mass effect aw
TRANSCRIPT
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Mass Effect World
Version 2.0
by C. Perigoe
May 29th 2014
I don’t own Dungeon World or Mass Effect and don’t pretend to. This is a fan-made work only
and in Beta. Do not sell this pdf. If someone sold you this pdf, you’ve been had.
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Table of Contents
What is Mass Effect World? 3
Basic Moves 4-6
Reminder of General Rules 7The Soldier 8-9
The Inltrator 10-11
The Vanguard 12-13
The Engineer 14-15
The Adept 16-17
The Sentinel 18-19
Credits, Gear, and Ship Components 20-21
Omnitool and Omni-Gel 22
Goods and Services 23
Firearms 24
Suits 25
The Ship 26
Ship’s Starting Moves 27
Improving your Ship and Basic Upgrades 28
Advanced Upgrades 29
Basic Tech Powers 30-31
Advanced Tech Powers 32-33
Basic Biotic Powers 34-35
Advanced Biotic Powers 36-37
Basic Ammo Powers 38
Advanced Ammo Powers 39
Basic Grenade Powers 40
Advanced Grenade Powers 41
Basic Combat Powers 42
Advanced Combat Powers 43
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What is Mass Effect World?
Mass Effect World is a tabletop roleplaying game that puts two great things to-
gether - the fast, fun pace of the Dungeon World RPG Sytem and the expansive
space opera setting of the Mass Effect games.
What do I need to play?
You’ll need the following:
• Some polygonal dice, including at least two six-sided dice and at least one four-
sided, eight-sided, ten-sided, and twelve-sided die. Having at least six dice of each
type is better, but not necessary.
• Several pieces of blank or lined paper
• Several pencils and erasers (you’ll be making a lot of corrections, so pens are not
a good choice here)
• A couple of friends
• This pdf le - print it out if you can, I recommend binding it instead of stapling it
so players can look at their character classes individually.
How do I play?
I’m going to assume here that you’re a) familiar with the Dungeon World RPG
system, b) familiar with the Mass Effect universe, and c) not a complete novice
when it comes to tabletop games. If a) is incorrect, buy the Dungeon World book,
you fool. It’s absolutely work your money. If b) is incorrect, play Mass Effect (the
rst game is excellent) or look up the Mass Effect wiki. If c) is incorrect, you’re
on your own pal.
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Basic Moves
Slice & Dice: When you strike an enemy in Melee, roll +STR. On a 10+, you
deal your damage without exposing yourself OR you deal +1d6 damage, but ex-
pose yourself to your enemy. On a 7-9, you and your target deal your damage toeach other.
Open Fire: When you aim a Firearm and pull the trigger, your Firearm gains
2-Heat, then roll +DEX. On a 10+, you deal your damage to your target without
exposing yourself. On a 7-9, choose one:
• If you have Cover, you lose it (you can’t choose this if you don’t have Cover)
• If your target can attack you, they deal their damage to you
• If your target can’t attack you, you deal half as much damage
• Your Firearm gains 1-Heat
Reload: When your Firearm’s Heat is at or above maximum, roll +RELOAD
and reduce its Heat to 0. On a 10+, choose none. On a 7-9, choose one. On a 6-,
choose two plus what the GM says.
• Your weapon is damaged, -1 Ongoing to Damage rolls until repaired with an
Omnitool
• Your weapon is overheated, you cannot use it for a moderate amount of time
• You leave yourself vulnerable to enemies you do not have Cover against
Take Cover: When you hit the deck or otherwise attempt to protect yourself
or another, roll +CON. On a 10+, choose 3. On a 7-9, choose 1.
• Take a nearby ally’s damage
• Halve one attack’s damage
• Take Cover
• Grant Cover to a nearby ally
Check Codex: When you check your knowledge and information reserves
concerning something, roll +INT. On a 10+, the GM tells you something interest-
ing and immediately relevant about it. On a 7-9, they tell you something interest-
ing, but you have to make it useful.
Charm: When you have leverage and use it on an NPC, roll +CHA. On a 10+,
they do what you want if you promise them something rst. On a 7-9, they need
tangile assurance in advance before they’re willing to do anything for you.
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Investigate: When you study a person or place in detail, roll +WIS. On a 10+,
ask the GM 3 of the following. On a 7-9, ask the GM 1.
• What happened here recently? • What here is not what it appears to be?
• What is about to happen? • What here is useful or valuable to me?
• What should I be on the lookout for? • Who’s really in control here?
Unity: When you assist or hinder someones actions, roll +BOND. On a 10+,
they take +1 or -2 Forward. On a 7-9, as above but you open yourself up to dan-
ger, cost, or retribution.
Cover: You either have Cover, or you don’t. If you have Cover, take +1 Ongoing
to Defy Danger when reasonable, but you can’t Hack and Slash.
Critical Mission Failure: When you are reduce to 0 Health, roll +nothing. On a
10+, you’re alive and stabilize at 1 HP for the moment. On a 7-9, you survive at 1
HP but suffer some kind of lasting scar, psychological disorder, phobia, or disabil-
ity. On a 6- you’re dead.
Overencumbered: When you make a move while carrying equipment, you
might be encumbered. If it’s Equal to or less than your Carry Capacity, you take
no penalty. If it’s up to 2 points higher, you take -1 ongoing. If it’s more than 2
points higher, you have to drop items or automatically fail at whatever you’re do-
ing.
Rest: When you take a few hours to rest and recuperate, lose a ration and heal
half your HP in damage. If you have enough XP to level up, you may do so.
Take Watch: When you’re on watch and someone approaches the group,
roll +WIS. On a 10+, anyone you want can be woken and they take +1 Forward
against the intruder. On a 7-9, you can wake them up but they don’t gain forward.
On a 6-, you don’t notice it at all.
