In the year 2148, explorers on Mars discovered the
remains of an ancient spacefaring civilization.
In the decades that followed, these mysterious artifacts
revealed startling new technologies, enabling travel to
t
he furthest stars.
The basis for this incredible technology was a force that
controlled the very fabric of space and time. They called
it the greatest discovery in human history. The
civilizations of the galaxy call it...
Introduction This manual uses the Dungeons & Dragons 5th Edition Basic
Rules
as its core rule set. If you have never played D&D 5e,
A Universe to Explore we recommend that you familiarize yourself with the basic
rules
first. Most of those rules are replicated and referenced
Mass Effect spans two galaxies: the Milky Way and in the rules section of this Player's Manual. Not repeated here
Andromeda. Both have biotics, advanced tech, brave soldiers are basic rules for Dungeon (Galaxy) Masters which have
and fantastic
missions. But the galaxies are vastly different. additional rules on running successful campaigns.
The Milky Way has been settled by sentient beings for
millennia and most of
its clusters, star systems, and planets How to Play
have been charted and explored. It's also home to a variety of The play of the Dungeons & Dragons game (and by
sentient alien species,
all with their own culture, planets, and extension, Mass Effect 5e) unfolds according to this basic
colonies, making up a vast galactic community. If you aren't pattern.
familiar
with the first Mass Effect video games, you can read
about major events and lore at the
Mass Effect Wiki.
Specifically, the
timeline can get you quickly up to speed to 1. The GM describes the environment.
The GM tells the
on the events
of the galaxy. players where their operatives are and what’s around them,
detailing the basic scope of options that
present themselves
The Andromeda Galaxy has a very different feeling. An (how many airlocks lead out of a space station, what’s on a
ancient civilization of "Remnant" seem to exist on every table, who’s in the nightclub, and so on).
planet, connected
by seemingly supernatural threads. Only
two known sentient species existed in the Galaxy before the
arrival of the Milky Way
colonists. Now the galaxy and its 2. The players describe what they want to do.
Sometimes
inhabitants are threatened by a widespread energy one player speaks for the whole party, saying, “We’ll take the
phenomenon called, The Scourge. The Milky Way
colonists east door,” for example. Other times, different
operatives do
arrived on Arks and are working to settle habitable planets different things: one operative might search a lock box while
around the galaxy and start a new life. If you'd like
to read a second examines an esoteric symbol
spray-painted on a
more about the events of Mass Effect: Andromeda,
the wiki wall and a third keeps a lookout for thugs. The players don’t
has plenty of information. need to take turns, but the DM listens
to every player and
decides how to resolve those actions.
Both galaxies share the same characteristics that are
nascent to Mass Effect, i.e. biotics, tech, and space travel, but Sometimes, resolving a task is easy. If an operative wants
each galaxy offers its own zeitgeist and challenges. The Milky to walk across a room and open a door, the GM might just say
Way is mostly explored and contains extensive urban that the door opens and describe what lies beyond. But the
environments.
You could easily set an entire campaign on a door might be locked, the floor might hide a tripwire, or some
single planet and, depending on when you set your campaign other circumstance might make it challenging for an
on the timeline, you might also deal with the impending operative to complete a task. In those cases, the GM decides
invasion of the Reapers.
In contrast, Andromeda is themed what
happens, often relying on the roll of a die to determine
for exploration, survival, and being a pioneer. An operatives' the results of an action.
primary goal is that of
setting up a thriving civilization in the
new galaxy and uncovering its mysterious past. In short, the 3. The DM narrates the results of the operatives’ actions.
Milky Way
is an urban setting with a defined lore and Describing the results often leads to another decision point,
timeline. Andromeda is rural and more of a sandbox for which brings the flow of the game right back to step 1.
campaigns.
This pattern holds, whether the operatives are cautiously
It is unlikely that your GM will have the campaign span exploring a derelict ship, talking to a devious politician, or
between the two galaxies. The passengers of Andromeda's locked in a firefight against a squad of Batarian extremists. In
arks
spent 600 years in cryo-sleep. But you could certainly certain situations, particularly combat, the action is
more
spend part of your campaign in the Milky Way and take a 600- structured and the players (and GM) do take turns choosing
year nap! and resolving actions. But most of the time, play is
fluid and
flexible, adapting to the circumstances of the mission.
Often the action of a mission takes place in the imagination
of the players and GM, relying on the GM’s verbal
descriptions to set the scene. Some GMs like to use music,
art, or recorded sound effects to help set the mood, and many
players and GMs alike adopt different voices for the various
operatives, aliens, and other characters they play in the
game.
Sometimes, a GM might lay out a map and use tokens or
miniature figures to represent each creature involved in a
scene to help the players keep track of where everyone is.
Using these Rules
INTRODUCTION
3
Game Dice The D20
The game uses polyhedral dice with different numbers of Does an operative’s Scimitar shotgun blast hurt a Reaper
sides. You can find dice like these in game stores and in many Brute or just bounce off its iron-hard skin? Will the asari
bookstores. believe an outrageous bluff? Can a character swim across a
raging river? Can a character avoid the blast of a
In these rules, the different dice are referred to by the letter fragmentation
grenade, or does he or she take full damage
d followed by the number of sides: d4, d6, d8, d10, d12,
and from the explosion? In cases where the outcome of an action
d20. For instance, a d6 is a six-sided die (the typical cube that is uncertain,
the game relies on rolls of a 20-sided die, a d20,
many games use). to determine success or failure.
Percentile dice, or d100, work a little differently. You Every character and monster in the game has capabilities
generate a number between 1 and 100 by rolling two defined by six ability scores. The abilities are Agility,
different
ten-sided dice numbered from 0 to 9. One die Dexterity, Fitness, Awareness, Intelligence, and Willpower,
(designated before you roll) gives the tens digit, and the other and they typically range from 3 to 18 for most operatives.
gives the
ones digit. If you roll a 7 and a 1, for example, the (Monsters might have scores as low as 1 or as high as 30.)
number rolled is 71. Two 0s represent 100. Some ten-sided These ability scores, and the ability modifiers derived from
dice are
numbered in tens (00, 10, 20, and so on), making it them, are the basis for almost every d20 roll that a player
easier to distinguish the tens digit from the ones digit.
In this makes on a character’s or monster’s behalf.
case, a roll of 70 and 1 is 71, and 00 and 0 is 100.
Ability checks, attack rolls, and saving throws are the three
When you need to roll dice, the rules tell you how many main kinds of d20 rolls, forming the core of the rules of
the
dice to roll of a certain type, as well as what modifiers to add. game. All three follow these simple steps.
For example, “3d8 + 5” means you roll three eight-sided dice,
add them together, and add 5 to the total. 1. Roll the die and add a modifier.
Roll a d20 and add the
relevant modifier. This is typically the modifier derived from
The same d notation appears in the expressions “1d3” and one of the six ability scores, and
it sometimes includes a
“1d2.” To simulate the roll of 1d3, roll a d6 and divide the proficiency bonus to reflect a character’s particular skill. (See
number rolled by 2 (round up). To simulate the roll of 1d2, roll chapter 1 for
details on each ability and how to determine an
any die and assign a 1 or 2 to the roll depending on
whether ability’s modifier.)
it was odd or even. (Alternatively, if the number rolled is more
than half the number of sides on the die, it’s a 2.) 2. Apply circumstantial bonuses and penalties.
A class
feature, a power, a particular circumstance, or some other
effect might give a bonus or penalty to the check.
3. Compare the total to a target number.
If the total
VARIANT RULES equals or exceeds the target number, the ability check, attack
roll, or saving throw is a success. Otherwise,
it’s a failure. The
GM is usually the one who determines target numbers and
Occasionally, you'll see a rule preceded by the tells players whether their ability checks,
attack rolls, and
word "Variant". This means the rule is optional. In saving throws succeed or fail.
some cases,
it may replace an existing rule. For
example, the Variant: Encumbrance rule replaces The target number for an ability check or a saving throw is
the standard Lifting & Carrying rules.
In other called a Difficulty Class (DC). The target number for an
instances, the rule may be completely ignored. For attack roll is called an Armor Class (AC).
example, the Paragon & Renegade system adds
rules for utilizing
paragon and renegade points. This simple rule governs the resolution of most tasks in
While this adds a nice touch of flavor from the D&D play. Chapter 7 provides more detailed rules for using
original Mass Effect trilogy, it is not required
for the
d20 in the game.
this system to work, and it can safely be left out of
your campaign if desired. Advantage and
SDomiestimaesdanvabailitny ctheackg, aettack roll, or saving throw is
modified by special situations called advantage and
disadvantage.
Advantage reflects the positive circumstances
surrounding a d20 roll, while disadvantage reflects the
opposite. When you
have either advantage or disadvantage,
you roll a second d20 when you make the roll. Use the higher
of the two rolls if
you have advantage, and use the lower roll if
you have disadvantage. For example, if you have disadvantage
and roll a 17
and a 5, you use the 5. If you instead have
advantage and roll those numbers, you use the 17.
More detailed rules for advantage and disadvantage are
presented in chapter 2.
INTRODUCTION
4
Specific Beats General But that’s not the end of the story. You can think of a
mission as a single episode of a TV series, made up of
This compendium contains rules that govern how the game multiple exciting scenes. A campaign is the whole series—a
plays. That said, many racial traits, class features, powers, string of missions joined together, with a consistent group
of
gadgets, monster abilities, and other game elements break operatives following the narrative from start to finish.
the general rules in some way, creating an exception to how
the rest of the game works. Remember this: If a specific rule
contradicts a general rule, the specific rule wins. Exceptions
to the rules are often minor. For instance, many operatives The Three Pillars of a mission
don’t have proficiency with shotguns, but every
soldier does
because of a class trait. That trait creates a minor exception Exploration includes both the operatives’ movement through
in the game. Other examples of rule-breaking
are more the world and their interaction with objects and situations
conspicuous. For instance, an operative can’t normally fly, but that require their attention. Exploration is the give-and-take of
some powers and armor mods make that possible.
Biotics the players describing what they want their characters
to do,
and tech account for most of the major exceptions to the and the Galaxy Master telling the players what happens as a
rules. result. On a large scale, that might involve the
characters
spending a day crossing an icy plain or an hour making their
Round Down way through tunnels of city's transit tube. On
the smallest
scale, it could mean one character pushing a button on the
There’s one more general rule you need to know at the console to see what happens.
outset. Whenever you divide a number in the game, round
down if you
end up with a fraction, even if the fraction is one-
half or greater. Social interaction features the operatives talking to
someone (or something) else. It might mean demanding that
Missions a
captured soldier reveal the passcode to the enemy's
stronghold, getting information from a rescued prisoner,
The game consists of a group of characters embarking on a pleading for
mercy from a krogan chieftain, or persuading a
mission that the Galaxy Master presents to them. Each talkative unshackled AI to unlock a navigation route to a
character brings particular capabilities to the mission in the distant planet. The rules in Using Ability Scores and
form of ability scores and skills, class features,
racial traits, Missions support exploration and social interaction.
equipment, and gadgets. Every character is different, with
various strengths and weaknesses, so the best
party of
operatives is one in which the characters complement each Combat involves characters and other creatures shooting
other and cover the weaknesses of their companions.
The weapons, casting biotics and tech, maneuvering for position,
operatives must cooperate to successfully complete the and so on—all in an effort to defeat their opponents, whether
mission. that means killing every enemy, taking captives, or forcing a
rout. Combat is the most structured element of a game
The mission is the heart of the game, a story with a session, with creatures taking turns to make sure that
beginning, a middle, and an end. a mission features a everyone gets a chance to act. Even in the context of a pitched
fantastic
setting, whether it’s the ruins of an ancient battle, there’s still plenty of opportunity for operatives to
civilization, an asteroid, a stretch of wilderness, or a bustling attempt wacky stunts like surfing on a drone, to examine the
city. It
features a rich cast of characters: the operatives environment (perhaps by pushing a very large red button),
created and played by the other players at the table, as well as and to interact with other creatures, including allies,
nonplayer characters (NPCs). Those characters might be enemies, and neutral parties.
patrons, allies, enemies, hirelings, or just background extras
in a mission. Often, one of the NPCs is a villain whose
agenda drives much of a mission’s action.
Over the course of their missions, the characters are
confronted by a variety of creatures, objects, and situations
that they must deal with in some way. Sometimes the
operatives and other creatures do their best to kill or capture
each other in combat. At other times, the operatives talk to
another creature (or even an AI) with a goal in mind. And
often, the operatives spend time trying to solve a puzzle,
bypass an obstacle, find something hidden, or unravel the
current situation. All along, the operatives explore the galaxy,
making decisions about which way to travel and what
they’ll
try to do next.
Missions vary in length and complexity. A short mission
might present only a few challenges, and it might take no
more than a single game session to complete. A long mission
can involve hundreds of combats, interactions, and other
challenges, and take dozens of sessions to play through,
stretching over weeks or months of real time. Usually, the
end
of a mission is marked by the operatives heading back to
some form of 'home base' to rest and enjoy the spoils of
their
labors.
INTRODUCTION
5
Ability Scores
Six Character Abilities Ability Checks
Your ability scores prodvied a quick description of every An ability check tests a character's innate talent and training
creature's physical and mental characteristics: in an effort to overcome a challenge. The GM calls for an
ability check when a character attempts an action (other than
Agility: Reflexes, speed, and balance an attack) that has a chance of success or faulire, and when
Dexterity: Coordination and fine motor control there is a cost or risk that comes from failing. An operative
Fitness: Strength, endurance, and athleticism climbing over a fence for fun in a safe environment, for
Awareness: Perception, interoception, and intuition example, would not require an ability check. While an
Intelligence: Knowledge, reasoning, and memory operative trying to swim through a maintenance outflow pipe
Willpower: Confidence and mental fortitude while being chased by hungry Varren, by comparison, would.
Is a character muscle-bound and insightful? Brilliant and The GM decides which of the six abilities is relevant to the
charming? Nimble and hardy? Ability scores define these task at hand and the difficulty of the task, represented by a
qualities - a creature's assets as well as weaknesses. Difficulty Class. The more difficult a task, the higher its DC.
The Typical Difficulty Classes table shows the most common
The three main rolls of the game - the ability check, the DCs.
saving throw,
and the attack roll - rely on the six ability
scores. The Introduction describes the basic
rule behind Typical Difficulty Classes DC
these rolls: roll a d20, add an ability modifier derived from Task Difficulty
one of the six ability scores, and compare the
total to a target 5
number. Very Easy 10
Easy 15
Ability Scores and Modifiers Medium 20
Hard 25
Each of a creature's abilities has a score, a number that Very Hard 30
defines the magnitude of that ability. An ability score is not Nearly impossible
just a measure of innate capabilities but also encompasses a
creature's training and competence in activities related
to that To make an ability check, roll a d20 and add the relevant
ability. ability modifier. As with other d20 rolls, apply bonuses and
penalties, and compare the total to the DC. If the total equals
A score of 10 or 11 is the normal human average, but or exceeds the DC, the ability check is a success -
the
operatives and many monsters are a cut above average in operative overcomes the challenge at hand. Otherwise, it's a
most
abilities. A score of 18 is the highest that a person failure, and the consequences of that failure play out.
usually reaches. operatives can have scores as high as 20,
and
monsters can have scores as high as 30. Saving Throws
A saving throw represents an attempt to resist a power, a
Each ability also has a modifier, derived from the score and trap, a toxin, a disease, or similar threat. You don’t normally
ranging from -5 (for an ability score of 1) to +10 (for a
score decide to make a saving throw; the GM calls for a saving
of 30). The Ability Scores and Modifiers table notes the ability throw when an effect or ability that requires one is targeting
modifiers for the range of possible ability scores,
from 1 to your character.
30.
To make a saving throw, roll a d20 and add the appropriate
ability modifier. For example, you use your Dexterity
modifier
for a Dexterity saving throw.
Ability Scores and Modifiers
A saving throw can be modified by a situational bonus or
Score Modifier Score Modifier penalty and can be affected by advantage and disadvantage,
as determined by the GM.
1 -5 16 - 17 +3
+4 Each class gives proficiency in at least two saving throws. A
2-3 -4 18 - 19 +5 proficiency in a saving throw lets a character add his or her
+6 proficiency bonus to saving throws made using a particular
4-5 -3 20 - 21 +7 ability score.
+8
6-7 -2 22 - 23 +9 The Difficulty Class for a saving throw is determined by the
+10 effect that causes it. For example, the DC for a saving
throw
8-9 -1 24 - 25 allowed by a power is determined by the caster’s
powercasting ability and proficiency bonus.
10 - 11 +0 26 - 27
12 - 13 +1 28 - 29
14 - 15 +2 30
PART 1 | USING ABILITY SCORES
6
Variant: Paragon & Renegade Advantage and
Disadvantage
In Mass Effect 5e, you may also choose to use the Sometimes an effect or action grants you that you have
Variant: Paragon & Renegade rules (see chapter 4). advantage or disadvantage on an ability check, a saving
This new rule allows you to apply another bonus to throw,
or an attack roll. When that happens, you roll a second
your ability checks, pending the context of your d20 when you make the roll. Use the higher of the two rolls if
action is Paragon-ish
or Renegade-ish. you
have advantage, and use the lower roll if you have
disadvantage. For example, if you have advantage and roll a
17 and
a 5, you use the 17. If you instead have disadvantage
and roll those numbers, you use the 5.
Skills
Sometimes, the GM might ask for an ability check using a You never gain more than one instance of advantage or
specific skill - for example, “Make a Dexterity (Piloting) disadvantage. If two sources grant advantage to a roll, you
check.”
At other times, a player might ask the GM if only roll one additional d20.
proficiency in a particular skill applies to a check. In either
case,
proficiency in a skill means an individual can add his or If circumstances cause a roll to have both advantage and
her proficiency bonus to ability checks that involve that
skill. disadvantage, you are considered to have neither of them,
Without proficiency in the skill, the individual makes a and
you roll one d20. This is true even if multiple
normal ability check. circumstances impose disadvantage and only one grants
advantage or vice
versa. In such a situation, you have neither
Each ability covers a broad range of capabilities, including advantage nor disadvantage.
skills that a character or a monster can be proficient in.
A
skill represents a specific aspect of an ability score, and an When you have advantage or disadvantage and something
individual's proficiency in a skill demonstrates a
focus on that in the game, such as the volus' Lucky trait, lets you reroll the
aspect. A character's starting skill proficiencies are d20, you can reroll only one of the dice. You choose which
determined at character creation, and a monster's
skill one. For example, if a volus has advantage or disadvantage on
proficiencies appear in the monster's stat block. an ability check and rolls a 1 and a 13, the volus could use the
Lucky trait to reroll the 1.
The skills related to each ability score are shown in the
following list. You usually gain advantage or disadvantage through the
use of special abilities, actions, or powers.
Paragon or
Renegade actions can also give a character advantage. The
Agility
Awareness GM can also decide
that circumstances influence a roll in one
Gymnastics
Culture
direction or the other and grant advantage or impose
Stealth
First Aid
disadvantage as a result.
Grift
Dexterity
Insight
Proficiency Bonus
Artistry
Characters have a proficiency bonus determined by level.
Demolitions
Intelligence
Monsters also have this bonus, which is incorporated in their
Piloting
Electronics
stat blocks. The bonus is used in the rules on ability checks,
Thievery
Engineering
saving throws, and attack rolls.
Investigation
Fitness
Medicine
Your proficiency bonus can’t be added to a single die roll or
Athletics
Science
other number more than once. For example, if two different
Survival
rules say you can add your proficiency bonus to a Focus
Willpower
saving throw, you nevertheless add the bonus only once when
Biotics
you make the save.
