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The Tabletop RPG

by Travis McDaniel

A D-20 system
Name: _______________________
Race: _______________________
Specialization: _______________________

STRength ____ (+___) TN to be Hit=____=10 + _____ + _____ + _____
DEXterity ____ (+___) Armor DEX mod Other
STAmina ____ (+___) Hardening =_____
INTellect ____ (+___) B-resistance =_____ Shield =_______/_______
CHArisma ____ (+___) T-resistance =_____ Health =_______/_______

Name Rank Effects
________________ _____ _____________________________________
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________________ _____ _____________________________________
Specialization _____ _____________________________________
Charm _____ _____________________________________
Intimidation _____ _____________________________________

Paragon Bonus :________

Renegade Bonus :________

Initiative=_____=_____ + _______ + ______

Roll DEX mod Other
Attack=Roll+Mod+Accuracy (if ranged)+other

EXP:_________ Level:______
Name Type Accuracy DMG Crit Attach
_____________________ ________ ________ _____ _____ _____
_____________________ ________ ________ _____ _____ _____
_____________________ ________ ________ _____ _____ _____
_____________________ ________ ________ _____ _____ _____
_____________________ ________ ________ _____ _____ _____

Name Effect Gun
_____________________ ______________________________ ________
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Name Effect Gun
_____________________ ______________________________ ________
_____________________ ______________________________ ________
_____________________ ______________________________ ________
_____________________ ______________________________ ________
_____________________ ______________________________ ________
Hardening:_______ Shields:_________ TN Bonus:_________
T-Resistance:_________ B-Resistance:__________ Mods:______
Name Effect
_____________________ _______________________________________
_____________________ _______________________________________
_____________________ _______________________________________

Name QTY Name Effect
_________________ _____ _________ ____________________
_________________ _____ _________ ____________________
_________________ _____ _________ ____________________
_________________ _____ _________ ____________________
_________________ _____ _________ ____________________
_________________ _____ _________ ____________________
_________________ _____ _________ ____________________
_________________ _____ _________ ____________________
_________________ _____ _________ ____________________
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_________________ _____ _________ ____________________
_________________ _____ _________ ____________________
_________________ _____ _________ ____________________
_________________ _____ _________ ____________________

Med-Gel: _____ (Heals 40+INT mod+Other)

Grenades: _____ (300dmg-Range reduction+Other)

Combat System
1 round equals 5 sec of time
1 map square equals 1 meter
The Game is a d20-based game, to make an attack roll a d20 and add the bonus form relevant talent and
the weapon’s base accuracy. If the total is equal to or greater than the targets Armor Class you hit and
deal damage.
Damage is reduced by you armor worn and absorbed by you personal shield. Shield absorption takes
place before damage reduction from armor.
Ranged damage is equal to the weapons base damage, plus the weapons mods and your skill modifiers.
Melee damage equals STR plus any talent mod plus any armor enhancement. Melee attacks bypass
Tech and biotic abilities bypass shields; tech biotic resistance are the TN for the Tech/Biotic Ability.
TN to be hit = 10 + DEX mod + Armor+ Other skills/talents
Range Weapons have a heat score instead of ammunition each action of using the weapon generates a
point heat. Each weapon has a overheat score, once the weapons heat equals the Overheat score the
weapon can no longer be used. The heat reduces a rate of one per round once heat score equals 0, it’s
useable again.
Heat also reduces at a rate of 1 per round that the weapon is not used.
Each character has a certain number of actions per round. Players start
with two actions per round, improving the combat maneuvers skill
increases that number.
Base speed is 6 m
Moving up to the characters speed score is one action.
Activating a tech or biotic ability is one action.
Throwing a grenade is one action.
Melee attacks are one action but can be made at the end of a move action if it’s you intent to charge.
(+5 damage)
It is possible to fire a weapon multiple times with a single action:
Sniper Rifles – with their long range take more time to aim and can only be shot once in one action.
Shotguns – may be shot once in one action.
Pistols – may be shot twice with one action. – The marksman power of the pistol skill will give extra
shots per action.
Assault Rifles – may be fire three times with on action.
Note: each shot taken in a round imposes a cumulative -2 penalty on the attack roll of each subsequent
Cover on the battlefield give a +5 circumstance bonus to AC however if you choose to actively use
cover, 1 action each round you get an additional +5 bonus.
Talking is free.
Critical strikes occur if the Die roll lands in the crit range AND the attack hits. Critical hits deal 2x
damage except for Sniper rifles which do 3x.
The base Melee crit range is 20.
Hardening does not reduce damage that the shield takes, only damage the character takes to his health
pool once the shields are down

