Mass Craft Core V1.0

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Mass Craft

presents:

Image par EspenG.deviantart.com

Mass Craft

a setting for Mastercraf t

a campaign setting for by

Mastercraft

Mark Newman

© Le Scriptorium, tous droits réservés


Mass Craft

Mass Craft Writing Mark Newman Fleet 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

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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

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


Origins ������������������������������������������������������4

Species ����������������������������������������������������������4 Asari ������������������������������������������������������������������������������� 4 Batarian ������������������������������������������������������������������������� 5 Drell ������������������������������������������������������������������������������� 5 Elcor ������������������������������������������������������������������������������ 6 Geth ������������������������������������������������������������������������������� 7 Hanar ���������������������������������������������������������������������������� 8 Krogan �������������������������������������������������������������������������� 9 Quarian ������������������������������������������������������������������������� 9 Salarian ����������������������������������������������������������������������� 10 Turian �������������������������������������������������������������������������� 11 Volus ���������������������������������������������������������������������������� 12 Vorcha ������������������������������������������������������������������������� 13 Human Talents �������������������������������������������� 13 Alliance ����������������������������������������������������������������������� 14 Specialties ��������������������������������������������������� 14 Adept ��������������������������������������������������������������������������� 14 Engineer ���������������������������������������������������������������������� 14 Infiltrator �������������������������������������������������������������������� 14 Sentinel ����������������������������������������������������������������������� 14 Vanguard �������������������������������������������������������������������� 14

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

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

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

Armors ������������������������������������������������������������������������ 29 Vehicles ������������������������������������������������������� 32 Vehicle Weapons ������������������������������������������������������� 35 Weapons ����������������������������������������������������� 35

Fleet Actions ��������������������������������������������42 Prizes �������������������������������������������������������44 Fleet Command ������������������������������������������� 44 Common Units ���������������������������������������������������������� 45 Warship Traits ����������������������������������������������������������� 46 Ship Upgrades ������������������������������������������������������������ 46 Racial Ship Templates ���������������������������������������������� 47 Sample Warships ������������������������������������������������������� 47 Battlefield Fortifications ������������������������������ 48 Common Fortifications ������������������������������������������� 48 Holdings ����������������������������������������������������� 48

Mass Craft

Table of Contents

NPCs �������������������������������������������������������50 NPC Qualities ��������������������������������������������� 50 Biotic Powers ������������������������������������������������������������� 50 Tech Powers ��������������������������������������������������������������� 51 Rogues Gallery �������������������������������������������� 53 Rogue Templates ����������������������������������������� 54 Bestiary ������������������������������������������������������ 55 Collectors ������������������������������������������������������������������� 55 Drones ������������������������������������������������������������������������� 56 Geth ����������������������������������������������������������������������������� 57 Husks ��������������������������������������������������������������������������� 60 Keepers ����������������������������������������������������������������������� 61 Mechs �������������������������������������������������������������������������� 61 Rachni ������������������������������������������������������������������������� 62 Reapers ������������������������������������������������������������������������ 63 Wildlife ����������������������������������������������������������������������� 64 Yahg ����������������������������������������������������������������������������� 66

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Mass Craft

Welcome to Mass Craft, a bolt-on modular supplement 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 Mastercraft 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 setting. The setting also makes use of the Loot campaign 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 common sense and go with the option that would maintain the flow of play and the integrity of they story, and remember: keep it Crafty!

Origins 4

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 talent or Specialty from the core book too.

Species The Mass Effect setting features a number of new playable species, including Humans. Some are Citadel species, and some hail from the Terminus Systems.

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 parent 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, feminine, graceful, insightful, sensual Common Physical Traits: Blue-purple skin tone, facial markings, flexible, graceful, intense gaze Example First Names: Aria, Benezia, Liara, Morinth, 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 sentient 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 increases by +1.

Asari You are an Asari; a blue or purple-skinned mono-gendered humanoid with a distinctly feminine appearance and a set of six vestigial swept back ‘tentacles’ in place of hair. You are naturally biotic, and can reproduce with any partner of any race or gender. This gives you a uniquely cosmopolitan viewpoint. You are of roughly the same height and build as a human, but your highly efficient cellular reproduction 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-

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Batarian You are a Batarian; a hairless, dark-skinned humanoid 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 separated out by an apostrophe. Common Personality Traits: Arrogant, hierarchical, hostile, paranoid, shrewd Common Physical Traits: Annoyed scowl, clenched fists, intense stare, threatening body language, well-equipped Example First Names: Balak, Charn, Edan, Forvan, 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 Intimidate 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 doubled, 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 decreases by 10.

Drell You 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. Additionally, you have large, black eyes and two sets of eyelids. Drell also possess a photographic memory, an inherited trait that favors those who can remember many landmarks when navigating in a barren desert environment. The Drell homeworld of Rakhana was rendered uninhabitable eight hundred years ago by unchecked industry. The Hanar saved a few hundred 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 Hanar. 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 spiritual, 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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• 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 sickened 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.

cles of other races, allowing them to deploy devastating 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, immense size, lumbering gait, ponderous monotone speech, rough skin Example Names: Calyn, Harrot, Petozi, Talmud, Xeltan Type: Large (2×2) Beast with a Reach of 1. Your maximum wounds equal your Constitution score ×1.5 (rounded down).

