Mass Effect d6 Corebook.pdf
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Section 1: Characters
"Professor of Archeology. Expert on the occult and how does one say it?
Obtainer of rare antiquities."
- Major Eaton,
Raiders of the Lost Ark
If you want to be a part of the Mass Effect D6 game
you're going to need a character. The best way is to select
a template from the Section 6: Templates at the end of the
manual that appeals to you. You can play a privateer,
a mercenary (or merc), an outlaw, a krogan... whatever
suits you.
If none of the templates appeal to you, check out
the "Creating a New Template" in the Star Wars D6 handbook.
So you've picked a template (or decided to craft
a more suitable one yourself ). Now what? Each template
wether premade or on the fly needs a few things to flesh out
your character: equipment, background, personality and
objectives. Also, having a connection with other characters
in your group and a quote helps to flavor your choice.
Make up a name for your character. Names for
humans can be anything you (as a human) are familiar with.
For an alien character try to make an alien sounding name.
Remember there are few krogan named Ted or asari named
Britney.
Pick your character's hieght, weight, sex and age
and come up with a brief description of what your character
looks like.
Before you pick a template, ask the gamemaster (GM)
what type of campaign is being run. If the adventure features
the Systems Alliance dealing with privateers and mercs in
the Skyllian Verge, almost anyone fits in as long as they are
interested in justice or protecting colonists.
However, if the campaign deals mostly with a group
of ruthless mercs and bounty hunters stealing and terrorizing
the Attican Traverse, a C-Sec operative might not be the best
choice. Some GMs may even run a campaign dealing entirely
with helping Saren destroy the Galaxy and would take again
an entirely different type of character.
It's not a bad idea to ask the other players what kind
of character they are choosing. Normally your group should
contain a diverse group of character types. Remember, four
techies that don't know the working end of a rifle might not
last long versuses pirates.
Detailing a Character
A character template is a good starting point, but it's
only a description of a type of character. There are thousands
of privateers in the galaxy - how do you make your different?
Physical Description
What does your character look like? Apperance can
say a lot about your character, so spend some time thinking
about this.
Figure out hair color, eye color and other physical
qualities. Is you character athletic? Overwieght? Attractive
or homely? List anything unusual about your character's
appearance, like bright blue hair, tattoos, facial scars or
anything else that springs to mind.
Selecting a Template
If you've already chosen a template to play, skip
ahead to "Finishing the Template". If you're still trying to
pick one or want a few tips on how to make your character
different, keep on reading this section.
Think about what kind of person
you
want to play.
Do you want to be a xenophobic soldier like Ashley Williams?
An engineer like Tali Zorah nar Rayyah? A naive Biotic like
Liara T'Soni. A tough as nails krogan battlemaster like Wrex?
Section 1: Characters
Think about your character's presence, body
language and mannerisms. Is he menacing? Shy? Outgoing
and popular? Does he walk with a limp or have a strange
accent. Does he have a nervous twitch when he lies? What
kind of impression does your character give people?
Write down how your character dresses: a privateer
dresses very differently than a soldier or a wealthy business
leader.
Quick aside: it could be argued that from playing the Mass
Effect video game everyone does in fact dress alike, wearing form fitting
one piece or two piece outfits of matching colors and then armor over
it when out in the field. This is fine in a one player game, but in a
living-breathing galaxy like Mass Effect D6, its unrealistic to expect that
everyone would be wearing the same fashions.
Think about your character's sense of morality. Some
characters have very strong codes of behavior while others
tend to "adapt" their ethics to fit the current situation. You
can play heroes like Captain Anderson or a shady merc like
Urdnot Wrex. Would your character be willing to betray his
friends for the sake of a few credits, or would he refuse to
betray them no matter the cost?
Objectives
This is what your character hopes to accomplish. What
motivates your character? Greed (for money, power, etc)? Love?
A sense of honor? A desire for adventure and excitment?
Objectives can be immediate, short-term or long-term.
