Mass Effect Corebook.pdf

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By Leniu 2010 ver.:1.11
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Basics
Character Creation
To make a character, you’ll need to select a template from
within this book or make your own.
things around him, including the ability to interact with others.
Technical : Your character’s ability to manipulate, repair, and
modify technology.
When you put dice in an attribute, you can either put whole
dice in each attribute, or you can give each a mixture of
whole
dice and pips. Each die equals three pips.
Example: You’ve distributed most of your attribute dice, but
you have four dice left to put in Perception and Technical.
You
could put 1D in Perception and 3D in Technical, or 1D+2 in
Perception and 2D+1 in Technical, or some similar
combination.
Defined Limits
If you wish to make your own starting character from scratch,
without a template but with defined limits on what can be put
into attributes and skills, use these guidelines. This chapter
describes each characteristic in more detail, including
examples on how you can split the dice.
Attributes
Distribute 18 dice among the seven attributes. The minimum
for a normal Human character is 2D and the maximum is 4D
in all attributes except The Biotic attribute, which remains at
0D for most characters.
Skills
Skills are more specific applications of an attribute. For
example, the skill dodge is a more specific use of your
character’s Dexterity . Characters learn them through
instruction or experience. Skills are areas of expertise that
are not necessarily common to every living creature. Some
creatures simply don’t have the capacity to learn certain
skills. All skills beneath a given attribute begin without any
skill points. To highlight skills in which the character has
trained or has some experience, add skill points. When
creating your character you have to choose trained skills for
each attribute.
The number of trained skills under each attribute is equal to
number of dice and pips on this particular attribute plus
number of dice on your knowledge.
Example: You’ve chosen your attribute scores, including
putting 2D+1 in Technical and 3D+2 in Knowledge . Now you
can choose 6 “trained” skills that falls under Technical
attribute and 7 “trained” skills that falls under Knowledge
attribute. After that you can put up to 21 skill points among
your trained skills. Remember that you can place up to 6 skill
points in one skill.
Example: You’ve chosen your attribute scores, including
putting 2D+1 in Technical. If you wanted her to be a little
better in the demolitions skill, you could add one skill point to
the base attribute to get a demolitions skill score of 2D+1+1.
If you decided to add two skill points to the base attribute, the
demolitions score becomes 2D+1+2. It is important to
separate pips of attribute from skill points for cost of
improving skills later.
Other Stats
Choose trained skills for each attribute, then distribute 21 skill
points among the chosen skills. The maximum number of
skill points you can add to any skill is 6.
Move: This equals 10 meters per round for average human.
Ranged Defense Value: Ranged Defense Value equals:
three times number of dice on Dexterity attribute, plus any
pips, plus skill points in Dodge skill.
Melee Defense Value: Melee Defense Value equals three
times number of dice on Strength attribute plus any pips plus
skill points on Melee Parry skill.
Brawling Defense Value: equals three times number of dice
on Strength attribute plus any pips plus skill points on
Brawling Parry skill.
Vehicle Defense Value: equals three times number of dice
on Mechanical attribute plus any pips plus skill points on
Rover Operation skill.
Starship Defense Value: equals three times number of dice
on Mechanical attribute plus any pips plus skill points on Pilot
skill.(Pilots are required to have Capital and StarFighter DV)
Damage Resistance: equals: the dice and pips in Strength
plus and any armor character is wearing.
Brawling/Melee Damage: Strength plus Lift divided by 2
Hit Points: equal 3 times Strength +20
Biotic: Decide whether to make your character a Biotic.
Credits: Credits measure how much wealth your character
has at start of the game. All characters start with a base
3Dx250 credits. Look under “Credits” in this chapter for
additional information.
Character Points: Characters start with five Character
Points.
Specializations
You can also specialize in skills. Specializations reflect a
greater familiarity in a particular area covered by a base skill.
One skill point equals two specialization skill points.
You don’t need to have any extra skill points in the base skill
in order to take a specialization in that skill, but when you
give your character specializations in that manner, they are
treated as separate skills. If you give your character
specializations in base skills he already has, those
specializations are considered bonuses to the base skill
when attempting tasks of that type.
You can only specialize in skills which you have chosen
when creating you character.