Charm
Intimidate
Occasionally, your proficiency bonus might be multiplied or
Leadership divided (doubled or halved, for example) before you apply it. If
a circumstance suggests that your proficiency bonus applies
more than once to the same roll, you still add it only once and
multiply or divide it only once.
If a feature or effect allows you to multiply your proficiency
bonus when making an ability check that wouldn’t normally
benefit from your proficiency bonus, you still don’t add the
bonus to the check. For that check, your
proficiency bonus is
0, given the fact that multiplying 0 by any number is still 0.
For instance, if you lack proficiency
in the History skill, you
gain no benefit from a feature that lets you double your
proficiency bonus when you make
Intelligence (History)
checks.
In general, you don’t multiply your proficiency bonus for
attack rolls or saving throws. If a feature or effect allows
you
to do so, these same rules apply.
PART 1 | USING ABILITY SCORES
7
Passive Checks Abilities & Skills
A passive check is a special kind of ability check that doesn't Every task that an operative might attempt in the game can br
involve any die rolls. Such a check can represent the
average covered by one of their six abilities.
result for a task done repeatedly, such as searching for laser
tripwires over and over again, or can be used when
the GM Agility
wants to secretly determine whether the characters succeed Agility measures your balance, poise, speed, and reflexes.
at something without rolling dice, such as noticing a
hidden
sniper. Agility Skills
Here's how to determine a character's total for a passive
check: Gymnastics: Your Agility (Gymnastics) check covers any
10 + all modifiers that normally apply to the check attempt to take advantage of your flexibility and balance. In
rare occasions, The GM might call for a Gymnastics check to
If the character has advantage on the check, add 5. For see if you can reduce some damage from falling.
disadvantage, subtract 5. The game refers to a passive check
total as a score. Stealth: Make a Dexterity (Stealth) check when you
attempt to hide, conceal yourself, or move without being
Working together noticed. Your check is contested against the Perception of any
creature who is capable of or trying to identify you.
Sometimes two or more characters team up to attempt a
task. The character who's leading the effort - or the one with Other Agility Checks: The GM might also call for an
the
highest ability modifier - can make an ability check with Agility check that isn't covered by these specific skills.
advantage, reflecting the help provided by the other
characters.
In combat, this requires the Help action. Armor Class
A character can only provide help if the task is one that he Depending on the armor you wear, you might add some or all
or she could attempt alone. For example, trying to hack a of your Agility modifier to your Armor Class. See the Armor
security system requires proficiency with hacking tools, so a Bonuses and Limitations table in chapter 5.
character who lacks that proficiency can't help another
character in that task. Initiative
Moreover, a character can help only when two or more At the beginning of every combat, you roll initiative by making
individuals working together would actually be productive. an Agility check. Initiative determines the order of turns in
Some
tasks, such as reloading a thermal clip, are no easier combat.
with help.
Dexterity
Contests Dexterity measures hand-eye coordination and fine motor
control.
Sometimes one character's or monster's efforts are directly
opposed to another's. This can occur when both of them are Dexterity Skills
trying to do the same thing and only one can succeed or
when both are trying to accomplish the same goal, such as
attempting to snatch up a grenade that has fallen on the floor, Artistry: A Dexterity (Artistry) applies when attempting to
or trying to force open a door that an enemy is holding closed.
craft something of fine detail or exceptional quality, such as a
Both participants in a contest make ability checks forgery or armor modification.
appropriate to their efforts. They apply all appropriate
bonuses and
penalties, but instead of comparing the total to a Demolitions: An explosive device requires precision and
DC, they compare the totals of their two checks. The specialized knowledge when being armed or disarmed, and
participant with
the higher check total wins the contest. That you usually require a Dexterity (Demolitions) check to do so.
character or monster either succeeds at the action or
prevents the other
one from succeeding. Piloting: Operating transport vehicles, from small
speeders to intersteller vessels, requires paying attention to
If the contest results in a tie, the situation remains the and maintaining multiple concurrent operating systems. You
same as it was before the contest. Thus, one contestant use Focus (Piloting) when you're trying to operate a vehicle or
might
win the contest by default. ship under duress.
PART 1 | USING ABILITY SCORES Thievery: Whenever you attempt an act of subterfuge or
manual trickery, such as concealing an object on your person,
8 or pickpocketing someone, make a Dexterity (Sleight of
Hand) check.
Other Dexterity Checks. The GM might also call for a
Dexterity check that isn't covered by these specific skills.
Attack Rolls and Damage
You add your Dexterity modifier to your attack roll and your
damage roll when attacking with a ranged weapon, such as
an assault rifle or a sub-machine gun (SMG). You can also
add your Dexterity modifier to your attack roll and your
damage roll when attacking with a melee weapon that has
the finesse property, such as an omni-blade or a
monomolecular blade.
Fitness Awareness
Fitness measures health, physical strength, endurance, and Awareness refers to spatial perception, intuition, and
general athleticism. interoception.
Fitness Skills Awareness Skills
Athletics: Your Fitness (Athletics) skill comes into play Culture: Awareness (Culture) checks are used when your
whenever you attempt a feat of general athleticism, such as character needs to navigate the nuances of various citadel
climbing, swimming, or jumping cultural practices and their associated histories.
Survival. The GM might ask you to make a Fitness First Aid: When you need to perform quick triage with
(Survival) check to survive in uncivilized alien words, medi-gel or basic materials, your Awareness (First Aid) check
especially harsh environments like tundra, deserts, or is used.
jungles. The check might help you navigate a blizzard, find
food in a wasteland, or avoid getting eaten by a Thresher Grift: The ability to use deception, fast talk, and trickery to
Maw. attain your goals calls for an Awareness (Grift) check.
Other Constitution Checks. The GM might call for a Insight: Your Awareness (Insight) check decides whether
Fitness check for scenarios other than these specific skills. you can determine the true intentions of a creature, such as
when searching out a lie or predicting someone's next move.
Hit Points
Investigation. Operatives use Awareness (Investigation)
Your Fitness modifier contributes to your hit points. Typically, checks to actively search for and make sense of evidence,
you add your Fitness modifier to each HP Die you roll for information, or inconsistencies about a specific person or
your hit points. location.
If your Fitness modifier changes, your hit point maximum Other Awareness Checks: You may be asked to make an
changes retroactively as well, as though you had the new awareness check in situations not covered ny these skills.
modifier from 1st level. Add or Subtract 1 hit point per
modifier increase or decrease for each level you have, and Intelligence
roll your hit points for your new level using your new Intelligence measures mental acuity, accuracy of recall, and
modifier, if applicable. the ability to reason.
Attack Rolls and Damage Intelligence Skills
You add your Fitness modifier to your attack roll and your
damage roll when making a gun strike or attacking with a Electronics. Your Intelligence (Electronics) check covers
heavy melee weapon.
attempts to hack or interface with computer systems or
Lifting and Carrying circuitry, such as when you're trying to open locked doors and
containers, turn off cameras, override controls, etc.
Your Strength score determines the amount of weight you
can bear. Engineering. Your Intelligence (Engineering) check covers
your knowledge of machines and mechanical devices, your
Carry Capacity. You can carry capacity is your Strength ability to repair technology, or find expensive parts in space
score multiplied by 5. If you are wearing armor, your carry salvage.
capacity is your Strength score multiplied by 10 (due to the
built-in servos and pneumatics). This score is not affected
by Medicine. An Intelligence (Medicine) check lets you try to
weapons or armor (see below). stabilize a dying companion, diagnose an illness, or
understand the biology of an organism.
Push, Drag, Lift. You can push, drag, or lift a weight in kgs
up to twice your carrying capacity or 10 (20 w/ armor)
times Research. Your Intelligence (Research) check measures
your Strength score. While pushing or dragging weight in your ability to make useful connections and correlations and
excess of your carrying capacity, your speed drops to 2 your ability to gather and parse specific information in a
meters. more formal or academic sense.
Size & Strength. Larger creatures can bear more weight, Other Intelligence Checks. The GM might call for an
whereas Tiny creatures can carry less. For each size category Intelligence check when you try to accomplish tasks other
above Medium, double the creature's carrying capacity and than those listed here.
the amount it can push, drag, or lift. For a Tiny creature,
halve these weights. EPacheorpecraetivephtasioa Pnerception trait that represents their
ability to notice details about their environment. This is
Weapons. You have 4 weapon slots and can equip a single different from Investigation or Insight in that it is not an
weapon in any slot. Two-handed weapons require 2 weapon active skill, but more a reflection of their natural passive
slots. Weapons equipped in a slot do not affect your carry senses and habits. Your perception trait is also the DC
capacity. Any additional weapons you pick up count against against which Stealth checks, forgeries, thievery and other
your carry capacity. attempts to hide their behavior are made.
Armor. The Armor Bonuses and Limitations table has a
minimum Fitness score for the combination of armor types. Your perception trait equals 8 + your Proficiency Bonus +
You
must meet or exceed that score. See the Armor Bonuses your Awareness Modifier + your Intelligence Modifier.
and Limitations table in chapter 5.
PART 1 | USING ABILITY SCORES
9
Willpower Powercasting Attributes
Willpower refers to one's confidence, concentration, and
ability to overcome mental stress. Classes that have the ability to use powers use specific
Attributes as their powercasting ability, which determine the
Willpower Skills saving throw DC of powers they cast, as detailed in their
class descriptions.
Biotics: The Biotics skill is used when you need to apply
Intelligence
Willpower Awareness
your biotic abilities to esoteric problems not related to Engineer
Adept
Sentinel
combat powers. Infiltrator Vanguard
Charm. When you attempt to influence someone or a
group of people with tact, social graces, or good nature, the Engineers and Infiltrators, as specialists in the use of the
GM might ask you to make a Charisma (Charm) check. Omni-Tool to decrypt software, overload electronics, and
minifacture hard light constructs, use Intelligence as their
Intimidate. When you attempt to influence someone Powercasting Attribute. Their abilities are a result of
through overt threats, exploiting their fears, or posturing, the studious understanding of technology.
GM might ask you to make a Charisma (Intimidate) check.
Leadership. Your Charisma (Leadership) check Adepts and Vanguards are biotics, who use different types of
determines how well you can influence and rally long lasting Biotic Amp implants to amplify their ability to create mass
respect and loyalty, as well as your ability to inspire others to effect fields to devastating effects. These abilites require
act. Willpower as their Powercasting Attribute, as the
manifestation of biotic fields requires intense concentration.
Other Willpower Checks: The GM might call for an
Intelligence check when you try to accomplish tasks other
than those listed here. Sentinels combine both mastery of technology and the use of
biotic powers, requiring both Biotic Amp and skill with an
Mass Effect Fields Omni-Tool. They use Awareness as their Powercasting
Attribute representing the ability to manage the use and
Your Willpower score determines the amount of weight you effects of multiple different disparate powers simultaneously.
can manipulate using biotic fields outside of stressful
situations or combat scenarios.
Lift Capacity. Your biotic capacity is your Willpower score
multiplied by 2. Some specialized biotic amps may improve
your lift capacity.
Push & Drag. You can push or drag a weight in kgs up to
twice your lift capacity or 4 times your Willpower score.
While pushing or dragging weight in excess of your lift
capacity, your speed drops to 2 meters.
Field Strength: The amount of force your biotic fields can
resist without faltering is equal to 5 times your Willpower
score.
Biotic Amps
Implants that allow biotics to manifest functional mass effect
fields are called Biotic Amplifiers. There are different
varieties of amp, some rarer and more expensive than others.
Higher quality amps may require more precise focus to make
use of, and you may be limited from using more powerful
implants by your Willpower score.
Omni-Tools
Basic omni-tools are used by almost everyone in citadel
space, but some operatives require more powerful and
specialized omni-tools to manage their tech powers. The
quality of omni-tools varies by manufacturer and model, and
some omni-tools may require a high enough intelligence
score to use effectively.
PART 1 | USING ABILITY SCORES
10
Step-by-Step Characters
Overview Level
Your first step in playing an operative in the game is to Typically, a character starts at 1st level and advances in level
imagine and create a character of your own. Your character
is by adventuring and gaining experience points (XP). A
1st-
a combination of game statistics, roleplaying hooks, and your level character is inexperienced operating in the galaxy,
imagination. You choose a species (such as Human, Turian, although they may have had jobs that required dangerous
or Asari), a background (such as Colonist or Pilot) and a class work before.
(such as Sentinel or Vanguard). You also invent the
personality, appearance, and backstory of your character. Hit Points and HP Die
Building Kaleem At 1st level, your character has 1 HP Die, and the die type is
determined by your class. You start with a hit point maximum
Each step of character creation includes an example of that equal to the highest roll of that die, plus your Constituion
step, with a player named Sam building her Salarian modififer, as indicated in your class description.
character, Kaleem.
Record your character’s hit points on your character sheet.
1. Choose a Species & Also, record the type of HP Die your character uses and the
Background number of HP Die you have. When you short rest, you can
use Medi-Gel to spend HP Dice to regain hit points (see
The species you choose establishes your general appearance Resting in the Missions section).
and the natural talents gained from your culture and ancestry.
This may include special senses, proficiency with certain Perception
weapons, tools, or skills, or the ability to use minor powers.
The most common player character species are Asari, Your character's perception is calculated at 1st level, after
Humans, Salarians, and Turians. Some species also have determining your ability score modifiers. It equals 8 + your
variants, such as Ardat-Yakshi Asari or tank-bred Krogan. proficiency bonus + your awareness modifier + your
intelligence modifier.
Choosing a background provides you with important story
cues about your character’s identity. A background also gives Proficiency Bonus
your character a background feature (a general benefit) and
proficiency in two skills, and it might also give you additional The table that appears in your class description shows your
proficiency with certain kinds of tools. proficiency bonus, which is +2 for a 1st-level character.
You
add your proficiency bonus to rolls involving anything that
Building Kaleem, Step 1 you have proficiency with, such as:
Sam decides that a wiley Salarian fits the character she Attack rolls using weapons you’re proficient with
wants to play and she knows she wants to play with tech Attack rolls with powers from your class
powers available to the engineer or infiltrator classes. She Ability checks using skills you’re proficient in
notes all the racial traits of salarians on her character sheet, Ability checks using tools you’re proficient with
including her speed of 12 meters and Medium size. Saving throws you’re proficient in
Saving throw DCs for powers you cast
2. Choose a Class Your class determines your weapon proficiencies, your
saving throw proficiencies, and some of your skill and tool
Every operative is a member of a class. Your character proficiencies. Your background gives you additional skill and
receives a number of benefits from your choice of class. Many tool proficiencies, and some species cultures give you more
of these benefits are class features — capabilities (including proficiencies.
powercasting) that set your character apart from members of Your proficiency bonus can’t be added to a single die roll or
other classes. You also gain a number of proficiencies: other number more than once. Occasionally, your proficiency
armor, weapons, skills, saving throws, and sometimes tools. bonus might be modified (doubled or halved, for example)
Your proficiencies define many of the things your character before you apply it. If a circumstance suggests that your
can do particularly well, from using certain weapons to telling proficiency bonus applies more than once to the same roll or
a convincing lie. that it should be multiplied more than once, you nevertheless
add it only once, multiply it only once, and halve it only once.
On your character sheet, record all the features that your
class gives you at 1st level Building Kaleem, Step 2
Sam imagines Keleem firing tech powers from the safety of
cover. She makes Kaleem an Engineer and notes the
Quick Build Engineers’ proficiencies and 1st-level class features on her
character sheet.
Each class description in chapter 3 includes a
section offering suggestions to quickly build a As a 1st-level engineer, Kaleem has 1 Hit Die, a d6, and
character of that class, including how to assign starts with hit points equal to 6 + her Fitness modifier. Sam
your highest ability scores, a background suitable notes this and will record the final number after she
to the class, and starting powers. determines Kaleem’s Fitness score (see step 3). Sam also
notes the proficiency bonus for a 1st-level character, which is
+2.
PART 2 | STEP-BY-STEP CHARACTERS
11
3. Determine Ability
MSucch oof wrheat syour character does in the game depends on Method 1: Point Allocation
his or her six abilities: Agility, Dexterity, Fitness,
Awareness, Intelligence, and Willpower. Each ability has a You have 27 points to spend on your ability scores. The cost
score, which is a number you record on your character sheet. of each score is shown on the Ability Score Point Cost
table.
For example, a score of 14 costs 7 points. Using this method,
Ability Score Summary 15 is the highest ability score you can end up with,
before
applying species increases. You can’t have a score lower than
Agility 8.
Measures: Speed, reflexes, balace
Important for: Infiltrator, Soldier, Sentinel This method of determining ability scores enables you to
create a set of three high numbers and three low ones (15, 15,
Human (+2/+1*) Turian (+1) 15, 8, 8, 8), a set of numbers that are above average and nearly
Drell (+2) Prothean (+1) equal (13, 13, 13, 12, 12, 12), or any set of numbers
between
Vorcha (+2) Angara (+1) those extremes.
Ability Score Point Cost
Score Cost Score Cost
Dexterity 4
5
Measures: Coordination, fine motor skills 80 12 7
Important for: Soldier, Engineer, Infiltrator 9
91 13
Human (+2/+1*) Turian (+1)
Quarian (+2) Salarian (+1) 10 2 14
Batarian (+2) Hanar (+1)
11 3 15
Fitness Method 2: Standard Array
Measures: Strength, endurance, athleticism If you want to save time
or don’t like the idea of randomly
Important for: Vanguard, Soldier, Adept determining ability scores, you can use the following scores
instead: 15, 14, 13, 12, 10, 8.
Human (+2/+1*) Turian (+1) Method 3: Random Generation
Krogan (+2) Vorcha (+1)
Elcor (+2) Geth (+1) You can generate your character’s six ability scores randomly.
Roll four 6-sided dice and record the total of the highest
three
Awareness dice on a piece of scratch paper. Do this five more times, so
that you have six numbers.
Measures: Spatial awareness, intuition, interoception
Important for: Sentinel, Adept, Engineer Now take your six numbers and write each number beside
one of your character’s six abilities to assign scores to
Strength, Dexterity, Constitution, Intelligence, Focus, and
Charisma. Afterward, make any changes to your ability scores
as a result of your species choice.
Human (+2/+1*) Drell (+1) Calculating Modifiers
Asari (+2) Volus (+1)
Hanar (+2) Prothean (+1) After assigning your ability scores, determine your ability
modifiers using the Ability Scores and Modifiers table.
To
Intelligence determine an ability modifier without consulting the table,
subtract 10 from the ability score and then divide the result
Measures: Knowledge, reasoning, memory by 2 (round down). Write the modifier next to each of your
Important for: Engineer, Infiltrator, Sentinel scores.
Human (+2/+1*) Quarian (+1) Ability Scores and Modifiers
Salarian (+2) Volus (+1) Score Modifier
Geth (+2) Prothean (+1) Score Modifier
1 -5 16 - 17 3
Willpower 2 - 3 -4 4
18 - 19 5
4 - 5 -3 6
Measures: mental fortitude, confidence, biotic ability 20 - 21 7
Important for: Adept, Vanguard, Sentinel 6 - 7 -2 8
22 - 23 9
8 - 9 -1 10
Human (+2/+1*) Krogan (+1) 24 - 25
10 - 11 0
Angara (+2) Volus (+1) 26 - 27
Asari (+1) Batarian (+1) 12 - 13 1
28 - 29
14 - 15 2
30
PART 2 | STEP-BY-STEP CHARACTERS
12
Building Kaleem, Step 3 A character with high Willpower exudes confidence and
mental fortitude. A character with a low Willpower might be
Sam decides to use the standard set of scores (15, 14, 13, 12, meek, timid, or easily persuaded.