Some characters don't care much about anything past their
next pay off, while others have long-term goals, like starting
a shipping company or becoming a Specter agent. Goals
can be noble or selfish, grtttandiose or modest... or whatever you
come up with.
Objectives can also change during play - this is just
what youre character is interested in
now.
Background
This tells a little bit about what your character has
been up to until you started playing him or her. The
background is for you and the GM only - you only have to
tell the other players as much about your characters past
as you want to. (One of the interesting things about Urdnot
Wrex is you don't really know what havoc he's caused before
he meets up with Commander Shepard.)
Your character may want to hide certain things about
his past and perhaps there's even an old foe or two lurking
in the background. Your character can even lie about his past!
If your character is bitter and cynical, there's probably a good
reason he's that way - so what happened to him?
You can develop a much more detailed background
if you want to. What kind of odd jobs did you character hold?
Where has he travelled and who does he know? What was
his home planet like? Who were his parents, siblings, relatives
and friends - and how does he get along with them?
A well-developed background can give the GM
plenty of ideas for adventures, while allowing for new develop-
ments during play. The GM may "remind" you of things your
character knows or introduce people that "knew" your
character in the past - even an enemy!
Connection with others
How did your character get involved with the other
characters in the group? "Connections" give the characters a
reason
to risk their necks for each other. They also help the
players figure out how the characters react to each other.
Here are a few possiblities that can be fleshed out
with the other players and GM.
Personality
This is how your character generally acts - he won't
always
act this way, but its a good summary. You should
spend a few minutes creating a personality that is interesting
and fun for
you
to play.
Characters should have both good points and bad
points. For example, Garrus Vakarian has a strong ideal of
justice and upholding the law but he doesn't adhere to
bureaucratic red tape and believes in "the ends justify the
means", which can put him at odds with characters that
believe in the system.
Detail your characters personality: Is he perpetually
worried? Too eager to fight? Does he have an almost neurotic
need to assert authority? Does he harbor deepseeded dislikes
for any member of a species not his own?
- Friends
.
The most obvious (and the most often over-looked)
connection. Friends will do alot to help each other even if
they've been out of touch for years.
- Relatives.
No one gets to choose who they're related to, but
most people feel obligated to help out their relatives (even
if they don't like them all that much). This can be particularly
interesting if the characters would tend to be at odds - how
does the egalitarian young ambassador-aid deal with a seedy
privateer who happens to be her sister?
Section 1: Characters
Connection with others
Finishing the Template
Be sure to review the "Mass Effect D6 Player Handout"
located at the beginning of the manual for an explanation of
attributes, die codes and other basic rules.
Make up a name, height, weight, sex, age and physical
description for your character. (Your character doesn't have
to look like the picture provided with the template.)
All characters start the game with 5 Character Points.
Write this down on your character sheet but be sure to use
pencils, these totals will change through gameplay.
You only have to do four things to finish a template:
1. Pick Skills
2. Decide if your character has a Paragon Morality, a Renegade
Morality or a Neutral Morality
3. Spend credits on equipment
4. Choose Talents
- Employees
.
One character may hire another for any number of
reasons. Maybe the characters have worked together for a long
time... or the adventure revolves around a one-time deal that
gets more complicated along the way.
- Join ownership of a ship.
Starships are expensive. Two or more
characters could jointly own a ship (and have to deal with the
debts that go with it).
- Traveling Companions
.
Even the most unlikely pair might have
travelled together for months or years before the game begins.
"Fringe" characters might be buddies or partners in crime.
Wealthy characters might be friends who have decided to
"see the galaxy" in style.
- Mentors.
Any older character can take a younger character
under his or her wing. The younger character has a teacher or
mentor while getting a chance to explore distant worlds.
"
And this must be your protege, Commander
1. Pick Skills
Shepard.
" - Saren to Captain Anderson
While attributes cover a character's inborn ability in
certain areas, you must be wondering "Can my character get
better at anything?"
That's where skills come in. Each template has several
skills listed under each attribute. The skills are explained later
in this section.