Once you’ve chosen at least one specialization and put one
or two skill points in it, you have to use the remaining
specialization skill points to either purchase more skill points
in the same specialization or purchase one or more skill
points in other specializations. You roll the specialization’s
die code only when you use the specific item or knowledge
reflected by the specialization. Otherwise, you roll the base
Attributes
Each character has seven attributes, which measure basic
physical and mental abilities that are common to every living
creature (and some nonliving things), no matter what
universe or dimension they exist in.
Dexterity : A measure of how physically articulate your
character is, including his eye-hand coordination and agility.
Strength : Measure of your character’s physical power and
ability to resist damage.
Mechanical : Your character’s prowess at operating
mechanical equipment like vehicles, shields, starships, and
sensors.
Knowledge : Measure of your character’s overall intelligence,
"common sense" and academic knowledge.
Perception : Your character’s awareness of himself and
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skill (or attribute if you didn’t put additional dice in the full
skill).
Example: If your character’s Technical is 2D+2 and her
demolitions is 2D+2+1, you could give her a demolitions
specialization of vehicles of +1 (which means that, when
she’s attempting to blow up planetary vehicles, she rolls
2D+2+1 and adds 1 to the total). You would then have two
specialization skill points to place among other
specializations. With these, you could further improve her
demolitions: vehicles specialization, or you could pick one or
more other specializations in the same or other base skills.
You decide that with one other specialization pip, you’ll give
your character vehicle repair: ground vehicles, but you won’t
take the full vehicle repair skill for her. This allows your
character to have v ehicle repair: ground vehicles at 2D+2+1
(add 1 to the die code of the base attribute, Technical, which
is 2D+2). Thus, when your character attempts to fix a
hovercraft, you roll 2D+2+1, but if she tries to make
adjustments to a boat, you only rely on the attribute’s score,
which is 2D+2. The maximum number of skill points the
character may start with in any base is 6 or specialization
skill is 12.
Characteristic Modifier
1D in Perception
-1D
1D in Knowledge
-1D
4D or more in Perception
+1D
4D or more in Knowledge
+1D
+5 or more in business skill or its
+1D
specializations
Equipment
Players of starting characters may select one small weapon
and a little protective gear plus a few tools of their characters’
chosen trade, unless there is equipment already listed on the
template sheet. Some basic equipment is explained in the
“Equipment” chapter; the GM may allow other options.
Character Features and
Other Details
The character sheet provided in this book and most other
templates include spots for your character’s name, career,
species, gender, age, height, weight, and other information.
Unless specified by the template or your GM allows it, your
character’s species is Human. Everything else in these
sections you are free to fill in as you like.
Move
This number (usually 10) represents how many meters your
character moves in a round at maximum walking speed in
standard (1 g) gravity. (The running skill can increase this
rate. It also serves as the base for other movement skills).
Advanced Skills
If there is an "(A)" listed in front of a skill name, it's an
"advanced skill." Advanced skills demand years of disciplined
study to master and cannot be attempted unless a character
has the skill. Some examples include (A) medicine, (A)
Energy Weapons and other. A character may learn advanced
skill when the character meets the "prerequisite skills"
requirement. When a character uses one of the prerequisite
skills, add the advanced skill to the prerequisite skill's roll.
Example : A character has first aid at +6 and (A) Medicine at
+1. He rolls only +1 for Medicine checks, such as when
performing surgery or diagnosing an unusual disease.
However, if the character makes a first aid check, he gets to
roll +7.
Biotic
Players wishing to play Biotic character have to ask GM for
the permission.
Special Abilities
Special Abilities are unusual talents or powers the character
has that most other don’t have. Humans, mostly, don’t have
any special ability except for bonus trained skill. Special
Abilities are mostly attached to Aliens.
Paragon, Neutral and
Renegade Moralities
Decide whether you want your character to start the game
with 2 Paragon Points, 2 Renegade Points or 1 of each. This
edition of Mass Effect does not deal with the idea of "good"
and "evil" but of being brutal or gentle in various situations.
It’s not about being good or evil, well not entirely but it’s
about being selfish or selfless. “If you're playing a morally
good person who helps the locals fight off a Geth attack for
no reward and refuse any money, you could be awarded with
a Paragon Point for your efforts. On the other hand, if your
character is shady and selfish and you stick with it,
demanding payment after saving the locals, you could be
awarded a Renegade Point for your efforts.” The paragon
and renegade point’s will beside of showing the nature of the
individual, give him a mechanical bonus.
For every 6 Paragon points, the character gains a +1
bonus to Con and Persuasion tests as he is cautious and
calm in nature. For every 6 Renegade points, the
character
How long does it take?
