Savage Worlds: Mass Effect

Savage Worlds:

Mass Effect

 

INTRODUCTION

 

The Year is 2173 CE, 10 years before the Geth attack on the Citadel. The galaxy is wrought with political tension, corporate espionage, and organized crime. The heart of these tensions resides on the citadel, but that is not where the battles are fought. Outside of Council Space, in the Terminus Systems, floats a hollowed out asteroid dripping with corruption and crime. Omega. A former Ezo mining facility, Omega station has become the centre of organized crime outside of council space. Gangs, PMCs, and unsanctioned labs find their home on the asteroid. The station is home to 7.5 million people, but this number is in constant change due to the dozens of murders each day and the influx of outsiders and criminals each day.

 

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

 

TIMELINE

 

aprx. 2000 BCE – Global conflict on the Krogan homeworld of Tuchanka results in a nuclear winter, reducing the species to primitive clans.

 

aprx. 0900 BCE – The Asari become the first to discover the Citadel. The Salarians arrive shortly after and together they colonize it and begin developing the society that would become Citadel Space.

 

aprx. 0183 AD – Salarians rescue the Krogan from the self-created nuclear winter by giving them advanced technology and relocating them to a more hospitable planet in order to use them as soldiers. The Krogan population quickly explodes. At the same time, the Council was engaged in a prolonged galactic war with the Rachni. However, once the Krogan population grows, they are able to successfully eradicate the Rachni from existence, ending the Rachni Wars.

 aprx. 1100 AD – In what would become known as the Krogan Rebellions, the Krogan used their newfound power to establish colonies by force. When they started a conflict with the Turians, the Turians responded by infecting the Krogan with the genophage, which made only 1 in 1000 Krogan births successful. The Turians are rewarded with a seat on the Citadel Council.

 

aprx. 1900 AD – Quarians create an evolving artificial intelligence call the Geth. When the Geth evolve to the point of being self-aware, the Quarians fear rebellion and act quickly in an attempt to destroy the Geth. They are too late, however, as the Geth fight for their survival and win the resulting war, driving the Quarians off the planet and into a nomadic lifestyle on the Quarian Flotilla.

 

2069 AD – Humans establish their first settlement on the moon on July 24th, the 100th anniversary of the first lunar landing.

 

2103 AD – Humans establish their first settlement on Mars.

 

2148 AD – Humanity discovers a small cache of highly advanced alien technology hidden deep beneath the surface of Mars. Building on the remnants of this long extinct race – known as the Protheans – humanity quickly masters the science of mass effect fields, leading to the development of faster than light travel.

 

2149 AD – Spreading out through their own solar system, humanity uses the discovered Prothean data to discover that Charon, Pluto’s moon, is actually a massive piece of dormant Prothean technology – a mass relay – encased in ice. Once activated, humanity discovers that the mass relay allows instantaneous travel across thousands of light years to a synchronized mass relay in another part of the galaxy. There they discover several more dormant relays. Over the next decade humanity expands rapidly, establishing colonies and activating dormant relays to open up more and more unexplored regions of space. Humans establish the Systems Alliance to coordinate exploration and colonization of extrasolar worlds.

 

2151 AD – A Shipping accident at Singapore International Spaceport exposes downwind communities to containers of dust-form element zero. Alliance begins construction of Arcturus Station.

 

2155 AD – To defend its rapidly expanding empire, humanity assembles a massive fleet and constructs an enormous military space station at the nexus of several key mass relays…even though they have yet to encounter another intelligent space-faring species. The Alliance begins to move into the completed portions of the Arcturus Station.

 2156 AD – It is discovered that some children in Singapore are exhibiting telekinetic abilities.

 

2157 AD – Humanity makes first contact with another space-faring culture: the Turians. Unfortunately, the encounter is far from peaceful. Over the next several months a brief, but tense, conflict ensues which would come to be known as the “First Contact War” to Humans and the “Relay 314 Incident” to Turians. During the conflict, the Alliance’s Shanxi colony becomes occupied by the Turians. This conflict draws the attention of the Citadel Council – a multi-species government body that maintains peace and stability throughout the known galaxy. The Council intervenes before hostilities escalate further, revealing the existence of the greater galactic community to humanity and brokering a peace between them and the Turians.

 

2159 AD – The Citadel Council sees Saren Arterius as intelligent, cunning, and capable and name him a SPECTRE, making him the youngest Turian to receive the honor.

