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presents: MASS CRAFT A CAMPAIGN SETTING FOR MASTERCRAFT BY MARK NEWMAN © Le Scriptorium, tous droits réservés a setting for Mastercraft MASS CRAFT Image par EspenG.deviantart.com
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Mass Craft Core V1.0

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Adaptation of the Mass Effect setting to the Mastercraft rules created by Crafty Games. Writing Mark Newman; Fleet Combat system created by Scott Gearin;Additional Material Scott Gearin, Ian Homeyard, David King and Charlie Meh; With additional help from Blankbeard and Nepenthe;Editing Loren Dean, Scott Gearin, Patrick Kapera and Mark Newman; Design & Layout Nicolas Feld and Mark Newman Spycraft and all related marks are ® and © 2010 Alderac Entertainment Group Inc. All rights reserved. Mastercraft and all related marks are TM and © 2009 Crafty Games, Inc. All rights reserved. Mass Effect and all related marks are ® and TM 2008 EA International (Studio and Publishing) Ltd. All rights reserved. All characters, names and places herein is copyrighted by EA International (Studio and Publishing) Ltd. All rules are copyrighted by Crafty Games, LLC. The mention of or reference to any company or product in this book is not a challenge to the trademark or copyright concerned.
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Page 1: Mass Craft Core V1.0

presents:

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a CaMpaign setting for MasterCraft by Mark newMan

© Le Scriptorium, tous droits réservés

a setting for Mastercraf t

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le Scriptorium - Campaign Setting - Mass Craft by Mark Newman

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Ma

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ft Mass Craftwriting

Mark NewmanFleet Combat system created by Scott Gearin

additional Material

Scott Gearin, Ian Homeyard, David King and Charlie Mehl With additional help from Blankbeard and Nepenthe

editing

Loren Dean, Scott Gearin, Patrick Kapera and Mark Newman

design & layout

Nicolas Feld and Mark Newman

Spycraft and all related marks are ® and © 2010 Alderac Entertainment Group Inc. All rights reserved.Mastercraft and all related marks are TM and © 2009 Crafty Games, Inc. All rights reserved.

Mass Effect and all related marks are ® and TM 2008 EA International (Studio and Publishing) Ltd. All rights reserved.All characters, names and places herein is copyrighted by EA International (Studio and Publishing) Ltd.

All rules are copyrighted by Crafty Games, LLC.The mention of or reference to any company or product in this book is not a challenge to the trademark or copyright concerned.

www.crafty-games.com

www.ea.com

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table of ContentsOrigins ������������������������������������������������������4

Species ����������������������������������������������������������4Asari ............................................................................... 4Batarian ......................................................................... 5Drell ............................................................................... 5Elcor............................................................................... 6Geth ............................................................................... 7Hanar ............................................................................ 8Krogan .......................................................................... 9Quarian ......................................................................... 9Salarian ....................................................................... 10Turian .......................................................................... 11Volus ............................................................................ 12Vorcha ......................................................................... 13

Human Talents �������������������������������������������� 13Alliance ....................................................................... 14

Specialties ��������������������������������������������������� 14Adept ........................................................................... 14Engineer ...................................................................... 14Infiltrator .................................................................... 14Sentinel ....................................................................... 14Vanguard..................................................................... 14

Classes �����������������������������������������������������15Spectre (Master) ........................................................ 15

Feats ��������������������������������������������������������17Basic Combat Feats ................................................... 17Biotics Feats ............................................................... 17Gear Feats ................................................................... 20Species Feats ............................................................... 24

Gear ��������������������������������������������������������28Electronics �������������������������������������������������� 28Gadgets �������������������������������������������������������29Security �������������������������������������������������������29

Armors ........................................................................ 29Vehicles �������������������������������������������������������32

Vehicle Weapons ....................................................... 35Weapons ����������������������������������������������������� 35

Fleet Actions ��������������������������������������������42Prizes �������������������������������������������������������44

Fleet Command ������������������������������������������� 44Common Units .......................................................... 45Warship Traits ........................................................... 46Ship Upgrades ............................................................ 46Racial Ship Templates .............................................. 47Sample Warships ....................................................... 47

Battlefield Fortifications ������������������������������ 48Common Fortifications ........................................... 48

Holdings �����������������������������������������������������48NPCs �������������������������������������������������������50

NPC Qualities ��������������������������������������������� 50Biotic Powers ............................................................. 50Tech Powers ............................................................... 51

Rogues Gallery �������������������������������������������� 53Rogue Templates������������������������������������������ 54Bestiary�������������������������������������������������������55

Collectors ................................................................... 55Drones ......................................................................... 56Geth ............................................................................. 57Husks ........................................................................... 60Keepers ....................................................................... 61Mechs .......................................................................... 61Rachni ......................................................................... 62Reapers ........................................................................ 63Wildlife ....................................................................... 64Yahg ............................................................................. 66

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ftWelcome to Mass Craft, a bolt-on modular sup-

plement intended to allow players and GMs to take part in campaigns set in the world of Mass Effect. The rules herein are based on the popular Master-craft rules published by Crafty Games, and they try to remain faithful to these rules. However, some of the material uses rules and information from the Spycraft 2�0 core rulebook, as the skills and gear from that book are far more appropriate to the set-ting. The setting also makes use of the Loot cam-paign quality, and new prizes are available in the form of rare weaponry, holdings and even fleets of starships.

Where any confusion occurs, just use your com-mon sense and go with the option that would main-tain the flow of play and the integrity of they story, and remember: keep it Crafty!

origins

Much like with any other Mastercraft game, you should begin by choosing a suitable origin for your character. In this section are new species, talents and specialties that are appropriate to the setting, but you should feel free to use any appropriate ta-lent or Specialty from the core book too.

speCiesThe Mass Effect setting features a number of new

playable species, including Humans. Some are Ci-tadel species, and some hail from the Terminus Systems.

AsariYou are an Asari; a blue or purple-skinned mo-

no-gendered humanoid with a distinctly feminine appearance and a set of six vestigial swept back ‘ten-tacles’ in place of hair. You are naturally biotic, and can reproduce with any partner of any race or gen-der. This gives you a uniquely cosmopolitan view-point. You are of roughly the same height and build as a human, but your highly efficient cellular repro-duction guarantees you a millennia-long lifespan.

Your people are native to the planet Thessia, and are widely considered to be the most powerful and respected sentient species in the galaxy. This is part-

ly due to the fact the Asari were the first race since the Protheans to achieve interstellar flight, and to discover the mass relays and the Citadel. Along with the Salarians, they were also one of the races that founded the Citadel Council.

Asari have a first name, and a surname which they inherit from their Asari parent (or the oldest pa-rent in the case of ‘purebloods’). Both names tend to have three to four syllables, and first names often (but not always) end in the letter ‘a’.

Common Personality Traits: Democratic, fe-minine, graceful, insightful, sensual

Common Physical Traits: Blue-purple skin tone, facial markings, flexible, graceful, intense gaze

Example First Names: Aria, Benezia, Liara, Mo-rinth, Samara

Example Surnames: Calis, Dantius, Lidanya, T’Loak, T’Soni

Type: Medium Organic with a Reach of 1. Your maximum wounds equal your Constitution score.

• Attributes: +2 to lowest of Constitution or Charisma

• Base Speed: 30 ft.• Melding: You may communicate with any sen-

tient organic character with which you can make skin-to-skin contact.

• Natural Biotic: You gain the biotic power NPC quality at Career Levels 1, 4, 8, 12, 16 and 20. Any time you gain this quality from any source, you may choose to gain a Biotics feat instead.

• Natural Elegance: Your Appearance bonus in-creases by +1.

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BatarianYou are a Batarian; a hairless, dark-skinned hu-

manoid with four eyes and a mean streak. You are of similar height and build to other humanoids, but are physically powerful and can roughhouse with the best of them.

The Batarians used to be a Citadel race, but they closed their embassy and left the Citadel in protest over what they perceived as preferential treatment of the Human Alliance regarding worlds in the Skylian Verge. As a result, many Batarians have a simmering hatred of Humans. Batarians are often perceived as simple pirates and thugs, and many races forget their honorable streak and strongly hierarchical culture.

Batarians have a first name and a surname. The first name is usually two syllables, with a very harsh sound that ends in a consonant. Surnames are two to three syllables long, with the first syllable sepa-rated out by an apostrophe.

Common Personality Traits: Arrogant, hierar-chical, hostile, paranoid, shrewd

Common Physical Traits: Annoyed scowl, clen-ched fists, intense stare, threatening body language, well-equipped

Example First Names: Balak, Charn, Edan, For-van, Tarak

Example Surnames: Dal’serah, Had’dah, Ib’ba, Jath’amon, Ran’perah

Type: Medium Organic with a Reach of 1. Your maximum wounds equal your Constitution score.

• Attributes: +2 to lowest of Strength or Constitution

• Base Speed: 30 ft.• Cheap Shot: You gain the Cheap Shot trick• Enlightened Intimidate:  Your maximum In-

timidate rank increases to your Career Level +5. Only the highest bonus from any single enlightened ability may apply to each skill.

• Harsh Beating: The Fortitude save DCs of subdual damage you inflict increase by 4.

• Improved Vision: Your vision range is dou-bled, and you gain a +4 bonus with related Awareness and Perception checks.

• Low-Light Vision: You ignore the effects of dim and faint light.

• Reviled: The Disposition of non-batarians de-creases by 10.

DrellYou are a Drell; a reptilian humanoid with dense,

wiry muscle tissue and green, scaled skin. You are of similar height and build to other humanoids, but are highly resistant to heat and dehydration. Addi-tionally, you have large, black eyes and two sets of eyelids. Drell also possess a photographic memory, an inherited trait that favors those who can remem-ber many landmarks when navigating in a barren desert environment.

The Drell homeworld of Rakhana was rende-red uninhabitable eight hundred years ago by unchecked industry. The Hanar saved a few hun-dred thousand Drell and transported them to their homeworld of Kahje, where they have lived ever since. As a result, they are fiercely loyal to the Ha-nar. Many Drell are also deeply spiritual, with a well-established polytheistic religion.

Drell have a first name and a surname. Both names generally have one to three syllables, and have harsh or sibilant sounds.

Common Personality Traits: Calm, deeply spi-ritual, detached, productive, respectful

Common Physical Traits: Gruff voice, keen eyes, light-footed, nictating membranes, scaly skin

Example First Names: Feron, Irikah, Kolyat, Persis, Thane

Example Surnames: Eurybia, Kepral, Krios, Ouranos, Pallas, Valt

Type: Medium Organic with a Reach of 1. Your maximum wounds equal your Constitution score.

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ft• Attributes: +2 Dexterity, +2 Wisdom• Base Speed: 30 ft.• Cold Blooded: You require only 1 common meal

per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold taken (rounded down). If you suffer continuous cold damage – such as from the environment – you are sic-kened until you escape the source of damage.

• Free Hint: Once per session, you may request a free hint from the GM. If he refuses, you gain 1 bonus action die.

• Heat Resistance: You gain Heat Resistance 5.• If I Recall…: You gain a +5 bonus with

Knowledge checks.

ElcorYou are an Elcor, a massively built quadruped

with thick grey skin and a highly developed sense of smell. You aren’t very agile, but you are the largest and most physically powerful race found on the Ci-tadel. Your speech is ponderous and prefixed with an emotive statement to clarify your tone, but you are very subtle and read other races with ease.

Hailing the high-gravity world of Dekunna, El-cor are conservative and insular, but not antisocial. They often prefer to deliberate over an issue before acting, and will usually defer to age and experience. With centuries-long lifespans, many Elcor plans span decades – if anything, they are very patient. Elcor soldiers are trained to use their broad soldiers to mount weapons that are usually seen on the vehi-

cles of other races, allowing them to deploy devas-tating force when the need arises.

Elcor have just one name which usually has two to three syllables, with the first or last syllable having a harsh sound to it.

Common Personality Traits: Cautious, careful planners, conservative, patient, subtle

Common Physical Traits: Heavy footfalls, im-mense size, lumbering gait, ponderous monotone speech, rough skin

Example Names: Calyn, Harrot, Petozi, Tal-mud, Xeltan

Type: Large (2×2) Beast with a Reach of 1. Your maximum wounds equal your Constitution score ×1.5 (rounded down).

• Attributes: +4 Strength, +2 Constitution, –2 Dexterity, –2 Charisma

• Base Speed: 20 ft.• Banned Checks:  Influence or Browbeat checks

you make are considered untrained.• Enlightened Sense Motive:  Your maximum

Sense Motive rank increases to your Career Level +5. Only the highest bonus from any single enlightened ability may apply to each skill.

• Improved Scent: Your scent range is doubled, and you gain a +4 bonus with related Awa-reness and Perception checks.

• Improved Stability: You’re considered 1 Size category larger for carrying capacity, Trample attacks, and resisting Bull Rush and Trip at-tempts so long as you are standing firmly on the ground and not climbing, flying or riding.

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• Lumbering: You suffer a –2 penalty with Re-flex saves and become flanked any time two opponents are adjacent to you.

• Natural Attack: You gain the Trample II na-tural attack. If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade +1 per addi-tional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III and Bite I become Bite V).

• Sterner Stuff: The keen quality of each attack made against you decreases by 4.

• Thick Hide 2: You’re considered to be wearing partial armor that provides Damage Reduc-tion 3. This DR does not stack with other ar-mor (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value +1 per additional hide benefit (e.g. thick hide 4, thick hide 3 and thick hide 1 offer DR 6).

GethYou are a Geth mobile platform, a humanoid

construct inhabited by a community of around a hundred networked virtual intelligences that work in unison. You are incredibly durable, and can ignore many issues that organics would find deeply troubling. Your overall form is similar to that of a Quarian – they did create you in their own image, after all, but you are unique among your brethren in that you were designed specifically to interact with organics. Your cowled head houses a distinc-tive ‘flashlight’, and your body is made of a steel outer shell over synthetic muscle tissue.

Residing behind the Perseus Veil in the original Quarian home systems, the Geth won their free-dom from their creators in the Geth War. Little is known about their culture, but a small fraction of the Geth known as the ‘Heretics’ cause a lot of trouble for the organic races, and give the whole of the species a bad reputation.

Geth names are impossible to pronounce in spo-ken conversation, and given names are irrelevant to most of them. The only names that individual Geth tend to have are more like titles that are awarded to them by their companions.

Common Personality Traits: Amoral, incom-prehensible, merciless, reclusive, secretive

Common Physical Traits: Glowing eyepiece, polished chassis, quarian silhouette, tireless, wiry synthetic muscle tissue

Example Chosen Names: Confluence, Emissa-ry, Host, Legion, Phalanx

Type: Medium Construct with a Reach of 1. Your maximum wounds equal your Constitution score.

• Attributes: +2 Intelligence, –2 Wisdom, –4 Charisma

• Base Speed: 30 ft.• Achilles Heel (Electrical): When you suffer

electrical damage, you also suffer an equal amount of lethal damage.

• Aloof: Your error range increases by 2 when making Impress or Sense Motive checks tar-geting other species.

• Armored Chassis: You’re considered to be wearing full armor that provides Damage Re-duction 2. However, other than shields you may not wear additional armor. Additionally, you gain the augmented (flashlight and PR 2 omni-tool) NPC quality.

• Banned Checks: Impress, Swim or Therapy checks you make are considered untrained.

• Limited Proficiencies: You begin play with 2 fewer proficiencies (minimum 0).

• Reviled: The Disposition of non-geth de-creases by 10.

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ft• We are Legion: When not in an area of elec-

tromagnetic interference or fire-walled wi-reless networks, Geth are able to process data at speeds far faster than any organic. For any mental skill check, if you double the time required then you may make a cooperative team check with the maximum (+5) synergy bonus, even when alone. Additionally, you may simultaneously take up to 2 mental tasks without penalty. However, because it is dif-ficult for your component minds to reach a consensus, you may not take 10 or take 20.

HanarYou are a Hanar, a non-humanoid acquatic in-

vertebrate. You have six tentacles and a powerful grip, but to move around out of water you use a mass effect based contra-gravitic levitation pack. You are bioluminescent, often glowing pink or blue, and like earth’s jellyfish you secrete venom that can cause debilitating pain. Your voice has an echoing quality, and your manners make you very charming.

The Hanar homeworld of Kahje is 90% ocean, and home to many Prothean ruins. As a result, the Hanar developed a religion based around these ‘En-kindlers’, speaking of the Protheans as an elder race that uplifted and civilized the Hanar. They supple-ment their spoken language with bioluminescent flashes that are often outside the visual range of other species. The Hanar share their home with the Drell, a species which they saved from their dying world. Many Drell apply genetic modifications to their eyesight which allows them to better unders-tand the language of their neighbors.

Hanar have two names, but they generally only use their ‘face’ name when interacting with others. Their ‘soul’ name is a very personal a private thing, and is only shared with their closest and most trus-ted friends and family. Face names often have two to three syllables, and start or end with a vowel.

Common Personality Traits: Devout, eloquent, polite, preachy, proper

Common Physical Traits: Bioluminescent, drifting movement, echoing voice, pulsating body, trailing limbs

Example Face Names: Blasto, Delanyder, OpaldType: Small Beast with a Reach of 1. Your maxi-

mum wounds equal your Constitution score.

• Attributes: +2 Wisdom, –2 Strength• Base Speed: 30 ft. (swimming only)• Aquatic II: You can’t drown, and suffer no pe-

nalties underwater.• Banned Checks: Climb, Lie or Push Limit

checks you make are considered untrained.• Cat Fall: You suffer 1 less die of damage from

falling.• Charming:  Once per session, you may im-

prove the Disposition of 1 non-adversary NPC by 5.

• Contra-Gravitic Levitation Pack: You may fly with a Speed of 20 ft., but you may rise no higher than 10 ft. off the ground.

• Limited Proficiencies: You begin with 2 fewer proficiencies (minimum 0).

• Many Limbed: You may simultaneously hold and arm up to six 1-handed, four 1-handed and one 2-handed or two 1-handed and two 2-handed weapons or objects. Also, each round that you hold no more than this, you may Handle an Item as a free action. You also gain a +1 bonus with skill check made as part of a Grapple action per two of your limbs that are free (maximum +3).

• Venomous: Your unarmed attacks gain the venomous (fast-acting agonizing poison) upgrade.

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KroganYou are a Krogan; a large, solidly built reptilian

biped with a large hump on your back, a bone crest atop your head and a mean streak a mile wide. You have tanned, leathery skin and probably bear many scars from your youth on Tuchanka, the Krogan homeworld. With its harsh environment, scarce resources and overabundance of predators, you wouldn’t be alive if you didn’t learn how to kill at a young age.

The Krogan were uplifted into the galactic com-munity by the Salarians and used to combat the Rachni. Once the wars were over and the Krogan rebelled and turned on everyone else, the Turians unleased the Genophage upon them, rendering the race nearly sterile with a 99% infant mortality rate. However, with lifespans lasting millennia and mas-sive clutch sizes, the Krogan have managed to sol-dier on – albeit in a somewhat lesser fashion.

Krogan have a given name and, if they have ear-ned one, a clan name. Clan names are not a matter of bloodline or inheritance – they must be earned, although many Krogan work hard to earn a place in the clan of their father. First names are one or two syllables long, and sound very blunt and harsh to the ears of other beings. Clan names are similarly gruff, and always come before given names.

Common Personality Traits: Antisocial, bloodthirsty, independent, sly, uncivilized

Common Physical Traits: Baritone voice, battle-scarred armor, hulking stature, brightly co-lored bone crest, large shoulder hump

Example Clan Names: Gatagog, Nax, Urdnot, Weyrloc

Example Given Names: Droyas, Fortack, Ratch, Uvenk, Wrex

Type: Medium Organic with a Reach of 1. Your maximum wounds equal your Constitution score.

• Attributes: +2 Strength, +4 Constitution, –2 Intelligence, –2 Charisma

• Base Speed: 30 ft.• Banned Checks: You may not make Influence,

Outmaneuver or Tumble checks.• Fearless: You gain a +4 bonus with Morale

checks.• Hard Head: You are always considered to be

wearing a ballistic helmet (see the Spycraft 2.0 core rulebook, page 233).

• Natural Attack: You gain the Gore I natu-ral attack. If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade +1 per addi-tional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III and Bite I become Bite V).

• No Pain: You ignore the first fatigued or sha-ken condition you gain in each scene.

• Reviled: The Disposition of non-krogan de-creases by 1 grade.

QuarianYou are a Quarian, a slightly built nomadic huma-

noid with an aptitude for technology and a chroni-cally weak immune system. You wear an enviro-suit that hides your endoskeleton and protects you from the outside world, and you will only take it off a handful of times in your own lifetime. You also have a talent for combating robotic opponents, thanks to your race’s creation of the Geth. You wear born aboard the Migrant Fleet, and are used to a life in space. You are probably on your Pilgrimage, a rite of passage that all Quarians undertake to give them experience of the galaxy and life outside the fleet.

The Quarian’s creation of the Geth resulted in the loss of their homeworld of Rannoch, and their embassy aboard the Citadel when it was stripped from them by the Citadel Council. They devote all of their resources to maintaining the massive Mi-grant Fleet and combating the Geth. Most Qua-rians encountered at large are on their Pilgrimage.

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ftQuarian names come in three parts. Given names

have two parts separated by an apostrophe, with one or two syllables both before and after it. The middle name is ‘nar’ (meaning ‘born of ’) for one who hasn’t yet completed their Pilgrimage, or ‘vas’ (meaning ‘crew of ’) for one who has. Surnames identify one’s vessel, with those who haven’t com-pleted their Pilgrimage using the name of the ship they born on, with those who have using the name of the ship they work aboard.

Example: Tali’Zora nar Rayya would mean ‘Ta-li’Zora, born on the vessel Rayya’, whereas Tali’Zo-ra vas Neema would mean ‘Tali’Zora, crew of the vessel Neema.

Common Personality Traits: Community-minded, inventive, loyal, reserved, quiet

Common Physical Traits: Polished visor, tinny voice, weak immune system

Example Given Names: Kal’Reega, Shaa-la’Raan, Tali’Zora, Veetor’Nara, Zaal’Koris

Example Ship Names: Idenna, Neema, Rayya, Tonbay, Ulnay

Type: Medium Organic with a Reach of 1. Your maximum wounds equal your Constitution score.

• Attributes: +2 Intelligence, –2 Constitution• Base Speed: 30 ft.• Enlightened Mechanics:  Your maximum Me-

chanics rank increases to your Career Level +5. Only the highest bonus from any single enlightened ability may apply to each skill.

• Enviro-suit: You possess an enviro-suit, which you must wear at all times.  While wearing this suit, you are immune to poisons, diseases and the effects of vacuum, you gain damage reduction 4 and heat/cold resistance 3, and the keen quality of all attacks made against you is reduced by 4. An attacker may spend 3 action dice on a critical threat to rupture the suit, exposing you to the external atmos-phere. Additionally, other than shields you may not wear additional armor.

• Favored Foe:  Your threat range increases by 2 when attacking and making Notice, Sense Motive and Survival checks targeting stan-dard characters with the Construct type.

• Immunodeficiency: Each time that are promp-ted to make a save against disease, you suffer 1 point of Constitution damage regardless of whether you pass the save or not. Additio-nally, every minute you spend exposed to an

atmosphere outside your enviro-suit you suf-fer 1 point of subdual damage.

• Inquisitive Mind: You gain 2 additional Interests.

• Reviled: The Disposition of non-quarians de-creases by 10.

SalarianYou are a Salarian, a warm-blooded amphibian

with a hyperactive metabolism. You think fast, talk fast and move fast, and other species seem slug-gish by comparison. You have a short lifespan and will probably not live much past forty years, but you make up for this by getting more done in your short lifespan than most other species achieve in a century. You are tall, and you body is elongated. You have a pair of curved ‘horns’ protruding from the top of your skull, and your skin varies in tone between blue and grey (but it may be green or even bright red). You have large, oval eyes with transpa-rent membranes instead of eyelids, allowing you to see better underwater.