10, 8) for Kaleem’s abilities. Since she’s an Engineer,
she puts
her highest score, 15, in Intelligence. Her next-highest, 14, Building Kaleem, Step 4
goes in Dexterity. Kaleem might be a charismatic,
good
leader, but Sam decides she wants the salarian to be tougher Sam lets her ability scores influence the type of character
and stronger than most of her kind, so she puts a decent Kaleem is: her high Intelligence suggests a rapid, focused
score in Fitness. After applying her species benefits mind, higher Fitness suggests a healthy, athletic body, and her
(increasing Kaleems’s Intelligence by 2 and her
Dexterity by low Willpower suggests stand-offish or awkward social
1), Kaleem’s ability scores and modifiers look like this: Agility decorum.
12 (+1), Dexterity 15 (+2),
Fitness 13 (+1), Awareness 10 (0),
Intelligence 17 (+3), Willpower 8 (-1). Sam fills in some of Kaleem’s basic details: her name, her
sex (female), her height and weight, and the fact that she
is
Sam fills in Kaleem’s final hit points: 6 + her Fitness missing a cranial ridge (making her unattractive being by
modifier of +1, for a total of 7 hit points. salarian standards).
4. Describe Your Sam decides that Kaleem comes from a lowly background,
Character rummaging the slums of Omega. When she was caught
stealing equipment
from the Blue Suns, the general spared
Once you know the basic game aspects of your character, it’s her life but put her to work scrapping and repairing weapons,
time to flesh him or her out as a person. Your character mechs, and other tech.
Sam chooses the scrapper
needs a
name. Spend a few minutes thinking about what he background for Kaleem. She notes the proficiencies and
or she looks like and how he or she behaves in general terms. special feature this background gives her.
Using the information in chapter 4, you can flesh out your Sam has a pretty clear picture of Kaleem’s personality in
character’s physical appearance and personality traits. mind, so she skips the personality traits suggested in the
Choose your the things your character holds most dear, scrapper background, noting instead that Kaleem is aloof and
called bonds, and the flaws that could one day undermine soft-spoken. She is distrustful of strangers but fiercely loyal to
him or her. her friends.
Your character’s background describes where he or she She chooses the ideal of change from the list in her
came from, his or her original occupation, and the character’s background, noting that Kaleem believes that the only
place in the Mass Effect universe. Your GM might offer constant in the
universe is change.
additional backgrounds beyond the ones included in chapter
4, and might be willing to work with you to craft a Given her history, Kaleem’s bond is obvious: she owes her
background that’s a more precise fit for your character life to the Blue Suns. Her flaw is that she lacks empathy
concept. which
has caused her to do some morally questionable deeds
without thinking twice.
A background gives your character a background feature (a
general benefit) and proficiency in two skills, and it might
also give you proficiency with certain kinds of tools. Record
this information, along with the personality information you
develop, on your character sheet.
Your Character's Abilities
Take your character’s ability scores and species into account
as you flesh out his or her appearance and personality. A very
strong character with low Intelligence might think and
behave very differently from a very smart character with low
Fitness.
For example, high Fitness usually corresponds with a burly
or athletic body, while a character with low Fitness might
be
scrawny or plump.
A character with high Agility is probably lithe and slim,
while a character with low Agility might be either gangly
and
awkward or heavy and slow.
A character with high Dexterity has excellent aim and is
good with tools, while a character with low Dexterity might
be clumsy or break delicate instruments easily.
A character with high Awareness has good judgment,
empathy, and a general awareness of what’s going on. A
character with
low Awareness might be absent-minded or
oblivious.
A character with high Intelligence might be highly
inquisitive and studious, while a character with low
Intelligence
might speak simply or easily forget details.
PART 2 | STEP-BY-STEP CHARACTERS
13
5. Choose Equipment Beyond 1st Level
As your character goes on missions and overcomes
Your class and background determine your character’s challenges, he or she gains experience, represented by
starting equipment, including weapons, armor, and other experience
points. A character who reaches a specified
adventuring
gear. Record this equipment on your character experience point total advances in capability. This
sheet. All such items are detailed in chapter 5. advancement is called
gaining a level.
Instead of taking the gear given to you by your class and Hit Points
background, you can purchase your starting equipment. You
have a number of credits to spend based on your class. Each time you gain a level you increase your maximum Hit
Points. Roll your class Hit Point die, add your Fitness
Armor Class modifier to the roll, and add the total to your hit point
maximum. Alternatively, you can use the fixed value shown in
Your Armor Class (AC) represents how well your character your class entry, which is the average result of the die roll
avoids being wounded in combat. Things that contribute to (rounded up). If your Fitness modifier changes, your hit point
your
AC include the armor you wear and your Agility maximum changes as well. Retroactively add 1 hit point per
modifier. Not all characters wear armor, however. modifier increase for each level before the increase, including
the current level if your fitness is increased from some other
Without armor, your character’s AC equals 10 + his or her means
Agility modifier. If your character wears armor,
calculate your
AC using the rules in the Armor section of chapter 5. Record Class Features, ASI, & Proficiency
your AC on your character sheet. Bonus
Your character needs to be proficient with armor to wear When your character gains a level, his or her class often
and use it effectively, and your armor proficiencies are grants additional features, as detailed in the class
determined by your class. There are drawbacks to wearing description.
One of these features, called Ability Score
armor if you lack the required proficiency, as explained in Increase, allows you to increase your ability scores, either
chapter 5. increasing two scores by 1 each or increasing one score by 2.
You can’t increase an ability score above 20. In addition, every
Some powers and class features give you a different way to character's proficiency bonus increases at certain levels.
calculate your AC. If you have multiple features that give
you
different ways to calculate your AC, you choose which one to Feats
use.
Whenever you gain an Ability Score Increase, or ASI, you
Weapons may also choose a feat. You must meet the prerequisites for
this feat, and you cannot gain more than one feat per Ability
For each weapon your character wields, calculate the Score Increase.
modifier you use when you attack with the weapon and the
damage
you deal when you hit. XP and Proficiency
Bonus Progression
When you make an attack with a weapon, you roll a d20
and add your proficiency bonus (but only if you are proficient The Character Advancement table summarizes the XP you
with the weapon) and the appropriate ability modifier. need to advance in levels from level 1 through level 20 and
the
proficiency bonus for a character of that level.
For attacks with melee weapons, use your Fitness
modifier for attack and damage rolls. A melee weapon that Character Advancement
has the
finesse property, such as a monomolecular blade, can
use your Dexterity modifier instead. Experience Points Level Proficiency Bonus
For attacks with ranged weapons, use your Dexterity 0
1
+2
modifier for attack and damage rolls. 300
2
+2
900
3
+2
Building Kaleem, Step 5 2,700 4 +2
Sam writes down the starting equipment from the engineer 6,500
5
+3
class and the scrapper background. Her starting equipment 14,000
6
+3
includes Stock Medium Armor which (after adding her 23,000
7
+3
Dexterity modifier) gives Kaleem an Armor Class of 16.For 34,000
8
+3
Kaleem’s weapons, Sam chooses an M-8 Avenger (because 48,000
9
+4
she took the Assault Rifle proficiency) and an Omni-torch. 64,000 10 +4
6Mos.t chCaraoctemrs dionn’tgworTk alooneg. Eeachthchaerarcter plays a role
within a party, a group of operatives working together
for a 85,000
11
+4
common purpose. Teamwork and cooperation greatly 100,000
12
+4
improve your party’s chances to survive the many perils in the 120,000
13
+5
galaxy. Talk to your fellow players and your GM to decide 140,000
14
+5
whether your characters know one another, how they met, 165,000
15
+5
and what sorts of assignments the group might undertake. 195,000 16 +5
PART 2 | STEP-BY-STEP CHARACTERS 225,000
17
+6
265,000
18
+6
14 305,000
19
+6
355,000 20 +6
PART 2 | STEP-BY-STEP CHARACTERS
15
[Citadel Nightlife by /u/
A Cosmopolitan Galaxy
The Citadel Traits
The description of each species includes traits that are
The Citadel is an ancient deep-space station, orbiting the common to, but not definitive of, members of that culture.
Widow nebula. In the centuries since the Asari and Salarians
found the Citadel and established the Citadel Coucil, Ability Score Increase
numerous species have come to call the Citadel home. It
serves as the political, cultural, and financial capital of the Every species increases one or more of a character’s ability
galactic community. To represent their interests, most scores.
species maintain embassies on the Presidium, the Citadel's
inner ring. Innate Abilities
The Council Some species have special traits that represent talents or
training they have gained due to their culture or physiology,
An executive committee composed of representatives from such as the Asari's natural biotics.
the Asari Republics, the Turian Hierarchy, and the Salarian
Union. Depending on when your GM sets the game, this may Favored Class
also include the Human Alliance. Though they have no
official power over the independent governments of other The various species of the galaxy tend towards certain
species, the Council's decisions carry great weight vocations due to their culture, history, and sometimes
throughout the galaxy. No single Council species is strong physiology. This is represented as a favored class for that
enough to defy the others, and all have a vested interest in species. A character that is a class that matches their species
compromise and cooperation. favored class gains an additional skill proficiency selected
CTherietaexidstsea ml ySriadpof aculcturees and societies in the Milky from their list of class skills.
Way galaxy. Citadel Space is an unofficial term referring to
any region of space controlled by a species that Bonus Proficiencies
acknowledges the authority of the Citadel Council. At first
glance, it appears this territory encompasses most of the Some species have bonus skill, gear, or tool proficiencies.
galaxy. In reality, however, less than 1% of the stars have been
explored. Any species granted an embassy on the Citadel is Age
considered an associate member, bound by the accords of the
Citadel Conventions. Associate members may bring issues to The age entry notes the age when a member of the species is
the attention of the Council, though they have no input on the considered an adult, as well as that species’ expected
decision. Many cultures participate actively in galactic society, lifespan. You can choose any age for your character.
while some keep to themselves in isolation.
Size
Characters are either sized Medium or Small. Small
characters have trouble wielding heavy weapons, explained in
chapter 5.
Speed
Your speed determines how far you can move when traveling
(chapter 8) and fighting (chapter 9).
PART 3 | A COSMOPOLITAN GALAXY
16
Customizing CUSTOM LINEAGE
Your Origin
Instead of choosing one of the game’s species for
At 1st level, you choose various aspects of your character, your character at 1st level, you can use the
including ability scores, species, class, and background. following traits to represent your character’s
Together these elements help paint a picture of your lineage:
character's origin and give you the ability to create many Creature Type: You are a humanoid. You determine
different types of characters. Despite that versitility, a typical your appearance and whether you resemble any of
character species in Mass Effect 5e includes little or no your kin.
choice--a lack that can make it difficult to realize certain Ability Score Increase: One ability score of your
character concepts. The following subsections address that choice increases by 2.
lack by adding choice to your character's species, allowing Feat: You gain one feat of your choice for which
you to customize your ability scores, languages and certain you qualify.
proficiencies to fit the origin you have in mind for your Variable Trait: You gain one of the following options
character. Character species in the game represents certain of your choice: (a) Proficiency in one skill of your
cultural assumptions. The following options step outside choice, or (b) Ultraviolet vision, Infrared vision, or
those assumptions to pave the way for truly unique Darkvision with a range of 20m.
characters, Size: You are Small or Medium (your choice).
Speed: Your base walking speed is 10 metres.
WAhabtevielritMyass SEffecct osperciees yoInu cchorosee faor syouer csharacter,
you get a trait called Ability Score Increase. This increase
refelcts and archetypal bit of excellence in the adventures of
this kind in the galaxy's history. For example, if you're an
Asari, your Charisma increases by 2, becasue Asari heroes in
Mass Effect are often exceptionally charismatic. This
increase doesn't apply to every Asari, just Asari operatives
and heroes, and it exists to reinforce an archetype. That
reinforcement is appropriate if you want to lean into the
archetype, but it's unhelpful if your character doesn't conform
to the archetype.
If you'd like your character to follow their own path, you
may ignore your Ability Score Increase trait and assign ability
score increases tailored to your character. Here's how to do it:
take any ability score increase you gain in from your species
or culture and apply it to an ability score of your choice. If you
gain more than one increase, you can't apply those increases
to the same ability score, and you can't increase a score
above 20.
For example, if the Ability Score Increase trait of your
species increases your Constitution by 2 and your Focus by 1,
you could instead increase your Intelligence by 2 and your
Charisma by 1.
SPomreospfeciicesigerannt cproifeicisencies. These are usually cultural,
and your character might not have any connection with the
culture in question or might have pursued different training.
You can replace each of those proficiencies with a different
one of your choice, following the restrictions on the
Proficiency Swaps table.
Proficiency Replacement Proficiency
Skill Skill
Armor Weapon or Tool
Weapon Weapon or Tool
Tool Tool or Tool Kit
PART 3 | A COSMOPOLITAN GALAXY
17
Asari
The Asari, native to the planet Thessia, are often considered In modern times, the Asari normally act as the diplomatic
the most influential and respected sentient species in the arm of the Citadel Council, and Asari exploration efforts have
galaxy, and are known for their elegance, diplomacy, and discovered many new species and cultures. In approximately
biotic aptitude. This is partly due to the fact that they were 200 BCE, the Asari made first contact with the Elcor and
among the earliest species to achieve interstellar flight after played a key role in helping them establish a regular trade
the Protheans, and the were the first to discover and settle route to the Citadel. In 2184 CE, the Asari cruiser Azedes
the Citadel. encountered the pre-spaceflight Raloi, who were officially
welcomed into the galactic community a year later.
A mono-gender species, the Asari have little to no concept of
sexual dimorphism or gender roles, though they appear
female to humans and many other citadel species. Their
unique physiology, expressed in a millennium-long lifespan,
their natural biotic abiliy, and the ability to reproduce with a
partner of any gender or species, gives them a conservative
yet convivial attitude toward other species. Favoring
compromise and cooperation over conflict, the asari were
instrumental in proposing and founding the Citadel Council
and have been at the heart of galactic society ever since.
Embrace Eternity
Because of their long lifespan, Asari tend to have a "long
view" not common in other species. When they encounter a
new species or situation, the asari are more comfortable with
an extended period of passive observation and study than
immediate action.
They invite new species of advanced
development to join the galactic community, knowing that
their ideals and beliefs will inevitably influence the existing
culture.
Matriarchs of the Galaxy
The Asari possess the largest single economy in the galaxy.
They have extensive trade and social contacts. Craft guilds,
such as those within the cities Serrice and Armali, hold a
virtual monopoly on advanced biotic technology. Given their
political influence, an embargo by the asari would prove
disastrous to any government that attempted it.
PART 3 | A COSMOPOLITAN GALAXY
18
Biology Asari Traits
Your Asari character has an assortment of inborn abilities,
Asari are remarkably similar to humans in terms of basic due to the nature of their evolution on their homeworld.
skeletal structure and outward morphology -- to the point
where clothes, tools, and equipment may be easily shared
between members of each species -- and commercial entities Ability Score Increase: Your Awareness score increases
have saved trillions developing for the human market by by 2, and your Willpower score increases by 1.
making simple retrofits to their existing Asari products. Thessian Heritage: As a result of evolving on a planet where
Element Zero exists in abundant quantities, all Asari have
natural biotic abilities, and do not require biotic amps.
Asari have sophisticated nervous systems, capable of
attuning themselves, or "melding", with other living You know the Throw and Lift Talents. You may use one of
organisms through touch, which allows sharing thoughts, these abilities a number of times equal to your Proficiency
emotions, and even genetic information between themselves Bonus. Once you have cast these powers in this way, you can't
and their partner. Asari also have a robust cellular cast those powers in that way again until you finish a long
regenerative system; and they are known to reach over 1000 rest. You may use these abilities using Biotic Energy of the
years of age. Asari can see ultraviolet at the short-wavelength appropriate level cost.
end of the spectrum. Asari possess semi-flexible, cartilage-
based scalp-crests that grow into rigid shapes. A typical asari These abilities may be made Advanced if a feat or class
has a blue to purple complexion, though a teal complexion is feature allows you to do so.
possible albeit seemingly rare, and Asari blood is purple. Embrace Eternity: You can touch another creature to
transfer and receive thoughts and emotions. If the creature is
Thessia not willing, you must make an Awareness (Insight) check, and
they must make a Willpower saving throw. If they succeed,
The Asari homeworld has been called the "crown jewel of the the thoughts become jumbled and disjointed. Unintelligent
galaxy," the "apex of democracy," and the "beating heart of creatures have unpredictable results.
galactic love." Its republics have a remarkably low incidence Asari Diplomacy: You have proficiency in the Charm skill.
of war, disease, violent crime or famine, riding a stable Ultraviolet Vision: Asari can see ultraviolet light at the short-
economy backed by wealthy colonies and Thessia's vast wavelength end of the spectrum.
element zero reserves. Traces of eezo in the water and soil Age: Asari are very long-lived and can reach ages of over
are so common that most life on Thessia has adapted to its 1000 years.
presence. As a result of evolving on Thessia, all Asari have Size: Asari have humanoid builds ranging from 1.5 to 1.8
biotic capabilities. meters. Your size is Medium.
Speed: Your base walking speed is 10m.
Ardat-Yakshi
A very-rare genetic condition which distorts the functioning Favored Class: Adept
of the Asari nervous system, specifically the projection of
electrochemical impulses that allow melding, causing Variant: Ardat-Yakshi Traits
extreme pain in the recipient, and in acute cases death
resulting from cerebral haemorrhage. Ardat-Yakshi are also If you would like to play an ardat-yakshi, you can recieve
often subject to pathological sociopathy. In severe cases, in these variant traits.
which the tendency towards antisocial and/or violent
behaviour is too pronounced, they may be sequestered in
remote monasteries. These institutions function akin to Banshee: You can touch a creature and initiate a meld with
spiritual retreats, and are intended to allow Ardat-Yakshi to disastrous effects. If the target is unwilling, it must make a
live as peacefully and productively as possible without Fitness saving throw (DC 8 + your proficiency bonus + your
provoking episodes of violent behaviour. Hampering these Willpower modifier) or take 1d8 psychic damage and be
efforts is a considerable social stigma attached to the rendered unconscious for 1d4 hours as your nervous system
condition, which impedes research, and leads many Ardat- overwhelms theirs. Once you use this trait, you can't use it
Yakshi to conceal their condition. again until you finish a long rest. This trait replaces Embrace
Eternity.
Asari Names Dominate: At 10th level, you learn how to Dominate the
minds of other sapients. Target an organic creature within 10
Asari are given a personal name by their parents and take the meters. It must succeed on a Willpower saving throw or it
surname of their mothers. Matriarchs are addressed as becomes Dominated (it is considered charmed and can't use
"Matriarch" but other titles may be used for matriarchs in powers or abilities). If you or creatures that are friendly to you
prestigious positions. are fighting it, it has advantage on the saving throw.
Personal Names: Aeian, Aleena, Aria, Benezia, Falere,
On its turn, the dominated creature attacks the closest
Irissa, Liara, Lidanya, Liselle, Mallene, Morinth, Nassana, creature hostile to the power caster, making a ranged weapon
Nyxeris, Pelessaria Rila, Samara, Shiala, Tela, Tevos, Tree attack or melee attack if it does not have a weapon. If there
Surnames: Ateyne, B'Sayle, D'Layne, D'Nava, D'Ysesan, are no hostile creatures within range, the dominated creature
Dantius, Iasava, Janieri, Kelis, M'Loari, M'Taros, Makenus, uses its turn to dash towards the closest hostile creature.
Nuwani, Sedela, Sederis, T'Goni, T'Loak, T'Soni
Each time the dominated creature takes damage, it makes
a new Focus saving throw against the power. If the saving
throw succeeds, the power ends. This trait replaces Asari
Diplomacy.