Shields regenerate at a rate equal to 50 for every round the character did not get hit. This can be
increased by talents/abilities.
The world of Mass Effect ™ is filled with a variety of races, here are some of the
main ones you will encounter:

The five currently playable races in this RPG are Asari, Turians, Krogan, Quarians,
Drell, and Humans.

Bonus Traits:
+2 CHA
+1 Dex
-2 STR
-1 STA

Race abilities
+2 to all Biotic rolls
+5 Damage to all biotic abilities
+10 Biotic Resistance
Mind Merge: May fuse minds with a willing target, allowing the Asari to
experience a memory or vision of that person.
Instead of an Adept, an Asari becomes an
Asari Commando.

The Asari, native to the planet Thessia, are often considered the most
powerful and respected sentient species in the known galaxy. This is partly
due to the fact the asari were the first race after the Protheans to achieve
interstellar flight, and to discover and inhabit the Citadel.
A mono-gender race—distinctly feminine in appearance—the asari are
known for their elegance, diplomacy, and biotic talent. Their millennia-long
lifespan and unique physiology—allowing them to reproduce with a partner
of any gender or species—give them a conservative but convivial attitude
toward other races. The asari were instrumental in proposing and founding
the Citadel Council, and have been at the heart of galactic society ever since.

Bonus Traits:
+2 DEX
-1 CHA

Race Abilities:
+2 Accuracy with all weapons
May see without penalty in low-light
Gain 1 extra talent point every 2 levels.
Become Turian Agents instead of Infiltrators.

Known for their militaristic and disciplined culture, the turians are the most
recent of the Citadel races invited to join the Council. They gained their
Council seat after defeating the hostile krogan for the Council during the
'Krogan Rebellions'. The turians deployed a salarian-created biological
weapon called the genophage, which virtually sterilized the krogan and sent
them into a decline. The turians then filled the peacekeeping niche left by the
once-cooperative krogan, and eventually gained a Council seat in recognition
of their efforts.
Originally from the planet Palaven, turians are best known for their military
role, particularly their contributions of soldiers and starships to the Citadel
Fleet. They are respected for their 'public service' ethic—it was the turians
who first proposed creating C-Sec—but are sometimes seen as imperialist or
rigid by other races. There is some animosity between turians and humans,
largely due to the turian role in the First Contact War. This bitterness is
slowly beginning to heal—as shown by the cooperation of the two races on
the construction of the SSV Normandy—but many turians still hate humans,
and vice versa.

Bonus Traits:
+2 STR
+2 STA
-2 INT
-2 CHA

Race Abilities:
Regenerate 5 + level health every round.
Increase Harding by 10.
Become Krogan Battlemasters instead of Vanguards