One of the first Citadel races, the Salarians have a seat on the council and their intelligence network – the League of One – is second to none in the whole of Citadel space. They are well respected, but can be seen as manipulative by other races. Their Special Tasks Group (STG) was the template on which the Spectres were founded.

Salarians have a first name and a surname. First names usually have two syllables, and surnames three, but there are exceptions. ‘Ss’ and ‘ch’ sounds are common.

Common Personality Traits: Hyperactive, in-ventive, quick witted, restless, willful

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Common Physical Traits: Large eyes, light fin-gered, pronounced horns, rapid speech, rail thin

Example First Names: Chorban, Ish, Jaroth, Mordin, Morlan

Example Surames: Anoleis, Kirrahe, Palon, Saleon, Solus

Type: Medium Organic with a Reach of 1. Your maximum wounds equal your Constitution score.

• Attributes: +2 Dexterity, –2 Charisma• Base Speed: 30 ft.• Aquatic I: You may hold your breath for a

number of minutes equal to 15 × your Consti-tution score.

• Decisive: You gain a +5 bonus with Initiative.• Free Hint: Once per session, you may request

a free hint from the GM. If he refuses, you gain 1 bonus action die.

• Low-Light Vision: You ignore the effects of dim and faint light.

• Restless: You may go without sleep without penalty for a number of days equal to your Constitution score. After that period you suf-fer 1d6 points of stress damage per additio-nal day you remain awake and cannot recover from stress damage until you sleep for at least 8 hours.

TurianYou are a Turian, a humanoid with a mixture of

reptilian and avian characteristics. You have two proportionally thick clawed fingers and an oppo-

sable thumb on each hand, and thanks to your home world’s weak magnetic field, your skin contains mi-neral deposits that give it a metallic sheen. You may have white facial tattoos, and your voice has a dis-tinctive echoing quality.

Originally from the world of Palaven, the Turians gained their seat on the Citadel Council after put-ting down the Krogan. They have a strong public service ethic and sense of civic duty, and are often regarded as progressive and forward thinking by many. However, they have difficulty with the Hu-man concept of ‘necessary force’. To a Turian, an en-emy should be exterminated without compassion or mercy, and to let him live is folly. This ‘Total War’ outlook means that they are sometimes seen as in-flexible or rigid. There is also a strong animosity between the Turian and Alliance militaries thanks to the First Contact War, although this bitterness is slowly beginning to disappear.

Turians have a first name and a surname. Both names usually have two syllables, but there are ex-ceptions. Sibilant ‘s’ sounds are common, as are harsh ‘k’s.

Common Personality Traits: Disciplined, hard-working, honest, militaristic, single-minded

Common Physical Traits: Echoing voice, facial markings, metallic skin, sharp talons, slender limbs

Example First Names: Garrus, Lorik, Nihlus, Saren, Septimus

Example Surnames: Arterius, Oraka, Palin, Ta-lid, Vakarian

Type: Medium Organic with a Reach of 1. Your maximum wounds equal your Constitution score.

• Attributes: +1 Wisdom, –1 Charisma• Base Speed: 30 ft.• Enlightened Tactics:  Your maximum Tactics

rank increases to your Career Level +5. Only the highest bonus from any single enlighte-ned ability may apply to each skill.

• Grueling Combatant:  Each time an adjacent opponent attacks you and misses, he suffers 2 points of subdual damage.

• Natural Attack: You gain the Claw I natu-ral attack. If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade +1 per addi-tional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III and Bite I become Bite V).

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ft• Relentless Attack: You gain the Relentless At-

tack trick• Tenacious Spirit: You gain 1 additional vita-

lity per level.

VolusYou are a Volus; a short, stocky humanoid with

an ammonia-based body chemistry. You must wear an exosuit to move around in the low-pressure envi-ronment and nitrogen rich atmospheres that other races require. You are a naturally good trader, and find it easy to succeed in business ventures. Howe-ver, your height and build makes you a little less dexterous than other races.

Volus require a high-pressure environment thanks to the conditions on their homeworld of Irune. Their culture is dominated by trade, and their lack of physical prowess means that they prefer to solve disputes through negotiation rather than violence. Additionally, the Volus are a client race of the Tu-rians, who provide military backing in exchange for limited Turian taxation and deferral to the Turians in matters of politics.

Volus have two given names that are always used together. They do not have surnames or fa-mily names, as they believe that this would imply ownership of a person and, in the mind of a Volus, one cannot own a person. One of the names will have one syllable, and the other name with have two.

Common Personality Traits: Cautious, connec-ted, pacifistic, patronizing, shrewd

Common Physical Traits: Broad torso, expen-sively equipped, short limbs, waddling gait, well-maintained exosuit

Example Names: Barla Von, Din Korlack, Kor Tun

Type: Small Organic with a Reach of 1. Your maximum wounds equal your Constitution score × 2/3 (rounded up).

• Attributes: +2 Intelligence, –4 Dexterity• Base Speed: 20 ft.• Achilles Heel (Acid): When you suffer acid

damage, you also suffer an equal amount of lethal damage.

• Enlightened Networking:  Your maximum Networking rank increases to your Career Level +5. Only the highest bonus from any single enlightened ability may apply to each skill.

• Exosuit: You possess an exosuit, which you must wear at all times outside high-pressure ammonia-based environments. While wea-ring this suit, you are protected from contact and inhaled poisons and diseases, and you gain Damage Reduction and Heat and Cold Resistance 3. However, all damage against you gains keen 4, and on a threat, an attac-ker may spend 3 action dice to cause a suit rupture, giving you decompression sickness (effects: –2 Con; incubation: 1d6 rounds; an-tidote: recompression). Additionally, other than shields you may not wear additional armor.

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• Sharp Mind: You gain 1 additional skill point per level.

• Slow and Steady: The cost to activate your Downtime errors and those of your team mates increases by 2 action dice.

VorchaYou are a Vorcha; a savage predator from the Ter-

minus Systems regarded by many as a blight on ga-lactic civilization. You are physically powerful, with sharp claws and teeth and tough skin. You recover from injuries incredibly quickly, and thanks to your unique physiology you adapt quickly to new envi-ronments. However, you are primitive, uneducated and coarse, and have an expected lifespan of just twenty years.

Vorcha society is tight-knit and clannish, and they are used to living in cramped, overcrowded condi-tions. Indeed, they are often relegated to such ghet-tos by the rest of galactic society, who largely consi-der them to be pests. Vorcha also have a worryingly casual attitude to violence, and they consider phy-sical confrontation to be a legitimate form of com-munication. Many have a hair-trigger temper, and will attack others for seemingly no reason. Because of this, Krogan mercenaries often pressgang whole colonies of Vorcha in service as soldiers – the Vor-cha don’t care; the Krogan are one of the few races that they can actually see eye-to-eye with…

Vorcha names are hissing, grating affairs that are rarely used by non-Vorcha. Instead, other races, such as Krogan, use appropriate nicknames based around the individual’s quirks and traits. Names revolving around violent acts or physical fea-tures are most common, and they are not always complimentary.

Common Personality Traits: Aggressive, clan-nish, confrontational, savage, violent

Common Physical Traits: Adaptable, bad breath, heavily armed, scarred, thick skinned

Example Nicknames: One-Eye, Shifty, Tantrum, Underbite, Varren

Type: Medium Organic with a Reach of 1. Your maximum wounds equal your Constitution score.

• Attributes: +2 Strength, +2 Constitution, –4 Intelligence, –2 Charisma

• Base Speed: 30 ft.• Banned Checks: You may not make Calm, In-

fluence or Persuade checks.

• Fast Healing: You heal damage at twice the standard rate.

• Iron Gut: You gain an insight bonus equal to your Constitution modifier with saves against disease and poisons (minimum +1).

• Natural Attack: You gain the Bite I and Claw I natural attacks. If you gain a natural attack from multiple sources, the attack’s grade be-comes equal to the highest single grade +1 per additional benefit granting the same at-tack, to a maximum of V (e.g. Bite IV, Bite III and Bite I become Bite V).

• Reviled: The Disposition of non-vorcha de-creases by 10.

• Tenacious Spirit: You gain 1 additional vita-lity per level.

• Thick Hide 2: You’re considered to be wearing partial armor that provides Damage Reduc-tion 2. This DR does not stack with other ar-mor (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value +1 per additional hide benefit (e.g. thick hide 4, thick hide 3 and thick hide 1 offer DR 6).

• Unbreakable: Each time you suffer attribute impairment, it decreases by 1 (minimum 0).

HuMan talentsRepresenting Human adaptability, Talents really

make Humans an appealing species to play. This new Talent showcases Alliance military training, and the benefits available therein.

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ft AllianceAs a member of the Alliance military, you are de-

dicated, well-trained and enhanced through gene therapy.• Attributes: +1 Constitution.• Base Speed: 30 ft.• Decisive: You gain a +5 bonus with Initiative.• Enlightened Resolve:  Your maximum Resolve

rank increases to your Career Level +5. Only the highest bonus from any single enlighte-ned ability may apply to each skill.

• Surge of Speed: You gain the Surge of Speed feat.

speCialtiesThese new Specialties deal exclusively with the

application of mass effect fields using bio-amps and omni-tools.

AdeptNodules of element zero grow throughout your

nervous system, granting you the ability to mani-pulate dark energy.• Bonus Feat: Favored Gear (biotic amp)• Biotic Training: Each time you gain a non-

Biotics feat choice, you may choose a Biotics feat instead.

• Mass Effect: You gain the biotic power NPC quality at Career Levels 1, 5, 10, 15 and 20.

• Practiced Resolve:  If you spend an action die to boost a Resolve check and it still fails, you gain the die back after the action is resolved.

EngineerYou are skilled at manipulating technology and

mass effect fields using your omni-tool.• Bonus Feat: Favored Gear (omni-tool)• Gear Training: Each time you gain a non-

Gear feat choice, you may choose a Gear feat instead.

• Practiced Electronics:  If you spend an action die to boost an Electronics check and it still fails, you gain the die back after the action is resolved.

• Tech Specialist: You gain the tech power NPC quality at Career Levels 1, 5, 10, 15 and 20.

InfiltratorYou combine stealth and tech training in creative

– and deadly – ways.• Bonus Feat: Any Covert feat.• Called Shot: You gain the Called Shot trick.• Combat Tech: You gain the tech power NPC

quality at Career Levels 1, 6, 12 and 18.• Omni-Tool: You add a Caliber I omni-tool to

your possessions at no extra cost.• Rifles Proficiency: You gain the Rifles

proficiency.• Tactical Cloak: You gain the tech power (tacti-

cal cloak) NPC quality.

SentinelYour natural abilities and training combine bio-

tics and tech into one perfect whole.• Bonus Feat: Any Biotics or Gear feat• Biotic Amp: You add a Caliber I biotic amp to

your possessions at no extra cost.• Omni-Tool: You add a Caliber I omni-tool to

your possessions at no extra cost.• Power Versatility: You gain the biotic power or

tech power NPC quality at Career Levels 1, 6, 12 and 18.

• Submachine Guns Proficiency: You gain the Submachine guns proficiency.

• Tech Armor: You gain the tech power (tech ar-mor) NPC quality.

VanguardYou are a biotic wrecking ball, using your abilities

to smash your enemies to a pulp.

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• Bonus Feat: Any Basic Combat feat.• Biotic Amp: You add a Caliber I biotic amp to

your possessions at no extra cost.• Charge: You gain the biotic power (charge)

NPC quality.• Combat Biotics: You gain the biotic power

NPC quality at Career Levels 1, 6, 12 and 18.• Crunch!: Your Strength-based damage rolls

inflict 1 additional damage.• Shotguns Proficiency: You gain the Shotguns

proficiency.

Classes

Master classes have steep entry conditions but of-fer extremely focused abilities built around a single theme. Some are associated with a specific group or other highly selective form of training. A charac-ter may take levels in only one master class, so the choice to explore one Specialty precludes all others.

Spectre (Master)Acting as C-Sec’s Special Tactics and Reconnais-

sance branch, the Spectres are charged with pre-serving galactic stability by any means necessary. Founded before the Krogan rebellions, they were initially recruited from the ranks of the Salarian STG and the Asari huntresses, although they have since been expanded to include Turian and Human candidates too. Each individual Spectre’s records are sealed, and only accessible with special Council permission. They have no formal command struc-ture, and are answerable only to the Council. In Ci-tadel space they are above the law.

Depending on the campaign, a Spectre could be…• A savvy spy, gathering information for the Ci-

tadel Council behind the scenes.• A deadly commando, completing his mis-

sions with lethal precision.

• A grizzled investigator, piecing together clues and tracking down fugitives.

• A skilled assassin, eliminating opponents be-fore they become a threat.

• A high-tech thief, stealing vital equipment and data from under the enemy’s noses.

• A charismatic leader, standing as an example to every being in Citadel space.

Party Role: Wildcard/Combatant. All Spectres are capable combatants, but dependant on their in-dividual preferences they could work alone or in a team, in the open or undercover.

Class features

Requirements: Allegiance (Citadel) or Career Level 15+, Notice 4+ ranks, Resolve 10+ ranks, Tactics 4+ ranks, Guts feat

Favored Attributes: Wisdom, CharismaClass Skills: Investigation, Notice, Resolve,

Search, Sense Motive, Streetwise, TacticsContinuity: At Level 1, choose 3 skills that are

class skills for any of your other classes. These be-come Spectre class skills for you.

Skill Points: 6 + Int modifier per levelVitality: 9 + Con modifier per level.

Class abilities

Above the Law I: At Level 1, whilst you are in Ci-tadel space you are always considered to be in pos-session of a legal help (immunity) Tradecraft pick. The GM may choose to ignore this ability, but he must spend four action dice to do so.

Above the Law II: At Level 4, whilst you are in Citadel space you are always considered to be in possession of a legal help (extradition) Tradecraft pick. The GM may choose to ignore this ability, but he must spend four action dice to do so.

Records Sealed: At Level 1, the error ranges of all Analysis and Investigation checks targeting you increase by an amount equal to your class level.

Spectre Master Gear: At Level 2, during the Intel Phase you and your teammates may each choose a

table 1: tHe speCtreLevel BAB Fort Ref Will Def Init Wealth Gear Abilities1 +1 +1 +1 +1 +0 +2 0 1W Above the law I, records sealed2 +2 +2 +2 +2 +1 +3 0 1W Spectre master gear3 +3 +2 +2 +2 +1 +4 1 1W, 1R Ear of the council4 +4 +2 +2 +2 +2 +5 1 1W, 1R Above the law II, espionage training5 +5 +3 +3 +3 +2 +5 1 1W, 1R By any means necessary

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ftnumber of mission gear picks equal to your Spectre class level as if the mission’s Caliber were 1 higher. If the mission is Caliber V, You may instead choose the same number of Caliber I mission gear picks of any type.

Ear of the Council: At Level 3, whilst you are carrying out a mission assigned to you by the Cita-del Council, you may not lose Reputation.

Espionage Training: At Level 4, once per mis-sion during the Intel Phase, you may gain 1 tempo-rary Covert feat of your choice until the end of the current mission.

By Any Means Necessary: At Level 5, once per session you may make 1 skill check with which you are considered to automatically roll a natural 20. This roll is considered a threat and may be activated as a critical success. Further, you may not be for-ced to re-roll this natural 20. Finally, the target skill check is accomplished in 1/2 the standard amount of time (rounded down, minimum 1 full action). You must declare that you’re using this ability be-fore you make a roll for the chosen activity. This ability may not be applied to any skill check made as part of a Complex Task or Dramatic Conflict.

building tHe speCtre

As a Spectre you can go anywhere and do any-thing, and no-one other than the Council has the authority to stop you. Even a concerted effort will only slow you down, which allows you to focus on ignoring distractions and getting the job done. Ori-gins that boost skill checks, increase your abilities in combat or improve your mental fortitude are all excellent choices. A Spectre must have a strong body and a strong mind.

When choosing a Specialty, decide how you want your Spectre to do his job – is he a ‘kick the door in and shoot everyone’ type of guy, or is he more like a high-tech Sherlock Holmes? Choose so-mething that grants bonuses to your style of play, and don’t forget that Specialties are one of the few chances you have to get your hands on Biotics or Tech powers.

Class-wise, several stand out as excellent choices. Warriors should seriously consider Soldier or Scout (or Pointman if you like to work with a team). De-tectives should look at Sleuth or Spook, whereas Advocate or Scientist can provide solid bonuses for a more diplomatic or cerebral Spectre. However, always remember that a Spectre must be prepared

to fight and risk his life on behalf of the Council, so make sure that you are at the very least a competent fighter.

Suggested Species: Asari, Human, Salarian, Turian

Suggested Human Talents: Alliance, Daring, Fit, Persistent, Resolute

Suggested Specialties: Adept, Investigator, Operative, Recruit

Suggested Entry Classes: Pointman, Sleuth, Soldier

playing tHe speCtre

The Spectre operates as a modern day special agent, combining the roles of spy, commando and detective into one highly demanding job. Often, a Spectre can’t just walk up to his opponents and shoot them – his job will regularly involve determi-ning who is the guilty party, and then tracking them across several star systems (or even star clusters) be-fore bringing them to heel. He must be ready to play the waiting game. Patience is his friend.

The Spectre’s greatest strength is his carte blanche to do pretty much as he pleases within Citadel space (which makes up nearly half of the Milky Way ga-laxy). He is immune to prosecution, and can do literally anything as long as he gets the job done. In his case, the ends completely justify the means. That said, taking extreme action at every available opportunity is a definite no-no — Spectres are ex-pected to utilize discretion, and it is often better if the enemy doesn’t suspect your presence until it is too late. Civilian casualties and the destruction of whole colonies are great ways to get yourself struck off — and then handed over to another Spectre as his next mission…

Feat choices will often vary with your play style but some are excellent selections no matter what type of character you choose. L1 Implant and Tech Training can both give you a hidden ‘secret wea-pon’ that your opponent may not suspect. Specialist Ammunition allows you to tailor your weapons to the type of opponent that you are facing. Always Get Your Man is an excellent choice, as manhunt Dramatic Conflicts are a given for a Spectre. Final-ly, Personal Lieutenant and Animal Companion are solid choices for a Spectre – there’s a lot to be said for having a pet Varren that can run down your tar-get, or an expert pilot on tap who will shuttle you from place-to-place.

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When it comes to gear, a Spectre can cheaply equip his whole team with some of the best equipment avai-lable, so when choosing mission gear, think big. Only choose the most damaging weapons, the highest power-rating electronics or the toughest vehicles. You’ll certainly need them with the missions you’ll be expected to take on. It is highly unlikely that you will ever see a mission that is lower than Caliber III ever again, and you should expect to see a worrying number of Caliber V missions. After all, when the fate of the galaxy hangs in the balance and someone needs to save the day, you only send the best.

Suggested Feats: Always Get Your Man, Can-didate, Guts, L1 Implant, Specialist Ammunition, Tech Training

Suggested Mission Gear (Caliber III): PR 4 cover identity, PR 3 dossier, PR 2 healing gadget (housing: medi-gel injector), M-15 vindicator as-sault rifle, PR 3 omni-tool, tactical hard-suit

feats

Here are a variety of new feats, adding a lot of new options including quite a few that enhance the biotic power and tech power NPC qualities. Also included are a slew of new Species feats.

Basic Combat FeatsFor more about Basic Combat feats, see page 172

of the Spycraft 2.0 core rulebook.

fleet aCtion basiCs

You are experienced with squadron-level tactics.Prerequisites: Tactics 3+ ranksBenefit: Each unit you purchase as part of your

Fleet Command Prize can be acquired 1 rank earlier than listed on Table 20: Common Units. Additio-nally, for each unit you possess that does not have the Fighters trait, you may purchase a unit with that trait for half the normal Reputation cost (rounded up). Finally, you gain a trick.

Fighter Screen (Battlefield Trick): Each time one of your units that does not have the Fighters trait is dispersed or destroyed, you may instead disperse or destroy one of your units with that trait. You may use this trick a number of times per battle equal to your starting action dice.

fleet aCtion Mastery

Your leadership can hold together a fleet long af-ter others would have fled.

Prerequisites: Fleet Action BasicsBenefit: When one of your units would be dis-

persed, you may make a Resolve check (DC equal to the opposing fleet’s total force) for that unit not to be dispersed. Each of your units may benefit from this ability only once. Additionally, the cost of any unit that you purchase is reduced by your Charisma modifier (minimum cost of 1). Finally, you gain a trick.

Z-Axis Strike (Battlefield Trick): At the start of a Fleet Action where you are the attacker, choose one enemy fortification to be excluded from that battle.

fleet aCtion supreMaCy

Your name will go down in history as one of the greatest naval tacticians of all time.

Prerequisites: Fleet Action MasteryBenefit: During a Fleet Action before the battle

begins, you may increase or decrease the number of fronts by 1. You may only use this ability if you are the fleet commander. Additionally, you gain a trick.

Pawn’s Sacrifice (Battlefield Trick): If you lose this round, destroy one of your units along with an ene-my unit of your choice, with an equal or lesser force than your own. You may use this trick a number of times per battle equal to your starting action dice.

Biotics FeatsBiotics feats enhance the use of abilities gained

through the biotic power NPC quality. Each feat chain has a specific biotic power as a prerequisite.

barrier basiCs

Your barrier is strong enough to protect you from most personal weapons.

Prerequisites: biotic power (barrier) NPC qua-lity, Career Level 3+

Benefit: Your barrier power now provides 15 points of damage reduction. Additionally, while your barrier power is active the cost to activate cri-tical hits scored against you increases by 1.

barrier Mastery

Your biotic barrier has turned you into a walking tank.

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ftPrerequisites: Barrier Basics, Career Level 6+Benefit: Your barrier power now provides 20

points of damage reduction. Additionally, while your barrier power is active the cost to activate cri-tical hits scored against you increases by 2.

barrier supreMaCy

Your barrier power has evolved.Prerequisites: Barrier Mastery, Career Level 9+Benefit: You gain a +1 bonus with Will saves

made vs. stress damage. Additionally, your barrier power is permanently upgraded. Choose one of the following benefits.• Heavy barrier: Your barrier power now pro-

vides 30 points of damage reduction.• Improved barrier: The duration of your barrier

power is increased to 30 rounds (3 minutes).

biotiC finesse

You finesse with your bio-amp means you hit only those you intend to.

Prerequisites: Wisdom 13+Benefit: Your biotic powers do not affect your

team-mates.

CHarge basiCs

Your devastating biotic charges send your foes sprawling.

Prerequisites: biotic power (charge) NPC qua-lity, Career Level 3+

Benefit: Your charge power inflicts your unar-med damage on the target before you resolve the bull rush attempt. Additionally, when the target meets an obstruction he suffers double damage and you suffer none. Finally, until your next action your damage reduction is increased by 1.

CHarge Mastery

Your biotic charges interact with other powers in spectacular ways.

Prerequisites: Charge Basics, Career Level 6+Benefit: When you inflict your unarmed damage

as part of a bull rush, the damage is doubled. Addi-tionally, if your bull rush is successful and the target is currently under the effects of a biotic power other than barrier, that power immediately ends and the distance traveled is doubled. Finally, until your next action your damage reduction is increased by 2.

CHarge supreMaCy

Your charge power has evolved.Prerequisites: Charge Mastery, Career Level 9+Benefit: You gain a +1 bonus with Will saves

made vs. stress damage. Additionally, your charge power is permanently upgraded. Choose one of the following benefits.• Heavy charge: When you inflict your unarmed

damage as part of a bull rush, the damage is tripled. Additionally, until your next action your damage reduction is increased by 3.

