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MASS EFFECT RPG: SR EDITION

Races
All stats are 2D10+25
Starting wounds are D10 + TB

Human
No stat changes
Classes: Soldier, Adept, Engineer, Vanguard, Infiltrator, Sentinel

Asari
-5 WS, -5 S, +5 Fel, +5 WP
Classes: Adept, Vanguard, Sentinel

Natural Biotics: +5 to rolls made to manifest biotic powers.

Turian
+5 BS, -5 Fel, -5 WP, +5 Per
Classes: Soldier, Engineer, Infiltrator, Vanguard

Military Training: Double bonuses for ganging up on an enemy with another Turian.
Relay 314: Turians suffer a -10 penalty on interaction tests with Humans.

Krogan
-5 Fel, -5 Int, +5 S, +5 T
Classes: Soldier, Vanguard

Built to Kill: Gain Unnatural Strength (x2) and Unnatural Toughness (x2)
Technologically Disinclined: -10 on all tests to interact with technology which isn't a weapon.

Quarian
+5 Int, +5 Fel, -5 T, -5 S
Classes: Soldier, Engineer, Infiltrator

Flotilla Bound: +10 on interaction tests with other Quarians. -10 on interaction tests with non-
Quarians.
Weakened Immune System: If a Quarian is in a non-sterile environment without a suit, or takes
damage whilst in a non-sterile environment, they must make an Easy (+10) Toughness test or
contract an infection. This will give the Quarian a cumulative -10 penalty to all tests for each day of
infection. The recover, the Quarian will need several days in a sterile environment and a course of
antibiotics.

Salarian
+5 Int, +5 Ag, -5 T, -5 S
Classes: Soldier, Engineer, Infiltrator, Adept

Hyperactive Reflexes: Gain an additional reaction each round.


Batarian
+5 Per, +5 Fel, -5 WP, -5 Ag
Classes: Soldier, Infiltrator, Engineer

Body Language: Non-Batarians suffer a -10 penalty on interaction tests with Batarians.
Bad Reputation: Batarians suffer a -10 penalty on interaction tests with non-Batarians.

Vorcha
+5 WS, +5 Ag, -5 Int, -5 Fel
Classes: Soldier

Regeneration: Regain ½ toughness bonus in wounds each round.


Savages: Vorcha suffer a -10 penalty on all tests to interact with technology, and a -10 penalty on all
interaction tests.

Volus
+5 Fel, +5 Int, -5 WS, -5 Ag
Classes: Adept, Engineer, Sentinel

Master Merchant: Start with double standard credits. Gain a +10 bonus to availability tests.
High Pressure Adapted: Volus cannot survive in environments which other species find habitable,
and should they be reduced to half their total wounds whilst in such an environment, they will die
within two turns.

Hanar
+5 WP, +5 Fel, -5 WS, -5 BS
Classes: Adept

Natural poisons: Hanar can secrete powerful poisons at will. If the Hanar will it, they can attempt to
poison anyone who makes direct skin contact with them. The victim must pass a toughness test each
subsequent round or take 1 damage, ignoring armour and toughness bonus. This continues until the
target dies, an anti venom is provided, or 5 toughness tests are passed.
Tentacles: -20 to use any weapon or tool not specifically designed for Hanar use.

Drell
+5 WP, +5 Ag, -5 T, -5 S
Classes: Soldier, Adept, Sentinel, Infiltrator

Eidetic Memory: Gain the Total Recall talent.

TO DO
Drell disadvantage
Asari disadvantage
Salarian disadvantage
Human traits
Starting gear/skills/abilities
Advance tables
Skills
Talents
Abilities
Gear
Classes

Soldier
Starting gear: Assault Rifle or Sniper Rifle or Shotgun, Pistol, Heavy Armour, Medium Shield
Starting Abilities: Incendiary Ammo, Adrenaline Surge

Weapon Skill 250 500 750 1000


Ballistic Skill 100 250 500 750
Strength 100 250 500 750
Toughness 100 250 500 500
Agility 250 500 750 1000
Intelligence 500 750 1000 2500
Perception 250 500 750 1000
Willpower 500 750 1000 2500
Fellowship 500 750 1000 2500

Adept
Starting gear: Pistol, Light Armour, Light Shield
Starting Abilities: Biotic Throw, Biotic Shields

Weapon Skill 100 250 500 750


Ballistic Skill 250 500 750 1000
Strength 250 500 750 1000
Toughness 500 750 1000 2500
Agility 100 250 500 750
Intelligence 500 750 1000 2500
Perception 250 500 750 1000
Willpower 100 250 500 500
Fellowship 250 500 750 1000

Biotic Lift 200


Biotic Slam 300
Biotic Singularity 400
Engineer
Starting gear: Pistol, Light Armour, Medium Shield
Starting Abilities: Overload, Combat Drone