 

2160 AD – Systems Alliance Parliament formed.

 

2165 AD – Humanity continues to expand, founding more colonies and establishing trade alliances with many of the other species who recognize the authority of the Citadel Council. The Council makes official recognition of humanity’s growing power and influence in the galactic community. Humanity is granted an embassy on the Citadel, the political and economic heart of the galaxy.

 

2170 AD – Batarian slavers attack the Alliance colony of Mindoir.

 

 

CHARACTER CREATION

 Character creation is handled in the usual way, except characters start at Seasoned rank (20 XP).The easiest way to handle this is to create the character at 0 XP and then take four advances(these may include background edges). This reflects the fact that most characters in the MassEffect video games are already fairly experienced at the start, and it allows players to create characters with a few more skills and powers under their belts.

 RACES

The following racial edges and hindrances are for PC character creation (NPCs may vary at the GM’s discretion). The assumption is that PCs are (or, at least, can be) atypical members of the irrespective races. With that in mind, I have tried to avoid overly strict racial “stereotypes,” and tried to keep the races fairly generic so that players can create the kind of characters that they want. For example, most Turians probably have the Code of Honor and Loyalty hindrances, but there’s no reason that a PC couldn’t be the exceptional dishonorable or disloyal Turian.

 

 Asari

Start with one biotic power.

+2 Charisma (usually attractive; reputation among civilized races as diplomats and negotiators).

Strength attribute requires two points per step to raise during character creation.

 

Batarian

Smarts attribute starts at d6 instead of d4 during character creation.

Start with Notice at d6 during character creation (extra eyes, and very perceptive in general).

Start with Persuasion at d6 during character creation (reputation as skilled negotiators).

Vow, Major (Batarians observe a strict caste system with rigorous etiquette).

-2 Charisma (outsider, reputation as slavers and isolationists).

 

Drell

Strength attribute starts at d6 instead of d4 during character creation (dense muscle tissue).

Photographic memory.

Quirk: Kepral's Syndrome (prolonged exposure to humid climates causes poor health and eventual death).

 

Human

Start with one free edge OR one attribute at d6 during character creation.

Start with one skill at d6 during character creation.

-2 Charisma (outsider, seen as inferior and untrustworthy by other civilized races).

 

Krogan

Strength attribute starts at d6 instead of d4 during character creation.

Vigor attribute starts at d6 instead of d4 during character creation.

Wide peripheral vision (+2 to relevant Notice rolls).

Smarts requires two points per step to raise during character creation.

Mean (-2 Charisma for ill-temper and surliness).

 

Quarian

Smarts attribute starts at d6 instead of d4 during character creation.

Start with Repair at d6 during character creation.

Start with Knowledge (Computers) at d6 during character creation.

Quirk: Immune Deficiency (Quarians’ immune systems cannot handle foreign bacteria; when not in their own environment in the Quarian Flotilla, they must wear an encounter suit).

Quirk: Restrictive Diet (Like turians, quarians require food compatible with their dextro-amino based genetic code, and will enter anaphylactic shock if they ingest levo-amino acid based food eaten by humans and other similar biological forms).

 

Salarian

Agility attribute starts at d6 instead of d4 during character creation.

Smarts attribute starts at d6 instead of d4 during character creation.

Photographic memory.

Vigor requires two points per step to raise during character creation.

Quirk: High Metabolism (hyperactive, restless, talkative – can get on other’s nerves).

 

Turian

Spirit attribute starts at d6 instead of d4 during character creation.

Start with one skill at d6 during character creation.

Quirk: Restrictive Diet (Like quarians, turians require food compatible with their dextro-amino based genetic code, and will enter anaphylactic shock if they ingest levo-amino acid based food eaten by humans and other similar biological forms).

 

If a player wishes to create an unusual member of a race, he might swap out an edge or hindrance with the GM’s permission; for example, a player wanting to create a non-biotic asari scientist might swap the free biotic power for a starting Smarts of d6. See SWD pg. 22 for guidelines.  

SKILLS

 

Here are a few notes about skills. If a skill isn’t mentioned, then it’s used as per the normal SWD rules. I’ve suggested that some skills be skipped, based on assumption of adventures set in a fairly typical Mass Effect universe. 

 

Boating: Skip it – on the rare occasion when it might come up, characters may use their driving or piloting skill instead.

 

Climbing: This skill will probably be of more use than players might think, especially when their characters are climbing around looking for artifacts and mineral deposits.

 

Driving: Land vehicles are not uncommon (e.g., the MAKO); most characters will probably want to get at least a d4 in this skill.