- Rivals.
Friendly competition can add a lot to an adventure (as
long as it doesn't get out of hand). Rivalries can be about
almost anything from arrests between law officers, successful
blockade runs between privateers or even body counts
between mercs.
- Same Homeworld.
Characters from the same planet share a
few things in common even if they're very different types of
people. Two characters from Eden Prime will have a connection
between them from the geth attack even if one is a soldier
and the other is a farmer.
- Classmates.
Characters of the same age could have attended
Citadel Secruity Academy or a university together.
- Known by Reputation.
Even if characters have never met
before, they may know of each other by reputation. A privateer
might have heard of other privateers, mercs or bounty hunters.
Ambassadors might be well known figures.
- Love.
A romantic interest can be difficult to play, but some
players are comfortable with the idea. Let the players choose
this kind of tie; GMs should
never
force this connection.
A beginning character has 7D to spend on skills; you
can add 1D or 2D to any of the skills shown on the template.
Note: some templates are based on races with special skills
that make them more powerful in a starting skill, abide by the
rules listed with the race or on the template. All the skills
listed beneath a given attribute begin with that attributes die
code.
With a GMs permission you can add other skills to the template.
If a character has any D in a Biotic skill (Telekinesis,
Kinetic Fields or Distortion) or meets the requirements for a
Tech or Combat power (which will be located under the special
abilities), the character can choose one or more skills and they
may be improved the same way a normal skill is. Refer to
Talents later in the manual for more information.
Example:
Greg decides he wants to be a privateer; he
names his character Tyrsethal.
Greg decides to take 1D of his starting 7D and put it
into
Ranged
. Tyrsethal's
Dexterity
is 3D, so his new
Ranged
skill is 4D (3D+1D). He has 6D left.
Then, he puts 2D in
Con
(a
Perception
skill, Tyrsethal's
Perception
is 4D) and his new Con skill is 6D (4D+2D).
He has 4D left.
Greg then decides to put 2D in Starship Piloting (a
Mechanical skill, Tyrsethal's Mechanical is 3D+1) and his
new Starship Piloting skill is 5D +1.
He then puts 2D in
Starship Repair
giving him a 6D
(since Tyrsethal's
Technical
is 4D).
If you do not improve a skill and a roll is called for that
skill just roll the base attributes D instead.
Making Changes
What if you want to be an outgoing and streetwise
archeologist rather than a naive bookworm? What if you want
to be a quiet and shy pilot rather than brash? Or a soldier
that embraces the skills and ideas of aliens rather than a
xenophobe? No problemo.
You can change the background of any templated
character you want to play. Along with their personality and
even connection with others, but be sure to clear all your
changes with your GM.
Some things - like debts owed to crime lords or
bounties - are adventure hooks and are supposed to make the
character's life tougher and usually shouldn't be changed.
Besides, not everyone can be the daughter of a
powerful asari matriarch or the first Spectre agent of their
race.
Section 1: Characters
Specializations
Mass Effect D6 (as opposed to Star Wars D6) deals
with the idea of "good" and "evil" a little differently. Black and
white systems just wouldn't work for MED6; since the line
between good and evil is constantly blurred, we wanted some-
thing more flexable to reward characters when making choices.
To be clear, a character that starts with 2 Paragon Points isn't a
saint, he is just more inclined to help people and not cut corn-
ers to get the job done. Likewise, a character with 2 Renegade
Points isn't nessacarily a monster, just a little more flexable
when it comes to rules.
The basic idea is that these reward a player with stick-
ing with their character's personality. If you're playing a morally
good person who helps the locals fight off a geth attack for no
reward and refuse any money, you could be awarded with a
Paragon Point for your efforts. On the other hand, if your char-
acter is shady and selfish and you stick with it, demanding pay-
ment after saving the locals, you could be awarded a Renegade
Point for your efforts.