Transit Through Hazardous Zones: When you travel through hostile terri-
tory, select a Navigator, Lookout, and Scrounger. They all roll +WIS.
• On a 10+, the Navigator cuts down on transit time
• On a 10+, the Lookout alerts you to enemies on your trip in advance
• On a 10+, the Scrounger reduces the rations spent by one
• On a 7-9, all roles are simply adequate
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Bribe: When you invest a great deal of coins in a city or outpost, spend 10,000
credits, then roll +1 for every 10,000 credits spent. On a 10+, choose 3. On a 7-9,
choose 1. On a 6-, choose one but you endanger yourself or others somehow in the
process.• A useful NPC now owes you a Favor
• You hear rumors of an opportunity
• You gain useful information
• You are not conned, tracked, and you don’t tip off any undesirables
Acquire: When you spend credits on something that would reasonably be
available where you are, roll +CHA. On a 10+, you can get it at a fair price. On
a 7-9, you’ll have to pay more or settle for something similar, but not what you
wanted. The GM will tell you what your options are.
Hire Mercenaries: When you try to hire help, roll +1 for each that applies:
• You’re offering generous pay
• You state what your plans are in advance
• You promise a share of the loot
• You have a reputation in these parts that would help you out
On a 10+, you nd skilled help. On a 7-9, you’ll have to pay more or settle for
less.
Level Up: When you have your level + 7 XP and Rest, do the following:
• Reduce your XP by your level + 7
• Increase one of your attributes by 1 (up to a maximum of 18)
• Gain a new Power of your choice
• If you are now level 3, 6, or 10, improve your Iconic Power
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Reminder of General Rules
Characters begin with 16, 15, 13, 12, 9, and 8 in their six attributes (Strength,
Dexterity, Constitution, Intelligence, Wisdom, and Charisma). At 2nd level and
every level thereafter, they may increase one of those attributes by 1, as well asgain one or more other benets.
The modier of an attribute is based on its numerical score, as follows:
18: +3
16 or 17: +2
13, 14, or 15: +1
9, 10, 11, or 12: +0
8 or lower: -1
When you would be prompted to roll, roll two six-sided dice, add their values
together, and add your modier (positive or negative). That is your result. Results
of 10 or higher indicate a complete success. Results of 7, 8, or 9 indicate a partial
success, or success at a cost. Results of 6 or lower indicate a failure, and the GM
will tell you what happens. In most cases, rolling a 6 or less also earns you one
Experience Point, or XP.
You can spend Experience Points equal to your current level plus seven in order
to gain a level. The maximum level is 10. Once you reach level 10, you can spend
17 XP in order to become level 1 in a different class of your choice. You lose any
Talents that you and the GM agree are not ESSENTIAL to your character’s per-
sonality or abilities.
On a personal note, Dungeon World is a game of narrative co-operation and group
storytelling. When the rules get in the way of fun, ignore them. Having fun is
more important than sweating the small stuff. Don’t be afraid to embellish the ac-
tion or let players weave their backstory into the narrative. This is a game about
the player characters, their adventures, and their decisions.
Have fun.
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The Soldier
“Outnumbered three to one, eh? Well, at least now it’s an even ght!”
Damage Die: d10Hit Points: 4 + Constitution Score
Carry Capacity: 12 + Strength Score
The Soldier is the consummate warrior and the all-around master of the battleeld
Soldiers boast incredible durability, comprehensive weapons training, and unpar-
alleled mastery of tactical combat maneuvers. While lacking the advanced techni-
cal and biotic training of other agents, Soldiers prove conculsively that physical
conditioning, grit, and fearlessness are more than enough to handle anything the
galaxy can throw at them.
Notable Soldiers: Ashley Williams, James Vega, David Anderson
Combat Mastery
At level 1, pick the Adrenaline Rush or Immunity Iconic Power. You start with
that Power, plus any two Basic Combat, Ammo, or Grenade Powers of your
choice.
At 3rd, 6th, and 10th level your Iconic Power gets stronger.
At levels 2 through 5 you gain one Basic Combat, Grenade, or Ammo Power.
At levels 6 through 10 you gain one Basic or Advanced Combat, Grenade, or
Ammo Power, or one Basic Tech or Biotic Power.
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Adrenaline Rush
At the start of combat, gain 1+CON Adrenaline. You can spend 1-Adrenaline to
take +1 Forward to Slice & Dice, Open Fire, or Take Cover roll, or to deal +1d4
damage.
At 3rd level, choose one of the following:
Impact: When you take bonus damage, take +1d6 instead.
Hardening: You can spend 1-Adrenaline to reduce any damage you take by 1d4.
At 6th level, choose one of the following or a previous choice:
Reserves: At the start of combat, gain 2+Con Adrenaline instead.
Musculature: When you take Forward to Slice & Dice, take +2 Forward.
At 10th level, choose one of the following or a previous choice:
Gunslinger: When you take Forward to Open Fire, take +2 Forward.
Commando: When you spend 1-Adrenaline, recover CON Defenses if at 0.
Immunity
When you , roll +CON. On a 10+, you lose no Hit Points. On a 7-9, take half dam-
age. Either way, you take -1 Ongoing to further uses of Immunity today.
At 3rd level, choose one of the following:
Grit: When you would lose Hit Points, you lose 1 fewer Hit Point.
Mettle: You ignore the rst -1 to Immunity rolls you’d suffer each day.
At 6th level, choose one of the following or a previous choice:
Durable: While at half Hit Points or less, take +1 Ongoing to Immunity rolls.
Stimulants: While at half health or less, you deal +1d4 with Slice & Dice.
At 10th level, choose one of the following or a previous choice:
Berserker: When you use Immunity, on a 12+ you regain 1+CON Hit Points
Shock Trooper: Ignore the rst -1 Ongoing to Immunity gained each ght
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The Inltrator
“Trust me, they’re never going to see me coming.”