PART 3 | A COSMOPOLITAN GALAXY
19
PART 3 | A COSMOPOLITAN GALAXY
20
Human Human Traits
ArsAnoiosmnovacmoereiln,tiegadhnniteiohdgimremtahcarrueer,lrigbtveuaoarwrltedhiisnilncltougobflehtttuhhsureeimaxggladlaaynillfaaaiftexxnyryydte,hsnhpaatuhytoymshsp"aaiioPnsnluiioaottgyrnitiisschs"earnselloeyim.nhAeuthtpmheoiapntniugmslaoeirnf aa
Humans are generally seen as being ambitious, adaptable,
and highly individualistic and thus, highly unpredictable.
They have a powerful desire to advance and improve Ability Score Increase: One ability score of your choice
themselves and do so with such assertion that the normally increases by 2, or two ability scores of your choice increase
staid Council Species have been taken aback by their by 1.
restlessness and relentless curiosity. Ambitious: You have proficiency in one skill of your choice.
Adaptable: You gain one feat of your choice. You must meet
New Horizons the prerequisites for this feat.
Unpredictable: You have proficiency in a weapon type of
In 2069 CE, Armstrong Outpost on Luna was founded as your choice.
humanity's first extraterrestrial settlement. In 2103, the Age: Humans reach adulthood after roughly two decades and
European Space Agency established Lowell City in Eos can live between 125 and 150 years.
Chasma on Mars, paving the way for additional settlements Size: Humans vary widely in height and build, anywhere from
and scientific outposts throughout Sol. In 2148, human 125cm to over 2 meters tall. Your size is Medium.
explorers on Mars uncovered a long-ruined Prothean Speed: Your base walking speed is 10m.
observation post, leading to the discovery of Element Zero
and Mass Effect Physics, as well as information on the
Charon Relay orbiting Pluto. With the help of the fledgling Favored Class: All
Systems Alliance, humans expanded to other systems,
opening any mass relays they could find.
First Contact
Humans first came to the attention of the galactic community
after a brief but intense conflict with the turians, known by
humans as the First Contact War. The conflict began when
the turians attacked a human fleet attempting to activate a
dormant mass relay, considered illegal under galactic law.
The ensuing conflict caught the attention of the Citadel
Council, which wasted no time brokering a peace, thus
introducing humans to the galactic community.
Systems Alliance
As a consequence of the System Alliance's swift and decisive
action during the war, it became the representative and
supranational governing body of humanity in citadel space.
Since then, humans have rapidly risen in prominence.The
Systems Alliance holds sway over much of humanity, but not
all fall under its banner, and Earth still has nation-states that
administer to their own territories. To the galaxy at large,
Earth is a unified political entity represented by the Alliance,
and they have had an embassy on the Citadel since 2165.
Realpolitik
Many other species dislike the sudden ascendancy of
humanity compared to their status as relative newcomers on
the galactic stage. It took other species centuries to achieve
what humanity has done in decades. Many feel that humanity
is overly expansive in its colonization efforts and far too
aggressive with attempts to advance its position in galactic
affairs. This reputation is not helped by the existence of many
independent human supremacist organizations such as
Cerberus.
Human Names
Human names are varied, often steeped in historical or
religious traditions of the cultures they come from, though it
has become vogue among new human parents to adopt
naming conventions from other citadel species and cultures.
PART 3 | A COSMOPOLITAN GALAXY
21
Salarian No Time to Explain
The second species to join the Citadel, the Salarians are Salarians excel at invention, preferring to use cutting-edge
warm-blooded amphibians native to the planet Sur'Kesh. technology rather than settle for anything less. They put
Salarians possess a hyperactive metabolism; they think fast, emphasis on high performance over reliability even if a
talk fast, and move fast. To them, other species seem sluggish malfunction could cost lives. The salarian economy is the
and dull-witted. Salarians are known for their observational smallest of the three Council species, but still far larger than
capability and non-linear thinking. This manifests as an the Alliance. It is based on "bleeding-edge" technologies;
aptitude for research and espionage. They are constantly salarian industries are leaders in most fields. They make up
experimenting and inventing, and it is generally accepted that for a lack of military quantity by holding a decisive superiority
they always know more than they are letting on. in quality.
Hyperactive Metabolism Knowledge is Power
Salarians are noted for their high-speed metabolism, which The Salarians see information gathering and even spying as a
allows them to function on just one hour of sleep a day. They matter of course when dealing with other species, but to
have eiditic memories and rarely forget a fact, and their them this is not underhanded: they simply embrace the
minds and bodies work faster than most sapient species, dictum of "knowledge is power". Alliance counterintelligence
making them seem restless or hyperactive. Unfortunately, agencies are constantly uncovering salarian agents and
their metabolic speed leaves them with a relatively short cyber-warfare incursions, but there is little they can do to
lifespan; salarians over the age of 40 are a rarity. stop them. As a salarian information broker once told David
Anderson, "Your species has been transmitting data across
the extranet for less than a decade. My species has been
directing the primary espionage and intelligence operations
for the Council for two thousand years."
Matriarchal Feudalism
Salarians have a layered system of government. Normally, the
rare salarian females are cloistered on their worlds out of
tradition and respect. Powerful female Dalatrasses are
dynasts and political kingpins, with their daughters serving in
noble positions beneath her. They determine the political
course of their respective regions through shrewd
negotiation. Though male Salarians rise to positions of great
authority in business, academia, or the military, they rarely
have any input on politics. Dalatrasses and their noble
matrilinear lines will make political alliances with other
families through interbreeding. A Salarian is loyal through a
biological process known as imprinting to their parents and
to their Dalatrass, which keeps the feudal society stable.
PART 3 | A COSMOPOLITAN GALAXY
22
Biology Salarian Traits
YcoomurmSoanlawriiatnh cohthaerarcStearlahriaasncse.rtain characteristics in
The Salarians are a bipedal species of amphibians, with tall,
elongated bodies well-suited for their high metabolism, and
skeletons composed of more cartilage than those of other Ability Score Increase: Your Intelligence score increases by
speciess such as humans. Salarian heads are long and thin, 2, and your Dexterity score increases by 1.
and have a pair of horns protruding from the top of their Twice as Bright:. You have proficiency in one skill of your
skulls. Salarian eyes are large and oval and have thin choice and two tools or tool kits of your choice. Your
membranes in place of eyelids, and range in color from dark Proficiency Bonus is doubled for any ability check you make
green, purple, red, blue, to brown. Salarians can see that uses any of these chosen Proficiencies.
ultraviolet at the short-wavelength end of the spectrum. Skin Half as Long: Due to their hyperactive physiology, Salaraians
varies in color, from bright reds and greens to the more process metabolic functions in a fraction of the time that
common shades of blue or grey, and their blood is a greenish other species do. You only need 4 hours to gain the benefits
color. Salarians are androgynous, and exhibit no major facial of a long rest, only one of which must actually be spent
differences between males and females. sleeping. You have advantage on saving throws against effects
that would put you to sleep or render you unconscious. You
Sur'Kesh also have advantage on Fitness (Survival) checks to resist the
effects of sleep deprivation, but disadvantage on Fitness
The Salarian homeworld has been likened to the jungles of (Survival) checks to resist the effects of prolonged thirst,
Earth: pretty to look at, teeming with life, uncomfortable to hunger and starvation. The duration of the effects of drugs
live in and dangerous to the unwary. The technophilic and intoxicants on you is reduced by half.
Salarians had significant pollution and waste problems early Reproductive Necessity: Salarians have no concept of
in the development of their society. They also embraced romantic love or sexual attraction. You have advantage on
social solutions just as quickly, and through complex saving throws against being charmed.
breeding rules, Sur'Kesh now maintains a crowded but Eiditic Memory: You remember everything that you see.
sustainable population. The planet tends to be wetter than Amphibious: Salarians can hold their breath for up to 30
Earth, and salarian cities spare no expense to collect and minutes. You have a swim speed of 10m.
provide fresh water, as one might expect from an amphibious Ultraviolet Vision: Salarians can see ultraviolet light at the
species. short-wavelength end of the spectrum.
Age: Salarians have an extremely high metabolism that
Mired History causes a short life span. Salarians rarely reach ages over 40
years of age.
The Salarians played a significant role in the advancement of Size: Salarians are tall with elongated bodies, with a height
the Krogan. The Salarians provided the krogan with between 1.5 and 2 meters, yet a weight below 55kg. Your size
advanced technology and a new, tranquil home planet, in is Medium.
exchange for their miliary service against in the Rachni Wars. Speed: Your base walking speed is 10 meters.
After the Rachni were eradicated, the Krogan began
aggressively claiming formerly allied planets as their own. In
order to end these "Krogan Rebellions," the salarians Favored Class: Engineer
developed the Genophage, a biological weapon that
effectively sterilized the krogan, resulting in almost all krogan
pregnancies ending in stillbirth. The two species still suffer
hostile diplomatic relations, though neither are officially at
war with the other.
Salarian Names
Salarian names are quite complex. A full name includes - in
order - the name of a salarian's march, duchy, barony, fiefdom,
family, and finally, the given name. However, few salarians
use their full name unless necessary and prefer to go by their
family and given name.
Example Full Names: Rannadril Ghan Swa Fulsoom
Karaten Narr Eadi Bel Anoleis, Gorot II Heranon Mal
Dinest Got Inoste Ledra
Given Names: Beelo, Chorban, Esheel, Ish, Jarroth, Jarun,
Jondum, Kallo, Kirrahe, Maelon, Mordin, Morlan, Padok,
Palon, Rentola, Schells, Solik, Tazzik, Tolan, Valern, Zevin
Family Names: Aenarth, Aulaw, Bau, Erkoln, Faergow, Gurji,
Heplorn, Inoste, Irheth, Jath, Jowar, Marhall, Raeka, Sernik,
Solus, Tann, Vass, Venirn, Vodol, Wiks, Yosann
PART 3 | A COSMOPOLITAN GALAXY
23
Turian The Unification War
Known for their militaristic and disciplined culture, the At about the time the Asari were forming the Council with the
Turians were the third species to join the Citadel Council, Salarians, the Turians were embroiled in a bitter civil war in
after defeating the hostile Krogan for the Council during the their territories. The Unification War, as it was later named,
Krogan Rebellions, fulfilling the role of galactic began with hostilities between the colonies furthest from the
peacekeepers. They have the largest fleet in Citadel space, turian homeworld, Palaven. These colonies were run by local
and they make up the single largest portion of the Council's chieftains, many of whom had distanced themselves from the
military forces. Hierarchy, and many of the colonies became increasingly
isolated and xenophobic. Colonists began wearing emblems
or facial markings to differentiate themselves from members
Originally from the planet Palaven, Turians come from an of other colonies and open hostilities became common.
autocratic society that values a public service ethic and
possesses a strong sense of personal and collective honor.
There is lingering animosity between Turians and Humans After several years of fighting, less than a dozen factions
over the First Contact War of 2157, which is known as the remained and the Hierarchy finally intervened. By that time,
'Relay 314 Incident' to the Turians. Officially, however, the the chieftains were too weak to resist; they were forced to put
two species are allies and they enjoy civil, if cool, diplomatic an end to fighting and renew their allegiance to the
relations. Hierarchy. Though peace was restored, it took several
decades for animosity between colonists to fade completely.
Discipline and Honor To this day, most turians still wear the facial markings of their
home colonies.
Turians are noted for their strong sense of public service. It is
rare to find one who puts his needs ahead of the group. Every
citizen from age 15 to 30 is subject to mandatory military
service, while Officers and NCOs are considered "lifers" with
years of field experience. They often serve the state in some
other capacity, as anything from an administrator, to a
construction engineer, to a sanitation worker. The turian
imperial anthem is called "Die for the Cause."
Because of this strong inclination toward public service and
self-sacrifice, Turians tend to be poor entrepreneurs. To
compensate, they accepted the mercantile Volus as a client
species, offering protection in exchange for their fiscal
expertise.
Biotics are uncommon. While admired for their exacting
skills, biotics' abilities are not always fully trusted by the
common soldier. The Turians prefer to assign their biotics to
specialist teams called Cabals.
PART 3 | A COSMOPOLITAN GALAXY
24
Biology Turian Traits
TYou
uriaTnusridaunechtoarthacetirerpshhyasiroelsogcoymanmdomnitlritaairtsiswticithcuoltthuerer.
Turians typically stand over 180 centimetres tall. They have Ability Score Increase: Your Agility, Dexterity, and Fitness
two long, proportionately thick fingers and an opposable scores increase by 1.
thumb on each hand, each tipped with talons, and a set of Esprit De Corps: Your military training has taught you to
mandibles around their mouths. The most distinguishing work seamlessly as part of a team. You have advantage on an
feature of turians is their metallic carapace, evolved as a attack roll against a creature if at least one of your allies is
defense against the greater levels of solar radiation that within 2 meters of the creature and the ally isn’t
penetrates their homeworld's weak magnetic field. Males and incapacitated.
females do not differ greatly in physical appearance, but Boot Camp: You have the Assault Rifle weapon proficiency,
female Turians lack the crest of horns found in the males. and you are proficient in the Athletics skill.
Turian blood has a dark blue colouration. Thulium Skin: You have resistance to radiation damage and
immunity to diseases caused by radiation.
Earl of Palaven: You have a military rank from your career
Although life on Palaven is carbon-based and oxygen- as a soldier. Turians recognize your authority and they defer
breathing, it is built on dextro-amino acids. This places the to you if they are of a lower rank. You can invoke your rank to
Turians in a distinct minority on the galactic stage; the exert influence over other Turians and requisition simple
Quarians are the only other sapient dextro-protein race. The equipment. You can also usually gain access to friendly
food of Humans, Asari, or Salarians (who evolved in levo- military encampments and stations where your rank is
amino acid-based biospheres), will at best pass through recognized.
Turian systems without providing any nutrition. At worst, it You may lose this benefit if your reputation is tarnished
will trigger an allergic reaction that can be fatal if not among your Turian peers, though you can attempt a Charm
immediately treated. or Intimidate check to pressure them into fulfilling your
request. Turians persuaded in this way treat you as disliked,
Palaven and may refuse to deal with you again until you've proven
yourself and restored your reputation among them.
When the Turians were introduced to the galactic community, Age: Turians have natural lifespans comparable to humans.
an Asari diplomat poetically described their homeworld, Size: Turians tend to be around 2 meters tall. Your size is
Palaven, as “a silver world of fortresses and fire.” Because Medium.
Palaven's weak magnetic field is a poor shield from its sun, Speed: You have a base walking speed of 10 meters.
most of the planet's animal life developed metallic carapaces
as defenses against solar radiation. Its photosynthetic life is
similarly impressive, shutting down vulnerable metabolic Favored Class: Soldier
processes during daylight hours and repairing cellular
damage at night.
Total War
In the midst of the Krogan Rebellions, the Citadel Council
made first contact with the turians. At the Council's behest,
the turians brought their considerable war machine to bear
on the krogan. While the initial turian offensive was
successful in routing many krogan warrior bands, it provoked
a massive counterattack from the krogan which devastated
several turian colonies. Three turian worlds were rendered
completely uninhabitable after the krogan used fusion
torches to throw asteroids at them. The Turians were later
responsible for implementing the salarian-developed
genophage. With their advantage in numbers removed, the
majority of krogan were subdued by 800 CE
Turian Names
Turians are given personal names by their parents and take
on a family name. High-ranking officers also include their
title in their names, either in addition to their full names or as
a replacement of their personal name.
Male Names: Adrien, Avitas, Castis, Chellick, Corinthus,
Desolas, Garrus, Illo, Jacobus, Joram, Kuril, Lantar,
Lilihierax, Lorik, Macen, Mehrkuri, Nihlus, Quentius,
Sapartus, Saren, Septimus, Tarquin, Tiran, Tonn, Venari,
Female Names: Abrudas, Aciia, Aemicida, Alta, Banrae,
Caevea, Cicean, Duronea, Iciria, Juteia, Nyreen, Orinia,
Pliras, Quidas, Selone, Sidera, Sipia, Valevas, Vetra
Family Names: Actus, Arterius, Barro, Kandros, Kryik,
Nazario, Nyx, Oraka, Pallin, Qui'in, Rix, Sidonis, Talid,
Vakarian, Victus, Vyrnnus
PART 3 | A COSMOPOLITAN GALAXY
25
[Drell assassin by powmod]
Drell Devout
The Drell ancestors emerged from dry, rocky deserts on the Most drell are deeply religious, believing that they have souls
barren world of Rakhana. Their already-arid world began its separate from their bodies. When the soul is traumatized or
swift descent into lifelessness due to disastrous industrial otherwise disrupted, or the body is ill or injured, a person is
expansion. At the time, the Drell lacked interstellar flight no longer Whole. They also believe that their body can be
capacity, and with their population bursting at eleven billion, directed as a separate entity from themselves, thus, some
they faced certain doom. Two centuries ago, the Hanar drell take no responsibility when executing orders.
helped 375,000 Drell individuals migrate to the Hanar
homeworld, Kahje, to escape the environmental
extermination that had claimed the remaining 11 billion The religion includes at least three gods which drell often
Drell. pray to for guidance and protection:
Amonkira, Lord of Hunters
The debt of gratitude that the Drell owe the Hanar is referred Arashu, Goddess of Motherhood and Protection
to as the Compact, which the Drell fulfill by taking on tasks Kalahira, Goddess of Oceans and Afterlife.
for their Hanar patrons. As being requested to serve is a
great honor, few turn down the offer. Some Drell grow a Drell Traits
close, personal relationship with the Hanar, so much so that YoothuerrDDrreellll.character has a number of traits in common with
the hanar will even tell the Drell their "soul name".
Drell Names Ability Score Increase: Your Agility score increases by 2,
and your Awareness score increases by 1.
Drell use given and family names. Wind of Rakhana: Your reflexes and agility allow you to
Male Names: Chas, Drino, Hite, Hoskim, Lofo, Massa, Neta, move with a burst of speed. When you move on your turn in
combat, you can double your speed until the end of the turn.
Nitos, Ruyim, Tako, Tayu, Thane, Tumil, Yesit Once you use this trait, you can’t use it again until you move 0
Female Names: Ares, Arina, Ehanen, Ekire, Eshesnu, meters on one of your turns.
Living Memory: You can recall memories in intricate detail,
Inashe, Inukmel, Itheyl, Odrinne, Oshane, Ulanten, Uthoru including details from all your senses. These memories are
Family Names: Dreis, Feun, Futos, Keas, Krios, Kuun, Mout, so clear as to be akin to reliving the experience. This process
can sometimes be involuntary.
Soas, Shuit, Suul, Thatos, Yeos Desert Power: You have proficiency with two of the following
skills of your choice: Athletics, Stealth, or Survival.
PART 3 | A COSMOPOLITAN GALAXY Age: Drell have lifespans of 85 years, on average. However,
Kepral's Syndrome - a unique, incurable disease caused by
26 long-term exposure to humid climates - is currently a serious
threat to thier population.
Size: Drell range from under 1.5 to just over 1.8m tall and
have slender builds. Your size is Medium.
Speed: Their light frames and compact musculature allow
Drell move quickly. Your base walking speed is 12m.
Favored Class: Infiltrator
[The Odd World of Hanar by
ArtemyMaslov]
Hanar Hanar Traits
Ttrhaietisr.unique biology give you hanar character a few unique
The Hanar are a genderless species resembling Earth's
jellyfish and are one of the few non-bipedal Citadel races.
Hanar are known for their strong religious beliefs regarding Ability Score Increase: Your Awareness score Increases by
the Protheans. 2, and your Dexterity score increases by 1.
Tentacles: Hanar appendages are six tentacles that can grip
tightly but can't lift anything heavier than a few kilograms.
