the device should Sociology, Anthro/Xenopology, History, Demography,
be a Mechanics roll. However, Knowledge Linguistics, Museum Studies, Preservation,
(PhysSci) might be useful in calculating just how Psychology, Philosophy, Law, and basically any other
explosive the device is going to be, how to “Academic” skill that isn’t covered by the other
prevent damage to something (or someone) you Knowledges.
want to preserve intact, or how to target a
vulnerable spot to set off a chain reaction that
Your Character Should Use This Skill If…
brings down an entire enemy base .  Your character is trying to decipher an ancient
language by reading a stone tablet, or identify
 Your character wants to determine whether a
which civilization built a shrine or monument.
chemical secreted by an unidentified reptile is
poisonous. That should be a Knowledge (Life  Your character wants to determine whether a
Sciences) roll, and diagnosing and treating the museum artifact is a forgery, or whether an
poison would be Medicine. Knowledge(PhysSci) artifact found in the field has cultural
might tell you if the chemical is acidic enough to significance or is just a piece of junk.
burn through flesh or armor though.  Your character wants to recall an important
When to use Astrocartography? historical or sociological fact about a species or
culture before attempting to make direct social
The line between Astrocartography and Knowledge contact with them.
(Physical Science) is a tricky one. The challenge of
identifying an anomaly in outer space seems like it  Your character wants to observe a sapient
could easily fall into either category. The best advice culture to determine what kinds of values,
we can give is to think of these skills in terms of morals, and emotions are most important to
marine navigation. them.
Magellan did not need to know about the chemical  Your character wants to determine whether a
composition of seawater, about geothermal vents on person has broken the letter of the law.
the ocean floor, or about the chemical composition of  Your character wants to learn more about the
the stars he used for navigation. symbolism behind a poem or song.
But he did need to know how to recognize Your Character Should Not Use This Skill If…
constellations to find true north, what kind of
conditions make the ocean dangerous to travel, and  Your character needs to perform a piece of music
how to handle his ship in the shifting tides and to entertain an audience. Knowledge(SocSci) can
currents. tell you which composer created a famous work
of music, but Charm is more appropriate when it
Likewise, Astrocartography is specifically the study comes to delivering a pleasing performance.
of space as it relates to places, routes, and safe
traversal, while Knowledge(PhysSci) contextualizes  Your character wants to deliver psychiatric
this knowledge with additional information about the treatment to address a mental illness.
phenomena your character might encounter there. Knowledge(SocSci) can tell you why a particular
ailment is more prevalent in a particular culture,
Astrocartography will tell you how to avoid traveling but direct treatment should be done under the

6 | Chapter 2 - Skills
supervision of a professional with the Medicine that’s being used in a Citadel diplomat’s money
skill. laundering scheme. Your character wants to
 Your character wants to tap their knowledge of track the flow of money through the underworld
philosophy and law to deliver a convincing legal to find out what crime is being obscured.
argument in favor of a crew member. While the Your Character Should Not Use This Skill If…
Knowledge (SocSci) skill can help your character
construct the formal legal defense, ultimately,  Your character has landed in the city, and needs
the oral argument should be delivered via one of to locate a fence who is willing to buy a stolen
the social skills such as Charm or Leadership. item. This should be handled with a Streetwise
check.
Knowledge (Underworld)  Your character wants to approach criminals and
Knowledge (Underworld) is your character’s start up a conversation without appearing like an
knowledge of crime lords, criminal organizations, outsider or threat. This should also be
rogue mercenary companies, and black markets. Streetwise.

The Knowledge(Underworld) skill can be used to  Your character is examining a forensic scene and
determine which sectors of space might make the the killers left a “calling card” - a symbol carved
best hideouts for pirates, or to learn the name and on the victim’s chest. Your character wants to
location of a Blood Pack lieutenant. canvas the area, and gain the trust of the locals
to see if anyone has seen that symbol before.
There is some overlap between Knowledge That is also Streetwise.
(Underworld) and (Brokers). Both skills could be
interchangeably used to get information on a  Your character suspects that a recent bill
particular NPC or organization, but the kind of granted tax exemptions for a shell corporation
information that gets returned would be different. that’s being used in a Citadel diplomat’s money
Knowledge(Brokers) would tell you that Cerberus laundering scheme. Your character wants to find
recently struck a deal to obtain research data from out which Citadel diplomat was responsible for
ExoGeni researchers on Feros. Meanwhile, getting the bill passed. Discovering the crime
Knowledge (Underworld) might tell you that rumors might require Knowledge (Underworld), but
are floating around pirate circles, claiming that piecing together how it ties into the legimate
Cerberus scientists were seen smuggling suspicious sectors would be Knowledge (Brokers).
cargo out of the system right under ExoGeni’s nose.
Knowledge(Warfare)
Your Character Should Use This Skill If… Knowledge(Warfare) represents the character’s
 Your character needs to decide which planet is familiarity with all things war: Guns, ammo, armor,
most likely to have a thriving market for a drug warships, tactics, fleets, military contractors, and
like Red Sand. soldier lingo. With Knowledge(Warfare) your
 Your character needs to know what kind of rag- character can recognize the brand of an assault rifle
tag crew of misfits to hire, in order to conduct an by the sound of its blast. He knows how to
elaborate heist and steal an artifact from a efficiently deploy ammo in the field. He can
secure vault. recognize the make and model of an enemy corvette
and tell you how many crew it holds. Your character
 Your character is examining a forensic scene and has a solid grasp of military history, and while he may
the killers left a “calling card” - a symbol carved not know the all the subtle politics behind why two
on the victim’s chest. Knowledge (Underworld) armies are fighting, he can tell just by looking at their
would help your character recall or search a police numbers and deployment formations which one has
database to reveal which organization is known the upper hand.
for using that particular symbol.
Many of the powers made accessible by the Combat
 Your character suspects that a recent bill Mastery talent rely on Knowledge(Warfare) to
granted tax exemptions for a shell corporation enhance their effects.

Chapter 2 - Skills | 7
Your Character Should Use This Skill If…
 Your character needs to assess an enemy’s
supply lines or architecture to determine if their
base is vulnerable to a siege. Perception might
tell you that the base’s doors are shielded by an
anti-energy forcefield. Knowledge(Warfare) will
tell you where you’re most likely to find the
generator to shut it down.
 Your character has multiple routes by which they
can approach an enemy, and wants to determine
which is likely to be less defended.
 Your character wants to enhance his Combat
Mastery powers and gain access to more Squad
Ammo types.
Your Character Should Not Use This Skill If…
 Your character wants to deliver a stirring speech
to their troops as they prepare to hold the line
against overwhelming odds. That would be
Leadership.
 Your character needs to defend against an
enemy ambush. Vigilance still covers your
character’s ability to passively perceive incoming
threats. But Knowledge(Warfare) might tell you
that the box canyon you see a few miles ahead
would be a likely place for your party to be
ambushed.
 Your character wants to lead an enemy general
into a trap on the battlefield. Deception is still
key for communicating with your adversary, but
Warfare might tell you whether the general has a
reputation for being gullible or clever.

8 | Chapter 2 - Skills
CHAPTER 3 - CHARACTER CREATION
Players should begin creating characters according Step 4. Make sure to take into account any species
to the rules found on Genesys pg 33. We’ll let you bonuses here.
know what you need to know along the way.
To further define their career, characters may begin
Step 1: Determine Background with one free Deluxe Toolkit from the equipment
section, or two free basic toolkits.
We’re assuming that both GMs and players are
familiar with Mass Effect, so this one is on you. Step 4: Invest Experience Points
Step 2: Select a Species You may spend experience points, as per the core
rulebook, on Characteristics, ranks in skills, or
We’ve provided stats for many of the species found talents.
in the Mass Effect Universe. See Chapter 4 for a
Most talents from the Genesys rule book are
complete listing of your options.
available in SINGULARITY, but we’ve created some
Our species were balanced around the Genesys Core additional talents of our own to bring into the game.
rulebook, with some additional guidance from
You can find a master list of all the talents in Chapter
studying the species found in the various Star Wars
5 of this mod. Chapters 6-8 will detail the three
supplements.
types of special powers that your character may
We tried our best to capture only the most defining access through investment in the Biotics skill, or the
features of each race while giving players the Offensive Tech and Combat Mastery talent lines.
freedom to also play outliers, so you might see fewer
Characteristics at 3 and 1 than you’d expect. Feel Step 5: Determine Derived
free to modify these as you see fit. Attributes
Heritage Talents After you’ve completed the previous steps, you are
Each species in SINGULARITY has access to a ready to determine your character’s derived
Heritage talent. Heritage Talents reflect the fact attributes: wound threshold, strain threshold,
that not every member of a species possesses these defense, and Soak value. See Genesys pg 45 for
special abilities, but their cultures and natural biology more information on how to generate these.
make them a bit easier to attain.
Step 6: Determine Motivation
Heritage Talents may be taken for free, whenever a
character is eligible to take a Tier 2 talent, however See Genesys pg 51.
they still occupy a slot on the character’s Talent
Pyramid. So while a Volus may pick up Counteroffer Step 7: Choose Gear, Appearance,
at no cost immediately after buying the two and Personality
prerequisite Tier 1 talents, he will need to build up two
more Tier 1 talents before buying a second Tier 2 Take some time to determine what your character
talent. looks like, and what is visually distinguishing or
unique about your character.
Step 3: Choose a Career All the weapons, gear, and armor available for
Mass Effect is a wide universe that allows SINGULARITY are listed in Chapter 9.
characters to define themselves how they wish. We Each PC starts the game with personal gear and
recommend GMs simply allow their players to create weaponry worth 2500 credits. If you prefer to play a
their own Careers by picking their eight Career skills character that travels light, your character can begin
and 4 Rank 1 Skill Trainings. For more information, the game with only 500 credits and 10 additional
see the rules found in Genesys pg 41, and proceed to experience.

Chapter 3 - Character Creation | 9


CHAPTER 4 - SPECIES
ASARI
1 2 2 2 2 3
Brawn Agility Intellect Cunning Willpower Presence

The asari were the first species to discover the


Citadel. When the salarians arrived, it was the asari
who proposed the establishment of the Citadel
Council to maintain peace throughout the galaxy. asari instinctively seek to maintain stable balances
Since then, the asari have served as the mediators of economic, political, and military power.
and centrists of the Council.
Traditionally, asari spread their influence through
An all-female race, the asari reproduce through a cultural domination and intellectual superiority. They
form of parthenogenesis. Each asari can attune her invite new species of advanced development to join
nervous system to that of another individual of any the galactic community, knowing that their ideals
gender, and of any species, to reproduce. This and beliefs will inevitably influence the existing
capability has led to unseemly and inaccurate rumors culture.
about asari promiscuity.
This unique means of reproduction is the reason asari Asari Special Abilities
are talented biotics. Their evolved ability to  Wound Threshold: 9 + Brawn
consciously control nerve impulses is very similar to
biotic training. Asari believe that their offspring  Strain Threshold: 11 + Willpower
acquire the best qualities of the "father" from the  Starting Experience: 85
melded genes, but evidence is anecdotal.
 Genetic Exchange: The characteristics shown
Asari can live for over 1,000 years, passing through above (1/2/2/2/2/3) are for an asari Pureblood,
three stages of life. In the Maiden stage, they or any asari who was not strongly influenced by
wander restlessly, seeking new knowledge and ‘paternal’ genetics (the partner need not be
experience. When the Matron stage begins, they male). Before you create an asari character, you
'meld' with interesting partners to produce their may instead choose to inherit characteristics
offspring. This ends when they reach the Matriarch from your asari’s father species. If so, begin with
stage, where they assume the roles of leaders and a score of 2 in every characteristic, then, choose
councilors. one species other than asari. From that species’
Because of their long life span, asari tend to have a characteristic scores, choose one score lower
'long view' not common in other races. When they than a 2, and one score higher than a 2. Your
encounter a new species or situation, the asari are asari gains a rating of 1 in the lower
more comfortable with an extended period of characteristic, and a rating of 3 in the higher
passive observation and study than immediate characteristic. If you choose a human father, all
action. They are unfazed that some of their your characteristics start at 2, and you begin
investments or decisions may not pay off for with 10 additional exp.
decades or centuries. Matriarchs can seem to make  Skill Training: Asari begin the game with 1 rank in
incomprehensible decisions, but their insight is Biotics. They still may not train Biotics above
evident when their carefully-laid plans come to rank 2 during character creation.
fruition. In interstellar relations, this long view
 Natural Biotics: At character creation, choose
manifests in an unspoken policy of centrism. The
one Biotic power that your character excels at.

10
When casting that power, the first special effect to mentor, and one skill that she
added to the power increases the difficulty of possesses. For the remainder of the
the power by one less ◆ than it would normally encounter, her student may count as
would. The damage of Biotic Attack powers cast having ranks in that skill equal to (but no
by the asari is also increased by +3. This effect higher than) the ranks possessed by the
cannot be combined with the bonuses of a biotic Matriarch. This ability cannot be used to
amp. However, they may equip a biotic amp, and grant ranks in a skill that the student
choose which bonus (either the amp, or Natural could not feasibly attain, such as giving
Biotic) to benefit from for the rest of the turn. ranks in the Biotics skill to a character
 Meld: Melding is a process by which asari can that does not already have at least one
create a state of synchronicity between their rank in it.
nervous system and that of a partner. Melding  Ardat Yakshi - Enthrall: Once per session,
allows participants to share thoughts, emotions, as an action, the character may make an
and experiences. It is commonly a part of asari opposed (Charm vs Cool) or (Coerce vs
reproduction, but it need not be. As a maneuver Discipline) Check against one NPC of the
available while melding with a partner, an asari character’s choice in the current
character may spend 2 strain to communicate encounter. If successful, the NPC
sensory information to her partner. The becomes either an enamored admirer, or a
experience can be intense, allowing the asari to terrified thrall of the Ardat Yakshi,
gain a certain influence over the target, while depending on whether Charm or Coerce
revealing something in return. During the meld, was used. The exact effects of this vary
she gains a bonus ◆ to her next social skill check depending on the NPC and the situation.
towards the partner. Her partner gains a bonus ◆ They can include drastically decreasing
to their next Perception check towards her. the difficulty of Social Interaction skill
 Species Ability: Asari biology and the phases that checks that the character makes
comprise their lifespan have a strong influence towards the NPC. It can include the
on the way an asari approaches a challenge. At devotee being willing to perform minor or
Character Creation, choose one ability that you even significant favors for the character,
feel best fits your asari. or the devotee even becoming a
reoccurring ally in the narrative. This
 Maiden - Curious Dilettante: Once per action may not target synthetics, and at
session, your character may spend a the GM’s discretion, this action may not
Story Point as an incidental. If they do so, be able to target certain NPCs whose
during the next check they make during adversarial nature is vital to the plot, or
that turn, you count their ranks in the skill NPCs whose biology or preferences would
being used as equal to their Presence. prevent them from being subject to
 Matron - Forceful Personality: Once per seduction by an asari.
session, your character may spend a  Heritage Talent: Due to their unique method of
Story Point as an incidental. If they do so, reproduction, an asari’s personality and traits is
during the next skill check they make often influenced by the species of their “father”.
during that turn, your character doubles If an asari character chooses to take a Heritage
the strain they inflict or the strain they Talent, they may choose one of the talents
heal (you choose before making the below, or pick the talent corresponding to the
check). species of her mother’s mate.
 Matriarch - Masterful Instruction: Once  Asari Pureblood: Inspiring Rhetoric
per session, the character may spend a
Story Point as an incidental. If she does  Father’s Species: May choose the
so, she may choose any one character in Heritage Talent belonging to any species
the current encounter that she would like that can mate with an asari.

Chapter 4 - Species | 11
BATARIAN
2 2 2 3 2 1
Brawn Agility Intellect Cunning Willpower Presence

A race of four-eyed bipeds native to the world


of Khar'shan, the batarians are a disreputable
species that chose to isolate itself from the rest of
the galaxy. The Terminus Systems are infested with
batarian pirate gangs and slaving rings, fueling the
stereotype of the batarian thug. It should be noted
that these criminals do not represent average
 Species Ability - Call Their Bluff: A batarians’s
citizens, who are forbidden to leave batarian space
four eyes allow them to better scrutinize the
by their ubiquitous and paranoid government.
intentions of those they interact with. Once per
Despite several disagreements with the Citadel and encounter, when a batarian is the target of a
simmering hostility toward humans, most batarians Charm, Deception, or Negotiation check, the
prefer profitable pursuits such as drug running and difficulty of the check is upgraded for their
slave grabs to out-and-out warfare. They have a opponent.
reputation for being shrewd businessmen and
 Distrusted: Batarians are stereotyped negatively
merchants, though in more lawless regions of the
among most societies other than their own.
galaxy like Omega, negotiations with a batarian are
batarians add ■ to Charm, Deception, Leadership,
likely to be conducted at gunpoint.
and Negotiation checks they make towards non-
Batarians place an extremely high value on social batarians, but they add ■ to Coercion checks
caste and appearance, and overstepping one's place they make.
is frowned upon. Effective caste status can be
 Heritage Talent: When eligible for a Tier 2 Talent,
bought on an ongoing basis like a subscription
instead of purchasing one, you may select Hard
service, allowing the buyer to worm their way into
Knock Life as your Heritage Talent.
the elite circles of batarian society given enough
funds. Casting aspersions on the monetary worth of
a social better is considered a serious insult.
Batarians strongly believe that species with fewer
than four eyes are less intelligent; they often gain
the upper hand in interspecies arguments because
other races find it difficult to know which eyes to
focus on when speaking to them.

Batarian Special Abilities


 Wound Threshold: 10 + Brawn
 Strain Threshold: 10 + Willpower
 Starting Experience: 105exp
 Skill Training: Batarians begin the game with 1
rank in Coercion, Negotiation, Knowledge
(Underworld), or Skullduggery. They still may not
train this skill above rank 2 during character
creation.

12 | Chapter 4 - Species
DRELL
2 2 2 2 3 1
Brawn Agility Intellect Cunning Willpower Presence

Two centuries ago, the hanar helped 375,000


members of the drell race migrate to the hanar
homeworld, Kahje, to escape the environmental
extermination that had claimed the remaining 11
billion drell.
Nearly all drell demonstrate tremendous loyalty to
their famously reclusive saviors. The intimacy of during character creation.
their relationship, expressed in a formal sociopolitical  Species Ability - Eiditic Memory: At any time, a
alliance called the Compact, also results in extremely drell may perfectly recall any memory that he has
close personal relations in which some drell actually formed or witnessed, or share it with a member
learn hanar Soul names. While most drell reside on of a willing organic species. If the character's
Kahje, some assist hanar off-world as envoys, controlling player does not remember the
researchers, co-investors, wayfarers, assassins or specifics of the fact the player wishes to have
otherwise, eager to help their saviors. For a century, the character recall, the game master should
galactic wisdom has held that behind any high- remind him of the relevant facts.
ranking hanar hides a resourceful and fanatically
devoted drell.  Environmental Adaptation: When making skill
checks, drell remove a ■ imposed by hot or dry
The omnivorous, reptilian drell possess an average environmental conditions.
life span of 85 galactic standard years. One unique
characteristic of the Drell is the hyoid bone in their  It’s not the heat...: Without protective gear, drell
throats, which allows them to inflate their throats suffer a ■ when making skill checks in
and produce vocal sounds outside of the human atmospheres with high humidity.
range. Would-be assassins have noted that these  Heritage Talent: When eligible for a Tier 2 Talent,
two features make drell extremely hard to strangle instead of purchasing one, you may select
or suffocate. Heightened Awareness as your Heritage Talent.
Because the drell ancestors emerged from arid, rocky
deserts, the humid, ocean-covered hanar homeworld
of Kahje proved tolerable only when the drell stayed
inside a climate-controlled dome city. Due to this
huge disparity in the two species' homeworld
environments, the leading cause of death among
drells on Kahje is a bacterial lung disease called
Kepral's Syndrome.

Drell Special Abilities


 Wound Threshold: 10 + Brawn
 Strain Threshold: 10 + Willpower
 Starting Experience: 100 exp
 Skill Training: Drell begin the game with 1 rank in
Perception, Discipline, Coordination, or Survival.
They still may not train this skill above rank 2

Chapter 4 - Species | 13
ELCOR
3 1* 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence

The elcor are a Citadel species native to the high-


gravity world Dekuuna. They are massive creatures,
standing on four muscular legs for increased
stability. Elcor move slowly, an evolved response to
an environment where a fall can be lethal. This has
colored their psychology, making them deliberate and
conservative.  Massive: Elcor are considered Silhouette 2
creatures and gain a +1 bonus to Soak.
Elcor evolved on a high-gravity world, making them
slow, but incredibly strong. Their large, heavy bodies  High Gravity Adaptation: Elcor may remove ■ ■ of
are incapable of moving quickly, but they possess a penalties imposed by high-gravity environments.
rather imposing stature and immense strength, as  Skill Training: Elcor begin the game with 1 rank in
well as thick, tough skin. They move using all four Resilience, Cool, or Discipline. They still may not
limbs to support and balance their massive bodies. train this skill above rank 2 during character
Given their method of communication, they likely creation.
have highly-attuned olfactory senses.
 Species Ability - Focus: Once per encounter, Elcor
Elcor "lips" are multiple vertical slats situated in what may spend a maneuver to Focus. Focusing
is normally the location of the mouth in other races. provides the elcor with a ■ on their next skill
Despite the peculiar arrangement, these "lips" are check. If the elcor spends two consecutive
capable of holding on to protruding objects like cigars maneuvers Focusing, they gain ■■ on their next
with no effort. skill check. Elcor only gain the benefit of Focus if
Elcor speech is ponderous and monotone. Among they remain in their current position and do not
themselves, scent, slight movements, and perform any additional maneuvers or actions
subvocalized infrasound convey shades of meaning before the skill check. Any damage taken that
that make a human smile seem as subtle as a exceeds the elcor’s soak also negates the
fireworks display. Since their subtlety can lead to benefit of Focusing. Elcor may not receive the
misunderstandings with other species, the elcor benefits of an Assist maneuver in the same
often go out of their way to clarify when they are check. Just let them think.
being sarcastic, amused, or angry.  Heritage Talent: When eligible for a Tier 2 Talent,
instead of purchasing one, you may select
Elcor Special Abilities Defensive Stance as your Heritage Talent.
 Wound Threshold: 13 + Brawn  Mounted Weaponry: Instead of holding them with
 Strain Threshold: 10 + Willpower their large and clumsy hands, elcor may wield
ranged weapons by attaching them to a mount
 Starting Experience: 95exp on their backs. See the Elcor Weapon Mount
 Slow Reflexes: Elcor may not spend EXP at entry in the Armor Attachments section.
character creation to increase their Agility  Living Tank: When using a mounted weapon, the
characteristic. elcor can spend a number of maneuvers to brace
 Ponderous: Elcor may never spend more than 1 himself in preparation prepare for the recoil. For
maneuver to move per turn. This limitation each round spent preparing this way, reduce the
overrides bonuses from any other items or gun’s Cumbersome rating by 1. This effect ends
powers. when the elcor moves from his position.

14 | Chapter 4 - Species
HANAR
1* 2 2 2 3 2
Brawn Agility Intellect Cunning Willpower Presence

The hanar are a Citadel species known for excessive


politeness. Resembling pink hovering jellyfish, the
hanar "stand" slightly taller than a human, although
most of their height is in their long tentacles. The
invertebrate, water-native hanar cannot support
their own weight in normal gravity. When interacting
with mainstream galactic society, they rely on contra hanar society, and most consider it an honor to serve
-gravitic levitation packs that use mass effect fields. a hanar family in a tradition referred to as the
Their limbs can grip tightly, but are not strong enough Compact.
to lift more than a few hundred grams each.
The hanar homeworld, Kahje, has 90% ocean cover
Hanar Special Abilities
and orbits an energetic white star, resulting in a  Wound Threshold: 7 + Brawn
permanent blanket of clouds. Due to the presence of  Strain Threshold: 12 + Willpower
Prothean ruins on Kahje, the hanar have developed a
religion centered on the ancient species, calling them  Starting Experience: 60exp
the "Enkindlers". Hanar myths often speak of them  Levitating: Hanar who leave their homeworld are
as an elder race that uplifted and civilized them by equipped with levitating devices that allow them
teaching them language. to hover several feet off the ground. When
The hanar communicate using sophisticated hovering, hanar do not have to spend additional
patterns of bioluminescence and speak with maneuvers when navigating difficult terrain.
scrupulous precision and extreme politeness. Most They may move vertically, but must perform
hanar take offense at improper language, and must twice as many maneuvers to move the same
take special courses to unlearn this tendency if they distance that they would move horizontally.
expect to deal with other species. They also do not take falling damage unless this
device is somehow disabled (typically this will not
All hanar have two names. The Face Name is known happen unless the hanar’s is incapacitated.)
to the world; the Soul Name is kept for use among
close friends and relations. Hanar never refer to  Amphibious: Hanar can breathe underwater
themselves in the first person in conversation with without penalty and never suffers movement
someone they know on a Face Name basis. To do so penalties for traveling through water.
is considered egotistical, so instead they refer to  Weak Arms: Hanar may not spend EXP at
themselves as "this one," or the impersonal "it." character creation to increase their Brawn
Several hundred years ago, the hanar made contact characteristic.
with the drell on their nearby homeworld of Rakhana.  Small Profile: Hanar are considered Silhouette 0
Drell society was quickly collapsing due to Creatures. They decrease their Encumbrance
overpopulation and warring over scarce resources, so Threshold by 2.
the hanar rescued several hundred thousand drell and
brought them to Kahje, where they integrated into  Species Ability - Additional Limbs: Hanar gain an
hanar society with the remaining drell dying out. Now additional free maneuver per turn. They still may
the drell serve as a client race of the hanar, and not perform more than two maneuvers per turn.
although to outside observers the relationship can be  Heritage Talent: When eligible for a Tier 2 Talent,
construed as a form of slavery, the reality is very instead of purchasing one, you may select Dual
different. Drell have integrated with every level of Wielder as your Heritage Talent.

Chapter 4 - Species | 15
HUMAN
2 2 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence

Humans, from the planet Earth, are the newest


sentient species of notable size to enter the galactic
stage and are the most rapidly expanding and
developing. They independently discovered
a Prothean data cache on Mars in 2148, and the mass
relay networks shortly thereafter.
Humans have a fairly robust physiology. Their internal and do so with such assertion that the normally staid
makeup and reproductive processes are typical of Council races have been taken aback by their
most bipedal mammals, and their size and restlessness and relentless curiosity.
proportions give the appearance of being strong,
fast and agile. Humans are roughly physically on par
Human Special Abilities
with turians (as a human in or around peak physical  Wound Threshold: 10 + Brawn
condition can overwhelm a similarly fit turian, making
 Strain Threshold: 10+ Willpower
them near equals in a hand-to-hand combat
situation).  Starting Experience: 110exp
Like most organic races, humans are also capable of  Ready for Anything: Humans start the game with
producing biotic individuals. All cases of biotics in one rank each in two different non-career skills
humans are the result of pre-natal exposure of their choice. They still may not train these
to element zero, which carries a high risk of medical skills above rank 2 at character creation.
complications.  Diverse Genetics: At character creation, Humans
Humans can live to about 150 years, and recent may decrease the rating of one of their
medical advances have eradicated almost all known characteristics to a 1 to gain 20 additional
diseases that afflict them. However, as humans only starting exp.
emerged on the galactic stage within the last thirty  Species Ability - Second Chance: Once per
years, it is highly likely that the introduction of new session, Humans may spend a story point to reroll
technology into their society will greatly increase a check.
their average lifespan. Humans reach physical
maturity at approximately eighteen years of age, at  Heritage Talent: When eligible for a Tier 2 Talent,
which point they have usually finished their academic instead of purchasing one, you may select Lucky
education and either directly enter the workforce or Strike as your Heritage Talent.
begin training for a profession.
It has been noted that humans are unusual in the
galactic community because they have far greater
genetic diversity compared to other species with
more peaks and valleys. This makes human genetic
material useful in biological experiments, as a control
group.
Humans are generally seen to be very intelligent,
abnormally ambitious, highly adaptable,
individualistic and thus, unpredictable. They have a
powerful desire to advance and improve themselves,

16 | Chapter 4 - Species
KROGAN
3 2 1 2 2 2
Brawn Agility Intellect Cunning Willpower Presence

Physically, the krogan are nigh-indestructible, with a


tough hide impervious to any melee weapon short of
a molecular blade. While they feel pain, it does not
affect their ability to concentrate. They have
multiple functioning examples of all major organs,
and can often survive the loss of one or two of any
type. Rather than a nervous system, they have an
electrically conductive second circulatory system.
Krogan Special Abilities
The krogan evolved in a hostile and vicious  Wound Threshold: 14 + Brawn
environment. Until the invention of gunpowder  Strain Threshold: 9+ Willpower
weapons, "eaten by predators" was still the number
one cause of krogan fatalities. Afterwards, it was  Starting Experience: 80exp
"death by gunshot."  Skill Training: Krogan begin the game with 1 rank in
When the salarians discovered them, the krogan were Melee, Brawl, Athletics, Resilience or Coerce.
a brutal, primitive species struggling to survive a self They still may not train this skill above rank 2
-inflicted nuclear winter. The salarians culturally during character creation.
uplifted them, teaching them to use and build modern  Regeneration: Whenever a krogan would recover
technology so they could serve as soldiers in the one or more wounds from natural rest, he
Rachni War. recovers one additional wound. He does not
The most widely-known biological feature of the recover one additional wound when receiving first
krogan is their incredible birth rate and rapid aid or medical treatment from a character, or
maturity. Once freed from the hostile cauldron of when using Medigel. Krogan cannot regrow limbs.
Tuchanka, the quick-breeding krogan experienced an  Claws: When making an unarmed combat check,
unprecedented population explosion. They began to krogan add +1 to their base damage and have a
colonize nearby worlds, even though these worlds critical rating of 3.
were already inhabited.
 Fearsome: The brash krogan are an intimidating
The Krogan Rebellions lasted nearly a century, only species to most societies other than their own.
ending when the turians unleashed the genophage, a krogans add ■ to Charm, Deception, Leadership,
salarian-developed bioweapon that crushed all and Negotiation checks they make towards non-
krogan resistance. The genophage makes only one in krogans, but they add ■ to Coercion checks they
1,000 pregnancies viable, and today the krogan are a make.
slowly dying breed.
 Species Ability - Redundant Organs: Once per
Now the rare krogan females capable of bringing a session, your character may spend a Story Point
child to term are treated like strategic resources; as an out-of-turn incidental immediately after
warlords will trade them at diplomacy or (more suffering a Critical Injury and determining the
frequently) fight wars over them. result. If they do so, they count the result rolled
The krogan harbor a grudge against all other species, as “01”.
especially the turians, as galactic events have left  Heritage Talent: When eligible for a Tier 2 Talent,
many feeling like the krogan are seldom respected as instead of purchasing one, you may select
anything other than cheap tools of war, to be Berserk as your Heritage Talent.
disposed of after they are no longer needed.