Damage Die: d10Hit Points: 2 + Constitution Score
Carry Capacity: 9 + Strength Score
The Inltrator is the special ops and sabotage expert of any squad. Able to
Notable Inltrators: Garrus Vakarian
Operational Mastery
At level 1, pick the Tactical Cloak or Shadow Strike Iconic Power. You start
with that Power, plus any two Basic Tech, Combat, Ammo, or Grenade Powers
of your choice.
At 3rd, 6th, and 10th level your Iconic Power gets stronger.
At levels 2 through 5 you gain one Basic Tech, Combat, Grenade, or Ammo
Power.
At levels 6 through 10 you gain one Basic or Advanced Tech, Combat, Grenade,
or Ammo Power, or one Basic Biotic Power.
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Tactical Cloak
When you turn invisible, roll +INT. On a 10+ choose 3, on a 7-9 choose 2, on a
6- choose 1.
• You cannot be seen by enemies, even ones within Reach of you
• Take +1 Forward to your next Open Fire roll against a long range enemy• You deal +1d4 damage on your next attack with a Firearm
• You don’t take a -1 to further uses for the rest of the day
At 3rd level, choose one of the following:
Impact: When you deal bonus damage, you deal +1d8 damage instead.
Piercing: Your rst attack ignores the target’s Defenses if they are Surprised.
At 6th level, choose one of the following or a previous choice:
Precision: You may take +2 Forward instead for two choices
Camouage: When you don’t pick “can’t be seen”, Near+ enemies can’t see you.
At 10th level, choose one of the following or a previous choice:
Sniper: Roll you damage and bonus damage dice twice and take the higher result.
Ghost: After Cloaking wears off, roll +INT. On a 10+, you’re hidden from sight.
Shadow Strike
When you Slice & Dice an unaware enemy, deal your damage and roll +DEX.
On a 10+, you deal +1d6 damage and the target is stunned for a few moments. On
a 7-9, your target is simply stunned for a brief moment.
At 3rd level, choose one of the following:
Evasion: On a 10+, you can immediately move out of melee range after attacking.
Stealth: On a 10+, you don’t reveal your location.
At 6th level, choose one of the following or a previous choice:
Twise the Knife: On a 10+, deal +1d10 damage instead.
Cunning: On a 7-9, you either deal +1d6 damage or they are stunned for longer
At 10th level, choose one of the following or a previous choice:
Assassin: Even on a 6- your target takes an extra 1d4 damage
Grifter: The rst attack you make each ght always catches your enemy unaware
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The Vanguard
“CHARGE!”
Damage Die: d8Hit Points: 4 + Constitution Score
Carry Capacity: 9 + Strength Score
The Vanguard is the rst to enter the fray and the last to leave. By combining com-
bat mastery and biotic afnity, they can send their foes ying while smashing their
shields and lling them full of holes. Vanguards are close-quarters specialists
Notable Vanguards: Urdnot Wrex, Jack, Javik
Assault Mastery
At level 1, pick the Biotic Charge or Biotic Shield Iconic Power. You start with
that Power, plus any two Basic Biotic, Combat, Ammo, or Grenade Powers of
your choice.
At 3rd, 6th, and 10th level your Iconic Power gets stronger.
At levels 2 through 5 you gain one Basic Biotic, Combat, Grenade, or Ammo
Power.
At levels 6 through 10 you gain one Basic or Advanced Biotic, Combat, Gre-
nade, or Ammo Power, or one Basic Tech Power.
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Biotic Charge
When you propel yourself forward with Biotic energy, choose a Near location
and roll +WIS. On a 10+, you move to that spot and may immediately deal your
damage to a Hand or Reach enemy. Gain Heat as normal. On a 7-9, you must also
choose one of the following:• You leave yourself vulerable to a counterattack
• You only deal half damage
• You take a -1 to further uses of this power today
At 3rd level, choose one of the following:
Nova: When you Charge, you can reduce your Barriers to 0. Deal that much extra
damage.
Refresh: When you charge, on a 10+ you recover 1+WIS Barriers.
Biotic Field
When you project an indestructile biotic eld around yourself , roll +WIS. On a
10+ ignore all non-Melee attacks for a short while, but you can’t move, attack, or
use powers. On a 7-9, you only halve the damage or effects. Either way, take a -1
to further uses this combat.
At 3rd level, choose one of the following:
Defender: You can share this with allies within Reach of you. Their actions can
end it.
Hardened: When you activate this ability, regain 1+WIS Barriers.
At 6th level, choose one of the following or a previous choice:
Mobility: You can move while this power is active.
Repulsion: Enemies cannot Slice & Dice people affected by this power.
At 10th level, choose one of the following or a previous choice:
Bastion: When this power ends, Close enemies take d4 Biotic Damage and it’s
Forceful.
Juggernaut: You can Open Fire and use Powers while this is active, just take -2
Ongoing.
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The Engineer
“CHARGE!”
Damage Die: d8Hit Points: Constitution Score
Carry Capacity: 6 + Strength Score
The Engineer is the technical expert of any squad, equipped to deal with every-
thing from jammed control panels to renegade A.I. and more.
Notable Engineers: Tali’Zorah nar Rayya, Mordin Solus, EDI
Technical Mastery
At level 1, pick the Combat Drone or Decoy Iconic Power. You start with that
Power, plus any two Basic Tech, Ammo, or Grenade Powers of your choice.
At 3rd, 6th, and 10th level your Iconic Power gets stronger.
At levels 2 through 5 you gain one Basic Tech, Grenade, or Ammo Power.
At levels 6 through 10 you gain one Basic or Advanced Tech, Grenade, or Ammo
Power, or one Basic Biotic or Combat Power.