Weapon Skill 500 750 1000 2500


Ballistic Skill 250 500 750 1000
Strength 500 750 1000 2500
Toughness 500 750 1000 2500
Agility 100 250 500 750
Intelligence 100 250 500 500
Perception 100 250 500 750
Willpower 250 500 750 1000
Fellowship 250 500 750 1000

AI Hacking 300
Incinerate 250
Cryo Blast 250

Vanguard
Starting gear: Shotgun, Pistol, Medium Armour, Medium Shield
Starting Abilities: Biotic Charge, Biotic Throw

Weapon Skill 100 250 500 750


Ballistic Skill 500 750 1000 2500
Strength 250 500 750 1000
Toughness 100 250 500 750
Agility 250 500 750 1000
Intelligence 500 750 1000 2500
Perception 500 750 1000 2500
Willpower 100 250 500 500
Fellowship 250 500 750 1000

Biotic Lift 250


Biotic Slam 350
Biotic Shield 250
Infiltrator
Starting gear: Sniper Rifle, Pistol, Medium Armour, Medium Shield
Starting Abilities: Overload, Tactical Cloak

Weapon Skill 500 750 1000 2500


Ballistic Skill 100 250 500 750
Strength 500 750 1000 2500
Toughness 500 750 1000 2500
Agility 100 250 500 500
Intelligence 100 250 500 750
Perception 250 500 750 1000
Willpower 250 500 750 1000
Fellowship 250 500 750 1000

Combat Drone 350


Incinerate 250
Cryo Blast 350

Sentinel
Starting gear: Pistol, Light Armour, Light Shield
Starting Abilities: Biotic Shield, Overload

Weapon Skill 500 750 1000 2500


Ballistic Skill 100 250 500 750
Strength 500 750 1000 2500
Toughness 100 250 500 500
Agility 250 500 750 1000
Intelligence 250 500 750 1000
Perception 250 500 750 1000
Willpower 100 250 500 750
Fellowship 500 750 1000 2500

Biotic Throw 100


Biotic Lift 200
Biotic Slam 300
Overload 100
Cryo Blast 200
Incinerate 200
Combat Drone 300
Gear

Weapons
Assault Rifle D10+3
Sniper Rifle* D10+7
Pistol** D10+1
Shotgun** D10+4
Grenade Launcher* 2D10+5

*User must take a full action aim prior to firing, or suffer -30 to hit.
**Close range

Armour
Light Armour 0 AP
Medium Armour 2 AP, -5 Ag
Heavy Armour 4AP, -10 Ag, -10 BS

Shields
Light Shield 2 SP
Medium Shield 4 SP
Heavy Shield 6 SP
Biotic Shield SP equal to degree of success on biotic ability test

SP function like temorary wounds. The are removed first, then regen at a set rate.

Powers

Combat Powers
Incendiary Ammo Half Action Shots do double damage to armour
Adrenaline Surge Half Action +20 BS, Per, Ag for 2 rounds

Biotic Powers
Pass a WP test to use.
Throw D10+WP
Lift WP damage, target is immobile
Slam D10 +WP+2
Charge D10+WP+SB
Singularity 2D10+WP
Reave Steals wound equal to number of sucesses

Tech Powers
Pass an Int check to use.
Overload D10, kills shields
Combat Drone Can do D5 damage, does recon for user
Incinerate D10+Int, destroys armour
Cryo Blast D10+Int, target takes -20 BS and Ag
AI Hacking Synthetic target goes berserk
Tactical Cloak Invisible for number of rounds equal to degrees of success.
TO DO
Drell disadvantage
Asari disadvantage
Salarian disadvantage
Human traits
Starting gear/skills/abilities
Advance tables
Skills
Talents
Abilities
Gear

Soldier Abilities
Adrenaline Rush
Concussive shot
Disruptor ammo
Incendiary Ammo
Cryo ammo
Combat mastery

Engineer Talents
Overload
Incinerate
Combat drone
Cryo blast
AI Hacking
Tech mastery

Adept Abilities
Warp
Throw
Singularity
Pull
Shockwave
Biotic Mastery

Infiltrator Abilities
Disruptor Ammo
Cryo Ammo
Tactical Cloak
Incinerate
AI Hacking
Operative

Vanguard Abilities
Incendiary Ammo
Cryo Ammo
Charge
Shockwave
Pull
Assault Mastery
Sentinel Abilities
Throw
Warp
Tech Armour
Overload
Cryo Blast
Defender

Squad Member Abilities


Armour Piercing Ammo
Fortification
Warp Ammo
Barrier
Shadow Strike
Flashbang Grenade
Geth Shield Boost
Slam
Neural Shock
Dominate
Reave
Energy Drain
Shredder Ammo
Inferno Grenade

ME 1 Abilities
Stasis
Sabotage
First Aid
Immunity
Damping

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