The krogan are a species of large reptilian bipeds native to the planet
Tuchanka, a world known for its harsh environments, scarce resources, and
overabundance of vicious predators. The krogan managed to not only survive
on their unforgiving homeworld, but actually thrived in the extreme
conditions. Unfortunately, as krogan society became more technologically
advanced so did their weaponry.
Four thousand years ago, at the dawn of the krogan nuclear age, battles to
claim the small pockets of territory capable of sustaining life escalated into
full scale global war. Weapons of mass destruction were unleashed,
transforming Tuchanka into a radioactive wasteland. The krogan were
reduced to primitive warring clans struggling to survive a nuclear winter of
their own creation, a state that continued until they were discovered by the
salarians two thousand years later.
With the help of the salarians, the krogan were 'uplifted' into galactic society,
and lent their numbers and military prowess to bring an end to the Rachni
Wars (see below). Ironically, after the rachni were eradicated, the rapidly-
expanding krogan became a threat to the galaxy in turn, starting the Krogan
Rebellions and forcing the turians to unleash the genophage. This genetic
'infection' dramatically reduced fertility in krogan females, causing a severe
drop in births and, ultimately, population, eliminating the krogan numerical

Bonus Traits:
+2 INT
-2 STR

Race Abilities:
+2 to any Tech roll
+10 Tech Damage
+10 Tech Resistance
Become Quarian machinists
instead of Engineers.

The quarians are a nomadic species of humanoid aliens known for their
skills with technology and synthetic intelligence. Since their homeworld
Rannoch was conquered, the quarians live aboard the Migrant Fleet, a huge
collection of starships that travel as a single fleet.
Approximately three hundred years ago the quarians created the geth, a
species of rudimentary artificial intelligences, to serve as an efficient source
of manual labor. However, when the geth gradually became sentient, the
quarians became terrified of possible consequences and tried to destroy their
creations. The latter won the resulting war and forced their creators into exile.
Now the quarians wander the galaxy in a flotilla of salvaged ships,
secondhand vessels, and recycled technology.
There are roughly 17 million quarians on the Migrant Fleet (also called the
Flotilla). It is technically still under martial law but is now governed by
bodies such as the Admiralty Board and the democratically-elected Conclave,
though ship captains and on-board civilian councils tend to address most
issues 'in-house' before it gets that far. Quarians are divided into several clans
that can be spread across several ships, or restricted to one. Their clan name
is after the apostrophe in their first name (e.g., Tali's clan name is Zorah). A
quarian's 'surname' refers to which ship they were born on, or, after their
Pilgrimage, which ship they chose to join.

Trait Bonuses:
+1 STR
+1 DEX
-2 CHA

Racial Abilities:
May see perfectly in dark areas.
+3 Bonus to TN to be hit
Gain 1 additional talent point every 2
Eidetic Memory

The drell are a reptile-like race that were rescued from their dying
homeworld by the hanar following first contact between the two. Since then,
the drell have remained loyal to the hanar for their camaraderie and have fit
comfortably into galactic civilization.

Drell are omnivorous reptile-like humanoids with an average lifespan of 85

galactic standard years. Drell appearance is very similar to asari and humans,
but their muscle tissue is slightly denser, giving them a wiry strength. Many
of their more reptilian features are concealed, however one unique
characteristic is the hyoid bone in their throats, which allows them to inflate
their throats and produce vocal sounds outside of the human range. They also
have two sets of eyelids, like crocodiles. Drell possess the ability to shed

Drell are deeply religious, believing that they have souls separate from their
bodies. They see death as a departure from the body, and they also state that
your body and your soul form a Whole. When your soul is traumatized or
otherwise disrupted, or your body is ill or injured, you are no longer Whole.
The drell religion is also polytheistic, with the drell having multiple gods
whom they pray to in varying situations.

Bonus Traits:

Race Abilities:
Gain an extra talent point every level.
+3 Biotic/Tech Resistance

Humans, from the planet Earth,
are the newest sentient species of
notable size to enter the galactic
stage and are hands-down the most
rapidly expanding and developing. They independently discovered a
Prothean data cache on Mars in 2148, and the mass relay networks shortly

Humans are generally seen to be very intelligent, abnormally ambitious,

highly adaptable, individualistic and thus, unpredictable. They have a
powerful desire to advance and improve themselves, and do so with such
assertion that the normally staid Council races have been taken aback by their
restlessness and relentless curiosity. Their economy, while much smaller than
any of the Council races, is very powerful relative to their size, and their
military prowess is amongst the greatest in the galaxy, despite the fact that
only 3% of humans volunteer for the Alliance military, a far smaller
proportion than other races. Their ability to defeat the turians in the First
Contact War demonstrated graphically the potential of human military
strength and is therefore a subject of concern for many races, who fear the
consequences of another human-turian conflict.