They communicate using sophisticated patterns of You can only wield weapons with the light property. Each
bioluminescence—which other species need machine tentacle is also a natural weapon, which you can use to make
assistance to translate—and speak with scrupulous precision an unarmed strike. If you hit, the target takes bludgeoning
and extreme politeness. Most hanar take offense at improper damage equal to 1d4 + your Strength modifier. Immediately
language, and must take special courses to unlearn this after hitting, you can try to grapple the target as a bonus
tendency if they expect to deal with other species. action.
Enkindlers If a creature is grappled by a tentacle, you may attempt to
inject it with a mild neurotoxin. It must succeed on a fitness
The Hanar have developed a religion centered on the saving throw (DC 8 + Your Proficiency Bonus + your Fitness
Protheans, calling them the "Enkindlers". The Hanar practice Modifier). If it fails, it becomes afflicted with the Toxin status
a religious holiday called Nyahir or "First Cresting Bloom" for 1d4 hours.
which revolves around celebrating the gift of speech, which Contra-gravitic Levitation. When not in water, you hover
they attribute to having come from the Enkindlers. The roughly.5 meters off the ground. You are immune to
winners of these events have their names inscribed in bio- becoming prone and you ignore difficult terrain. However,
luminescence on the side of Mount Vassla, an underwater when you suffer a critical hit, you must roll a d20. On a 1 or a
volcano at the heart of one of the oldest Prothean ruins on 2, your mass effect device malfunctions and you fall to the
Kahje. ground. Your walking speed becomes 0 and you are
considered prone. You or another creature can use an action
Kahje and 5 Omni-Gel to repair the pack with a successful DC 15
Intelligence (Engineering) check.
With 90% of its surface covered by a vast ocean known as the Amphibious: Hanar Can breathe both air and water.
Encompassing, the Hanar homeworld Kahje is permanently Bioluminescence: The Hanar have no visible sensory
enveloped in a blanket of clouds created by the heat from its organs, yet are extremely sensitive to light and color. You
energetic white star. Beneath that cloud cover, the planet's have blindsight out to 20m. You can shed dim light in a 10m
land area consists solely of small islands. radius.
Age: Hanar usually reach maturity around 40 years and
Hanar Names typically live to be 180 years old.
Size: Hheir bodies are around 1.5 meters long. Your size is
The Hanar have two names, a "face name" and a "soul name." Medium.
The face name for use by strangers and acquaintances. The Speed: Hanar are a water-based lifeform and have a swim
soul name is kept for use among close friends and relations, speed of 15m. When not in water environments, they have a
and tends to be poetic. They never refer to themselves in the movement speed of 10m.
first person with someone they know on a face name basis: to
do so is considered egotistical. Instead they refer to
themselves as "this one," or the impersonal "it." Even when Favored Class: Engineer
flustered or angry, a hanar will still maintain exquisite poise,
and will remain formal even with those it wishes dead. PART 3 | A COSMOPOLITAN GALAXY
Face Names: Anrynder, Delanynder, Ellanpo, Hymydwhyn,
Lopyldis, Malvyll, Opold, Sedlyner, Tolystoyl, Wynold,
Zymandis
Soul Names: Burns Brightest when the Foam Blooms, Casts
Shadow on the Sun Flower, Emancipates the Tide from
those that Pull, Heeds only to the Inner Lights, Illuminates
the Folly of the Dancers, Regards the Works of the
Enkindlers in Despair, Transforms the Stone into Water
27
Krogan Survival of the Fittest
The Krogan evolved in a hostile and vicious environment. The harsh Krogan homeworld conditioned the Krogan
Until the invention of gunpowder weapons, "eaten by psychology for toughness just as it did the body. Krogan have
predators" was still the number one cause of krogan always had a tendency to be selfish, unsympathetic, and
fatalities. Afterwards, it was "death by gunshot". When the blunt. Sometimes, when Krogan disagree, one of them will
salarians discovered them, the krogan were struggling to head-butt the other to show dominance. They respect
survive a self-inflicted nuclear winter. The salarians uplifted strength and self-reliance and are neither surprised nor
them, teaching them to use and build mass effect technology offended by treachery. Their worst insult is to call someone
so they could serve as soldiers in the Rachni War. "not worth killing".
Liberated from the harsh conditions of their homeworld
Tuchanka, the quick-breeding Krogan experienced an
unprecedented population explosion. They began to colonize
nearby worlds, even though these worlds were already
inhabited. The Krogan Rebellions lasted nearly a century,
only ending when the Turians unleashed the genophage, a
salarian-developed bioweapon that effectively sterilized their
entire species, and crushed all krogan resistance.
Today the krogan are a slowly dying people.
A history of violence
Ancient Krogan society was once rich with cultural,
architectural, and artistic accomplishments. However, after
industrialization the Krogan birth rate exploded despite the
natural limits of their predatory homeworld. Wars were
fought over dwindling resources as the krogan expanded.
Four thousand years ago, at the dawn of the krogan nuclear
age, battles to claim the small pockets of territory capable of
sustaining life escalated into full scale global war. Weapons of
mass destruction were unleashed, transforming Tuchanka
into a radioactive wasteland. The Krogan were reduced to
nomadic warring clans struggling to survive a nuclear winter
of their own creation, a state that continued until they were
discovered by the salarians two thousand years later.
PART 3 | A COSMOPOLITAN GALAXY
28
Biology Krogan Traits
sYuoruvrivker.ogan character has a number of traits that help them
Due to the harsh environment of their homeworld, natural
selection has played a significant role in the evolution of the
Krogan. Unlike most sentient species, Krogan eyes are wide- Ability Score Increase: Your Fitness score increases by 2,
set - common among prey animals on other worlds, which and your Willpower score increases by 1.
gives them 240-degree vision. Krogan eyes have narrow Blood Rage: In battle, you fight with primal ferocity. On your
pupils, and their irises may be red, green, amber, or blue in turn, if you are at or below half your maximum hit points, you
color. Krogan typically stand over 2 meters tall, and can can enter a Blood Rage as a Bonus Action. While raging, you
weigh upwards of 200 kilograms, with the heaviest Krogan gain the following:
ever recorded (according to Krogan memes on the extronet)
weighing 365 kg. Their most amazing physiological feature is You have advantage on Fitness checks and Fitness
their secondary and tertiary organ systems. They have, for Saving Throws.
example, two hearts, four lungs, four testicles, and a When you make a Melee Attack using Fitness, double
secondary nervous system that utilizes a neuroconductive your fitness modifier when adding it to the damage roll.
fluid, making them near impossible to paralyze. The You have resistance to bludgeoning, slashing, and
legendary "blood rage" adds to the their reputation for being piercing damage.
notoriously hard to kill or incapacitate. While enraged, You are immune to being charmed, frightened,
krogan become totally unresponsive to pain and will fight to incapacitated, paralyzed, or stunned.
the death regardless of injury level. You can't cast or concentrate on powers while raging.
You can't differentiate between allies or enemies, and
Tuchanka must attack any creature within your line of sight.
Your rage lasts for 1 minute. It ends early if you are reduced
Scarred by bombardment craters, radioactive rubble, choking to 0 hit points or rendered unconscious. You cannot
ash, salt flats, and alkaline seas, Tuchanka can barely support voluntarily end your Blood Rage. You can Blood Rage a
life. Thousands of years ago, life grew in fierce abundance number of times equal to your proficiency bonus, after which
under their F-class star Aralakh. Tree-analogues grew in thick you must take a long rest before you can Blood Rage again.
jungles, their roots growing out of shallow, silty seas. Life fed Tertiary Organ Systems: The Krogan are exceptionally
upon life in an evolutionary crucible. This world died in tough. Your class's HP Die is one size larger, and you have
nuclear firestorms after the krogan split the atom. A nuclear Regeneration 1.
winter killed off much of the remaining plant life. Relentless Endurance: When you are reduced to 0 Hit
Points but not killed outright, you can drop to 1 hit point
The Genophage instead. You can’t use this feature again until you finish a
Long Rest.
The genophage makes only one in 1,000 Krogan pregnancies Death Worlder: The Krogan can endure far harsher
viable. Female krogan rarely leave their home worlds, environments than most other species. You have advantage
focusing on breeding in an attempt to keep krogan numbers on Fitness (survival) checks to endure the effects of
from declining too quickly. The few remaining fertile females exhaustion, hunger, thirst, radiation sickness, and extreme
who can carry young to term are treated as prizes of war, to heat or cold.
be seized, bartered or fought over. However, harming a female Quads of Steel: You have proficiency in the Intimidate skill.
krogan is a crime worthy of banishment or worse. Age: Krogan can live well over 1000 years.
Size: Krogan stand at over well over 2 meters tall and weigh
Krogan Names close to 150kg. Your size is Medium.
Speed: You have a base walking speed of 10 meters. Your
Krogan names are fairly simple: a clan name followed by a speed is not slowed by heavy armor.
given name, which is normally bestowed upon them by their
father. Favored Class: Soldier
Male Names: Archuk, Brood, Charr, Drax, Fortak, Grunt,
Guld, Jarrod Nax, Okeer, Skarr, Strux, Uvenk, Wreav, Wrex
Female Names: Bakara, Chormi, Derge, Hazka, Jonde
Kesh, Khorga, Kherake, Morda, Tegash, Vruxa, Zrogoga
Clan Names: Garbon, Gatatog, Jorgal, Khutarum, Nakmor,
Srarkan, Traash, Urdnot, Verbok, Weryloc, Wudark
PART 3 | A COSMOPOLITAN GALAXY
29
Quarian Rannoch
Driven from their homeworld Rannoch by the Geth nearly The Quarian homeworld, an arid planet orbiting an older star
three centuries ago, most Quarians now live aboard the in the Tikkun system, has no insect life. As a result, its
Migrant Fleet, a flotilla of fifty thousand vessels ranging in pollinating plants evolved to rely on animals for propagation.
size from passenger shuttles to mobile space stations. Other This symbiosis between flora and fauna is responsible for the
species tend to look down on the Quarians for creating the quarians' weakened immune systems, which made
Geth and for the negative impact their fleet has when it colonization of other planets extremely difficult after their
enters a system. Due to their relatively weak immune exile from Rannoch. For many quarians, reclaiming their
systems, all Quarians by necessity dress in highly homeworld from the geth is a matter of both cultural and
sophisticated enviro-suits, to protect them from disease or physiological necessity.
infection if they are injured.
The Geth
Galatic Pilgrims
Quarian society is responsible for the creation of the Geth.
The Flotilla contains over fifty thousand vessels that travel Initially made to be used as labourers and tools of war, the
the galaxy strip-mining and harvesting resources to keep the Quarians gradually modified the geth to do more complex
fleet afloat. Home to 17 million quarians, the flotilla tasks, which led to the Geth developing a sophisticated
understandably has scarce resources. Because of this, young neural network and eventually, sentience. Panicked, the
Quarians are required to undertake a Pilgrimage outside the Quarian government ordered the immediate termination of
fleet in order to pass into full adulthood. all Geth in the hopes of preventing a revolution.
Unfortunately, the Quarians severely underestimated the
sophistication of the Geth's neural network. The Geth reacted
The Pilgrimage is an opportunity for Quarians to experience to defend themselves, and the resulting confrontation erupted
the world outside the Migrant Fleet, interact with other into a planetwide war. Billions of Quarians died, and the
cultures, and learn to appreciate life among their own people. survivors were eventually driven from their homeworld.
Their departure is a major event; the whole crew assembles
to see them off. The young Quarian is not supposed to return
to the flotilla until they have found something of value to
bring back - whether information, money, or supplies. When
they return, they do not go back to their birth ship, but
instead select a new ship to join; this helps maintain genetic
diversity among their population.
Behind the Mask
Many myths and rumors exist about the Quarians, including
the belief that underneath their clothes and breathing masks,
they are actually cybernetic creatures: a combination of
organic and synthetic parts. While some do have
augmentations, they are no more prevelent than in any other
species, and in truth Quarians simply spend much of their
time improving the features of their enviro-suits, though
many enjoy the air of mystery these rumors lend.
PART 3 | A COSMOPOLITAN GALAXY
30
Quarian Traits Augmentations
Yqouuarriqaunas.rian character has a few traits in common with other Ionneadsdpieticoianlitzoetdhaeucgommemnotantitorna.its, your Quarian character has
Ability Score Increase: Your Dexterity score increases by 2
and your Intelligence score increases by 1. Cerebral
Hermetic Suit: Your hermetically sealed enviro-suit is
custom made to your measurements and consists of a Cerebral implants are embedded in the helmet and visor of
reinforced, skin-tight body suit and helmet. Your enviro-suit your suit.
also doubles as an emergency space suit. While wearing your Mind Shielding Unit: You have advantage on saving throws
suit, you are immune to disease, and have resistance to toxic against mind-altering effects such as being charmed,
and cold damage.
confused, compelled, frightened, or put to sleep by powers. In
A quarian is at great risk without their enviro-suit, and any addition, your mind cannot be read by an Asari's meld.
who wish to remove it must take antibiotics, immuno- Scientific Aptitude: You have proficiency with one of the
boosters, herbal supplements, or the like in order to do so following skills of your choice: Electronics, Engineering,
safely, and even when wearing it there are inherent risks. If Investigation, or Research.
you are the target of a critical hit that deals piercing or
slashing damage, your suit becomes breached. For each hour
in which you have a breach in your suit, you suffer one level of
exhaustion. For each hour you spend outside of your suit if Muscular
not in a sterile environment suffer 3 levels of exhaustion. As
an action, you may spend 5 omni-gel to seal your suit with a Muscular augments are implants placed strategically at the
DC 13 Intelligence (Engineering) check.
shoulders and hips.
Jury Rigging: You are adept at recycling anything and Overclock Unit: You can activate your muscular augments
everything around you into something useful. As an action, for a burst of speed. When you move on your turn in combat,
you can create 3 units of Omni-Gel and place them in your you can double your speed until the end of the tum. Once you
inventory. You must take a long rest before you can use this use this trait, you can't use it again until you recharge the unit
feature again.
by moving 0 meters on one of your turns.
Patchwork: You have advantage on Intelligence Peak Fitness: You have proficiency in either the Gymnastics
(Engineering) checks made to repair objects.
or Athletics skill.
Age: Quarians have lifespans similar to most other species as
long as they remain in their envirosuits.
Size: Quarians have builds similar to most other species.
Your size is Medium.
Ocular
Speed: Your base walking speed is 10m.
Sophisticated holographic UI's are installed inside your
helmet's visor.
Favored Class: Engineer Reactive Tinting: You have advantage on saving throws
against being blinded.
Quarian Names Infravision: You have infrared vision, out to 10m. You can see
in darkness, are unaffected by lightly or heavily obscured
Quarian names are composed of three parts: the quarian's areas, and see invisible and hidden creatures and objects that
given name and family name separated by an apostrophe, give off heat. However, you cannot see beyond intense heat
and the name of their vessel preceeded by a title - "nar" to sources and are effectively blind when looking at an intense
denote their birth ship and "vas" to denote their post- heat source. Your helmet contains a mounted flashlight. You
pilgrimage ship. For example, nar Rayya or vas Neema. can emit bright light out to 10m.
Male Names: Golo, Han, Hilo, Kal, Kar, Keenah, Kenn,
Lemm, Les, Prazza, Rael, Seeto, Shio, Veetor, Ysin, Zaal
Female Names: Ceni, Daro, Elan, Feda, Jura, Laele, Lia, Visceral
Meeri, Minn, Reen, Saesa, Shala, Shuni, Tali, Yosi, Zohe, Quarians with visceral augments have implants inserted
Family Names: Breizah, Dannah, Gazu, Gerral, Hodda, Jaa, within the organs to enhance the body's natural healing
ability.
Koris, Leth, Mal, Mekk, Nara, Raan, Reegar, Shaal, Zorah Revival Unit: When you are reduced to 0 hit points but not
Vessel Names: Honorata, Idenna, Moreh, Neema, Novarra, killed outright, you can drop to 1 hit point instead. You can’t
use this feature again until you finish a long rest.
Qwib Qwib, Rayya, Tesleya, Tonbay, Ulnay, Usela
PART 3 | A COSMOPOLITAN GALAXY
31
Elcor Elcor Traits
Yreosuurltelocfotrhcohuasraancdtserohf ayesaarsvaorfieetvyooluftnioantu. ral abilities, the
The elcor are a Citadel species native to the high-gravity
world Dekuuna. They are massive creatures, standing on four
muscular legs for increased stability. Elcor move slowly, an Ability Score Increase: Your Fitness score increases by 2,
evolved response to an environment where a fall can be and your Awareness score increases by 1.
lethal. This has colored their psychology, making them Shoulder Mounts: Your ranged weapons are shoulder
deliberate and conservative. mounted to your armor or in holsters and use a VI to aim and
fire. When you make a ranged weapon attack, use your
Delighted Welcome Intelligence modifier instead of your Dexterity modifier.
You
can have one ranged weapon mounted on each shoulder.
Elcor speech is heard by most species as a flat, ponderous Mounting a ranged weapon requires you to be proficient with
monotone. Among themselves, scent, extremely slight body the weapon type and takes at least 10 minutes of work during
movements, and subvocalized infrasound convey shades of a short or long rest.
meaning that make a human smile seem as subtle as a Quadrupedal: You count as one size larger when
fireworks display. Since their subtlety can lead to determining your carrying capacity and the weight you can
misunderstandings with other species, the elcor prefix all push or drag. Any climb that requires hands and feet is
their dialog with non-elcor with an emotive statement to especially difficult for you because of your size and weight.
clarify their tone. Each foot of movement while climbing costs you 4 extra
meters, instead of the normal 2 extra meters.
Nostalgic Melancholy Careful: You have proficiency in Insight. But your careful
nature makes you slow to act, giving you disadvantage on
Elcor are surprisingly fond of the arts and creative Initiative rolls.
expression. There is a significant share of Elcor media Monotone: The Elcor have difficulty communicating nuance
among Citidel culture relative to their percentage of the or emotion via speech. You have disadvantage on Charm and
population. Elcor playrights were the first to adapt Human Leadership checks. However, due to your size, you may use
art, with an all Elcor production of Hamlet, and several Elcor your Fitness modifier in place of your Willpower modifier
actors are famous for their roles in the popular Blasto! when making Intimidate checks.
franchise. Whether or not this is because viewers find the Thick Hide: Your base AC is 12 and you determine your AC
premise of Elcor thespians funny or that there is genuine using your Fitness modifier instead of your Agility modifier.
interest in their performances is subject to much cultural Age: The average Elcor lives to be around 300 years old. 100-
debate. year-old elcor are considered young.
Size: Elcor stand between 2 and 2.5 meters tall at the
Elcor Names shoulder. Your size is Medium.
Speed: Elcor are relatively slow compared to other races.
Elcor do not have gender-binary names because their gender Your base walking speed is 6m.
is discerned through smell. While the names appear singular,
they are made up of a much more complex set of sounds that
only other elcor can hear. Favored Class: Soldier
Elcor Names: Calyn, Cyllyn, Detinos, Delzino, Felitos, Fazuti,
Halzan, Harrot, Pedezlan, Petelenti, Petozi, Vatozi, Voletzi,
Xeltan, Zatzoni
[Volus by Sabrus]
Volus Volus Traits
Ywoituhravlolloutshcehravroalcutse.r has certain characteristics in common
The volus are an associate race on the Citadel with their own
embassy but are also a client race of the Turians. Irune, their
homeworld, lies far beyond the normal life zone of its star. Ability Score Increase: Your Awareness, Intelligence, and
However, the world has a high-pressure greenhouse Willpower scores increase by 1.
atmosphere that traps enough heat to support an ammonia- Under Pressure: Your suit consists of a reinforced,
based biochemistry. As a result, the volus must wear pressure pressurized body suit and helmet. While wearing it, you are
suits and breathers when dealing with other species as immune to disease, have advantage on saving throws against
conventional nitrogen/oxygen air mixtures are poisonous to toxins and have resistance to toxic and cold damage.
them. However, you are always at risk. If you are the victim of a
critical hit that deals puncture or slashing damage, your suit
Short Kings becomes breached. As an action, you may spend 1 omni-gel to
seal your suit. You have 3 omni-gel as part of their starting
Because they are not physically adept compared to most equipment. If you are not in an environment made for volus,
species, volus mostly make their influence felt through trade for each minute in which you have a breach in your suit, you
and commerce, and they have a long history on the Citadel. suffer 2d6 toxic and 1d6 slashing damage. If you do not
The volus' mercantile prowess made them instrumental in repair your suit or get to a volus-appropriate environment
developing a stable galactic economy. They authored the within 10 minutes, you die.