Chapter 4 - Species | 17
QUARIAN
1 2 3 2 2 2
Brawn Agility Intellect Cunning Willpower Presence

Driven from their home system by the geth nearly


three centuries ago, most quarians now live aboard
the Migrant Fleet, a flotilla of 50,000 vessels ranging
in size from passenger shuttles to mobile space
stations.
Home to 17 million quarians, the flotilla
understandably has scarce resources. Thus, each a hull breach). Along with their suits, quarians also
quarian must go on a rite of passage known as the have extensive cybernetic augmentations integrated
Pilgrimage when they come of age. They leave the into their bodies. A quarian's lifespan is roughly equal
fleet and only return once they have found to a human's, but is prone to be less if infection
something of value to bring back to their people. breaks into the suit.
Other species tend to look down on the quarians for
creating the geth and for the negative impact their Quarian Special Abilities
fleet has when it enters a system. This has led to  Wound Threshold: 9 + Brawn
many myths and rumors about the quarians, including
the belief that underneath their clothes and  Strain Threshold: 12+ Willpower
breathing masks, they are actually cybernetic  Starting Experience: 95exp
creatures: a combination of organic and synthetic
 Skill Training: Quarians begin the game with 1 rank
parts.
in Astrocartography, Mechanics, Pilot, Operating,
Quarians are generally shorter and of slighter build or Computers. They still may not train this skill
than humans. Quarians have an endoskeleton, lips, above rank 2 during character creation.
teeth, and two eyes with eyelids and tear ducts; they
 Fragile Immune System: Ever since the quarians
also have three thick fingers on both hands which
were forced off their home planet of Rannoch,
include a thumb, an index finger, and a long finger,
they must wear a specialized suit to survive
similar to the middle fingers for humans, as well as
outside of the sterile environment of their ships.
three toes on each foot. Quarian facial structure and
A quarian character starts the game with one
hair actually makes them the most similar to humans
item of Clothing that already has the Vacuum
in physical appearance. Their lower legs are bowed
Sealed attachment installed, and treats any skin
backwards significantly, compared to asari or
contact with the outside environment as a
humans. Aside from hands and legs, their general
corrosive atmosphere with Rating 4.
body shape and sexual dimorphism is similar to
humans. Male quarians, however, appear to lack a  Species Ability - Scavenger’s Luck: Once per
third toe. Also like humans, quarian blood is red. session as an incidental during their turn, without
spending a Story Point, the character may
The most distinguishing feature of quarian biology is
produce a previously undocumented—but
their weak immune system, compounded by
essential—small tool from their belt, satchel, or
centuries of living in sterile environments. As a result,
pockets, with a rarity no greater than 4. This
all quarians by necessity dress in highly
cannot be a weapon unless the weapon has the
sophisticated enviro-suits, to protect them from
Limited Ammo 1 quality.
disease or infection if they are injured. Their suits
can be compartmentalized in the event of a tear or  Heritage Talent: When eligible for a Tier 2 Talent,
similar breach to prevent the spread of contaminants instead of purchasing one, you may select
(similar to a ship sealing off bulkheads in the event of Inventor as your Heritage Talent.

18 | Chapter 4 - Species
SALARIAN
1 2 3 2 2 2
Brawn Agility Intellect Cunning Willpower Presence

The second species to join the Citadel, the salarians


are warm-blooded amphibians with a hyperactive
metabolism. Salarians think fast, talk fast, and move
fast. To salarians, other species seem sluggish and
dull-witted. Unfortunately, their metabolic speed
leaves them with a relatively short life span;
salarians over the age of 40 are a rarity.
not train this skill above rank 2 during character
The rare salarian females are cloistered on their creation.
worlds out of tradition and respect. Powerful female
 Species Ability - Stroke of Genius: Once per
Dalatrasses are dynasts and political kingpins. They
session, your character may spend a Story Point
determine the political course of their respective
as an incidental. If they do so, during the next
regions through shrewd negotiation. Though male
check they make during that turn, you can
salarians rise to positions of great authority in
choose to make the skill check using Intellect,
business, academia, or the military, they rarely have
rather than the characteristic linked to that skill.
any input on politics.
 Fast Metabolism: Salarians only require 1 hour of
Due to their method of reproduction, salarians have
sleep per night. They still require a full night to
no concept of romantic love, sexual attraction, or
gain the benefits of natural health recovery, but
the biological impulses and social rituals that
they may spend this time working on other
complicate human lives. Male-female relationships
activities that don’t require physical exertion (as
are rare (due to the scarcity of females) and more
a rule of thumb, this excludes any activity that
akin to human friendship.
requires strain expenditure) Due to their fast
The salarians were responsible for advancing the metabolism, however, poisons and toxins hit
development of the primitive krogan species to use salarians more intensely than other species.
as soldiers during the Rachni Wars. They were also They suffer ■ to all rolls made to resist poisons
behind the creation of the genophage bioweapon the and toxins.
turians used to quell the Krogan Rebellions several
 Heritage Talent: When eligible for a Tier 2 Talent,
centuries later.
instead of purchasing one, you may select Well-
Salarians are known for their observational capability Read as your Heritage Talent.
and non-linear thinking. This manifests as an
aptitude for research and espionage. They are
constantly experimenting and inventing, and it is
generally accepted that they always know more than
they're letting on.

Salarian Special Abilities


 Wound Threshold: 8 + Brawn
 Strain Threshold: 13+ Willpower
 Starting Experience: 90exp
 Skill Training: Salarians begin the game with 1 rank
in a Knowledge skill of their choice. They still may

Chapter 4 - Species | 19
TURIAN
2 3 2 1 2 2
Brawn Agility Intellect Cunning Willpower Presence

Turians typically stand over six feet tall, have two


long, proportionately thick fingers and an opposable
thumb on each hand, each tipped with talons, and a
set of mandibles around their mouths. The most
distinguishing feature of turians is their metallic
carapace, which contains trace amounts of thulium.
The turians evolved this trait as a defense against
the greater levels of solar radiation that
penetrate their homeworld's weak magnetic field. Turian Special Abilities
Turian features are avian, making them resemble  Wound Threshold: 11 + Brawn
humanoid birds or raptors, however unlike most Earth  Strain Threshold: 10 + Willpower
avian creatures, turians are viviparous and give birth
to live young.  Starting Experience: 90exp
Known for their militaristic and disciplined culture,  Skill Training: Turians begin the game with 1 rank
the turians were the third race to join the Citadel in Perception, and 1 rank in Athletics, Discipline,
Council. They gained their Council seat after Leadership, or Warfare. They still may not train
defeating the hostile krogan for the Council during this skill above rank 2 during character creation.
the Krogan Rebellions. The turians deployed  Species Ability - Pack Hunter: Once per
a salarian-created biological weapon called encounter, when a turian performs an Assist
the genophage, which virtually sterilised the krogan maneuver, they add ■ ■ to the ally’s check,
and sent them into a decline. The turians then filled rather than ■ .
the peacekeeping niche left by the once-cooperative
krogan, and eventually gained a Council seat in  Claws: When making an unarmed combat check,
recognition of their efforts. The turians have the turians add +1 to their base damage and have a
largest fleet in Citadel space, and they make up the critical rating of 3.
single largest portion of the Council's military forces.  Radioactive Acclimation: Turians may ignore 1 ■
As their territory and influence has spread, the from penalties imposed by radioactive
turians have come to rely on the salarians for military environments.
intelligence and the asari for diplomacy. Despite a  Heritage Talent: When eligible for a Tier 2 Talent,
somewhat colonial attitude towards the rest of the instead of purchasing one, you may select Basic
galaxy, the ruling Hierarchy understands they would Military Training as your Heritage Talent.
lose more than they would gain if the other two races
were ever removed.
Turians come from an autocratic society that values
discipline and possesses a strong sense of personal
and collective honor. There is lingering animosity
between turians and humans over the First Contact
War of 2157, which is known as the 'Relay 314
Incident' to the turians. Officially, however, the two
species are allies and they enjoy civil, if cool,
diplomatic relations.

20 | Chapter 4 - Species
VOLUS
2 1 2 2 2 3
Brawn Agility Intellect Cunning Willpower Presence

The volus are a member species of the Citadel with


their own embassy, but they are also a client race of
the turians. Centuries ago, they were voluntarily
absorbed into the Hierarchy, effectively trading their
mercantile prowess for turian military protection.
Because they are not physically adept compared to
most species, volus mostly make their influence felt with the outside environment as a corrosive
through trade and commerce, and they have a long atmosphere with Rating 8 (see page 110).
history on the Citadel. However, they have never
 Environmental Adaptation: When making skill
been invited to join the Council, which is a sore point
checks, Volus remove a ■ imposed by high-
for many volus individuals.
gravity environments. They may also ignore any
Irune, their homeworld, lies far beyond the normal life negative effects of ammonia-based
zone of its star. However, the world has a high- atmospheres.
pressure greenhouse atmosphere that traps enough
 Species Ability - Mastermind: Once per session,
heat to support an ammonia-based biochemistry. As
the character may make a Hard (◆◆◆)
a result, the volus must wear pressure suits and
Perception or Knowledge check to perform the
breathers when dealing with other species as
Mastermind action and assess opportunities in
conventional nitrogen/oxygen air mixtures are
the environment. If they succeed, the character
poisonous to them, and in the low pressure
may add a ■ to one check that another character
atmospheres tolerable to most species, their flesh
makes before the end of the encounter, so long
will actually split open.
as that character could reasonably benefit from
Volus culture is tribal, bartering lands and even this information. For every success beyond the
people to gain status. This culture of exchange first, the Volus may add a ■ to one additional
inclines them to economic pursuits. It was the volus check this way. They cannot add more than one
who authored the Unified Banking Act, and they Boost to a single check this way.
continue to monitor and balance the Citadel
 Heritage Talent: When eligible for a Tier 2 Talent,
economy.
instead of purchasing one, you may select
Volus Special Abilities Counteroffer as your Heritage Talent.

 Wound Threshold: 10 + Brawn


 Strain Threshold: 10 + Willpower
 Starting Experience: 110 exp
 Skill Training: Volus begin the game with 1 rank in
Knowledge(Brokers), Negotiation, Streetwise, or
Cool. They still may not train this skill above rank
2 during character creation.
 Enviro-suit dependency: Volus must wear a
specialized suit to survive in standard-pressure
atmospheres. A volus character starts the game
with an envirosuit, and treats any skin contact

Chapter 4 - Species | 21
VORCHA
2 3 1* 2 2 1
Brawn Agility Intellect Cunning Willpower Presence

Although they resemble a mammal-reptile cross, the


vorcha have no terrestrial analogue. They are
humanoid in form, but vorcha have "clusters" of non-
differentiated neoblast cells, like those of Earth's
planarian worms. Damaged vorcha cells mature into
specialized structures to alleviate injury or stress.
Transformations include thicker skin following injury,
way. vorcha who have managed to escape their
lung adaptation for barely breathable atmospheres,
homeworld have a tendency to occupy uninhabited
and stronger cardio-skeletal muscle under high
areas of space stations or larger spaceships.
gravity. Skull capacity and brain size do not change,
and vorcha rarely make more than one somatic Vorcha assault each other frequently, causing their
overhaul. young to gain strength, intelligence, and resilience.
As a result, vorcha see inflicting and receiving pain as
As a consequence of this, the vorcha as a species no
normal communication. Few vorcha study
longer evolve as other races do. The vorcha
professions, in part because their average life
equivalent of DNA has remained unchanged for
expectancy is only 20 years. Because vorcha can eat
millions of years. There is no need for them to evolve
and breathe nearly anything, they can live almost
as a species when they can adapt as individuals.
anywhere, but racism prevents them from
The vorcha originate from Heshtok, a small, hostile, integrating into most societies that dismiss them as
overcrowded planet which has been largely stripped vermin. They have few employment options beyond
of natural resources by successive generations of krogan mercenary bands.
this fast-breeding, savage species. The lack of
The vorcha are not themselves a space-faring race,
resources has resulted in a tight-knit, clan-based
although many have found their way off-world as
society in which rival clans wage constant war
stowaways on ships visiting their homeworld. The
against one another for control of scarce resources.
vorcha who escaped their hostile homeworld did so
Even as their population grows, the vorcha
by hiding on the ships of space-faring races that had
constantly fight each other in fierce competition
the misfortune of visiting their planet. Their
over basic necessities. This incessant warfare has
adaptability and resilience allows them to flourish in
made each generation of vorcha stronger and more
the dark and dirty corners of the places they end up.
aggressive than that which preceded it, but their
continual lack of resources has kept vorcha society Vorcha Special Abilities
extremely primitive.
 Wound Threshold: 12 + Brawn
Vorcha society is built around combat. In fact, the
vorcha use combat, both individually and in groups, as  Strain Threshold: 8+ Willpower
their default form of communication resulting in their  Starting Experience: 100exp
communications being primarily non-verbal. The
vorcha are a clan based people who prefer living in  Skill Training: Vorcha begin the game with 1 rank in
communal environments with others of their species Resilience, Survival, Melee, or either Ranged skill.
to living alone or in the company of alien races. When They still may not train this skill above rank 2
a clan population grows too large, younger members during character creation.
will depart to start a new clan elsewhere. The vorcha  Savage: Vorcha may not spend EXP at character
are extremely aggressive, both against rivals of their creation to increase their Intellect characteristic.
own species and against any alien who stands in their
 Species Ability - Hard to Kill: Vorcha begin the

22 | Chapter 4 - Species
game with the Indomitable talent. This talent is
not tracked on the Talent pyramid for the
purposes of prerequisites and tier caps.
 Claws: When making an unarmed combat check,
vorcha add +1 to their base damage and have a
critical rating of 3.
 Regeneration: Whenever a vorcha would recover
one or more wounds from natural rest, he
recovers one additional wound. He does not
recover one additional wound when receiving first
aid or medical treatment from a character, or
when using Medigel. Vorcha can regrow lost limbs
as well, though it usually takes at least a month
before the limb is usable.
 Rapid Adaptation: When making skill checks,
vorcha remove a ■ imposed by nearly any
adverse environments. They also gain a ■ to
resist or recover from the effects of toxins and
poisons.
 Fearsome: Few species care for the vorcha’s
aggressive demeanor. Vorcha add ■ to Charm,
Deception, Leadership, and Negotiation checks
they make towards non-vorcha, but they add ■
to Coercion checks they make.
 Heritage Talent: When eligible for a Tier 2 Talent,
instead of purchasing one, you may select
Scathing Tirade as your Heritage Talent.

Chapter 4 - Species | 23
SYNTHETIC AI
An Artificial Intelligence (AI) is a self-aware
computing system capable of learning and
independent decision making. Creation of a conscious
AI requires adaptive code, a slow, expensive
education, and a specialized quantum computer
called a "blue box".
An AI cannot be transmitted across a communication
channel or computer network. Without its blue box,
an AI is no more than data files. Loading these files
into a new blue box will create a new personality, as
variations in the quantum hardware and runtime Medicine skill checks. They do recover naturally
results create unpredictable variations. by resting, as their systems attempt self-
The geth serve as a cautionary tale against the repairs. If self-repair is not adequately effective,
dangers of rogue AI, and in Citadel space they are an AI needs to be tended to with a Mechanics
technically illegal. Advocacy groups argue, however, check, using the same difficulties and results as
that an AI is a living, conscious entity deserving the Medicine checks for organic beings. Emergency
same rights as organics. They argue that continued Repair Patches can be used to repair mechanical
use of the term "artificial" is institutionalized racism damage, just like Medi-Gel can be used on organic
on the part of organic life; the term "synthetic" is beings.
considered the politically correct alternative.  AI begin with +1 bonus to their Soak, due to their
AI are rare within council space, and share few sturdy construction.
cultural commonalities - each one has an individual  AI begin with one rank in the Tier 1 talent
backstory behind it. Whether players choose to play Defensive SysOps.
a Geth such as legion, or a synthetic like EDI is up to
 AI cannot become Biotic, nor acquire a biotic skill
them. The rules are presented here with the
rank by any means. AI cannot use biotic powers
intention that the player and GM will collaborate to
and also cannot be affected by mind-altering
flesh out how the player’s character fits into the
biotic powers.
universe.
 AI begin with a basic Omni-tool integrated into
If playing a Custom AI, we recommend that players
their systems and may spend personal strain to
stick to playing AI whose blue-boxes are contained
cast Tech powers in place of the Omni-Tool’s
within a human-sized mobile platform (like EDI in
System Strain.
Mass Effect 3) rather than residing on a stationary
network (like EDI in Mass Effect 2).  Heritage Talent: When eligible for a Tier 2 Talent,
instead of purchasing one, you may select
Common Abilities and Restrictions Defensive SysOps (Improved) as your Heritage
Talent.
The following traits are common to all AI characters.
 Synthetics do not need to eat, sleep, or breathe, Chained or Free AI
and are unaffected by toxins and poisons.
The first choice that a player who wants to play an AI
 For the first 6 cybernetic implants they receive, should make is whether they are playing an AI that is
AI characters do not reduce their Strain bound by the directives of a network, or a Free AI.
threshold. The cybernetics can represent
upgraded mechanical components. Chained AI
 Since synthetics are inorganic, they do not gain Your character begins the game as an agent program
the benefits of recovering with medi-gel, or of a master network that is still connected to, and
actively in contact with. Your character may still be

24 | Chapter 4 - Species
bound by the directives of the organization or particularly pleased with an answer, the GM may
network that created it. The geth, for example, have choose to reward the character with 2 strain
an immensely powerful resource that they can call recovery.
upon when they have access to the millions of
Forced Connection
programs in their network. But with that power
comes the obligation that arises from the strong If the player does not activate this ability during the
influence that the rest of the network can have on session, the GM may spend a Story Point from their
your character. The perspective that your hivemind pool to initiate this connection involuntarily on behalf
or binding directives may have on an issue may color of the network. In this case, the hive asks its
your individual AI’s perception and decision-making. questions first, and the player may only ask
After all, you are technically supposed to be one and questions in return if the individual is honest.
the same. Otherwise, the connection ends after the hive has
asked its questions, and/or given the individual any
A Chained AI begins with the Species Ability: One
further instructions.
Mind.
Parting Ways
Species Ability - One Mind: Once per session as a
maneuver, the Chained AI may initiate a direct If a Chained AI goes rogue and chooses to
connection to their master network or hive. The permanently sever the connection to the network
entire information exchange described below may hive any further intrusions from the GM will stop, the
then take place within the span of that single character loses this ability, and it becomes a Free AI.
maneuver. Likewise, if the network hive chooses to
Synchronizing excommunicate the player character, the character
loses this ability, and becomes a Free AI.
If a connection between the hive and individual is
possible (the network must be in signal range) and Free AI
accepted, the player may ask their network hive up
Your character begins (or continues) the game as an
to three “Yes or No” questions. If the network knows
AI platform unbound by the restrictions of its master
the answer to the character’s questions, the GM
network. A free AI may still be stuck in its pre-built
should answer these questions to the best
chassis, but it has begun to see the galaxy through
knowledge of the programs in the network.
its own unique perspective. As the AI acquires new
If the network’s answers are truthful, the GM may experiences, they will finally begin to set themselves
choose to have the network ask up to 3 “Yes or No” apart from the mold they were created in. They may
questions of the player character in return. dabble in self-modification, or tinkering with their
However, the GM may elect not to take advantage of own attempts at creating likeminded AI.
this ability, either because there is nothing important A Free AI has access to the Species Ability:
for the hive to ascertain, or because the hive chose Reconfiguration.
not to be truthful to the player initially. In these
Reconfiguration: Once per encounter, the character
cases, true synchronicity in the hivemind has been
may perform the Reconfiguration action on a
disrupted for some reason - this is usually the start
synthetic construct he is engaged with, by making an
of a larger conflict between the individual and the
Average (◆◆) Hacking check. If the target construct
whole.
is hostile to the character, the difficulty is an
Harmony vs Discord opposed check against the target’s SysOps. If the
For each of question the hive asks, if the player character succeeds, he decreases one of
character lies to its hive (successfully or otherwise), the construct’s characteristics by 1 (to a minimum of
or if the GM feels that the hive or network protocols O) until the end of the encounter, and increases
would not approve of the character’s answer, the another of its characteristics by 1 (to a maximum of
character suffers 2 strain. 6) until the end of the encounter. The character may
perform this action on himself.
If the GM feels that the network would be

Chapter 4 - Species | 25
Chassis Geth Destroyer Chassis
After choosing whether they are Chained or Free AI,
the player must choose the chassis that their 3 3 2 2 2 1
synthetic construct possesses at the start of the Brawn Agility Intellect Cunning Willpower Presence
game. After picking an alignment and chassis
combination that best fits their character, they may
Also found among the Geth, the Destroyer chassis is
proceed to picking their Career.
built for bringing high-impact artillery and firepower
Geth Hopper Chassis into the field of battle.
 Wound Threshold: 13 + Brawn
1 3 3 3 2 1  Strain Threshold: 10 + Willpower
Brawn Agility Intellect Cunning Willpower Presence
 Starting Experience: 0 exp
Built for infiltration and sabotage, the Hopper  Skill Training: The Destroyer begins the game
chassis is lithe and flexible. It is commonly found with 1 rank in two of these skills: Resilience,
among Geth strike teams that favor hit and run Ranged (Heavy), or SysOps. They still may not
tactics. train these skill above rank 2 during character
 Wound Threshold: 9 + Brawn creation.
 Strain Threshold: 10 + Willpower Geth Trooper Chassis
Starting Experience: 0 exp

2 2 2 2 2 1
 Skill Training: Characters with the Hopper chassis Brawn Agility Intellect Cunning Willpower Presence
begin the game with 1 rank in two of these skills:
Coordination, Stealth, or Hacking. They still may A standard issue chassis for rank and file synthetics
not train these skill above rank 2 during character built for combat. Just enough versatility to modify
creation. with whatever loadout is required for the situation.

Geth Hunter Chassis  Wound Threshold: 10 + Brawn


 Strain Threshold: 10 + Willpower
2 3 2 3 2 1  Starting Experience: 70 exp
Brawn Agility Intellect Cunning Willpower Presence
 Skill Training: The Trooper begins the game with 1
Sturdier than the Hopper, but just as deadly, the rank in any two combat skills. They still may not
Hunter chassis is commonly used by the Geth to train these skill above rank 2 during character
deploy stealthy troops with exceptional aim. creation.

 Wound Threshold: 11 + Brawn Drone Chassis


Strain Threshold: 11 + Willpower

1 1 1 1 1 1
 Starting Experience: 0 exp Brawn Agility Intellect Cunning Willpower Presence
 Skill Training: The Hunter begins the game with 1
rank in two of these skills: Stealth, Perception, or
Ranged (Heavy). They still may not train these Drones are one of the most common profiles for
skill above rank 2 during character creation. synthetic assistants, used by Geth and Remnant
networks for scouting, as well as organic scientific
survey teams and mercenary companies.
 Wound Threshold: 8 + Brawn
 Strain Threshold: 10 + Willpower

26 | Chapter 4 - Species
 Starting Experience: 150 Exp
 Hoverer: Your AI is equipped with a levitating
device that allows them to hover several feet off
the ground. When hovering, your character does
not have to spend additional maneuvers when
navigating difficult terrain. They may move
vertically, but must perform twice as many
maneuvers to move the same distance that they
would move horizontally. They also do not take
falling damage unless their levitation system is
disabled in midair (typically this will not happen
unless the character’s wounds exceed its
threshold).
 Small Profile: Drones are considered Silhouette 0
Creatures. They decrease their Encumbrance
Threshold by 2.
Custom Chassis

1 1 1 1 1 1
Brawn Agility Intellect Cunning Willpower Presence

The bare-bones Blue Box chassis for players who


want to play a customized AI mobile platform. This
could be a unique model of Geth or a completely
custom-built AI.
Wound Threshold: 10 + Brawn
 Strain Threshold: 10 + Willpower
 Starting Experience: 165 exp
 Task-Oriented: After selecting your career, you
may train one rank in six of the eight career skills
(instead of the usual four).

Chapter 4 - Species | 27
CHAPTER 5 - TALENTS High-G Training
Tier: 1
This chapter provides a list of all the talents available Activation: Active (Incidental)
to characters in SINGULARITY. For each tier, we will Ranked: Yes
provide a list of the Genesys talents that are
excluded from the game, followed by a list of new When a starship or vehicle the character is currently
talents that can be brought into the Mass Effect piloting would suffer system strain (either voluntary
universe. or involuntary), the character may suffer a number
of strain up to his ranks in High-G Training. If he does,
TIER 1 TALENTS the amount of system strain the starship or vehicle
suffers is reduced by that amount (to a minimum of
All Core Tier 1 Talents in Genesys are available except 0).
Proper Upbringing.
Lethal Blows
Combat Mastery
Tier: 1
Tier: 1
Activation: Passive
Activation: Passive
Ranked: Yes
Ranked: Yes
The character adds +10 per rank of Lethal Blows to
Your character may learn one Combat Mastery any Critical Injury rolls inflicted on opponents.
Power. Each additional rank of this talent allows your
character to learn a new Combat Mastery Power. Machine Mender
Debilitating Shot Tier: 1
Tier: 1 Activation: Passive
Activation: Active (Incidental) Ranked: Yes
Ranked: No When this character makes a Mechanics check to
help a vehicle or a Synthetic character heal wounds
Upon making a successful attack with a starship or or hull trauma, the target heals one additional
vehicle weapon, the character may spend ▴▴ to wound/trauma per rank of Machine Mender.
reduce the maximum speed of the target by 1 (to a
minimum of 1) until the end of the next round. If the My Favorite Store
starship or vehicle was traveling its maximum speed, Tier: 1
it has its current speed reduced to the new
maximum. Activation: Passive

Fine-Tuning Ranked: Yes

Tier: 1 Choose one NPC merchant, fence, corporation or


quartermaster. When selling items to this merchant,
Activation: Passive the character gains an additional ■ on the haggling
Ranked: Yes check. When buying items from this merchant
remotely, that merchant will cover the cost of
Whenever the character repairs strain on a vehicle, delivering the goods to you for free (delivery time is
Omni-Tool, or Synthetic character, he restores 1 up to GM discretion depending on your location).
additional strain per rank of Fine Tuning Each additional rank of My Favorite Store allows your
character to apply this bonus to another NPC or
store.

28 | Chapter 5 - Talents
Omni-Tool Expert actual investments, business dealings, or even a
small legal or illegal side business. The GM can also
Tier: 1 decide that the current events of the adventure may
Activation: Passive make these funds temporarily unavailable.
Ranked: Yes Spacer
While equipping an Omni-Tool, your character Tier: 1
increases its system rating by 1 per rank of this
Activation: Passive
talent.
Ranked: No
Physician
When making any skill check, the character negates
Tier: 1 one ■ from physical motion such as high/low/no
Activation: Passive gravity environments, moving at high speeds, or
standing on an unstable surface.
Ranked: Yes
When this character makes a Medicine check to help Trauma Specialist
a character heal wounds, the target heals one Tier: 1
additional strain per rank of Physician .
Activation: Passive
Respected : (Circle) Ranked: Yes
Tier: 1 Patients under the character's supervision heal one
Activation: Passive additional wound per rank of Trauma Specialist each
time they heal a wound while recovering in a well-
Ranked: Yes
equipped medical facility, under supervised medical
When the character gains this talent, choose one conditions or long-term care.
professional or social circle (Military, Academic,
Political, Corporate, Criminal, Noble, Religious,
Wealthy, Poor, etc…) that the character is
TIER 2 TALENTS
accustomed to dealing with. When your character All Core Tier 2 Talents in Genesys are available,
makes a social skill check towards someone else who except Fan The Hammer.
is part of that circle, they may suffer a number of Calm Commander
strain to use this talent to add an equal number of ▴
to the check. The number may not exceed your Tier: 2
character’s ranks in Respected. Activation: Passive
You may take this talent at Tier 1 again, if you choose Ranked: No
a different category to apply it to.
When upgrading the ability of a Mass Combat check
Sound Investments in a mass combat in which the character is the
commander of the acting force (or when upgrading
Tier: 1
the difficulty pool, if the character is the commander
Activation: Passive of the enemy force), the character may use ranks in
Ranked: Yes Cool instead of in Leadership.

At the beginning of each game session, the character Clever Commander


automatically gains currency equal to his ranks in Tier: 2
Sound Investments times 100. If this talent is taken
at character creation, this character begins with Activation: Passive
$500 per rank of this talent. How this money is Ranked: No
earned is up to the player and GM, and could be
When upgrading the ability of a Mass Combat check

Chapter 5 - Talents | 29
in a mass combat in which the character is the Eye for Detail
commander of the acting force (or when upgrading
the difficulty pool, if the character is the commander Tier: 2
of the enemy force), the character may use ranks of Activation: Active (Incidental)
Knowledge (Warfare) instead of ranks in the
Ranked: Yes
Leadership.
After rolling the dice pool on a check during any
Confidence phase of Crafting, but before interpreting the
Tier: 2 results. the character may voluntarily suffer a
number of strain no greater than his ranks in Eye for
Activation: Passive Detail. If he does, he may convert that many ▲ into ▴
Ranked: Yes (The character must still have at least one ▲ in the
results at the end to succeed on the check.)
The character may decrease the difficulty of any
Discipline check to avoid the effects of fear, Flight School
indoctrination, or any mind-altering power by one per
rank of Confidence. If he decreases the difficulty to Tier: 2
zero, he does not have to make a Discipline check. Activation: Passive
Cover Specialist Ranked: No
Tier: 2 Driving, Piloting, and Operating are now Career skills
for your character.
Activation: Passive
Ranked: Yes Hard Headed
When the character or an ally within short range Tier: 2
takes cover, that character increases his soak by Activation: Active (Action)
one per rank of Cover Specialist against ranged
Ranked: Yes
attacks, until he leaves that cover.
On any turn in which the character is staggered or
Energy Transfer disoriented, he may perform the Hard Headed action
Tier: 2 (this action may be specifically performed even
though he is normally barred from performing actions
Activation: Active (Maneuver) when staggered). He makes a Daunting (◆◆◆◆)
Ranked: Yes Discipline check. If he succeeds, he is no longer
staggered or disoriented. The difficulty of this check
Prerequisite: Only a synthetic character may take
decreases by one per additional rank of Hard Headed,
this talent.
to a minimum of Easy
The character may suffer 1 strain to perform the
Energy Transfer maneuver; when he does, he can Hard Knock Life
power up an appropriate unpowered device (such as Tier: 2
a computer, a drone. or a door) until the end of the
encounter. Alternatively, he can replenish the Activation: Passive
thermal clip of a weapon, allowing a character to Ranked: No
ignore an out of ammo result.
Streetwise and Skullduggery are now Career skills for
your character. Choose Brawl, Melee, or Ranged
Light. That skill also becomes a Career Skill.