 

Fighting: Combat in the Mass Effect world definitely revolves around Shooting, but Fighting has a limited role in some situations. Characters should probably raise this to no more than d6 at first, and then see what happens as the campaign progresses.

 

Gambling: Not exactly essential, but it could come up on occasion, and might be interesting for certain types of characters (e.g., gambling is a common pastime among military personnel).

 

Healing: This skill works as per the usual rules. In addition, healing rolls determine the effectiveness of medigel (see the relevant discussion in the “Gear” section).

 

Knowledge (Computers): Obviously, this doesn’t require additional mechanics past the usual knowledge rules; it’s likely to be useful in many situations, so most characters should consider at least a d4.

 

Lockpicking: Renamed “Decryption,” and linked to Smarts. It works essentially the same way as Lockpicking, though obviously based around electronic locks, computer security, etc. Primitive mechanical locks, traps, etc., can be opened or disarmed with the Repair skill instead.

 

Piloting: Most characters should consider at least d4 in this skill; flying vehicles of some kind or another are common in the Mass Effect universe.

 

Repair: This covers both electrical and mechanical repair. (Also see Lockpicking above.)

 

Riding: Skip it – it won’t come up much (if at all), and PCs probably wouldn’t have the opportunity to train in such an obsolete skill anyway.

 

Shooting: Shooting is absolutely central to Mass Effect combat, and will be important for just about any character.

 

Survival: Unlikely to come up much – skip it.

 

Swimming: Characters should put d4 in this skill so that they don’t drown if they fall in water. After that, it probably won’t play a big role.

 

Throwing: There’s pretty much only one application for this skill; namely, throwing grenades. As such, it’s not really an efficient use of skill points. Therefore, this skill is not used, and players may use Shooting for all ranged attacks, including grenades.

 

Tracking: Not likely to be of much use – skip it.

 

OLD EDGES

 

Here are a few notes about edges appearing the SWD core rulebook. If an edge isn’t mentioned, then it’s used as per the normal SWD rules, at the GM’s discretion. The following edges are definitely not used: Arcane Background, Arcane Resistance / Improved Arcane Resistance, Champion, Holy / Unholy Warrior, Mentalist, Power Points, Power Surge, Rapid Recharge / Improved Rapid Recharge, Soul Drain, Wizard

 

Gadgeteer: used, but with different requirements.

Requirements: Smarts d8+, Repair d8+, at least two scientific knowledge skills at d6+ (Not recommended due to Power Points not being in the game)

 

Mr. Fix It: used, but with different requirements.

Requirements: Smarts d10+, Repair d8+, at least two scientific knowledge skills at d6+

 NEW BACKGROUND EDGES

Resistance

Requirements: none

As per Arcane Resistance (pg. 32 in SWD), but against damage-causing biotic and tech powers.

Improved Resistance

Requirements: Resistance

As per Resistance, but Armor and resistance are increased to 4.

 

NEW COMBAT EDGES

Armor Training

Requirements: none

Reduces the minimum Strength requirement for medium and heavy armor by two die types (i.e., medium armor only requires d4 Strength and heavy armor only requires d8 Strength).

 

 POWERS

 

Mass Effect powers are basically the same as powers in the SWD core rules. Note, however, that there are no arcane backgrounds required, and there are no power points. Powers are identified as combat, biotic, or tech. This doesn’t affect the basic mechanics of the power, but is relevant to other things (e.g., recharge rolls, protective armor upgrades, etc.).

The activation of powers does not require a skill roll; powers are always activated successfully. The combat powers can be activated as free actions, but can only be used once per combat. Biotic powers and tech powers require a full action to activate, and require a recharge roll before they can be activated again during the same combat (assume they all recharge after combat). There is no penalty associated with multiple sustained powers.

 

Recharge Rolls: In any turn in which he does not activate a power, a character may make a recharge roll. The roll is a free action that takes place at the end of the character’s turn, after any other actions. A character may make a recharge roll in a round in which he is Shaken. Only one recharge roll may be made per turn, for a single power specified by the player; however, a recharge roll may not be made for a power in the same turn in which that power is sustained (or activated, as above). Spirit is used for biotic power recharge rolls; Smarts is used for tech power recharge rolls. The target number for the recharge roll is 8. If the recharge roll for a power is successful, then the character will be able to use that power again on his next turn. (It is recommended that only Wild Cards be allowed recharge rolls, unless otherwise stated in an NPC description.)