Firing a ranged weapon takes only a split second, but
programming a mech or fixing a starship can take hours,
sometimes days. So how do you figure out how long it takes
to do something?
Some skills may only take a round, but require such
concentration that the character can do nothing else in the
round – first aid, computer use or driving a rover are good
examples. Several skills list a range of times, such as "one
round to five minutes" or "one round to two hours." GM must
estimate how long it takes to complete the task. Rely on your
"best guess."
Checks
Sometimes you try to do something to which no specific skill
applies. In cases, you make an attribute check: Roll number
of dice of particular attribute. The GM assigns a DC, or sets
up an opposed check when two characters are engaged in a
contest using one attribute against another. The character
who rolls highest wins. In some cases, a test of one’s
attribute doesn’t involve luck. Just as you wouldn’t make a
height check to see who make a height check to see who is
taller, you don't make a Strength check to see who is
stronger. When two characters arm wrestle, for example, the
stronger character simply wins. In the case of identical
scores, then make opposed Strength checks.
gains
a
+1
bonus
to
Command,
and
Intimidation tests because of his blunt and agitating.
Credits
All characters start with a base of 3D x 250 credits. Use the
accompanying table to adjust this number of additional
credits.
Include
any
modifiers
to
attributes
due
to
Disadvantages or Special Abilities.
Determining Credits
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greater than the difficulty number, your attack hits. It's not
always that simple, however - the target might dodge (that's
a "reaction skill") or might be partially protected by cover.
The "ranged combat" skills include: firearms, missile
weapons, throwing and granades. (Gunnery and Heavy
Gunnery are also "ranged combat" skills, but they're covered
by Mechanical.)
EXAMPLE ATTRIBUTE CHECK KEY ATTRIBUTE
Forcing open a jammed or locked door Strength
Tying a rope Dexterity
Navigating a maze Perception
Remembering to lock a door Knowledge
Getting yourself noticed in a crowd Perception
Wild Die
Whenever any player, including the gamemaster, makes any
roll, one of the dice must be different from the rest (in size or
color). Designated as the Wild Die, this odd die represents
the vagaries of life — like the direction of the wind affecting
the flight of a bullet — that are too small to warrant their own
difficulty modifiers.
If the player rolls a 6 on the Wild Die, this is called a Critical
Success and she may add the 6 to her total and roll the Wild
Die again. As long as she turns up Critical Successes on that
die, she may continue to add them to her total and continue
to roll. If she rolls anything other than a 6, she adds that
number to the total and stops rolling. If the player rolls a 1 on
the initial toss of the Wild Die, this is called a Critical Failure.
The Critical Failure cancels out the highest roll. Then the
player adds the remaining values, and the roll is determined
normally,but a complication occurs. The gamemaster gauges
the significance of the complication by the total generated —
from a funny, “nearly didn’t do it” result for a high total to a
serious, “we have a problem” obstacle for a low total.
Using Melee Combat Skills
Strength has "melee combat" skills which cover any type of
hand-to-hand attack. They're brawling and melee combat.
Each melee weapon has a different difficulty number. If the
character rolls equal to or higher than the difficulty number,
the attack hits. Of course, just like ranged combat skills, it's
not always that simple. The target might parry the attack
using a "reaction skill" or might be partially protected by
cover.
Using Full Reaction
Full Reaction - a character ads 10 to his appropriate
defense. However, a character making a full reaction
can't do anything else in the round.
Learning and Improving Skills
Players whose characters have been through at least one
adventure can use Character Points, accumulated from
completing adventures, to learn new skills and improve old
ones. Spending Character Points this way may be done only
between adventures. In addition to Character Points, the
character needs experience with the skill, either through
training or by attempting to use the skill (through rolling its die
code or its governing attribute’s die code, regardless of the
outcome) during an adventure. If the GM decides that there
is a significant amount of training involved (such as improving
a skill beyond +10), or the character needs to find a suitable
teacher, that might become an adventure’s focus. (The
teacher must have a skill points code higher than the one the
potential student currently has.)
Learning new skills : The cost of getting a new skill equals
five minus the number before the “D” in the governing
attribute’s die code. Final cost cannot be lower than one.