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Combat Drone
When you restock at a supply cache or the ship, gain 1+INT Parts. You can
spend 1-Part to create a Combat Drone. Whenever you act it does as well, Open-
ing Fire at an enemy of your choice Near you, rolling +INT instead of +DEX. It
has 4 Shields and deals d4 Tech Damage.
At 3rd level, choose one of the following:
Defense: The Drone has 8 Shields instead.
Offense: The Drone deals d8 damage instead
At 6th level, choose one of the following or a previous choice:
Support: The Drone’s attack knocks Defenseless enemies out of Cover
Chain: The Drone’s attack deals damage to all enemies Near its target.
At 10th level, choose one of the following or a previous choice:
Explosive: When the Drone is destroyed, Close enemies take its damage
Rending: The Drone’s attack deals an additional d6 damage to Shields and Armor
Decoy
When you project a hologram to mislead your enemies, roll +INT. On a 10+,
enemies are briey fooled and will attack the Decoy instead of you during this pe-
riod; also choose three. On a 7-9, you choose one instead. You can only use Decoy
once per combat.
• You take +1 Forward against your enemies
• You regain 1+INT Shields
• Enemies who attack your Decoy take your Level in Tech Damage
At 3rd level, choose one of the following:
Defense: Add this option to the list: * Allies may immediately regain Cover
Offense: Add this option to the list: * Allies take +1 Forward against the enemies.
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The Adept
“Have fun trying to shoot us while spiraling through thin air.”
Damage Die: d6Hit Points: 2 + Constitution Score
Carry Capacity: 6 + Strength Score
The Adept is the biotic expert of any squad, able to manipulate gravity and mass
with the power of their minds. While some might dabble in biotics, only the Ad-
ept has the mental conditioning and elite training to perform the most powerful of
feats. An Adept can take out an entire squad of enemies with a single wave of their
hand, and lay waste to a battalion without ring a single shot.
Notable Adepts: Liara T’Soni, Samara
Biotic Mastery
At level 1, pick the Biotic Reserves or Biotic Orbs Iconic Power. You start
with that Power, plus any two Basic Biotic, Ammo, or Grenade Powers of your
choice.
At 3rd, 6th, and 10th level your Iconic Power gets stronger.
At levels 2 through 5 you gain one Basic Biotic, Grenade, or Ammo Power.
At levels 6 through 10 you gain one Basic or Advanced Biotic, Grenade, or
Ammo Power, or one Basic Tech or Combat Power.
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Biotic Reserves
When you enter combat gain 1+WIS Energy. You can spend 1-Energy at any time
to add any Biotic effect you know to another Biotic Power you use, or to take +1
Forward to your next use of a Biotic Power.
Biotic Orbs
When you enter combat, gain 3-Orb. You can spend 1-Orb when attacked to im-
mediately deal 1d4 Biotic Damage to your attacked. In addition, so long as you
have 1-Orb you have +1 Ongoing to all uses of Biotic Powers.
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The Sentinel
“Come on, hit me with your best shot!”
Damage Die: d6Hit Points: Constitution Score
Carry Capacity: 6 + Strength Score
The Sentinel is the defensive expert of the squad, as well as the only member
equally procient in both biotic and technical skills. The Sentinel is a formidable
force on the battleeld,
Notable Sentinels: Kaidan Alenko, Miranda, Saren Arterius
Defensive Mastery
At level 1, pick the Tech Armor or Biotic Field Iconic Power. You start with that
Power, plus any two Basic Biotic or TechPowers of your choice.
At 3rd, 6th, and 10th level your Iconic Power gets stronger.
At levels 2 through 5 you gain one Basic Biotic or Tech Power.
At levels 6 through 10 you gain one Basic or Advanced Biotic or Tech Power, or
one Basic Combat, Grenade, or Ammo Power.
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Tech Armor
When you enter combat, gain 3-Armor. When you take damage you can spend
1-Armor to negate any damage you’d suffer from that attack. So long as you have
1-Armor left, reduce any damage you take by 2.
Biotic Field
You can create and maintain a eld of biotic distortion around you. You and all
Close allies take 2 less damage from all sources. Enemies that enter within Reach
of you take +2 damage from all sources.
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Credits, Gear, and Ship Components
The spacefaring civilizations of the universe use a currency called Credits. One
thousand credits represents the smallest denomination of currency.
Mark Rating Firearm Cost Suit Cost Ship Weapon Cost Ship Defenses Cost
0 5,000 10,000 25,000 50,000
1 10,000 20,000 50,000 100,000
2 20,000 40,000 100,000 200,000
3 40,000 80,000 200,000 400,000
4 60,000 120,000 300,000 600,000
5 90,000 180,000 450,000 900,000
6 120,000 240,000 600,000 1,200,000
7 160,000 320,000 800,000 1,600,000
8 200,000 400,000 1,000,000 2,000,000
9 250,000 500,000 1,250,000 2,500,000
10 300,000 600,000 1,500,000 3,000,000
A level 1 character should start with all of the following:
• One Mark 0 Firearm of their choice
• One Mark 0 Suit of their choice
• One unit of Medigel• One complete set of Field Rations
• One Omnitool with 5 units of Omnigel
• 20,000 Credits
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Medigel (1 use, 15,000 Credits, 0 Weight)
When applied to a person’s body, this gel recovers 5 damage or one debility, your
choice.
Field Rations (5 uses, 3,000 Credits, 1 Weight)
These rations have all the nutrition your body needs for a day. A shame they taste
horrible.
Omnitool (10k Credits, 0 Weight)
This device has a wide range of uses, including (but not limited to) internet access,
hacking and decrypting computers, photography, and playing videogames.
Omn-Gel Packet (10 uses, 5,000 Credits, 1 Weight)
A complex formula of plastics, rened metals and alloys, this packet allows for
rapid fabrication of basic items as well as military-grade Omniblades.