Specializations use the triad of abilities.

Combat - Guns, melee, and survival abilities lie in this area.

Tech - Hacking, decryption, medicine, and electronics.
Biotics - Mental powers to distort enemies and protect allies.

Specializations can either be based completely on one path or draw

power from two, though less extensively

Soldier - Combat
Engineer (Quarian Machinists) -Tech
Adept (Asari Commando) -Biotics
Infiltrator (Turian Agent) -Combat/Tech
Vanguard (Krogan Battlemaster) -Combat/Biotics
Sentinel -Biotic/Tech

Any Race can be any specialization, though some are better at

specific ones than others.

Every Class has a set of 8 total talents, 4 of which are available on

creation and, through points unlock the other 4. Each talent has 12
ranks. Every class also knows Combat Maneuvers

In addition talent points can be spent on the specialization itself,

giving specific bonuses. Specializations have 6 ranks.

Finally talents can also be spent on Charm/Intimidation which

allows a character to do unique social actions with other players or

Shotguns (Pistols 4)
Assault Rifles
Sniper Rifles (Assault Rifles 7)
Combat Armor
First Aid (Combat Armor 6)
Assault Training
Fitness (Assault Training 5)

1-Increases health by 4/level. Regenerates 3 health per round.
2-Increases health by 6/level. Regenerates 5 health per round.
3-Increases health by 8/level. Regenerates 8 health per round.
4-Increases health by 10/level. Regenerates 10 health per round.
5-Increases health by 12/level. Regenerates 13 health per round.
6-Increases health by 14/level. Regenerates 15 health per round.
The Soldier is a tough warrior, able to deal with a range of combat situations. The
Soldier gets improved health, has the widest selection of weapons, and is eventually able
to wear heavy armor. Gameplay focus is on getting into the thick of the fight, picking
the right weapon for tactical situations, and outlasting opponents.
Soldiers are the full spectrum warrior of the squad whose talents focus on
improving durability and damage. They may specialize in any weapon they choose and
are the only class to have access to the assault rifle talent (except for Turian Infiltrators).
Soldiers begin with medium armor and are also the only class that may upgrade to heavy
armor (except Krogan Battlemasters). Their major weaknesses are their complete lack of
biotic and tech abilities, relying on squadmates to pick up the slack in those areas.
The Soldier class talent increases their health, and grants a small amount of health

Basic Armor (Pistols 5)
Hacking (Decryption 7)
Damping (Electronics 4)
First Aid
Medicine (First Aid 5)

1-Reduces recharge time on all tech talents by 1 round. Increases tech
protection by 2.
2-Increases tech protection by 4.
3-Reduces recharge time on all tech talents by 2 rounds. Increases tech
protection by 6.
4-Increases tech protection by 8.
5-Reduces recharge time on all tech talents by 3 rounds. Increases tech
protection by 10.
6-Reduces recharge time on all tech talents by 4 rounds. Increases tech
protection by 12.
The Engineer is a tech specialist, able to quickly and easily manipulate the environment
with specific talents, and repair or modify technical equipment. Gameplay focus is on
shaping the battlefield during combat, healing the party, and debuffing enemies (disabling
weapons and lowering shields). Even though they begin the game with only pistols and
an omni-tool, Engineers can unlock the ability to hack enemy technology.
Engineers possess all tech abilities, but can only equip light armor and may gain
specialist training with pistols as well. They possess no biotic skills. Tech skills focus on
crippling and damaging the enemy; tech proximity mine damage is, admittedly, often
viewed as a secondary effect, but should not be discounted. Engineers also possess the
First Aid and Medicine talents, making their healing very effective.
The Engineer class talent reduces recharge time for tech talents and increases tech