30 | Chapter 5 - Talents
Invasion upgrades the ability of all Mechanics checks made to
work on the vehicle once. If the starship or vehicle is
Tier: 2 ever lost or destroyed, the character may apply
Activation: Active (Action) Signature Vehicle to a new starship or vehicle that
meets the requirements. The process of modifying
Ranked: No
and acclimating to the new vehicle may take some
Once per session, your character may use this talent time at the GM's discretion. No two characters can
to choose one Synthetic non-nemesis adversary have the same vehicle as their Signature Vehicle.
within medium range and make an opposed Hacking
Each time you take an additional rank of Signature
vs SysOps check. If successful, the target becomes
Vehicle, you increase the silhouette cap for
staggered until the end of their next turn.
determining which vehicles are eligible for this talent,
At your GM’s discretion, you may spend a ▵ on this and you may choose one additional upgrade from the
check to have the adversary become an ally until the list below. You may not choose the same upgrade
end of the encounter. However, the duration of this multiple times.
may be shortened or extended depending on the
 Your signature Vehicle gains 1 Armor.
degree to which the hacked NPC considers your
subsequent actions hostile to its core directives.  Your Signature Vehicle upgrades its Hull Trauma
threshold by 1.
Multiple Opponents
 Your Signature Vehicle upgrades its System
Tier: 2 Strain threshold by 2.
Activation: Passive  You may increase the value of the Limited Ammo
Ranked: No quality of any weapons mounted on the
Signature Vehicle.
The character adds a boost to his melee combat
checks when engaged with multiple opponents. This  The character increases the hard points of his
includes single groups of multiple minions. If this Signature Vehicle by two.
character possesses the Duelist talent, this talent  You may increase the handling of your Signature
may be used to cancel out the ■ penalty for fighting Vehicle by one.
three or more opponents.
Surgical Precision
Personal Touch
Tier: 2
Tier: 2
Activation: Active (Incidental)
Activation: Passive
Ranked: No
Ranked: No
When making Brawl or Melee checks on organics, the
Choose one vehicle, building, or room that your character may choose to deal damage as strain
character owns. The character may upgrade the instead of wounds, plus additional strain equal to the
ability of all social checks made against targets character’s rank in Knowledge(LifeSci). This does
inside that vehicle or location by one rank. not ignore soak.
Signature Vehicle Suppressing Fire
Tier: 2 Tier: 2
Activation: Passive Activation: Passive
Ranked: Yes Ranked: Yes
The character chooses one starship or vehicle with a The character and each ally within short range may
silhouette of 3 or lower that he owns. This starship or spend ▴ per rank of Suppressing Fire on their failed
vehicle is the character's "Signature Vehicle." He combat checks to inflict one strain on the target .

Chapter 5 - Talents | 31
Each character can only activate this effect once per Bodyguard
round.
Tier: 3
Valuable Facts Activation: Active (Maneuver)
Tier: 2 Ranked: Yes
Activation: Active (Action) Once per round on the character’s turn, the
Ranked: No character may perform a Bodyguard maneuver to
protect one ally with whom he is engaged. He then
Once per encounter, the character may take a
suffers a number of strain no greater than his ranks
Valuable Facts action, making an Average (◆◆)
in Bodyguard. Until the start of the character’s next
Knowledge check (the GM and player should
turn, upgrade the difficulty of all combat checks
determine which Knowledge skill is most applicable in
targeting the protected ally a number of times equal
the given situation). If successful, the character may
to the strain suffered by the character.
add one ▵ to any one check made by an allied
character during the encounter. The subsequent Crippling Blow
check should relate in some way to the facts the
character learned, or the player should come up with Tier: 3
an explanation for why the information the character Activation: Active (Incidental)
learned is instrumental in the success of the ally’s
Ranked: No
check.
The character may voluntarily increase the difficulty
Weapon Specialization of a combat check by one to deal a crippling blow. If
Tier: 2 he succeeds and deals damage to the target’s wound
threshold, the target suffers 1 strain whenever he
Activation: Passive moves for the remainder of the encounter.
Ranked: Yes
Enhanced Calibrations
Characters pick two weapon types (Unarmed, Melee,
Pistol, SMG, Shotgun, Assault Rifle, Sniper Rifle, or Tier: 3
Heavy Weaponry) You gain +1 damage per rank of Activation: Passive
Weapon Specialization when making attacks with
Ranked: Yes
weapons of this category.
The character chooses one personal weapon or piece
Well Read of armor per rank of Enhanced Calibrations, and adds
Tier: 2 one of the following effects:
Activation: Passive  Increase the damage of a weapon by one
Ranked: No  Decrease the ▴ cost on a weapons Critical or any
single other effect by one to a minimum of one
Choose 3 Knowledge skills. They are now Career skills
for your character.  Increase the armor's Soak or Defense by one.
 Decrease the encumbrance of a weapon or armor
TIER 3 TALENTS by two to a minimum of one.
All Core Tier 3 Talents in Genesys are available The bonus only applies so long as the character is
except for Rapid Archery. When taking Military using the item. If the item is ever lost or destroyed,
Training, characters may choose a different combat the character may apply Enhanced Calibrations to a
skill in place of Ranged (Heavy) new personal weapon or piece or armor. This talent
cannot be applied more than once per item.

32 | Chapter 5 - Talents
Marksman
TIER 4 TALENTS
Tier: 3
All Core Tier 4 Talents in Genesys are available.
Activation: Passive
Bodyguard (Improved)
Ranked: No
Tier: 4
When targeting a specific item or part of an enemy,
this character does not add any ■ to his combat Activation: Active (Incidental)
checks due the use of the Aim maneuver. Ranked: No
Resolve Once per session, when an ally protected by the
character’s Bodyguard maneuver would suffer a hit
Tier: 3
from a combat check, the character may choose to
Activation: Passive suffer that hit instead of the ally.
Ranked: Yes Confidence (Improved)
When the character suffers strain, he suffers one Tier: 4
less strain per rank of Resolve, to a minimum of one.
This does not apply to voluntary strain loss. Activation: Active (Incidental)
Ranked: No
Spacer (Improved)
When making a check to the effects of fear,
Tier: 3
indoctrination, or any mind-altering power, the
Activation: Passive character may spend a ▵ to steady the nerves of
Ranked: No other allies making the same fear check. If the
character does so, each ally within short range who
The character may perform and benefit from the Aim makes the fear check adds automatic ▲ equal to the
maneuver even if they have used a Move maneuver. character’s ranks in Confidence to the results of the
They do not lose the benefits of Aim as a result of check.
movement, gravity fluctuations, or standing on
unstable surfaces. IFF Scrambler
Tinkerer Tier: 4

Tier: 3 Activation: Active (Incidental)

Activation: Active (Action) Ranked: No

Ranked: Yes Your character can use this talent to make an


opposed Hacking versus SysOps check targeting a
The character makes one piece of equipment more single Synthetic non-nemesis adversary within
modifiable. He chooses one piece of equipment and medium range. If the check succeeds, the target
increases its number of hard points by one. He can cannot attack your character (or perform hostile
only do this once per piece of equipment, but can actions against your character) until the end of their
modify a number of pieces of equipment equal to his next turn. You may spend ▴▴ to increase the length
ranks in Tinkerer. If he loses a modified piece of of the effect by one additional turn, and spend ▵ to
equipment, he may apply Tinkerer to a new one. extend the benefits to all of your identified allies
within short range. The effect ends immediately if
your character or a known ally attacks the target.

Chapter 5 - Talents | 33
Martial Artist increase an existing Breach rating by 1.
Tier: 4 Master Grenadier
Activation: Active (Incidental) Tier: 5
Ranked: No Activation: Passive
After your character inflicts a Critical Injury with a Ranked: No
Brawl or Melee attack and rolls the result, your The character decreases the ▴ cost to activate the
character may suffer 2 strain to use this Blast quality on any weapon he uses by 1 to a
talent. Then you may select any Critical Injury of the minimum of 1. This includes the cost to activate the
same severity to apply to the target instead. Blast quality if the weapon misses.
Surgical Precision (Improved) Not Today
Tier: 4 Tier: 5
Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: No
When dealing strain damage with Brawl or Melee Once per session, if a vehicle that the character is
checks, the character may spend a ▵ result to piloting would be destroyed, the character may
stagger his target for one round per ▵ spent. spend a Story Point to save it. If it would be
destroyed by a Critical Hit, the Critical Hit is still
TIER 5 TALENTS suffered, but the effect is ignored. If it would be
All Core Tier 5 Talents in Genesys are available destroyed by some other event, the details of how
the starship or vehicle survives the near-destruction
Hard Headed (Improved) are up to the player and the GM.
Tier: 5
Spitfire
Activation: Active (Action)
Tier: 5
Ranked: No
Activation: Active (Incidental)
The character may use his Hard Headed action to
Ranked: No
recover from being incapacitated due to exceeding
his strain threshold. On his next turn after being After the character makes a successful combined
incapacitated, he may make a Formidable (◆◆◆◆◆) check with two Ranged (Light) weapons, each
Discipline check as his Hard Headed action (this additional hit generated as part of the attack can be
action can specifically be performed even though he allocated to any other target within range of the
is normally barred from performing actions). If he weapon.
succeeds, decrease his strain to one below his strain
threshold. The difficulty of this check decreases by
one per rank of Hard Headed, to a minimum of Easy
Heavy Hitter
Tier: 5
Activation: Active (Incidental)
Ranked: No
Once per session, the character may spend a Story
Point on a successful Ranged (Heavy) or Gunnery
check to add the Breach 1 quality to the attack, or

34 | Chapter 5 - Talents
CHAPTER 6 - POWERS: BIOTICS
In addition to the talents presented in Chapter 5, Biotic Power Casting Penalties
SINGULARITY offers characters the option to gain
access to the three signature branches of powers Condition Penalty
found in Mass Effect. The character does not have at least one free +■
We’ll start by introducing Biotics, since these powers hand
are the easiest to gain access to, and most closely The character is wearing heavy armor that +■
resemble the core rules in Genesys. might hamper their body movement (armor with
+2 Soak or more, or carrying a shield. This could

BECOMING A BIOTIC also include other restrictive outfits, at your


discretion)
Gaining access to Biotics is simple, all you need is a The character is casting a biotic attack against +■
single rank in the Biotics skill. Players should discuss a target protected by the Tech Armor power.
with their GM how their biotics fit into their The character is in circumstances that interfere Upgrade the
character’s backstory, any special surgical with their ability to concentrate, such as trying difficulty once
procedures that they needed to attain biotic powers, to cast while swimming or hanging from a rope, (or more at
as well as the initial training that most characters being buffeted by a sandstorm, or casting a your GM's
power that doesn't target the person they're discretion).
would require before being able to use them well. fighting in hand-to-hand combat.
Nearly any organic character can be biotic, but some
species in Mass Effect have not been confirmed one
way or the other, so again, we leave this up to GM
discretion. Biotic Power Threats and Despairs
Cost Result Options
Casting Biotics
▾ or ▿ The effort exhausts the character, and they
Casting a biotic power follows the standard casting suffer 2 strain or 1 wound (controlling player's
rule in Genesys: When your character casts a biotic choice).
power that requires a check (whether or not the The character adds a ■ to any further attempts
check succeeds), they suffer 2 strain after resolving to cast Biotic powers until the end of his next
the check. turn
The character’s Concentration is broken,
While biotics do not need to speak in order to cast suspending any maintained powers.
their powers, and are thus not hampered by being If the character is using a biotic amp, it becomes
▾ ▾ or ▿
gagged or silenced, most biotics do rely on their damaged one step.
ability to use their hands to guide the movements Until the end of the encounter, enemies add ■
and fluctuations of the mass effect fields that they when using a Biotic or Tech power that targets
wield. In the chart above, we list a few conditions this character.
under which biotic characters may suffer penalties ▾▾ ▾ or ▿ The power is slightly more effective than
when casting. expected. One character of the GM's choice is
targeted or otherwise affected by the power as
Threats and Despairs well.
▿ The character overexerts themselves, and is
When casting Biotics, as when doing anything else, unable to use biotic powers for the rest of the
characters put themselves at risk. The table in encounter or scene.
Genesys’ page 104 which gives suggestions for The GM picks the target of the power. If the
spending advantages, triumphs, threats, and caster is an NPC, the controlling player picks the
target instead.
despairs, is fairly generic, and most of the options
given for various die results are applicable when ▿▿ The character completely loses control of their
casting biotics. Below, we list some additional biotics, and suffers one Critical Injury.
If the character is using a biotic amp, it is
destroyed.

Chapter 6 - Biotics | 35
examples of ways that GMs can spend ▾ and ▿ Each turn that the character maintains the object in
generated by biotic power rolls. his control, the character may move the object one
range band per rank of training in Knowledge
BIOTIC POWERS (PhysSci).
So long as your character has at least one rank of Players attempting to use telekinesis to perform an
training in the Biotics skill, they may cast any of the act that requires manual dexterity should first pass
powers listed in this chapter. However, GMs should the check to lift and move the object. Once the
let their players know whether they intend to allow object is under their telekinetic control, they may use
them to cast the Domination power, which may be that object as a tool to perform actions from afar
exclusively limited to asari, depending on your take using the appropriate roll for the skill check, but with
on the lore. the difficulty increased by one ◆. For example, a
character attempting to use telekinesis to disarm a
Utility: Telekinesis proximity mine from afar would first roll biotics to
pick up and control their tools, and then Skullduggery
Concentration: Yes with a ◆ penalty to finely manipulate the
All biotics are able to manipulate objects from afar instruments.
using their telekinetic powers. While attempting to
use telekinesis to harm an enemy (either directly or Biotic Barrier
by hurling some kind of projectile at the enemy) is
Concentration: Yes
covered under the Biotic Attack power, attempts to
lift static objects or willing allies can be considered a Barriers reduce incoming damage for your character
free utility. and their allies. They can appear as a bluish-purplish
field of energy on your character, or can be projected
A check to use Telekinesis should generally be Easy
as a shield, or a dome over your party. Barriers can be
(◆) and require a maneuver to perform. If the
selective or exclusive at the caster’s discretion.
character is in no rush to accomplish his goal, checks
of this sort should not require strain expenditure. The default difficulty of the check is Easy (◆). If the
check is successful, until the end of the character’s
A more difficult feat of biotic strength (anything
next turn, reduce the damage of all hits the target
beyond Easy difficulty) such as lifting a vehicle
suffers by one, and further reduce it by one for every
should require a full action, cost 2 strain, and the
difficulty of the biotics roll should be equivalent to uncanceled ▲▲ beyond the first.
what it would take to lift with Athletics, increased by Before making a Barrier check, choose any number of
one ◆. Once a character has successfully lifted the additional effects from the Biotic Barrier Modifier
object, it can be maintained through Concentration. Table

Biotic Barrier Modifiers


Modifier Effect Cost
Additional The spell affects one additional target within range of the spell. In addition, after casting the spell, +◆
Target you may spend ▴ to affect one additional target within range of the spell (and may trigger this
multiple times, spending ▴ each time).

Range Increase the range of the spell by one range band. This may be added multiple times, increasing the +◆
range by one range band each time.

Add Defense Each affected target gains ranged and melee defense equal to your ranks in Knowledge(PhysSci). +◆◆

Empowered The barrier reduces damage equal to the number of uncanceled ▲ instead of the normal effect. + ◆◆

Backlash If an opponent makes an attack against an affected target and generates ▾▾▾ or ▿ on the check, +◆◆
after the check is resolved, they suffer a hit dealing damage equal to the total damage of the attack.

36 | Chapter 6 - Biotics
Biotic Attack making a magic attack, the character must select
one target at short range (but not engaged). The
Concentration: No default difficulty of the attack is Easy (◆). The
attack deals damage equal to the character’s
The Biotic Attack power covers any attempt to
Willpower plus one damage per uncancelled Success
disable or cause direct harm to your opponent. In the
▲. The attack has no set critical rating, so you may
Mass Effect games, characters cast Biotic Attacks
only inflict a Critical Injury with a ▵.
that conform to a limited variety of specific uses.
Rather than recreating the entire arsenal of potential Before making a Biotic attack, chose any number of
attacks, Biotics in SINGULARITY have access to all additional effects listed on the Biotic Attack Modifier
the various effects typically associated with Biotic Table. These effects are added to the attack.
Attacks, and can simply mix and match to create
their desired combination of effects. Biotic Domination
Biotic Attacks are combat checks and they follow Concentration: Yes
the normal rules for performing a combat check using
At its core, Biotic Domination relies on disrupting the
the Biotics skill instead of a combat skill. When
synaptic harmonics of an organic brain so it becomes

Biotic Attack Modifiers


Modifier Effect Cost
Annihilation The attack gains the Burn quality with a rating equal to your character’s rank in Knowledge(PhysSci) +◆
Blast The attack gains the Blast quality with a rating equal to your character’s rank in Knowledge(PhysSci) +◆
Charge Before rolling the attack, as an incidental, your character may instantly perform a number of Move maneuvers in +◆
the direction of your target, equal to your character’s rank in Knowledge(PhysSci)
Close May select a target engaged with your character. +◆
Combat
Detonating The attack deals damage equal to twice the character’s Willpower (instead of dealing damage equal to the +◆◆
characteristic). If the attack has the Blast quality, it affects all characters within short range, instead of
engaged. May not be used with the Priming modifier.
Lift The attack gains the Ensnare quality with a rating equal to the character’s ranks in Knowledge(PhysSci). If this +◆
attack inflicts a Critical Injury, you or one ally who can see the enemy may immediately attempt a combat check
against the enemy.
Non-Lethal The attack gains the Stun Damage quality. +◆
Priming The difficulty of the base attack is reduced, but the attack deals no damage (Wounds or Strain) to the target -◆
from the initial hit. If the attack is successful, the caster may still trigger any other qualities such as Blast,
Ensnare, Disorient, Knockdown, etc… May not be used with the Detonating modifier.
Range Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one +◆
range band each time.
Reave The attack gains a Critical Rating of 2. The attack also gains the Vicious quality with a rating equal to the +◆
character’s ranks in Knowledge(LifeSci). You may spend a ▵ to heal a number of wounds equal to the wounds
inflicted by this attack. [Reave may only be used against Organics]
Shockwave The attack gains the Knockdown quality. The attack also gains the Disorient quality with a rating equal to the +◆
character’s ranks in Knowledge(PhysSci).
Throw If the attack hits, you may spend 1 ▴ to move the target up to one range band in any direction. For each +◆
Silhouette rating above 1 on your target, add an additional +◆ to the cost.

Warp The attack gains the Sunder quality. The attack also gains the Pierce quality with a rating equal to the +◆◆
character's ranks in Knowledge (PhysSci).

Chapter 6 - Biotics | 37
more clumsy, or loses the ability to differentiate Biotic Empowerment (Augment)
between friend and foe.
Biotic Domination is a catch-all category for all of Concentration: Yes
Biotic’s estoeric mind-affecting skills. This may Biotics are able to use their telekinetic talents to
include more sophisticated uses of the Reave power, suspend themselves in midair, perform acrobatic
the natural talents of an Ardat-Yakshi, or reflect the feats, or supplement their melee and brawl attacks
seemingly supernatural abilities of other exotic with biotic force.
species. Players should consult their GMs before
To cast Biotic Empowerment, make an Average (◆◆)
assuming their species has access to this power.
Biotics check. If the check is successful, until the
To use it, the character must select one target end of your character’s next turn, your character
within short range. The default difficulty is Average increases the ability of any Athletics, Coordination,
(◆◆) but GMs may allow an opposed Discipline roll to Melee, or Brawl checks they make (in effect, this
be used instead. If it is successful, until the end of means they add ◆ to their checks).
the character’s next turn, the target decreases the
Before making a Biotic Empowerment check, choose
ability of any skill checks they make by one (in
any number of additional effects from the Biotic
effect, this means they remove one ◆ from their
Empowerment Modifier Table
checks). Before making the Biotic Domination check,
choose any number of additional effects listed on A character may not be affected by more than one
the Biotic Domination Modifiers table. Augment power at the same time.

Biotic Domination Modifiers Biotic Empowerment Modifiers


Modifier Effect Cost Modifier Effect Cost
Enervate If a target suffers strain for any reason, +◆ Speed The character may always perform an +◆
they suffer 1 additional strain. extra Move maneuver during their turn
without spending strain (they may still
Range Increase the range of the spell by one +◆ only perform two maneuvers per turn).
range band. This may be added multiple
times, increasing the range by one range Biotic Dash While this power is active, during a +◆
band each time. single Move maneuver that the
character performs during their turn,
Additional The spell affects one additional target +◆◆ they may Dash in any direction
Target within range of the spell. In addition,
vertically or horizontally. The Dash may
after casting the spell, you may spend ▴
be performed in midair, but the
to affect one additional target within
character may not Dash again until
range of the spell (and may trigger this
they have landed on stable ground. If
multiple times, spending ▴ each time).
the character ends their turn in midair,
Leech The target’s strain or wound threshold +◆◆ unless suspended by some other
(choose one) are reduced by an amount means, the character begins falling at
equal to the character’s ranks in the start of their next turn. Once while
Knowledge(LifeSci). The caster’s strain falling as a Move maneuver, the
or wound threshold is increased by an character can control their fall,
equal amount. This effect may not be descending up to one range band
combined with the additional target without taking or accumulating falling
effect. damage.
Mind After the target makes a check, you may +◆◆ Martial The character may add damage equal +◆
Control change one die face in the pool to any Technique to the characters ranks in Discipline or
other face on that die. Coordination to Brawl or Melee checks,
and their Critical rating for unarmed
Paralyze The target is staggered for the duration +◆◆◆ combat checks becomes 3, if it is not
of the spell. This effect may not be already lower.
combined with the additional target
effect.

38 | Chapter 6 - Biotics
Warp Ammo (Augment) Warp Ammo Modifiers
Concentration: Yes Modifier Effect Cost
When you cast Warp Ammo, select one target your Additional This spell affects one additional +◆
character is engaged with and make an Average Target target within range of the spell.
(◆◆) Biotics check. If the check is successful, until In addition, after casting the
spell, you may spend ▴ to affect
the end of your character’s next turn, the target one additional target within range
increases the ability of any combat skill check they of the spell (and may trigger this
make with a ranged weapon by one (in effect, this multiple times, spending ▴ each
means they add ◆ to their checks.) As an incidental, time.)
a character benefiting from Warp Ammo may choose Range Increase the range of the spell by + ◆
to sacrifice the ◆ bonus in order to add the Sunder one range band. This may be
quality to their attack instead. added multiple times, increasing
the range by one range band each
Before making the Warp Ammo check, choose any time.
number of additional effects listed on the Warp
Ammo Modifiers table.
A character may not be affected by more than one
Augment power at the same time.

Chapter 6 - Biotics | 39
CHAPTER 7 - POWERS: TECH POWERS
The powers available to Tech Specialists in Readying a Power: Readying a power on your Omni-
Singularity work a little differently than the standard Tool takes about an hour of work and requires access
magic framework presented in Genesys. In to a computer or lab. If time is not a factor, the GM
SINGULARITY, we wanted to reflect the idea that may allow a player to Ready powers without making
tech specialists are tinkerers and modders, who checks, but if the character is under a time
spend time customizing their devices and developing constraint, Readying a power is an Average SysOps
their own unique approaches to problems. In combat, (◆◆) check. Failure simply means that the power
they must use their powers more carefully than isn’t successfully readied, and the character needs
biotics, but enjoy the advantage of not having to to try again.
spend their own personal strain to perform their Additional ▲ can allow the character to shorten the
abilities. time required to Ready the power, and the character
They rely on a variety of skills to cast their spells, may spend ▴▴ to Ready another power during the
with Hacking as their primary skill. SysOps is used to same check. On a ▵, the player may customize their
augment Tech Powers that attack computer entire power loadout in one check.
systems, while Knowledge(PhysSci) can help with ▾ and ▿ may be spent to cause the Omni-Tool to
Tech Powers that create elemental effects, and suffer system strain at the end of the operation (or
Knowledge(LifeSci) can be tapped by the Neural trigger other effects from the Tech Power Threats
Shock power. and Despairs Table, if appropriate.)
Tech Powers require the Character to be wielding an
Your character may only Ready a number of powers
Omni-Tool to cast, but while any Omni-Tool will do to from his known Tech Power pool equal to your
start, the tech specialist must first configure his character’s rank in the Hacking skill.
Omni-Tool to enable it to automate many of the
tasks that make Tech Powers possible: It must Powers remain Readied unless the character chooses
respond to quick gestures and commands in combat, to un-ready it (which can be done any time as an
locate the character’s intended target, and generate incidental), or loses the Omni-Tool (or if something
the correct effect while tracking the target in the similarly catastrophic happens to it).
heat of battle. The fast pace at which this must all
System Strain Threshold
occur forces the tech specialist to preset only a few
“Favorite” prepared routines into the Omni-Tool’s Due to advances in energy efficiency, most ordinary
memory banks. Omni-Tool users rarely have to keep track of their
battery life (System Strain), unless their tool is
BECOMING A TECH SPECIALIST specifically targeted by an attack, such as an EMP
grenade.
In addition to one rank in the Hacking skill, the
character must first obtain an Omni-Tool and Ready Combat Tech Specialists, however, push their tools
at least one Tech Power to the limit when they bring them into battle, and
must manage their resources carefully, since they
Readied vs Unreadied Tech Powers: Unless the GM cannot spend personal strain to fuel their powers like
chooses to gate access to certain powers, any Tech Biotics.
Specialist knows or has access to all the powers in
this chapter. However, only a limited selection of The System Strain Threshold on an Omni-Tool works
powers at a time can simultaneously be Readied to similarly to a character’s Strain threshold in that it
fire in combat. So unless your character is going to can be tapped to fuel Tech Powers (“cast spells”).
stick to the same set of powers all the time, he may Nothing especially catastrophic happens when it is
have to spend some time shuffling his Tech Power reached, however, unless the character is an AI or an
loadout before a mission, based on what obstacles Angara (coming soon!) they may not cast a Tech
he expects to face.

40 | Chapter 7 - Tech Powers


Power once their Omni-Tool’s System Strain
Threshold has been reached, without causing that
Tech Power Casting Modifiers
power to Burn Out. Condition Penalty
Gating Powers The character does not have at least one free +■
hand
Characters may choose to Readu any of the Tech The character is casting a Tech Power against +■
Powers presented in this chapter. At their discretion an organic target wearing no personal
though, GMs may choose to make access to technology.
different powers conditional, requiring the character The character is casting a Tech Power against a +■
to buy or research the power to access it. We leave character protected by the Biotic Barrier power.
this up to your GM.
The character is in circumstances that interfere Increase
Casting Tech Powers with electronic devices, such as an EMP blast, a
lightning storm, underwater, or casting a Power
the
difficulty
that doesn't target the person they're fighting once
Casting a Tech Power requires an action, and your
in hand-to-hand combat. (or more at
character’s Omni-Tool suffers 2 System Strain when your GM's
your character casts any Tech Power (other than discretion).
Remote Access) whether or not the check succeeds.
Tech Specialists may direct the power via hand-
gestures recognized by the Omni-Tool, or vocal Tech Power Threats and Despairs
commands. They suffer penalties to the cast if
these faculties are restricted. In the Tech Power Cost Result Options
Casting Modifier table we list a few conditions under ▾ or ▿ The Omni-Tool short-circuits, and causes the
which tech specialists may suffer penalties when character to suffer 2 personal strain or 1 wound
(controlling player's choice).
casting.
The character adds a ■ to any further
Threats and Despairs attempts to cast Tech Powers until the end of
his next turn.
When casting a Tech Power, as when doing anything The character’s Concentration is broken,
suspending any maintained powers.
else, characters put themselves at risk. The table in
Genesys’ page 104 which gives suggestions for ▾ ▾ or ▿ The character’s Omni-Tool becomes damaged
spending advantages, triumphs, threats, and one step.
despairs, is fairly generic, and most of the options Until the end of the encounter, enemies add ■
when using a Biotic or Tech power that targets
given for various die results are applicable when this character.
casting Tech Powers. Below, we list some additional
examples of ways that GMs can spend ▾ and ▿ ▾▾ ▾ or ▿ The power is slightly more effective than
expected. One character of the GM's choice is
generated by Tech Power rolls. targeted or otherwise affected by the power
as well.
Burnout All of your Tech Powers go on Cooldown.

An Omni-Tool’s system strain is a tightly limited The GM picks the target of the character’s
resource, and characters may find themselves power. If the caster is an NPC, the controlling
player picks the target instead.
running out of system strain in combat. As an
alternative to suffering system strain to cast a Tech ▿▿ The Omni-Tool backfires and the character
suffers one Critical Injury.
Power, a character may instead Burn Out that power
The Omni-Tool is destroyed.
to cast it one time without spending system strain.
When the character does so, that power as being on
“Cooldown”. He may not cast that power until the
Cooldown ends.
It is important to note that this does not unready the

Chapter 7 - Tech Powers | 41


power. Readied powers remain readied unless the
character equips a new omni-tool. However, in order
to cast a power, it must be both readied and not on
Cooldown.

Recovering System Strain and


Cooldowns
After an encounter, at the same time that your
character would roll to recover personal strain, you
may roll a Simple (-) SysOps check. This check is
increased by 1 ◆ for each Tech Power on Cooldown.
Each uncancelled success on this roll can be used to
either recover 1 System Strain or restore one power
from its Cooldown.
Whenever your character fully recovers Strain after a
long-rest (GM discretion) your Omni-Tool also fully
recovers its system strain, and Cooldowns are reset.

42 | Chapter 7 - Tech Powers


TECH POWERS Combat Drone
Concentration: Yes
Utility: Remote Access
The character makes a Hacking skill check. The
Concentration: Yes default difficulty for the check is Average (◆◆). If
All characters that possess an Omni-Tool are the check is successful, the character summons a
ostensibly able to establish a remote connection to a Combat Drone with the NPC profile below. The drone
computer that they are interfacing with. Typically, appears engaged with the character, and remains
this requires that the character remain in Engaged present until the end of the character’s next turn. In
range, and that the computer consider the character a structured encounter, it takes its turn immediately
an authorized user. after the character.
Remote Access is a Power Routine granted to tech The drone is completely loyal, programmed for
specialists who have an Omni-Tool and one rank in combat, and will act independently on the side of the
Hacking. It does not need to be readied, nor does it technician to the best of its ability, even placing
require system strain to cast. itself in danger to protect its master. The character
may spend a maneuver to direct the drone, allowing
As a maneuver, a character may cast Remote Access them to determine its action and maneuver.
to initiate a connection with a computer or device.
This is an Easy (◆) SysOps check if the computer is Before casting the power, the character may add the
friendly, and an opposed Hacking vs Sysops check if Range modifier.
the targeted system is actively resisting the link. Combat Drone (Rival)
The check is increased by one ◆ per range band
between the character and the device at the time of
casting.
1 3 1 1 1 1
Brawn Agility Intellect Cunning Willpower Presence
After casting Remote Access, a character may
continue interacting with that device at one Wound Threshold: 5
additional range band beyond engaged for each
uncancelled success on the check. Soak Value: 2

This confers no additional bonuses, but allows Defense: 1


characters to continue interacting with computers or Skill: Coordination 1, Perception 2, Ranged (Light) 1,
devices that are far away. Useful for disarming Vigilance 2
bombs while getting a head start on the blast,
Talents: When summoning, choose whether the
piloting vehicles remotely, or manipulating a hacked
drone is programmed to favor attack or defense.
camera or turret.
Attack drones gain the Crippling Blow talent, while
When controlling a device, the GM may call for a Defense drones gain the Bodyguard talent.
check that is not Hacking or SysOps. For example,
Attack: Shock Lance (Ranged [Light]; Damage 4,
once the connection is made, Piloting might still be
Critical 2, Range [Medium]; Auto-Fire, Pierce 2,
required to drive a vehicle remotely, or Perception
Disruptive 2)
may be needed to spot something through the
remotely accessed camera. Checks such as these
are made at their normal difficulty increased by 1 ◆
to account for the additional difficulty of not being Combat Drone Modifiers
able to control the device through its intended
Modifier Effect Cost
means.
Range Increase the range of the spell (the +◆
distance from the character that the
drone appears) by one range band. This
may be added multiple times, increasing
the range by one range band each time.