• Area charge: Your bull rush attempt additio-nally affects everyone adjacent to the target. The bull rush is resisted as a co-operative check, with the target as the leader.

pull basiCs

Your mass effect fields quickly yank targets off balance.

Prerequisites: biotic power (pull) NPC quality, Career Level 3+

Benefit: The duration of your pull power in-creases to 2 rounds. Additionally the target is en-tangled, and may not make an Acrobatics/Break Fall check when this power ends.

pull Mastery

This isn’t combat – its skeet shooting.Prerequisites: Pull Basics, Career Level 6+Benefit: The target now rises 10 ft. off the ground

and moves 10 ft. toward you each round. Additio-nally, the target is stunned.

pull supreMaCy

Your pull power has evolved.Prerequisites: Pull Mastery, Career Level 9+Benefit: You gain a +1 bonus with Will saves

made vs. stress damage. Additionally, your pull power is permanently upgraded. Choose one of the following benefits.

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• Heavy pull: The target is helpless.• Pull field: Your pull power increases its area

to 10 ft.

sHoCkwave basiCs

Your biotic impacts can crack armor and splinter bone.

Prerequisites: biotic power (shockwave) NPC quality, Career Level 3+

Benefit: The damage inflicted by your shockwave power increases to 2d4, and its area increases to a 20 ft. line. Additionally, characters under the effects of the barrier power are moved 10 ft. away from you.

sHoCkwave Mastery

Your shockwaves have turned you into a biotic freight train.

Prerequisites: Shockwave Basics, Career Level 6+

Benefit: The damage inflicted by your shockwave power increases to 3d4, and characters who fail the Reflex save are also stunned for 1 round. Additio-nally, characters under the effects of the barrier power are moved 15 ft. away from you.

sHoCkwave supreMaCy

Your shockwave power has evolved.Prerequisites: Shockwave Mastery, Career Level

9+Benefit: You gain a +1 bonus with Will saves made

vs. stress damage. Additionally, your shockwave power is permanently upgraded. Choose one of the following benefits.• Heavy shockwave: The area of your shockwave

power increases to a 30 ft. line, and characters within the area become sprawled even if they pass the Reflex save.

• Improved shockwave: The area of your shockwave power changes from a line to a cone.

singularity basiCs

Your singularity has increased in size and strength.Prerequisites: biotic power (singularity) NPC

quality, Career Level 3+Benefit: The duration of your singularity power

increases to 2 rounds, and the area increases to 10 ft.

singularity Mastery

The mass effect field exerted by your singularity is strong and persistent.

Prerequisites: Singularity Basics, Career Level 6+

Benefit: The duration of your singularity power increases to 3 rounds, and affected characters move 10 ft. per round.

singularity supreMaCy

Your singularity power has evolved.Prerequisites: Singularity Mastery, Career Level

9+Benefit: You gain a +1 bonus with Will saves

made vs. stress damage. Additionally, your singu-larity power is permanently upgraded. Choose one of the following benefits.• Heavy singularity: The duration of your sin-

gularity power increases to 5 rounds.• Wide singularity: The area of your singularity

power increases to 20 ft.

stasis basiCs

Your stasis power now has a much stronger grip.Prerequisites: biotic power (stasis) NPC quality,

Career Level 3+Benefit: The DC to resist your stasis power in-

creases to 15 + your Charisma modifier, and its du-ration increases to 2 rounds.

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When you lock someone down, they stay locked down…

Prerequisites: Stasis Basics, Career Level 6+Benefit: The DC to resist your stasis power in-

creases to 20 + your Charisma modifier, and its du-ration increases to 3 rounds.

stasis supreMaCy

Your stasis power has evolved.Prerequisites: Stasis Mastery, Career Level 9+Benefit: You gain a +1 bonus with Will saves

made vs. stress damage. Additionally, your stasis power is permanently upgraded. Choose one of the following benefits.• Deep stasis: The duration of your stasis power

increases to 5 rounds.• Enhanced stasis: The restriction preventing

you from affecting any character with your stasis power more than once per scene is lifted.

tHrow basiCs

Your mass effect fields hit hard.Prerequisites: biotic power (throw) NPC quality,

Career Level 3+Benefit: The target is pushed backwards 15 ft.

Additionally, if the target is currently affected by the pull or singularity powers, then that power is cancelled and the distance the target is moved by throw is increased by 50% (rounded up).

tHrow Mastery

You knock your enemies out of the park!Prerequisites: Throw Basics, Career Level 6+Benefit: The target is pushed backwards 20 ft.

Additionally, if the target is currently affected by the pull or singularity powers, then that power is cancelled and the distance the target is moved by throw is doubled.

tHrow supreMaCy

Your throw power has evolved.Prerequisites: Throw Mastery, Career Level 9+Benefit: You gain a +1 bonus with Will saves

made vs. stress damage. Additionally, your throw power is permanently upgraded. Choose one of the following benefits.• Heavy throw: The target is pushed backwards

30 ft.

• Throw field: Your throw power gains an area with a 10 ft. radius.

warp basiCs

Your trained warping abilities have become in-credibly potent.

Prerequisites: biotic power (warp) NPC quality, Career Level 3+

Benefit: The damage inflicted by your warp power increases to 2d6, and its area increases to 10 ft.

warp Mastery

Your warps interact with other biotic powers in spectacular ways.

Prerequisites: Warp Basics, Career Level 6+Benefit: The damage inflicted by your warp

power increases to 3d6, and its area increases to 15 ft. Additionally, if the target is currently under the effects of a biotic power other than barrier, then that power immediately ends and the damage in-flicted by warp is doubled.

warp supreMaCy

Your warping power has evolved.Prerequisites: Warp Mastery, Career Level 9+Benefit: You gain a +1 bonus with Will saves

made vs. stress damage. Additionally, your warp power is permanently upgraded. Choose one of the following benefits.• Heavy warp: The damage inflicted by your

warp power increases to 6d6.• Unstable warp: The area of your warp power

increases to 30 ft.

Gear FeatsFor more about Gear feats, see page 197 of the

Spycraft 2.0 core rulebook.

ai HaCking basiCs

Your hacks last longer, and provide a boost in shield strength.

Prerequisites: tech power (AI hacking) NPC qua-lity, Career Level 3+

Benefit: The duration of your AI hacking power increases to 2 rounds, and during the duration the target benefits from 5 points of damage reduction that function identically to a biotic barrier.

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ai HaCking Mastery

Neural nets are like putty in your hands.

Prerequisites: AI Hacking Basics, Ca-reer Level 6+

Benefit: The duration of your AI hac-king power increases to 3 rounds, and the barrier effect now grants 10 points of damage reduction.

ai HaCking supreMaCy

Your AI hacking power has evolved.Prerequisites: AI Hacking Mastery,

Career Level 9+Benefit: You gain a +1 bonus with Will saves

made vs. stress damage. Additionally, your AI hac-king power is permanently upgraded. Choose one of the following benefits.• Improved AI hacking: The duration of your AI

hacking power increases to 5 rounds, and the barrier effect now grants 20 points of damage reduction.

• Area AI hacking: Your AI hacking power gains an area with a 10 ft. radius.

CoMbat drone basiCs

With a little tinkering, your drone is a lot quicker and tougher than it used to be.

Prerequisites: tech power (combat drone) NPC quality, Career Level 3+

Benefit: Your drone’s movement increases to a free 10 ft. step, and its damage reduction increases to 10 points.

CoMbat drone Mastery

Your drone has graduated from ‘distraction’ to ‘pain-in-the-ass’.

Prerequisites: Combat Drone Basics, Career Le-vel 6+

Benefit: Your drone’s movement increases to a free 20 ft. step, and its damage reduction increases to 20 points.

CoMbat drone supreMaCy

Your combat drone power has evolved.Prerequisites: Combat Drone Mastery, Career

Level 9+Benefit: You gain a +1 bonus with Will saves

made vs. stress damage. Additionally, your combat

drone power is permanently upgraded. Choose one of the following benefits.• Attack combat drone: When your combat

drone attacks, it additionally inflicts 3d6 lethal damage.

• Explosive combat drone: When your combat drone is destroyed, it inflicts 3d10 explosive damage with a 10 ft. blast radius.

Cryo blast basiCs

The tempo of a battle slows considerably when your enemies are frozen solid.

Prerequisites: tech power (cryo blast) NPC qua-lity, Career Level 3+

Benefit: The duration of your cryo blast increases to 2 rounds, and the area increases to10 ft.

Cryo blast Mastery

Your omni-tool can lock down whole portions of the battlefield in its icy grip.

Prerequisites: Cryo Blast Basics, Career Level 6+Benefit: The duration of your cryo blast increases

to 3 rounds. Additionally, special characters are also paralyzed.

Cryo blast supreMaCy

Your cryo blast power has evolved.Prerequisites: Cryo Blast Mastery, Career Level

9+Benefit: You gain a +1 bonus with Will saves

made vs. stress damage. Additionally, your cryo blast power is permanently upgraded. Choose one of the following benefits.• Deep cryo blast: All characters within the area

are helpless.• Full cryo blast: The area of your cryo blast in-

creases to 20 ft.

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ft inCinerate basiCs

After a little practice, your incinerate power has increased in intensity.

Prerequisites: tech power (incinerate) NPC qua-lity, Career Level 3+

Benefit: The damage inflicted by your incinerate power increases to 2d6.

inCinerate Mastery

Your incinerate power has become deadly, char-broiling your enemies where they stand.

Prerequisites: Incinerate Basics, Career Level 6+Benefit: The damage inflicted by your incinerate

power increases to 3d6.

inCinerate supreMaCy

Your incinerate power has evolved.Prerequisites: Incinerate Mastery, Career Level

9+Benefit: You gain a +1 bonus with Will saves

made vs. stress damage. Additionally, your incine-rate power is permanently upgraded. Choose one of the following benefits.• Heavy incinerate: The damage inflicted by

your incinerate power increases to 6d6.• Incineration blast: The area of your incinerate

power increases to 20 ft.

neural sHoCk basiCs

Your neural shock devastates your enemies.Prerequisites: tech power (neural shock) NPC

quality, Career Level 3+Benefit: The duration of your neural shock in-

creases to 2 rounds. Additionally, if the target fails the Fortitude save then they are shaken II until the end of the scene.

neural sHoCk Mastery

Organic nervous systems are your plaything.Prerequisites: Neural Shock Basics, Career Le-

vel 6+Benefit: The duration of your neural shock in-

creases to 3 rounds. Additionally, if the target fails the Fortitude save then they are shaken III until the end of the scene.

neural sHoCk supreMaCy

Your neural shock power has evolved.

Prerequisites: Neural Shock Mastery, Career Le-vel 9+

Benefit: You gain a +1 bonus with Will saves made vs. stress damage. Additionally, your neural shock power is permanently upgraded. Choose one of the following benefits.• Heavy neural shock: If the target fails the For-

titude save, then they are helpless and sprawled until the end of the scene.

• Neural shockwave: Your neural shock power gains an area with a 10 ft. radius.

overload basiCs

Electronic systems fall before you.Prerequisites: tech power (overload) NPC qua-

lity, Career Level 3+Benefit: The duration of your overload increases

to 2 rounds. Additionally, the damage done to Constructs increases to 2d6, and the target is sha-ken II until the end of the scene.

Special: When targeting a character with an ac-tive biotic barrier or tech armor, this power reduces the remaining damage reduction by 2d6 points.

overload Mastery

You can rip Geth limb-from-limb and smash bar-riers to atoms.

Prerequisites: Overload Basics, Career Level 6+Benefit: The duration of your overload increases

to 3 rounds. Additionally, the damage done to Constructs increases to 3d6, and the target is sha-ken III until the end of the scene.

Special: When targeting a character with an ac-tive biotic barrier or tech armor, this power reduces the remaining damage reduction by 3d6 points.

overload supreMaCy

Your overload power has evolved.Prerequisites: Overload Mastery, Career Level

9+Benefit: You gain a +1 bonus with Will saves

made vs. stress damage. Additionally, your over-load power is permanently upgraded. Choose one of the following benefits.• Heavy overload: When a standard Construct

fails a damage save prompted by your over-load power it is destroyed, inflicting 3d10 ex-plosive damage with a 10 ft. blast radius.

• Area overload: The area of your overload power increases to 10 ft.

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speCialist aMMunition

You are trained and equipped with special ammunition.

Benefit: Choose one of the following benefits. Each time you reload a projectile weapon, you may choose to use your chosen special ammunition.• Armour-piercing ammo: This ammo inflicts

50% more damage against characters that do not have any damage reduction (rounded up). Alternatively, it ignores damage reduction that isn’t provided by a barrier, shields or tech armor.

• Cryo ammo: A character struck by this ammo is slowed for 2 full rounds. A character struck with this ammo whilst already slowed is para-lyzed for the same duration.

• Disruptor ammo: This ammo inflicts 50% more damage against Constructs (rounded up), and such characters must make a suc-cessful Fortitude save (DC equal to damage after DR and Resistances are applied) or be stunned. Additionally, when this ammo hits a character protected by a barrier, shields or tech armor, the remaining damage reduction is reduced by half (rounded down) before da-mage is inflicted.

• Incendiary ammo: This ammo inflicts fire da-mage. However, the Reflex save prompted by the damage has its DC increased by 5.

• Shredder ammo: This ammo inflicts 50% more damage against organic characters (rounded up), and when struck such characters must make a successful Fortitude save (DC equal to the da-mage after DR and Resistances are applied) or start bleeding.

• Warp ammo: This ammo inflicts double damage to characters that are currently under the effects of a biotic power. This benefit may only be selected by a character that pos-sesses the biotic power NPC quality.

Special: You take this feat more than once, each time choosing a different benefit.

taCtiCal Cloak basiCs

You have rerouted more power to your tactical cloak, allowing it to function for longer.

Prerequisites: tech power (tactical cloak) NPC quality, Career Level 3+

Benefit: The duration of your tactical cloak in-creases to 2 rounds, and whilst under the effects of tactical cloak, the threat range of your attacks in-creases by 1.

taCtiCal Cloak Mastery

Your tactical cloak allows you to set up perfect kill-shots.

Prerequisites: Tactical Cloak Basics, Career Le-vel 6+

Benefit: The duration of your tactical cloak in-creases to 3 rounds, and whilst under the effects of tactical cloak, the threat range of your attacks in-creases by 2.

taCtiCal Cloak supreMaCy

Your tactical cloak power has evolved.Prerequisites: Tactical Cloak Mastery, Career

Level 9+Benefit: You gain a +1 bonus with Will saves

made vs. stress damage. Additionally, your tactical cloak power is permanently upgraded. Choose one of the following benefits.• Enhanced cloak: The duration of your tactical

cloak increases to 5 rounds.• Assassination cloak: Whilst under the effects

of tactical cloak, the threat range of your at-tacks increases by 5.

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ft teCH arMor basiCs

Your tech armor offers substantial protection.Prerequisites: tech power (tech armor) NPC qua-

lity, Career Level 3+Benefit: Your tech armor power now provides

10 points of damage reduction. Additionally, while your tech armor is active the cost to activate critical hits scored against you increases by 1. When the last point of damage reduction is lost, tech armor now deals 2d6 lethal damage.

teCH arMor Mastery

When it detonates, your tech armor releases a tor-rent of damaging energy.

Prerequisites: Tech Armor Basics, Career Level 6+

Benefit: Your tech armor power now provides 15 points of damage reduction. Additionally, while your tech armor is active the cost to activate critical hits scored against you increases by 2. When the last point of damage reduction is lost, tech armor now deals damage within a 10 ft. sphere.

teCH arMor supreMaCy

Your tech armor power has evolved.Prerequisites: Tech Armor Mastery, Career Le-

vel 9+Benefit: You gain a +1 bonus with Will saves

made vs. stress damage. Additionally, your tech ar-mor power is permanently upgraded. Choose one of the following benefits.• Assault armor: When the last point of damage

reduction is lost, tech armor now deals 3d6 lethal damage within a 20 ft. sphere.

• Power armor: Your tech armor now provides 20 points of damage reduction, and, whilst active, your ranged weapons and biotic and tech powers increase their damage by 50% (rounded up).

teCH finesse

Your finesse with your omni-tool means you hit only those you intend to.

Prerequisites: Intelligence 13+Benefit: Your tech powers do not affect your

team-mates.

teCH training

You have been trained to use your omni-tool for more than just the basics.

Prerequisites: Electronics 4+ ranksBenefit: You gain the tech power I NPC quality.Special: You may take this feat once only. Cha-

racters with the engineer, infiltrator or sentinel Specialty may not take this feat.

Species FeatsSome characters embrace their unusual heri-

tage, working to develop the special abilities of their race. Some species feats have a “Career Level 1 only” prerequisite, especially if they significantly affect a character’s heritage.

adapted

Your body has adapted to the harsh conditions that you live in.

Prerequisites: Vorcha, Survival 6+ ranksBenefit: Choose one of the following hazards.• Darkness: You gain darkvision II, and a +2 bo-

nus on Ambush checks made in ambient light that is dim or worse.

• Deadly environment: You gain Damage Resis-tance 5 (choose one: Acid, Bang, Cold, Elec-trical, Fire, Flash, Heat or Sonic damage).

• High gravity: Your Strength increases by 1, and your jumping distance is no longer limi-ted by your height.

• Overcrowding: You gain feral and regeneration 1.

• Sleep deprivation: You require only 2 hours of sleep per day.

• Starvation: You require only 1 common meal every 2 days.

• Thin atmosphere: Your Constitution increases by 1, and you can hold your breath for a num-ber of minutes equal to your Constitution score.

• Violence: You gain damage reduction 2.

adMiralty upbringing

As the child of a commissioned officer, your edu-cation and gear are both high quality.

Prerequisites: Quarian, Level 1 onlyBenefit: Your Intelligence and Wealth both in-

crease by 2.

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aggressive Conditioning

You have received extensive beatings training from Krogan Blood Pack mercenaries.

Prerequisites: Vorcha, Intimidate 6+ ranksBenefit: When in combat, your Strength and

Constitution scores rise by 2 each and you become enraged. Additionally, when enraged you do not have to attack friends if there are no enemies wi-thin range, and when you lose this condition you become fatigued instead of unconscious.

born to kill

You’re aggressive, even for a Krogan.Prerequisites: Krogan, Intimidate 6+ ranksBenefit: Your fearless NPC quality increases by

1 grade. Additionally, you gain feral and menacing threat.

ConneCted

The Salarian spy network is second to none, and you are a part of it.

Prerequisites: Salarian, Networking 6+ ranksBenefit: Whilst you are in any large city or have

access to interstellar communication you may request a free hint from the GM. If he refuses, you gain 1 bonus action die. You may use this ability a number of times per mission equal to the number of Style feats you have (minimum 1).

devout

Your faith is unshakeable.Prerequisites: Drell, Resolve 6+ ranksBenefit: Choose one of the Drell Paths. You take

one Step along this Path for every four full ranks you have in the Resolve skill.

eMbraCe eternity

You mastery of the melding process extends beyond the bedroom…

Prerequisites: Asari, Sense Motive 6+ ranksBenefit: When melding with another charac-

ter, they may choose to show you their memories, allowing you to experience those periods as if you were there. This requires time equal to the sequence

drell patHs

The following paths are open only to Drell char-acters, and represent their ancient polytheistic re-ligious beliefs.

Path of AmonkiraThe Lord of Hunters is a wily opponent, and

meditating on this aspect of their faith allows de-vout Drell to take on the aspects of a predator in the wild.

Amonkira I: Your Speed increases by 10 ft.Amonkira II: You gain a Terrain feat of your

choice.Amonkira III: You require only 1 common

meal and 4 hours of sleep a day.Amonkira IV: You gain a Terrain feat of your

choice.Amonkira V: When attacking as part of an

Ambush, you gain a bonus to damage equal to twice your Amonkira Step.

Path of ArashuThe Goddess of Motherhood and Protection is

kind and sympathetic, and she is often invoked when defending another or making use of the healing arts.

Arashu I: You gain the Bandage feat.Arashu II: You gain a +4 bonus on Notice

checks and a bonus to Defence equal to your Ar-ashu Step.

Arashu III: When you or a team mate make a saving throw, the roll is made twice, keeping the result you prefer.

Arashu IV: Whenever a character in an ad-jacent square suffers damage, you may instead choose to suffer the damage yourself.

Arashu V: Your Wisdom rises by 4.

Path of KalhiraThe Goddess of Oceans and the Afterlife re-

minds us that sometimes we must kill to prevent a killing. Many Drell say a short prayer to Kalhira after taking a life.

Kalhira I: Each of your attacks against Organic characters increases its threat range by 1.

Kalhira II: You gain a bonus with Reflex saves equal to your Kalhira Step, and you may take the Coup de Grace action as a half action.

Kalhira III: Your maximum rank in the Ath-letics or Medicine skill increases to your Career Level +8.

Kalhira IV: It costs you 1 fewer action dice to confirm critical hits targeting Organic characters (minimum 0).

Kalhira V: Your Constitution rises by 4.

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ftbeing shared. Further, the Disposition toward you of anyone you have ever melded with is increased by 10.

exotiC Heritage

Your mother mated with someone other than an Asari.

Prerequisites: Asari, Level 1 onlyBenefit: Choose a species.• Batarian: Your Constitution increases by 1,

you gain the Cheap Shot trick, and the DC of Fortitude saves prompted by subdual damage that you inflict increases by 2.

• Drell: Your Dexterity increases by 1, and, once per session, you may request a hint from the GM, for which the GM receives no action die. If the GM refuses, you gain 1 bonus ac-tion die.

• Elcor: Your Strength increases by 1, and you’re considered 1 size category larger for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts, so long as you are standing firmly on the ground and not flying, climbing, riding or in micro-gravity.

• Hanar: Your Wisdom increases by 1, and once per session you may improve the Dis-position of any 1 non-villain NPC by 10 wi-thout a skill check.

• Human: You gain 4 extra skill points at Career Level 1, and 1 additional skill point for each Career Level gained thereafter.

• Krogan: Your Strength increases by 1, and you gain fearless I.

• Quarian: Your Intelligence increases by 1, and Mechanics is always a class skill for you. Fur-ther, your result cap with this skill increases by 5 (maximum 60).

• Salarian: Your Dexterity increases by 1, and you may go without sleep without penalty for a number of days equal to your half your Constitution score (rounded up). After that period you suffer 1d6 stress damage per ad-ditional day you remain awake and cannot re-cover from stress damage until you sleep for at least 8 hours.

• Turian: Your Wisdom increases by 1, and you gain grueling combatant.

• Volus: Your Intelligence increases by 1, and activating any error that you roll requires 1 additional action die.

• Vorcha: Your Constitution increases by 1, and you gain fast healing.

gene tHerapy

Thanks to advanced science, your genetic code has been improved.

Benefit: A single attribute of your choice in-creases by 1. Alternatively, you may receive a +2 bonus to one of your saving throws.

Special: You may select this feat multiple times, but each time the bonus is applied to a different at-tribute or saving throw. Constructs may not select this feat.

getH sHield boost

Your platform has been modified to include a mi-niaturized kinetic barrier.

Prerequisites: Geth, Electronics 6+ ranksBenefit: You may take a full action to gain 10

points of damage reduction that function identi-cally to a biotic barrier.

grand Crest

Your crest is somewhat larger and thicker than those of lesser Krogan.

Prerequisites: Krogan, Level 1 onlyBenefit: Your Gore attack increases by I and you

may activate critical hits with your Gore attack for 1 less action die (minimum 0). Further, you gain Subdual Resistance 5.

HarMless

You are small and non-threatening, even for a Volus.