Basic Armor
Pistols (Basic Armor 5)
Lift (Throw 6)
Singularity (Warp 7)
Stasis (Barrier 4)

1-Reduces recharge time on all biotics by 1 round. Increases biotic damage
by 5.
2-Increases biotic damage by 10.
3-Reduces recharge time on all biotics by 2 rounds. Increases biotic damage
by 15.
4-Increases biotic damage by 20.
5-Reduces recharge time on all biotics by 3 rounds. Increases biotic damage
by 25.
6-Reduces recharge time on all biotics by 4 rounds. Increases biotic damage
by 30.
The Adept is the ultimate biotic, able to affect the physical world with the
power of the mind. Adepts are durable and powerful manipulators of mass effect
fields; they can use biotics to violently manipulate objects in the environment,
including nearby enemy targets. Gameplay focus is on disabling and debuffing enemies
while dealing massive amounts of damage.
Adepts possesses all biotic abilities, but can only equip light armor, and may only
gain specialist training with pistols. They also possess no tech skills. Biotic powers
focus on manipulation of dark energy with Singularity, Lift and Throw. They can
weaken foes with Warp and protect themselves with Barrier.
The Adept class talent reduces recharge time for biotic talents and increases biotic

Sniper Rifles (Pistols 5)
Tactical Armor
Fitness (Tactical Armor 6)
Damping (Electronics 4)
First Aid (Decryption 7)

1-Increases maximum heat on pistols an sniper rifles by 1. Increases Tech
damage by 5.
2-Increases Tech damage by 10.
3-Increases maximum heat on pistols an sniper rifles by 2. Increases Tech
damage by 15.
4-Increases Tech damage by 20.
5-Increases maximum heat on pistols an sniper rifles by 3. Increases Tech
damage by 25.
6-Increases maximum heat on pistols an sniper rifles by 4. Increases Tech
damage by 30.

The Infiltrator is a tech-savvy warrior, able to win battles by quickly disabling

and killing enemies. These soldiers focus on unlocking alternate routes, gaining access
to good equipment, and obtaining an advantageous position over enemies in combat.
Infiltrators possess a mixture of combat and tech talents. They may gain specialist
training with pistols and sniper rifles, begin with light armor (though they can eventually
gain the ability to wear medium armor), and possess a variety of tech abilities that focus
on disabling and crippling the enemy.
The Infiltrator class talent reduces heat buildup with pistols and sniper rifles while
increasing damage for tech proximity mine explosions.

Shotguns (Pistols 6)
Assault Training
Tactical Armor (Assault Training 5)
Lift (Throw 7)
Barrier (Warp 4)

1-Increases biotic protection by 2. Increases pistol and shotgun damage by 5
2-Increases biotic protection by 4. Increases pistol and shotgun damage by 10
3-Increases biotic protection by 6. Increases pistol and shotgun damage by 15
4-Increases biotic protection by 8. Increases pistol and shotgun damage by 20
5-Increases biotic protection by 10. Increases pistol and shotgun damage by
6-Increases biotic protection by 12. Increases pistol and shotgun damage by
The Vanguard is a powerful combatant, able to combine the offensive powers of the
Adept and the Soldier. They have access to various weapons and armor, as well as
biotics. Gameplay focus is on taking down enemies with quick and brutal force.
Vanguards are the front line of the squad. Their biotic powers focus on combat potential
- disabling the enemy, making their armor ineffective, and shielding themselves from
harm so that they can get close enough to go to work. The Vanguard wears light armor to
start, though they can upgrade to medium armor, and they may gain specialist training in
shotguns and pistols. All Krogan Battlemasters, including Wrex belong to this class.
The Vanguard class talent increases damage with shotguns and pistols, and increases
biotic protection.