 Marksman (Combat)

Requirements: Shooting d6+

Range: self

Duration: 3

Description: This power allows the character to fire a pistol with no autofire penalty, and

increases the rate of fire of that pistol by 1.

 

Carnage (Combat)

Requirements: Shooting d6+

Range: self

Duration: 3

Description: This power allows the character to fire a shotgun so that it does damage to all within a small burst template of the target.

 

Overkill (Combat)

Requirements: Shooting d6+

Range: self

Duration: 3

Description: This power allows the character to fire an assault rifle with no autofire penalty, and increases the range of that assault rifle to 18/36/72.

 

Assassination (Combat)

Requirements: Shooting d6+

Range: self

Duration: 3

Description: This power allows the character to shoot a sniper rifle a +2 damage bonus and to ignore the usual snapfire penalty if moving while shooting.

 

 Shield Boost (Combat)

Requirements: none

Range: self

Duration: instant

Description: This power restores fully the character’s shield.

 

Adrenaline Burst (Combat)

Requirements: Spirit d6+

Range: self

Duration: 2

Description: This power allows the character to act as though he has drawn the Joker for initiative for the next two rounds.

 

Immunity (Combat)

Requirements: Vigor d6+

Range: self

Duration: 3

Description: This power raises the character’s Toughness by 4.

 

Tactical Cloak (Tech)

Requirements: Veteran, Smarts d8+

Range: Self

Duration: 3

Description: With success, the character is barely detectable by eyes, optics and other sensors. He appears but a vague outline. A character may detect the cloaked tech if he has a reason to look and makes a Notice roll at -4. Once detected, he may attack the tech at -4 as well. With a raise, the tech is completely invisible to the eye, optics and other sensors. The penalty to Notice him or hit him is -6. In either case, the power affects the character and his personal items and anything he subsequently picks up if he can carry it. Cloak deactivates if user attacks.

 

Sabotage (Tech)

Requirements: Smarts d6+

Range: Smarts x2

Duration: 2

Description: This power causes all electro-mechanical weapons carried by the target to

temporarily overheat, making them unusable for the duration of the power. In addition, the heat

causes 2d6 damage to the target (this bypasses shields).

 

 

 

 

 

Overload (Tech)

Requirements: Smarts d6+

Range: Smarts x2

Duration: Instant

Description: This power reduces the target’s shield by two wound levels and deals 2d6 damage

directly to the target (bypassing any remaining shields).

 

AI Hacking (Tech)

Requirements: Smarts d6+

Range: Smarts

Duration: 3

Description: The target must make a Spirit roll at -2; failure indicates that the target is under the control of the character, much like the Puppet power (SWD pg. 115). This power works against basic AI entities (e.g., drones) but NOT against sentient inorganics (e.g., Geth).

 

Damping (Tech)

Requirements: Smarts d6+

Range: Smarts x2

Duration: 2

Description: This power prevents the target from using tech or biotic powers for the duration.

 

Combat Drone (Tech)

Requirements: Smarts d6+

Range: Smarts x2

Duration: 3

Description: The target creates a Combat Drone (see “Drones and Turrets” section of the Bestiary below) that fights on the character’s behalf.

 

Incinerate (Tech)

Requirements: Smarts d6+

Range: Smarts x2

Duration: instant

Description: All targets within a small burst template take 3d6 fire damage (AP(2)) (this bypasses shields); flammable objects may ignite (see SWD pg. 88).

 

Cryo Blast (Tech)

Requirements: Smarts d6+

Range: Smarts x2

Duration: 2

Description: The target must make a Vigor roll at -2. Failure indicates that the target is frozen (immobilized and unable to act) for the duration of the power; success indicates that the target is not frozen, but still moves as though on difficult ground for the duration of the power, due to ice frozen on their feet. (This power bypasses shields.)

Throw / Pull (Biotic)

Requirements: Spirit d6+

Range: Smarts x2

Duration: Instant

Description: The target must make a Strength roll at -2 (plus any size modifier); failure indicates that the target is thrown back or pulled forward (at the power user’s discretion) 1d4” and knocked prone. If the target hits a solid object, he must also make a Vigor roll or be Shaken. The target also takes 2d6 damage, regardless of the Strength roll (this bypasses shields). This power does not work against targets that fly or levitate using mass effect fields.

 

Slam (Biotic)

Requirements: Spirit d6+

Range: Smarts x2

Duration: Instant

Description: The target must make a Strength roll at -2 (plus any size modifier); failure indicates that he is quickly lifted several feet into the air and slammed back to the ground, taking 2d6 damage (this bypasses shields) and making a Vigor roll to avoid being Shaken, unless falling on something that cushions the landing. This power does not work against targets that fly or levitate using mass effect fields.