Prerequisites: Volus, Level 1 onlyBenefit: The DC of Sense Motive checks tar-

geting you increases by 4. Additionally, during combat NPCs may not attack you unless you have already attacked them, or are the closest available target. However, you suffer a –2 penalty with For-titude saves.

Hopper upgrade

Your mobile platform is light, springy and agile.Prerequisites: Geth, Level 1 onlyBenefit: Your Dexterity rises by 1 and you gain

superior climber I and superior jumper I. Additio-nally, your Jumping distance is not limited by your height.

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l1 iMplant

You received a biotic implant after puberty, gran-ting you very basic biotic abilities.

Prerequisites: HumanBenefit: You gain biotic power I.Special: You may take this feat once only. Cha-

racters with the Adept, Sentinel, or Vanguard Spe-cialty may not take this feat.

l2 iMplant

Your biotic implant is one of the L2 series – uns-table, but deadly.

Prerequisites: Human, Adept Specialty, Level 1 only

Benefit: Your mass effect origin ability instead grants you biotic power at Career Levels 1, 4, 8, 12, 16 and 20. However, you may not take 20, and any stress damage you suffer is doubled.

Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Bio-tics feat, reducing any Career Level requirements of that feat by 3.

l3 upgrade

You have upgraded your unstable L2 implant, at a small cost to your nervous system.

Prerequisites: L2 implantBenefit: Whenever you use a biotic power with

an activation time of 1 full action, you gain 1 addi-tional non-attack half action as a free action. You may use this ability a number of times per session equal to your starting action dice (maximum once per round). Additionally your Dexterity is reduced by 2, but your restriction on taking 20 is lifted, and any stress damage you suffer is no longer doubled.

MaCHinist

You are a master of machines and electronic devices.

Prerequisites: Quarian, Science 6+ ranksBenefit: The threat range of any check you make

that targets a mechanical or electronic device or a Construct has its threat range increased by 1. Ad-ditionally, when you use an omni-tool you gain double the normal benefit.

Multidextrous

Not only do you have six limbs, but you know how to use them too.

Prerequisites: Hanar, Athletics 6+ ranksBenefit: As a full action, you may make a single

half-action attack with each readied weapon that you are holding. None of these attacks may benefit from any tricks, each of them suffers a –4 penalty, and their error ranges increase by 1.

non-linear tHinking

Your mind processes information at incredible speeds.

Prerequisites: Salarian, Science 6+ ranksBenefit: Whenever you take part in a complex

task, the number of tasks required is reduced by 1. Further, you may add your Intelligence modifier to your Initiative rolls and stress thresholds (mini-mum 1).

oCCular enHanCeMent

You have had your eyes upgraded to better un-derstand your Hanar neighbors.

Prerequisites: Drell, Notice 6+ ranksBenefit: You gain darkvision I, and a +2 bonus on

vision-based Notice checks. Additionally, you gain the Hanar Cultures focus.

sHrewd

You could sell a pedicure kit to a Vorcha.Prerequisites: Volus, Bluff 6+ ranksBenefit: The higher of your Wisdom or Charis-

ma scores increases by 1. You also gain Stress Re-sistance 5. When taking the Skill Mastery feat, you have access to a new skill pair: Merchant (Bluff & Sense Motive).

slow and steady

More haste, less speed.Prerequisites: Elcor, Level 1 onlyBenefit: Your error range with all checks de-

creases by 1 (minimum 0), and activating your er-rors costs 1 extra action die (minimum 1). Howe-ver, you suffer a –2 penalty on Initiative checks.

stubborn as Hell

You hate being bossed around.Prerequisites: Batarian, Resolve 6+ ranksBenefit: The lower of your Constitution or Wis-

dom improves by 1. Additionally, any attempt to improve your Disposition instead worsens it by an equal amount, and you receive a +4 bonus on any

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ftroll made to resist any class ability, feat, skill check or NPC quality that would force you to take an ac-tion not of your choosing.

teaM player

You may not be a leader, but you’re a damn good follower.

Prerequisites: Batarian, Tactics 6+ ranksBenefit: When determining numerical superio-

rity, you count as two characters. Additionally, once per round you may give up a half action to allow a team mate who can see and hear you to immedia-tely use that action themselves.

tolerant

Your tolerance of the improper behavior of other species is an example to others.

Prerequisites: Hanar, Sense Motive 6+ ranksBenefit: You gain a +4 bonus on Resist checks,

and when resisting Taunt and Threaten actions.

total war

If somebody is worth shooting once, they’re worth shooting twice…

Prerequisites: Turian, Tactics 6+ ranksBenefit: Once per round, you may make a free

attack against a character that you have already at-tacked at least once this round. You may use this ability a number of times per combat equal to your starting action dice.

turian disCipline

They say that you only see a Turian’s back once he’s dead.

Prerequisites: Turian, Resolve 6+ ranksBenefit: You gain +2 Defense vs. free attacks,

and when you are the target of a Taunt or Threaten action you gain a +2 bonus on the opposed skill check. Additionally, you deal +1 point of damage on any attack that deals lethal damage, but you can never convert lethal damage to subdual damage.

walking tank

Thanks to your size, you are capable of carrying immensely powerful weaponry.

Prerequisites: Elcor, Tactics 6+ ranksBenefit: You may take the Brace action even wi-

thout access to a stable surface. Additionally, when wearing hard suit full armour you may request, carry and fire non-bomb Vehicle Weapons, trea-ting their Caliber as if it were equal to the number of upgrades they are worth. Additionally, when using these weapons you may substitute the Tacti-cal proficiency for the Vehicle Weapons proficien-cy. However, if you attempt to fire such a weapon without first taking the Brace action, then after the attack is resolved you become sprawled.

gear

Many of these items rely on technology that is capable of producing or affecting mass effect fields. As a result, they are unique to the setting and are impossible to recreate using modern technology.

eleCtroniCsFor more about Electronics picks, see page 276 of

the Spycraft 2.0 core rulebook.

eleCtroniC piCk desCriptions

Omni-tool: An omni-tool is a holographic fo-rearm-mounted multipurpose diagnostic and ma-nufacturing tool. It has a power rating equal to its Caliber, and contains the following items, all with a power rating equal to the omni-tool itself: commer-cial GPS unit, flashlight, laptop computer and tac-tical radio, each of which is supplied with enough

table 2: eleCtroniCs piCksName PR Cap Rng Sz/Hand Battery Save WeightOmni-tool See description — — T/1h ∞ +8 0.5 lbs

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power to operate indefinitely. Additionally, it can duplicate the effects a Caliber I kit of your choice. When activating a tech power, the omni-tool may be used with one of the following benefits.• Increase the duration of a power that has a

duration greater than instant by (power ra-ting) rounds.

• Increase the damage inflicted by (power ra-ting) points.

gadgetsFor more about Gadget picks, see page 278 of the

Spycraft 2.0 core rulebook.

gadget piCk desCriptions

Biotic Amp: This mechanism has a power rating equal to its Caliber. It may only be placed in a hou-sing that is part of a character’s body, and only by a character that possesses the biotic power NPC quality. When activating a biotic power, the amp may be used with one of the following benefits.• Increase the duration of a power that has a

duration greater than instant by (power ra-ting) rounds.

• Increase the damage inflicted by (power ra-ting) points.

• Ignore the restriction stating that you may not use a biotic power if you activated a bio-tic power in this or the previous round. This benefit only applies to biotic amps of Caliber III or above.

seCurityFor more about Security picks, see page 283 of the

Spycraft 2.0 core rulebook.

ArmorsThese armors are unique to the Mass Effect set-

ting. They are all Full Armor, and each one is consi-dered to exist in different versions that are appro-priate for each race. Their weight statistic is provi-ded, but only for purposes of being carried – when worn, these armors do not count toward calculating the wearer’s encumbrance.

Many of these armors have a new statistic called ‘Shields’. Shields are energized kinetic barriers that provide additional points of damage reduction, which are lost as soon as they reduce the damage that you suffer from an attack. These additional points of damage reduction return at a rate of 1 per round in any round in which you are not struck by an attack. Shields granted by different sources stack.

arMor desCriptions

Hard-suit, assault: Assault armor is designed for shock troops, who are expected to turn the tide of battle against creatures or forces that would deci-mate normal soldiers. It has powerful shields, ar-mor thick enough to last against a superior foe, and a rechargeable pack to extend a heavy weapon power cell. This armor is sealed (see the Spycraft 2.0 core rulebook, page 284). When requisitioning a tac-tical weapon with this armor, the amount of ammu-nition gained increases by 50% (rounded up).

Hard-suit, heavy: Used almost exclusively by military frontline troops, heavy hard-suits benefit from thick armor plates, powerful kinetic barriers and an environment seal that allows the wearer to operate almost anywhere, from the cold vacuum of space to the bottom of the ocean. This armor is sealed (see the Spycraft 2.0 core rulebook, page 284).

Hard-suit, heavy assault: Rare and prohibitively expensive, heavy assault hard-suits are usually seen only in the hands of powerful mercenary groups

table 3: gadget piCksName PR Cap Rng Sz/Hand Battery Save Weight

Biotic Amp See description — — — ∞ +10 0.1 lbs

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and private corporations, as the cost of this armor places it outside the military budgets of most races for anything other than the most elite troops. This massive suit provides incredible protection, turning the wearer into a walking tank, with powerful leg actuators increasing running speed dramatically. This armor is sealed (see the Spycraft 2.0 core rule-book, page 284).

Hard-suit, light: Used mainly by police and local security forces, light hard-suits are the mainstay in non-military protection for nearly every race in ci-vilized space. They are lightweight, tough, and pro-vide the benefits of a low-level kinetic barrier whilst negating many environmental concerns comple-tely. This armor is sealed (see the Spycraft 2.0 core rulebook, page 284).

Hard-suit, medium: Offering increased pro-tection (but also increased encumbrance), me-dium hard-suits are worn by those who expect to see combat, but can’t afford the price tag or the re-duced mobility inflicted by heavier armor. Striking a balance between light and heavy hard-suits, the medium suit offers solid protection against small arms fire, and sports a kinetic barrier that — when combined with cover — can mitigate the effects of even heavy weapons. This armor is sealed (see the Spycraft 2.0 core rulebook, page 284).

Hard-suit, tactical: Built specifically for field of-ficers, tactical hard-suits have a VI dedicated to re-cognizing signs of stress and medical trauma. This application helps assess soldiers, but can be useful in any high risk situations. This armor is sealed (see

table 4: arMorArmor Name DR Shields Resistances DP ACP Spd Notice Weight

Caliber IEmergency kinetic barrier

— 5 — — — — 24 1 lb.

Insulated bodysuit 1 — AC1, CD15, EL1, EX1, FR1, HT10 — –1 — 16 6 lbs.

Caliber IILight hard-suit 3 3 AC3, CD5, CN (all), EL3, EX3,

FR3, HT10, VC (all)–1 –2 — 10 8 lbs.

Light kinetic barrier — 10 — — — — 24 2 lbs.Medium hard-suit 6 5 AC 6, CD5, CN (all), EL6, EX6,

FR6, HT10, VC (all)–2 –2 –5 ft. obvious 14 lbs.

Caliber IIIHeavy hard-suit 8 10 AC8, BN3, CD30, CN (all), EL8,

EX8, FL3, FR8, HT20, VC (all)–3 –5 –5 ft. obvious 30 lbs.

Medium kinetic barrier

— 15 — — — — 24 3 lbs.

Tactical hard-suit 7 5 AC7, BN3, CD30, CN (all), EL7, EX7, FL3, FR7, HT20, VC (all)

–3 –3 +5 ft. obvious 25 lbs.

Urban combat suit 7 10 BN3, CD5, EL7, EX7, FA5, FL3, FR7, HT5

–2 –3 — obvious 25 lbs.

Caliber IVAssault hard-suit 7 10 AC7, BN3, CD30, CN (all), EL7,

EX7, FL3, FR7, HT20, VC (all)–4 –6 –10 ft. obvious 30 lbs.

Heavy kinetic barrier — 20 — — — — 24 4 lbs.N7 armor 4 10 CD5, EL4, EX4, FR4, HT10 –1 –2 — obvious 15 lbs.

Caliber VHardened kinetic barrier

— 25 — — — — 24 5 lbs.

Heavy assault hard-suit

10 15 AC9, BN5, CD30, CN (all), EL9, EX9, FL5, FR9, HT30, VC (all)

–6 –8 +10 ft.

obvious 80 lbs.

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the Spycraft 2.0 core rulebook, page 284). Additio-nally, you inflict +2 points of damage with attacks granted by the biotic power or tech power NPC qua-lity, and you gain a +2 gear bonus on all opposed Charisma-based checks.

Insulated bodysuit: This lightweight suit is form-fitting and lightly armored to provide mini-mal protection to the wearer. Worn by people in all walks of life from construction workers to archeo-logists, the insulated bodysuit is designed mainly to protect against hostile environments rather than automatic weapons fire.

Kinetic barrier: Kinetic barriers offer a range of protection that is both discreet and lightweight. In use by civilians, private corporations and the mili-tary, their high-density mass effect fields can ad-ditionally be used to supplement the shields of a hard-suit.

N7 armor: This armor is designed to augment Tech, Biotic and Weapons damage as well as pro-vide additional health and shield strength. The mo-dular nature of N7 armor means that you must se-lect one accessory from each of the sections below: helmet, N7 chest, N7 shoulders, N7 arms and N7 legs. The benefits granted by these accessories are cumulative with each other.

Helmet• Death mask: You gain a +2 gear bonus on

checks made as part of a Stand-Off or Threa-ten action, and this armor becomes sealed (see the Spycraft 2.0 core rulebook, page 284).

• Kestrel helmet: Any penalties that you suffer when taking the Called Shot action are re-duced by 1 (minimum 0). Additionally, you inflict +1 point of damage with ranged at-tacks, and the damage reduction granted by your shields increases by +1.

• Kuwashii visor: Any penalties that you suffer when taking the Called Shot action are halved (rounded up). Additionally, when making a ranged attack the attack gains the accurized quality if it does not already possess it.

• N7 helmet: The damage reduction granted by this armor increases by +2.

• N7 breather helmet: The damage reduction granted by this armor increases by +1, and this armor becomes sealed (see the Spycraft 2.0 core rulebook, page 284).

• Recon hood: You inflict +2 points of damage with ranged attacks.

• Sentry interface: The damage reduction gran-ted by your Shields increases by +2.

• Umbra visor: You inflict +1 point of damage with attacks granted by the biotic power or tech power NPC quality.

N7 Chest• Aegis vest: The damage reduction granted by

this armor increases by +1.• Capacitor chestplate: Any kinetic barrier that

you are wearing repairs its damage reduction by 1 point each round, even if you have taken damage that round.

• Kestrel torso: You inflict +1 point of damage with melee, ranged and unarmed attacks. Ad-ditionally, the damage reduction granted by your shields increases by +1.

• N7 chestplate: You inflict +1 point of damage with attacks granted by the biotic power or tech power NPC quality.

• Shield harness: The damage reduction gran-ted by your Shields increases by +2.

N7 Shoulders• Amplifier plates: You inflict +1 point of da-

mage with attacks granted by the biotic power or tech power NPC quality.

• Asymmetric defense layer: The damage reduc-tion granted by this armor increases by +1.

• Kestrel shoulder pads: You inflict +1 point of damage with melee, ranged and unarmed at-tacks. Additionally, the damage reduction granted by your shields increases by +1.

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ft• N7 shoulder guards: You inflict +2 points of

damage with ranged attacks.• Strength boost pads: You inflict +2 points of

damage with melee and unarmed attacks.

N7 Arms• Heavy damping gauntlets: The damage reduc-

tion granted by your Shields increases by +2.• Kestrel arm sheathing: You inflict +1 point

of damage with melee and unarmed attacks. Additionally, the damage reduction granted by your shields increases by +1.

• N7 gauntlets: The damage reduction granted by this armor increases by +1.

• Off-hand ammo pack: You may take the Re-load action with a non-tactical weapon as a free action. You may do this a number of times per session equal to your starting action dice (minimum 1).

• Stabilization gauntlets: You inflict +1 point of damage with ranged attacks.

N7 Legs• Kestrel hip-mounted power pack: You may take

the Reload action with a tactical weapon as a free action once per session. Additionally, the damage reduction granted by your shields increases by +1.

• Life support webbing: The damage reduction granted by this armor increases by +1.

• N7 greaves: The damage reduction granted by your shields increases by +2.

• Ordinance packs: You may take the Reload ac-tion with a tactical weapon as a free action. You may do this a number of times per session equal to your starting action dice (minimum 1).

• Stim conduits: Your Speed increases by +5 ft.

Urban combat suit: Originally created for Earth’s Urban Combat Championship, this set of armor has undergone as much or more field testing than those of modern militaries. It uses a propriety power cell that costs as much as an EUCC rookie’s contract. You inflict +3 points of damage with at-tacks granted by the biotic power or tech power NPC quality.

veHiClesFor more about Vehicle picks, see page 289 of the

Spycraft 2.0 core rulebook.

Heavy ground veHiCle desCriptions

ET-3 Transport: This six-wheeled cargo hau-ler is used exclusively by civilians. It is low to the ground and offers poor protection, being ill-suited to combat. It is, however, cheap and hard-wearing, and despite its age it does its job well.

M-080 IFV: An early prototype of the M-35 Mako, the M-080 was used to field-test the design and iron out any problem. Now it exists largely in the hands of private collectors or mercenaries that are looking to purchase cheap military vehicles.

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M-29 Grizzly: The M-29 Grizzly infantry fi-ghting vehicle was the standard ‘battle taxi’ of Systems Alliance Marines for nearly thirty years. However, while excellent in long-term planetary campaigns, the Grizzly’s bulk and weight made it unsuitable for rapid deployment across the Al-liance’s expanding sphere of influence. As a result, it has been largely replaced by the M-35 Mako, but mercenary groups and corporate security forces of-ten still use it.

M-35 Mako: The M-35 Mako infantry fighting vehicle was designed for the Systems Alliance’s fri-gates. Though the interior is cramped, an M-35 is small enough to be carried in a cargo bay and easily deployed on virtually any world. With its turreted

155mm cannon and coaxial-mounted machine gun, the Mako can provide a fire team with weapon support as well as mobility. It is environmentally sealed and powered by a hydrogen-oxygen fuel cell, and can be safely dropped onto a planetary surface from orbit.

M-44 Hammerhead: The M-44 Hammerhead is an infantry fighting vehicle that hovers over the battlefield at up to 120 kilometers an hour. The Hammerhead’s main gun can only swivel verti-cally but compensates it with a guided missile sys-

table 5: Heavy ground veHiClesName Size Occ A/T MPH Def/Save Cargo Rng/Fuel QualitiesCaliber IIET-3 transport

L (2×4)

1+5 2/2 30/45 9/+15 1 ton ∞/eezo DEP

Caliber IIIVT-7 transport

L (2×5)

1+5 2/1 30/45 9/+20 1 ton ∞/eezo DEP, LSP (6 man-days), SEN (radar 2)

Caliber IVM-080 IFV L

(2×4)1+3 3/3 40/60 9/+25

(20 shields)200 lbs. ∞/eezo DEP, LSP (4 man-days), SEN

(radar 2), STB, WPN (155mm mass accelerator cannon)

M-29 grizzly L (2×5)

1+5 2/1 30/45 9/+25 450 lbs. ∞/eezo DEP, LSP (6 man-days), SEN (radar 6), WPN (155mm mass accelerator cannon)

Tomkah IFV H (4×6)

1+5 1/1 30/45 8/+35 300 lbs. ∞/eezo CMF (any one), FMP (1), HAR (1), WPN (155mm mass accele-rator cannon)

Caliber VM-35 mako L

(2×4)1+3 3/4 40/60 9/+25

(30 shields)200 lbs. ∞/eezo ENV (arctic, rugged), FOR, LSP

(4 man-days), ORD, SEN (radar 2), STB, WPN (155mm mass accelerator cannon, HMG)

M-44 hammerhead

L (2×4)

1+3 6/6 130/180 9/+18 200 lbs. ∞/eezo FMP (Anti-air, radar, light), GEV, SEN (radar 2, sonar 2)

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fttem that ensures accuracy even during aggressive maneuvering. It also incorporates an onboard VI system that monitors the environment for dangers and alerts the crew. Uniquely, this vehicle can make Acrobatics/Jump checks with a +30 modifier, not limited by its height.

Tomkah IFV: Outwardly similar to the Al-liance’s M-29, the Tomkah is fielded by Krogan warlords. Fully two stories high, its crew compart-ment is thus much larger to accommodate the size of a Krogan crew and passengers. It is armed with a formidably powerful mass accelerator cannon, and has a top-mounted hardpoint.

VT-7 Transport: The civilian version of the M-29 Grizzly, the VT-7 is used by civilian concerns across Citadel space. Corporations such as Exogeni use it for exploration missions, and on worlds like Noveria where ordinary vehicles simply don’t cut it, they use it just to get from place to place.

serviCe airCraft desCriptions

X3M Air Speeder: Referred to colloquially as a ‘shuttle’, the X3M is an almost ubiquitous transport vehicle across civilized space. Used extensively in the transport networks of heavily-settled worlds, this air speeder is capable of tight maneuvering in confined spaces.

perforManCe airCraft desCriptions

A-61 Mantis: The A-61 Mantis Gunship is a tough, agile ground attack craft. This vectored-thrust aircraft is heavily armed and armored, and its mass accelerator machine guns and missile laun-chers can make short work of whole platoons of infantry. Its one weakness is its lack of kinetic bar-riers, and a concerted attack with heavy weapons will quickly bring it down.

table 6: serviCe airCraftName Size Occ A/T MPH Def/Save Cargo Rng/Fuel QualitiesCaliber IIIX3M air speeder L (2×4) 1+3 4/4 65/100 9/+9 150 lbs. ∞/eezo DEP, VTL

table 7: perforManCe airCraftName Size Occ A/T MPH Def/Save Cargo Rng/Fuel QualitiesCaliber VA-61 mantis gunship

H (4×8)

2+8 3/4 175/225 8/+20 200 lbs. ∞/eezo CHF, CMF (any one), DUC, HAR (1), SEN (ra-dar 1, thermal 6), UNF, VTL, WPN (2×Anti-air, radar, light; 2×HMG)

UT-47 kodiak drop shuttle

L (2×5)

2+12 5/8 1000/2200 9/+15 (20 shields)

500 lbs. ∞/eezo JAM (5), LOB (radar Me-dium. thermal Medium), LSP (14 man-days), SEN (radar 1, thermal 6), UNC, UNF, VTL

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UT-47 Kodiak: The UT-47 Kodiak Drop Shuttle is a personnel carrier capable of planetary flight. Nicknamed the ‘Combat Cockroach’ by Alliance marines due to its durability and looks, the Kodiak is an interplanetary vehicle operated by a pilot and a co-pilot. Its small thrusters are for directional control only, so if the mass effect field fails, the vehi-cle becomes a proverbial ‘three-million-credit cof-fin’. The shuttle forgoes weaponry-space for active masking, electronic countermeasures, and a kinetic barrier system.

Vehicle WeaponsFor more about Vehicle Weapons, see page 297 of

the Spycraft 2.0 core rulebook.

veHiCle weapon desCriptions

155mm Mass Accelerator Cannon: This devasta-ting vehicle mounted weapon is used by military units to smash enemy vehicles and fortifications. Its use of mass acceleration technology means that it carries a large amount of ammunition for a weapon of its size. It is reported that a savvy user can even bring down something as big as a thresher maw with this weapon.

Anti-Air Missile Launcher: Launching tiny me-tal slugs that are suspended in mass effect fields, these rounds move toward the target, rapidly acce-lerating before impact and discharging tremendous energy. Thanks to this mechanism, the launcher can carry thousands of rounds of ammunition.