Paragon Points and Renegade Points offer the GM more
options for rewarding their players for staying in character and
are given as the GM sees fit for positive and negative acts. Lets
face it, not every selfish privateer is gonna have a change of
heart and become a hero, sometimes they just wanna spend
their reward.
You can spend 1D of your character's beginning skill
dice to get three specializations; add 1D to each of the chosen
specialization skills.
Of your starting 7D you may take 1D (leaving you 6D)
and get three specializations at the base attribute's die code
+1D. If you have a 3D Dexterity score and want
Pistols, Assault
Rifles
and
Sniper Rifles
as specializations, they would each be at
4D when you start. You would only roll the specialization skills
when using a
Pistol
,
Assault Rifle
or
Sniper Rifle
. When using a
Shotgun, you would roll your base
Ranged
skill or
Dexterity
.
Speicializations can be of any of the main attributes, not
just from the same one. You could have chosen
Dexterity: Pistols
,
Knowledge: Intimidate
and
Strength: Melee
and each of those
skills would be the base Attributes die code +1D.
Advanced Skills
If there is a skill with "(A)" listed in front of it, it's an
Advanced skill. Advanced skills demand years of disciplined
study to master and
cannot
be attempted by any character
that doesn't have the requisit skill. Some examples of
Advanced skills are
(A) medicine, (A) drive core engineering,
(A) Prothean technology, (A) weapons design, (A) AI programing.
A character may have an advanced skill listed on the
template. If your charater meets the "prerequisite skills"
requirement, you may put begining skill dice in the
advanced skill.
(Check the skill's description in either the "Attributes
and Skills" section of the Star Wars D6 system pgs 37-65 or
later in this manual. Note: advanced skills not unique to
Mass Effect D6 are listed at the beginning of this manuals
skills section.)
3. Spend Credits on Equipment
A character starting with "credits", the universal money
of all races that follow the Conventions and rules of the Citadel
Council, can buy more equipment or weapons. Turn to the
"Equipment Section" found later in the manual.
You can ask for more equipment, but be warned that
most GMs will attach a few strings - nothing comes for free!
Example:
The prerequisite for (A)
medicine
is
first aid
5D. If your character has at least 5D in
first aid
, you can
put 1D or 2D or your beginning skill dice in (A)
medi-
cine
.
Example:
Tyrsethal, Greg's privateer, doesn't have his
own ship yet. Brian, the GM, decides to help Greg out a
bit.
"I'll give Tyrsethal a ship. How about an older Kohara
class freighter? He got it second hand and pretty
beat up, but had some of his tech buddies modify it.
You still owe a loan shark on Camala 5,000 credits for
the ship. Be sure to keep those payments timely."
Brian gives Greg a sheet of paper listing the ship's
game statistics. If Brian wanted to be really devious, he
could have come up with something else - maybe
Tyrsethal's ship is stolen and the Systems Alliance want
to confiscate it - and
not
told Greg the real story?
When a character purchases an advanced skill, it
begins at 1D. Advanced skills
do not
begin at the same level
as their corresponding attribute.
When a character uses one of the the prerequisite
skills,
add
the advanced skill to the prerequisite skill's roll.
Example:
A character has
first aid
at 5D and (A)
medicine
at 1D. He rolls only 1D for
medicine
checks,
such as performing surgery or diagnosing an
unusual disease.
However, if the character makes a
first aid
check, he
gets to roll 6D - 5D from
first aid
plus the 1D for
(A) medicine
.
4. Choose Biotic, Combat or
Tech Talents
If your character starts with a Biotic skill (
Telekenisis
,
Kinetic Fields
or
Distortion
) they know at least 1 Biotic Talent.
If they meet the requirements for a Combat Talent they may
choose one. Like Combat Talents, if a character meets the req-
uirements for a Tech Talent they may select it.
Turn to Section 3: Talents for more information on choo-
sing and using Talents.
2. Paragon/Neutral/Renegade
Moralities
Decide wether you want your character to start the
game with 2 Paragon Points, 2 Renegade Points or 1 of each.
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