Eezo Fuel Tank (5 Uses, 30,000 Credits, 10 Weight)
Eezo, or Element Zero, is the default fuel for most starships. When Interstellar
Travel occurs, you spend one use of your Eezo Fuel Tank.
Spare Parts (3 Uses, 50,000 Credits, 10 Weight)
Mostly patches for the hull or bits and bobs for the engine. When Emergency Re-
pairs happen, these can be consumed. In addition, when the Engineer spends a few
hours repairing the ship, spend one use and restore 4 Hull Points.
Emergency Shield Generator (1 Use, 50,000 Credits, 10 Weight)
This powerful device, when activated, grants your vessel 10 Shields for a limited
time. Once used, it breaks down into useless scrap, but the fact that this can be
used in a desperate situation makes it an incredibly valuable piece of technology.
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Omnitools and Omnigel
Omnitools are small holographic display and fabrication devices that have a
number of functions. Omni-gel is a chemical compound used for a wide vareity of
functions.
Without spending Omni-Gel, you can use an Omnitool to do any of the following:
• Transfer and recieve information from datapads and Omnitools within 5 meters
• Take photographs
• Surf the Extranet
• Play videogames
• Create a beam of light like a ashlight
• Dispense Medi-Gel
• Communicate with video, audio, and holograms
• Use Tech talents
By spending one use of Omni-Gel, you can use your Omnitool to do one of the
following:
• Produce a one-time-use bladed weapon (Hand, Precise) that deals Tech Damage
• Print up to ten photographs or image stored in your Omnitool
• Paint an area roughly 10 meters square
• Produce a small, valueless object smaller than a st
• Attempt to hack an electronic device
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Goods and Services
Military equipment isn’t the only thing you can buy with Credits. Below are some
examples of additional uses for your extra Credits.
Hovercar Rental 1,000 Credits per hour
Medical Treatment at a Registered Facility 5,000 Credits
Equipment Repair 25% of the item’s cost in Credits
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Firearms
To create a Firearm, simply pick options until the total equals the Mark value of
the weapon. For example, a Mark 4 Firearm would have a total value of 4. Any
points left over can be redeemed for Tags from the list below. All Firearms areLoud, in addition to all other Tags, unless the Silenced Tag is chosen.
Heat Capacity is the maximum amount of Heat that your weapon can accrue be-
fore you need to Reload. Mass Effect weapons don’t worry about ammunition, but
overheating is a constant concern.
Weight is the overall bulk and mass of your Firearm.
Maximum Range is the longest distance your Firearm can reach. Very Far is a new
Range in Mass Effect, it means “Able to be seen through a magnifying scope”
Firearm Quality Cost -5 -3 -2 -1 0 1 2 3 5 7 10
Heat Capacity 2 3 4 5 6 7 8 9 10 11 12
Weight 10 9 8 7 6 5 4 3 --- 2 ---
Maximum Range --- --- Close --- Near --- Far --- V. Far --- ---
Damage Bonus -2 --- -1 --- +0 --- +1 --- +2 --- +3
Reload Bonus --- -2 --- -1 +0 +1 --- -2 --- +3 ---
Sample Firarms Heat Weight Range Damage Reload
Lancer Assault Rie Mk. 0 6 6 Near +0 +0
Shredder Shotgun Mk. 0 5 7 Close +2 -1
Mantis Sniper Rie Mk. 0 4 8 Far +1 +0
Defender Pistol Mk. 0 7 5 Near -1 +0
Sentry SMG Mk. 0 7 4 Near -2 +1
Additional Tags CostMessy, Forceful, Finesse, Melee, or Silenced 1
Tech Damage or Biotic Damage 2
Pierce Armor, Pierce Shields, or Pierce Barriers 3
Pierce Defenses 7
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Suits
To create a Suit, simply pick options until the total equals the Mark value of the
suit. For example, a Mark 4 Suit would have a total value of 4. You must spend
any points left over, as suits do not have Tags. All Suits cover the entire body, andcannot be combined with other Suits under any circumstances.
Defense Value is the total Armor, Shields, or Barriers that the Suit provides. When
you suffer damage, you reduce your Defenses rst. A character with 0 Defenses
remaining is Defenseless. Some Power and weapons react differently to different
types of Defenses.
Weight is the overall bulk and mass of the Suit.
Resistance is a special value. Whenever you would suffer X or less damage of that
type, you instead reduce that damage to 0 and completely ignore all secondary
effects of the attack. For example, if you have Tech Resistance 4 and would suffer
3 damage from an Incinerate effect, you take no damage and you also do not light
on re.
Suit Quality Cost -5 -3 -2 -1 0 1 2 3 5 7 10
Defense Value 2 3 4 5 6 7 8 9 10 11 12
Weight 16 14 12 10 8 7 6 5 4 3 2Biotic Resistance --- --- --- --- --- 2 3 4 5 6 7
Tech Resistance --- --- --- --- --- 2 3 4 5 6 7
Firearm Resistance --- --- --- --- --- 2 3 4 5 6 7
Melee Resistance --- --- --- --- --- 2 3 4 5 6 7
Sample Suits Defense Weight -Biotic -Tech -Melee -Ranged
Stealth Suit Mk. 0 2 4 ------ ------ ------ ------
Engineering Suit Mk. 0 4 6 ------ ------ ------ ------
Assault Suit Mk. 0 6 8 ------ ------ ------ ------
Merc Suit Mk. 0 8 12 ------ ------ ------ ------
Krogan Armor Mk. 0 10 16 ------ ------ ------ ------
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The Ship
Damage Die: d6 (x10 damage to vehicles, x100 damage to people)
Hull Points: Hull Score (/10 damage from vehicles, /100 damage from people)
Cargo Capacity: (6 + Size Score) x 100
Ship Attributes: The Ship starts with the following Attributes:
Size (SIZE): How big your ship is. Increases Cargo Capacity.