 

Singularity (Biotic)

Requirements: Spirit d6+

Range: Smarts x2

Duration: 3

Description: Each round of the duration of the power, those in medium burst template must make a Strength roll at -2 (plus any size modifier). Failure indicates that the target is pulled 1” toward the center of the burst; success indicates that the target is not pulled in, but cannot move from his current location (except toward the center of the burst). In addition, all within the burst make Strength and Agility rolls and all skill rolls related to Strength and Agility at -2. This power does not work against targets that fly or levitate using mass effect fields.

 

Warp (Biotic)

Requirements: Spirit d6+

Range: Smarts x2

Duration: 3

Description: The target suffers a -2 Toughness penalty for the duration and takes 2d6 damage (this bypasses shields).

 

 Barrier (Biotic)

Requirements: Spirit d6+

Range: self

Duration: 3

Description: This power grants a biotic shield with three wound levels for the duration. Attacks against the character affect the Barrier first, before affecting the target.

 

Stasis (Biotic)

Requirements: Spirit d6+

Range: Smarts x2

Duration: 2

Description: Completely immobilizes the target, rendering him incapable of acting for the duration; however, the target is also impervious to attack during this time.

 

Shockwave (Biotic)

Requirements: Spirit d6+

Range: see below

Duration: instant

Description: This power sends out a shockwave 12” long and 1” wide. Anyone on the ground in this area takes 2d6 damage (this bypasses shields); furthermore, each target must make a Strength roll at -2 (plus any size modifier) or be knocked prone.

 

 

GEAR

 

As a GM, it’s my intention to run short one-shot adventures using pre-generated characters with assigned equipment, and equipment “treasure” (especially upgrades) discovered during the course of the adventures. As a result, I have not listed prices for equipment, or equipment other than that needed for adventuring. If there are certain items not listed here that a player in one of my adventures really wants his character to have, he should discuss it with me, and we’ll decide

if it’s appropriate and available. Players may assume that characters have access to mundane equipment and supplies (e.g., food and clothing) back at their base or on their ship. GMs interested in long-term campaigns can generate prices lists for the gear listed below without too much trouble, using the SWD core rulebook as a basic guide. Encumbrance: Don’t worry about exact weight loads. Most decent quality equipment is made from fairly light-weight materials. As per below, characters can carry a full set of weapons on a special harness. All able-bodied characters can wear light armor, and characters who meet the strength requirements can wear medium or heavy armor (see “Armor” below). Other than that, any reasonable amount of stuff is okay, as long as it doesn’t get too out of hand.

 

WEAPONS

Ranged

Type

Range

Damage

RoF

Wt

Cost (Tier 1)

Min Str

Notes

Pistol

12/24/48

2d6+1

2

1

25 000

Double Tap, D-W

Shotgun

12/24/48

1-3d6+1

1

4

35 000

Hand Cannon

6/12/24

1-3d6+1

1

2

30 000

Counts as shotgun, D-W

Assault Rifle

24/48/96

2d8+1

3

5

40 000

Auto, 3RB

Sniper Rifle

50/100/200

2d10+1

1

8

75 000

d6

Snap Fire, Heavy Weapon

Grenades

5/10/20

3d6

1 000

Medium burst template

 

Heavy

These weapons use individual ammo types and have the Snapfire penalty.

Type

Range

Dmg

Shots

Wt

Cost

Min Str

Notes

M-100 Grenade Launcher

12/24/48

10

10

60000

d6

As per grenade, fires every other round, not HW

M-77 Rocket Launcher

24/48/96

4d8

15

10

120000

d6

Medium burst template, AP(4), 2 actions to reload (1 with assist)

M-451 Firestorm

Cone Template

2d10

10

15

130000

d6

Ignores Shields and Armor

M-622 Avalanche

12/24/48

3d6

20

10

130000

d6

Vigor roll or terrain

treated as Difficult for next 10 min.

M-490 Blackstorm

12/24/48

4d6

10

20

175000

d8

Med Burst

Template

Arc Projector

4/8/16

3d6

10

15

110000

d6

Large

Burst Template

 

 Melee

Type

Range

Damage

Wt

Cost (Tier 1)

Ability Requirements

Notes

Omni-Blade

STR+1d8

15 000

Requires free hand.