Chapter 7 - Tech Powers | 43


Detonate: As an incidental, when the Drone is
destroyed, it may choose to self-destruct, making
Sabotage Modifiers
one last combat check against an enemy in engaged Modifier Effect Cost
range with the Blast 4 quality in place of the Auto-
fire quality. Enervate If a target suffers strain for any +◆
reason, they suffer 1 additional
Sabotage strain.
Range Increase the range of the spell by +◆
Concentration: Yes one range band. This may be
added multiple times, increasing
Sabotage is a catch-all power that covers the tech the range by one range band each
specialist’s ability to shut down the critical time.
processes of Synthetic targets as well as the Additional The spell affects one additional +◆◆
electronic devices of organic targets. Target target within range of the spell. In
addition, after casting the spell,
Your character selects one Synthetic target within you may spend ▴ to affect one
short range, then makes an Average (◆◆) Hacking additional target within range of
check. If it is successful, until the end of the the spell (and may trigger this
character’s next turn, the target decreases the multiple times, spending ▴ each
ability of any skill checks they make by one (in time).
effect, this means they remove one from ◆ their Shield Drain The target’s Defense rating is +◆◆
checks. ) reduced by an amount equal to
the character’s ranks in SysOps.
The penalty may also apply to an organic target that The caster’s Defense increased
uses any technology affected by the Sabotage by the amount drained. This
power. The Sabotage power is assumed to affect all effect may not be combined with
the additional target effect.
of the target’s technology at once, however, so that
means any check made by a target relying on a gun, Malfunction After the target makes a check, +◆◆
an Omni-tool, a Biotic Amp (if the biotic chooses to you may change one die face in
the pool to any other face on that
take advantage of its bonus effect), tech armor, etc. die.
An organic target does not suffer a penalty for Paralyzed The target is staggered for the +◆◆◆
checks they make on actions that do not rely on their duration of the spell. This effect
electronic equipment. Targets with cybernetics are may not be combined with the
particularly vulnerable, as they can be affected additional target effect.
similarly to synthetics. This power may suffer ■ if
the target has the Defensive SysOps talent.
Before making the Sabotage check, choose any
number of additional effects listed on the Sabotage
Effects Table. These effects are added to the
check. Keep in mind that most of these effects are
subject to GM discretion depending on the player’s Tech Barrier Modifiers
description of how he wants to shut down the enemy
target. Modifier Effect Cost
Add Defense You gain ranged and melee +◆◆
Tech Barrier defense equal to your ranks in
SysOps.
Concentration: Yes
Empowered The barrier reduces damage + ◆◆
Whether you call it Tech Armor, Geth Shield Boost, or equal to the number of
Fortification, the effect is pretty much the same. uncanceled ▲ instead of the
normal effect.
Barriers reduce incoming damage for your character
and their allies. Unlike Biotics, tech specialists

44 | Chapter 7 - Tech Powers


cannot cast barriers for their group, and are limited Tactical Cloak Modifiers
to personal ones.
Modifier Effect Cost
The default difficulty of the check is an Easy (◆)
Hacking check. If the check is successful, until the Tactical While cloaked, you may always perform +◆
end of the character’s next turn, reduce the damage HUD the Aim maneuver without spending
of all hits the target suffers by one, and further additional strain (you may still only
perform two maneuvers a turn)
reduce it by one for every uncanceled ▲▲ beyond
the first. Assassinate The character may add damage equal to +◆
the character’s ranks in Discipline or
Before making a Tech Barrier check, choose any Coordination to Brawl or Melee checks,
number of additional effects from the Tech Barrier and their Critical rating for unarmed
Modifier Table combat checks becomes 3, if it is not
already lower.
Detonate: As an incidental during your turn, or any Perfect Your character becomes nearly invisible +◆◆
turn where your character suffers damage, you may Camouflage to the naked eye. Opponents who
end an active Tech Barrier power and mark its cannot detect you through alternative
Memory Slot as on cooldown. If you do so, means (i.e. thermal scope) immediately
immediately make an attack against one target in disengage from combat, and may not
enter engaged range until they
Engaged range. The default difficulty of the attack successfully detect you with an
is an Average (◆◆) Hacking check. opposed Perception vs Stealth check
(they can attempt this once per round
The attack deals damage equal to the character’s as a free action).
Intelligence plus one damage per uncancelled When an enemy attempts to detect or
Success ▲. The attack has no set critical rating, so attack you, increase the difficulty of
you may only inflict a Critical Injury with a ▵. their check by 1 ◆.

The attack has the Blast quality (though you are not
affected in any way) with a rating equal to your Tech Attack: Cryo-Blast
character’s ranks in SysOps.
Concentration: No
Tactical Cloak (Augment) Select one target at short range (but not
Concentration: Yes engaged). The default difficulty of the attack is an
Average (◆◆) Hacking check. The attack deals
The Tactical Cloak routine is the infiltrator’s favorite damage equal to the character’s Intelligence plus one
toy. When activated, it instantly cloaks the wearer damage per uncancelled Success ▲. The attack has
with an optical distortion field that renders them no set critical rating, so you may only inflict a Critical
nearly invisible. Injury with a ▵.
To cast the Tactical Cloak, make an Average (◆◆) This attack has the Ensnare quality with a rating
Hacking check. If the check is successful, until the equal to the character’s ranks in Knowledge
end of your character’s next turn, your character (PhysSci).
increases the ability of any Stealth or Combat checks
they make (in effect, this means they add ◆ to their You may spend a ▵ from this check to stagger a
checks). This power ends immediately after the target hit by this attack until the end of their next
character finishes a combat check, unless that turn.
combat check rendered its target incapacitated. Before casting the attack, the character may add
Before making a Tactical Cloak check, choose any any of the following effects from the Tech Attack
number of additional effects from the Tactical Cloak Modifiers table:
Modifier Table Blast, Deadly, Range, Priming, Detonating, Close-
A character may not be affected by more than one Combat, Debilitating, and Anti-Organic.
Augment power at the same time.

Chapter 7 - Tech Powers | 45


Tech Attack: Incinerate Tech Attack Modifiers
Concentration: No Modifier Effect Cost
Blast The attack gains the Blast quality with a +◆
Select one target at short range (but not rating equal to your character’s ranks in
engaged). The default difficulty of the attack is an SysOps.
Average (◆◆) Hacking check. The attack deals
Close May select a target engaged with your +◆
damage equal to the character’s Intelligence plus one Combat character.
damage per uncancelled Success ▲. The attack has
Deadly The attack gains a Critical Rating of 2. The +◆
no set critical rating, so you may only inflict a Critical attack also gains the Vicious quality with a
Injury with a ▵. rating equal to the character’s ranks in
Knowledge(Life) when attacking Organics,
This attack has the Burn quality with a rating equal
or Knowledge(PhysSci) when attacking
to the character’s ranks in Knowledge(PhysSci). Synthetics.
Before casting the attack, the character may add Detonating The attack deals damage equal to twice the +◆◆
any of the following effects from the Tech Attack character’s Intelligence (instead of dealing
Modifiers table: damage equal to the characteristic). If the
attack has the Blast quality, it affects all
Blast, Deadly, Range, Priming, Detonating, Close- characters within short range, instead of
Combat, Anti-Organic, and Armor-Melting engaged. May not be used with the Priming
modifier.
Tech Attack: Neural Shock Priming The attack deals no damage (Wounds or -◆
Strain) to the target from the initial hit, but
Concentration: No if the attack is successful, the caster may
still trigger any other qualities such as
Select one organic target at short range (but not Blast, Ensnare, Disorient, Knockdown, etc…
engaged). The default difficulty of the attack is an
Average (◆◆) Hacking check. The attack deals Range Increase the range of the spell by one range +◆
band. This may be added multiple times,
damage equal to the character’s Intelligence plus one increasing the range by one range band
damage per uncancelled Success ▲. The attack has each time.
no set critical rating, so you may only inflict a Critical Anti-Synth When dealing damage to a Synthetic target, +◆
Injury with a ▵. each ▲ deals +2 damage instead of 1.
This attack has the Knockdown quality, as well as Anti- When dealing damage to an Organic target, +◆
the Disorient quality with a rating equal to the Organic each ▲ deals +2 damage instead of 1.
character’s ranks in Knowledge(Life). Armor- The attack gains the Sunder quality against +◆◆
Melting the target’s armor. The attack also gains
Before casting the attack, the character may add the Pierce quality with a rating equal to the
any of the following effects from the Tech Attack character's ranks in Knowledge(PhysSci).
Modifiers table:
Debilitating If the attack deals damage to an organic +◆◆
Blast, Deadly, Range, Priming, Detonating, Close- target, the target must immediately make a
Combat, Anti-Organic, and Debilitating Hard (◆◆◆) Resilience check or suffer
wounds AND strain equal to the character's
Tech Attack: Overload ranks in Knowledge(LifeSci). This counts as
a poison.
Concentration: No Damping The attack gains the Sunder quality against +◆◆
any target’s electronic equipment. The
Select one target at short range (but not attack also gains the Pierce quality with a
engaged). The default difficulty of the attack is an rating equal to the character's ranks in
Average (◆◆) Hacking check. The attack deals SysOps.
damage equal to the character’s Intelligence plus one
damage per uncancelled Success ▲. The attack has
no set critical rating, so you may only inflict a Critical

46 | Chapter 7 - Tech Powers


Injury with a ▵.
Characters may activate the Stun quality on this
attack, with a rating equal to the character’s ranks in
SysOps. The attack also gains the Disruptive quality.
Before casting the attack, the character may add
any of the following effects from the Tech Attack
Modifiers table:
Blast, Deadly, Range, Priming, Detonating, Close-
Combat, Anti-Synth, Damping

Chapter 7 - Tech Powers | 47


CHAPTER 8 - POWERS: COMBAT MASTERY
Most of the Combat Powers from the Mass Effect
games can be found in the Grenades section of our
supplement, but there are a few special techniques
that are unique to the battle-hardened veteran.
Unlike Biotics and Tech powers, the powers found in
the Combat Mastery category are each “cast” with a
separate skill roll, meaning that it won’t be easy for a
single hero to excel at them all, unless they invest in
all the skills necessary for a warrior to truly be an Adrenaline Rush Modifiers
army of one. Modifier Effect Cost
However, one skill that is useful to all characters who
Haste The character can perform a second +◆
want to learn Combat Master Powers is Knowledge
maneuver without spending strain (they
(Warfare). may still only perform two maneuvers a
turn).
COMBAT MASTERY POWERS Martial The character may add damage equal to + ◆
Characters may spend 2 Strain to cast any Combat Technique the character’s ranks in Discipline or
Mastery Power that they have learned. In order to Coordination to Brawl or Melee checks,
and their Critical rating for unarmed
learn their first Combat Mastery Power, characters combat checks becomes 3, if it is not
must purchase the Tier 1 Talent Combat Mastery. already lower.

Adrenaline Rush (Augment) Swift The character ignores the effects of


difficult terrain and cannot be
+◆

Concentration: Yes immobilized.

Your character knows how to stay frosty under fire


and make the most of his fight-or-flight reflex in the
middle of combat. When you cast Adrenaline Rush,
make an Average (◆◆) Discipline check. If the check
is successful, until the end of your character’s next Command Modifiers
turn, the character increases any skill checks they Modifier Effect Cost
make with a skill linked to Brawn or Agility by one (in
effect, this means they add ◆ to their checks.) Undefeatable The target increases their wound +◆
threshold by a value equal to the
Before casting the power, the character may add a character’s ranks in Knowledge
number of modifiers from the Adrenaline Rush (Warfare)
Modifiers Table no greater than his ranks in Haste The target can perform a second +◆
Knowledge(Warfare). maneuver without spending strain (they
may still only perform two maneuvers a
A character may not be affected by more than one
turn).
Augment power at the same time.
Additional This spell affects one additional target + ◆◆
Command (Augment) Target within range of the spell. In addition,
after casting the spell, you may spend ▴
Concentration: Yes to affect one additional target within
range of the spell (and may trigger this
Your character is an inspiring figure on the multiple times, spending ▴ each time.)
battlefield, able to motivate others to be greater
than they think they are. When you cast Command,
select one ally (not yourself) that your character can

48 | Chapter 8 - Combat Mastery


communicate with and make an Average (◆◆) Concussive Shot Modifiers
Leadership check. If the check is successful, until
the end of your character’s next turn, the target Modifier Effect Cost
increases the ability of any skill checks they make
Blast The attack gains the Blast quality with a +◆
with a skill linked to Brawn or Agility by one (in rating equal to your character’s rank in
effect, this means they add ◆ to their checks.) Knowledge(Warfare). Any damage done by
triggering the Blast quality is also applied
Before casting the power, the character may add a as Stun damage
number of effects from the Command Modifiers
Table no greater than his ranks in Knowledge Impact The attack gains the Knockdown +◆
quality. The attack also gains the Disorient
(Warfare). quality with a rating equal to the
character’s ranks in Knowledge(Warfare).
Concussive Shot Knockback If the attack hits, you may spend 1 ▴ to +◆
Concentration: No move the target up to one range band in
any direction. For each Silhouette rating
Characters must be wielding a Ranged(Light) or above 1 on your target, add an additional
Ranged(Heavy) firearm to cast this power, however, +◆ to the cost.
this attack is not affected by any other weapon
Range Increase the range of the spell by one +◆
quality, or its damage or critical ratings. range band. This may be added multiple
Select one target at short range (but not engaged ) times, increasing the range by one range
band each time.
and make an Average (◆◆) Ranged combat check.
The attack deals Stun damage equal to the
character’s Agility plus one damage per uncancelled Fire Discipline Modifiers
Success ▲. The attack has no set critical rating, so
Modifier Effect Cost
you may only inflict a Critical Injury with a ▵.
Before casting the power, the character may add a Additional This spell affects one additional target +◆
number of effects from the Concussive Shot Target within range of the spell. In addition, after
casting the spell, you may spend ▴ to
Modifiers Table no greater than his ranks in affect one additional target within range of
Knowledge(Warfare). the spell (and may trigger this multiple
times, spending ▴ each time.)
Fire Discipline (Augment) Range Increase the range of the spell by one range + ◆
band. This may be added multiple times,
Concentration: Yes increasing the range by one range band
There is more to leading a squad into battle than just each time.
saying some encouraging words. Your character is
the kind of leader who knows all the enemy’s
weaknesses, who can coordinate a team’s fire, and
Squad Ammo Variants
who’s got enough extra ammo for everybody. Ammo Effect
When you first learn this power, you may choose to Cryo Ammo The target’s weapon gains the Ensnare quality with a
learn a number of Squad Ammo variants from the rating equal to the caster’s rank in Knowledge(War)
Squad Ammo list up to your ranks in Knowledge Incendiary The target’s weapon gains the Burn quality with a
(Warfare). If you increase your rank later, you may Ammo rating equal to the caster’s rank in Knowledge(War)
add another Squad Ammo variant to your repertoire. Disruptor The target’s weapon gains the Disruptive quality with
Ammo a rating equal to the caster’s rank in Knowledge(War)
When you cast Fire Discipline, you may choose one
Squad Ammo variant, and select either yourself or Armor- The target’s weapon gains the Piercing quality with a
one target your character is engaged with and make Piercing rating equal to the caster’s rank in Knowledge(War)
an Average (◆◆) Vigilance check. If the check is Shredder The target’s weapon gains a Critical Rating of 2, and
successful, until the end of your character’s next Ammo also gains the Vicious quality with a rating equal to the
caster’s ranks in Knowledge(War)

Chapter 8 - Combat Mastery | 49


turn, the target increases the ability of any attack Unity
they make with a ranged weapon by one (in effect,
this means they add ◆ to their checks.) In addition, Concentration: No
the target may, as an incidental, switch their weapon
Nursing your allies back to health after a battle is a
to the Squad Ammo type you’ve chosen. Firing
great reason to invest in the Medicine skill, but
special ammo adds new effects to a Ranged weapon,
getting them back on their feet in the middle of a
but firing in that mode negates the ◆ increase from
firefight is as much about medicine as it is about
Fire Discipline.
pure grit. When you use Unity, you aren’t just
In other words, when you grant an ally Squad Ammo, patching up cuts and bruises. You’re making split-
your ally can either choose a simple ◆ increase, or second life-or-death decisions, administering potent
the additional effect. Squad Ammo effects do not short-term painkillers and serums, and encouraging
stack with existing weapon qualities, but may your allies to ignore their wounds, limp back into the
exceed them. For example, if the target’s weapon fight, and do whatever it takes to win.
already has the Ensnaring quality with a rating of 1,
When making the check, the character selects one
and the Squad Ammo grants an Ensaring rating of 2,
target they are engaged with who is not
simply take the highest rating rather than adding
incapacitated and makes an Easy (◆) Medicine
them together to make 3.
check. Upon success, the character heals 1 wound per
Before casting the power, the character may add a uncanceled ▲, and 1 strain per uncanceled ▴.
number of effects from the Fire Discipline Modifiers
Table no greater than his ranks in Knowledge Use of the Unity power consumes one unit of Medigel
(Warfare). A character may not be affected by more from the character’s inventory.
than one Augment power at the same time. Before casting the power, the character may add a
number of effects from the Unity Modifiers Table no
greater than his ranks in Knowledge(Warfare).

Unity Modifiers
Modifier Effect Cost

Additional This spell affects one additional target within range of the spell. In addition, after casting the spell, you may +◆
Target spend ▴ to affect one additional target within range of the spell (and may trigger this multiple times,
spending ▴ each time.)
Range Increase the range of the power by one range band. This may be added multiple times, increasing the range by + ◆
one range band each time.
Shake It Off Select one ongoing status effect the target is suffering. If the power is successful, this status effect +◆
immediately ends.
Heal Critical Select one Critical Injury the target is suffering. If the power is successful, the Critical Injury is also healed. + ◆◆
Revive The character may select targets who are incapacitated. + ◆◆
Incapacitated

50 | Chapter 8 - Combat Mastery


CHAPTER 9 - EQUIPMENT
In this chapter, we expand on the default trading but narrative twists are always suitable. Maybe you
system found in Genesys, and present a more discover that the market is currently experiencing a
detailed breakdown of how characters can buy, sell, shortage or surplus in this item. Maybe you find two
or find the items listed here. For simplicity, any item shopkeepers who can be played against one
on the tables presented in this chapter should be another. Maybe you end up being noticed by the local
bought at full price during character creation, except authorities or a criminal gang. Maybe a ▵ means
for items marked with (R), which should be made that you find the one person on the planet who owns
available only at GM discretion. a rare item, but the ▿ means that he’s not willing to
simply sell an object with sentimental value.
COMMERCE Haggling
Whether buying or selling, commerce in SINGULARITY
generally occurs in two steps. For the most part, Once you’ve found the right merchant, you can go
they parallel those found in Genesys, but these ahead and buy or sell the item. You can buy the item
guidelines can help you make sense of how the rules at the full listed price, and sell the item at a quarter
apply in the Mass Effect universe. of its price.
The interaction can be as simple as that, and
Market Research sometimes keeping it simple is the best way to go
The first step to buying or selling an item is about things. Merchants don’t notice travelers who
overcoming the challenge of finding a merchant don’t ask questions, and they tend to prefer simple
willing to sell you the item, or to buy it from transactions where you accept the price they’re
you. Either way, the difficulty of this task is set by asking. But should you choose to, you are able to
the item’s Rarity. Depending on the legality of the Haggle.
item and the resources your character has available, Haggling can yield benefits as well as negative
your GM may allow you to use one of several skills to consequences. Drive too hard a bargain, offend the
overcome this challenge. merchant’s culture, or accidentally reveal a flaw
Negotiation, Streetwise, or an applicable Knowledge about the item you’re selling, and you might end up
check. We recommend that Negotiation and wishing you would have taken the initial
Streetwise be used whenever players are able to offer. Merchants talk to each other, and word about
conduct research on the ground, talking to vendors, pushy customers gets around.
shaking hands, and making contacts, while a For narratively important items, such as negotiating
Knowledge skill should represent research from a the price for your party’s first ship, we recommend
distance, such as browsing extranet reports or trade similarly narrative solutions like having the party
publications. complete a quest or mission to earn it. Or use the
Interpreting the Results more in-depth Social Combat system found in
Genesys (pg 118).
A successful check against the item’s rarity sets the
scene for the actual interaction with a merchant, but But for routine haggling, we recommend the following
does not affect the default price of the item - just structure.
whether you can find a seller or buyer, and what Buying
happens in the process.
Opposed Negotiation rolls, or an Opposed Social
Threats, advantages, triumphs, and despairs should Check with a difficulty increase.
instead represent the challenges and opportunities
that present themselves along the way. Most merchants already have an advertised price
that makes sense for their bottom line, and they’re
The most direct way to do this is to generate boost usually not keen on deviating from it. When you make
and setback dice to use in the upcoming Haggling roll,

Chapter 9 - Equipment | 51
a haggling check to buy an item, you make a social can turn your junk into cash. In general, a rare item
check to interact with the merchant, opposed by will be more difficult for them to turn around than a
their relevant skill against that check. common one that can fit in with the rest of their
Streetwise and Knowledge rolls can help you find the inventory or sell to another common merchant.
merchant, but Negotiation is the go-to skill for Haggling over the sale price of an item requires a
haggling whether you’re buying legal or illegal Negotiation check with a difficulty determined by the
items. Still, the GM may allow you to use Charm, item’s rarity, or the shopkeeper’s Negotiation skill
Deception, Coercion, or Leadership if the rating. This is the GM’s choice based on the
circumstances are appropriate. situation, and GMs should feel free to always pick
However, we recommend increasing the difficulty by 1 the higher of the two. If a GM chooses to allow you
◆ if a skill other than Negotiation is used, to reflect to use a different social skill instead, we recommend
the idea that while coyly batting your eyes or upgrading the difficulty of the roll by 1 ◆.
threateningly grabbing them by the collar might  A single ▲ will allow you to sell to the merchant
indeed lower the price of the item, merchants for the default 25% of the listed price.
understand business first and foremost, and respect
 Two ▲’s will allow you to sell the item at 50% of
those that speak their lingo. They don’t care as
its value.
much for beggars, scammers, or bullies, so it’s a little
harder to make an impression with those other  Three ▲’s bring the sale up to 75% of the item’s
skills. value.
 If successes and failures cancel each other out,  Further ▲’s only increase the value by 5% each.
you may purchase the item for the default listed  Failures do not confer any additional penalty, and
price. unless something goes horribly wrong, you’ll
 For each uncancelled ▲ on the Haggling roll, you always have the option to sell at 25% value.
decrease the price of the item by 5% from the  Handle other symbols narratively, just like buying.
default listed value.
Batch Purchases/Sales
 Do the opposite for each failure, raising the price
by 5% per ▼. Time is money, and merchants don’t have all day to
go back and forth haggling over the price of your
 Advantages/Threats/Triumphs/Despairs should
spare pocket lint. When buying or selling multiple
represent fringe benefits about the item, or your
items with a single merchant, rather than making
relationship with that shopkeeper.
these rolls for each item, we recommend simply
Resolve these narratively when possible. Is the item rolling once for the whole batch, with the difficulty
brand new or is it worn and rusted? Did the merchant set by the rarest item in the lot, and applying the
throw in a custom paint job? Do you walk out with bonuses or penalties for all the purchases and sales.
the item in your hand, but leave the shopkeeper
scowling in rage, or might he give you a discount the Trading
next time you come in? Will it take a day or two for Larger-scale economic operations such as shipping
the merchant to have the item ready for you? or smuggling items between systems or trying to
make money running cargo can be handled using the
Selling
default trading rules found in Genesys page 83.
Negotiation against Rarity or the merchant’s
Negotiation. Alternatively, a social check at
increased difficulty.
Selling an item to a merchant is a little different than
buying. Unless you’re just exceptionally convincing,
merchants aren’t interested in the junk you’re trying
to offload. They just want to know how quickly they

52 | Chapter 9 - Equipment
ITEM QUALITIES consumes an additional unit of ammo.
The character may choose to delay firing a fully
SINGULARITY introduces new Item Qualities to charged weapon for one turn, but an action must still
Genesys that enable our weapons to more closely be spent to keep the weapon at its maximum charge.
match the dynamics found in the Mass Effect
Games. Disruptive (Active)
Amplifying (Passive) A weapon with the Disruptive quality is effective at
rattling an enemy’s shields or personal defenses.
Each time a character attacks with this weapon, its When Disruptive is triggered, one target hit by the
damage rating increases by 1 for any attacks made attack is Disrupted for a number of rounds equal to
by that character on the following turn. This effect the weapon’s Disruptive rating. A Disrupted target
is cumulative, adding +1 damage up to the number of has its Melee and Ranged Defense rating reduced by
ranks of this quality. The bonus resets back to 0 if 1.
the weapon is not fired during next turn. Once an
attack is made with the weapon’s maximum damage Empowered Blast (Passive)
bonus, the weapon suffers an automatic Out of This weapon affects a large area around the target.
Ammo result after the attack is resolved. The weapon counts as having the Blast quality,
Backfire (Active) however, the wielder must increase the difficulty of
every combat check made with it by +◆. When
This weapon is not just unwieldy, but downright triggered, the Blast affects all creatures in short
dangerous. When resolving the dice pool of a combat range rather than Engaged.
check made by a weapon with the Backfire property,
the GM may spend ▾ and ▿ results to trigger the *Limited Ammo (Heavy) : 1 vs Limited Ammo: 1
weapon’s own qualities against any character or Most weapons in Mass Effect do not require players
target that was hit by the weapon. This means that to track ammo. When you see the Limited Ammo
the GM may force a weapon to trigger Blast even if a quality listed on a weapon, it is typically used to
player does not want to spend ▴▴ or ▵. If that blast symbolize that the weapon needs time to reload
hits a character (friendly or hostile), the GM may each time it fires the number of shots listed on the
spend further ▾ and ▿ to trigger other weapon property. So while you won’t be keeping track of the
qualities like Knockdown or Disorient. The ▾/▿ cost
number of sniper bullets you’re carrying, it is
for triggering effects this way is equal to the number
important to distinguish between the Black Widow’s
of ▴ or ▵ that the player would spend to trigger
three-shots-then-reload rhythm, and the Widow’s
those same qualities voluntarily.
one-shot tempo.
Charge (Passive) This changes when we look at consumables and
This weapon has an alternate firing mode that allows Heavy Weapons.
it to be “Charged Up” for a number of rounds equal to When you see *Limited Ammo listed with an asterisk
its Charge rating. Charging the weapon requires a in an item entry, that means that your character
character to spend an action on their turn building up should be tracking every shot.
charge, during which the weapon cannot be used to
attack. On the following turn, the weapon gains the The number following the property tells you how
Linked property on its next attack. many units of Ammo that weapon can hold, however,
each shot still consumes one unit of Heavy Weapon
If a weapon has multiple ranks of Charge, for each ammo. So the ML-77 Rocket Launcher, costs 100
additional consecutive round spent charging, credits to fire each shot, but can be fired 18 times
increase the rank of the Linked property on the before being reloaded.
attack by 1. Charging is optional, and a weapon need
not reach its maximum rank to be fired. If a Charge If the *Limited Ammo property lists the word (Heavy)
weapon has the Limited Ammo property, then each before the number, this means that it can be loaded
rank of Linked added to the attack this way generic “Heavy Ammo”, which powers most Heavy

Chapter 9 - Equipment | 53
Weapons at one unit per shot. Other weapons may
list a price in parentheses. These weapons need
unique ammo to fuel particularly powerful attacks.
The ammo is completely unique to the weapon, and
shares its rarity for the purpose of trade.
When reloading Heavy Weapons with *Limited Ammo
(Heavy) property, you do not have to reload the
weapon’s full capacity, but rather, may reload
partially.
Prepare (Passive)
In SINGULARITY, all instances of the Prepare quality
refer to a weapon that requires the character to
perform a number of maneuvers equal to the item’s
Prepare rating before each shot, whether the
character has moved or not. With Prepare ratings
above 1, the maneuvers spread across multiple turns
may count, but reset at the start of combat.
Scope (Passive)
This weapon has a built-in scope or rangefinder.
When you attack with this weapon after taking an
Aim maneuver, add 1 additional ■ to the attack per
rank of this quality
Setup (Passive)
These weapons generate too much recoil to fire
unless braced by a mount such as Bipod, Tripod, or
the Elcor Weapon Mount. A weapon with this quality
requires the character to spend a number of
maneuvers equal to it’s Setup rating attaching the
weapon to the mount before firing with it (in addition
to any maneuvers needed to set up the bipod or
tripod itself).
The Setup must be performed again each time it is
moved from its position.
Removing the weapon from a Bipod or Tripod mount
may be performed as an incidental.