Thrusters (THR): How maneuverable your ship is. Useful for evading debris.
Hull: (HULL) How tough your ship is. Increases Hull Points.
Engine (ENG): How fast your ship is. Useful for long-distance travel.
Systems (SYS): How accurate your ship is. Useful for on-board weaponry.
Sensors (SEN): How perceptive your ship is. Useful for scanning
Have your Squad assign a 16, 15, 13, 12, 9, and 8 to these attributes when they
acquire their Ship.
Ship’s Equipment and Needs: Ships need Fuel and Parts in order to travel
through space and repair damaged systems, respectively. You can buy these in any
spaceport, and having a good supply of both is a good idea.
Your Ship’s Crew, most likely your Squad, can lend their particular skills to mak-
ing your Ship more effective at whatever it does. Every Squadmate can ll two
Crew positions at the same time, within reason.
Pilot: They handle the evasive maneuvers needed in stellar combat.
Engineer: They take care of repairing the ship in and our of battle.
Tactical: They operate the ship’s weapons during battle.
Coms: They operate the ship’s sensors and communicate with other vessels.
Navigator: They plot the course that the ship takes when it travels through space.
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Ship Starting Moves
Diplomatic Relations (Any, CHA): When you act on the behalf of your crew
and/or ship, roll +CHA. On a 10+, choose 3. On a 7-9, choose 2. On a 6-, choose
1 in addition to whatever the GM tells you.• You denitely impress the person you are dealing with
• They are willing to nd a job for you, or help you with an existing job for a price
• They willingly divulge useful information pertaining to your current job
• You don’t slight the person or faction you’re dealing with
Interstellar Travel (Navigator, INT): When you travel the vastness of space,
spend 1-Fuel and roll +ENG. On a 10+, choose 1. On a 7-9, choose 2. On a 6-,
choose 3 in addition to whatever the GM tells you.
• It takes you longer to get to your destination
• You encounter something hazardous on your trip
• You draw unwanted attention to your ship
• You spend 1-Fuel
• You spend 1-Fuel
Firing Mass Drivers (Tactical, WIS): When you re the ship’s weapons, roll
+SYS. On a 10+, you deal your damage and avoid incoming attacks OR you deal
+1d6 damage but open your ship up to counterattacks. On a 7-9, you both deal
your damage to each other (if possible).
Emergency Repairs (Engineer, INT): When you repair the ship mid-ight,
roll +HULL. On a 10+, choose 2. On a 7-9, choose 1. On a 6-, choose 1 in addi-
tion to whatever the GM tells you.
• You halve the damage
• You ignore a Debility that would be inicted by the attack
• You don’t spend 1-Part
Evasive Maneuvers (Pilot, DEX): When you maneuver out of harm’s way,
roll +THR. On a 10+, you successfully evade the threat. On a 7-9, you suffer some
kind of minor calamity.
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Improving Your Ship
Your Ship begins play at Level 1. When you spend time at a spaceport and all of
your Crew are at one level higher, your Ship gains a level. When this happens:
• Increase one of its Attributes by 1, to a maximum of 18• If it’s Level 2-5, choose a Basic Upgrade from the list below
• If it’s Level 6-10, choose a Basic Upgrade from the list below, or an Advanced
Upgrade from the list on the next page.
Basic Upgrades
Additional Modules: Increase your Ship’s Cargo Capacity by 300 and its Hull
Points by 2. You may add two Rooms to your Ship.
Defense Hardening: Increase your Ship’s Defenses by 2.
Targeting Solution: Increase your Ship’s Damage Die to d8.
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Advanced Upgrades
Vast Expansions: Requires Additional Modules. Increase your Ship’s Cargo Ca-
pacity by 800 and its Hull Points by 5 instead. You may add three more Rooms to
your Ship, for a total of ve additional.
Ultrahardened Defenses: Requires Defense Hardening. Increase your Ship’s
Defenses by 5 instead.
Fortied Warheads: Requires Targeting Solution. Increase your Ship’s Damage
Die to d10 instead.
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Basic Tech Talents
Defensive Matrix: If your Suit provies Shields, it proves 1+INT additional
Shields.
Decryption: When you hack or rewrite some software, roll +INT. On a 10+, it
works, but choose one from the list. On a 7-9, choose two and the GM chooses
one as well.
• It takes longer than you’d like
• It’s going to be dangerous
• It’s going to cost you valuable components
• It won’t last as long as you’d like
• It’s not as effective as you’d like
Electronics: When you repair or disable hardware, roll +INT. On a 10+, it
works, but choose one from the list. On a 7-9, choose two and the GM chooses
one as well.
• It takes longer than you’d like
• It’s going to be dangerous
• It’s going to cost you valuable components
• It won’t last as long as you’d like
• It’s not as effective as you’d like
First Aid: When you apply Medi-Gel, choose one of the following:
• Your target recovers an additional 5 Hit Points
• Your target removes a Debility
• Your target takes +1 Forward to their next Critical Mission Failure roll today
Tech Explosion: When you re an blast of energy from your Omnitool, select
one Close enemy and roll +INT. On a 10+, choose three. ON a 7-9, choose two.
On a 6-, choose one in addition to whatever the GM says.
• Incinerate: An Armored or Undefended target takes d6 Tech damage and lights
on re.
• Overload: A Shielded or Synthetic target target takes d6 Tech Damage and is
stunned.
• Cryo Blast: They’re slowed or Immobilized if Undefended and takes +1d4 On-
going to their non-Biotic damage suffered.
• You don’t take a -1 penalty to further uses today
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Tech Control: When you disrupt electronics with your Omnitool, select one
Close enemy and roll +INT. On a 10+, choose three. ON a 7-9, choose two. On a
6-, choose one in addition to whatever the GM says.