Omni-Bayonet

STR+1d6

15 000

Can be fitted on Shotguns and Assault Rifles

Vibro-Katana

STR+1d10

2

30 000

d8 in Agility

Must be drawn to use.

Collapsible

Vibro-Baton

STR +1d6

1

5 000

Must be drawn to use.

Weapon Upgrades

Upgrades have been simplified to cohere better with SW rules and to make them more FFF. All guns can utilize two upgrades: one attack upgrade and one ammo upgrade. (Some high quality guns may be able to utilize 1 or 2 additional attack upgrades, at the GM’s discretion.) You cannot slot two mods of the same type into the same gun. Example: A pistol cannot have Heat Sink I and Heat Sink II

 

Weapon Upgrades:

  • Improved Sighting I: +1 Shooting

  • Improved Sighting II: +2 Shooting

  • Improved Sighting III: +3 Shooting

  • Range Extension I: increases range of weapon by 3 (added to S/M/L ranges)

  • Range Extension II: increases range of weapon by 6 (added to S/M/L ranges)

  • Range Extension III: increases range of weapon by 9 (added to S/M/L ranges)

  • Recoil Damper I: reduces autofire penalty by 1

  • Recoil Damper II: reduces autofire penalty by 2

  • Heat Sink I: increases the number of rounds a weapon can be fired by 1

  • Heat Sink II: increases the number of rounds a weapon can be fired by 2

  • Heat Sink III: increases the number of rounds a weapon can be fired by 3

  • Rail Extension I: +1 to damage, overheat cooldown increased by 1 round

  • Rail Extension II: +2 to damage, overheat cooldown increased by 1 round

  • Rail Extension III: +4 to damage, overheat cooldown increased by 1 round

  • Hyper Rail (I): Damage increased by 1 die type, is considered a HW, but overheats after 1 attack and -2 to Shooting

  • Hyper Rail (II): Damage increased by 1 die type, is considered a HW, but overheats after 2 consecutive attacks and -2 to Shooting

  • Hyper Rail (III): Damage increased by 1 die type, is considered a HW, but overheats after 3 consecutive attacks and -2 to Shooting

 

Ammo upgrades:

  • Shredder Rounds I: +1 damage bonus to organics only

  • Shredder Rounds II: +2 damage bonus to organics only

  • Shredder Rounds III: +3 damage bonus to organics only

  • Tungsten Rounds I: +1 damage bonus to synthetics only

  • Tungsten Rounds II: +2 damage bonus to synthetics only

  • Tungsten Rounds III: +3 damage bonus to synthetics only

  •  Armor Piercing I: AP(1)

  • Armor Piercing II: AP(2)

  • Armor Piercing III: AP(3)

  • Phasic Rounds I: bypasses one wound level of shields

  • Phasic Rounds II: bypasses two wound levels of shields

  • Phasic Rounds III: bypasses three wound levels of shields

 

Elemental Rounds

Elemental rounds are very new at this point in time and are very difficult to find. They all considered to be Tier 3.

 

·         Incendiary Rounds: heat damage works as AP 2; flammable objects may ignite

·         Cryo Rounds: freezes target (works like Entangle power – see SWD pg. 113)

·         Toxic Rounds: target makes a Vigor roll or suffers -2 to all trait rolls for 1d4 rounds

 

Weapon and ammo upgrades are interchangeable between guns of different types, but they cannot be slotted into guns that are of a lower tier. For example, a Tier 2 mod cannot be slotted into a Tier 1 gun. But, a Tier 1 mod can be slotted into a Tier 2 gun. Since this is the largest barrier to weapon mods, their prices are fairly reasonable. Tier 1 mods universally cost about 5 000 credits. Tier 2 mods cost about 15 000 credits. Tier 3 mods cost about 25 000 credits, but they are usually more difficult to track down.

 

Guns in Mass Effect are made of lightweight materials and have a partially collapsible design which allows a full set – pistol, shotgun, assault rifle, sniper rifle, one heavy weapon (see below), and grenades – to be carried on a special harness (compatible with all armor types). Weapons can be switched easily: swapping one weapon for another requires only a single full action. Melee Weapons aren’t common in Mass Effect – it’s definitely a game built around shooting. Characters may use the butt of any currently armed gun to strike a foe that gets too close (damage of Str+d4). If a character wants something more, they could also carry a light (1 pound) collapsible baton that does Str+d6 damage and hooks to the aforementioned weapons harness. Anything other than that should be discussed with the GM. Grenades Range: 5/10/20, Damage: 3d6 in a medium burst template. Grenades can be set to explode on impact or when triggered remotely (requires a separate action). Grenades can utilize a single

upgrade. Some example upgrades:

 

Grenade Upgrades

Grenade upgrades are considered military grade and are difficult to come across.