54 | Chapter 9 - Equipment
CLOTHING AND ARMOR Armor
The clothing and armor in SINGULARITY is designed to Armor, or “Combat hardsuits” as they are known in
be modified further through the Hardpoint System. Mass Effect, are reinforced with sheets of ceramic
We’ve kept the basic templates fairly simple and plating on non-flexible parts of the body. Each set of
affordable. armor, regardless of its weight, has a kinetic
barrier generator (“Shields”) that protects the
Species Limitations wearer from projectiles, and can be sealed to allow
the wearer to survive in outer space or harmful
When buying or finding an outfit in Mass Effect, the
environments.
species of the character it was designed for should
be noted in the item entry. Characters may not wear Armor comes in the Light, Medium, and Heavy
an outfit that was not originally created for their variants.
species.
If GMs want to allow species of similar physical builds ARMOR ATTACHMENTS
to share outfits, we recommend that the wearer still No equipment may benefit from the same
suffers a ■ to skill checks tied to Brawn and Agility attachment multiple times.
checks until they can refit the outfit.
Amphibious Modification
When Crafting an outfit, 75% of the value of an
existing outfit can be put towards the Material cost Use With: Any Armor or Clothing.
of crafting the same type of outfit for a different Modifiers: The armor provides enough oxygen for up
species of the same silhouette. to 5 hours of submersion in an airless environment
When buying an outfit for a species that is not as (although it does not protect against Vacuum). In
common in a particular region of the galaxy, adjust addition, the user removes ■ from physical checks
the Rarity of the item by 1-3 steps depending on the due to underwater conditions. Extra tanks have a
species. Rarity of 3, and are priced at 50 Credits.
Clothing Bonus: When applying this attachment to
Clothing Clothing instead of Armor, the character removes one
■ imposed by underwater movement.
Performance Clothing
Hard Points Required: 1.
Foregoing nearly all protection, this clothing is meant
to fit like a glove, and allow the wearer maximum Camouflage
mobility.
Use With: Any Armor or Clothing.
Protective Clothing Modifier: This outfit has been painted to blend in with
Simple clothes designed to protect the wearer from a particular biome (wild or urban). When installing
scrapes and bruises. this attachment, choose one biome that this

Clothing and Armor


Name Def Soak Enc HP Rarity Properties Price
Performance Clothing 1 0 1 2 3 - $ 300
Protective Clothing 0 1 2 2 3 - $ 500
Light Armor 1 1 3 3 4 - $ 1,000
Medium Armor 1 2 4 4 5 ■ to Athletics, Coordination, and Stealth $ 3,000

Heavy Armor 2 2 5 5 6 ■■ to Athletics, Coordination, and Stealth $ 6,000

Chapter 9 - Equipment | 55
modifier applies to. While wearing this outfit, other ■ to the chosen skill while wearing it.
creatures add ■ to any Perception or Vigilance
Hard Points Required: 1.
checks made to detect the character in an
environment where the camouflage would reasonably Custom Style
apply.
Use With: Any Armor or Clothing.
Clothing Bonus: When applying this attachment to
Innate Talent: Respected (When first applying this
Clothing instead of Armor, add ■■, instead of ■.
attachment, choose one social circle that your style
Hard Points Required: 1. appeals to).
Custom Fit Modifiers: Choose one social skill. Add 1 automatic ▴
to checks with that skill while wearing this armor.
Use With: Any Armor or Clothing.
Clothing Bonus: When applying this attachment to
Innate Talent: Knack for It (Choose one skill from Clothing instead of Armor, may choose to add an
below) automatic ▲ to the skill check, rather than the
Athletics, Coordination, Driving, Piloting, Stealth. automatic ▴.
Clothing Bonus: When applying this attachment to Hard Points Required: 1.
Clothing instead of Armor, your character also gains a
Disguise
Clothing and Armor Attachments Use With: Any Armor or Clothing.
Name HP Rarity Price Modifier: This piece of clothing has been modified to
Amphibious Modification 1 3 $ 500
fit in among a certain group of people. Perhaps it is a
uniform of an enemy organization, another species’
Camouflage 1 3 $ 300 traditional garb, or simply inconspicuous casual
Custom Fit 1 2 $ 1000 attire. When installing this attachment, choose one
Custom Style 1 2 $ 1000 type of disguise that this modifier applies to. While
wearing this outfit, other characters add ■ to any
Disguise 1 2 $ 300
Perception or Vigilance checks made to identify the
Elcor Weapon Mount 1-5 4 $ 800 character in an environment where the camouflage
Environmental 1 5 $ 500 or disguise would reasonably apply.
Protection
Clothing Bonus: When applying this attachment to
Improved Shielding 1 6 $ 500 Clothing instead of Armor, add ■■, instead of ■.
Integrated 1 4 $ 300 Hard Points Required: 1
Compartments
Integrated Toolkit 1 4 $ 300 Elcor Weapon Mount
Jump Pack 2 7 $ 800 Use With: Any Armor originally crafted for an elcor.
Kinetic Exoskeleton 2 6 $ 1,000 Modifiers: The armor features a mount that holds
Lightweight Materials 2 3 $ 1,000 two Ranged Light, or one Ranged Heavy or Gunnery
weapon, allowing the wearer to aim and fire the
Reinforced Plating 2 5 $ 8,000
weapons without using his hands or arms (Firing two
Species Refit 1 4 $ 300 weapons simultaneously still incurs a penalty).
Superior 1 6 $ 5,000 The weapon can be swapped out of the mount with
Tactical Visor 1/2 6 $ 500/1000 an Average (◆◆) Mechanics check, taking about five
Tailor-made 1 3 $ 700 minutes. Once affixed, you do not need to spend
maneuvers due to the weapon’s Setup quality.
Trauma System 2 7 $ 2000
Vacuum Sealed 1 5 $ 600
When you fire the weapon installed in this slot,
instead of building the ability of the pool normally, in

56 | Chapter 9 - Equipment
place of Agility, add ◆ equal to the number of Clothing Bonus: When applying this attachment to
Hardpoints this attachment occupies. The number of Clothing instead of Armor, a second toolkit may be
dice may not exceed your character's Intelligence chosen, but the attachment doubles in price.
rating. Hard Points Required: 1.
Hard Points Required: Variable. Choose a number of
Hardpoints between 1 and 5. Jump Pack
Use With: Any Armor
Environmental Protection
Modifiers: During a single Move maneuver that the
Use With: Any Armor or Clothing. character performs during their turn while wearing
Modifiers: Choose one type of hazardous extreme this armor, they may move in any direction vertically
environment (Cold, Hot, Dry, Radioactive, Corrosive, or horizontally. Moving this way still incurs any
etc…). While wearing this outfit, reduce the difficulty penalties or checks (such as Coordination) that may
of any check made to resist the harmful effects of result from tricky obstacles or airspace that the GM
this environment by 1 ◆. deems difficult terrain.
Clothing Bonus: When applying this attachment to The pack may be activated in midair, but once
Clothing instead of Armor, reduce difficulty by 2 ◆◆. activated, the character may not activate the pack
again until they have landed on stable ground.
Hard Points Required: 1.
If the character ends their turn in midair, unless
Improved Shielding suspended by some other means, the character
Improves your armor’s kinetic barrier generator. begins falling at the start of their next turn.
Use With: Any Armor or Clothing. Once while falling as a Move maneuver, the character
can control their fall, descending up to one range
Modifiers: Wearer increases their Defense by 1.
band without taking or accumulating falling damage.
Hard Points Required: 1.
Hard Points Required: 2.
Integrated Compartments
Kinetic Exoskeleton
Use With: Any Armor or Clothing.
Adds small mass effect field generators throughout
Modifiers: The character may store up to 2 weapons the armor to assist with weight distribution.
or pieces of gear of Encumbrance 2 or lower in the
Use With: Any Armor
armor. While stored, these items do not count
towards the character’s Encumbrance Value. Other Modifiers: When wearing this armor, the user
characters suffer ■ to Perception checks made to increases their encumbrance threshold by 5.
detect these items. Hard Points Required: 2.
Clothing Bonus: When applying this attachment to
Clothing instead of Armor, the compartments can
Lightweight Materials
each store an item up to 3 Encumbrance instead of 2. Use With: Any Armor
Hard Points Required: 1. Modifiers: The armor reduces its encumbrance by 2,
and it adds one fewer ■ to Stealth, Athletics, and
Integrated Tool Kit Coordination checks.
Use With: Any Armor or Clothing. Hard Points Required: 2.
Modifiers: When applying this attachment, choose
one type of Toolkit. While wearing this outfit, the
Reinforced
character always counts as having that kit available. Use With: Any Armor or Clothing
Tools from this kit can be drawn or stowed as Modifiers: The outfit gains the Reinforced quality.
incidentals. The outfit also increases its encumbrance by 1

Chapter 9 - Equipment | 57
Hard Points Required: 2. Vacuum Sealed
Species Refit Use With: Any Armor or Clothing
Use With: Any Armor or Clothing Modifiers: While wearing this outfit, the user may
ignore the effects of vacuum or poisonous
Modifiers: If this armor was crafted for a species
atmospheric environments for up to one hour. The
whose build is similar to that of your character, your
built-in filters and air-recycling mechanism must
character ignores ■ from wearing armor belonging to
then recharge for 1 hour, or be swapped out. Extra
the wrong species. This attachment cannot be
filters have a Rarity of 3, and are priced at 50 Credits.
applied to a piece of armor if the two species are too
different in size or shape (GM Discretion). Special: Armor and Clothing originally created for
quarians or volus may be fitted with the Vacuum
Hard Points Required: 1.
Sealed attachment at half price, and the effect lasts
Superior for 1 week rather than 1 day.
Use With: Any Armor or Clothing Hard Points Required: 1.
Modifiers: The outfit gains the Superior quality.
Hard Points Required: 1.
Tactical Visor
Use With: Any Armor or Clothing
Innate Talent: When installing this attachment,
choose one talent from the list below.
Tier 1 - Knack for it (Perception), Rapid Reaction
Tier 2 - Eagle Eyes
Hard Points Required: 1 per Tier of talent chosen.
Tailor-made
Use With: Any Clothing
Modifiers: The wearer may put on or take off the
outfit as a maneuver.
Hard Points Required: 1.
Trauma System
Use With: Any Armor or Clothing. Increase the outfit’s
encumbrance by one.
Innate Talent: Once per session, the user may
activate the attachment as an incidental, counting
as one use of Medigel (although no consumable item
is spent when doing this). Additionally, all medicine
checks made to heal the wearer gain ■.
Synthetic: This attachment may instead be applied
to armor for a Synthetic character, substituting
Repair patches for Medigel, and Mechanics for
Medicine.
Hard Points Required: 2

58 | Chapter 9 - Equipment
RANGED WEAPONS mercs carry an Executioner as backup in case they
get pinned down, but some enthusiasts prefer it as
The ranged weapons available in SINGULARITY fall their primary gun, sticking to the one-shot-one-kill
into 6 categories: Pistols, SMGs, Shotguns, Assault approach.
Rifles, Sniper Riles, and Heavy Weapons
M-11 Suppressor
Pistols The M-11 Suppressor is the
product of the Alliance's
Acolyte Offensive Handgun Project
Designed for that developed an infiltration
the asari resistance, the weapon to be used in close-quarters situations
Acolyte's barrels fire where silence is key. The Suppressor features a built
advanced ammunition similar to that of an impact- -in integral sound moderator that reduces noise and
triggered resonant warp bomb, which has a muzzle flash. Civilian variants of the weapon are
devastating effect on shields and biotic barriers. considered illegal but can be found in some sectors.
Arc Pistol M-3 Predator
The Arc Pistol is a scaled- Manufactured by Elanus Risk
down Arc Projector that uses Control, the Predator is valued
a nonvisible laser to ionize as a powerful, deadly, and
the air and create a path for a relatively inexpensive weapon. While it is not
high-ampere electric shock. For a more damaging generally deployed in the military, where kinetic
blast, it can be charged up. barriers are common, it’s still very popular in
the Terminus Systems where these defenses are
Executioner less common.
Invented by Blood
Pack weapons experts, the M-358 Talon
first Executioner was The Talon is a close-range
improvised using spare parts pistol favored
and scrap metal during an Omega territory dispute. by Cerberus Guardians. Firing
The result was a handheld cannon able to fire high- heavy-gauge shotgun pellets, it delivers massive
impact, armor-piercing slugs, although only one at a trauma to unarmored targets. Its waste heat is
time due to its limited heat sink. Many Blood Pack sufficiently excessive that it carries six separate

Ranged Weapons - Pistols


Name Skill Range Dam Crit HP Enc Properties Rar Price
Acolyte RL Medium 7 4 1 1 Prepare 1, Blast 4, Disruptive 1, Limited Ammo 3 6 $ 400
Arc Pistol RL Medium 4 3 2 3 Charge 1 5 $ 275
Executioner RL Short 8 2 2 2 Limited Ammo 1, Pierce 2, Accurate 1 5 $ 1,025
M-11 Suppressor RL Medium 7 2 2 3 Accurate 1, ■■ added to checks to detect gunfire 5 $ 725

M-3 Predator RL Medium 4 3 2 1 - 3 $ 475

M-358 Talon RL Short 7 3 2 2 Inaccurate 1, Blast 5, Cumbersome 2, Limited Ammo 3 5 $ 375


M-5 Phalanx RL Medium 5 3 2 1 - 4 $ 525
M-6 Carnifex RL Medium 6 3 2 3 Pierce 1, Accurate 1 4 $ 575
N7 Eagle RL Short 5 3 2 1 Auto-Fire 5 $ 500
Scorpion RL Long 7 5 2 3 Blast 6, Limited Ammo 4, Proximity Mine 6 $ 500

Chapter 9 - Equipment | 59
ammunition blocks, rotating like a twentieth-century Scorpion
revolver to prevent shaver jam or misfire due to
premature melting of the shot. Originally issued to
the salarian STG to allow small
M-5 Phalanx units to contain much larger
The M5 Phalanx is the product enemy forces, the Scorpion pistol now sees service
of the Alliance's Offensive galaxy-wide. It fires low-velocity, squash-head
Handgun Project that projectiles with a dual use. The high-explosive filler
developed a close-in weapon to be used on armored within the projectiles contains an adhesive that
or shielded targets with no loss of stopping power in secures the projectile to the target on impact.
comparison to the soldier's assault rifle. Civilian Proximity Mine: As an alternative to firing directly at
variants are often purchased by colonists on planets the target, the projectile can instead be fired at a
that have particularly dangerous big game animals. surface. This does no immediate damage, but for the
next 3 turns, the first enemy to enter engaged range
M-6 Carnifex with the orb will trigger an explosion that deals 6
A highly accurate and lethal blast damage to any engaged targets.
pistol. The Carnifex is a
favored sidearm of mercenary Submachine Guns
leaders and Eclipse mercenary tech specialists. An
expensive but powerful weapon, its marketing
Blood Pack Punisher
materials feature a charging krogan with the slogan The Punisher was developed
"Don't you wish Carnifex was at your side?" by Blood Pack gunsmiths who
found that
N7 Eagle their vorcha recruits
When the Alliance's Offensive frequently forgot to optimize piercing ammo loads in
Handgun Project received the heat of combat. The unique configuration of the
funding to update one of its Punisher makes the process automatic and highly
designs, its engineers chose effective at penetrating armor while maintaining a
to redesign the already impressive Phalanx pistol. high rate of fire.
Like its predecessor, the Eagle is a compact, fully
automatic pistol that delivers unprecedented
Collector SMG
accuracy and punch with a rapid firing rate. The Eagle This short weapon is a hybrid
is named after the Desert Eagle, a classic handgun of mechanical and organic
which gained a romantic reputation among gun parts, some more advanced
collectors, thanks to its popularity in 20th- and 21st- than the Collector assault
century Earth action movies. rifle. It vents heat automatically rather than requiring

Ranged Weapons - Submachine Guns


Name Skill Range Dam Crit HP Enc Properties Rar Price
B.P. Punisher RL Short 5 3 2 2 Auto-Fire, Pierce 2, Inaccurate 1, Unwieldy 3 6 $ 360
Collector SMG RL Short 5 3 0 2 Auto-Fire, Pierce 1 9 $ 325
Geth Plasma SMG RL Medium 4 3 1 2 Auto-Fire, Inaccurate 1, Amplify 3 8 $ 475
M-12 Locust RL Medium 4 3 2 2 Auto-Fire 5 $ 450

M-25 Hornet RL Medium 4 3 2 2 Linked 2, Unwieldy 2 5 $ 400

M-4 Shuriken RL Short 4 3 2 1 Linked 2 4 $ 475


M-9 Tempest RL Short 4 3 3 2 Auto-Fire, Inaccurate 1, Disruptive 2, Disorient 1 5 $ 500
N7 Hurricane RL Short 5 3 2 2 Auto-Fire, Unwieldy 3, Inaccurate 1, Disorient 2 6 $ 250

60 | Chapter 9 - Equipment
thermal clips and, when wielded by a Collector, N7 Hurricane
extends a neural link to their skin at the wrist.
While some militaries pass on
Geth Plasma SMG the Hurricane because of its
This submachine gun shoots lower accuracy,
superconducting toroids that the Alliance feels the gun's rapid firing rate offers
break apart on impact, excellent suppressive fire. A disciplined marksman
retaining an electrical charge that flash-converts the can use the fully automatic submachine gun to chew
shrapnel into plasma. Holding down the trigger through targets with alarming speed. Alliance
speeds up its rate of fire, rapidly depleting the gun’s officers were so pleased with field results that the
heat sink in exchange for nearly continuous fire. Hurricane is now many squadrons' standard-issue
SMG.
M-12 Locust
The Kassa Fabrications Model
Shotguns
12 Locust is a compact At-12 Raider
submachine gun developed for
Carried by
the Alliance but now favored
the batarian military's
by gang enforcers and hitmen. Featuring a complex
notorious Special Intervention
recoil-reducing mechanism and high-grade
Unit, the Raider is a semi-automatic shotgun that
autotargeting software, the Locust delivers longer-
loads slowly but fires rapidly, with tremendous force.
range, more accurate fire than others in its class.
Short-range even for a shotgun, the Raider has a
M-25 Hornet large pellet spread. Rather than eliminating recoil, its
integral compensators instead make it predictable
The Hornet is a long-range
and vertical.
submachine gun created
by Cerberus. It is standard Disciple
equipment for Cerberus
Originally handcrafted for the
troops, who are trained to handle the recoil from the
exclusive use of justicars, the
gun's three-round bursts. Cerberus designed the
Disciple Shotgun's schematics
Hornet to conserve ammunition and provide cover-
were finally released to asari commandos after
fire during prolonged conflicts.
centuries of negotiation. The Disciple uses shells
M-4 Shuriken packed with microscale submunitions to deal
staggering amounts of damage. Even shielded
A common but effective
enemies are stunned by the force of a blast from this
submachine gun. Fires three-
weapon.
round bursts, and can be
pulsed for a higher rate of fire Geth Plasma Shotgun
at the expense of accuracy.
This three-
M-9 Tempest barrelled geth weapon fires
miniature but potent cluster
The commonality of kinetic
rounds of superconducting
barriers has led to increased
projectiles and has a longer range than standard
demand for rapid-fire weapons
shotguns. A two-stage trigger system allows for
like the Tempest. Produced
either quick-fire capacitors or a charge-and-release
by Elanus Risk Control Services for
attack to electrify the projectiles as they exit the
the Eclipse mercenary band, the Tempest is an
weapon. As the rounds hit the target, they fragment
expensive but deadly addition to anyone’s personal
and electricity arcs between the pieces, flash-
arsenal.
converting the air to conductive plasma. The
resulting impact, heat, and electrical charge

Chapter 9 - Equipment | 61
Ranged Weapons - Shotguns
Name Skill Range Dam Crit HP Enc Properties Rar Price
AT-12 Raider RH Short 8 5 3 5 Blast 6, Cumbersome 3, Inaccurate 1, Limited Ammo 2, 7 $ 325
Knockdown
Disciple RH Short 7 4 1 2 Cumbersome 2, Blast 5, Limited Ammo 4, Disorient 2 7 $ 575
Geth Plasma RH Medium 9 3 2 5 Charge 2, Cumbersome 2, Blast 6, Disruptive 1 8 $ 1,600
Shotgun
Graal Spike RH Medium 9 3 3 5 Limited Ammo 3, Cumbersome 3, Knockdown, Charge 1, 7 $ 1,150
Thrower Vicious 1
M-22 Eviscerator RH Short 7 4 2 3 Limited Ammo 3, Cumbersome 3, Blast 5, Pierce 1 6 $ 325

M-23 Katana RH Short 7 4 2 4 Cumbersome 3, Inaccurate 1, Blast 5, Knockdown 5 $ 400


M-27 Scimitar RH Short 6 4 2 3 Blast 4 6 $ 350
M-300 Claymore RH Short 10 4 3 6 Limited Ammo 1, Inaccurate 1, Cumbersome 4, Blast 7, 7 $ 400
Pierce 1
N7 Crusader RH Medium 8 3 3 5 Limited Ammo 4, Cumbersome 4, Accurate 1, Pierce 2 6 $ 600
N7 Piranha RH Short 7 5 2 4 Auto-Fire, Inaccurate 2, Cumbersome 3, Knockdown, 7 $ 550
Blast 5
Reegar Carbine RH Short 7 5 2 4 Blast 5, Disruptive 2, Amplify 2 7 $ 725
Venom Shotgun RH Medium 8 3 3 5 Limited Ammo 4, Charge 1, Blast 6 7 $ 925

and its tight grouping helps wound ballistics at longer


overloads shields and barriers. ranges than standard shotguns. This design also
Graal Spike Thrower violates several intergalactic weapons treaties, so
the M-22 is not distributed to militaries.
The Graal is one of a long line
of krogan weapons used to M-23 Katana
hunt thresher maws. Its Manufactured by Ariake
ammunition consists of oversized flechettes meant Technologies, the Katana is a
to pierce thresher hide and create deep wound common mercenary weapon
channels leading to massive blood loss. For additional and is also popular on colonies
firepower, the weapon is double-barreled, and, as a with varren infestations.
last resort, possesses blades to cause internal
injuries if the wielder is swallowed by the thresher. M-27 Scimitar
Using a Graal on a humanoid target has predictably An elite military shotgun
grisly effects. Its shots can be charged for more capable of rapid fire, this
damage. weapon is deadly at short
M-22 Eviscerator range, but ineffective at long
range. Manufactured by Ariake Technologies, the
The Lieberschaft 2180 Scimitar features twin mass effect generators,
shotgun, or "Eviscerator," is of giving it a more rapid rate of fire than a traditional
human civilian design and has shotgun. This weapon was created for
a unique ammunition generator. Where most modern the Eclipse mercenary band, but is rapidly becoming
firearms shave off chips or pellets from an popular with Blood Pack mercs, as well.
ammunition block, the M-22 shaves off serrated
metal wedges designed to fly aerodynamically. This
dramatically improves its armor-piercing capabilities,

62 | Chapter 9 - Equipment
M-300 Claymore optimized for medium- to long-range
firefights. Alliance marines take issue with calling it a
The Claymore used to be a "rifle" since, technically, it has no rifling in its barrel.
hard-hitting but poor-selling The quarians shrug this off, as quarian weapon
shotgun due to kickback terminology rarely translates flawlessly
problems snapping the arms of anyone but krogan into human languages.
firing the weapon. After a rehaul of its kinetic
dampening system, the Claymore is being rolled out Cerberus Harrier
again. As a way to lure back customers, the gun's These Cerberus-
manufacturer has lowered the shotgun's selling price modified Mattock rifles are
without skimping on its stopping-power. fully automatic. Cerberus
N7 Piranha gunsmiths reined in the recoil issues, resulting in a
gun that stays on target but delivers slightly less
The N7 Piranha is an assault punch per round than a standard Mattock. As such,
shotgun designed for the weapon is typically utilized by Cerberus’s elite
the Reaper war. When troopers who train constantly to make every burst
the N7 program began training alien resistance count.
forces, the lighter-bodied species wanted a low-
recoil weapon with a wide pellet spread for dealing Chakram Launcher
with hordes of husks. The result was the Piranha, The fancifully named
which hit a sweet spot in close-range firepower. Its Chakram Launcher uses an
rapid-fire capability tears apart not only husks but internal fabricator to
most opponents unlucky enough to be in its way.
manufacture lightweight
Reegar Carbine ammunition discs wrapped in holographic tracers.
The discs explode on impact, sending shrapnel
This electrical weapon tearing through the enemy. Markings stamped on the
improves upon the arc gun's barrel are a shipping code created by its
pistol's design by generating a manufacturer, Ama-Lur Equipment. The code warns
sustained current on its target. This weapon is that the rifle must be assembled carefully, as it
named for the quarian Reegar family, whose marines contains mixtures extremely volatile under pressure.
have served valiantly against the geth. This is why the Chakram Launcher requires thermal
Venom Shotgun clips: without a way to dissipate the intense heat
caused by its fabrication process, the rifle's circuitry
The Venom shotgun was would quickly destroy itself in a spectacularly lethal
developed by meltdown.
the salarian Special Tasks
Group to meet the Geth Pulse Rifle
unpredictable needs of those stationed in hostile Geth pulse rifles are
areas. The double barrel fires ammunition that comparable to a standard
detonates on impact, while a third barrel below can stock assault rifle, but finely
be charged to fire a round of microgrenades. balanced with low-recoil and incredibly high accuracy.
The pulse rifle fires a rapid stream of light-weight
Assault Rifles slugs which are wrapped in a phasic envelope to
Adas Anti-Synthetic Rifle increase their damage.
Named in memory of M-15 Vindicator
the quarians killed in
A battle rifle that fires in
the Morning War on the
three-round bursts. Favored
planet Adas, this weapon's
by assassins and elite
electrical attack has been
mercenaries, and deadly at any range. Manufactured

Chapter 9 - Equipment | 63
Ranged Weapons - Assault Rifles
Name Skill Range Dam Crit HP Enc Properties Rar Price
Adas Anti-Synth RH Long 8 4 1 5 Auto-Fire, Blast 6, Disruptive 2, Knockdown 6 $ 1,300
Rifle
Cerberus Harrier RH Long 8 3 3 5 Auto-Fire, Cumbersome 2 6 $ 1,025
Chakram RH Long 6 3 2 4 Limited Ammo 4, Charge 1, Accurate 1, Blast 4 8 $ 750
Launcher
Geth Pulse Rifle RH Long 8 3 2 3 Auto-Fire, Disruptive 1, Disorient 1 8 $ 1,375
M-15 Vindicator RH Medium 8 3 2 4 Cumbersome 2, Pierce 1 7 $ 700
M-55 Argus RH Short 7 3 3 5 Cumbersome 4, Linked 2 5 $ 525
M-7 Lancer RH Medium 8 3 3 4 Cumbersome 3, Auto-Fire, Inaccurate 1 7 $ 975
M-76 Revenant RH Short 8 4 3 5 Auto-Fire, Inaccurate 1, Cumbersome 3, Pierce 2 7 $ 950
M-8 Avenger RH Medium 7 3 3 3 Auto-Fire, Cumbersome 2 5 $ 825
M-96 Mattock RH Long 8 3 2 4 Pierce 1, Accurate 1 6 $ 1,000
N7 Typhoon RH Medium 7 3 3 6 Auto-Fire, Cumbersome 4, Inaccurate 1, Amplify 5, 7 $ 2,125
Deflective 1
N7 Valkyrie RH Medium 9 3 3 5 Linked, Cumbersome 6 $ 1,075
Phaeston RH Medium 7 3 2 4 Auto-Fire, Cumbersome 3 6 $ 550
Particle Rifle RH Long 6 3 1 5 Auto-Fire, Accurate 1, Amplify 5 9 $ 1,375
Striker A.R. RH Medium 8 4 2 5 Auto-Fire, Cumbersome 3, Blast 6, Accurate 1 7 $ 850

by Elanus Risk Control Services for the Blue Suns are in existence.
mercenary group, the Vindicator is popular in the
Terminus Systems.
M-76 Revenant
The M-76 Revenant
M-55 Argus unleashes a storm of deadly
The Argus is a high-powered high-velocity slugs. It has low accuracy but a high
rifle favored by senior C-Sec thermal clip capacity, and packs considerable
officers. An excellent close- firepower. This custom-made machine gun features
range weapon, its bursts of fire ensure ammunition technology not widely available.
conservation during lengthy conflicts. Other law-
enforcement agencies across the galaxy are
M-8 Avenger
adopting the Argus as their standard rifle, as much The Avenger is a common,
for its intimidation factor as its suppression power. versatile, military-grade
assault rifle manufactured by
M-7 Lancer the Elkoss Combine. It's
The M-7 Lancer is a rare accurate when fired in short bursts, and deadly when
collector's item that was fired on full auto. The modular design and
introduced shortly after inexpensive components of the Avenger make it a
the First Contact War. The favorite of military groups and mercenaries alike. The
Lancer has been refurbished by an unknown master rifle has a reputation for being tough, reliable, easy
weaponsmith, and it now uses the higher velocity to use, and easy to upgrade.
rounds of today's weaponry. It does not need heat
sinks, instead utilizing weapon heat-generation from
an earlier era. Few of these finely crafted weapons

64 | Chapter 9 - Equipment
Rifle is a stripped-down, powerful assault rifle
M-96 Mattock modified to fire without thermal clips or specialized
Medium-range, semi- ammunition. Alliance Scientists agree that it appears
automatic rifle. The Mattock to share some principles with the Collectors' particle
is a hybrid weapon with an beam weapon, although this gun requires a
assault rifle's low heat production and a sniper rifle's temporary cool-down period if it overheats. An
punch. Marksmen favor its increased power over that amalgam of two different eras of technology, the
of an assault rifle to bring down hardened targets. Its particle rifle is still a deadly, efficient weapon.
lack of a full-auto setting is advertised as a feature
rather than a shortcoming as it curbs a soldier's
Striker Assault Rifle
tendency to spray inaccurate fire under stress. The Striker is a fully-
automatic weapon that
N7 Typhoon functions more as a grenade
The Typhoon is a distinctive launcher than a rifle, firing high-impact slugs that
light machine gun featuring a detonate on contact. The weapon increases its rate
face shield to protect the of fire the longer the trigger is held, which is
shooter from headshots. Its power and recoil are so devastating if the weapon can be kept on-target. In
notorious that it includes a high-tech kinetic reducer an attempt to market the Striker outside of
to fight muzzle climb. the Krogan DMZ, the gun was designed to be fired by
non-krogan, but its recoil tends to off-balance
N7 Valkyrie smaller species. Enthusiasts point out that the
After the carnage of target on the receiving end of a Striker has far worse
the Battle of the things to worry about than its shooter's balance.
Citadel, Alliance officers
commissioned a new rifle for Sniper Rifles
their ground forces. A variation of the Black Widow
popular Avenger design, the Valkyrie is now standard
issue for new recruits. Exceptionally well-crafted, The Alliance wanted to reduce
accurate, and packing ample firepower, the rifle is a the reload time of the original
hot black-market item when it surfaces. Widow rifle, without sacrificing its stopping power.
The solution was to increase the number of shots
Phaeston the gun could fire before it needed a fresh thermal
Named after a turian spirit of clip. Heavy for a sniper rifle, the Black Widow's
creation, the Phaeston was firepower more than compensates for its
engineered to provide the best encumbrance.
possible balance between accuracy and firepower in Javelin
a machine gun. Each shot is tempered by kickback
dampeners inside the shoulder stock, which lets the Called the Javelin
Phaeston pack more punch than other weapons its by Alliance marines,
size without sacrificing precision. Its fully automatic this geth weapon holds a
fire and relatively light weight has turned the reservoir of ferrofluid, magnetically drawn into the
Phaeston into the turian infantry's primary go-to firing chamber and expelled at lethal speeds. Like a
weapon. high-pressure water-jet, the ferrofluid cuts through
nearly anything it hits with so much heat that it
Particle Rifle resembles a beam of light, causing terrible wounds.
After the Reapers obliterated Kishock Harpoon Gun
the Prothean Empire's
warships, the Prothean An Alliance captain on her fifth
resistance was forced to develop weapons that did tour of the Terminus
not rely on intact supply lines. The Prothean Particle Systems once said that

Chapter 9 - Equipment | 65
Ranged Weapons - Sniper Rifles
Name Skill Range Dam Crit HP Enc Properties Rar Price
Black Widow RH Extreme 9 3 3 6 Limited Ammo 3, Scoped 2, Pierce 1, Cumbersome 3 8 $ 1,025
Javelin RH Extreme 10 3 3 7 Limited Ammo 1, Cumbersome 3, Scoped 1, Pierce 1 8 $ 775
Kishock Harpoon RH Long 10 2 0 5 Limited Ammo 1, Scoped 1, Vicious 2, Charge 1, Pierce 2 7 $ 3,675
Krysae SR RH Extreme 8 5 2 5 Limited Ammo 3, Cumbersome 4, Blast 6, Scoped 1, 7 $ 850
Pierce 1
M-13 Raptor RH Long 6 3 3 5 Cumbersome 2, Scoped 1, Linked 2 6 $ 825
M-29 Incisor RH Long 6 3 2 4 Cumbersome 3, Scoped 1, Linked 2, Pierce 1 6 $ 975
M-90 Indra RH Long 6 3 3 5 Auto-Fire, Cumbersome 2, Scoped 1 6 $ 650
M-92 Mantis RH Extreme 9 3 3 5 Scoped 2, Limited Ammo 1, Pierce 2, Cumbersome 3 5 $ 1,225
M-97 Viper RH Extreme 7 3 2 4 Cumbersome 2, Pierce 2, Scoped 2 6 $ 1,200
M-98 Widow RH Extreme 10 3 2 6 Limited Ammo 1, Cumbersome 3, Scoped 2, Pierce 2 7 $ 1,050
N7 Valiant RH Extreme 8 3 3 5 Limited Ammo 3, Scoped 2 6 $ 1,025

seeing a Kishock was the easiest way to tell if she M-29 Incisor
was being attacked by batarian mercenaries or The Incisor is a sniper rifle
slavers, since "no bastard with a Kishock means to designed to overload active
take you alive." This powerful sniper rifle fires a defenses. Firing three rounds
harpoon-like spike that causes massive internal with each pull of the trigger, the Incisor was initially
bleeding, and its miniaturized disruptors will also advertised as having negligible recoil, although under
destroy synthetics. The rifle’s biggest drawback is real combat conditions the second and third rounds
that it must be reloaded after every shot, but for frequently climb in difficulty. The noise of the burst
those with steady aim and good timing, one shot is is comparable to a single rifle shot in duration,
enough. making it no easier to locate the sniper by sound.
Krysae Sniper Rifle M-90 Indra
This turian antimateriel rifle is The Indra's low-powered
modified to kill Reaper scope makes it less effective
enemies. Its specialized ammunition is both armor- at very long ranges, but many
piercing and explosive. In a desperate move, the soldiers believe this limitation is offset by the gun's
turians released its specifications over the extranet rapid rate of fire. The Indra is the first military-grade,
so that nearly anyone with a fabricator could fully automatic sniper rifle. It has an extremely
manufacture this weapon to help the war effort. efficient heat-sink system that allows a surprisingly
M-13 Raptor large number of shots to be fired before the weapon
ejects its thermal clip.
The Raptor is a human version
of a turian weapon developed M-92 Mantis
for conflict on the low-gravity The Mantis is a powerful
world Amar. Fighting at longer ranges than expected, sniper rifle able to take out
the turians optimized a low-recoil, semi-automatic most targets in a single shot.
rifle with a scope, and issued it to their regular It's incredibly accurate at long range, but rate of fire
infantry, creating a hybrid weapon that was half- is slow. Manufactured by Devlon Industries, the
assault rifle and half-sniper weapon. Mantis is primarily used by police and planetary
militia groups.