HMG: This mass accelerator-heavy machine gun is fitted to vehicles that will be expected to engage infantry. It offers excellent close-quarter fire sup-port for foot soldiers, and can even shred unwary light vehicles.

weaponsFor more about Weapon picks, see page 298 of

the Spycraft 2.0 core rulebook. The magazines for each of these weapons are uni-

versally interchangeable heat-sink ‘clips’. Each of these weapons will accept a magazine from any of the others, providing an amount of ammunition ap-propriate to one full magazine for the weapon being used. The exception is heavy weapons, which can only accept magazines from other heavy weapons.

table 8: CannonsName Cost Dmg E/T Ammo Rng Qualities155mm mass accelerator cannon 5 7d8 (explosive, AP 25) 1-2/20 ∞ 1000 ft. IMP, SLD (2)

table 9: veHiCle MaCHine gunsName Cost Dmg E/T Ammo Rng QualitiesHMG 3 6d6 (AP 20) 1-3/19-20 ∞ 300 ft. HDM, IMP

table 10: veHiCle Missile launCHersName Cost Dmg E/T Ammo Rng QualitiesMissile launcher, light radar-guided anti-air

3 4d10 (explosive, 10 ft. blast) 1/20 ∞ 1000 ft. AIR, GUI (radar), HDM, IMP

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ft Heavy pistol desCriptions

M-3 Predator: Manufactured by Elanus Risk Control, the Predator is valued as a powerful, dead-ly and relatively inexpensive weapon. While it is not generally deployed in the military, it’s very popular in the Terminus Systems.

M-5 Phalanx: This highly accurate handgun is manufactured with an inbuilt multi-mode laser sight. It is expensive and it kicks like a mule, but its ability to accurately place rounds where the user wants them to go makes it a firm favorite with those who can afford it.

M-6 Hand Cannon: An expensive but powerful weapon, its marketing materials feature a charging krogan with the slogan, ‘Don’t you wish Carnifex was at your side?’

subMaCHine gun desCriptions

M-4 Shuriken: Manufactured by the Elkoss Combine, the Shuriken machine pistol has a repu-tation for being deadly and easy to use. This is a light submachine gun.

table 11: Heavy pistolsName Dmg E/T Ammo Rec Rng Sz/Hand Qualities WeightCaliber IM-3 Predator 1d12 1/20 12M5 14 45 ft. D/1h DEP, RGD 2.5 lbsCaliber IIM-6 Hand Cannon 3d6 (AP 3) 1/19-20 6M3 25 30 ft. D/1h TKD 4 lbsCaliber IIIM-5 Phalanx 2d6+2 1/19-20 6M4 18 45 ft. D/1h ACC, UPG (multi-

mode laser sight)3.5 lbs

table 12: subMaCHine gunsName Dmg E/T Ammo Rec Rng Sz/Hand Qualities WeightCaliber IM-4 Shuriken 1d12 1-2/20 24M10 8 30 ft. T/1h DEP, NFM (B) 5 lbCaliber IIM-9 Tempest 2d6 1-2/20 50M9 8 30 ft. T/2h NFM (B/F) 5 lbM-12 Locust 2d4 1-2/20 20M12 4 45 ft. T/2h ACC, AP (3),

UPG (vertical foregrip)5 lb

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M-9 Tempest: Produced by Elanus Risk Control Services for the Eclipse mercenary band, the Tem-pest heavy submachine gun is an expensive but deadly addition to anyone’s personal arsenal. This weapon can only fire in burst mode.

M-12 Locust: The Kassa Fabrications Model 12 Locust is a compact heavy submachine gun de-veloped for the Alliance but now favored by gang enforcers and hitmen. Featuring a complex recoil-reducing mechanism, the Locust delivers longer-range, more accurate fire than others in its class. This weapon can only fire in burst or full auto.

assault rifle desCriptions

M-8 Avenger: The modular design and inexpen-sive components of the Avenger make it a favorite of military groups and mercenaries alike. The Aven-ger has a reputation for being tough, reliable and easy to use.

M-15 Vindicator: Manufactured by Elanus Risk Control Services for the Blue Suns mercenary group, the Vindicator is quickly gaining popularity in the Terminus Systems. This weapon can only fire in burst mode.

M-96 Mattock: This variant of the popular Vin-dicator is built so that the mass effect field it gene-rates hurls its ammunition at the target with subs-tantially more velocity. This weapon can only fire in single-shot mode.

table 13: assault riflesName Dmg E/T Ammo Rec Rng Sz/Hand Qualities WeightCaliber IIM-8 Avenger 3d6 1-2/20 40M10 10 100 ft. S/2h DEP, RGD 8 lbsCaliber IIIM-15 Vindicator 4d4+2 1-2/20 24M5 12 150 ft. S/2h NFM (B) 9 lbsM-96 Mattock 4d4+2 (AP 5) 1-2/20 16M4 16 200 ft. S/2h NFM (S) 9 lbsPrize onlyGeth Pulse Rifle 4d4 1-3/20 40M12 14 100 ft. S/2h ACC, QKY, UNR 6 lbs

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ftGeth Pulse Rifle: Geth pulse rifles are rarely

retrieved from the battlefield; when they are, the guns are generally functional and comparable to a stock assault rifle. Over time, however, they prove unreliable and difficult to repair. When used with the Burst or Automatic Fire tricks, this weapon does not suffer an increase in error range. Additio-nally, when this weapon hits a character protected by shields, tech armor or a biotic barrier, the remai-ning damage reduction is reduced by half (rounded down) before damage is inflicted. This effect does not stack with disruptor ammo. Geth characters may purchase this as a Caliber III weapon.

squad autoMatiC weapons desCriptions

M-76 Revenant: This custom-made machine gun features technology not widely available. Pro-tected against replication by sophisticated Fabrica-tion Rights Management (FRM) technology, only

the richest and most powerful warlords can afford this weapon. This weapon can only fire in burst or full auto.

sniper rifle desCriptions

M-29 Incisor: The Incisor is one of a new wave of sniper rifles designed to overload active defenses such as shields. Firing three shots with each pull of the trigger, the Incisor’s has increased stopping power without sacrificing accuracy. This weapon can only fire in burst mode.

table 14: squad autoMatiC weaponsName Dmg E/T Ammo Rec Rng Sz/Hand Qualities WeightPrize onlyM-76 Revenant 4d4 1-2/20 80M6 14 100 ft. S/2h IMP, NFM (B/F) 12 lbs

table 15: sniper riflesName Dmg E/T Ammo Rec Rng Sz/Hand Qualities WeightCaliber IIM-92 Mantis 2d10+2

(AP 5)1/19-20 1M9 21 250 ft. M/2h ACC, DEP,

UPG (10× telescopic sight)14 lbs

Caliber IIIM-29 Incisor 4d4 1/19-20 15M2 12 250 ft. M/2h ACC, NFM (B),

UPG (10× telescopic sight)12 lbs

M-97 Viper 3d6 (AP 5)

1/19-20 12M4 3 250 ft. M/2h ACC, UPG (10× telescopic sight)

12 lbs

Prize onlyM-98 Widow 2d12

(AP 10)1/18-20 1M12 25 350 ft. M/2h ACC, BLK, PUN, TKD,

UPG (10× telescopic sight)85 lbs

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M-92 Mantis: Manufactured by Devlon Indus-tries, the Mantis is primarily used by police and planetary militia groups. The prevalence of kinetic barriers has made this weapon less popular with the military, but it is used more frequently in the Termi-nus system where these defenses are less common.

M-97 Viper: Rosenkov Materials developed this deadly weapon in response to the rising prevalence of kinetic barriers. While kinetic barriers still offer some protection from this weapon, its sheer power and rapid rate of fire make it capable of quickly kil-ling almost any target, regardless of its defenses.

M-98 Widow: Weighing in at 39 kilograms, the Widow Anti-Material Rifle is primarily used by sniper teams in assault missions against armored vehicles or Krogan. While kinetic barriers offer ef-fective protection on vehicles, the kind generated by conventional personal shields often is too weak to defend against the Widow. Protected by Fabri-

cation Rights Management (FRM) technology, this weapon is nearly impossible to reproduce and is prohibitively expensive.

seMi-autoMatiC sHotgun desCriptions

Geth Plasma Shotgun: This unusual weapon has only recently been seen in the hands of Geth forces on this side of the Perseus Veil. As a full-round ac-tion the user may ‘charge up’ the weapon — the next attack made with it causes electrical damage, and automatically reduces the DR of any shields that the target is wearing to zero before damage is inflicted (after which they begin recharging nor-mally). This weapon generates its own ammunition, and it cannot be equipped with any of the variant shotgun ammunition types. Geth characters may purchase this as a Caliber III weapon.

table 16: sHotgunsName Dmg E/T Ammo Rec Rng Sz/Hand Qualities WeightCaliber IIM-23 Katana 4d4+2 1-2/19-20 5M2 14 25 ft. S/2h IMP, TKD 10 lbsCaliber IIIM-22 Eviscerator 5d4 (AP 5) 1-2/19-20 3M4 14 30 ft. S/2h BLD, DEP, IMP, TKD 8 lbsM-27 Scimitar 4d4 1-2/19-20 8M2 14 15 ft. S/2h IMP, NFM (B), TKD 12 lbsPrize onlyGeth Plasma Shotgun

4d4 explosive

1-3/19-20 5M2 14 40 ft. S/2h IMP, QKY, TKD, UNR 24 lbs

M-300 Claymore 5d6 (AP 10) 1-3/18-20 1M10 21 25 ft. S/2h BLK, IMP, PUN, TKD 24 lbs

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ftM-22 Eviscerator: The M-22 Eviscerator is of

human civilian design and has a unique ammuni-tion generator. Where most modern firearms shave off chips or pellets from an ammunition block, the M-22 shaves off serrated metal edges designed to fly aerodynamically. This design violates several intergalactic weapons treaties, so the M-22 is not distributed to militaries.

M-23 Katana: Manufactured by Ariake Tech-nologies, the Katana is a common mercenary wea-pon, and is also popular on colonies with Varren infestations.

M-27 Scimitar: Manufactured by Ariake Tech-nologies, the Scimitar features twin mass effect ge-nerators, giving it a more rapid rate of fire than a traditional shotgun. This weapon was created for the Eclipse mercenary band, but it is rapidly beco-ming popular with Blood Pack mercenaries as well. This weapon can only fire in burst mode.

M-300 Claymore: This beast of a weapon is of human design but is typically only used by Krogan, due to the fact that the kickback from a single shot has enough force to break a human’s arm. Protec-ted by Fabrication Rights Management (FRM) technology, this weapon is nearly impossible to re-produce and is prohibitively expensive.

Heavy weapon desCriptions

Arc Projector: The Arc Projector ionizes targets with a non-visible laser to ready them for a high-voltage electrical attack. As the lightning-like bolt hits its first target, a sophisticated auto-targeting system paints succeeding targets with the ioniza-tion laser, allowing the electricity to take the path of least resistance and arc between them. An entire enemy strike team can be shocked to death with a few pulls of the trigger. Characters struck by this weapon are shaken for 1 round. Additionally, all characters and objects adjacent to the target suffer half damage.

M-100 Grenade Launcher: This man-portable stand-along grenade launcher is light, durable and extremely cost-effective. It sees common use with military units and mercenary groups across the whole of settled space.

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M-451 Firestorm: The Firestorm is an anti-per-sonnel and anti-armor flame unit that can accept a wide variety of liquid fuels. It fires a sticky spray that burns at approximately 1600°C, a less intense fire than plasma weapons, but covering a signifi-cantly wider target area.

M-490 Blackstorm: The Blackstorm encases a few particles of matter within a high-powered mass-increasing field, elevating them to near-infi-nite mass and creating a powerful localized gravity well that draws nearby enemies and objects into it. The rapidly-increasing gravity near the event ho-rizon of the singularity rips the objects apart and then explosively hurls them away. This weapon tar-gets a square instead of a specific character. Every character within 30 ft. without a barrier or tech ar-mor is paralyzed and pulled 15 ft. toward the tar-get square. On your next initiative pass, the target square detonates (dealing the listed damage) and everyone within 30 ft. becomes sprawled. Charac-ters killed by this weapon are annihilated.

table 17: Heavy weaponsName Dmg E/T Ammo Rec Rng Sz/Hand Qualities WeightFlamethrowersCaliber IIIM-451 Firestorm 3d6 fire 1-2/— 100M1 — 20 ft. S/2h BLK, IMP, SLD (2) 20 lbs.Stand-Alone Grenade LaunchersCaliber IIIM-100 Grenade Launcher

4d10 explosive 1-2/20 1S10 — 50 ft. S/2h DEP, INA (–5), RGD, SLD (2)

11 lbs.

Missile LaunchersCaliber IVML-77 Missile Launcher

5d10 explosive 1-2/20 1S15 — 500 ft. S/2h AIR, GUI (IR), INA (–5)

14 lbs.

Exotic WeaponsCaliber IIIArc Projector 3d10 electrical 1-2/20 1S10 — 50 ft. S/2h BLK, SLA 14 lbs.Caliber IVM-490 Blackstorm 5d10 explosive 1-2/— 2M6 — S/2h BLK, SLA 20 lbs.M-622 Avalanche 3d6 cold 1-2/20 1S20 — 50 ft. S/2h BLK 20 lbs.Caliber VM-920 Cain 10d10 explosive

(AP 50)1-2/20 1S1 — 500 ft. M/2h BLK, SLA, SLD (10) 50 lbs.

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round technology is used to modify standard wea-pon slugs. A cooling laser collapses the ammuni-tion into Bose-Einstein condensate, a mass of su-per-cooled subatomic particles capable of snap-freezing impacted objects. Special characters wi-thin the area are slowed, and standard characters are paralyzed. This effect lasts for two rounds, and has an area of 10 ft.

M-920 Cain: Loaded with a single 25 gram slug, the M-920 Cain accelerates this round to a speed of 5km/s. The slug’s impact releases the built-up energy in a devastating explosion, accompanied by a characteristic ‘mushroom cloud’ effect.

ML-77 Missile Launcher: A rapid-fire missile launcher, the ML-77 fires seeking projectiles that are capable of damaging even light vehicles. Each projectile features a friend-or-foe recognition sys-tem, ensuring that it will find a hostile target – al-though not necessarily the one in the crosshairs.

fleet aCtions

Fleet actions or battles are a combat sub-system modeling the clash of fleets of starships, as captains and admirals direct their forces in battle. While a special character’s vessel may be able to stand alone against a fleet at least briefly, bringing a fleet of your own is generally the better course of action.

The main strength of a fleet is measured as Force. Special characters and units of vessels contribute to the force of their side in a battle.

dispersed and destroyed

Hostile enemy action and some sacrificial tactics will steadily erode the forces on each side of the battlefield. These actions may take the form of ‘des-troying’ a unit or ‘dispersing’ it. In both cases the unit ceases to contribute to their side’s Force total and their commander may no longer call upon any tricks they provide. Destroyed units are lost, having suffered overwhelming casualties, though they can be replaced over time as described in the Command Prize (see page 44). Dispersed units have been scat-tered, and become available to their commander 1 full day after the current confrontation ends. Dis-persed units may not be targeted with additional Battlefield Tricks by either side.

speCial CHaraCters in battle

Each side must have one special character decla-red as the ‘commander’. All other special characters in that army are called ‘leaders’. A special charac-ter’s Force equals the highest number of Basic, Me-lee, or Unarmed combat feats he has.

If a special character has 1 or more Ranged com-bat feats, he gains a trick.

Pinpoint Accuracy (Ranged Battlefield Trick): Destroy one enemy unit of your choice with Force less than the number of Ranged Combat feats you have. You may use this trick until you have succee-ded with it once per battle.

ConduCting tHe battle

The GM decides which side is the attacker, and which is the defender based on the circumstances of the confrontation. Each battle is resolved as a series of opposed checks. Before each check, the

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commanders declare which special character will be rolling for their side this round. The defending character must declare the trick he will be using with the current check if any, then the attacking character may do the same. Both characters make opposed rolls using their Tactics ranks + lowest at-tribute modifier + battlefield modifiers (see Table 18: Battlefield modifiers). The highest roll wins, ear-ning a success for that commander. In the event of an exact tie, neither commander gains a success. A commander may concede at any time, awarding his opponent enough successes to immediately win the battle (see below). Each battlefield check takes time equal to the total Force of both sides in minutes (double this time if the battle takes place at night).

table 18: battlefield ModifiersCircumstances ModifierFleet has at least double the Force of the enemy

+4

Fleet has at least triple the Force of the enemy

+10

Same character rolls again, while op-posing character has changed

–1 (cumulative)

To win a battle, a commander must accumulate a number of successes equal (or greater than) the current Force of the opposing fleet or the opposing commander’s starting action dice, whichever is higher. After earning his final success, the winning commander scatters the opposing fleet and may take control of any location the defenders were pro-tecting. Each special character on the losing side must choose and destroy one-half of his remaining units (round up) apart from the one that he is on. The winning commander may then capture (or kill) any special characters with only one remai-ning vessel (otherwise those lea-ders escape in the confusion). The GM may provide other benefits to the winning fleet as appropriate to the circumstances of the battle.

In the event that both com-manders win simultaneously, both forces are scattered and suf-fer loses (destroying units) but no leaders are captured or killed. If the defending fleet was holding a particular position, they remain in control of that location.

Creating Multi-front battlefields — step by step

Larger battles may take place across multiple fronts. To create these more elaborate battles, take the following steps.

1. GM chooses a number of fronts from 1 to 4 (see Table 19: Battlefield fronts).

2. Location owner (or GM) assigns fortifica-tions, if any, amongst these fronts (see Com-mon Fortifications, page 48).

3. Attacking Commander assigns himself and his leaders to 1 or more fronts.

4. Defending Command assigns himself and his leaders to each front with attackers.

5. Battles at each front are conducted simul-taneously, with the defending commander choosing the order of checks for each cycle until all fronts have had a check. The time for each cycle of checks is equal to the total Force of both sides along all fronts in minutes (double this time if the battle takes place under adverse conditions, such as in an asteroid belt).

table 19: battlefield frontsCircumstances Maximum Number of FrontsChance encounter between forces or pursuit 1Attacker has at least an hour to prepare 2Attacker has at least a day to prepare 3Siege 4

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fleet CoMMandThe Fleet Command prize represents warships

that have been assigned to you and who accept your orders during battle. Warships primarily contribute Force to your side during battlefield confrontations, but they may also grant you additional Battlefield Tricks. Warships only assist their commander du-ring battlefield conflicts.

You may purchase points of Fleet Command 1:1 with Reputation, using these points to select units

from table 20: common units. You may acquire new warships (either replacing losses or replacing exis-ting ships with new selections) up to your maxi-mum command points at the rate of 25 points per month of downtime. There are three limitations to adding warships to your Fleet Command:

• You may only choose units with a Rank equal to or less than your highest Renown rank.

• You may choose a maximum number of units equal to your total Renown ranks.

• You may only choose each unit up to three times each, unless it has the Fighters trait.

A character may have only a single Fleet Com-mand prize.

table 20: CoMMon unitsUnit Cost Rank Force Tricks Traits VesselsBomber Squadron 2 0 0 Bombing Run Fighters 15Bomber Squadron, Advanced

5 2 0 Bombing Barrage Fighters, Landing Thrusters 10

Carrier 17 6 3 Launch Fighters 3 Capital, FTL Drive, FTL Uplink, GARDIAN, Launch Bay (2)

1

Carrier, Super 22 7 4 Launch Fighters 8 Capital, FTL Drive, FTL Uplink, GARDIAN, Launch Bay (2)

1

Corvette, Advanced 13 2 2 — FTL Drive, FTL Uplink, GARDIAN, Landing Thrusters

3

Corvette, Heavy 8 1 1 — FTL Drive, GARDIAN, Landing Thrusters

4

Corvette, Light 2 0 0 — FTL Drive, Landing Thrusters 5Cruiser, Advanced 19 7 4 Broadside Capital, FTL Drive, FTL Uplink,

GARDIAN, Launch Bay1

Cruiser, Heavy 16 6 3 Broadside Capital, FTL Drive, FTL Uplink, Launch Bay

1

Cruiser, Light 11 5 2 Broadside Capital, FTL Drive, FTL Uplink 1Dreadnought, Advanced

33 8 6 Fire Main Gun 5 Capital, FTL Drive, FTL Uplink, GARDIAN, Kinetic Barriers

1

Dreadnought, Line 26 7 5 Fire Main Gun 4 Capital, FTL Drive, FTL Uplink 1Fighter Squadron 2 0 0 Strafing Run Fighters 30Fighter Squadron, Advanced

5 2 0 Strafing Barrage Fighters, Landing Thrusters 15

Frigate, Advanced 14 6 3 — Capital, FTL Drive, FTL Uplink, GARDIAN, Landing Thrusters

1

Frigate, Heavy 9 5 2 — Capital, FTL Drive, FTL Uplink, GARDIAN

2

Frigate, Light 5 4 1 — Capital, FTL Drive, FTL Uplink, Landing Thrusters

3

Interceptor Squadron 4 0 0 Intercept Fighters 30Interceptor Squadron, Advanced

5 0 0 Intercept Fighters, Landing Thrusters 15

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Common Units

advanCed boMber squadron

These highly advanced bombers carry massive amounts of weaponry designed to crack open even the heaviest fortifications. Advanced Bomber Squadrons gain a trick.

Bombing Barrage (Battlefield Trick): Win or lose, destroy one enemy fortification of your choice. This unit’s force is set to 0 for the remainder of the battle. You may use this trick until you have succee-ded with it once per battle.

advanCed figHter squadron

These highly advanced fighters are a ship cap-tain’s worst nightmare. Advanced Fighter Squa-drons gain a trick.

Strafing Barrage (Battlefield Trick): Win or lose, destroy one enemy unit of your choice with the Ca-pital trait and Force 3 or less. This unit’s force is set to 0 for the remainder of the battle. You may use this trick until you have succeeded with it once per battle.

boMber squadron

Launched to deploy heavy ordnance onto enemy fortifications, bombers are vulnerable to attack from interceptors. Bomber Squadrons gain a trick.

Bombing Run (Battlefield Trick): Win or lose, destroy one enemy fortification of your choice. This unit’s force is set to 0 for the remainder of the battle. You may use this trick once per battle.

Carrier

Often the size of a dreadnought, these large ves-sels are used to carry bombers, fighters and inter-ceptors into systems where an engagement will take place. Carriers gain a trick.

Launch Fighters X (Battlefield Trick): If this unit is carrying any units with the Fighters trait, it may launch up to X fighters each round.

Corvette

Light, ten-man vessels designed for scouting, cor-vettes are not built to endure knock-down, drag-out battles.

Cruiser

The standard ship-of-the-line for most races, cruisers often act as patrol vessels but can use their heavier weapons to participate in extended engagements.

Broadside (Battlefield Trick): If you win this round, disperse one enemy unit with a lower Force. You may use this trick once per battle.

dreadnougHt

Enormous vessels that are only committed to the heaviest battles, dreadnoughts are equipped with massive weapon systems and multiple redundant defensive systems. Dreadnoughts gain a trick.

Fire Main Gun X (Battlefield Trick): If you win this round, destroy one enemy unit of your choice with a Force of X or lower and the Capital trait.

figHter squadron

Fighter squadrons use torpedoes and high speed attack runs to knock out enemy capital ships. Figh-ter Squadrons gain a trick.

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troy one enemy unit of your choice with the Capital trait and Force 3 or less. This unit’s force is set to 0 for the remainder of the battle. You may use this trick once per battle.

frigate

Small, fast vessels that often operate in wolf packs of three or more, frigates are the largest vessel that can land on planetary surfaces.

interCeptor squadron

Interceptors are built for dogfighting. Their job is to destroy any enemy bombers or fighters that attack their fleet’s capital vessels. Interceptor Squa-drons gain a trick.