 

? Explosive: +2 damage, covers a large burst template

? Incendiary: heat damage works as AP 2; flammable objects may catch fire (see SWD pg. 88)

? Cryo: Shaken or wounded targets are frozen (works like Entangle power, SWD pg. 113)

? Toxic: Shaken or wounded targets must make a Vigor roll or suffer -2 to all trait rolls for 1d4 rounds

 

A weapons harness can hold six grenades. Characters are allowed to carry a mixed assortment (if available). Note that grenades are not “heavy weapons” in the Savage Worlds sense (see SWD pg. 48), not even if fired from a grenade launcher (see below).

 

Overheating 

The only limiting factor to weapons is heat build-up. All infantry weapons sport two mass accelerators. This has the dual effect of increasing the rate of fire while splitting the heat load. If a weapon overheats it requires two rounds to cool down. For pistols, this heat build-up is a non-issue. Shotguns may be fired two rounds in a row, a third round of firing causes them to overheat. Assault rifles can only fire on full-auto for two rounds in a row, then overheat if fired for a third consecutive round on full-auto.. They are otherwise unhindered. Sniper rifles can only fire two rounds in a row and overheat if fired another consecutive round.

 

ARMOR

Armor is tailored to each specific race (exception: asari and human bodies are similar enough to make armor interchangeable). Armor comes in three types: light (+2 Toughness), medium (+4 Toughness), and heavy (+6 Toughness). Any able-bodied person can wear light armor; medium armor requires at least d8 Strength, and heavy armor requires at least d12 Strength (note that the Armor Training edge reduces the Strength requirement by two die types). Armor covers the entire body from the neck down. Armor also comes with optional helmet; if worn, it covers the entire head, neck, and face (Notice rolls at -2 while worn, if appropriate – GM’s discretion). Armor acts as a basic space / environmental suit. It provides breathable air (about a half an hour), protection against the effects of vacuum, and some protection against hostile environmental conditions (about two minutes of protection against a level 1 hostile environment, one minute against level 2, and little to no protection against levels 3 and above). After the duration expires, the wearer begins to experience the negative effects of the environment (which might mean wounds, fatigue levels, etc., depending on the environment).

 Armor comes standard with a shield. Shields are a form of kinetic barrier. As such, they only protect against small objects moving at high velocities, precisely like those projected by mass accelerator weapons. They do not prevent characters from seeing, hearing, breathing, or touching objects (e.g., weapons, door handles, other characters, etc.). In combat terms, shields

protect against guns, heavy weapons (except where noted), and grenades, but not against biotic or tech powers, melee attacks, simple thrown weapons (e.g., knives, stones, etc.), poisoned gas, radiation, temperature extremes, and so forth. They also do not protect against damage received from falling and the like.

A shield has a number of wounds it can absorb. Any wounds scored against a target with a shield are removed from the shield’s wound levels first. Once the shield has absorbed its total number of wound levels, attacks work against the target normally after that, and the shield is down until after the combat is over (although some powers and armor upgrades can restore shields mid-combat). Note that phasic rounds have the ability to bypass a certain number of

shield wound levels; for example, a Phasic I round would bypass a shield with one level as though there were no shield at all, and would act against a two wound level shield as though it were only a one wound level shield, etc.

 

A suit of armor can utilize a single upgrade. (Some high quality suits of armor may be able to utilize one or two additional upgrades, at the GM’s discretion; however, it is recommended that no suit of armor be able to utilize more than one Shield Battery upgrade.)

Armor Upgrades

Like weapons mods, armor upgrades can only be slotted into armors of a tier equal to or higher than them. Also, two mods of the same type cannot be slotted into the same armor. Tier 1 armor mods cost about 10 000 credits. Tier 2 mods cost about 20 000 credits. Tier 3 mods cost about 30 000 credits. 