• Sabotage: Your target’s weapon gains d6 Heat
• Hacking: A Synthetic enemy is Immobilized for a short while• Damping: Your target can’t use Tech or Biotic Powers for a short while
• You don’t take a -1 penalty to further uses today
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Advanced Tech Talents
A.I. Hacking: Requires Tech Control. When you Hack a Synthetic target, they
are instead controlled by you for a few moments.
Damping Field: Requires Tech Control. When you Dampen a target, the effect
instead applies to all enemies Close to your target.
Decryption Expert: Requires Decryption. When you use Decryption and roll a
12+, choose nothing from the list.
Electronics Expert: Requires Electronics. When you use Electronics and roll a
12+, choose nothing from the list.
Energy Drain: Requires Tech Explosion. When you Overload a target, you deal
d10 Tech damage. Instead of stunning your target, you can choose to regain INT
Shields instead. If you do, you cannot do so again for a short while.
Geth Shield Boost: When your Shields are reduced to 0, you may roll +INT.
On a 10+, you regain 1+INT Shields. On a 7-9, you regain 1+INT Shields but you
cannot use this ability again until your Suit is repaired.
Heavy Incinerate: Requires Tech Explosion. When you Incinerate a target, they
take d10 Tech Damage instead and, if they are Undefended, are forced to howl in
pain, leaving them vulnerable to attack for a short while.
Improved Sabotage: Requires Tech Control. When you Sabotage a target, their
weapon gains d10 Heat instead and they lose d4 Shields, if any.
Neural Shock: Requires Tech Control. ou can use Hacking on Organic targets.
Proximity Mine: When you restock your supplies at a well-stocked depot or
your ship, gain 2-Mine. At any time an enemy moves into a location that you
have been since you restocked, you can spend 1-Mine, declare that they trip one of
your Mines, and roll +INT. On a 10+ they take your damage in Tech damage. On a
7-9, they take half as much Tech damage instead.
Unity: Requires First Aid. When you apply Medi-Gel, choose two options.
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Basic Biotic Powers
Biotic Blast: When you re a blast of pure Biotic energy, choose a Near enemy
and roll +WIS. On a 10+, choose three. On a 7-9, choose two. On a 6-, choose one
in addition to whatever the GM tells you.• Throw: It’s Forceful directly away from you
• Warp: They take d6 Biotic damage
• Slam: The target loses Cover and takes d4 Biotic damage
• You don’t take a -1 to further uses for the rest of the day
Biotic Control: When you manipulate biotic energy with nesse, choose a Near
enemy and roll +WIS. On a 10+, choose three. On a 7-9, choose two. On a 6-,
choose one in addition to whatever the GM tells you.`
• Lift: A Defenseless target is Lifted into the air, losing Cover and rendered Im-
mobile
• Reave: Your target loses d8 Armor or Barriers
• Pull: It’s Forceful directly towards you
• You don’t take a -1 to further uses for the rest of the day
Biotic Punch: When you Slice & Dice you can deal your damage to Close targets
and choose 1
• You deal half as much damage
• You leave yourself vulnerable to counterattacks
• You can’t use this ability again until you have a short rest
In addition, you can Slice & Dice with +WIS instead of +STR.
Dark Channel: Requires Biotic Control. When you use Biotic Control, add this
to the list:
• Dark Channel: Your target takes an additional +2 Ongoing damage from all
sources. When they are reduced to 0 HP, this transfers to the nearest Close enemy.
Dominate: Requires Biotic Control. When you use Biotic Control, add this op-
tion to the list:
• A Defenseless target’s next action is controlled by you. If it would roll dice, the
result is automatically a 7. Targets cannot be affected by Dominate more than once
per day.
Improved Barriers: When you use a Suit that provides Barriers, it provides
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1+WIS more.
Mass Reduction: You can jump long distances and you ignore falling damage.
Nova: Requires Biotic Charge or Biotic Blast. When you use Biotic Charge orBiotic Blast, you can purge your Barriers completely. Reduce them to 0 and deal
that much damage to all targets within Reach of you. Targets that suffer damage
are pushed away as if by a Forceful effect.
Stasis: Requires Biotic Control. When you use Biotic Control, add this option to
the list:
• Stasis: A Defenseless target is immobilized and unable to act for a short while.
This effect ends when the target suffers any kind of damage.
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Advanced Biotic Powers
Improved Biotic Punch: Requires Biotic Punch. When you use Biotic Punch
and roll a 12+, you deal +1d4 damage and you do not have to choose an option.
from the list.
Improved Dominate: Requires Dominate. When you Dominate an enemy, if it
would roll dice, ip a coin. If it’s heads, the result is a 7. If it’s tails, the result is a
10.
Improved Lift: Requires Biotic Control. When you hit an enemy with Biotic
Control and Lift them, it lasts much longer, and when it ends they take d4 Biotic
damage.
Improved Reave: Requires Biotic Control. When you Reave an enemy, they lose
d10 of their Defenses instead and you reduce all non-Tech damage you take by
1+WIS for a short while.
Improved Stasis: Requires Stasis. When you Stasis an enemy, they also take
+1d4 damage the next time they suffer damage.
Improved Throw: Requires Biotic Blast. When you you Throw an enemy,
they’re knocked much farther and are stunned for a brief moment.
Improved Warp: Requires Biotic Blast. When you you Warp an enemy, they
take d10 damage instead, or d12 if they did not have any Shields.
Lash: Requires Biotic Control. When you try to Lift an enemy, you can affect
any target without Armor.
Mass Amplication: Requires Mass Reduction. Your mastery of biotic elds al-
lows you to ignore the rst Forceful or Lift effect used against you each combat.
Phase Disruptior: Requires Nova. When you use Nova, you can instead choose
to deal your damage to a Near enemy instead.