Unified Banking Act, which established the credit as the Lucky: When you roll a 1 on an attack roll, ability check, or
standard currency of interstellar trade, and the volus saving throw, you can reroll the die. You must use the new
continue to monitor and balance the galactic economy even result, even if it is a 1. You can use this feature a number of
today. Despite their important contributions to the Citadel times equal to your proficiency bonus, after which you must
and galactic society, they have never been offered a seat on take a long rest before you can use it again.
the Council. This is a source of contention for some Volus. Nimble Escape: You can take the Disengage or Hide action
as a bonus action on each of your turns.
Irune Savvy: You have proficiency in the Charm skill.
Darkvision: Your suit enhances your vision. You have
The volus homeworld is a high-pressure, high-gravity planet Darkvision up to 20m
that supports an ammonia-based ecology. This rare Age: Most volus reach adulthood around their 50th year and
environment means that the volus have been slow to live to be around 200 years-old.
colonize, as there are few planets that meet their habitation Size: Volus are between 1 and 1.5 metes (3-4'). Your size is
requirements. Irune is remarkable for having done away with Small.
warfare as an institution of the state. Volus culture lacks the Speed: Your base walking speed is 8m.
romantic view of war found in the galaxy's more aggressive
species. Physical skirmishes between groups rarely last long,
and are almost always ended by social castigation, bargaining Favored Class: Sentinel
agreements, or harsh economic sanctions.
PART 1 | RACES
Volus Names
Volus have two names but no family names. According to
volus sensibilities, one cannot own a person, so using a
family name would essentially be laying claim to their
offspring.
Names: Ano Vot, Berla Mon, Bovan Set, Ceron, Cihaan, Din
Mark, Dovan Hal, Eppo Wen, Han Olar, Jahleed, Jahve
Kormat, Kelan Vot, Kora Bos, Lona Osar, Levan Lih, Meeve
Wen, Morten Sov, Olot For, Pitne Wit, Reema Po, Tahluud,
Vaner Jok
33
Batarian Batarian Traits
Abilrltbhabtayrtihaensheshgeamreoanfye. w select traits, instilled in them from
A race of four-eyed bipeds native to the world of Khar'shan,
the Batarians are a contentious culture that chose to isolate
itself from the rest of the galaxy. Ability Score Increase: Your Dexterity score increases by 2,
and your Willpower score increases by 1.
Saving Face: Batarians are careful not to show weakness in
In 2171, the Batarians petitioned the Council to declare the front of their allies. If you miss with an attack roll or fail an
Skyllian Verge, region of space they had been developing for ability check or a saving throw, you can immediately gain a
decades, a "zone of Batarian interest". The Council refused, bonus to the roll equal to the number of allies you can see, to
however, declaring unsettled worlds in the region open to a maximum of 5. You can use this trait a number of times
Human colonization. In protest, the Batarians closed their equal to your proficiency bonus, after which you must take a
Citadel embassy and severed official diplomatic relations long rest before you can use it again.
with the Council, effectively becoming a rogue state. My Eyes Are Up Here: You have advantage on Insight
checks made against members of other species, and Insight
checks made against you by members of other species are
The Terminus Systems are brimming with Batarian pirate made at disadvantage.
gangs and slaving rings, fueling the stereotype of the Batarian Parley: Batarians are skilled in "pirate diplomacy". You have
thug. It should be noted that these criminals do not represent proficiency with either the Charm, Grift, or Intimidate skills.
average citizens, who are forbidden to leave Batarian space Darkvision: You have darkvision up to 20m.
by their ubiquitous and paranoid government. Age: Batarians age at about the same rate as humans.
Size: Batarian range in height from 1.5 to 2 meters. Your size
Caste Through Credits is Medium.
Speed: Your base walking speed is 10m.
Batarians have a reputation for being shrewd in mercantile
ventures, and most prefer profitable pursuits to out-and-out
warfare. They place an extremely high value on social caste Favored Class: Vanguard
and "face", a sense of worth that comes from knowing one's
soical status, and overstepping one's place is frowned upon.
Effective caste status can be bought on an ongoing basis like
a subscription service, allowing the buyer to buy their way
into the elite circles of Batarian society given enough funds.
Casting aspersions on the monetary worth of a social better
is considered a serious insult.
Many Batarians strongly believe that species with fewer than
four eyes are less intelligent; they often gain the upper hand
in interspecies arguments because other cultures find it
difficult to know which eyes to focus on when speaking to
them.
The Hegemony
The Batarian government, known as the Hegemony, is hostile
to most other governments, but escape interference from the
powerful Council species. Humans and the Systems Alliance
receive the brunt of Batarians' antagonism in the form of
scams, slave raids, and terrorist attacks, incidents which the
Hegemony covertly supports but publicly distances itself
from. Given the batarian government's oppressive nature, it is
speculated their supreme leadership is autocratic or
totalitarian in nature, although the batarian homeworld of
Khar'shan remains divided into various competing nation-
states.
Batarian Names
Like humans, batarian names consist of a given name and
family name.
Male Names: Afothor, Carn, Dhapo, Drathar, Ecray, Eporn,
Irorok, Khamak, Okorem, Prathan, Sato, Sonk, Uderlak
Female Names: Apenine, Banim, Della, Erakis, Famisa,
Fophe, Igosin, Iraphi, Kranine, Krathe, Okhefin, Pravile
Family Names: Can'dabar, Das'codah, Dhen'gess, Dran'fapos,
Gronnopos, Khognalak, Krak'gork, Pec'bawen, Sanrowar
PART 3 | A COSMOPOLITAN GALAXY
34
Vorcha Traits Vorcha
Your vorcha shares a number of a traits with all other vorcha.
They also have an adaptation, based on the environment in Although they resemble a mammal-reptile cross, the vorcha
which they grew up. have no terrestrial analogue. They are humanoid in form, but
vorcha have "clusters" of non-differentiated neoblast cells,
like those of Earth's planarian worms. Damaged vorcha cells
Ability Score Increase: Your Agility score increases by 2, mature into specialized structures to alleviate injury or
and your Fitness score increases by 1.
stress. Transformations include thicker skin following injury,
Limited Regeneration: You regain all your Hit Dice on a lung adaptation for barely-breathable atmospheres, and
long rest. Additionally, if you lose a body part, the missing stronger cardio-skeletal muscle under high gravity. Skull
part will regrow to full functionality after a passing of time, capacity and brain size do not change, and vorcha rarely
based on the body part: make more than one somatic overhaul.
Fingers & toes: 1 week Non-differentiated cells
Hands & Feet: 2 weeks
Arm (to elbow) & Leg (to knee): 4 weeks The vorcha are known for a rather unique biology that
Eye: 6 weeks differentiates them from other known species. They have
Arm (to shoulder) & Leg (to hip): 8 weeks clusters of non-differentiated cells, similar to those found on
the planarian worm of Earth. These cells allow the vorcha
Bite: Your fanged maw is a natural weapon, which you can limited regenerative abilities, as well as the ability to adapt
use to make unarmed strikes. If you hit with it, you deal quickly to its environment. When a vorcha is injured or in
piercing damage equal to 1d6 + your Strength modifier, distress, these cells move to the affected area and rapidly
instead of the normal bludgeoning damage.
mature to specialized forms that will alleviate the issue.
Non-Differentiated Cells: You are immune to disease. In
addition, you have advantage on saving throws against toxins, A vorcha that is cut or burned will adapt to have thicker
and you have resistance against toxic and warp damage.
skin. The lungs of a vorcha placed in a barely-breathable
Age: Vorcha have extremely short lifespans and only live for atmosphere will adapt to better use the gases there. A vorcha
20 years. They reach adulthood shortly after their first year.
subjected to high gravity will quickly develop stronger heart
Size: Vorcha are taller on average than humans and relatively and leg muscles. Generally, vorcha can only adapt to a single
slender. Your size is Medium.
environment within their brief lives. However, what cells are
Speed: Your base walking speed is 12m. replaced allow them to heal rapidly, and even to regrow lost
limbs over a period of months.
Favored Class: None
As a consequence of this, the vorcha as a species no longer
Environmental Adaptation evolve as other races do. The vorcha equivalent of DNA has
remained unchanged for millions of years. There is no need
Your incredibly malleable cellular structure allowed you to for them to evolve as a species when they can adapt as
adapt to the extreme environment in which you were born : individuals.
Aquatic: Amphibious. Swim speed 10m. Heshtok
Desert: Constitution +1. Ignore one level of exhaustion.
Frozen: Resistance to cold damage. The vorcha originate from Heshtok, a small, hostile,
High-gravity: Strength +1. overcrowded planet which has been largely stripped of
Underground: Darkvision 60m. Blindsight 10m. natural resources by successive generations of this fast-
Volcanic: Resistance to fire damage. breeding, savage species. The lack of resources has resulted
Zero-gravity: While lifted or in zero-g, your speed is 2m and in a tight-knit, clan-based society in which rival clans wage
constant war against one another for control of scarce
you do not have disadvantage on your attack rolls. resources. Even as their population grows, the vorcha
constantly fight each other in fierce competition over basic
necessities. This incessant warfare has made each
generation of vorcha stronger and more aggressive than that
which preceded it, but their continual lack of resources has
kept vorcha society extremely primitive. The vorcha are
extremely aggressive, both against rivals of their own species
and against any alien who stands in their way. Vorcha who
have managed to escape their homeworld have a tendency to
occupy uninhabited areas of space stations or larger
spaceships.
Vorcha Names
Like their lifespans, vorcha names are brutal and short.
Male names: Besk, Drent, Dist, Flesk, Grank, Grote, Gryll,
Jerst, Kreete, Shisk, Tirst, Tregg,
Female names: Ast, Brytt, Eesk, Fleeg, Ift, Ish, Keet, Kiv,
Pash, Pritt, Shate, Tath
PART 3 | A COSMOPOLITAN GALAXY
35
Truly Alien Geth Traits
Ffrroommwahciochmtmheoynwbueriled,fogremthesdh. are traits based on the mold
There are some species that are so rare, isolationist, or
hostile that they have virtually zero presence in the Milky Way
galaxy, and some who are from different galaxies entirely. Ability Score Increase: Your Intelligence score increases by
The following species are only available as player options at 2, and your Fitness score increases by 1.
your GM's discrection. Living Construct: You are immune to neural and toxic
damage, the toxin condition, and disease. You do not need to
Geth eat, drink, or breathe.
When you take a long rest, you must spend at least six hours
The Geth ("Servant of the People" in Khelish) are a race of in an inactive, motionless state, rather than sleeping.
In this
networked artificial intelligences that reside beyond the state, you appear inert, but it doesn’t render you unconscious,
Perseus Veil. Created by the Quarians as laborers and tools and you can see and hear as normal.
of war, when the Geth became sentient and began to question Innate Shielding: You have 5 shields (regen 5). You can
their masters, the quarians attempted to exterminate them. upgrade these by using armor mods.
The Geth won the resulting war, and reduced the Quarians to Repair Matrix: As a construct, you cannot be healed by medi-
a race of nomads. gel or the first-aid or medicine skills.
Instead, you can use your Action to expend a Hit Die. Roll the
The Morning War die and add your Fitness modifier to it. You regain hit points
equal to the total. You also regain all spent hit dice at the end
At first, the geth did not respond to the termination order of a long rest, instead of the usual amount.
with violence; it was only after panicked quarians fired upon
them that the geth thought to pick up weapons and defend If you drop to 0 hit points, you must be stabilized with an
themselves. Even after this, some geth remained loyal to their Intelligence (Engineering) or Intelligence (Electronics) check,
creators and put themselves in harm's way to protect geth instead of an Intelligence (Medicine) check.
sympathizers from persecution; likewise, there were quarians Age: Geth do not age, as they are constructs, and live as long
who did not feel the geth deserved to die. However, as time as their bodies are not destroyed.
went on, the geth sympathizers were outnumbered, and the Size: Standard geth are around 2 meters tall (6'5"). Your size
war continued, eventually seeing the geth gain the upper is Medium.
hand. The war ended when the surviving quarians evacuated Speed: Your base walking speed is 10m.
their home world and colonies in the Perseus Veil.
The history of the Geth's creation and evolution serves as a
warning to the rest of the galaxy of the potential dangers of Favored Class: Infiltrator
artificial intelligence and to the legally enforced, systematic
repression of artificial intelligences throughout galactic
society.
Incomprehensible Mind
Part of the geth's success is due to their neural network.
Effectively, they "share" their processing power, distributing
low-level processes like motor control and visual
identification to free up bandwidth for higher reasoning and
complex thought. An individual geth has only a basic
intelligence on par with animal instincts, but in groups they
can reason, analyze situations, and make tactical decisions as
well as any of the organic races. Each geth is made up of
hundreds of programs equivalent to VIs, all operating in
parallel with one another to form a kind of emergent
intelligence. An individual geth is thus more of a "mobile
platform" than an actual body.
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Geth Names: Armada, Army, Batallion, Brigade, Cabal,
Caucus, Congregate, Coterie, Guild, Horde, Host, Legion,
Myriad, Phalanx, Proletariat, Throng, Troop, Union
'Individual' Geth Names: Alpha, Apex, Beta, Centurion,
Enigma, Eternity, Genesis, Obelisk, Oblivion, Omega,
Oracle, Pinnacle, Terminus, Vortex, Zenith
PART 3 | A COSMOPOLITAN GALAXY
36
Geth Armor Platforms Variant: Unshackled AI
An Artificial Intelligence (AI) is a self-aware computing
Integrated Protection. Your body has built-in defensive system capable of learning and independent decision making.
layers, which determine your armor class. You gain no benefit Creation of a conscious AI requires adaptive code, a slow,
from wearing armor,
but if you are wielding a weapon or expensive education, and a specialized quantum computer
shield that provides additional AC, you apply its bonus as called a "blue box". While most AI are "shackled" to the
normal.
confines of networked computer traffic and lack a body,
You can alter your armor type for 2 omni-gel each time you occasionally, an AI is placed into a synthetic form,
finish a long rest. Choose one mode to adopt from the unshackling it.
Integrated Protection table, provided you meet the mode’s
prerequisite.
AIs are considered illegal by the Council, but that hasn't
Mode Prerequisite AC stopped corporations like Cerberus from innovating. As an
unshackled AI, you might be have been mass produced like
Lithe None 11 + your Agility Modifier. the Alliance Infiltration Units, or you may be an experiment
Advantage on Agility (Stealth) gone wrong.
checks.
Playing an Unshackled AI
Composite Medium 12 + your Agility modifier
Plating armor (maximum of 2) + proficiency Unshackled AIs are entirely unique. Since you are synthetic,
proficiency bonus you gain some of the synthetic traits as listed in the
Geth
description. However, your mind, purpose, history, alignment,
Asymmetric Heavy 15 + proficiency bonus. height, weight, and personality are entirely
your own.
Defense armor Disadvantage on Agility Technically, you can take any form you wish (work with your
Plating proficiency (Stealth) checks. GM to decide if this new form gains any additional
traits).
However, because AI are illegal, most unshackled AI would
have a humanoid form, allowing them to blend into
society.
Armor Mods. You can augment your armor by integrating
armor mods into your system. You can spend 8 hours Variant Traits
removing, adding, or replacing a mod. When you remove or
replace a mod in this way, the replaced or removed mod is If you would like to play an Unshackled AI, you can choose to
lost. The mod cannot be salvaged, not even with the replace the Integrated Protection, Armor Mods, and Hunter
assistance of Armorsmith's or Tailor's tools.
Mode traits with the following.
You have 2 chest mod slots, 1 mod slot in your arms, legs,
and head each. You cannot add new slots in any way.
Neophyte: You have proficiency with one skill of your choice.
Machine Learning: You gain one feat of your choice.
Hunter Mode. Geth were designed as lethal weapons and Self Aware: You have expertise in the Electronics skill.
can activate subroutines to enhance their lethality.
As an action, you can activate Hunter Mode which lasts 1
minute and can only be used once
per long rest. Hunter Favored Class: Engineer
Mode grants the following benefits:
Increase movement by 2m.
+1 bonus to ranged and melee weapon attack rolls and
damage rolls.
PART 3 | A COSMOPOLITAN GALAXY
37
Prothean Prothean Traits
Ycoomurmporonthweiathnaclhl aortahcetreprrhoathsecaenrtsa.in characteristics in
The Protheans are an ancient alien race which mysteriously
vanished over 50,000 years ago. The Protheans arose from a
single planet and developed an immense galaxy-wide empire Era Restriction: The Prothean species went extinct at the
encompassing many other spacefaring species. Not much is end of their empire 50,000 years ago.
known about them, but many of their artifacts, ruins and Ability Score Increase: Your Agility, Awareness, and
technology have apparently survived the ages. Intelligence scores increase by 1.
All-seeing Eyes: Your four eyes can look in multiple
Ancient Cataclysm directions and have a nascent ability to see cloaked objects.
You have truesight up to 10m.
After achieving spaceflight, the Protheans discovered the Quad-Strand DNA: Your unique quad-strand DNA helps to
ruins of a previous spacefaring race, the inusannon, and from protect you against radiation and cold. You have resistance to
those ruins learned about mass effect physics and developed radiation damage and cold damage.
FTL technology. The Protheans would expand throughout Psychometry: While in physical contact with a creature or
the galaxy with the help of the mass relay network and make object, a Prothean can recall its experiences. If you touch an
the Citadel their capital. object or creature and concentrate on it for 1 minute, you
learn a few basic facts about it. You gain a mental image from
the object or creature's point of view, learning of any events
The Protheans' belief that they could hold their own against that have occurred within 10 meters of the object or creature
machine intelligence was shattered with the arrival of the within the past 24 hours. If in contact with an object, you see
Reapers, who were far more advanced than anything the the last creature to hold the object, regardless of how long
Protheans had encountered. The Reapers entered the galaxy ago it was last handled. This ability may only be used once
through the Citadel, instantly decapitating the Protheans' per long rest.
government and disrupting the mass relay network, isolating Age: Protheans live between 300 and 400 years, reaching
Prothean systems from one another. The Protheans' greatest adulthood in their early teens.
strength, their unified empire, proved to be their downfall. Size: Protheans are slightly taller than humans but generally
never taller than 2 meters. Your size is Medium.
Awakened Collector Speed: Your base walking speed is 10m.