 

  • Shield Regenerator I: restores one wound level of shields once per combat

  • Shield Regenerator II: restores two wound levels of shields once per combat

  • Shield Regenerator III: restores three wound levels of shields once per combat

  • Shield Battery I: a standard shield can absorb one more wound (two total)

  • Shield Battery II: a standard shield can absorb two more wounds (three total)

  • Shield Battery III: a standard shield can absorb three more wounds (four total)

  • Armor Plating I: +1 Toughness

  • Armor Plating II: +2 Toughness

  • Armor Plating III: +3 Toughness

  • Combat Exoskeleton I: +1 Fighting

  • Combat Exoskeleton II: +2 Fighting

  • Combat Exoskeleton III: +3 Fighting

  • Shock Absorbers I: +1 on rolls vs. Throw / Pull and Slam biotics, charge or push attacks, or Shaken results

  • Shock Absorbers II: +2 on rolls vs. Throw / Pull and Slam biotics, charge or push attacks, or Shaken results

  • Shock Absorbers III: +3 on rolls vs. Throw / Pull and Slam biotics, charge or push attacks, or Shaken results

  • Medical Interface I: +1 to soak rolls; reduces wound penalties by 1

  • Medical Interface II: +2 to soak rolls; reduces wound penalties by 2

  • Medical Interface III: +3 to soak rolls; reduces wound penalties by 3

 

MISCELLANEOUS ITEMS

 

Omni-Tools

Omni-tools are ubiquitous devices that serve a wide variety of purposes (e.g., communication, personal computing, computer interfacing, etc.) Omni-tools are required to use tech powers. This gives tech powers a slight disadvantage compared to biotic or combat powers, since one’s omni-tool could conceivably be lost, taken away, damaged, or destroyed. To compensate, omni-tools can utilize upgrades that boost tech powers (among other things). An omni-tool can utilize a single upgrade (some higher quality omni-tools may be able to utilize more than one upgrade, at the GM’s discretion). Some example upgrades:

 

Duration Boost I: increases tech power duration by 1 round

Duration Boost II: increases tech power duration by 2 rounds

Duration Boost III: increases tech power duration by 3 rounds

Power Boost I: target makes rolls to resist tech power at -1

Power Boost II: target makes rolls to resist tech power at -2

Power Boost III: target makes rolls to resist tech power at -3

Cooldown Bonus I: +1 on recharge rolls for tech powers

Cooldown Bonus II: +2 on recharge rolls for tech powers

Cooldown Bonus III: +3 on recharge rolls for tech powers

Hacking I: +1 to Decryption rolls

Hacking II: +2 to Decryption rolls

Hacking III: +3 to Decryption rolls

Help Menu I: +1 to Knowledge (Computers) rolls

Help Menu II: +2 to Knowledge (Computers) rolls

Help Menu III: +3 to Knowledge (Computers) rolls

Blade Penetration I: +1 damage with Omni Weapons

Blade Penetration II: +2 damage with Omni Weapons

Blade Penetration III: +4 damage with Omni Weapons

Electric Discharge I: +1 damage with Vibro Weapons

Electric Discharge II: +2 damage with Vibro Weapons

Electric Discharge III: +4 damage with Vibro Weapons

 

Bio-Amps

Biotics manipulate mass effect fields using dozens of element zero nodules within their nervous system that react to electric stimuli from the brain. Bio-amps allow biotics to synchronize the nodules so they can form fields large and strong enough for practical use. Amplifiers can improve a specific discipline or talent. An implant is a surgically-embedded interface port into which the amps are ‘plugged’ in. They are also known as ‘wetware’ because of their cybernetic nature. In humans, the implant is usually placed at the base of the skull for convenient access, though the user must be careful to keep it free of contaminants. Like Omni-Tools, bio-amps can be upgraded to allow for better proficiency with biotic powers. 

Here are some upgrades:

Dark Energy Amplifier I: Increases damage done by biotics by 2.

Dark Energy Amplifier II: Increases damage done by biotics by 3.

Dark Energy Amplifier III: Increases damage done by biotics by 4.

Range Booster I: Increases range as if spirit die was 1 type higher.

Range Booster II: Increases range as if spirit die was 2 types higher.

Range Booster III: Increases range as if spirit die was 3 types higher.

Biotic Focus I: Powers recharge on a roll of 7 or 8.

Biotic Focus II: Powers recharge on a roll of 6, 7, or 8.

Biotic Focus III: Powers recharge on a roll of 5, 6, 7, or 8.

Duration Booster I: Increases the duration of powers by 1 round.

Duration Booster II: Increases the duration of powers by 2 rounds.

Duration Booster III: Increases the duration of powers by 3 rounds.

Medigel

Medigel is basically a first aid kit. Six units can be carried in a standard utility belt with ease. When a character uses a medigel to heal wounds, he takes a full action and makes a healing skill roll at +2: each success and raise removes one wound (e.g., a success heals one wound, a success and a raise heals two wounds, a success and two raises heals three wounds, etc.).

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