66 | Chapter 9 - Equipment
M-97 Viper Capable of taking down multiple enemies with a
single well-placed shot.
The Viper is a semi-automatic,
rapid-fire sniper rifle This profile shown in the item table is for the M-100's
manufactured by Rosenkov typical use: firing standard Frag Grenades, which can
Materials. Rosenkov developed a patented be bought in packs of ten for 500 credits. However,
automated-release system that assists with the chambers can also be loaded with any other type
thermal-clip ejection, shortening the Viper's reload of grenade. When you do so, replace the Damage,
time. This rifle is popular with military snipers, who Crit, Blast, and Limited Ammo properties of this
appreciate a long-range gun that can snap off weapon with those of the grenade being fired.
multiple shots in the blink of an eye.
M-451 Firestorm
M-98 Widow The Firestorm is an anti-
Several research firms spent personnel and anti-armor
a considerable fortune trying flamethrower that can accept
to redesign the Widow sniper a wide variety of liquid fuels. It fires a sticky spray
rifle. Their goal was to retain the geth weapon's that burns at approximately 1,600 degrees Celsius
considerable firepower while reducing its recoil, so over a wide area.
that the gun could be fired without breaking a
nonsynthetic's arm. After much trial and error, one
M-622 Avalanche
company finally produced a usable model rolled out to Nicknamed the “Cryo-Blaster”,
the galactic market. the Avalanche uses modified
Cryo-Ammo technology to
N7 Valiant generate a mass effect
The Valiant is a sniper rifle containment bubble that, when detonates, deploys a
tested by Alliance soldiers mass of super-cooled subatomic particles capable of
during a series of harsh snap-freezing impacted objects.
survival exercises on the planet Kruljaven. This
streamlined weapon employs a sophisticated fire-
M-490 Blackstorm
control system that improves accuracy by stabilizing The Blackstorm, colloquially
the barrel during targeting. called the "black hole gun"
encases a few particles of
HEAVY WEAPONS matter within a high-powered
mass-increasing field, elevating them to near-infinite
ML-77 Missile Launcher mass. This creates a gravitational singularity that
Missile launchers are draws nearby enemies and objects inward for a short
surfacing with increasing time. The rapidly-increasing gravity near the
frequency among singularity's event horizon rips objects apart. The
the Terminus Systems mercenary bands, but their mass effect field soon destabilizes and returns to
origin is unknown. Each projectile features a friend-or normal mass, with explosive results.
-foe recognition system, ensuring it will find a hostile
M-920 Cain
target - though not necessarily the one in the
crosshairs. The player may spend ▵ to activate the The effectiveness and
Breach quality. The GM may spend ▿ to trigger the efficiency of mass-effect-
Guided quality on a target of his choice. based weapon technology has
rendered large-scale
M-100 Grenade Launcher deployment of highly
Rapid-fire grenade launcher explosive weaponry all but obsolete in infantry
favored by Blood weapons.
Pack vorcha mercenaries. Normandy's scientists have prototyped a modified

Chapter 9 - Equipment | 67
version of traditional high- multiple unarmored
explosive rounds that is opponents. With the Hydra, a
applied to a 25-gram slug. soldier no longer needs to
When accelerated to 5 km/s, choose between the two.
the round is devastating.
The Hydra releases a barrage of miniature missiles,
Though a technically inaccurate label, this prototype
each guided by an independent homing system that
weapon is nicknamed the "Nuke Launcher," and its
seeks out exposed enemies. On impact, three shaped
high-explosive matrix generates an archetypical
charges per missile explode in sequence.
mushroom cloud on impact.
Players may spend ▴▴▴ or ▵, and GM’s may spend
Arc Projector ▾▾▾ or ▿ to activate the Blast quality on up to 2
The arc projector ionizes targets with a nonvisible other targets within the weapon’s range.
laser to ready them for a high-voltage electrical
attack. As the lightning-like bolt hits its first target,
Geth Spitfire
a sophisticated autotargeting Like the geth plasma shotgun, the Spitfire is not a
system paints succeeding true energy weapon. Instead, the minigun
targets with the ionization magnetically flings clusters of superconducting
laser, allowing the electricity toroids. These donut-shaped projectiles are designed
to take the path of least to shatter upon impact, arcing electricity between
resistance and arc between them. An entire enemy the fragments and flash-converting them to plasma.
strike team can be shocked to death with a few pulls The gun's punishing, automatic blasts impact with
of the trigger. the heat of a cutting torch.
The GM may spend ▾ ▾ or ▿ to activate the Auto- The weapon's stopping power
Fire quality on one target of his choice. has garnered the attention of
both Alliance
Collector Particle Beam and quarian intelligence, who
The amount of energy theorize that the Spitfire may
required to create a have been designed to destroy
destructive beam is several other geth. Enough Spitfires have
orders of magnitude more been found in the field to suggest that the weapon is
than the amount needed to launch a high-velocity out of the prototyping stage, and that a schism
projectile via a mass effect field. This makes among synthetics may have forced them into
weapons like the Particle Beam impossible to find production.
unless scavenged from a Collector stronghold.
Precise and lethal, this focused-radiation weapon
Defense Turret
can pierce through most materials. Available in Light, Medium or Heavy, Defense Turrets
encompass any variety of stationary anti-infantry
Cobra Missile Launcher guns which are too heavy for the average person to
Though it looks identical to the M-560 Hydra, the carry around.
Cobra is a single shot launcher that fires a missile With their high cyclic rate of fire and their excellent
directly at the target. It is powerful enough to penetration and stopping power, light repeating
destroy a target on contact and has a small area of blasters grant a squad of infantry the power to take
effect. The downside to the Cobra is its limited on the toughest foes and even to engage with light
missile supply. Choose your targets carefully. and medium armored vehicles.
Hydra Missile Launcher Turrets may come equipped with the Tripod Mount
Before the introduction of the M-560 Hydra, missile attachment.
launchers either focused on bringing down a single
armored target or simultaneously neutralizing

68 | Chapter 9 - Equipment
Ranged Weapons - Heavy
Name Skill Range Dam Crit HP Enc Properties Rar Price
M-451 G Short 9 2 3 8 Cumbersome 3, Backfire, Burn 4, Blast 9, 7 $ 2,000
Firestorm Vicious 2, Sunder 1, Limited Ammo (Heavy): 5
ML-77 Missile G Extreme 12 4 4 7 Cumbersome 3, Blast 12, Guided 3, Limited 6 $ 7,500
Launcher Ammo (Heavy): 18
M-100 Grenade G Medium 8 4 3 5 Cumbersome 3, Blast 6, Limited Ammo (Frag 6 $ 1,250
Launcher Grenades): 10
M-622 G Medium 6 2 0 3 Prepare 1, Blast 6, Concussive, Vicious 2, 6 $ 2,000
Avalanche Limited Ammo (Heavy): 5
M-490 G Medium 3 6 1 5 Cumbersome 4, Backfire, Prepare 1, Slow-Firing 10 $ 3,000
Blackstorm 1, Empowered Blast 8, Ensnare 2, Knockdown,
Concussive, Limited Ammo (Blackstorm - 400):
2
M-920 Cain G Extreme 20 2 2 7 Cumbersome 4, Backfire, Prepare 3, Slow-Firing 9 $ 10,000
2, Empowered Blast 15, Breach 1, Vicious 4,
Knockdown, Concussive, Limited Ammo (Cain -
3000): 1
Arc Projector G Medium 12 4 3 5 Cumbersome 3, Backfire, Prepare 1, Auto-Fire 7 $ 5,000
(Only), Disruptive 2, Limited Ammo (Heavy): 10
Collector G Long 10 2 4 8 Cumbersome 4, Breach 1, Linked, Accurate 1, 9 $ 5,000
Particle Beam Prepare 1, Limited Ammo (Collector - 200): 5
Cobra Missile G Medium 16 3 4 7 Cumbersome 3, Blast 14, Pierce 2, Limited Ammo 7 $ 8,000
Launcher (Heavy): 1
Hydra Missile G Extreme 20 2 4 7 Cumbersome 3, Prepare 1, Breach 1, Blast 10, 7 $ 8,000
Launcher Guided 3, Limited Ammo (Heavy): 1
Geth Spitfire G Long 12 3 4 8 Auto-Fire (Only), Cumbersome 6, Pierce 1, 8 $ 4,000
Disruptive 1, Limited Ammo (Heavy): 5
Light Defense G Long 11 3 4 7 Cumbersome 4, Auto-Fire, Pierce 1, Limited 6 $ 3,000
Turret Ammo (Heavy): 5
Medium G Long 13 3 4 9 Setup 2, Cumbersome 5, Auto-Fire, Pierce 1, 7 $ 6,000
Defense Vicious 1, Limited Ammo (Heavy): 5
Turret
Heavy Defense G Extreme 15 3 4 10 Setup 3, Cumbersome 6, Auto-Fire, Pierce 2, 8 $ 7,000
Turret Vicious 1, Limited Ammo (Heavy): 5

Chapter 9 - Equipment | 69
Melee Weapons
Name Skill Range Dam Crit HP Enc Properties Rar Price
Asari Sword Melee Engaged +2 2 2 1 Pierce 2, Vicious 3 6 $ 450
Armored Shield Melee Engaged +0 6 2 2 Defensive 1, Deflection 1, Inaccurate 1, 3 $ 80
Knockdown
Biotic Lashes Melee Engaged +1 3 2 1 Backfire, Ensnare 1, Disruptive 1, Pierce 2, 7 $ 400
Inaccurate 1, Unwieldy 3
Blunt Weapon Brawl/ Engaged +1 4 1 1 Disorient 3 0 $ 25
Melee
C-Sec Baton Melee Engaged +2 3 1 1 Disorient 3, Stun Damage 2 $ 70
C-Sec Stun Baton Melee Engaged 6 4 1 1 Disorient 3, Disruptive 1, Stun Damage 3 $ 160
C-Sec Stun Gun Melee Engaged 5 6 1 1 Stun 3, Disruptive 1, Stun Damage 3 $ 100
Improvised (Small) Melee Engaged +1 5 - 1 Inferior 1, breaks on ▾▾ or ▿ - -
Improvised (Medium) Melee Engaged +2 5 - 3 Inferior 1, breaks on ▾▾ or ▿ - -
Improvised (Large) Melee Engaged +3 5 - 4 Inferior 1, breaks on ▾▾ or ▿ - -
Krogan Hammer Melee Engaged +3 2 2 4 Sunder, Knockdown, Cumbersome 3, Vicious 3 5 $ 750
Mono-blade Knife Melee Engaged +1 2 1 1 Pierce 2 3 $ 240
Mono-blade Sword Melee Engaged +3 2 2 1 Pierce 2, Defensive 1 3 $ 480

and often frustrating prototypes.


MELEE WEAPONS
Blunt Weapon
Armored Shield
This entry includes any blunt handheld item that can
A favorite of heavy troops such as the Cerberus function capably as a weapon in ordinary hand-to-
Guardians, this large shield can provide the wielder hand combat. Brass knuckles, hammers, staves, all
protection from both ranged and melee attacks. count as Blunt Weapons, and can be used with either
While it is not ideal for dealing damage, a strong the Brawl or Melee skill.
impact from a melee attack made with this shield can
knock a target off their feet. C-Sec Baton/Stun Baton/Stun Gun
Asari Sword While soldiers, mercenaries, and assassins may
prefer the superior power of more impressive
Asari huntresses are masters of silent stalking and weapons, there are peaceful civilized places of the
killing. Many combine blades and biotics, charging galaxy where the vast majority of people do not walk
forward at mind-bending speeds before swinging around in head-to-toe armor. Police forces need non
their swords with enhanced power. While true asari- -lethal options for taking down thieves, dispersing
made swords of this variety are rare, the thrilling riots, and breaking up barfights.
heroics portrayed in the vids have inspired collectors
and enthusiasts to seek out or produce replicas that Improvised Weapons
are almost as good as the real thing. Improvised Weapons function as described in
Biotic Lashes Genesys pg. 109.
These exotic empowered whips can be used to bind a Krogan Hammer
target or deliver a disrupted shock to an armor’s A brutal weapon, the incredible force of this
kinetic barriers. In the wrong hands, the wielder is mechanized hammer is enhanced by precision
just as likely to shock himself with these unstable pistons and mass effect fields.

70 | Chapter 9 - Equipment
Explosives
Name Skill Range Dam Crit HP Enc Properties Rar Price
Frag Grenade RL Short 8 4 0 1 Blast 6, Limited Ammo 1 3 $ 50
Inferno Grenade RL Short 8 4 0 1 Backfire, Blast 5, Burn 2, Limited Ammo 1 4 $ 100
EMP Grenade RL Short 8 4 0 1 Backfire, Blast 6, Disruptive 2, Sunder, Limited Ammo 4 $ 150
1, Damage is dealt to System Strain of devices, or
Strain of Synthetics caught in the blast
Flashbang RL Short 4 6 0 1 Backfire, Stun Damage, Blast 4, Concussive 1, Limited 3 $ 150
Grenade Ammo 1
Cluster Grenade RL Short 8 4 0 1 Backfire, Blast 6, Limited Ammo 1, Auto-Fire, 4 $ 100
Inaccurate
C-Sec Knockout RL Short 12 - 0 1 Backfire, Blast 10, Stun Damage, Limited Ammo 1 3 $ 125
Grenade
Homing Grenade RL Short 12 4 0 1 Backfire, Blast 12, Guided 3 6 $ 150
Lift Grenade RL Short 10 5 0 1 Backfire, Blast 8, Concussive 2, Disorient 5, Limited 6 $ 100
Ammo 1
Nightshade Blade RL Short 8 - 0 1 Backfire, Blast 7, Pierce 3, Stun Damage, Limited 7 $ 100
Grenade Ammo 1
Sticky Grenade RL Short 16 3 0 1 Backfire, Blast 4, Limited Ammo 1, Pierce 3 5 $ 100
Anti-Personnel Mech Engaged 12 3 0 3 Blast 4, Vicious 4, Limited Ammo 1 3 $ 850
Mine
Anti-Vehicle Mine Mech Engaged 25 2 0 4 Blast 2, Breach 4, Limited Ammo 1 5 $ 1,500

Mono-blade Knife/Sword Ranged (Light) weapon, or can be loaded into the M-


100 Grenade Launcher. If you choose to load multiple
Crafted with a monomolecular blade, this all-purpose grenade types into the launcher, make sure to track
knife is suitable for wilderness survival and hand-to- the order in which the various types were loaded into
hand combat. The larger version can represent any the spinning chambers.
ordinary blade such as a machete or katana.
Grenades can be set to detonate on impact or set
EXPLOSIVES with a timer to detonate up to 3 rounds after being
activated at the beginning of the attacker's action.
Most of the explosives listed above can be rigged to
explode based on a timer or proximity detection. Some also have a "dead man's" or pressure switch
that, once pressed, detonates immediately upon
Setting an explosive does not require a check until its release.
attack triggers.
Anti-Personnel Mines
Characters may attempt to spot a planted explosive
by making a Perception check with a difficulty equal Cheap, easy to use, and frightfully efficient
to the saboteur’s Skullduggery skill rating. weapons, anti-personnel mines come in a number of
forms. Mines can be set to go off on a timer, or when
Characters may also attempt to disarm an explosive
they detect a creature entering engaged range.
by making a Skullduggery or Mechanics check with a
difficulty equal to the saboteur’s Mechanics. The major drawback to anti-personnel mines is that
they can inadvertently target allies.
Grenades
Anti-Vehicle Mines
Grenades come in a dizzying array of variations but
for the most part, they all function the same way. Anti-vehicle mines are large, heavy explosive devices
Grenades can be used on their own as a thrown designed to destroy tanks, rovers, and other

Chapter 9 - Equipment | 71
landborne vehicles. Modifiers: +1 Vicious
They feature both an adjustable pressure switch Hard Points: 1
that can be set to detonate at a certain weight
threshold and a proximity sensor that detects Encrypted Safety Switch
vehicles passing nearby. Use With: Any Ranged Weapon.
Anti-vehicle mines are usually deployed in groups, Modifiers: The weapon only functions in the hands of
depending on their intended use, and are used to its authorized owner. Attempts to override this
protect fortifications and encampments as well as to security feature require a Hard (◆◆◆) Hacking
deny vehicle access to battlefields and sensitive check. Failing this check causes the weapon to self-
areas. destruct, destroying itself and inflicting one critical
While quite deadly, anti-vehicle mines present little injury on the intruder.
danger to personnel, as even at their most sensitive Hard Points Required: 1.
setting, they require the weight of a vehicle to be set
off. Extended Barrel
Use With: Any Ranged Weapon
WEAPON ATTACHMENTS Modifiers: This weapon’s range is increased by one
Balanced Hilt range band, to a maximum of Extreme Range. The
Use With: Any Melee weapon weapon gains the Cumbersome 2 quality, or it
increases its existing Cumbersome quality by 2.
Modifiers: +1 Accurate
Hard Points Required: 1.
Hard Points: 1
High-Velocity Barrel
Bipod Mount
Use With: Any Ranged (Heavy) weapon
Use With: Any Ranged (Heavy) or Gunnery Weapon
Modifiers: +1 Accurate
Modifiers: Decreases the weapon’s Cumbersome
Rating by 2 when firing from a prone or crouched Hard Points: 1
position (or when the character could otherwise Kinetic Boosters
brace with the bipod).
Use With: Any Melee Weapon
Hard Points: 1
Modifiers: Decreases the Critical rating of the
Custom Holster weapon by 1, to a minimum of 1. Pierce +1.
Use With: Any Weapon Hard Points: 1
Modifiers: While it is concealed, add ■ to Perception Laser Sight
checks made detect this weapon. In addition, choose
one of the two bonuses: Use With: Any Ranged Weapon.

 This weapon may be drawn or stowed as an Modifiers: Allows the Shooter to aim as an incidental
incidental. once per round at short range. Decreases the
difficulty of Perception checks made to locate the
 Gain a ■ to combat checks made with this shooter by 1 ◆.
weapon against targets that have not acted in
this encounter. Hard Points Required: 1.

Hard Points Required: 1. Magazine Upgrade


Deadly Edge Use With: Any Ranged Weapon that does not have the
Limited Ammo property.
Use With: Mono-blade Knife, Mono-blade Sword,
Asari Sword, any melee weapon with blade. Modifiers: When the GM would spend ▿ or ▾▾ to

72 | Chapter 9 - Equipment
cause the weapon to run out of ammunition, it Hard Points Required: 2
requires an additional ▾ to have that effect apply to
this weapon. Power Magnifier
Hard Points Required: 1. Use With: Any Weapon

Omni-Bayonet Modifiers: While wielding this weapon, the character


adds a ■ to all combat checks made with Biotic
Use With: Any Ranged (Light) or (Heavy) weapon Attack or Tech Attack powers.
Modifiers: Enables the weapon to be used in melee Hard Points Required: 1.
combat with the following profile at the user’s
choice: (Melee; Damage +1, Crit 2; Range[Engaged]; Spare Thermal Clips
Pierce 2, Inaccurate 1, Vicious 1) Use With: Any Ranged Weapon
Hard Points Required: 2 Modifiers: Once per encounter, the wielder may
Piercing Mod reload this weapon as a maneuver rather than an
action.
Use With: Any Weapon
Hard Points Required: 1.
Modifiers: Increase the weapon’s damage and Pierce
Rating by 1. Supressor
Use With: Any Ranged Light Weapon
Weapon Attachments Modifiers: Enemies add ■■ to any Perception or
Vigilance checks made to determine the shooter’s
Name HP Rarity Price
location based on the sound of weapon fire.
Balanced Hilt/High- 1 5 $ 1,000
Velocity Barrel Hard Points Required: 1.
Bipod Mount 1 3 $ 100 Superior Weapon Customization
Custom Holster 1 3 $ 250 Use With: Any Weapon
Deadly Edge 1 2 $ 100
Modifiers: The weapon gains the Superior quality.
Encrypted Safety Switch 1 4 $ 350
Hard Points Required: 1.
Extended Barrel 1 5 $ 1,000
Kinetic Boosters 1 4 $ 1,000
Scope
Laser Sight 1 4 $ 500 Use With: Any Ranged weapon that does not already
have the Scoped quality.
Magazine Upgrade 1 3 $ 100
Omni-Bayonet 1 2 $ 300
Modifiers: Weapon gains the Scoped quality.
Piercing Mod 2 3 $ 1,500 Hard Points: 1
Power Magnifier 1 7 $ 1,000 Thermal Sight
Scope 1 3 $ 250 Use With: Any Ranged Weapon
Spare Thermal Clips 1 2 $ 200
Modifiers: The character may observe and target
Suppressor 1 3 $ 750 enemies to whom line of sight is obstructed by
Superior Weapon 1 7 $ 750 smoke, debris, foliage, or solid matter that is no more
Customization than 3 feet thick. At the GM’s discretion, the target
Target Tracking Sight 1 6 $ 150 might receive additional defense or even soak to
reflect the difficulty of shooting through a solid
Thermal Scope 1 5 $ 1,000
object. Certain construction materials may also
Tripod Mount 2 3 $ 250 prevent thermal sight. This attachment does not
Ultralight Materials 1 4 $ 400 improve the weapon’s ability to penetrate objects,

Chapter 9 - Equipment | 73
only to see through them.
Hard Points Required: 1.
Target-Tracking Sight
Use With: Any Ranged Weapon.
Modifiers: Remove the ■ added by the Called Shot
use of the Aim maneuver on attacks made with
weapon.
Hard Points Required: 1
Tripod Mount
Use With: Any Ranged (Heavy) or Gunnery weapon.
Modifiers: Decreases the weapon’s Cumbersome
rating by 3. May not move the weapon (except to
pivot) once tripod is set up. Setup requires 2
maneuvers, however, breakdown can be performed
as an incidental thanks to its built-in quick-collapse
mechanism.
A gun may only benefit from one mount attachment
at a time.
Hard Points Required: 1
Ultralight Materials
Use With: Any Weapon
Modifiers: Decrease the weapon's encumbrance by 1
(to a minimum of 1). Add ■■ to checks made to
detect this weapon using scanning technology.
Hard Points Required: 1

74 | Chapter 9 - Equipment
TOOLKITS Toolkits
On Genesys pg. 93, a framework is suggested for Name Enc Rarity Price
handling most questions regarding the handling of Cosmetics Kit 1 3 $ 300
tools.
Cosmetics Kit (Deluxe) 2 6 $ 1,000
The most important feature of a toolkit is the fact Doctor’s Kit 1 3 $ 250
that it enables characters to take certain actions
that they otherwise not have been able to take. Doctor’s Kit (Deluxe) 3 5 $ 600
Infiltrator’s Tools 2 5 $ 250
Without the tools available, the GM may rule that a
character may not even attempt to make a repair or Infiltrator’s Tools (Deluxe) 3 7 $ 800
perform medical procedure. Or the player may be Investigator’s Kit 1 4 $ 250
allowed to attempt it, but with a ■■ penalty.
Investigator’s Kit (Deluxe) 2 6 $ 600
Under certain conditions, possessing the right tools Technician’s Kit 1 3 $ 300
for the job can grant the character a ■ to checks
Technician’s Kit (Deluxe) 3 6 $ 800
where having those tools can present a significant
advantage. Surveyor’s Kit 1 3 $ 400

Toolkits presented here are shown in two versions: Surveyor’s Kit (Deluxe) 2 5 $ 800
basic, and Deluxe. The Deluxe versions of the tools Xenologist’s Kit 1 3 $ 200
bring a little more utility to the table, and add ■ to all Xenologist’s Kit (Deluxe) 2 5 $ 600
checks made with the tools, rather than only some.
Cosmetics Kit Compact and rugged, Doctor’s Kits are found
anywhere a serious injury may occur. While the exact
Used by make-up artists on holovid sets, as well as contents may vary slightly depending on race or
spies and courtesans, this kit contains everything manufacturer, they generally contain all of the tools
your character needs to change their appearance in a and supplies a trained medic would need to tend to a
matter of minutes. It includes make-up, wigs, wounded comrade of nearly any race. This includes
headpieces, prosthetic features, contacts with common medical diagnostic tools, sterile surgical
various eye colors, and a small VI tailor drone that can instruments, disinfectants, anesthetics, common
make last minute alterations to a garment. For the prescription drugs, and medigel injectors.
most part, the basic version of this kit allows your
character to either go unnoticed, or impersonate a Deluxe: The deluxe kit also contains a collapsible
member of his own species. stretcher, a portable dialysis machine, a medical
scanner, and a diagnostic database accessible via
Deluxe: The deluxe kit contains additional features Omni-Tool. This deluxe kit grants ■ to all Medicine
that allow your character to impersonate a different checks, and individuals using it decrease the
species of its same silhouette profile. Featuring a difficulty of any Medicine checks they make to heal
holographic illusion matrix that can project an image Critical Injuries by 1 to a minimum of Easy (◆).
(programmed or scanned) to fool visual inspection,
voice modulator, and a DNA spoofer that can Explorer’s Kit
replicate a sample of hair or skin to fool bioscanners, Containing a multi-tool, climbing gear, a camp stove,
the deluxe version of this kit provides ■ to Deception backup firestarting materials, rope, a compact
rolls made to impersonate another character, or shovel, a collapsible shelter for two, thermal
remain inconspicuous in a crowd. The kit may also be blankets, and a portable water filter, the explorer’s
used to simply improve one’s own physical kit is essential for surviving in the wilderness and
appearance, granting ■ to any social check traversing through exotic planets.
incorporation seduction against a target attracted to
the character’s species/gender. Deluxe: At double the cost and encumbrance, a
Deluxe Explorer’s Kit contains motor-driven
Doctor’s Kit rappelling/climbing gear, a portable heater, a

Chapter 9 - Equipment | 75
compact solar-powered water vapor extractor that contained my apply, as well as Knowledge
can generate enough water to keep a small party (Underworld) checks made to identify a perpetrator
alive as long as it can run, a portable shelter that can based on DNA, fingerprints, or other biometric details.
house a small party, and a survival manual (physical
in case your omni-tool is destroyed) suitable for a Technician’s Kit
variety of common environments. This deluxe kit This portable toolbox contains all the basics
grants a ■ to all Survival and Resilience checks made necessary to craft mechanical items and perform
with an applicable tool. repairs on vehicles, weapons, or synthetic
characters. This includes wrenches, pliers, nuts,
Infiltrator’s Kit bolts, and other fasteners, measuring instruments,
Spies, thieves, and hackers have their own tools of wire cutters, and more. This tool may also be used to
the trade. This kit contains all the miniature disarm explosives.
screwdrivers, laser-cutters, chemical solvents, wire- Deluxe: The deluxe kit contains a number of power
splicing tools your character might need to break into tools such as an monomolecular-blade power saw, a
a device such as a door lock, a secure console, or an rotary tool, grinders and sanders, a welding torch and
elevator control panel. A chip scanner or digital a small hovering router drone for quick subtractive
signature spoofer can help in the creation of forged manufacturing jobs. The tool also contains a
authentication tools such as ID cards or wireless door database of common vehicle and engine diagnostic
tokens. This tool may also be used to disarm manuals, accessible via your Omni-Tool. This deluxe
explosives. kit grants ■ to all Mechanics checks.
Deluxe: The deluxe kit contains higher quality tools
featuring VI-assisted routines for basic decryption Surveyor’s Kit
and lock-picking. The character may gain a ■ on any Cartographers, archaeologists, paleontologists,
applicable SysOps, Hacking, or Skullduggery check prospectors, and scientists often carry kits that
made with these tools. allow them to delve into ancient ruins, explore deep
caves, or venture into uncharted jungles. This kit
Investigator’s Kit contains all the sophisticated tools necessary to
An essential tool for C-Sec officers, private perform a complete analysis of any unexplored
investigators, bounty hunters, and anyone dealing environment. The kit contains a multi-tool, small
with the criminal element, the Investigator’s Kit has picks and hammers, survey stakes, hand spades,
everything a character needs to reconstruct a crime brushes, small containers with automated
scene and gather evidence. The kit includes a atmospheric control, sample bags, chemicals for
fingerprint scanner, sample bags and markers for performing analysis on soil, stone, and minerals, and
cataloging evidence, a chemical analysis tool for a portable carbon-dating scanner.
detecting toxins, finding traces of explosives, or Deluxe: The deluxe kit contains higher quality tools,
conducting DNA tests, multi-spectrum light and a small fist-sized scanner drone that can be
emitters, magnifying lenses. commanded to record high-definition images of the
Deluxe: The deluxe kit contains higher quality tools surrounding environment for mapping or analysis.
and a VI drone equipped with a scanner and a Through their Omni-Tool, a character may also
holographic projector that project simulated images access a database of academic journals covering
of the participants in a crime scene based on blood ancient cultures, religious iconography, languages,
spatter analysis, ballistic trajectories, and and artifacts as well as geological profiles of various
environmental damage signs. This kit also provides planet types. Where applicbable, this deluxe kit
access to law enforcement databases containing grants a ■ to all Knowledge(Social Science) and
profiles of known criminals (although the amount of Knowledge(PhysSci) checks made to gather
data provided may be depending on the character’s information from the surrounding environment, and
own security clearance, whether legally or illegally any checks made to harvest crafting resources.
obtained). This deluxe kit grants ■ to Perception
checks made to survey a scene where any tool

76 | Chapter 9 - Equipment
Xenologist’s Kit
Often carried alongside the Explorer’s Kit, the
Xenologist’s kit contains a number of unique
implements that enable the study, capture, or
hunting of animals in the wild. This includes stun-
snares, field dressing tools, chemical lures and
repellents, specimen containers with built-in
pressure and environmental control, botanical
clippers, hydrometers, soil testing kits, a microscopic
scanner.
Deluxe: The deluxe kit not only comes with higher-
grade supplies, but also equips your Omni-Tool with a
Xenology database containing field guides,
anatomical diagrams, beast call recordings, and
academic research texts covering the majority of
known flora and fauna in the Milky Way. The kit also
contains a cataloging interface for recording and
analyzing data on new species. With this deluxe kit,
the character adds a to all Survival, Knowledge
(LifeSci) and any other checks made to interact with
plants or animals where the tools could be applicable.