Singularity: Requires Biotic Control. When you Lift an enemy, the effects apply
to all enemies within Reach of him.
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Shockwave: Requires Biotic Blast. When you Slam an enemy, the effects apply
to all enemies within Reach of him.
Smash: Requires Biotic Blast. When you Slam an enemy, they take d8 damageinstead or d10 if they were in Cover.
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Basic Ammo Powers
When you Open Fire, you can apply the effects of one Ammo Power to your at-
tack.
Incendiary: When you hit an Armored or Defenseless enemy, deal +1d6 damage
and your enemy lights on re.
Cryo: When you hit a Defenseless enemy, for a few moments they cannot move
quickly, take +1d4 damage from Slice & Dice, and Open Fire rolls against them
take +1 Forward.
Disruption: When you hit an Shielded or Synthetic enemy, deal +1d4 damage and
they are stunned for a brief moment.
Armor-Piercing: When you hit an Armored enemy, deal +1d6 damage and ignore
Cover.
Shredder: When you hit a Defenseless enemy, deal +1d8 damage.
Warp: When you hit an enemy without Shields, deal +1d4 damage.
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Advanced Ammo Powers
When you have an Advanced Ammo Power and a Close ally attacks, you can ap-
ply the Basic benets to their attack if they are not using an Ammo Power.
Advanced Incendiary: When you hit an Armored or Defenseless enemy, deal
+1d10 damage and your enemy lights on re.
Advanced Cryo: When you hit a Defenseless enemy, for a few moments they
cannot move quickly, take +1d6 damage from Slice & Dice, and Open Fire rolls
against them take +2 Forward.
Advanced Disruption: When you hit an Shielded or Synthetic enemy, deal +1d8
damage and they are stunned for a brief moment.
Advanced Armor-Piercing: When you hit an Armored enemy, deal +1d10 dam-
age and ignore Cover.
Advanced Shredder: When you hit a Defenseless enemy, deal +2d6 damage.
Advanced Warp: When you hit an enemy without Shields, deal +1d8 damage.
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Basic Grenade Powers
When you restock your grenades, gain 1-Grenade for each Grenade Power you
know. When you throw a grenade, spend 1-Grenade, select a target within Close
range, and roll +DEX. On a 10+, your grenade’s effect applies completely toall enemies within Reach of your target. On a 7-9, it’s only partially successful,
choose one:
• The grenade is only half as effective
• The grenade misses about half of its intended targets (round up0
• The grenade also affects a nearby ally
Cluster: 1d8 Biotic Damage and your targets are knocked back as if by a Forceful
effect. In addition, this Grenade affects all Close enemies to your target.
Flashbang: 1d6 Tech Damage, and your targets are Incapacitated for a brief mo-
ment
Frag: 2d6 Tech Damage, and you gain an extra 1-Grenade whenever you restock.
Incendiary: 2d8 Tech Damage and the target lights on re.
Lift: 1d6 Biotic Damage, and your target is Lifted up, losing Cover and becoming
Immobile for a moderate amount of time
Sticky: 1d10 Tech Damage, and the grenade sticks to its target. You can choose to
detonate the grenade at any time, and it certainly counts as leverage.
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Advanced Grenade Powers
Advanced Cluster: 2d6 Biotic Damage and your targets are knocked back as if
by a Forceful effect. In addition, this Grenade affects all Close enemies to your
target.
Advanced Flashbang: 1d10 Tech Damage, and your targets are Incapacitated for
a brief moment
Advanced Frag: 3d6 Tech Damage, and you gain an extra 1-Grenade whenever
you restock.
Advanced Incendiary: 3d8 Tech Damage and the target lights on re.
Advanced Lift: 1d10 Biotic Damage, and your target is Lifted up, losing Cover
and becoming Immobile for a moderate amount of time
Advanced Sticky: 2d8 Tech Damage, and the grenade sticks to its target. You can
choose to detonate the grenade at any time, and it certainly counts as leverage.
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Basic Combat Powers
Fitness: You gain +2 Hit Points and increase your Carry Capacity by 3.
Concussive Shot: When you re a specialized impact shot, Open Fire and in-crease your Heat by 1 instead. On a hit, your attack deals half damage but gains
the Forceful quality.
Fortication: When you use a Suit that provides Armor, it provides an additional
1 + CON points of Armor.
Marksman: When you re a barrage of accurate shots at a long-range enemy,
Open Fire with +1 Forward and increase your Heat by 3 instead.
Overkill: When you unload shots rapidly while operating your modied Heat
Sink, you take -1 Ongoing to Open Fire but you generate 2 less Heat (minimum
0).
Assassinate: When you re a killing shot at an unsuspecting enemy at range,
select an unaware or unsuspecting target and Open Fire. On a hit, your attack deals
+1d6 damage.
Carnage: When you re a close-range explosive round, Open Fire against a
Close or nearer enemy and increase your Heat by 3 instead. On a hit, your attack
deals +1d6 damage.
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Advanced Combat Powers
Improved Fitness: Requires Fitness. You instead gain +5 Hit Points and increase
your Carry Capacity by 8.
Imbued Shot: Requires Concussive Shot. When you use Concussive Shot, you
may apply the benets of any Ammo power you know to the attack, and the Am-
mo’s effect applies to all enemies Near your target.
Deadeye: Requires Marksman. When you Marksman an enemy, you can in-
crease the Heat by 3 in order to take +2 Forward instead.
Killing Spree: Requires Overkill. When you Overkill a target, you no longer
take a penalty to Open Fire.
Dead to Rights: Requires Assassinate. When you Assassinate a target, you deal
+1d12 damage instead.
Brutality: Requires Carnage. When you Carnage an enemy, you deal +1d8 dam-
age instead and the damage applies to all enemies Near your target.