Improving skills:
The cost to get one skill point in a trained skill equals the
number of
Using Character Points
A character can use a character point in two ways. A player
may choose to spend Character Points before or after he
makes a roll — or both — but always before the gamemaster
determines the result. The gamemaster need not tell the
player whether he should spend more points to improve a
roll. Extra Wild Dice gained from spending Character Points
each work like a normal Wild Die except that a Critical Failure
counts as a 1; it does not adversely affect the roll. Because
of the special nature of Character Point Wild Dice, the player
may wish to roll these dice separately from his normal Wild
Die. Once used, the character loses the point. Players get
Character Points for their characters by overcoming
obstacles, roleplaying well, and having fun. They can also
use Character Points to improve skills
the skill points the
skill will have after
improvement.
Example: A character has a dodge of +5 and wants to
increase it. To raise the skill by one skill point to +6, the
character must spend six Character Points. To increase the
skill to +7 after the next scenario, the character must spend
seven Character Points.
Improving specializations:
The cost to improve an existing specialization by one skill
point equals one-half of the skill points the skill will have after
improvement (round up).
A character does not need the governing skill to get a
specialization in it. However, if he does have one, getting a
specialization in it acts as a bonus to the base skill when
taking actions of that type, but it does not also improve all
uses of the base skill.
Example: For a character with +9 in ranged weapons to gain
a specialization, he needs to spend one Character Point to
get a +1 in the specialization. The full ranged weapons skill,
however, stays at +9.
Specializations that are associated with a full skill do not
improve when the base skill improves.
A character may improve a skill or any of its specializations
but not both. In other words, a character may improve as
many specializations as he desires at the same time, thought
Skills
Time : How much time it takes to make a check with this skill,
if that information hasn't already been covered elsewhere.
Description : The skill description tells you what the skill
covers and gives a few sample difficulties and modifiers.
Specializations : Possible examples of specializations.
Retry : Any circumstances that apply to successive attempts
to use the skill successfully. If this paragraph is omitted, the
skill check can be tried again without any inherent penalty
other than consuming additional time.
Special : Any special notes that apply, such as rules
regarding untrained use and whether or not you can take 3 or
take 6 when using the skill. If this paragraph is omitted you
cannot take 3 or 6 when using this skill.
Using Ranged Combat Skills
Dexterity has several "ranged combat" skills covering
weapons that can be used to attack someone from a
distance. These skills all work the same way. When a
character shoots a ranged weapon, the difficulty number is
based on the range to the target: the further away a target,
the higher the difficulty number. If your skill roll is equal to or
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he cannot improve them at the same time as he’s improving
the governing skill. Skills and specializations may only be
improved by one skill point each in between each adventure.
Generally, a single attribute may be raised only one pip per
adventure, though it’s possible that the effects of the situation
influence the character’s physical makeup for a while or the
GM may decide that the situation was so life-changing that
more than one attribute may be boosted by more than one
pip. There is an upper limit using this method: Every time an
adult character boosts a Dexterity , Strength, Perception
Mechanical, Knowledge and Technical attribute, the player
rolls that attribute’s new die code and the GM rolls one die
less than the maximum die code for the species, including
any appropriate Special Abilities. If the GM’s roll equals or
exceeds the player’s roll, the attribute improves. If it does not,
the attribute does not improve, the character gets half the
Character Points back, and the character has reached her
upper limit for that attribute.
Learning new Advanced Skills:
The cost of getting a new advanced skill equals five minus
the number before the “D” in the governing attribute’s die
code multiplied by two. Final cost cannot be lower than two.
Improving Advanced Skills:
The cost to get one skill point in a advanced skill equals
the number of the skill points the skill will have after
improvement multiplied by two.
Attributes
The attributes you choose for your character usually
represent her maximum potential. Most of the time, you’ll
improve your character’s attributes by training in one
particular aspect (improving skills), through temporary means
(taking drugs), or with implanted equipment. Nonetheless,
some freak industrial accident or bio-manipulation
experiment might provide you with a reason to improve your
character’s base attributes.
To boost an attribute by one pip costs 10 times the number
before the attribute’s “D” in Character Points.
Changing Hit Points
As a character’s Strength goes up or is altered by Special
Abilities, you’ll need to change the Hit Points amount. Do not
reroll the character’s entire Strength — only the amount that
changed.
Wound Level Hit Points Left
Lightly Wounded
99%-81%
Wounded
80%-61%Very Wounded
60-41%Severely Wounded
40%-21%
Mortally Wounded
20%-1% Dead
0
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