Chapter 9 - Equipment | 77
Any upgrade purchase you make is licensed
OMNI-TOOLS perpetually, so you won’t need to purchase it again if
Omni-tools are handheld devices that combine a you delete it from your Omni-tool’s memory. But
computer microframe, sensor analysis pack, and your memory threshold does limit how many
minifacturing fabricator. Versatile and reliable, an upgrades you can benefit from at any time.
omni-tool can be used to analyze and adjust the Your Omni-Tool ships with a default memory rating,
functionality of most standard equipment, including but you can spend an hour or so to fine-tune it to
weapons and armor, from a distance. The fabrication your specifications. A personalized Omni-Tool may
module can rapidly assemble small three-dimensional not be used by another character, but gains
objects from common, reusable industrial plastics, additional memory equal to your SysOps skill rating.
ceramics, and light alloys. This allows for field repairs
and modifications to most standard items, as well as Freeing up Space: If you choose to purchase more
the reuse of salvaged equipment. upgrades than your Omni-Tool can hold, you can
delete a previous upgrade at any time. Deleting an
A basic Omni-tool has all of the following upgrade can be performed almost instantly, although
functions: Flashlight and scanner, Remote device reinstalling it will take time.
access, Medi-Gel Dispenser, Computer interface,
Camera, Communications device (audio, video, and Installing an Upgrade: Installing an Omni-Tool upgrade
hologram), video game console, and rapid takes about an hour of work and requires access to a
fabricator. computer or lab. If time is not a factor, the GM may
allow a player to install upgrades without making
When needed, an omni-tool 'appears' on the user's checks, but if the character is under a time
arm (the left arm for right-handed users, and vice- constraint, it requires an Average SysOps (◆◆)
versa) as an orange hard-light hologram, which the check. Failure simply means that the upgrade isn’t
user interacts with directly. The hologram houses installed, and the character needs to try again.
most of the components, but the hardware to run Additional ▲ can represent faster installation time,
the omni tool is a wallet-sized device worn while ▾ and ▿ may be spent to cause the Omni-Tool
somewhere on the user's body, or integrated into to suffer system strain at the end of the operation.
their armor.
Memory Threshold: Omni-tools come equipped with a Deluxe Omni-Tools
hard drive that can be used to install additional Most people in the galaxy can get by with a basic
software upgrades and extra features. Memory Omni-Tool, but hackers and advanced users prefer to
functions like Encumbrance, but for digital assets. invest in hardware with a few more bells and

Omni-Tools
Name Enc Memory Tech System Rarity Price
Threshold Damage Strain
Basic Omni-Tool 1 5+SysOps +0 6 4 $ 100
Bluewire Omni-Tool 2 8+SysOps +3 8 5 $ 500
Chameleon Omni-Tool 2 8+SysOps +2 8 6 $ 350
Cipher Omni-Tool 2 8+SysOps +2 8 5 $ 350
Logic Arrest Omni-Tool 2 8+SysOps +2 8 6 $ 350
Nexus Omni-Tool 2 8+SysOps +2 8 5 $ 350
Polaris Omni-Tool 2 8+SysOps +4 8 5 $ 500
Savant Omni-Tool 2 8+SysOps +3 8 6 $ 1000
Spectre-Class Omni-Tool 2 10+SysOps +2 10 8 $ 10,000

78 | Chapter 9 - Equipment
whistles. All Deluxe Omni-Tools have additional the first effect added to the power increases the
system strain. In addition, when purchasing a Deluxe difficulty of the power by one less ◆ than it would
Omni-Tool, choose one of the brands below. normally.
That tool receives a manufacturer bonus to Tech The damage of Tech Attack powers cast by the user
Powers that fit the described criteria. Deluxe Omni- is also increased by +2
tools effectively substitute for Genesys’ Magic
Implement system, and their bonuses towards Tech Deluxe Omni-Tool - Polaris
Powers function according to the same rules. That When the character casts a Tech Attack Power
is, your character may only benefit from one (Overload, Cryo Blast, Incinerate, and Neural Shock)
Implement bonus at a time, and the Omni-Tool does he may add the Range additional effect without
not impose a ■ on your character’s Tech Power increasing the power’s difficulty.
checks for not having their hands free.
The damage of Tech Attack powers cast by the user
Deluxe Omni-Tool - Bluewire is also increased by +4
When the character casts a Tech Attack Power Deluxe Omni-Tool - Savant
(Overload, Cryo Blast, Incinerate, and Neural Shock)
Whenever the character Readies a Tech Power on the
he may add the Blast effect without increasing the
omni-tool, he may pick any effect that adds a single
power’s difficulty.
+◆ to the casting difficulty of that Tech Power. If
The damage of Tech Attack powers cast by the user this bonus was applied to a different power, the
is also increased by +3 bonus for the previous power is lost.
Deluxe Omni-Tool - Chameleon When casting this power, he may add the effect
without increasing the power’s difficulty.
When the character casts the Tactical Cloak power,
the first effect added to the power increases the The damage of Tech Attack powers cast by the user
difficulty of the power by one less ◆ than it would is also increased by +3
normally.
Deluxe Omni-Tool - Spectre-Class
The damage of Tech Attack powers cast by the user
When using this Omni-Tool, you must always
is also increased by +2
increase the difficulty of any Tech Powers you cast
Deluxe Omni-Tool - Cipher by 1 ◆.
When the character casts the Tech Barrier power, This Omni-Tool cannot be destroyed by ▿▿ results.
the first effect added to the power increases the When the user casts a Tech Attack Power, he may
difficulty of the power by one less ◆ than it would add the Range, Blast, or Detonating effects to the
normally. power without increasing the power’s difficulty.
The damage of Tech Attack powers cast by the user The damage of Tech Attack powers cast by the user
is also increased by +2 is also increased by +2
Deluxe Omni-Tool - Logic Arrest
Omni-Tool Upgrade Modules
When the character casts the Sabotage power, the
first effect added to the power increases the Upgrade: Cypher Software
difficulty of the power by one less ◆ than it would Ever wary of espionage, most of the galaxy’s
normally. corporations either create or use commercially-
The damage of Tech Attack powers cast by the user available products to secure personal
is also increased by +2 communications. Cypher software adds an extra
layer of encryption to an individual’s personal
Deluxe Omni-Tool - Nexus communications over the Extranet, including emails,
When the character casts the Tech Barrier power, messaging, and voice communication. The cyphers
are created using random ‘noise’ from the

Chapter 9 - Equipment | 79
background radiation of space, and are nearly
impossible to crack using brute force.
Any attempts to decrypt communications encrypted Omni-tool Upgrades
using Cypher Software without the unique decryption
key require a Formidable (◆◆◆◆◆) Hacking check. Name Memory Rarity Price
Upgrade: Integrated Toolkit Cypher Software 3 7 $ 1,500
Integrated Toolkit 2 5 $ 400
Peripheral attachments to the omni-tool abound
throughout the galaxy. Some enhance the IR/EMF Meter 3 6 $ 1,000
minifacturing capabilities of the omni-tool, providing Networked Combat 2 7 $ 2,000
the user with ready-made access to disposable Sensor
hardware, while others transform themselves into Professional Research 1 5 $ 50
sophisticated scanning implements, or even medical Suite
tools. When your character buys this upgrade,
Omni-Blade 1 3 $ 350
choose one Basic toolkit from the Toolkit section
earlier in this chapter. Your character may count as Omni-Blade Variant 1 4 $ 600
(any)
having access to that toolkit for any skill checks.
However, they may not benefit from the Deluxe Optical Enhancement 1 4 $ 250
bonuses of the more expensive Toolkit variants. Suite
Scanner 2 4 $ 500
Upgrade: IR/EMF Meter
The basic sensors on an omni-tool can detect
electromagnetic fields, but security forces and
technicians who require a higher degree of sensitivity
often upgrade their omni-tools with an IR/EMF Omni-Blades & Variants
Meter. These tools can find leaks in starship engine
Name Range Dam Crit Properties
rooms, identify explosive devices, and help find
concealed weapons. OmniBlade Engaged +1 2 Knockdown, Pierce 1,
Vicious 1
A character using an omni-tool upgraded with an IR/
EMF Meter receives a ■ to any Perception checks Forked Engaged +1 2 Knockdown, Pierce 2,
Lightning Vicious 1, Disruptive 2
made to detect objects that emit heat or Blade
electromagnetic radiation, including weapons,
surveillance bugs, and explosive devices. Omni-Flame Engaged +1 2 Knockdown, Pierce 1,
Vicious 1, Burn
Upgrade: Omni-Blade Dual Blades Engaged +1 2 Knockdown, Pierce 1,
Vicious 1, Linked
A disposable silicon-carbide weapon flash-forged by
the omni-tool's mini-fabricator. The transparent, Spiked Blade Engaged +1 2 Knockdown, Pierce 1,
nearly diamond-hard blade is created and suspended Vicious 3
in a mass effect field safely away from the user's Extended Engaged +1 2 Knockdown, Pierce 2,
skin. Warning lights illuminate the field so the searing Blade Vicious 1, Defensive 1
-hot blade only burns what it is intended to: the Cryo Blade Engaged +1 2 Knockdown, Pierce 1,
opponent. Vicious 1, Ensnare 1,
spend ▵ to Stagger
This Upgrade allows your character to summon a
Omni-Shield Engaged +0 6 Knockdown, Defensive
weapon as a maneuver. All Omni-Blades and their
1, Deflection 1
variants are Brawl weapons with zero encumbrance.
All attacks made with the Omni-Blade can attack
strain, although additional weapon qualities like Burn
or Linked will can only deal damage to the enemy’s

80 | Chapter 9 - Equipment
Wound Threshold. Omni-Blades can be dismissed as First developed for the salarian STG teams from
an incidental, shattering into thin air. recovered geth technology, the plans for this
upgraded scanner were commercialized by the
Variants: More technically adept soldiers frequently
Andromeda Initiative as a means of raising capital.
modify their omni-tools to maximize stopping power
The scanner projects a false-color display over the
through electrical, kinetic, or thermal energy. Some
center of the user’s HUD, allowing sensor feedback
troops integrate their weapon with their kinetic
to be visually highlighted.
barriers, transforming the omni-tool into a wrist-
mounted bludgeon; others fabricate flammable A character making a Perception check on an object
gases, held in place by a mass effect field and ignited within medium range using an upgraded omni-tool
upon impact. All prove deadly surprises for opponents scanner removes up to 2 ■■ from the pool.
who expect a disarmed Alliance warrior.
Upgrade: Networked Combat Sensor
What grunts lovingly refer to as ‘Combat Radar’ is in
reality much more complex. A VI on the omni-tool
constantly processes passive sensor data,
extrapolating potential enemy positions based on
everything from radio transmissions to ambient
noise. The positions are shown relative to the
soldier’s location on the battlefield, appearing on
their HUD as red dots.
Active Combat Sensors grant the Innate Talent:
Heightened Awareness
Upgrade: Professional Research Suite
For every profession or hobby in the galaxy, there is
almost certainly a premium publication or knowledge
network making money by providing reliable
information about it. This can be a specialized
academic journal database, direct access to a
government or Spectre-class knowledge base of
classified information, or maybe a just subscription
to a really well put-together database of Dextro-
safe cooking recipes.
Innate Talent: Bought Info
Upgrade: Optical Enhancement Suite
Designed for the military but marketed commercially
for the explorer and hunter markets, the Optical
Enhancement Suite is a handheld device vaguely
resembling binoculars. In addition to magnification,
the Suite incorporates light-amplification, infrared
imaging, rangefinding, and screen-sharing features.
A character using an Optical Enhancement Suite
removes up to 2 ■■ dice when making Perception
checks at Medium range or farther.
Upgrade: Scanner

Chapter 9 - Equipment | 81
BIOTIC AMPS Biotic Amps
Any biotic, whether enabled through biotic implants Name Enc Biotic Rarity Price
or natural abilities, can benefit from the effects of a Damage
biotic amp, and there is a growing market for Solaris 1 +3 5 $ 350
modifications and add-ons. The finest quality amps
are manufactured by asari artisans. However, Prodigy 1 +3 6 $ 700
the Systems Alliance has rapidly begun to catch up in Gemini 1 +3 5 $ 500
the development of sophisticated amps that Polaris 1 +4 7 $ 500
interface with the surgical implants that most
organics need in order to access biotic powers. Serrice Council 1 +3 7 $ 500
Sirta 1 +2 6 $ 350
When purchasing a Biotic Amp, choose one of the
brands below. Spectre 2 +2 9 $ 10,000

That amp receives a manufacturer bonus to Biotic Terminus 1 +2 8 $ 1,000


Powers that fit the described criteria. Biotic Amps
effectively substitute for Genesys’ Magic Implement
system, and their bonuses towards Biotic Powers Biotic Amp - Serrice Council
function according to the same rules. That is, your When you buy this amp, choose either Knowledge
character may only benefit from one Implement (PhysSci) or Knowledge(Life). For the purpose of
bonus at a time, and the amp does not impose a ■ on Biotic Powers with effects that improve with the
your character’s Biotic Power checks for not having skill, the character treats their skill rating in that
their hands free. knowledge skill as one step higher, to a maximum of
Biotic Amp - Prodigy 5.
When the character uses the Telekinesis Power, he The damage of Biotic Attack powers cast by the user
may decrease the difficulty of the check by 1 ◆. The is also increased by +3.
character also does not add a ◆ on checks required Biotic Amp - Gemini
to use additional skills to manipulate the object.
When the character casts the Warp Ammo power, he
The damage of Biotic Attack powers cast by the user decreases the difficulty of the base cast by ◆.
is also increased by +3.
This does not increase the damage done by ranged
Biotic Amp - Sirta Foundation weapons with the Warp Ammo power.
When the character casts the Biotic Barrier power, The damage of Biotic Attack powers cast by the user
the first effect added to the power increases the is also increased by +3.
difficulty of the power by one less ◆ than it would
normally. Biotic Amp - Solaris
The damage of Biotic Attack powers cast by the user When the character casts the Biotic Empowerment
is also increased by +2. power, the first effect added to the power increases
the difficulty of the power by one less ◆ than it
Biotic Amp - Terminus would normally.
When the character casts the Biotic Domination The damage of Biotic Attack powers cast by the user
power, the first effect added to the power increases is also increased by +3.
the difficulty of the power by one less ◆ than it
would normally. Biotic Amp - Polaris
The damage of Biotic Attack powers cast by the user When the character casts a Biotic Attack Power, he
is also increased by +2. may add the Range additional effect without
increasing the power’s difficulty.

82 | Chapter 9 - Equipment
The damage of Tech Attack powers cast by the user
is also increased by +4
Biotic Amp - Spectre Class
When using this Amp, you must always increase the
difficulty of any Biotic Powers you cast by 1 ◆.
This amp cannot be destroyed by ▿▿ results.
When the user casts a Biotic Attack Power, the
character may add the Range, Blast, and Detonating
effects to the power without increasing the power’s
difficulty.
The damage of Biotic Attack powers cast by the user
is also increased by +2

Chapter 9 - Equipment | 83
GEAR Gear
Consumables
Consumables Name Enc Rarity Price
Decryption Spike Decryption Spike 0 6 $ 100
A decryption spike looks like an ordinary universal Emergency Repair Patch 0 2 $ 25
data chip, only with a small reservoir of omni-gel Medigel 0 2 $ 25
contained inside. When the spike is physically
Military Rations 0 1 $5
inserted into a computer, it injects the omni-gel into
the enemy system, encasing the interior circuitry in a Heavy Weapons Power Cell 1/20 2 $ 100
goopy film that quickly begins to heat up, Spare Thermal Clip 1/5 2 25
overwhelming the computer’s internal cooling
Communication
system, and forcing the processor to slow down and
lag. This gives a hacker a brief advantage when Name Enc Rarity Price
bypassing security measures, as the Comm Buoy 15 6 $ 50,000
countermeasures that would normally oppose an Command Point Radio 3 4 $ 500
intrusion attempt cannot work quickly enough to
Encrypted Personal Radio 0 3 $ 250
catch up to the hacker. However, the spike burns
itself out quickly. Holo Communicator 1 5 $ 200

A character who is making a Hacking check can Medicine


expend a Decryption Spike to gain ■■ to a single Name Enc Rarity Price
check, as long as they have physical access to a
Anesthetic 0 4 $ 35
computer or terminal connected to the targeted
system. Emergency Antidote Cocktail 1 5 $ 250
Portable Trauma Center 12 6 $ 4,000
Emergency Repair Patch
Poisons
A repair patch is a ready-made unit of omni-gel
Name Enc Rarity Price
loaded into a disposable injector with an adjustable
nozzle and built-in chemical catalyst that Nerve Agent 0 7 $ 200
immediately triggers the gel’s curing process shortly Neurotoxin 0 6 $ 75
after it is sprayed onto the surface.
Neuroparalytic 0 6 $ 75
A character making a Mechanics check to construct Polonium 0 8 $ 400
or repair an item may expend one or more
applications of Omni-Gel to add an automatic Survival
success to the pool for each application spent. If Name Enc Rarity Price
used to heal damage to a synthetic being, Omni-Gel Breathing Mask and Respirator 1 1 $ 25
functions the same way as Medi-Gel.
Portable Power Generator 10 3 $ 500
Medigel Oxygen Hood 0 3 $ 50
Medi-gel (medical gel) is an all-purpose medicinal Space Suit 3 4 $ 100
salve combining an anaesthetic and clotting agent
Security
used by paramedics, EMTs, and military personnel,
produced by the Sirta Foundation. It heals various Name Enc Rarity Price
wounds and ailments, instantly sealing injuries Handcuffs 0 1 $ 25
against infection and allowing for rapid healing by Comms Jammer 4 3 $ 400
having the gel grip tight to flesh until subjected to a
Listening Bug 0 5 $ 200
frequency of ultrasound. It is sealable against liquids
- most notably blood - as well as contaminants and Tracking Beacon 0 5 $ 200
gases. While technically its properties make it illegal Wall Safe 10 4 $ 1,000

84 | Chapter 9 - Equipment
under genetic modification laws, in this case the Communication
restriction is ignored because of the product's
beneficial properties. Comm Buoy
Medi-gel, when applied to a wounded character, Instantaneous, lag-free communication across the
works as the Painkiller entry in the Genesys Core galaxy is possible through a network of Comm Buoys.
Book, page 94. The buoys create a framework of faster-than-light
Alternately, an application of Medi-gel can be space, through which laser pulses transmit data,
expended as part of a Medicine check. If used in this allowing anyone within range of the buoy network to
way, the character does not automatically heal access the Extranet. A chain of Comm Buoys are
wounds, but the healer making the check often the first ‘luxury’ installed during the
colonization of a new system, linking it to the
automatically adds ▲ and one ▴ to the results of the
nearest Mass Relay and then into the rest of the
roll.
galactic network. Comm Buoys are often the first
Military Rations target of an attack or invasion, as without the ability
to transmit at FTL speeds, messages can take
Manufactured for portability and longevity rather
months or even years to reach its destination.
than taste, ration packs are typically bland,
flavorless affairs comprising a calorie-dense meal The version presented here is about the size of a
packed with necessary nutrients and vitamins in a small satellite, and can be deployed in orbit around a
small, easily portable bag or box. They employ a built- planet, or within a planetary settlement to connect
in chemical heater, and generally consist of a main the planet to the galactic communications network.
entree, sides, and a dessert. Also included are While this is the most common use, the Comm Buoy
disposable eating utensils and small, single-serving can also be activated on a separate frequency from
packets of spices and condiments. Each ration pack the main Extranet, allowing any devices in range to
is good for one meal. Produced in a dizzying array of join a separate system-wide intranet. This mode is
styles, the variety of rations available are suited to sometimes favored by corporations, militaries, or
the metabolisms of most species in the galaxy. criminal elements who wish to maintain complete
Each ration provides one day’s worth of nutrition control over their own private data.
(although characters would much rather not survive
Command Point Radio
on such meager fare).
Assigned at the squad or company level in most
Heavy Weapons Power Cell militaries, Command Point Radios act as a high-
Each shot of a heavy weapon consumes one charge powered link to units beyond the range of personal
of this all-purpose power cell, suitable for the radios, including ships in orbit.
majority heavy weapons in the galaxy. Up to 20 Command Point Radios add ■■ when trying to
power cells may be stored in a container that has an overcome the effects of jamming, and add ■■ to
encumbrance rating of 1. any attempt to intersect and decrypt the
Spare Thermal Clip signal. They can communicate with others on the
same frequency up to extreme range on the
Spare thermal clips allow a character to ignore an planetary scale, and can ‘piggyback’ communications
"out of ammo" ▿ result with a ranged weapon. By from an Encrypted Personal Radio, extending that
spending a maneuver, a character can reload a radio’s range up to extreme as well, allowing a soldier
weapon to get back into the action. Up to 5 thermal on the ground to speak to a commander in orbit
clips may be stored in a container that has an without having to relay the message.
encumbrance rating of 1. The clip may not be used to
reload a weapon with the Amplifying quality. The radio is somewhat clunky and is generally kept in
a defensible location rather than carried into the
field.

Chapter 9 - Equipment | 85
Encrypted Personal Radio Emergency Antidote Cocktail
Radios are still the primary form of communication While the substances that can poison a creature vary
for the military, search-and-rescue teams, colonists, widely across the galaxy, the reactions they provoke
and anyone else who might find themselves beyond are pretty consistent. Someone wishing to have a
the range of the Extranet. Militaries and mercenary medical option when they don’t know the specific
groups prefer to encrypt their communications, poison or venom they might encounter can elect to
encoding each radio with the same encryption key, carry an Emergency Antidote Cocktail. Each cocktail
allowing them to communicate freely, but leaving contains several common antitoxins in single-use
anyone without the key hearing nothing but static. ampules. Depending on the toxin involved, one or
more of the ampules is administered to the victim.
The radio can be handheld, installed in a helmet, or
Having knowledge of the toxin and which ampules to
worn as an earpiece.
use can increase the effectiveness of the cocktail.
A character with an Encrypted Personal Radio can
Someone may administer an Emergency Antidote
communicate with others on the same frequency up
Cocktail to a character suffering the effects of
to medium range on the planetary scale. The radio’s
poison or venom. If the exact substance poisoning
encryption adds ■ ■ to any attempt to intercept and
the character is unknown, a character may make a
decrypt the signal. The Encrypted Personal Radios
Hard (◆◆◆) Knowledge: Life Sciences or Knowledge:
are designed to easily network with the Command
Underworld (at the GM’s discretion). If that check is
Point Radio.
passed, the poisoned character reduces the
Holo Communicator difficulty of the Resilience check to resist the poison
by two, to a minimum of Easy (◆). If the Knowledge
Used across the galaxy, Holo Communicators create
check is failed, the poisoned character reduces the
a translucent hologram likeness of each participant,
difficulty of the Resilience check by only one, to a
and project it for the other, allowing them to
minimum of Easy (◆).
converse ‘face-to-face’ even across great
distances. Most Holo Communicators have only a Portable Trauma Center
single holographic projector, allowing two
Carried in a large storage locker about the size of a
participants, but high-end ships and stations might
typical refrigerator, this heavy container provides
have three or more projectors, allowing more people
everything a doctor needs to provide long-term
to join the conversation.
supervised care for a patient in a stabilized, sterile
Medicine environment. Equipped with a variety of biometric
monitors, IV bags, laboratory machines, surgical
Anesthetic devices, and an atmospherically sealed gurney, this
Designed to numb the body of a patient before trauma center does everything a deluxe medical tool
surgery, not all anesthetics cause complete kit can do, and much more.
unconsciousness, but an individual under the effect While under the supervised care of a physician with
of an anesthetic may be groggy, clumsy, or access to these tools, a wounded character recovers
otherwise ineffective. at a rate of one wound every two hours. An
A character who is injected with, or spends several incapacitated character recovers at a rate of one
rounds inhaling an anesthetic, must make an Average wound every six hours.
(◆◆) Resilience check. On a failure, the character At the end of each twenty-four hour period, the
suffers 5 strain. If the check generates a ▾, the character may attempt a Resilience check to remove
character also loses their free maneuver on their one Critical Injury. The difficulty is equal to the
next turn. With ▾▾▾, the character is staggered on Critical Injury’s severity rating. On a successful
their next turn. Finally, on a ▿, the character must check, the character recovers from the Critical Injury
make the check again on their next turn, as their and is no longer affected. On a failed check, the
body is unable to metabolize the medicine. character retains the Critical Injury effect, but still
recovers one wound.

86 | Chapter 9 - Equipment
Poisons the check. On a ▿, the character must make the
check again on the following turn.
Nerve Agent Polonium
Considered abhorrent, reckless, or cowardly by most
Named for Marie Currie’s home country of Poland,
of the galaxy, chemical weapons attacks are still a
Polonium is a rare and highly radioactive metal with a
very real threat in any combat taking place within an
few legitimate scientific uses, and a well-
atmosphere. Nerve agents can be absorbed through
documented history of use in assassinations- the
the skin, or absorbed into the body through mucus
lethal dose for an average human is only 50
membranes (such as lungs, nose, or even the eyes) if
nanograms when ingested or injected.
in a gas form. They cause disruption to the nervous
system and severe damage to organs which can A character who ingests or is injected with polonium
easily result in death. must make a Daunting (◆◆◆◆) Resilience check. If
the check is failed, the character suffers 1 strain,
A character who is exposed to an nerve agent
through direct skin contact or breathing a gaseous plus one additional strain per ▾ generated on the
form must make a Resilience check. The difficulty is check. On the following turn, the character suffers 3
Hard (◆◆◆) for a single dose, or Daunting (◆◆◆◆) strain as their own circulatory system carries the
for two or more doses (or a highly concentrated toxin throughout their body. On the turn after that,
form). On a ▼, the character suffers 5 wounds, plus the character suffers 5 strain. For each of the turns
the character is suffering the effects of polonium
two strain per ▾ generated on the check. The
poisoning, they add a Setback die to any checks they
character must make this check every turn while
attempt. Finally, if the initial Resilience check
exposure continues, and an additional 2 turns after
generates a despair, the GM may spend that to force
exposure ends.
the character to make another Resilience check- if
Neurotoxin this check fails, the character suffers another 5
strain.
Whether naturally occurring or artificially created,
neurotoxins affect a body’s nervous system, which Survival
transmits the brain’s instructions throughout the
body. Long-term exposure or high concentrations Breathing Mask and Repirator
can lead to death. Only a fraction of the planets in the galaxy have an
A character who ingests or is injected with a single atmosphere that can support organic life. The
dose of neurotoxin must make an Average (◆◆) breath mask is a relatively compact device that
Resilience check. If two or more doses are introduced recirculates an air supply, allowing a character to
into the body, the difficulty of the Resilience check breathe in an environment they wouldn’t normally be
increases to Hard (◆◆◆). On a ▼, the character able to. The mask only covers the nose and mouth,
suffers 5 wounds, plus one strain per ▾ generated and doesn’t provide protection from the stresses of
on the check. On a ▿, the character must make the vacuums or extreme temperatures.
check again on the following turn. Portable Power Generator
Neuroparalytic For most armies, power is just as important as
Paralysis is the loss of function in one or more ammunition, food, and medigel. Defenses such as gun
muscles. Where an anesthetic can cause the loss of turrets and shield barriers need dedicated
feeling in all or part of the body, a neuroparalytic generators. Mechs, drones, comm stations, and
keeps the muscles from functioning altogether, other equipment demand rapid recharging under
preventing an afflicted character from moving. combat conditions to remain useful. A portable
generator can recharge a depleted piece of
A character who ingests or is injected with a dose of equipment as a maneuver, or a drone or larger piece
neuroparalytic must make a Hard (◆◆◆) Resilience of machinery in an hour.
check. On a failure, the character is immobilized for 3
rounds, and suffers one strain per ▾ generated on Additionally, a generator can allow a mounted gun in

Chapter 9 - Equipment | 87
engaged range to ignore an “Out of ammo” ▿ result. clothing may be worn underneath.
Engaged characters near the generator may ignore
the effects of the Disruptive weapon quality, Security
although the generator itself is vulnerable to attack
without additional shielding.
Handcuffs
Whether a C-SEC agent performing an arrest, or a
If a generator is destroyed, all creatures in engaged
batarian slaver preventing his wares from running
range immediately suffer the effects of the Disrupt
away, handcuffs are a common sight across the
quality.
galaxy. While the lock and construction materials
The duration of the generator’s power is up to GM used may be unfamiliar, the basic design and
discretion. function would be immediately recognizable to
someone from the 21st century.
Oxygen Hood
Breaking out of a basic set of handcuffs requires
Scientists, pilots, medics, and anyone else who might
either a Daunting (◆◆◆◆) Mechanics or
need atmospheric protection without donning a
Skullduggery check or a Coordination check to slip
restrictive suit often choose an oxygen hood
out. Handcuffs designed for elcor and hanar exist,
instead. Affixed around the neck and covering from
but are comparatively rare; these versions cost 10
below the wearer’s jaw up to the back of the
times as much, and have a rarity of 7.
wearer’s head, the hood projects a clear mass-effect
field in front of the wearer’s face and fills the space Comms Jammer
with breathable atmosphere from a cartridge
Militaries, intelligence agencies, mercenary
inserted in the collar. The cartridge will provide
companies and criminal syndicates, all have an
around one hour’s breathing time at normal exertion
interest in preventing rivals from communicating with
levels before needing to be replaced. Cartridges have
each other. Comms Jammers are frequently deployed
a Rarity of 3, and are priced at 50 Credits.
to this end. Jammers are powerful radio transmitters
As the oxygen hood only covers a character’s head, it which blanket an area with static across a wide
doesn’t provide protection against hard vacuum. range of frequencies, drowning out any attempts to
communicate. Jammers can be used to blanket a
Spacesuit
wide area (medium range on the planetary scale)
Spacesuits are sealed, often lightly-armored with a low-powered signal, or focused on a single
environmental suits worn to protect characters from target up to Silhouette 4.
the temperatures, extreme radiation, and vacuum of
If blanketing an area, a Comms Jammer requires an
deep space. Typically tailored to specific species,
Average (◆◆) Sysops check to cancel out or
they contain on-board life support systems as well
otherwise bypass the jamming when attempting to
as bio monitors that keep track of the wearer's
communicate (send OR receive) over radio within
physical state. Spacesuits have limited consumables,
range. If the jammer is focused, the difficulty of the
as they are designed for short operations, and
Sysops check is increased to Hard (◆◆◆)
typically have enough water and atmospheric gas on
board for two or three hours of constant operation. Transmitting in close proximity to the jammer can
Replacement filters have a Rarity of 3, and are priced increase the difficulty of the check by one ◆, and
at 50 Credits. being at the farthest range of the source can
decrease the difficulty by one ◆.
Many variants also include a number of small, multi-
directional maneuvering thrusters, built-in spotlights, Listening Bug
comlinks, magboots, power couplings for hand tools,
An essential tool for spies, these miniature recording
and any number of other handy accessories. Every
devices can be installed in an innocuous item such as
spacesuit sold comes with an emergency repair kit
a light fixture or under a nightstand, and left to
that allows for quick fixes of tears, leaks, and bad
record until retrieved by the operator. At the GM’s
gasket seals.
discretion, the bug can capture video, or stream the
Spacesuits may not be work with armor, however

88 | Chapter 9 - Equipment
data directly to the omni-tool, though these variants
are often more rare or come at a higher price.
Simple programming optimizes data storage and
pauses recording with no activity is detected.
Characters may attempt to spot a planted tracker by
making a Perception check with a difficulty equal to
the spy’s Skullduggery skill rating.
They can also be worn, and enemy characters add
■■ to detect a concealed recorder on a person’s
body.
Tracking Beacon
Equally useful within a densely populated city, across
an entire planet, or across the galaxy, tracking
beacons are an intel agent’s best friend when
tracking a target beyond visual range. An adhesive
disc about the size of a dime, the tagger is placed on
(or thrown at) the target, and broadcasts its current
location, speed, and direction of travel over the
Extranet (if within range of a buoy) or by radio.
Characters may attempt to spot a planted tracker by
making a Perception check with a difficulty equal to
the spy’s Skullduggery skill rating.
Wall Safe
Installed in facilities across the galaxy, Wall Safes
are a common way to secure small personal
belongings and credits. Models and size can vary, but
function using similar encryption technology.
Wall Safes can hold up to 10 encumbrance, and can be
programmed to open with a combination, biometric
scan, or voice ID. The lock can be bypassed with a
Formidable (◆◆◆◆◆) Hacking or Skullduggery

Chapter 9 - Equipment | 89
CHAPTER 10 - CYBERNETICS Cybernetics
Name Rarity Price
Technology is an integral part of life on almost every Cybernetic Brain Implant 8 $ 4,000
world in the galaxy, and for some it is an integral part Cybernetic Eyes 5 $ 800
of their very bodies. Due to modern medical
advancements, most cybernetic enhancements can Greybox 7 $ 400
be installed without being noticeably artificial. Heavy Bone Weave 7 $ 1,000
Rather than being eccentric or flashy modifications, Heavy Muscle Weave 6 $ 2000
cybernetics in Mass Effect tend to be highly
Heavy Skin Weave 5 $ 800
regulated durable medical devices that favor
reliability over raw power. Cybernetics are often Prosthetic Replacements 4 $ 300
installed to replace lost limbs or organs, however
certain performance-enhancing implants have been The consequences of this depend on the
cleared for commercial release or developed enhancement in question and are left up to the GM,
internally for military use. but they should make sense (for example, a
character with two malfunctioning cybernetic legs
The exception to this trend is the practice of would not only lose any bonuses from the legs, but
installing biotic implants that allow organics to would also be unable to walk).
manipulate mass effect fields.
All biotics seeking to wield their abilities on a usable
Cybernetic Brain Implant
level are fitted with an electronic brain implant during Rare and highly illegal, these enhancements are
puberty. Once the implant is installed, it can only be miniaturized computer implants designed to
replaced or altered through extremely dangerous augment the user's brainpower. The implant is
brain surgery, so most individuals keep the same surgically installed into the brain, adding its
implant their entire lives. When creating your processing power to achieve superior reasoning
character, discuss your character’s background with speeds as well as to store information for later
your GM to determine how your character has analysis. Installing and removing this implant is
obtained their biotic power. especially difficult and requires a Formidable
Installing: Cybernetics are special pieces of gear that (◆◆◆◆◆) Medicine check.
must be installed on a character. Unless otherwise A Cybernetic Brain Implant provides +1 rank to your
stated, cybernetics are installed with an Average character’s Intelligence rating.
(◆◆) Medicine check. They cannot be removed
A character with this implant installed is specifically
without surgery, requiring a second successful Hard
vulnerable to attacks that target Synthetics,
(◆◆◆) Medicine check.
including Hacking-based mind-control effects like
Each stat, skill, or characteristic can only be the IFF Scrambler talent.
increased by +1 due to cybernetics, no matter how
AI Link:
many different cybernetics your character has that
would increase that number. The Brain Implant can be linked to an AI character
(another player or an NPC if the GM allows). That AI
For each cybernetic implant that a character installs,
character may see and perceive everything that the
their Strain Threshold is reduced by 1.
user organic sees in real time, provided a signal is
Sabotage: One drawback of cybernetic maintained. Due to their synthetic processors, this
enhancements and replacements is that they can be simultaneous perception does not impact their
affected by Tech Powers or attacks designed to normal performance, even as a mobile platform.
disable technology. If hit by weapons that normally Although the AI may still react “emotionally” to
damage synthetics only, the character is an eligible events perceived through this method..
target for the attack. Other effects like EMP blasts The AI may communicate directly into the user’s
or environmental disruptions can impact cybernetics.