Lift (Throw 7)
Stasis (Barrier 6)
Electronics (Decryption 4)
First Aid
Medicine (First Aid 5)
1-Reduces the cooldown time of biotic and tech talents by 1 round. Increase
pistol damage by 2. Increase pistol accuracy by 2.
2-Increase pistol damage by 4. Increase pistol accuracy by 4.
1-Reduces the cooldown time of biotic and tech talents by 2 rounds. Increase
pistol damage by 6. Increase pistol accuracy by 6.
1-Increase pistol damage by 8. Increase pistol accuracy by 8.
1-Reduces the cooldown time of biotic and tech talents by 3 rounds. Increase
pistol damage by 10. Increase pistol accuracy by 10.
1-Reduces the cooldown time of biotic and tech talents by 4 rounds. Increase
pistol damage by 12. Increase pistol accuracy by 12.
Sentinels are support-focused characters, possessing biotic and tech abilities
mostly focused around controlling the battlefield and keeping the squad alive. They
receive no specialized weapons or armor training, but are proficient with a pistol. The
Sentinel is surprisingly durable, with access to many of the shield-increasing talents,
along with the Barrier biotic ability.
The Sentinel class reduces the cooldown time on their abilities and grants small
amounts of pistol accuracy and damage, culminating in the Marksman combat talent.

Shotguns (Pistols 6)
Basic Armor
First Aid (Basic Armor 5)
Damping (Electronics 4)
Hacking (Decryption 7)
1-Increases tech resistance by 2. Increases shield capacity by 60.
2-Increases tech resistance by 4. Increases shield capacity by 90.
3-Increases tech resistance by 6. Increases shield capacity by 120.
4-Increases tech resistance by 8. Increases shield capacity by 150.
5-Increases tech resistance by 10. Increases shield capacity by 180.
6-Increases tech resistance by 12. Increases shield capacity by 210.

Lift (Throw 6)
Singularity (Warp 7)
Stasis (Barrier 5)
Assault Training
Assault Rifles (Assault Training 5)

1-Reduces recharge time on all biotics by 1 round. Increases Biotic damage
by 5.
2-Increases Biotic damage by 10.
3-Reduces recharge time on all biotics by 2 rounds. Increases Biotic damage
by 15.
4-Increases Biotic damage by 20.
5-Reduces recharge time on all biotics by 3 rounds. Increases Biotic damage
by 25.
6-Reduces recharge time on all biotics by 4 rounds. Increases Biotic damage
by 30.

Assault Rifles
Sniper Rifles (Assault Rifles 6)
Tactical Armor
Assault Training (Tactical Armor 5)
Damping (Decryption 4)
First Aid
Electronics (First Aid 7)

1-Improves accuracy with all weapons by 2. Increases damage with assault
and sniper rifles by 2.
2-Improves accuracy with all weapons by 4. Increases damage with assault
and sniper rifles by 4.
3-Improves accuracy with all weapons by 6. Increases damage with assault
and sniper rifles by 6.
4-Improves accuracy with all weapons by 8. Increases damage with assault
and sniper rifles by 8.
5-Improves accuracy with all weapons by 10. Increases damage with assault
and sniper rifles by 10.
6-Improves accuracy with all weapons by 12. Increases damage with assault
and sniper rifles by 12.

Assault Rifles
Shotguns (Assault Rifles 5)
Combat Armor
Fitness (Combat Armor 4)
Throw (Warp 7)
Stasis (Barrier 6)

1-Regenerates 3 health per round. Increases melee damage by 15. Increases
resistance to biotics by 2.
2-Regenerates 6 health per round. Increases melee damage by 30. Increases
resistance to biotics by 4.
3-Regenerates 9 health per round. Increases melee damage by 45. Increases
resistance to biotics by 6.
4-Regenerates 12 health per round. Increases melee damage by 60. Increases
resistance to biotics by 8.
5-Regenerates 15 health per round. Increases melee damage by 75. Increases
resistance to biotics by 10.
6-Regenerates 18 health per round. Increases melee damage by 90. Increases
resistance to biotics by 12.