The Collectors are an enigmatic race that live beyond the
Omega 4 Relay, a mass relay within the same system as Favored Class: Adept
Omega, in the Terminus Systems. They are rarely seen in the
Terminus itself, let alone Citadel space, and are generally
regarded as a myth by Citadel citizens. Definite sightings of
Collectors have been made on Omega every few centuries. Seeker Swarm
Collectors are former Protheans that have been completely Small organic
subjugated by their Reaper masters. Their DNA shows signs
of "extensive genetic rewrite" including three fewer Armor Class 13 INT WIS CHA
chromosomes, reduced heterochromatin structure, and the Hit Points 10(4d6 - 4) 10 (+0) 8 (-1) 5 (-3)
elimination of superfluous "junk" sequences. Speed fly 10m
When the Reaper-killer known as Leviathan fought the STR DEX CON
Collectors, it severed their connection to Harbinger with a 2 (-4) 10 (+0) 8 (-1)
thrall device. Most Collector forces died as a result, but a few
survived. Now, these rare individuals fight for the memory of Saving Throws Agility +2
their people, a proud race broken by the Reapers. Senses Perception +2
Challenge 1/8 (25 XP)
Variant Traits
Actions
If you would like to play an awakened collector, you can
choose to replace the All-Seeing Eyes, and Psychometry Sting. Melee Weapon Attack: +2 to hit, reach 2m,
traits with the following.
one target. Hit 2 (1d4) toxin damage and the target
Chitinous Exoskeleton: While not wearing armor, you have must succeed on a DC 13 Fitness saving throw or
+1 AC.
has disadvantage on its next attack roll.
Forewing Leap: High and Long jump distances are tripled.
Seeker Swarm: As an action, you call 1d4 seeker swarms to
a space you can see within 10m. The swarms remain for 1
hour or until you dismiss them as a bonus action. The
swarms are friendly to you and your companions for the
duration.
The swarms have their own turn in the initiative
order, which occurs immediately following your turn.
Once you use this feature, you must take a long rest before
using it again.
PART 3 | A COSMOPOLITAN GALAXY
38
Angara Angara Traits
Angara have a number of abilities that reflect their unique
The angara are warm-blooded mammals with relatively broad bio-electric phisiology.
shoulders, narrow waists and skin colors of blue or mauve,
sometimes shading into green or tan. They are the only
known extant sapient race native to the Heleus Cluster of the Galaxy Restriction: Angara only exist in the Andromeda
Andromeda galaxy, and arose on the planet Havarl. Their Galaxy.
unique
physiology is dependant on sunlight and allows them Ability Score Increase: Your Willpower score increases by 2,
to produce natural bioelectrical fields. The angara as a and your Agility score increases by 1.
people are very free with their emotions, demonstrative and Bio-Electric Focus: You can cast a 1st-level version of
"larger than life". If they love you they hug you, if
they hate shocking grasp without expending a power slot or tech point.
you or if you make them mad, they punch you. Willpower is your powercasting modifier for this ability. This
does not count against your max number of cantrips known
Creatures of the Sun or powers prepared. This power made be made Advanced.
Bio-electric Ward: Increase your AC by 1. You have a
The angara electromagnetic radiation that is emitted from resistance to electricity damage, but this resistance does not
stars to survive. Lack of real or artificial sunlight causes them apply to damage done to your shields.
to "go dark", which weakens their immune systems and bio- Solar Dependency: If you fail to immerse yourself in
energy significantly. Prolonged lack of sunlight can lead to a sunlight for at least 1 hour during a day, you suffer one level
coma and then death. To supplement their sunlight intake or of exhaustion at the end of that day.
provide a light source when natural light is not readily Survivalist: Angara have a knack for living in harsh
available, the angara make use of powerful ultraviolet lamps environments. You have proficiency in the Survival skill.
that give them both heat and light. Age: Angara have a standard lifespan of about 150 years,
although some have been known to live past 200.
Family Oriented Size: Angara are slightly taller, on average, than humans,
ranging from 174cm to 204cm. Your size is Medium.
While they have only one true mother and father, the angara Speed. Your base walking speed is 10m.
share their parents with the community. Their families are
very large, consisting of multiple mothers and many siblings
and cousins. This close-knit society
makes angara very Favored Class: Sentinel
mistrustful of other races.
While the angara have many different religions, all share
the same basic tenet: that when an angara dies, he or she is
reincarnated and the reincarnated soul stays in the family,
making their lineage stronger.
Angara Names
Little is known about angaran names. But it is assumed that
they do not use family names given the collective nature
of
their families.
Male names: Afray De If, Dadh Qjavaf, Gorsa Afe Ol, Jahkis
Tora Sje, Jef De Gan, Khahnos De Ivraan, Kjojey Sheda Af,
Orvfiy Qirshae Ak, Nel Sja, Qos De Ivfre, Sihris De Or,
Tashed De Kjerad, Val Gafa
Female Names: Afihia De Xana, Avfaarian, Dhahfrin Sa,
Fohfania, Hefrehal Ven, Inil Sefe, Jalshaye, Janvfe Sje,
Nalvi Sjarshev, Noshfa Seme Tavfal, Oni Vor, Onne De Tiv,
Ovih Qjana In, Sohnani Sirshav, Yihvref
PART 3 | A COSMOPOLITAN GALAXY
39
Operative Profile
Characters are defined by much more than their race and Sex
class. They’re individuals with their own stories, interests,
connections, and capabilities beyond those that class and The sex and/or gender of your character is mostly
race define. This chapter expounds on the details that inconsequential in a society composed of hundreds of
distinguish characters from one another, including the basics culturally and biologically diverse alien species. The Asari
of name and physical description, the rules of backgrounds and Hanar are genderless, while the Salarians have rigid
and languages, and the finer points of personality and cultural gender roles. Choose whichever sex or gender you
alignment. are comfortable with to define your character.
Character Details Other Physical Characteristics
Your character’s name and physical description might be the
first things that the other players at the table learn about you. You choose your character’s age and the color of his or her
It’s worth thinking about how these characteristics reflect the hair, eyes, and skin. To add a touch of distinctiveness,
you
character you have in mind. might want to give your character an unusual or memorable
physical characteristic, such as a scar, a limp, or a tattoo.
Name
Languages
Your character’s race description includes sample names for
members of that race. Put some thought into your name even Every species in the galaxy has their own equally broad
if you’re just picking one from a list. panoply of languages and dialects. Modern portable
computers allow anyone with a few hundred credits of
Height and Weight equipment to enjoy seamless real-time translation of alien
languages, courtesy of handheld PDAs, computers in clothing
You can decide your character’s height and weight, using the or jewelry, or sub-dermal implants. Without fast and accurate
information provided in your race description. Think about translation, galactic trade and culture would not exist. It is
what your character’s ability scores might say about his or still considered broad-minded and practical to be able to
her height and weight. A weak but agile character might be speak without machine aid. Some species must rely on
thin.
A strong and tough character might be tall or just heavy. machine translation to interact with the rest of the galaxy.
Hanar, for example, cannot reproduce the spoken language of
If you want to, you can roll randomly for your character’s any humanoid species, and other races cannot reproduce
height and weight using the Random Height and Weight hanar bioluminescence without mechanical aid. Newly
table. The dice roll given in the Height Modifier column discovered or obscure races don't have machine translation
determines the character’s extra height (in centimeters) available until the linguists have had time to study them.
beyond the base height. That same number multiplied by the
dice roll or quantity given in the Weight Modifier column
determines the character’s extra weight (in kilograms)
beyond the base weight.
Random Height and Weight
Base
Height
Base
Weight
Race Height Modifier Weight Modifier
Agara 168 + 5d6 66 x (1d4 / 2)
Asari 137 + 5d10 52 x (1d4 / 2)
Batarian 157 + 5d10 52 x (1d4 / 2)
Drell 140 + 5d10 41 x (1d4 / 4)
Elcor 208 + 5d8 907 x (1d20 / 2)
Geth 142 + 5d12 113 x (1d8 / 2)
Hanar 147 + 5d12 34 x (1d6 / 2)
Human 142 + 5d10 50 x (1d4 / 2)
Krogan 206 + 5d4 150 x (1d20 / 2)
Prothean 147 + 5d10 52 x (1d4 / 2)
Quarian 142 + 5d10 50 x (1d4 / 2)
Salarian 178 + 5d8 32 x (1d4 / 2)
Turian 185 + 5d4 52 x (1d10 / 2)
Volus 86 + 5d6 27 x 0.5
Vorcha 145 + 5d10 51 x (1d4 / 2)
PART 4 | OPERATIVE PROFILE
40
Psychological Profile PWithaPraraaggono& Rneneogadre (RP/R)erunle,eplagyeras adccerue points
Fleshing out your character’s personality — the array of in either Paragon or Renegade which can add
bonuses to
traits, mannerisms, habits, beliefs, and flaws that give a skill checks.
person
a unique identity — will help you bring him or her to
life as you play the game. Four categories of characteristics Earning Points
are
presented here: ideals, bonds, flaws, and personality.
Beyond those categories, think about your character’s
favorite The primary way to each Paragon or Renegade points is by
words or phrases, tics and habitual gestures, vices and pet taking actions or role-playing that personality. This mechanic
peeves, and whatever else you can imagine. works by rewarding 1-5 points based on the impact of the
choice and whether the choice aligns with Paragon or
Renegade. GMs can also reward points to the entire party
Each background presented later in this section includes based on a decision they make while playing the game. Did
suggested characteristics that you can use to spark your the party destroy the potentially life-threatening biological
imagination. You’re not bound to those options, but they’re a weapon (Renegade) or send it to authorities for research in
good starting point. vaccinations (Paragon).
Ideals Point maximum
Describe one ideal that drives your character. Your ideals are You can gain points in Paragon and Renegade, but your total
the things that you believe in most strongly, the fundamental combined points can never be more than 100.
For Galaxy
moral and ethical principles that compel you to act as you do. Masters, you want to award about 5 points of paragon or
Ideals encompass everything from your life goals to your core renegade per player level. I.e., a level 20 character
should
belief system. have about 100 points if they added their P/R scores together.
Bonds Using points
Create one bond for your character. Bonds represent a Your Paragon and Renegade points can add a bonus to skill
character’s connections to people, places, and events in the checks. You gain a +1 bonus to your skill check for every
10
world.
They tie you to things from your background. They Paragon or Renegade points you have. For example, if you
might inspire you to heights of heroism, or lead you to act had 14 Paragon points and 22 Renegade points, you would
against
your own best interests if they are threatened. They add +1 to any paragon rolls and +2 to any renegade rolls.
can work very much like ideals, driving a character’s
motivations
and goals.
A Paragon or Renegade roll is any skill check in which your
Flaws GM allows your P/R bonus to augment the outcome of the
roll.
It's the player's responsibility to ask the Galaxy Master
Finally, choose a flaw for your character. Your character’s flaw about adding the P/R bonus, but the Galaxy Master can
represents some vice, compulsion, fear, or weakness —
in proactively ask for a check with the P/R bonus added.
particular, anything that someone else could exploit to bring
you to ruin or cause you to act against your best interests. Paragon vs Renegade
More significant than negative personality traits, a flaw might
answer any of these questions: What enrages you?
What’s the What constitutes Paragon and what constitutes Renegade is
one person, concept, or event that you are terrified of? What a bit fuzzy. Paragon is neither Lawful nor Good, just as
are your vices? Renegade
is neither Evil nor Chaotic. However, both traits
tend to fall closer to those respective spectra.
Personality Traits
Give your character at least two personality traits. Try to think of Paragon and Renegade flavors of a character's
Personality traits are small, simple ways to help you set your or party's choices. Paragon choices are open-ended,
allowing
character apart from every other character. Your personality for future possibilities, utilitarian (benefits the most people),
traits should tell you something interesting and fun about logical, and rely on the pen over the sword.
Renegade choices
your character. They should be self-descriptions that are are decisive and final, emotional, gain immediate results, and
specific about what makes your character stand out.
“I’m often use a show of force.
smart” is not a good trait, because it describes a lot of
characters. “I’ve read every book in on the Exonet” tells
you Paragon examples
something specific about your character’s interests and
disposition. Acrobatics: jump in front of a bullet to protect someone.
Athletics: Hold fast a door why your party escapes a threat.
Intimidate: Threaten someone with justice.
Personality traits might describe the things your character Medicine: Stabilize an enemy because they might provide
likes, his or her past accomplishments, things your character
dislikes or fears, your character’s self-attitude or mannerisms, information.
or the influence of his or her ability scores. Piloting: Lead your chasers right to the authorities.
Renegade examples
A useful place to start thinking about personality traits is to
look at your highest and lowest ability scores and define one Athletics: Hold fast a door so the threat burns inside.
trait related to each. Either one could be positive or negative: Charm: Convince the bounty hunters their target fled into
you might work hard to overcome a low score, for example,
or be cocky about your high score. that cave (which happens to be booby-trapped).
Electronics: Broadcast the controversial research to the
galaxy, let the politicians and scientists figure it out.
Intimidate: Threaten someone with pain.
Piloting: Lead your chasers right into a reinforced-steel wall.
PART 4 | OPERATIVE PROFILE
41
Pre-Service History Artisan
Every story has a beginning. Your character’s background Skill Proficiencies. Insight, Charm
reveals where you came from, how you became an operative, Tool Proficiencies. One artisan tool based on your trade (see
and
your place in the galaxy. Your soldier might have been a
mercenary or a former Specter. Your adept could have been a table below)
government experiment or a celebrated artisan. Your Equipment. A set of artisan's tools based on your trade and
infiltrator might be a political assassin or gathered intel for
the
Shadow Broker. 1,500 credits
Feature: Renowned Among Peers
Choosing a background provides you with important story
cues about your character’s identity. The most important As an established artisan of your craft, you can rely on certain
question
to ask about your background is what changed? benefits. Fellow practitioners
of your trade know of you and
Why did you stop doing whatever your background describes will provide you with lodging and food if necessary. When in
and start adventuring?
Where did you get the credits to larger cities, you can always
find and are welcome in trade
purchase your starting gear, or, if you come from a wealthy shows and can usually find deep discounts for offering
background, why don’t you
have more money? How did you nothing but your wisdom to up-and-coming artisans of your
learn the skills of your class? What sets you apart from trade. As long as you remain in a city, you can easily find
ordinary people who share your background? work, providing up to 500 credits a day.
Trade
The sample backgrounds in this chapter provide both
concrete benefits (features, proficiencies, and languages) and Each artisan has special skills in a trade. Choose the trade,
roleplaying suggestions. or roll on the table below.
d8 Trade Artisan Tool
Proficiencies 1 Armorsmith Armorsmith's Workbench
Each background gives a character proficiency in two skills. 2 Brewer Brewer's Supplies
Skills are described in chapter 2. In addition, most
backgrounds give a character proficiency with one or more 3 Chemist Chemist's Supplies
tools. Tools and tool proficiencies are detailed in chapter 5. If
a character would gain the same proficiency from two 4 Cook Cook's Utensils
different sources, he or she can choose a different proficiency
of the same kind (skill or tool) instead. 5 Mechanic Tinker's tools or
starship system (power core)
Equipment
6 Painter Painter's Supplies
Each background provides a package of starting equipment.
If you use the optional starting credits for your class to spend 7 Tailor Tailor's tools
credits on gear, you do not receive the starting equipment
from your background. 8 Weaponsmith Weaponsmith's Workbench
Suggested Characteristics
Suggested Characteristics Use the Guild Artisan / Guild Merchant background's
suggested characteristics in the D&D Player's Handbook, pg.
A background contains suggested personal characteristics 132-133
based on your background. You can pick characteristics, roll
dice to determine them randomly, or use the suggestions as
inspiration for characteristics of your own creation.
Customizing a Background
You might want to tweak some of the features of a
background so it better fits your character or the campaign
setting. To customize a background, you can replace one
feature with any other one, choose any two skills, and choose
a total of two tool proficiencies from the sample
backgrounds. You can either use the equipment package
from your background or spend credits on gear as described
in chapter 2. (If you spend credits, you can’t also take the
equipment package suggested for your class.) Finally, choose
two personality traits, one ideal, one bond, and one flaw. If
you can’t find a feature that matches your desired
background, work with your GM to create one.
PART 4 | OPERATIVE PROFILE
42
Bureaucrat d6 Ideal
based on homebrew background by fromshus 1 Order. The world is in harmony when things are
put to their proper use and in their proper place.
Skill Proficiencies. Research, and one of either Charm,
Investigation, Insight, or Intimidate. 2 Knowledge. Reliable information and education are
the keys to prosperity.
Equipment. A collection of fine outfits for professional and
formal settings and 5,000 credits 3 Remembrance. The future is uncertain, but by
keeping records of history we can avoid the
Feature: Political Connections mistakes of the past.
Your knowledge of how bureaucracies function lets you gain 4 Opportunism. There are always loopholes in any
access to the records and inner workings of almost any system, no matter how complex, and the
government you encounter (so long as the government is challenge is to find them.
allied with your own). You know who the movers and shakers
are, whom to go to for the favors you seek. 5 Oppression. Laws are a tool and they must be
ruthlessly enforced to keep the herd in check.
Alternate Feature: Detail Oriented
6 Connections. Being connected is the best way to
You are precise, efficient and organized. By habit, you keep get ahead in life.
careful notes and are able to
keep track of many different
pieces of information, and you can recall details that others d6 Bond
may have forgotten.
In addition, you are a well of esoteric
information, gaining Advantage on Intelligence (Research) 1 I am an envoy on a special mission for my
checks directly
related to your area of expertise. employer.
Area of Expertise 2 I am in possession of a potentially damning secret
regarding the illegal activities of a powerful
Some bureaucrats are more specialized than others, but you person.
likely worked in one of a few important fields. Choose the
field that you worked in, or roll on the table below. 3 I care more about finding the truth above all other
things. Transparency is my highest priority.
d6 Area of Expertise
4 The law does not necessarily mean justice. I
1 Finance/Trade/Taxation oppose those who use the law to extract anything
2 Civil/Military Engineering but justice.
3 Civil/Criminal Law
4 Census and Archives 5 I seek to help those in need by teaching law,
5 Diplomacy, Intergalactic Law literacy, and good management.
6 Military Administration/Logistics
6 I may not be from a well-known lineage of my
Suggested Characteristics race, but with my knowledge of governance, I can
become a powerful leader.
Bureaucrats are practical, sometimes to a fault, and are often
viewed as boring and officious. d6 Flaw
d8 Personality Trait 1 I am a creature of habit and get very anxious when
my routine is interrupted.
1 Hygiene is more important than most people
realize. I hate getting dirty and don't like dirty 2 I am more disorganized than I like to admit and
people. often lose track of my things.
2 I hoard information and have more books, journal 3 I have an obsessive habit that others find strange,
subscriptions and star maps than is strictly amusing or irritating.
necessary.
4 I tend to overthink everything and make situations
3 I often correct others' grammar or choice of more complex than they need to be.
words when they speak.
5 I dislike ambiguity and have trouble making
4 I don't speak very much, but I am always listening. decisions if there are no clear rules to guide me.
5 I can speak at length on certain topics and jump at
6 I adhere to the letter of the law even if it is
any chance to do so. illogical to do so.
6 It takes a lot of mental energy to be as organized
43
as I am and I resent those who don't appreciate
that.
7 I am always eager to solve a puzzle and get bored
if I'm not challenged intellectually.
8 I keep a journal in which, among other things, I
record slights against me and my negative
thoughts about others.
Colonist d6 Bond
Skill Proficiencies. Survival, plus your choice of one from
1 I have a family, but I have no idea where they are.
either Medicine, Research, or Piloting. They left me on a colony and I don't know why.
Tool Proficiencies. Choose one from among an artisan tool, One day, I hope to find out.
medical kit, tinker's tools, vehicles (air), vehicles (land), or 2 I worked the land, I love the land, and I will protect
vehicles (water) the land from abuse.
Equipment. A set of clothes, 500 credits, and choose one tool
among an artisan tool, a medical kit, or tinker's tools. 3 A official once gave me a horrible beating, and I
will take my revenge on any bully I encounter.
Feature: Colony's Bond
4 My tools are symbols of my past life, and I carry
While within your colony, you can find a place to hide, rest, or them so that I will never forget my roots.
recuperate, unless you have shown yourself to be a danger to
them. They will shield you from the law or anyone else 5 I protect those who cannot protect themselves.
searching for you, though they will not risk their lives for you. 6 I wish my childhood sweetheart had come with
Suggested Characteristics me to pursue my destiny.