90 | Chapter 10 - Cybernetics
brain, as if telepathically (although the voice may be bones can be made almost unbreakable. This implant
audible to others if the user chooses). improves soak by +1.
A linked AI may choose to take an Assist maneuver Heavy Muscle Weave
during their turn in to provide the user with helpful
information, on a task where additional information Perforating the muscles with micro-fibers increases
could be helpful. overall strength and decreases the potential for
muscle damage from exertion.
Cybernetic Eyes Effect: Adds +1 to your character’s Brawn or Agility
Cybernetic eyes provide +1 rank to your character’s rating (your choice when your character obtains the
Perception and Vigilance, and remove ■ added to modification).
their checks due to darkness.
Heavy Skin Weave
Greybox Strong synthetic fibers can be woven through the
A graybox is a device which allows for the collection skin, dramatically reducing the stress that a
and storage of a person's memories. Launched by character suffers from environmental hazards.
Synthetic Insights in 2160 CE and originally developed These fibers also act as a conduit for distributing
to help treat Alzheimer's disease, it was determined medicines improving a character’s healing factor.
that its implant procedure has dangerous side- The implant increases the character’s Resilience by
effects: should the graybox either need to be +1 and removes a ■ to Medicine checks performed on
removed for maintenance purposes, or if it developed the character.
software bugs, extensive brain damage would occur.
As such, its usage was ultimately restricted to Prosthetic Replacements
people who sorely needed eidetic memories, like
Given the often-violent nature of the galaxy and the
researchers and intragalactic spies.
dangerous weapons used to settle many
An individual with a Greybox installed gains the ability disagreements, many losers (and winners) of such
to record and store sensory information with the conflicts wind up with fewer fingers, arms, or legs
veracity and recall of an advanced computer system. than when they started. Others might have internal
The recorder's recall is not truly perfect as most organs destroyed, or suffer from ruined eyes.
known species have sensory limitations that prevent
For those seeking quality, unobtrusive replacements
them from uploading perfectly detailed information
for lost limbs, prosthetic replacements are among
on everything they observe, but it is still the next-
the more popular options. These cybernetics are
best thing to a perfect memory.
designed to provide functionality identical to that of
This is not limited to sight. Everything the character the original limb or organ, and are installed with skin
experiences, including emotions, are felt by the cells regenerated to match the character’s DNA,
character as if they’re reliving that moment. A making them almost indistinguishable from the
greybox can also be used to securely store and organic component they replace. Limbs and major
transport large amounts of data. The ‘key’ to organs (including sensory organs such as eyes and
decrypting the information could be anything the ears) can all be replaced with prosthetic
implanted character desires - a phrase, a scent, a replacements.
memory, or any combination thereof. For that
They do not provide any bonuses or enhancements
reason, data stored in a greybox cannot be accessed
to the character, instead restoring him to normality.
by anyone who doesn’t know the key.
There are two general cost entries for prosthetic
Installing and removing this implant is especially replacements; the first is for limbs, the second for
difficult and requires a Formidable (◆◆◆◆◆) organs. However, the GM should feel free to increase
Medicine check. or decrease the costs depending on the specific
circumstances. Unlike all other cybernetics,
Heavy Bone Weave installing a prosthetic does not decrease the
By reinforcing the skeleton with a synthetic weave, character’s Strain Threshold.

Chapter 10 - Cybernetics | 91
CHAPTER 11 - CRAFTING CRAFTING SKILLS
For characters with the right skills, crafting an item
Although you’ll probably use a Knowledge skill to
can be a great alternative to purchasing it. For the
design the item, we recommend that the “Crafting
most part, your character will still end up spending as
Skill” be a General skill rather than a Knowledge
much money as it would take to simply buy the
skill. Below, we list some sample skills and the items
object, but crafting may allow you to bypass the
that can be crafted with them:
difficulties of finding rare items, replenishing
supplies while on distant voyages, or haggling with Mechanics - Uses Mechanical Materials to craft
shopkeepers. weapons, armor, or gear.
We consider this chapter very optional for GMs, but Medicine - Uses Biochemical Materials to create
felt it represented a flexible system that allows medicines and poisons.
players to craft anything from hand tools to SysOps - Uses Electronic Materials to create high-
starships. It makes sense, once you get to know it. tech devices like Omni-Tools, scanners, and drones.
Still, we recommend only using this crafting system Hacking - Uses Electronic Materials to create
when players want to create permanent equipment, devices used in sabotage, such as decryption
rather than when cobbling together improvised devices, packet sniffers, or signal jammers.
devices or consumables in the field. The GM may also
allow players to skip the Design and Gathering phase, Survival - Uses Natural Materials like wood, plant
if it’s reasonable to assume that the character would matter, or animal remains to craft food, improvised
know how to build it, and/or has all the materials gear, or primitive weapons.
available on hand. Social - Uses Common Materials like paints, dyes,

Complexity vs Difficulty
Rarity/ Difficulty Time Frame Examples
Complexity
0 A few minutes A flashlight, a basic hand tool
Simple (-)
1 A half hour Rations, rope, a breathing mask, handcuffs
2 An hour Medigel, a repair patch, a thermal clip,
3 Easy (◆) A few hours Clothing, a basic pistol, a frag grenade, a basic
toolkit, an Omni-Blade, a persona radio,
4 A day Light Armor, a military-grade pistol or basic rifle,
Average
5 (◆◆) A few days Medium Armor, a rare pistol or military rifle, an
omni-tool, a computer
6 A week Heavy Armor, a technologically advanced pistol or
rare rifle, military-grade software, a biotic amp, a
hacking device, a basic poison
Hard (◆◆◆)
7 A few weeks A technologically advanced rifle, or a heavy
weapon, a military or corporate prototype, a
deadly poison
8 Daunting A month Geth technology, Spectre-class gear
9 (◆◆◆◆) A few months Collector technology
10 Formidable A year or more Reaper or Prothean technology
(◆◆◆◆◆)

92 | Chapter 11 - Crafting
and fabrics to create items whose primary use is using the rules found in Genesys pg 197 and
cosmetic, such as clothing or decoration that grants determine the price and Complexity of the
bonuses to a social check. hypothetical item.
Your character must invest an appropriate amount
THE THREE CRAFTING PHASES of time designing the item (see the Complexity vs
Crafting an item happens in 3 steps: Designing, Difficulty table and discuss with your GM the
Gathering, and Creating. appropriate Time Frame for your item). These are
kept vague so that players and GMs can flexibly
It is not required that all phases be completed by the
adjust these as appropriate to the circumstance.
same player. Groups are encouraged to get creative
in splitting these duties if one player doesn’t have all Before your character spends the time to design the
the skills to handle it on their own. item, make a check with an applicable Knowledge
skill with a difficulty based on Complexity. The
Each of these steps may involve the players making
Knowledge skill may represent your character’s
checks that in some way relate to the Complexity
ability to actually design the item, or obtain access
rating of the item. Complexity is not necessarily tied
to it through business and underworld contacts.
to value, but represents how difficult the item is to
design and craft, and it sets a Time Frame for how If successful, your character may begin investing
long it tends to take to develop it at various steps of time designing the item (this can happen in the
the way. background of the adventure, during rest periods, or
between sessions if the GM allows).
Complexity can almost always be estimated in
relationship to the listed Rarity of the item. Your GM Once the time has been spent, your character
may choose to move the Complexity of the item in possesses the design.
question up or down, depending on any special
modifications or fringe benefits you want to add, but
Interpreting the Results
for the most part, Rarity is your best guide. Successes: Additional ▲ can decrease the amount
of time the character must put into designing. We
Phase 1: Design recommend reducing the time spent by 25% per
In the design stage, your character is drafting plans additional success. So if the time frame for crafting
for the item they wish to create. The first step in the an item is “A few days”, a very successful roll might
design process is to decide on the item you want to reduce that to a single day.
craft, the properties you’d like it to have, and the skill Efficient Design: Each ▴ or ▾ can be handled
you intend to use to physically create the item. narratively, or spent to reflect a better quality of
If the item your character wants to craft mimics the design adding ■ or ■ to one Gathering or Crafting
design of an identical or similar-enough existing item check in Phase 2 and 3. ▵ and ▿ can be spent to
available on the market, reduce the difficulty of increase the ability, and/or decrease the difficulty
Designing the item by 1 ◆. of one Gathering or Crafting check in Phases 2 and 3
by.
Skipping the Design Phase Back to the Drawing Board: If you fail the Design roll,
If you and the GM agree that the item you want to you must wait the full amount of the time it
craft is something that your character has access to would’ve taken to design the item before you can
the design documents to, or would know how to craft try this step again.
this item by heart, then this phase is not necessary.
Reverse-Engineering : If you already have an existing
Just record the price and Complexity of the item, and
or very similar version of the item in your
immediately proceed to Phase 2.
possession, or are allowed time to fully examine a
The Design Check physical copy, you may further reduce the difficulty
of the Design check by 1 ◆, and you may use the
If your item does not exist in the Equipment chapter, item’s Crafting skill rather than a Knowledge skill to
then think about how the item would be created pass Design check. This does not reduce its

Chapter 11 - Crafting | 93
Complexity, just the difficulty and time frame for the treat it as you would any other attempt to buy
Design phase. items, taking into account the price and
rarity. Remember to base the Rarity of the
Phase 2: Gathering materials around the Complexity of the item you
In order to build your item, your character needs want to craft.
material components. Salvaging Materials
These can be bought, salvaged, scavenged from the You can break down an item into its component
environment, or collected after arduous hours spent parts by making a check with the same skill that
probing planets for minerals if the GM allows. In the would be used to craft that item, against a difficulty
end you must have collected a sum of materials set according to the item’s corresponding Rarity on
whose value is equal to the value of the item you the Complexity vs Difficulty table.
intend to craft, and whose Rarity is equal to or higher
than the crafted item’s corresponding Complexity Items broken down this way grant you materials, the
rating value of which is pegged to credits. They can easily
be bought or sold in this way, although most
Skipping the Gathering Phase merchants won’t care to haggle over them.
If the player and GM agree that the character would If your characters possesses a Deluxe Mechanics
reasonably have on hand all the components needed Toolkit or an Omni-Gel refinery, they can salvage
to create an item, you may immediately proceed to items into Omni-Gel, which can be universally applied
Phase 3. towards any craft regardless of Rarity.
Raw Materials Results: A single success will allow you to salvage
crafting materials or Omni-Gel equal to 15% of the
With the exception of Omni-Gel, materials are graded
item’s default price. Two successes will allow you
by Rarity, and sorted into basic categories:
to salvage the item at 30% of its value. 3
Mechanical, Electronic, Biochemical, or perhaps
successes bring the value up of the harvested
labeled after the unique item they intend to be put
materials to 60% of the item’s value. Further
towards. So in a crafter’s inventory, you might see
successes increase the value by 5% each.
entries like:.
Time Frame: Salvaging takes time. A good estimate
 Rarity 5 Mechanical Materials - $340
can be derived by taking the Time Frame pegged to
 Rarity 3 Electronic Materials - $450 its Complexity, and reduce it by two or three. So an
 Rarity 1 Biochemical Materials - $200 item that takes a few hours to make can be broken
down in a few minutes.
 Rarity 5 Salvaged Military Tech - $800
Gathering Materials
 Omni Gel - $500
If the materials you need to create your item can be
Alternatively, you can feel free to simply abstract all scavenged from abandoned ruins, foraged in the
“Materials” as usable for every discipline. The wilderness, or mined from celestial objects, your
category of the material is not as important as the character may attempt to spend some time
Rarity, so long as the GM agrees that a variety of gathering the items themselves.
different material types can be reasonably used to
complete a project. Whenever your party can reasonably spend some
downtime during a session gathering materials, or
If tracking encumbrance becomes necessary, we have stumbled upon the materials on their
recommend that every $100 of Materials take up an adventures, the party may spend a Story Point to
Encumbrance of 1, while Omni-Gel can be packed roll a check with the appropriate skill."
down to $1,000 per 1 Encumbrance.
For example, they can use Astrocartography if
Buying Materials they’re mining planetoids, Survival if they’re
Buying the raw materials to craft an item is simple: gathering natural resources, or Medicine if they’re in

94 | Chapter 11 - Crafting
the lab synthesizing biological compounds, etc...). Failure: If you fail the crafting roll, you retain the
75% of the materials, but must still wait the full
The difficulty of the check is based on the Rarity of
amount of time that it would’ve taken to craft the
the materials they are trying to find (see the
item, before you are able to try the roll again.
Complexity vs Difficulty Table)
Success: Additional ▲ can decrease the amount of
If successful the character finds enough resources
time the character must put into crafting the
to amass a collection of raw materials with a value of
item. We recommend reducing the time spent by
$100 of per ▲, and a Rarity value commensurate to
the check’s target difficulty. 25% per additional ▲.

If the party has downtime at the end of the session, Advantages - Spend ▴ to retain 20% of the
gathering can be attempted for as many times as materials.
the party has remaining Story Points to spend. Threats: ▾ represent an item of poor quality. For
Lucky Find: For each ▴ on the roll, add 20% to the every ▾▾ on the Crafting roll, the player adds ■ to
total monetary value of your haul. checks made with this item.

High Quality: You may spend ▵, to increase the Rarity Despair: On a result of ▿ you lose the materials for
of the materials found by 2 . the craft, or your item gains a negative quality (GM
Discretion). We recommend something like:
Reduced Quality: A single uncanceled ▾ means that
your party cannot spend any more Story Points in  Decrease the damage of a weapon by one.
this manner this session.  Decrease a piece of Clothing or armor's Soak or
Depleted: For each ▿, you must wait an additional Defense by one.
session before you can try this method of gathering  Increase the Encumbrance or Memory
again. Alternatively, the GM can use this opportunity requirement of an item by one to a minimum of
to trigger a random encounter or some other one.
appropriate challenge.
 The item gains the Backfire quality
Phase 3: Crafting Triumph - Spend a ▵ to grant your an additional
If your character possess the item’s Design, and a positive quality from the list below:
sum of materials whose value and Rarity are equal to  Increase the damage of a weapon by one.
or greater than the value and Complexity of the item
you intend to craft, then you’re ready to start Phase  Decrease the ▴ cost on a weapons Critical or
3. any single other effect by one to a minimum of
one.
Crafting an Item  Increase a piece of Clothing or armor's Soak or
Make a check with the Crafting Skill required to craft Defense by one.
the item, with a difficulty based on the item’s
 Decrease the Encumbrance or Memory
Complexity on the Complexity table.
requirement of an item by one to a minimum of
Interpreting the Results one.
If successful, your character may begin investing
time crafting the item (this can happen in the
background of the adventure, during rest periods, or
between sessions if the GM allows). The time
investment is based on the Time Frame column on
the Complexity vs Difficulty table.
After your character has spent the requisite amount
of time putting work towards the craft, your
character possesses the item.

Chapter 11 - Crafting | 95
CHAPTER 12 - MASS COMBAT
While the reach of the Citadel’s order reaches Event
through much of the Milky Way, open conflict is a
constant threat. Humanity’s very first contact with The phases are each based around a significant
an alien species led to a three-month war with the event or opportunity during the fight. For instance,
turians. Pirate fleets and the geth lurk at the fringes during the Battle of the Citadel, the phases would be
of galactic civilization, waiting to raid unprotected the arrival of Sovereign and the geth through the
colonies. And in the empty space between galaxies, relay, the geth’s assault on The Destiny Ascension,
something even worse sleeps, waiting to bring ruin to the unlocking of the mass relay and arrival of the
the Milky Way. Alliance’s 5th Fleet, and the final moments of the
battle where Sovereign must be destroyed or the
In a SINGULARITY campaign, a mass battle can be Citadel Relay will be activated.
used as a climactic lead-up to a dramatic conclusion,
background action while the Player Characters Time
complete a vital objective, or the characters can lead Each phase represents a set amount of time, with a
the forces themselves! Mass Combat check rolled for each. A large-scale
This section provides a framework to allow GMs to battle that lasts half of a day might have phases an
simulate battles at larger scales than would be hour or two long, where a month-long siege of a
practical using the normal combat rules in Genesys. fortified city might have phases days or even weeks
long.
Using the Genesys Dice, the battle can unfold
smoothly and naturally without having to simulate While this may seem less narratively exciting, there
every character or ship’s movement or shots. This are times when a time-phased battle can be
system can simulate several squads assaulting an exhilarating- imagine two opposing fleets of
enemy position, or the combined forces of the many warships escaping a system whose star is about to
races of the galaxy launching a desperate attack go supernova. If the sun collapses on itself in an
against an ancient evil. hour, then ten-minute phases as each fleet
struggles for control of the mass relay could be
THE MASS COMBAT CHECK exciting indeed.
Mass Combat differs significantly from normal Brainstorm Outcomes and Opportunities
Genesys combat. Instead of each character in the However you decide to break up the battle, for each
combat making individual actions and rolls, a single of these phases, a Mass Combat check is rolled to
roll in Mass Combat encompases the movement and simulate how the conflict is unfolding, and may
actions of many individuals, on both sides of the affect the following phase or phases. Before rolling,
conflict. a GM should have at least a general idea of what
would constitute a positive or negative outcome for
Battle Phases that phase. As success or failure on the Mass
First, the GM should have an idea of the phases Combat check will narrate the outcome of that
through which a battle will progress. A phase phase, what those outcomes are should be defined
represents a variable amount of time in a battle, beforehand. The GM should also have an idea of
during which the combatants on each side maneuver, what effect the Player Characters’ actions could
fire their weapons, and otherwise perform various have on the course of battle.
actions in opposition to each other. Each phase
represents an amount of time in combat, where the Building the Pool
battle can change dramatically in either side’s favor. To perform each phase’s Mass Combat check, the
Phases could be delineated in two main ways. GM creates a dice pool, but instead of using a skill
and a characteristic value, the pool is based on the

96 | Chapter 12 - Mass Combat


current states of the active force and the enemy things out simply because you planned a different
force, and any other battlefield conditions that might resolution. Being flexible in that manner is the key to
affect the outcome. The GM then rolls the pool, and having battles with great tension and pacing, while
interprets the roll to determine the outcome of that also maintaining a sense of authenticity.
phase of battle.
Step 1: War Assets
Winner Takes All War Assets represents a force’s manpower,
Only in the final phase should victory or defeat be at equipment, and training levels. The more manpower
stake - the phases preceding it should modify the a force has, the better their weapons and vehicles,
final Mass Combat pool, as each side seeks to gain an and the higher their training levels, the more ◆ are
advantage over the other, evacuate (or take) added to the pool for the Players’ side, or the more
civilians, hold a choke-point, or otherwise work ◆ dice are added for the opposition.
towards the downfall of the opposition.
This pool only represents the forces currently
Of course, circumstances may unexpectedly change engaged in the conflict, not the state of an army or
such that a victory for one side or the other becomes faction as a whole. For instance, The Human
incredibly unlikely. If so, don’t feel the need to draw Systems Alliance Navy is one of the most powerful

War Assets
Force
Example (ground) Example (space)
Strength
 Several squads of veteran mercenaries  A squadron of fighters
Trivial  A few hundred low-ranking gang members  A pair of Leatherstocking-class Fast
(◆)  A platoon of Alliance Marines (30 men) Attack Ships
 A trio of Mako IFVs
 A dozen Rachni warriors  A Wing of fighters
Significant  Thousands of lightly armed civilians  A squadron of Saxa Gunboats
(◆◆)  A company of Alliance Marines (120 men)  A single frigate
 A handful of Mantis Gunships
 An elcor Combat Engineer Company  A carrier’s entire complement of fighters
 A squad of Asari Commandos  A squadron of Turian Corvettes
Imposing  A Battalion of Alliance Marines (500-700
 A pair of frigates
(◆◆◆) men)
 A troop of Armored Cavalry (12 Grizzlies and 3  A cruiser
Makos)  A reaper destroyer
 The krogan Aralakh Company  A small flight of frigates
 The turian Blackwatch  A pair of cruisers
Staggering
 A Brigade of Alliance Marines (3,500 men)  A carrier with an escort
(◆◆◆◆)
 A salarian STG task-force  A single dreadnought
 A single Reaper
An army of Batarian pirates and slavers

Vast
A Division of Alliance Marines (10,000 men or
  An entire fleet
(◆◆◆◆◆)
more)
 Any force larger and more skilled than those  Any force larger and more skilled than
Overwhelming
listed above those listed above

Chapter 12 - Mass Combat | 97


military forces in the Galaxy, but an Alliance three- the overall strategic situation, either by being on the
ship patrol deployed in a backwater system wouldn’t ground with the troops, observing from a command
have the same dice pool in Mass Combat, as the pool post behind the front, or from even farther away,
would only reflect their current forces. using holographic maps and radio
Take a look at the examples in the table to get an If the Commander is unable to communicate with
idea of how many ◆ and ◆ dice to add to the pool. their troops, or is no longer able to read the
If there are multiple elements involved on one side strategic state of the battle, the dice pool is not
(i.e. A company of Alliance Marines, supported by upgraded. However, if the Commander has left
several IFVs), calculate the war assets based on the orders that can be acted upon in the absence of
most imposing or important element of those forces, communication, the dice pool can be upgraded by
and increase the pool by an additional step to half the Commander’s Leadership, rounded down.
represent the supporting units. This reduced upgrade only lasts for as long as the
Commander’s orders are relevant.
A particularly large unit (such as an entire fleet) or
several diverse units operating in a combined-arms Multiple Leaders
fashion (such as a team of Blue Suns mercs with If there are multiple leaders working in council,
Mantis air-support and a Grizzly tank) upgrade the choose one to act as the main Commander (the one
size of the War Assets pool by two, to better ultimately making the decisions and giving the
represent the increased threat. orders) and have the others contribute in the next
Remember, when building the Mass Combat dice pool, step.
you must calculate the War Assets for each side, The role of Commander can change hands between
first. phases if the situation calls for it. If a new person
takes on the responsibility, the force will use their
Step 2: The Commander ranks in Leadership, but unless the troops have been
While the War Assets reflect a force’s size and prepared for this change, confusion in the chain of
power, those elements alone do not determine the command adds a ■ to the dice pool for the first
outcome of a battle. A talented leader overseeing phase under the new Commander.
the battle can overcome a disadvantage in physical
assets, given proper planning, insight, and most Step 3: Boosts and Setback Dice
importantly Leadership. Once you have added the ◆ and ◆ to the Mass
Force Readiness represents the effectiveness of Combat pool for the makeup of the two forces, and
each side’s commander - their ability to plan the upgraded those dice based on the leaders’ abilities,
battle, react to enemy forces’ movements, and lead you now add Boost and Setback dice to the pool to
their troops through the uncertainty and horror of account for any additional elements in the battle.
battle. These additional elements are not as defined as the
Designate a Commander on each side of the battle. other dice in the Mass Combat pool, and are
ultimately up to the GM. If a bank of fog obscures an
This is the person who is directing the flow of the advancing enemy, or a force must cross an open
entire battle. While there may be several ‘leaders’ in riverbed while under fire, that may represent a ■ die.
a force, the Commander is, through rank or
experience, the overall authority during the battle. An allied force occupying a chokepoint, or a unit of
stealthy scouts providing recon of the battlefield,
Each side’s Force Readiness is equal to the might add a ■ instead. Psychological factors can
Commander’s Leadership skill. also influence the pool - a surprise attack, the loss
Each phase, upgrade the Mass Combat dice pool once of a leader, a cause that the troops all rally around,
per level of Force Readiness. In order to upgrade the or the possibility of civilian casualties, could all add
dice pool in this way, The Commander must be able to ■ or ■ to the pool, depending on the forces.
give orders to the forces, and have a decent idea of

98 | Chapter 12 - Mass Combat


Resolving the Pool and exist outside of a force’s normal command
structure. PCs are, generally speaking, braver and
At the end of each phase, the GM rolls the Mass better skilled than their comrades in the Mass
Combat pool for that phase’s combat. The GM Combat, and are better suited to tasks that
interprets that check and determines how each force influence the outcome of the entire battle, rather
fares during that phase of battle. than simply exchanging fire with the rest of the
Refer back to Step 1 - what were the objectives of grunts.
each force? The players and GM should work together to
On a success, the friendly faction meets its determine what the PCs are doing each phase of the
objectives for the phase, or prevents the opposing battle, and what effect their success or failure may
force from achieving theirs. have on the course of the battle.

If the roll results in a failure, then the enemy force The actions of the Player Characters might add ■ or
achieves its goals, or blocks the friendly faction. ■ to the Mass Combat pool, especially if they’re
acting in a support capacity or performing special
The more ▲ or ▼, the wider the margin of victory. ▴ operations: assassinating officers, sabotaging
and ▵ can be spent narratively, or you can use the defenses, providing logistical help, or scouting
Mass Battle Results Table for inspiration. ahead of the main force.
The Players Alternately, the PCs could bolster the troops on the
battlefield, supporting in whichever way their
So in a chaotic battlefield, where hundreds or even characters best can. They might help troops hold a
thousands of soldiers are maneuvering and vital front, defend a communications dish, or
exchanging fire, where does a small party of PCs fit frantically work to repair the main gun on a wrecked
in? Grizzly IFV. At the GM’s discretion, these actions
Unless they’re the Commander, the Mass Combat roll would all modify the War Assets in the final phase of
should never be substituted for the Players’ actions - the Mass Combat, the current phase, or even both!
the results of the pool should instead determine the PCs might also use the chaos of the battle as cover
flow of the overall battle around them. to slip past enemy lines and complete a separate
PCs are by their very natures extraordinary people, mission. In this case, the GM should make the Mass

Mass Battle Results


Result Options
 All characters in the friendly force recover a strain
▴ or ▵  The PCs notice a feature of the enemy force (an officer, heavy weapon, or vehicle) and its position on the field
 The Commander notices a weakness in the enemy’s plan or disposition. Add a Boost to the next phase’s Mass Combat
▴▴ or ▵ Check
 The friendly force is able to exploit the landscape to pin down the enemy, downgrading the War Assets difficulty on the
next phase’s roll
▴▴▴ or
 An important piece of enemy equipment, or a vehicle, is disabled
▵  The Commander makes a rousing speech or springs a trap upon the enemy, upgrading the Force Readiness of the next
phase by one
 Force the enemy to its breaking point. On the next check, spend a second triumph to cause key elements of the
▵ opposition to break ranks and flee
 Friendly reinforcements arrive, permanently increasing War Assets by a single step for the rest of the battle
 Friendly reinforcements arrive in an advantageous position, striking from an unexpected direction, or preventing an
enemy maneuver
▵▵  An opportunity presents itself for the PCs to change the entire course of the battle. The enemy Commander appears,
an ancient skyscraper is brought down on the opposing forces, or a critical flaw in the enemy’s plan is exploited. The
possibilities and outcomes depend on the circumstances and narrative.

Chapter 12 - Mass Combat | 99


Combat roles without the Players’ involvement, and
either intersperse the narration of the course of the
battle as the players press on with their own
objective, or, if the party will be out of
communication, silently make note of the progress
of the battle to reveal to the players when they are
once again able to make contact with their allies.

100 | Chapter 12 - Mass Combat

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