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1 Mass Effect World V ersi on 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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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.