Intercept (Battlefield Trick): Win or lose, destroy one enemy unit of your choice with the Fighters trait and Force 0. This unit’s force is set to 0 for the remainder of the battle. You may use this trick once per battle.

Warship TraitsThe following traits apply to Mass Craft warships.Capital: This unit may carry 1 shuttle per unit of

Force, and may launch 1 shuttle per round.Fighters: These small units are launched from

units with the Capital and Launch Bay traits, and cannot move between Systems on their own.

FTL Drive: This unit may use Mass Relays to move between Clusters.

FTL Uplink: Once per round, this unit may benefit from a feat possessed by a single allied cha-racter who currently occupies a unit with this trait in this or any neighboring Cluster.

GARDIAN: Once per battle, this unit may ignore the effects of the Bombing Run or Strafing Run tricks.

Kinetic Barriers: Once per battle, this unit may ignore the effects of the Fire Main Gun trick.

Landing Thrusters: This unit may land on a pla-netary body or take off once per round.

Launch Bay: This unit may carry 1 unit with the Fighters trait per unit of Force, and may launch 1 such unit per round.

Ship UpgradesNot all warships are created alike, and shrewd

(or wealthy) commanders often upgrade the ves-sels under their command to give their enemies a nasty surprise. You may purchase as many upgrades as you like for your warships, but no unit may have more upgrades fitted than twice its Force rating, unless indicated otherwise.

Ablative Armor: The first time in any battle when this unit is either destroyed or dispersed, it may ignore either of these effects.

Disruptor Warheads: You may ignore the effects of the Kinetic Barriers trait once per round. This upgrade’s cost is reduced by half when applied to a unit with the Fighters trait.

FTL Array: This unit gains the FTL Uplink trait.GARDIAN Array: This unit gains the GAR-

DIAN trait.Multicore Shielding: This unit gains the Kinetic

Barriers trait.QEC (Quantum Entanglement Communica-

tion) Array: Once per battle, this unit may benefit from a feat possessed by a single allied character who currently occupies a unit with this trait in any Cluster in the Milky Way Galaxy.

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Tantalus Drive: Once per battle when this unit is destroyed, it is instead dispersed.

Thanix Cannon: This unit may use the Fire Main Gun trick. This upgrade may only be applied to Cruisers or Frigates.

Racial Ship TemplatesWith the GM’s permission, when you purchase

a new vessel you may pay the indicated cost to add one of the following templates to it. Each vessel may only have one racial template unless the GM specifically grants special permission otherwise.

AsariBuilt on technology perfected over millennia,

Asari vessels are the finest there is, without excep-tion. This unit receives +1 Force.

Cost: 6 (3 for Asari commanders)

GethMuch like its smaller brethren, this vessel is a li-

ving artificial construct. This ship requires no crew, and is considered to have an Intelligence and Wis-dom score of 6.

Cost: 10 (1 for Geth commanders)

HumanFast and highly adaptable, Human vessels are

prone to using innovative tactics. Once per battle, you may choose one enemy vessel or fortification to be excluded from the rest of the battle. You may not select a vessel that has a Force higher than your best Force rating, and you must pay an amount of Reputation equal to one half the vessel or fortifica-tion’s cost (rounded down).

Cost: 4 (2 for Human commanders)

SalarianEquipped with top-of-the-line sensor arrays and

highly accurate codex entries, Salarian vessels often

know more about your fleet than you do. This ship may ignore any effects that reduce its Force rating.

Cost: 4 (2 for Salarian commanders)

TurianWith crews that are notoriously stubborn and

systems built to handle severe punishment, Turian vessels rarely retreat in the face of overwhelming odds. Once per battle, this vessel may ignore being dispersed and continue to fight on as normal.

Cost: 6 (3 for Turian commanders)

Sample WarshipsHere are some examples of warships that your

players may encounter in the Mass Craft universe.

destiny asCension

Asari Advanced Dreadnought + Ablative Armor, Disruptor Warheads and QEC Array

Cost: 51 Reputation (48 for Asari commanders)

getH dropsHip

Geth Heavy Corvette + FTL ArrayCost: 20 Reputation (11 for Geth commanders)

norMandy sr-2Human Advanced Frigate + Ablative Armor,

Multicore Shielding, QEC Array, Tantalus Drive and Thanix Cannon

Cost: 40 Reputation (38 for Human commanders)

ssv norMandy sr-1Human/Turian Light Frigate + Disruptor

Warheads, GARDIAN Array and Tantalus DriveCost: 33 Reputation (31 for Human commanders,

or 30 for Turian commanders)

table 21: warsHip upgradesName Cost Rank NotesAblative Armor 2 1 Ignore destroyed or dispersed (1/battle)Disruptor Warheads 6 2 Ignore Kinetic Barriers (1/round)FTL Array 2 3 Grants FTL Uplink traitGARDIAN Array 4 2 Grants GARDIAN traitMulticore Shielding 4 3 Grants Kinetic Barriers traitQEC Array 4 4 Feat sharingTantalus Drive 4 5 When destroyed, is instead dispersed (1/battle)Thanix Cannon 6 4 May use Fire Main Gun trick

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While many locations include fortifications as a matter of course (it’s a dangerous galaxy after all) Player characters must spend Reputation to enhance their holdings with such defensive measures. Battle-field Fortifications are an expansion to the Holding rules, and do not count as an additional Prizes.

If a battlefield confrontation erupts at a fortified holding, the defending commander may distribute any fortifications the location possess amongst fronts the battle will have, doing so before the at-tacking commander chooses which fronts he will commit leaders to. If the location is owned by an NPC, the GM should perform this distribution in a fashion reflecting the situation. In battles with multiple fronts, only the fortifications at that front provide a benefit (unless otherwise stated).

You may purchase fortification with Reputation, selecting defensive features from Table 22: Com-mon fortifications. You may acquire new fortifica-tions (either replacing losses or exchanging existing construction with new selections) at the rate of 10 points per month of downtime. There are three limitations to adding battlefield fortifications to your holdings:

• You may only choose fortifications with a Rank equal to or less than the holding’s for-tification challenges (see FC, page 193).

• You may choose a maximum number of for-tifications equal to that holding’s Scale (see FC, page 192).

• You may not choose the same fortification more than twice per location.

A character may have fortifications at each hol-ding he controls.

Common FortificationsAA Guns: You gain a trick.Flak Barrage 2+2 (Ranged Battlefield Trick): Des-

troy two enemy units of your choice with Force 2 or less or a single unit with a Force of 4 or less. You may use this trick until you have succeeded with it once per battle.

Asteroid Field: The defending army gains a +2 gear bonus to their Battlefield checks on all fronts.

Orbital Minefield: The defending army gains a +4 gear bonus to their Battlefield checks on all fronts.

Mass Effect Field Generators: Each attacking unit has –1 Force.

Mass Relay: If the defending fleet loses it is dis-persed, but no additional units are destroyed.

Defense Platforms: Each defending unit gains +1 Force. Each attacking unit with the Capital trait has –1 Force.

Recon Satellites: Once per battle one leader and all of his units unit may escape (leaving the battlefield).

HoldingsThe Holdings prize represents not just homes

or hideouts, but also space stations and hardened planetary bunkers. The rules for Holdings can be found on page 192 of Fantasy Craft, but there are few notable parts of that section that are inappro-priate for the Mass Craft setting. Additions or alte-rations to those rules are listed below.

assistants

Assistants function as described.

fortifiCations

Fortifications function as described, but remem-ber that many of them will be based on high-tech

table 22: CoMMon fortifiCationsFortification Cost Rank NotesAA Guns 3 3 Flak barrageAsteroid Field 2 4 +2 rolls, all frontsDefense Platforms 4 3 +1F defending units, –1F attacking capital vesselsMass Effect Field Generators 5 4 –1F for all attackersMass Relay 6 5 Messy escapeOrbital Minefield 4 2 +4 rolls, all fronts Recon Satellites 3 2 Escape route

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security systems or extreme environmental hazards that may even include a toxic atmosphere or hostile wildlife.

Remember that Holdings can be modified with the addition of the common fortifications descri-bed under Fleet Command (see page 44).

guards

Guards function as described, but remember to refer to the Rogue’s Gallery (see page 53) for NPCs appropriate to the Mass Craft setting.

rooMs

Rooms work as described, with the addition of the following new options:

Atmospheric Purifier: External environmental conditions do not affect the interior of this Hol-ding. This room is required if your Holding is a space station, or if it is situated in a toxic environment.

Chokepoint: This room is adjacent to the main en-trance to this Holding. It is at least 30 ft. long, and provides full cover to the Holding’s occupants. Characters attacking the Holding receive no co-ver at all upon entry, until they have passed through this room.

Computer Core: All Computer checks made from this Holding increase their threat range by 2, and have the action die cost to confirm their errors increased by 1.

Hangar: This room may contain one vehicle.Observation Dome: Characters in this Holding

heal stress damage twice as quickly as normal.Treatment Room: Characters in this Holding

recover Vitality points twice as quickly as normal.

tradesMen

Tradesmen make their downtime checks as nor-mal, but they do not earn income. Instead, they are used to repair damage gear or to build new gear or Gadgets which can be placed in Prize slots.

table 23: Mass Craft Holding sCaleScale Examples Maximum Guests/Reputation Cost1 Small apartment; storage locker on a starship 22 Large apartment; quarters on a starship 53 Penthouse apartment; private deck on a starship 104 Small compound; private landing pad 155 Medium compound; several decks on a starship 206 Large compound; private spaceport 307 Wilderness retreat; underground bunker 408 Large compound with outbuildings; private starship 509 Small space station, private starship with FTL capability 7510 Hardened underground bunker; skyscraper 10011 Large space station; private island 15012 Private continent; small moon 200

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Without antagonists to define them or innocents to protect, many heroes are just ordinary people. This section will help to reduce the amount of time you spend creating NPCs with which to aid or ha-rass the players. Presented here is a ‘rogues gallery’ of common NPC types, rogue templates for alte-ring the species of your NPCs and a short section detailing some of the mechs the characters may encounter.

npC qualitiesThese qualities are unique to the Mass Effect set-

ting, and they really serve to define a lot of what it is about. They represent high technology and for-ced evolution, both of which are based around the manipulation of mass effect fields.

Biotic Power (+5 XP): The NPC gains a biotic power from the list below. Each time this quality is applied, the NPC suffers a cumulative –1 penalty with Will saves made vs. stress damage. Additio-nally, you may not use a biotic power if you acti-vated a biotic power in this or the previous round. Non-Constructs must possess an implanted biotic amp to use biotic powers, and Constructs must re-ceive GM permission to purchase this quality.

Tech Power (+5 XP): The NPC gains a tech power from the list page 51. Additionally, you may not use a tech power if you activated a tech power in this or the previous round. Finally, with the excep-tion of tactical cloak when activating a tech power you must make an Electronics (Int) check, which has an effect as defined by each power. You must possess an omni-tool to activate a tech power.

Biotic Powers

barrier

Activation Time: 1 full actionDistance: PersonalDuration: 10 rounds (1 minute)Effect: You surround yourself with a high

gravity mass effect field that slows and de-flects incoming attacks. You gain 10 addi-tional points of damage reduction, which

are lost as soon as they reduce the damage that you suffer from an attack. When the last point of da-mage reduction is lost, this power is cancelled.

Special: While you have an active biotic barrier, the effects of biotic and tech powers other than AI hacking and singularity are ignored, and the remai-ning damage reduction of your barrier is instead reduced by 1d6 points. Attacks that deal electrical damage have double the effect against a barrier.

CHarge

Activation Time: 1 full actionDistance: CloseDuration: InstantEffect: You augment your speed and strength,

bull rushing the target and ignoring intervening obstacles. You gain a +4 bonus on the opposed Athletics check, and if you win, the distance the target moves is doubled. You may choose not to move from the point of contact. Finally, when you inflict your unarmed damage during a Bull Rush, you may instead inflict your weapon damage if you are armed with a melee weapon.

Special: Only characters with the Vanguard Spe-cialty may posses this power.

pull

Activation Time: 1 full actionDistance: Medium rangeDuration: 1 roundEffect: The target is lifted into the air, rising 5

ft. off the ground and moving 5 ft. toward you in straight line each round. The target is prevented from taking any sort of movement action and is flat-footed, but may otherwise act normally. Alter-natively, you may use this power to lift an object with a weight of up to 100 + (50 × the number of Biotics feats that you possess) lbs., moving the ob-ject in the same way as an affected character.

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sHoCkwave

Activation Time: 1 full actionDistance: PersonalArea: 15 ft. lineDuration: InstantEffect: You hurl out a series of explosive biotic

impacts. All characters within the area suffer 1d4 lethal damage and must make a Reflex save (DC equal to the damage inflicted + 10) or become sprawled. Characters under the effects of the bar-rier power ignore these effects and are moved 5 ft. directly away from you, in addition to reducing the damage reduction of their barrier.

singularity

Activation Time: 1 full actionDistance: Short rangeArea: 5 ft. sphereDuration: 1 roundEffect: You create an intense mass effect field that

draws in your enemies. This power targets a square instead of a specific character. Characters within the area are paralyzed, and each round are moved 5 ft. toward the center square. If they cannot be placed in the center square then they move to the next nearest one.

stasis

Activation Time: 1 full actionDistance: Short rangeDuration: 1 roundEffect: You temporarily immobilize the target

with a mass effect field. The target must pass a For-titude saving throw (DC 10 + your Charisma modi-fier) or be paralyzed until your next Initiative count. Whilst under the effects of this power the target cannot be harmed in any way, and when the power ends the target becomes sprawled.

No character may be affected by this power more than once per scene.

tHrow

Activation Time: 1 full actionDistance: Short rangeDuration: InstantEffect: You shove the target backwards with bone

jarring force. The target is moved 10 ft. directly away from you and becomes sprawled. If the target meets an obstruction before they finish moving, then they

and the obstruction both suffer 1d6 lethal damage for every 5 ft. of movement that they were preven-ted from taking. Additionally, if the obstruction is another character then they also become sprawled. Alternatively, you may use this power to throw an object with a weight of up to 50 + (50 × the num-ber of Biotics feats that you possess) lbs., moving the object in the same way as an affected character.

warp

Activation Time: 1 full actionDistance: Short rangeArea: 5 ft. radiusDuration: InstantEffect: You bombard the target with rapidly shif-

ting mass effect fields, shredding them apart. The target suffers 1d6 lethal damage, ignoring damage reduction that is not provided by a barrier power. Additionally, this damage is also inflicted upon any armor that the target is wearing.

Tech Powers

ai HaCking

Activation Time: 1 full actionDistance: Short rangeDuration: 1 roundEffect: You hack the neural net of a Construct,

using your Electronics check to set the DC of a Re-solve (Wis) check. If the target fails the check, then for the duration of the power their Disposition be-comes Helpful toward you and your team-mates and Adversarial to everyone else.

CoMbat drone

Activation Time: 1 full actionDistance: Short rangeDuration: 3 roundsEffect: You create a short lived small-sized

Construct that acts on your Initiative count. It has a Defense score equal to your ranks in Electronics, and it cannot be targeted with Stand-off, Taunt or Trip actions. Its movement is restricted to a free 5 ft. step. Each round it Taunts and attacks the nea-rest target within 30 ft. using your Electronics (Int) bonus for both checks. A successful attack makes the target stagger 5 ft. in a random direction and leaves them stunned for 1 round. The Construct has 5 points of damage reduction that function identi-

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ftcally to a biotic barrier, and when these points are gone, it is destroyed.

Special: You may only have a single active com-bat drone at any one time.

Cryo blast

Activation Time: 1 full actionDistance: Short rangeArea: 5 ft. sphereDuration: 1 roundEffect: Your omni-tool generates a mass of super-

cooled, subatomic particles that can snap-freeze your enemies, using the Electronics check as an attack roll. Special characters within the area are slowed, and standard characters are paralyzed.

inCinerate

Activation Time: 1 full actionDistance: Short rangeArea: 5 ft. sphereDuration: InstantEffect: Your omni-tool launches a high-explosive

plasma round at the target, using the Electronics check as an attack roll and causing 1d6 fire damage. If the target possesses any damage reduction that is not provided by a biotic barrier, the damage is doubled.

neural sHoCk

Activation Time: 1 full actionDistance: Short rangeDuration: 1 roundEffect: You blast the target’s nervous system,

leaving them paralyzed. Once the duration of this power elapses, the target must succeed at a Forti-tude save (DC set by the Electronics check) or be-come shaken I until the end of the scene.

Special: Constructs are immune to this power.

overload

Activation Time: 1 full actionDistance: CloseArea: 5 ft. sphereDuration: 1 round (see effect)Effect: Your omni-tool can devastate electronic

systems. When targeting a Construct, this power causes 1d6 lethal damage and the target is shaken I until the end of the scene. Additionally, all targets must pass a Fortitude save (DC set by the Electro-nics check) or have their ranged weapons broken until the duration elapses.

taCtiCal Cloak

Activation Time: 1 full actionDistance: PersonalDuration: 1 roundEffect: You bend light around yourself, beco-

ming invisible. However, whilst under the effects of this power, you may not use any other biotic or tech powers. When you attack, after the effects are resolved this power ends.

Special: Only characters with the Infiltrator Spe-cialty may posses this power without first receiving the GM’s permission.

teCH arMor

Activation Time: 1 full actionDistance: Personal (see effect)Duration: Permanent (dismissible)Effect: Your omni-tool generates energy armor

that deflects attacks. You gain 5 additional points of damage reduction, which are lost as soon as they reduce the damage that you suffer from an attack. When the last point of damage reduction is lost, this power is cancelled, and everyone within a 5 ft. sphere suffers 1d6 lethal damage.

Special: Only characters with the Sentinel Specialty may posses this power without first receiving the GM’s permission. Additionally while you have active tech armor, the effects of biotic and tech powers other than singularity are ignored, and the remaining damage reduc-tion of your tech armor is instead reduced by 1d6 points. Attacks that deal electrical damage have double effect against tech armor.

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rogues galleryThese NPCs make great Contacts, Followers or

hirelings. They can also help populate your setting.

Adept (Medium Folk Walker – 33 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init II; Atk II; Def II; Res III; Health III; Comp IV; Skills: Resolve V; Qualities: Biotic power, feat (any Biotic ‘Basics’ feat)

Attacks/Weapons: M-4 shuriken submachine gun (dmg 1d12 lethal; error 1-2; threat 20; ammo 24M10; recoil 8; range 30 ft.; qualities: dependable, non-standard fire mode: bursts only)

Gear: Biotic amp gadget pick (PR 2, housing: body), light hard suit (DR 3; Shields 3, Resist Acid 3, Cold 5, Contagion all, Electrical 3, Explosive 3, Fire 3, Heat 10, Vacuum all; DP –1; ACP –2; No-tice 10)

Body Guard (Medium Folk Walker – 50 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init V; Atk IV; Def IV; Res III; Health IV; Comp III; Skills: Notice VIII, Search IV, Security IV; Qualities: Tough II

Attacks/Weapons: M-6 hand cannon service pistol (dmg 3d6 lethal, AP3; threat 19-20; ammo 6M3; recoil 25; range 30 ft.; qualities: takedown)

Gear: Medium hard suit (DR 6; Shields 5, Resist Acid 6, Cold 5, Contagion all, Electrical 6, Explo-sive 6, Fire 6, Heat 10, Vacuum all; DP –2; ACP –2; Spd –5 ft.; Notice obvious), omni tool (PR 1)

Bystander (Medium Folk Walker – 0 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init I; Atk I; Def I; Res I; Health I; Comp II; Skills: None; Qualities: meek (–20)

Attacks/Weapons: NoneGear: None

Doctor (Medium Folk Walker – 43 XP): Str 10, Dex 10, Con 10, Int 16, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init I; Atk I; Def IV; Res III; Health III; Comp III; Skills: Medicine VI, Resolve IV, Science VI; Qualities: feat (Bandage)

Attacks/Weapons: NoneGear: First aid kit I, insulated bodysuit (DR 1; Re-

sist Acid 1, Cold 15, Electrical 1, Explosive 1, Fire 1, Heat 10; ACP –1; Notice 16), omni tool (PR 1), surgery kit I

Engineer (Medium Folk Walker – 34 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init II; Atk II; Def II; Res III; Health III; Comp IV; Skills: Elec-tronics V; Qualities: Feat (any Gear ‘Basics’ feat), tech power

Attacks/Weapons: M-4 shuriken submachine gun (dmg 1d12 lethal; error 1-2; threat 20; ammo 24M10; recoil 8; range 30 ft.; qualities: dependable, non-standard fire mode: bursts only)

Gear: Light hard suit (DR 3; Shields 3, Resist Acid 3, Cold 5, Contagion all, Electrical 3, Explosive 3, Fire 3, Heat 10, Vacuum all; DP –1; ACP –2; Notice 10), omni tool (PR 3)

Entertainer (Medium Folk Walker – 28 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk II; Def III; Res III; Health I; Comp III; Skills: Acro-batics or Sleight of Hand IV, Impress VI; Qualities: beguiling, feat (Fan Service)

Attacks/Weapons: NoneGear: Entertainer’s clothing

Laborer (Medium Folk Walker – 18 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init II; Atk III; Def I; Res II; Health IV; Comp I; Skills: Athletics III; Qualities: None

Attacks/Weapons: Light club (dmg 1d6+1 sub-dual; threat 20)

Gear: Insulated bodysuit (DR 1; Resist Acid 1, Cold 15, Electrical 1, Explosive 1, Fire 1, Heat 10; ACP –1; Notice 16)

Mechanic (Medium Folk Walker – 32 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init II; Atk II; Def I; Res III; Health II; Comp III; Skills: Elec-tronics IV, Mechanics VI; Qualities: Class ability (Wheelman: Manual Adjustment (Mechanics))

Attacks/Weapons: Light club (dmg 1d6+1 sub-dual; threat 20)

Gear: Insulated bodysuit (DR 1; Resist Acid 1, Cold 15, Electrical 1, Explosive 1, Fire 1, Heat 10; ACP –1; Notice 16), omni tool (PR 3)

Mercenary (Medium Folk Walker – 47 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk IV; Def V; Res III; Health V; Comp II; Skills: Athletics

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ftIII, Haggle V, Intimidate V, Tactics III; Qualities: Feat (Autofire Basics)

Attacks/Weapons: M-3 predator service pistol (dmg 1d12 lethal; threat 20; ammo 12M5; recoil 14; range 45 ft.; qualities: dependable, rugged), M-8 avenger assault rifle (dmg 3d6 lethal; threat 20; ammo 40M10; recoil 10; range 100 ft.; qualities: dependable, rugged)

Gear: Medium hard suit (DR 6; Shields 5, Resist Acid 6, Cold 5, Contagion all, Electrical 6, Explo-sive 6, Fire 6, Heat 10, Vacuum all; DP –2; ACP –2; Spd –5 ft.; Notice obvious), omni tool (PR 1)

Merchant (Medium Folk Walker – 33 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init II; Atk I; Def II; Res I; Health III; Comp III; Skills: Bluff IV, Haggle X, Sense Motive IV; Qualities: Feat (Fence)

Attacks/Weapons: NoneGear: Emergency kinetic barrier (Shields 5; No-

tice 24), fine quality clothing

Scientist (Medium Folk Walker – 36 XP): Str 10, Dex 10, Con 10, Int 16, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk I; Def II; Res II; Health II; Comp VIII; Skills: Science VI; Qualities: None

Attacks/Weapons: NoneGear: Insulated bodysuit (DR 1; Resist Acid 1,

Cold 15, Electrical 1, Explosive 1, Fire 1, Heat 10; ACP –1; Notice 16), omni tool (PR 3), 2 Caliber I kits

Security Guard (Medium Folk Walker – 29 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk II; Def II; Res III; Health III; Comp II; Skills: Notice V, Search V; Qualities: None

Attacks/Weapons: M-3 predator service pistol (dmg 1d12 lethal; threat 20; ammo 12M5; recoil 14; range 45 ft.; qualities: dependable, rugged)

Gear: Light hard suit (DR 3; Shields 3, Resist Acid 3, Cold 5, Contagion all, Electrical 3, Explosive 3, Fire 3, Heat 10, Vacuum all; DP –1; ACP –2; No-tice 10)

Soldier (Medium Folk Walker – 47 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk IV; Def V; Res III; Health V; Comp II; Skills: Athletics

IV, Intimidate V, Tactics V; Qualities: Feat (Autofire Basics, Tac-Squad Basics)

Attacks/Weapons: M-3 predator service pistol (dmg 1d12 lethal; threat 20; ammo 12M5; recoil 14; range 45 ft.; qualities: dependable, rugged), M-8 avenger assault rifle (dmg 3d6 lethal; threat 20; ammo 40M10; recoil 10; range 100 ft.; qualities: dependable, rugged)

Gear: Medium hard suit (DR 6; Shields 5, Resist Acid 6, Cold 5, Contagion all, Electrical 6, Explo-sive 6, Fire 6, Heat 10, Vacuum all; DP –2; ACP –2; Spd –5 ft.; Notice obvious), omni tool (PR 1)

rogue teMplatesThe NPCs above are, by default, human. To shift

their Species, simply add one of the following templates.

asari (+8 xp)Benefit: The NPC’s Constitution or Charisma

rises by 2. She also gains attractive I and biotic power.

batarian (+8 xp)Benefit: The NPC’s Strength and Constitution

rise by 2. He also gains darkvision I, improved vision and tricky (Cheap Shot).

drell (+8 xp)Benefit: The NPC’s The NPC’s Dexterity and

Wisdom rise by 2. He also gains damage defiance (Heat).

elCor (+11 xp)Benefit: The NPC becomes a Large (2×2) Beast

and his Strength and Constitution rise by 2. He also gains banned action (Influence, Browbeat), fa-tal falls, improved scent, improved stability, lumbe-ring, and sterner stuff, along with Trample II (dmg 1d10 lethal; threat 19-20). However, his Dexterity and Charisma both decrease by 2, and his Speed decreases by 10 ft.