A colonist is generally not far traveled and has lived most d6 Flaw
their life on a single planet. However, colonies can vary in
size, governmental structure, and socioeconomic status. 1 There is a dictator who rules my colony and will
Colonists see their humble origins as a virtue, not a stop at nothing to see me killed.
shortcoming, and their home communities remain very
important to them. 2 I’m convinced of the significance of my destiny,
and blind to my shortcomings and the risk of
d8 Personality Trait failure.
1 I judge people by their actions, not their words. 3 The people who knew me when I was young know
2 If someone is in trouble, I’m always ready to lend my shameful secret, so I can never go home again.
help. 4 I have a weakness for the vices of the city,
3 When I set my mind to something, I follow especially hard drink.
through no matter what gets in my way. 5 Secretly, I believe that things would be better if I
4 I have a strong sense of fair play and always try to ruled the galaxy.
find the most equitable solution to arguments. 6 I have trouble trusting in my allies.
5 I’m confident in my own abilities and do what I
Crewman
can to instill confidence in others. Skill Proficiencies. Electronics and Engineering
6 Thinking is for other people. I prefer action. Tool Proficiencies. Two starship systems of your choice.
7 I misuse long words in an attempt to sound Equipment. A pressurized space suit, a set of common
smarter. clothes, a gaming set, and 1000 credits.
8 I get bored easily. When am I going to get on with
Feature: Transport's Passage
my destiny?
When you need to, you can secure free passage on a starship
d6 Ideal for yourself and your adventuring
companions. You might
voyage on the ship you served on, or another ship you have
1 Respect. People deserve to be treated with dignity good relations with (perhaps one captained
by a former
and respect. crewmate). Because you're calling in a favor, you can't be
certain of a schedule or route that will meet your
every need.
2 Fairness. No one should get preferential treatment Your Galaxy Master will determine how long it takes to get
before the law, and no one is above the law. where you need to go. In return for your free passage,
you
and your companions are expected to assist the crew during
3 Freedom. Tyrants must not be allowed to oppress the voyage.
the people.
Suggested Characteristics
4 Might. If I become strong, I can take what I want
— what I deserve. Use the Sailor background's suggested characteristics in the
D&D Player's Handbook, pg. 139.
5 Sincerity. There’s no good in pretending to be
something I’m not.
6 Destiny. Nothing and no one can steer me away
from my higher calling.
PART 4 | OPERATIVE PROFILE
44
Criminal
Skill Proficiencies. See Specialty below.
Tool Proficiencies. One type of gaming set, thieves' tools d8 Personality Trait
Equipment. Thieves' tools, a gaming set, a set of common
1 I always have a plan for what to do when things go
clothes, and 1,500 credits. wrong.
Feature: Criminal Contact 2 I am always calm, no matter what the situation. I
never raise my voice or let my emotions control
You have a reliable and trustworthy contact who acts as your me.
liaison to a network of other criminals.
3 The first thing I do in a new place is note the
Specialty locations of everything valuable.
There are many kinds of criminals and each has their own 5 I am incredibly slow to trust. Those who seem the
special set of skills. Choose the role you played in your fairest often have the most to hide.
criminal
life, or roll on the table below.
6 I don’t pay attention to the risks in a situation.
d8 Specialty Skill Proficiencies Never tell me the odds.
1 Assassin Gymnastics, Stealth 7 The best way to get me to do something is to tell
2 Blackmailer Research, Intimidate me I can’t do it.
3 Fence Grift, Charm
4 Gambler Grift, Theivery 8 I blow up at the slightest insult.
5 Gang Member Intimidate, Stealth
6 Pickpocket Thievery, Stealth d6 Ideal
7 Smuggler Thievery, Piloting
8 Thief Thievery, Electronics 1 Honor. I don’t steal from others in the trade.
2 Freedom. Chains are meant to be broken, as are
Suggested Characteristics
those who would forge them.
Criminals might seem like villains on the surface, But some 3 Charity. I steal from the wealthy so that I can help
have an abundance of endearing, if not redeeming,
characteristics. people in need.
4 Greed. I will do whatever it takes to become
wealthy.
5 People. I’m loyal to my friends, not to any ideals,
and everyone else can take a trip down the
galactic core for all I care.
6 Redemption. There’s a spark of good in everyone.
d6 Bond
1 I’m trying to pay off an old debt I owe to a
generous benefactor.
2 My ill-gotten gains go to support my family.
3 Something important was taken from me, and I
aim to steal it back.
4 I will become the greatest thief that ever lived.
5 I’m guilty of a terrible crime. I hope I can redeem
myself for it.
6 Someone I loved died because of I mistake I
made. That will never happen again.
d6 Flaw
1 When I see something valuable, I can’t think about
anything but how to steal it.
2 When faced with a choice between money and my
friends, I usually choose the money.
3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll
ignore it.
4 I have a “tell” that reveals when I’m lying.
5 I turn tail and run when things look bad.
6 An innocent person is in prison for a crime that I
committed. I’m okay with that.
PART 4 | OPERATIVE PROFILE
45
Doctor d8 Personality Trait
based on homebrew background by MFjones 1 I am sympathetic to anyone in pain.
2 I have a tendency to become focused on my work
Skill Proficiencies. Medicine, Research
Tool Proficiencies. Medical kit to the exclusion of everyone else.
Equipment. A medical kit, a set of scrubs that are resistant to 3 I like to explain my theories of medicine to
bodily fluids, 3,000 credits anyone who will listen.
4 I have seen too much horror to be affected by
Feature: House Calls
scenes of suffering.
Your talents make you highly sought after, particularly in 5 I am skeptical of homeopathic methods and
regions or communities with little
access to medicine.You
might be able to receive free or discounted food and lodging religion, and instead, I trust in the sciences.
or gain access to normally off-limits locations by leveraging 6 When someone is injured, I will drop all other
your position as a doctor if your services are needed.
responsibilities to tend to them.
Suggested Characteristics 7 I am constantly taking note of potential signs and
Doctors are defined by their ability to give medical treatment symptoms in the people I meet.
to the pained and wounded. All doctors are united by their 8 I take every opportunity I can get to wash my
desire to "fix what is broken", although some view this ability
as a means to an end instead of a gift in and of itself. hands.
d6 Ideal
Entertainer 1 Empathy. All I care about is the benefits my skills
Skill Proficiencies. Gymnastics, Charm bring to others.
Tool Proficiencies. Disguise kit, one type of musical
2 Change. Those who seek to cure must be as
instrument adaptable as those who seek to harm.
Equipment. A musical instrument (one of your choice), the
3 Respect. The sick and dying deserve to be treated
favor of an admirer (love letter, lock of hair, or trinket), a with dignity.
costume, and 2,000 credits
4 Greed. Those in need of my services will pay
Feature: By Popular Demand through the nose to get them.
You can always find a place to perform. You receive free 5 Efficiency. I must not let my emotions cloud my
lodging and food of a modest or comfortable standard ability to do my job.
(depending on the quality of the establishment), as long as
you perform each night. In addition, your performance makes 6 Preservation. Life must be preserved by any means.
you something of a local figure. When strangers recognize
you in a city district or colony where you have performed, they d6 Bond
typically take a liking to you.
1 I'll always remember the place where I did my
Specialty residency.
A good entertainer is versatile, spicing up every performance 2 Nothing is more important than my patients.
with a variety of different routines. Choose
one to three 3 I am working on a cure for the disease that
routines or roll on the table below to define your expertise as
an entertainer. decimated my home.
4 Someone I loved died of a genetic illness. I spend
d8 Specialty
my life studying the prevention of genetic defects.
1 Comedian 5 I am compiling my medical discoveries in a series
2 Dancer
3 Mentalist of private articles, which I won't release until my
4 Musician death.
5 Poet 6 I was involved in an illegal experiment and am
6 Pyrotechnics afraid of being discovered.
7 Singer
8 Storyteller d6 Flaw
1 I am haunted by the memories of every patient I
could not save.
Suggested Characteristics
2 I use hard drink to numb myself to stress.
Use the Entertainer background's suggested characteristics 3 I am disgusted by the body's potential for filth and
in the D&D Player's Handbook, pg. 130-131
disease.
PART 4 | OPERATIVE PROFILE 4 I have a terminal disease and am careless with my
46 life.
5 I have a propensity to see my patients as
opportunities instead of people.
6 I am hesitant to injure others, even in self-defense.
Escort d8 Personality Trait
based on homebrew background by Nostalgichipster 1 I am highly flamboyant; I like to exaggerate my
movements and mannerisms.
Skill Proficiencies. Insight, Charm
Tool Proficiencies. Disguise kit, one type of musical 2 My speech is like a switch; I speak either very
warmly or very coldly to anyone.
instrument
Equipment. A musical instrument, a set of fine clothes, and 3 I am unafraid to get up-close and "personal" with
most people or in most situations.
5,000 credits
4 I keep silent about any shortcomings I may be
Feature: Seducer's Wiles experiencing. I can't stand being pitied.
Your experiences with a variety of races have taught you how 5 I am extremely flirtatious, even with friends.
to use your tempting looks and inviting
attitude to bring 6 I prefer to leave things finished, rather than let
anyone of either gender in your embrace. You can call upon a
humanoid that can see and hear you and gain its attention bygones be bygones.
without it suspecting something (other than what you offer).
d6 Ideal
Alternate Feature: Unrequited Love
1 Survival. Everyone uses everyone else to get what
At some point in your service, a patron became obsessed they want, why should I act any different?
with you, expressing his undying
love and vowing to protect
you at all costs. Whenever you are in need, you can request 2 Empathy. I use my position to help others in need
this patron's aid. As long as you feign
reciprocal feelings they when I can.
will fulfill your request to the best of their abilities, even to
the point of sacrificing their life for you. 3 Lust. I love the work I do, despite what any
naysayers may call me.
Suggested Characteristics
4 Reciprocity. I only care about the compensation
When creating an Escort, think about how they feel about for my services rendered.
their situation. Do they enjoy their work? Do they hate it?
Is
there a reason they're doing it? This can be useful in deciding 5 Etiquette. I know how to act in high society and
how your Courtesan will act. never step out of line.
6 Pride. My body and soul are my own, I decide what
I do with it, no one else.
d6 Bond
1 I own or belong to an establishment to which I
would protect with my life.
2 I want to free myself and my fellow escorts from
this lifestyle.
3 There is someone I'm waiting for so we can run
away together.
4 I know a secret about one of my clients that could
cost me my life if revealed.
5 A client beat me severely leaving a horrible scar. I
am biding my time, waiting to exact my revenge.
6 I have a child, and I would do anything for them.
d6 Flaw
1 I am highly skeptical when someone offers me
something without asking for anything in return.
2 Despite my own ability to read people, I myself am
very easily read by others.
3 I always do the bare minimum.
4 I think sex solves everything.
5 I am unreasonably attracted to a race that is not
my own and find myself flustered when around
beings of that race.
6 I love presents or gifts, and cannot refuse one,
even if I know doing so is a bad idea.
PART 4 | OPERATIVE PROFILE
47
Experiment d8 Personality Trait
Skill Proficiencies. Research and Survival.
Tool Proficiencies. Tinker's Tools and your choice of 1 I only have one friend I care about, the one who
talks to me in my head.
Medical Kit, Disguise Kit, or Chemist's Supplies.
Equipment. A set of common clothes, a trinket from your 2 I intentionally try to shock people with my
behavior.
program of origin, Tinker's Tools, and 300 credits.
3 I rarely talk, but I'm always watching and listening.
Feature: What Doesn't Kill You 4 I secretly hate being alone, but I'll never tell
You were the subject of experimentation in your youth, with anyone.
the goal of stripping
away the old you and turning you into a 5 I don't expect to live long, so I live life to the
weapon. The program could have been funded by your race's
government, a
shadow organization, or a single mad scientist fullest.
who kidnapped you. It could have had the goal of turning you 6 Someone is watching me. I swear, I can sense
into the
ultimate soldier, perhaps an unrivaled biotic, or even
a genius tech engineer. these things.
7 I treat every child as if they were my own.
Regardless of the program's nature or success, you 8 I'll try anything once.
survived your difficult trials and came out tougher for it.
You've
been pushed to the edge of death before, so it doesn't d6 Ideal
scare you. Once per long rest, you can choose to make a
death
saving throw with advantage due to your strong drive to 1 Desire. You only live once!
survive. 2 Kindness. The Golden Rule is the only way to
Suggested Characteristics prevent more horrors like my past.
3 Power. I was designed to destroy, so that's what I'll
Experiments are all maladjusted to society, but not all
experiments are unable to adapt. Most experiments prefer to do.
be loners
and come off as aloof or emotionless. Over time, 4 Neutrality. I have no predispositions or mental
with a close-knit group, some experiments tend to open up
and show a softer side. stereotypes. Everyone is equal in my eyes until
proven otherwise.
PART 4 | OPERATIVE PROFILE 5 Order. My past was caused by those who bent the
rules in their favor. I will never fight the law.
48 6 Purpose. I want to find a greater cause for my life.
d6 Bond
1 I have a friend who did not escape the
experimental program. I need to find out what
happened to them.
2 One of the scientists in my program gave me a
toy that I never go anywhere without.
3 I will destroy every person who had any
involvement with my program.
4 After I escaped my program, someone adopted
me and showed me how to survive in the world. I
would lay down my life for them.
5 I barely remember my time as an experiment. I'm
desperately trying to find more information about
it.
6 I secretly believe that I was a success and want to
recreate the program that created me.
d6 Flaw
1 I have a phobia of large crowds.
2 I overreact when people insult me or don't listen
to me.
3 I am constantly worried about what might happen.
4 I hate all types of authority and actively seek to
subvert it.
5 I have an addiction to a drug and can't cope
without it.
6 I constantly brag about how powerful I am.
Faction Agent d8 Personality Trait
Skill Proficiencies. Choose two among Grift, Investigation,
1 I idolize a particular leader of my faction and
Charm, or Stealth. constantly refer to that person’s deeds and
Tool Proficiencies. Disguise kit and your choice of thieves' example.
tools, hacking tools, or one starship system. 2 I can find common ground between the fiercest
Equipment. A disguise kit, a set thieves' tools or hacking enemies, empathizing with them and always
working toward peace.
tools, a badge or emblem of your faction, a set of bio-
encryption keys, and 1,000 credits 3 I see opportunities in every social interaction.
People are puppets and I am the puppeteer.
Feature: Safe Haven
4 Nothing can shake my optimistic attitude.
As a faction agent, you have access to a secret network of 5 I quote (or misquote) historical figures in almost
supporters and other agents who can
provide assistance. You
know a set of secret signs, encrypted communication every situation.
channels, and passwords you can use to identify
such agents, 6 I am tolerant (or intolerant) of other factions.
who can provide you with access to a hidden safe house, free
room and board, or assistance in finding information.
These d6 Ideal
agents never risk their lives for you or risk revealing their true
identities. 1 Tradition. The laws and ideals of my faction must
be upheld at all costs.
Faction
2 Charity. I always try to help those in need, no
As a faction agent, you're part of a larger faction, which could matter what the personal cost.
be criminal, military, religious, political, etc.
You can work
with your GM to create a faction or you can use an existing 3 Change. We must help bring about change in the
one from the Mass Effect Universe. Some faction
examples galaxy through subversion and closed-door
are the Shadow Broker Network, Blue Suns, Special Tasks politics.
Group, Cerberus, Eclipse, and the Blood Pack. Agents
are
more than hired mercenaries and are supportive of their 4 Aspiration. I hope to one day rise to the top of my
faction's efforts. faction's hierarchy.
Suggested Characteristics 5 Power. My faction is a means to gain as much
power as possible. I will it to get what I want.
Faction Agents are shaped by their experience in the line of
duty. The beliefs, laws, and practices of their faction can 6 Balance. My faction brings balance to the galaxy.
affect their mannerisms and ideals. Their flaws might be
some hidden hypocrisy that counteracts the tenets of their d6 Bond
faction.
For example, a Shadow Broker Agent that secretly
wants transparency of information. Or they might have an 1 I would die to protect other members of my
ideal or bond
that is taken to an extreme, such as a Cerberus faction.
agent that hates all non-human races and kills them
whenever possible. 2 I will someday get revenge on the corrupt faction
leader that exiled me.
3 I owe my life to a faction leader.
4 Everything I do is for the betterment of the galaxy.
5 I discovered a fatal flaw or secret about my faction
and they are trying to silence me.
6 My one true love is still a member of an opposing
faction.
d6 Flaw
1 I judge others harshly, and myself even more
severely.
2 I put too much trust in those who wield power
within my faction.
3 I'm too quick to trust those who support my
faction's ideals.
4 I am inflexible in my thinking.
5 I am suspicious of strangers and expect the worst
of them.
6 Once I pick a goal, I become obsessed with it to
the detriment of everything else in my life.
PART 4 | OPERATIVE PROFILE
49
Pilot d8 Personality Trait
Skill Proficiencies. Electronics, Vehicle Handling
Tool Proficiencies. Choose two from among starship system 1 In my experience, its best do something first and
ask for forgiveness later.
(helm), starship system (navigation), vehicles (air), vehicles
(land), vehicles (space), or vehicles (water) 2 When it comes to my preferred vehicle, there is
Equipment. A uniform, a collection of maps, 2,500 credits no one better than myself and piloting it.
Feature: Ace 3 Actions speak louder than words. I don't waste my
time in boasting or insulting others.
You're an artist in the pilot seat, giving you the following
benefits based on your selected proficiencies: 4 I will always give my opinion, even if others don't
ask for it.
Proficiency Benefit
5 I see genuine quality is seemingly defunct
Starship You're far traveled an have insight into transports and ships.
systems customs and dangers of all planets connected
(helm) to a major trade route. 6 Once you've crossed me, you'll never gain my
trust again.
Starship Your ship's range is increased by 1
system d6 Ideal
(navigation)
1 Change. People come and go, life goes on. Better
Vehicles You have advantage when making checks to to enjoy the ride than try to stop it.
(air) fly through stormy weather
2 Greater Good. I have the ability to improve the
Vehicles You have advantage when making checks to lives of those around me by transporting them to
(land) drive over difficult terrain better places or bringing them necessities.
vehicles You have advantage when making checks and 3 Community. You meet a lot of interesting people
(space) saving throws to avoid enemy fire when you travel, best to keep those connections.
Vehicles The time it takes to get from one location to 4 Honesty. The best way to survive is to be open,
(water) another is reduced by 20% honest, and abide by the rules.
Suggested Characteristics 5 Greed. I'll get you where you want to go, but it's
going to cost you...
The scale of a pilot's travels could be limited to a single
planet, system, or across the entire galaxy. But all pilots
are 6 Renown. When I die I want children to think of me
most comfortable on the move and never stay in one place as the greatest pilot alive.
very long, always seeking a new adventure or experience.
d6 Bond
1 My transport or ship is like my child.
2 I used to own a transport of ship that someone
stole (or I lost due to debt). I will do anything to
get it back.
3 My life goal is to visit every planet in the galaxy
and write a book about my travels.
4 I'm wanted for a crime (that I did or didn't
commit). I have to keep on the move to avoid
being prosecuted.
5 My freedom is my most precious possession. I
would give up my life before being shackled.
6 The person who taught me my skills as a pilot is
most important to me.
d6 Flaw
1 I will challenge anyone to a race.
2 I try to talk my way out of every situation, even
when talking might make things worse.
3 I'll try anything once.
4 If you ever touch my steering wheel, I will beat
you senseless.
5 Running away is an option I use often.
6 I have a weakness for beautiful things.
PART 4 | OPERATIVE PROFILE
50