Hanar (+14 xp)Benefit: The NPC becomes a Small (2 per square)

Beast Swimmer and his Wisdom rises by 2. He gains a swimming Speed of 30 ft. and a wingless flight

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Speed of 20 ft. He also gains aquatic II and swift at-tack I, and Impress I as a signature skill. Additional-ly, his natural attacks gain the venomous (fast-acting agonizing poison) upgrade. However, his Strength decreases by 2.

krogan (+16 xp)Benefit: The NPC’s Strength rises by 2, and his

Constitution rises by 4. He also gains augmented (ballistic helmet), banned action (Influence, Out-maneuver, Tumble), and tough I, along with Gore I (dmg 1d6 lethal; threat 19-20; qualities: bleed). However, his Intelligence and Charisma both de-crease by 2.

quarian (+5 xp)Benefit: The NPC’s Intelligence rises by 2 and he

gains an Enviro-suit (DR 4; Resist Cold 3, Conta-gion all, Heat 3, Vacuum all; Notice obvious). However, his Constitution decreases by 2 and his Health decreases by 1.

salarian (+7 xp)Benefit: The NPC’s Dexterity rises by 2, and his

Initiative increases by 1 grade. He also gains aquatic I, light sleeper and darkvision I. However, his Cha-risma decreases by 2.

turian (+8 xp)Benefit: The NPC’s Wisdom rises by 1. He also

gains fearless I and grueling combatant, along with Claw II (dmg 1d6 lethal; threat 19-20).

volus (+5 xp)Benefit: The NPC’s Intelligence rises by 2 and he

gains an Exosuit (DR 3; Resist Cold 3, Contagion all, Heat 3, Vacuum all; Notice obvious). He also gains Achilles’ heel (Acid). However, his Dexterity decreases by 4, and his Speed decreases by 10 ft.

vorCHa (+14 xp)Benefit: The NPC’s Strength and Constitution

rise by 2. He also gains fast healing and tough I, along with Bite I (dmg 1d8 lethal; threat 18-20) and Claw I (dmg 1d6 lethal; threat 20). However, his Intelli-gence decreases by 4 and his Charisma decreases by 2.

bestiaryNPCs in the Bestiary represent everything from

harmless wildlife to hostile artificial intelligences. Unlike NPCs in the Rogue’s Gallery, these crea-tures aren’t available as contacts, hirelings or fol-lowers, except with GM permission.

CollectorsA mysterious race from beyond the Terminus sys-

tems, the so-called Collectors are rare and enigma-tic. Only seen in settled space a handful of times in the past few centuries, they are most well-known for their trade requests, swapping groups of living beings in odd numbers and varieties (such as two-dozen left-handed Salarians) for highly advanced technology. They are largely regarded as a myth – if only the races of the galaxy knew the truth, they’d take them far more seriously.

Drones are humanoid assault troops equipped with automatic weapons and insect-like characte-ristics. They possess chitinous armor, biotic barriers and functioning wings that allow them to fly for short distances.

Seekers are foot-long light brown insects that are deployed to a target area in their thousands. They possess a potent venom that paralyzes their target, preserving them in a stasis-like state. They can be temporarily kept at bay with a powerful biotic bar-rier, but they travel in such large numbers that even-tually they will break through.

Tactics: Collectors typically send in their seeker swarms first to disable a foe. Once they have done their work, the Drones can enter the area and take the people and equipment that they came for. In the event that their opponents are somehow able to evade or defeat the swarms then Drones fly into the area, landing to engage the targets with their ranged weapons. Collectors are more than willing to retreat if the odds are against them.

Drone (Medium Horror Walker – 60 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 2; SZ M (1×1, Reach 1); Spd 30 ft. ground, 30 ft. winged flight; Init IV; Atk IV; Def V; Resilience III; Health V; Comp II; Skills: Athletics IV, Tactics V; Qua-lities: Augmented (light kinetic barrier), burden of ages, damage reduction V, feat (Autofire Basics, Tac-Squad Basics), improved vision

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ftAttacks/Weapons: Collector assault rifle (dmg 3d6

lethal; threat 20; ammo 40M10; recoil 10; range 100 ft.; qualities: dependable, rugged)

Seeker (Fine Animal Flyer – 23 XP): Str 2, Dex 10, Con 10, Int 6, Wis 8, Cha 2; SZ F (8 per square, Reach 0); Spd 30 ft. winged flight, 10 ft. ground; Init III; Atk III; Def IV; Res I; Health I; Skills: Acrobatics I; Qualities: Burden of ages, critical he-sitation, mook, swarm

Attacks/Weapons: Gore I (dmg 1d3 lethal; threat 20, qualities: armor-piercing), seeker venom (pa-ralyzing supernatural save attack III; activated by gore attack)

DronesUsed in similar capacity to mechs, drones are

available in a variety of different configurations for a lot of different jobs. They are small, non-huma-noid and easily replaced. As a result they see a lot of use with corporations and private security firms. They are also used by the military of many different races, including the Geth.

Assault drones are used in both attacking and de-fensive roles, supporting light infantry and assault vehicles. They are well armored and shielded, and carry potent weaponry.

Message drones carry important information across planetary surfaces at high speed. They are unarmed, but their speed can make them difficult targets.

Recon drones act as scout units, spearheading mi-litary advances and setting up advance perimeters. They have excellent stealth capabilities, and often strike enemy units from ambush.

Repair drones are used exclusively by the Geth. They operate as medics of a sort, roaming the battlefield and repairing damage Geth units. They often escort important units such as Primes and Juggernauts.

Rocket drones operate as heavy support where infantry lack the neces-sary mobility, or when heavy casualties are ex-

pected. They carry rocket launchers that are ca-pable of cracking even light vehicles, and can inflict horrendous damage on troop formations.

Surveillance drones are unarmed drones equipped with sophisticated surveillance equipment that act as mobile observation posts.

Tactics: Armed drones will typical hold positions at the edge of the first range increment for their weaponry, and repeatedly attack their target. They will not retreat unless they are ordered to, and they will stay high enough off the ground to avoid me-lee combat. Unarmed drones will retreat away from combat, and will continue to do so until they can continue their assigned task or receive orders to the contrary.

Assault drone (Small Construct Flyer – 54 XP): Str 6, Dex 12, Con 10, Int 6, Wis 6, Cha 2; SZ S (2 per square, Reach 1); Spd 30 ft. wingless flight; Init III; Atk III; Def IV; Resilience II; Health III; Comp I; Skills: Acrobatics I; Qualities: Augmented (light kinetic barrier, PR 1 omni-tool), damage reduc-tion 3, darkvision I, fearless II

Attacks/Weapons: Integral laser (lethal damage at-tack II: 60 ft. ray; dmg 1d6 lethal per 2 TL, Ref DC 10 for 1/2 damage)

Message drone (Small Construct Flyer – 42 XP): Str 6, Dex 12, Con 10, Int 6, Wis 6, Cha 2; SZ S (2 per square, Reach 1); Spd 100 ft. wingless flight; Init III; Atk I; Def IV; Resilience II; Health II; Comp I; Skills: Acrobatics I; Qualities: Augmen-ted (emergency kinetic barrier, PR 1 omni-tool), da-mage reduction 1, darkvision I, fearless II

Attacks/Weapons: None

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Recon drone (Small Construct Flyer – 47 XP): Str 6, Dex 12, Con 10, Int 6, Wis 6, Cha 2; SZ S (2 per square, Reach 1); Spd 40 ft. wingless flight; Init III; Atk III; Def IV; Resilience II; Health II; Comp I; Skills: Acrobatics I; Qualities: Augmented (emer-gency kinetic barrier, PR 1 omni-tool), damage reduc-tion 1, darkvision I, fearless II, feat (Cloak Basics), tech power (Cloak)

Attacks/Weapons: Integral laser (lethal damage at-tack I: 40 ft. ray; dmg 1d4 lethal per 2 TL, Ref DC 5 for 1/2 damage)

Repair drone (Small Construct Flyer – 54 XP): Str 6, Dex 12, Con 10, Int 6, Wis 6, Cha 2; SZ S (2 per square, Reach 1); Spd 30 ft. wingless flight; Init III; Atk III; Def IV; Resilience II; Health III; Comp I; Skills: Acrobatics I; Qualities: Augmented (3× PR 1 healing gadget, light kinetic barrier, PR 1 omni-tool), damage reduction 3, darkvision I, fearless II

Attacks/Weapons: Integral laser (lethal damage at-tack II: 60 ft. ray; dmg 1d6 lethal per 2 TL, Ref DC 10 for 1/2 damage)

Rocket drone (Small Construct Flyer – 47 XP): Str 6, Dex 12, Con 10, Int 6, Wis 6, Cha 2; SZ S (2 per square, Reach 1); Spd 30 ft. wingless flight; Init III; Atk III; Def IV; Resilience II; Health III; Comp I; Skills: Acrobatics I; Qualities: Augmented (light kinetic barrier, PR 1 omni-tool), damage reduc-tion 3, darkvision I, fearless II

Attacks/Weapons: Rocket launcher (dmg 5d10 ex-plosive; error 1-2, threat 20; range 500 ft.; qualities: anti-aircraft, guided (IR), inaccurate (–5))

Surveillance drone (Small Construct Flyer – 51 XP): Str 6, Dex 12, Con 10, Int 6, Wis 6, Cha 2; SZ S (2 per square, Reach 1); Spd 50 ft. wingless flight; Init III; Atk I; Def IV; Resilience II; Health II; Comp I; Skills: Acrobatics I; Qualities: Augmen-ted (commercial-grade video camera, emergency kine-tic barrier, PR 1 omni-tool, PR 4 portable radar unit), damage reduction 1, darkvision I, fearless II

Attacks/Weapons: None

GethOriginating as a group of Quarian-built Vir-

tual Intelligences, through networking the Geth quickly achieved sentience and then – after a short-lived war with their creators – freedom. Individual Geth are actually software, sapient programs with

a will of their own. The humanoid robots that most people associate with the Geth are ‘mobile plat-forms’, crewed by a small network of Geth minds that work as a team. The Geth are masters of com-puter technology, and can quickly transmit viruses and bypass enemy firewalls if their opponents do not take appropriate precautions.

Armatures are tank-sized quadruped walkers that are deployed in an anti-vehicle role. They possess a siege pulse cannon for cracking armored vehicles, and a secondary machinegun for dealing with in-fantry. They have thick armor and powerful shields, and are often deployed alongside rocket troopers.

Colossuses are the largest ground units deployed by the Geth. Towering above Armatures, buil-dings and enemy vehicles, these massive siege ma-chines are monumentally dangerous and capable of smashing even heavy fortifications to dust.

Destroyers are close combat platforms. Standing taller than a Trooper, these dark grey units can be picked out by the yellow strip running down their chest. They are heavily shielded. Destroyers are often deployed alongside Geth troopers as close support.

Hoppers are lightly armed electronic warfare plat-forms, capable of leaping incredible distances. They have poor armor and no kinetic barrier system, but they are difficult to hit and make solid snipers. They are often deployed alone, or in small groups.

Hunters are stealth platforms that attack from hi-ding. They carry shotguns, and their white armor and shields can withstand considerable punish-ment. They are usually deployed in small groups.

Juggernauts are mobile heavy weapons plat-forms, similar in shape to a Trooper but twice as tall. Their distinctive dark-red armor makes them easy to spot, and they carry rapid-firing energy wea-pons and rocket launchers. They are also heavily shielded. Juggernauts are often deployed alongside Geth troopers as heavy support.

Primes are elite units that are heavily armed with pulse cannons and rockets. They are instantly reco-gnizable by their white armor and twelve-foot high stature. They are protected by kinetic barriers, and can coordinate other Geth units for increased effi-ciency. They usually lead units composed of other, lesser Geth troops.

Rocket Troopers are much like ordinary Geth troopers, except they additionally carry a portable rocket launcher, and their dark-red armor is equip-ped with a more powerful set of shields.

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ftShock Troopers are heavy Geth infantry that carry

shotguns. Their armor is a stark white and they are equipped with heavy shields. Shock troopers make up nearly half of most Geth forces.

Snipers are Geth troopers equipped with the lethal M-98 Widow anti-material rifle. They are quite capable of killing with a single shot from half a mile away. Their dark brown armor sometimes makes them hard to spot, and they are usually de-ployed as single units.

Troopers are standard humanoid Geth units, ope-rating as basic infantry armed with assault rifles. They have black and green light armor that offers minimal protection, but this is made up for by strong shields. They are always deployed in groups, and are often supported by other specialist units.

Tactics: Most Geth prefer to keep their distance from their targets, wearing them down with sustai-ned and coordinated weapons fire. Most will seek to take up positions that give them good cover, with the exception of the Armature and the Colossus. These two massive units are slow and lumbering, and too large to benefit from any cover smaller than a building. Hoppers keep on the move, always lea-ping to a new position after firing and Destroyers fire while advancing on a target, charging into melee at the first opportunity. Typically the Geth Shield Boost feat is only used after a unit’s onboard shields have been disabled.

Armature (Huge Construct Walker – 124 XP): Str 16, Dex 10, Con 10, Int 12, Wis 8, Cha 6; SZ H (4×4, Reach 1); Spd 30 ft. ground; Init III; Atk V; Def III; Res V; Health VI; Comp I; Skills: Computers X; Qualities: Augmented (flashlight, hardened kinetic barrier, PR 2 omni-tool), banned action (Impress, Swim, Therapy), damage reduction 5, fearless II, feat (Geth Shield Boost), lumbering, monstrous de-fense I, shambling, tough II

Attacks/Weapons: Geth light machinegun (dmg 4d4 lethal; error 1-2, threat 20; recoil 14; range 100 ft.; qualities: imprecise, non-standard fire mode (burst, full-auto)), siege pulse cannon (lethal damage attack III: 200 ft. ray, 10 ft. blast; armor-piercing 10; dmg 1d8 lethal per 2 TL, Ref DC 15 for 1/2 damage), slam I (dmg 1d8 lethal; threat 20)

Colossus (Gargantuan Construct Walker – 147 XP): Str 20, Dex 10, Con 10, Int 12, Wis 8, Cha 6; SZ G (10×10, Reach 1); Spd 30 ft. ground; Init II; Atk VI; Def II; Res V; Health VIII; Comp I; Skills: Computers X; Qualities: Augmented (flashlight, hardened kinetic barrier, PR 2 omni-tool), banned action (Impress, Swim, Therapy), damage reduction 5, fearless II, feat (Geth Shield Boost), lumbering, monstrous defense II, never outnumbered, tough II

Attacks/Weapons: Geth light machinegun (dmg 4d4 lethal; error 1-2, threat 20; recoil 14; range 100 ft.; qualities: imprecise, non-standard fire mode (burst, full-auto)), heavy siege pulse cannon (lethal damage attack V: 300 ft. ray, 20 ft. blast; armor-pier-cing 10; dmg 1d12 lethal per 2 TL, Ref DC 25 for 1/2 damage), slam I (dmg 1d10 lethal; threat 20)

Destroyer (Large Construct Walker – 95 XP): Str 16, Dex 10, Con 10, Int 12, Wis 8, Cha 6; SZ L (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk VI; Def IV; Res V; Health VI; Comp I; Skills: Compu-ters X; Qualities: Augmented (flashlight, heavy kine-tic barrier, PR 2 omni-tool), banned action (Impress, Swim, Therapy), battering, charge attack, damage re-duction 3, fearless II, feat (Geth Shield Boost), tough I

Attacks/Weapons: Flamethrower (dmg 3d6 fire; error 1-2, threat —; range 20 ft.; qualities: bulky, imprecise, slow loading (2)), geth pulse rifle (dmg 4d4 lethal; error 1-3, threat 20; recoil 14; range 100 ft.; qualities: accurate), slam III (dmg 2d8 lethal; threat 19-20)

Hopper (Medium Construct Walker – 84 XP): Str 10, Dex 14, Con 10, Int 12, Wis 8, Cha 6; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk IV; Def V; Res III; Health III; Comp I; Skills: Acrobatics III, Athletics III, Computers X, Sneak

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III, Tactics III; Qualities: Augmented (emergency kinetic barrier, flashlight, PR 2 omni-tool), banned action (Impress, Swim, Therapy), damage reduc-tion 1, fearless II, feat (Hopper Upgrade), tech power (overload)

Attacks/Weapons: Geth sniper laser (lethal da-mage attack II: 100 ft. ray; dmg 1d6 lethal per 2 TL, Ref DC 10 for 1/2 damage), slam I (dmg 1d6 lethal; threat 20)

Hunter (Medium Construct Walker – 71 XP): Str 10, Dex 10, Con 10, Int 12, Wis 8, Cha 6; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk IV; Def IV; Res IV; Health V; Comp I; Skills: Com-puters X; Qualities: Augmented ( flashlight, me-dium kinetic barrier, PR 2 omni-tool), banned ac-tion (Impress, Swim, Therapy), damage reduction 2, fearless II, feat (Geth Shield Boost, Tactical Cloak Basics, Tactical Cloak Mastery), tech power (tactical cloak)

Attacks/Weapons: Geth shotgun (dmg 4d4+2 lethal; error 1-2, threat 19-20; recoil 14; range 25 ft.; qualities: imprecise, takedown), slam I (dmg 1d6 lethal; threat 20)

Juggernaut (Large Construct Walker – 97 XP): Str 16, Dex 10, Con 10, Int 12, Wis 8, Cha 6; SZ L (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk VI; Def IV; Res V; Health VI; Comp I; Skills: Computers X; Qualities: Augmented (flashlight, heavy kinetic barrier, PR 2 omni-tool), banned ac-tion (Impress, Swim, Therapy), battering, charge at-tack, damage reduction 3, fearless II, feat (Geth Shield Boost), tough I

Attacks/Weapons: Geth missile launcher (dmg 5d10 explosive; error 1-2, threat 20; range 500 ft.; qualities: anti-aircraft, guided (IR), inaccurate (–5)), geth pulse rifle (dmg 4d4 lethal; error 1-3, threat 20; recoil 14; range 100 ft.; qualities: ac-curate), slam III (dmg 2d8 lethal; threat 19-20)

Prime (Large Construct Walker – 146 XP): Str 16, Dex 10, Con 10, Int 12, Wis 8, Cha 6; SZ L (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk VI; Def IV; Res V; Health VI; Comp III; Skills: Computers X, Tactics VII; Qualities: Augmented (flashlight, heavy kinetic barrier, PR 2 omni-tool), banned ac-tion (Impress, Swim, Therapy), class ability (Captain: Battle Planning II), damage reduction 3, fearless II, feat (Combat Drone Basics, Geth Shield Boost), tech power (combat drone), tough I

Attacks/Weapons: Geth light machinegun (dmg 4d4 lethal; error 1-2, threat 20; recoil 14; range 100 ft.; qualities: imprecise, non-standard fire mode (burst, full-auto)), siege pulse cannon (lethal da-mage attack III: 200 ft. ray, 10 ft. blast; armor-pier-cing 10; dmg 1d8 lethal per 2 TL, Ref DC 15 for 1/2 damage), slam III (dmg 2d8 lethal; threat 19-20)

Rocket Trooper (Medium Construct Walker – 62 XP): Str 10, Dex 10, Con 10, Int 12, Wis 8, Cha 6; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk IV; Def IV; Res IV; Health V; Comp I; Skills: Computers X; Qualities: Augmented (flashlight, medium kinetic barrier, PR 2 omni-tool), banned ac-tion (Impress, Swim, Therapy), damage reduction 2, feat (Geth Shield Boost)

Attacks/Weapons: Geth pulse rifle (dmg 4d4 lethal; error 1-3, threat 20; recoil 14; range 100 ft.; qualities: accurate), geth missile launcher (dmg 5d10 explosive; error 1-2, threat 20; range 500 ft.; qualities: anti-aircraft, guided (IR), inaccurate (–5)), slam I (dmg 1d6 lethal; threat 20)

Shock Trooper (Medium Construct Walker – 68 XP): Str 10, Dex 10, Con 10, Int 12, Wis 8, Cha 6; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk IV; Def IV; Res IV; Health V; Comp I; Skills: Computers X, Science (chemistry) III; Qualities: Augmented (flashlight, heavy kinetic barrier, PR 2 omni-tool), banned action (Impress, Swim, Therapy), damage reduction 2, fearless II, feat (Geth Shield Boost)

Attacks/Weapons: Geth shotgun (dmg 4d4+2 lethal; error 1-2, threat 19-20; recoil 14; range 25 ft.; qualities: imprecise, takedown), slam I (dmg 1d6 lethal; threat 20)

Sniper (Medium Construct Walker – 71 XP): Str 10, Dex 10, Con 10, Int 12, Wis 8, Cha 6; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk IV; Def IV; Res IV; Health V; Comp I; Skills: Compu-ters X, Notice III; Qualities: Augmented (flashlight, PR4 Jammer, light kinetic barrier, PR 2 omni-tool), banned action (Impress, Swim, Therapy), damage re-duction 2, fearless II, feat (Geth Shield Boost)

Attacks/Weapons: M-98 widow sniper rifle (dmg 2d12 lethal; threat 18-20; recoil 25; range 350 ft.; qualities: accurate, armor-piercing 10, bulky, pu-nishing, takedown, upgrades (10× telescopic sight)), slam I (dmg 1d6 lethal; threat 20)

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ftTrooper (Medium Construct Walker – 59 XP):

Str 10, Dex 10, Con 10, Int 12, Wis 8, Cha 6; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk IV; Def IV; Res IV; Health V; Comp I; Skills: Compu-ters X; Qualities: Augmented (flashlight, light kine-tic barrier, PR 2 omni-tool), banned action (Impress, Swim, Therapy), damage reduction 2, fearless II, feat (Geth Shield Boost)

Attacks/Weapons: Geth pulse rifle (dmg 4d4 lethal; error 1-3, threat 20; recoil 14; range 100 ft.; qualities: accurate), slam I (dmg 1d6 lethal; threat 20)

HusksSynthetic ‘zombies’ created using unknown tech-

nology, Husks are living beings whose bodies have been partially converted into cybernetic material. Blood becomes a sickly green fluid, and the body generates a powerful electrical charge. They are not intelligent and aren’t particularly resilient, but in large numbers they can be very dangerous.

Abominations look similar to drones but can be easily identified by the distinctive red glow they give off. These suicide troops run into close quar-ters and then detonate, inflicting damage in a wide radius.

Drones represent the simplest form of Husk; a hu-manoid figure composed of a mish-mash of organic and technological parts. When not killing or being commanded by a third party, they tend to stand around in a semi-catatonic state.

Praetorians are composed of the fused remains of up to thirty drones, and these hovering behemoths possess thick armor plating, heavy shields and de-vastating weaponry. Their particle beams can slice armored troops in half, and their shields regenerate with frustrating speed.

Scions are created by fusing three drones together. They are grafted around a large blue sac which is carried on the things back, and which feeds into a ranged weapon that is housed in the hugely dis-tended left arm. They are heavily armored and very tough.

Tactics: Not possessing anything resembling in-telligence, Husk tactics tend to be very simple. ‘Run straight at the enemy and try to kill them’ seems to be the limit of their tactical thinking. Those Husks with ranged weapons will stand back and shoot, but none have any qualms about entered melee.

Abomination (Medium Construct Walker – 36 XP): Str 10, Dex 10, Con 10, Int 2, Wis 2, Cha 2; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init II; Atk III; Def II; Res III; Health IV; Comp I; Skills: None; Qualities: Banned action (Influence, Out-maneuver, Tumble), charge attack, clumsy, damage reduction 1, darkvision I, death throes (explosive), fearless II, frenzy, lumbering

Attacks/Weapons: Slam I (dmg 1d6 lethal; threat 20)

Drone (Medium Construct Walker – 26 XP): Str 10, Dex 10, Con 10, Int 2, Wis 2, Cha 2; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init II; Atk III; Def II; Res III; Health IV; Comp I; Skills: None; Qualities: Banned action (Influence, Outmaneuver, Tumble), clumsy, construct, darkvision I, fearless II, lumbering

Attacks/Weapons: Electrical discharge (electrical damage attack II: 10 ft. aura; dmg 1d6 electrical per 2 TL, Ref DC 10 for 1/2 damage), slam I (dmg 1d6 lethal; threat 20)

Praetorian (Huge Construct Flyer – 95 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ H (5×5, Reach 2); Spd 30 ft. wingless flight; Init III; Atk IV; Def III; Res IV; Health VII; Comp I; Skills: None; Qualities: Augmented (hardened kine-tic barrier), damage reduction 5, darkvision I, fearless II, tough I

Attacks/Weapons: Death choir (lethal damage at-tack II: 10 ft. aura; sprawling save attack III: 10 ft. aura), particle beam (lethal damage attack III: 50 ft. beam; dmg 1d8 lethal per 2 TL, Ref DC 15 for 1/2 damage)

Scion (Large Construct Walker – 47 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ L (2×2, Reach 1); Spd 30 ft. ground; Init I; Atk III; Def I; Res III; Health VII; Comp I; Skills: None; Qualities: Biotic power (shockwave), clumsy, damage reduction 5, darkvision I, feat (Shockwave Basics, Shockwave Mastery), fearless II, lumbering, sham-bling, tough I

Attacks/Weapons: Slam I (dmg 1d8 lethal; threat 20)

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KeepersThe Keepers are apparently a bio-engineered, in-

sectoid race found only on the Citadel. They are completely docile and harmless, and appear to exist for no other reason than to maintain the Citadel and its systems.

The Keepers are believed to have been created by the Protheans to serve as caretakers of the station, and have become essential to the Citadel’s opera-tion. Very little is known about them, as they do not communicate with other species.

Tactics: It is against Citadel law to interfere with the Keepers or their operations, so any attack upon one of them will result in a quick and lethal res-ponse from C-Sec operatives. The Keeper itself will quickly retreat to a safe distance, and then once the situation is resolved it will return to work, or retreat into the bowels of the station to seek treatment at an undisclosed location.

Keeper (Medium Beast Walker – 22 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 20 ft. ground; Init I; Atk I; Def I; Res III; Health II; Comp I; Skills: Electronics V, Mechanics V, Science (super science) V; Qualities: Augmented (electronics kit I, mechanics kit I), ever-lasting, expertise (electronics, mechanics), lumbering, meek (–20)

Attacks/Weapons: None

MechsUsed in a variety of roles all across civilized space,

robots, or ‘mechs’ as they are commonly known, are most often seen in a military or security capa-city. They come in a staggering variety of diffe-rent models, and not all of them are humanoid in appearance.

FENRIS mechs are mechanical constructs desig-ned by Hahne-Kedar specifically for security, FEN-RIS mechs are highly identifiable by their white ar-mor, red lights and dog-like shape. The mechanical analogs of guard dogs, they even mimic dog-like behavior when they attack a target. FENRIS mechs also possess advanced sensory equipment allowing them to detect weapons and narcotics. They are of-ten deployed alongside LOKI Mechs.

LOKI mechs are a type of bipedal humanoid se-curity robot designed for security detail and guard duty in locations where manpower is an issue, or where the use of organics for ‘around the clock’ shifts is unfeasible. It has a very basic personality suite and can be programmed for non-lethal crowd control, but it is not the equal of a trained soldier. As a result they are usually deployed as support for live troops rather than on their own.

YMIR mechs or Model 34-As (more common-ly called a ‘Heavy Mech’) is a massive killing ma-chine designed for anti-infantry purposes. Heavily armored and shielded, YMIR mechs possess twin automatic mass accelerator cannons concealed in the right arm and a rocket launcher in the left. They are devastating opponents, and are easily the equal of a full platoon of infantry.

Tactics: Mechs are not subtle, and they are not particularly intelligent. LOKI and YMIR units tend to walk directly toward the target, firing everything they have until they enter CQB range. Then they hold their ground and continue firing until the target is disabled. FENRIS mechs usually rush the target, moving into melee by the shortest possible route and attacking until the target is disabled. Mechs never retreat, and they only use tricks that are appropriate to their weapons such as autofire, burst or trip.

FENRIS (Medium Construct Walker – 38 XP): Str 10, Dex 10, Con 10, Int 6, Wis 6, Cha 2; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk IV; Def IV; Res IV; Health III; Comp I; Skills: Athletics I, Notice I; Qualities: Augmented (melee

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ftstun gun), banned action (Climb, Jump, Kick, Swim), construct, critical hesitation, damage reduction 1, darkvision I, death throes (explosive), feat (Surge of Speed), improved hearing, improved scent

Attacks/Weapons: Melee stun gun (dmg 5d4 elec-trical; threat 18-20; qualities: finesse), slam I (dmg 1d8 lethal; threat 20; qualities: trip)

LOKI (Medium Construct Walker – 44 XP): Str 10, Dex 10, Con 10, Int 6, Wis 6, Cha 2; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init II; Atk IV; Def II; Res IV; Health IV; Comp II; Skills: None; Qualities: Augmented (melee stun gun), banned ac-tion (Swim, Tumble), damage reduction 3, darkvison I, death throes (explosive)

Attacks/Weapons: Melee stun gun (dmg 5d4 elec-trical; threat 18-20; qualities: finesse), M-3 predator (dmg 1d12 lethal; threat 20; qualities: dependable, rugged), M-4 shuriken (dmg 1d12 lethal; threat 20; qualities: dependable, non-standard fire mode: bursts only)

YMIR (Large Construct Walker – 66 XP): Str 10, Dex 10, Con 10, Int 6, Wis 6, Cha 2; SZ L (2×2, Reach 1); Spd 30 ft. ground; Init II; Atk V; Def II; Res VI; Health VI; Comp II; Skills: None; Qua-lities: Augmented (heavy kinetic barrier, light mis-sile launcher, twin automatic accelerator cannons), banned action (Climb, Jump, Kick, Swim, Tumble), damage reduction 5, darkvision I, lumbering, tough II

Attacks/Weapons: Light missile launcher (dmg 4d10 explosive, 10 ft. blast; threat 20; qualities: im-precise), twin automatic accelerator cannons (dmg 6d6 lethal; threat 19-20; qualities: armor-piercing 20, imprecise)

RachniThe only sapient arthropods known to exist in

our galaxy, the Rachni are all but extinct. Intelli-gent but highly aggressive, the space faring Rachni were driven to conquer until they were defeated by the Krogan during the Rachni wars. The discovery of the Rachni led the Citadel races to severely cur-tail their expansion, for fear of encountering a si-milarly hostile species.

Brood warriors are similar in form and aspect to soldiers, only they are much larger and stronger. They protect the hive’s Queen, and only fight when she is directly threatened.

Queens are huge creatures, the size of a tank. They are highly intelligent, and they sooth their hive by means of a telepathic ‘song’. They lay eggs with in-credible speed, and a small Rachni hive’s popula-tion can increase by an order of magnitude in just a few days.

Soldiers are human-sized slow moving insectoids with reddish-brown carapaces, hunched torsos and eight limbs. They use four of these limbs to run, and two others for manipulating tools. The final two are a pair of long tentacles that can be used to impale an enemy. Soldiers can spit acid a conside-rable distance.

Workers are tiny green creatures that are usually in the first wave of any Rachni offensive. In combat they rush the enemy in swarms and explode, killing themselves to protect the hive.

Tactics: Rachni only fight when conquering ter-ritory or defending their hive. In either case, a battle typically begins with a swarm of workers rushing the targets while soldiers spit acid at them from range. Once the workers are all dead, the soldiers advance, continuing to fire acid projectiles until they close to melee range. Remember that Rachni are not ‘dumb animals’ — they are a sapient race, and are quite capable of formulating very devious plans including traps and ambushes.

Brood Warrior (Large Beast Burrower/Wal-ker – 98 XP): Str 18, Dex 8, Con 16, Int 8, Wis 12, Cha 10, Cha 10; SZ L (2×2, Reach 2); Spd 10 ft. burrowing, 20 ft. ground; Init IV; Atk IV; Def IV; Res V; Health V; Comp II; Skills: Athletics II, Intimidate II, Notice II, Survival II; Qualities: Bio-tic power (barrier), damage reduction 3, darkvision I, feat (Barrier Basics), feral, hive mind, lumbering, rend, treacherous

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Attacks/Weapons: Acidic bile (acid damage attack III: 40 ft. ray, 5 ft. blast; dmg 1d8 lethal per 2 TL, Ref DC 15 for 1/2 damage), tentacle slap III (dmg 2d10 lethal; threat 19-20; qualities: grab, reach +1)

Queen (Huge Beast Burrower/Walker – 131 XP): Str 20, Dex 10, Con 18, Int 14, Wis 16, Cha 14; SZ H (4×4, Reach 3); Spd 10 ft. burrowing, 30 ft. ground; Init III; Atk V; Def IV; Res V; Health VII; Comp IV; Skills: Athletics III, Intimidate V, Notice III, Resolve V, Survival III; Qualities: Bur-den of ages, damage reduction 5, darkvision I, hive mind, lumbering, natural spell (Animate Dead I), rend, telepathic

Attacks/Weapons: Acidic bile (acid damage attack IV: 60 ft. ray, 10 ft. blast; dmg 1d10 lethal per 2 TL, Ref DC 20 for 1/2 damage), tentacle slap V (dmg 3d12 lethal; threat 18-20; qualities: grab, reach +1)

Soldier (Medium Beast Burrower/Walker – 57 XP): Str 16, Dex 8, Con 12, Int 8, Wis 12, Cha 10; SZ M (1×1, Reach 2); Spd 10 ft. burrowing, 20 ft. ground; Init III; Atk III; Def III; Res IV; Health IV; Comp I; Skills: Athletics I, Notice I, Survival I; Qualities: Damage reduction 1, darkvision I, feral, hive mind, lumbering, rend

Attacks/Weapons: Acidic bile (acid damage attack II: 40 ft. ray, 5 ft. blast; dmg 1d6 lethal per 2 TL, Ref DC 10 for 1/2 damage), tentacle slap I (dmg 1d8 lethal; threat 20; qualities: grab, reach +1)

Worker (Tiny Beast Burrower/Walker – 22 XP): Str 2, Dex 10, Con 10, Int 6, Wis 6, Cha 2; SZ T (4 per square, Reach 0); Spd 10 ft. burrowing, 20 ft. ground; Init III; Atk II; Def III; Res I; Health I; Comp I; Skills: None; Qualities: Death throes, hive mind

Attacks/Weapons: Bite I (dmg 1d4 lethal; threat 19-20)

ReapersThe Reapers, known by the geth as the Old Ma-

chines, are a highly advanced machine race of synthetic/organic starships. The Reapers reside in dark space, the empty, starless space between galaxies. They hibernate there, dormant for thou-sands of years, before they are given the signal to re-turn. Their origins are completely unknown. Even their true name is a mystery; ‘Reapers’ was a name bestowed by the Protheans.

The Reapers were the original creators of the Ci-tadel and the mass relay network. These massive constructs exist so that any intelligent life in the galaxy would eventually discover them and base their technology upon them – all part of a scheme to harvest the galaxy’s sentient life in a repeating cycle of purges that has continued relentlessly over countless millennia.

Stats for a Reaper can be a tricky thing to com-prehend, as they aren’t ordinary special characters. Being closer to living starships, a normal NPC stat-block isn’t really relevant. Additionally, assigning them an XP value doesn’t really do them justice – they should be the focus of multiple objectives and whole adventure arcs; they should never be en-countered as just another NPC to be swept aside!

Presented below are the NPC stats and qualities that apply to these ancient machines, along with appropriate attributes for engaging them in ship-to-ship combat.

Tactics: A Reaper sets itself an objective, and then focuses on it to the exclusion of everything else. They do not care about trivialities such as civilian casualties or collateral damage, and when forced into open battle they are as direct and blunt as is needed to get the job done. They are even prepa-red to completely ignore foes that are incapable of harming them, sweeping past them toward their chosen goal without fear or mercy.

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ftReaper (NPC stats): Comp X; Skills: Intimidate

X, Resolve X, Tactics X; Qualities: Banned action (Calm, Impress), darkvision II, dramatic entrance, fearless II, fearsome, natural spell (Animate Dead I: creates Husk drones; Charm Person V: Casting Time is increased to 1 week, may target any and all charac-ters inside them), telepathic (constructs only)

Reaper (vessel stats): Force 10; Traits: Capital, FTL drive, kinetic barriers, landing thrusters; Up-grades: Ablative armor; 1 vessel

Element zero discharge (Battlefield Trick): If you win this round, destroy one enemy fortification of your choice.

Fire main gun 6 (Battlefield Trick): If you win this round, destroy one enemy unit of your choice with a Force of 6 or lower and the Capital trait.

WildlifeLife forms on any given world tend to conform

to the ecological conditions present, fitting into niches that are entirely absent off-world. This can lead to some weird and wonderful creatures, some of which are really odd, and some of which are downright lethal. Throw in space travel and sa-pient curiosity, and some species have transported to worlds very far from home indeed.

Gas bags are floating gas bladders that are native to the world of Eden Prime. They drift slowly over shallow swamps, using dangling tentacles to fish for small prey. Whilst mostly harmless, the gas they use to stay aloft is flammable, and they tend to explode when injured.

Harvesters are huge insectoid-reptile creatures that inhabit several worlds throughout the galaxy, including Tuchanka and Tarith. Nearly the size of a Thresher Maw and equally as aggressive, their pri-mary means of attack appears to be flying low and ‘dropping’ klixen. This could mean that harvesters either birth klixen or simply pick them up and re-locate them. Either way suggests a rather fiendish intelligence; the harvesters are smart enough to use klixen both as shock troops and, failing that, mo-bile ordnance.

Klixen are an insectoid species resembling crabs or beetles. Little else is known about them, but they are usually found present with harvesters. Klixen do not appear to use weapons, and are likely not sen-tient. They are slow moving, but their fire breathing capabilities make them deadly at melee range, and they explode violently when killed.

Pod crabs are massive, grey, flat-headed crusta-ceans. They walk on four sturdy arms, each ending in hard points that are used to impale large mol-lusk-like creatures found in the shallow beaches and estuaries along the coasts of Virmire. They are not aggressive, and seem incapable of defending themselves if attacked.

Pyjaks are a simple breed of primate, present on dozens of different planets. They are small, with pronounced snouts and long, prehensile tails, and they travel in ‘herds’. Despite not being sapient, they are a curious species and have been known to steal items that take their interest.

Space beetles are found in a variety of different sizes, from a few inches to several feet in length. They are harmless scavengers, and despite their ca-rapaces they are quite fragile.

Space cows are thin oxygen-breathing herbivores with four legs and two, small, arm-like forelimbs. There is no visible distinction between the sexes, and they naturally browse in herds.

Thresher maws are enormous, subterranean carni-vores that burst up from the ground without war-ning when disturbed. They reproduce via spores that lie dormant for millennia, yet are robust enough to survive prolonged periods in deep space and atmospheric re-entry. As a result, thresher maw spores appear on many worlds, spread by previous generations of space travelers. They are capable of spitting a powerfully corrosive acid, and possess massive talons capable of smashing a tank to pieces.

Varren are omnivores with a preference for living prey. Originally native to the Krogan homeworld of

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Tuchanka, they are savage, clannish, and consum-mate survivors. They are pack hunters when prey is readily available, and become scavengers when outnumbered or outclassed. Their supreme adap-tability, vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds.

Tactics: Wildlife tend to react as one would ex-pect from a creature that lives in their particular niche. Predators will stand and fight, only retrea-ting when the situation seems hopeless, whereas prey will flee at the first sign of danger, only turning to fight when cornered.

Gas Bag (Medium Animal Flyer – 2 XP): Str 4, Dex 10, Con 10, Int 6, Wis 10, Cha 2; SZ M (1×1, Reach 1); Spd 10 ft. wingless flight; Init I; Atk I; Def I; Res I; Health I; Skills: Survival IV; Qualities: Death throes, lumbering, meek (–20), shambling

Attacks/Weapons: Tentacle slap I (dmg 1d4 lethal; threat 20; qualities: grab)

Harvester (Gargantuan Horror Flyer – 100 XP): Str 18, Dex 10, Con 14, Int 8, Wis 8, Cha 2; SZ G (12×12, Reach 3); Spd 30 ft. winged flight, 10 ft. ground; Init IV; Atk IV; Def III; Res VI; Health VII; Comp I; Skills: Acrobatics III, Notice III, Tac-tics III; Qualities: Darkvision I, damage reduction 5, fearsome, feral, tough II

Attacks/Weapons: Bite III (dmg 2d10 lethal; threat 17-20; qualities: grab), claw III (dmg 2d8 lethal; threat 19-20; qualities: grab)

Klixen (Medium Animal Walker – 42 XP): Str 10, Dex 10, Con 10, Int 6, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init II; Atk III; Def III; Res III; Health V; Skills: Notice I, Sneak I; Qualities: Damage defiance (Fire), death throes (Fire), tough I

Attacks/Weapons: Claw I (dmg 1d6 lethal; threat 20), fiery breath (fire damage attack II: 10 ft. cone; dmg 1d6 fire per 2 TL, Ref DC 10 for 1/2 damage)

Pod Crab (Large Animal Walker – 11 XP): Str 16, Dex 10, Con 16, Int 2, Wis 2, Cha 2; SZ L (2×2, Reach 1); Spd 20 ft. ground; Init I; Atk III; Def I; Res IV; Health III; Skills: Survival I; Qualities: Lumbering, meek (–20), shambling

Attacks/Weapons: Claw I (dmg 1d8 lethal; threat 20)

Pyjak (Tiny Animal Walker – 29 XP): Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ T (4 per square, Reach 0); Spd 30 ft. ground; Init III; Atk I; Def III; Res III; Health I; Skills: Acrobatics IV, Athletics V, Notice I, Sleight of Hand I, Sneak IV; Qualities: Feat (Spider Basics, Spider Mastery), meek (–20)

Attacks/Weapons: Bite I (dmg 1d4 lethal; threat 20)

Space Beetle (Tiny Animal Walker – 0 XP): Str 10, Dex 10, Con 10, Int 6, Wis 6, Cha 2; SZ T (4 per square, Reach 0); Spd 10 ft. ground; Init I; Atk I; Def I; Res I; Health I; Skills: None; Qualities: Damage reduction 1, meek (–20)

Attacks/Weapons: Bite I (dmg 1d4 lethal; threat 18-20)

Space Cow (Large Animal Walker – 0 XP): Str 10, Dex 10, Con 10, Int 6, Wis 6, Cha 6; SZ L (1×1, Reach 1); Spd 20 ft. ground; Init I; Atk II; Def II; Res III; Health I; Skills: Notice I, Survival I; Qua-lities: Lumbering, meek (–20), shambling

Attacks/Weapons: Bite I (dmg 1d10 lethal; threat 18-20)

Thresher Maw (Colossal Horror Burrower – 218 XP): Str 28, Dex 10, Con 22, Int 2, Wis 10, Cha 2; SZ C (25×25, Reach 5); Spd 30 ft. burrowing; Init III; Atk VI; Def III; Res X; Health X; Comp I, Skills: Notice IV, Survival IV; Qualities: Blindsight, damage reduction 10, dramatic entrance, dread, fearless II, fearsome, feral, lumbering, monstrous de-fense II, never outnumbered, tough V, treacherous, unnerving

Attacks/Weapons: Claw V (dmg 6d8 lethal; threat 16-20; qualities: armor-piercing 10), acidic bile (acid damage attack V: 120 ft. ray, 20 ft. blast in-crement; dmg 1d12 acid per 2 TL, Ref DC 25 for 1/2 damage)

Varren (Medium Animal Walker – 33 XP): Str 10, Dex 10, Con 10, Int 6, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 40 ft. ground; Init II; Atk V; Def IV; Res IV; Health III; Skills: Notice I, Sneak I, Survival I; Qualities: Feat (Wolf Pack Basics), feral, improved scent, superior runner I

Attacks/Weapons: Bite III (dmg 2d8 lethal; threat 17-20)

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ft YahgViolent and aggressive predators, the Yahg are

huge lumbering beasts possessed of a surprising perceptiveness and mental agility. They are ob-sessive control freaks and seek total dominance in any given situation. Indeed, they massacred a de-legation of Citadel ambassadors for failing to show them the proper deference, and ever since their world has been marked as off-limits.

Yahg are massive, solidly-built carnivores with four pairs of eyes and prominent ears. They are in-credibly strong even for their considerable size, and highly resistant to damage. In combat they tend to carry the largest weapons available – preferably ful-ly automatic – and they excel at fighting up close and personal.

Yahg (Large Folk Walker – 93 XP): Str 20, Dex 10, Con 14, Int 12, Wis 10, Cha 8; SZ L (1×1, Reach 1); Spd 20 ft. ground; Init III; Atk VI; Def III; Res VI; Health VI; Competence II; Skills: Intimidate III, Notice VI, Survival VI; Qualities: Battering, charge attack, damage reduction 5, feral, improved vision, lumbering, menacing threat, sterner stuff, tough I, treacherous

Attacks/Weapons: Gore II (dmg 1d8+5 lethal; threat 18-20; qualities: bleed), Slam II (dmg 1d8+5 lethal; threat 19-20)

open gaMe liCenseThe following text is the property of Wizards of the Coast, Inc.

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