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Elcor You 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 Citadel. 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, Elcor 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-

• 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 Awareness and Perception checks. • Improved Stability: 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 climbing, flying or riding.

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


Geth You 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 distinctive ‘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 freedom 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 spoken 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, incomprehensible, merciless, reclusive, secretive

Common Physical Traits: Glowing eyepiece, polished chassis, quarian silhouette, tireless, wiry synthetic muscle tissue Example Chosen Names: Confluence, Emissary, 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 targeting other species. • Armored Chassis: You’re considered to be wearing full armor that provides Damage Reduction 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 decreases by 10.

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Mass Craft

• Lumbering: You suffer a –2 penalty with Reflex saves and become flanked any time two opponents are adjacent to you. • Natural Attack: You gain the Trample II natural attack. If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade +1 per additional 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 Reduction 3. This DR does not stack with other armor (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).

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• We are Legion: When not in an area of electromagnetic interference or fire-walled wireless 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 difficult for your component minds to reach a consensus, you may not take 10 or take 20.

Hanar

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You are a Hanar, a non-humanoid acquatic invertebrate. 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 ‘Enkindlers’, speaking of the Protheans as an elder race that uplifted and civilized the Hanar. They supplement 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 understand 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 trusted 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, Opald Type: Small Beast with a Reach of 1. Your maximum 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 penalties 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 improve 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.

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


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.

You 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 • Attributes: +2 Strength, +4 Constitution, –2 resources and overabundance of predators, you Intelligence, –2 Charisma wouldn’t be alive if you didn’t learn how to kill at • Base Speed: 30 ft. a young age. • Banned Checks: You may not make Influence, The Krogan were uplifted into the galactic comOutmaneuver or Tumble checks. munity by the Salarians and used to combat the • Fearless: You gain a +4 bonus with Morale Rachni. Once the wars were over and the Krogan checks. rebelled and turned on everyone else, the Turians • Hard Head: You are always considered to be unleased the Genophage upon them, rendering the wearing a ballistic helmet (see the Spycraft race nearly sterile with a 99% infant mortality rate. 2.0 core rulebook, page 233). However, with lifespans lasting millennia and mas• Natural Attack: You gain the Gore I natusive clutch sizes, the Krogan have managed to solral attack. If you gain a natural attack from dier on – albeit in a somewhat lesser fashion. multiple sources, the attack’s grade becomes Krogan have a given name and, if they have earequal to the highest single grade +1 per addined one, a clan name. Clan names are not a matter tional benefit granting the same attack, to a of bloodline or inheritance – they must be earned, maximum of V (e.g. Bite IV, Bite III and Bite although many Krogan work hard to earn a place in I become Bite V). the clan of their father. First names are one or two • No Pain: You ignore the first fatigued or shasyllables long, and sound very blunt and harsh to ken condition you gain in each scene. the ears of other beings. Clan names are similarly • Reviled: The Disposition of non-krogan degruff, and always come before given names. creases by 1 grade. Common Personality Traits: Antisocial, bloodthirsty, independent, sly, uncivilized Common Physical Traits: Baritone voice, You are a Quarian, a slightly built nomadic humabattle-scarred armor, hulking stature, brightly conoid with an aptitude for technology and a chronilored bone crest, large shoulder hump 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 Migrant Fleet and combating the Geth. Most Quarians encountered at large are on their Pilgrimage.

Quarian

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Krogan

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Quarian 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 completed 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 ‘Tali’Zora, born on the vessel Rayya’, whereas Tali’Zora vas Neema would mean ‘Tali’Zora, crew of the vessel Neema. Common Personality Traits: Communityminded, inventive, loyal, reserved, quiet Common Physical Traits: Polished visor, tinny voice, weak immune system Example Given Names: Kal’Reega, Shaala’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 Mechanics 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 atmosphere. 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 standard characters with the Construct type. • Immunodeficiency: Each time that are prompted to make a save against disease, you suffer 1 point of Constitution damage regardless of whether you pass the save or not. Additionally, every minute you spend exposed to an

atmosphere outside your enviro-suit you suffer 1 point of subdual damage. • Inquisitive Mind: You gain 2 additional Interests. • Reviled: The Disposition of non-quarians decreases by 10.

Salarian You are a Salarian, a warm-blooded amphibian with a hyperactive metabolism. You think fast, talk fast and move fast, and other species seem sluggish 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 transparent 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, inventive, quick witted, restless, willful

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


• 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 Constitution 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 suffer 1d6 points of stress damage per additional day you remain awake and cannot recover from stress damage until you sleep for at least 8 hours.

Turian You 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 mineral deposits that give it a metallic sheen. You may have white facial tattoos, and your voice has a distinctive echoing quality. Originally from the world of Palaven, the Turians gained their seat on the Citadel Council after putting 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 Human concept of ‘necessary force’. To a Turian, an enemy 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 inflexible 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 exceptions. 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, Talid, 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 enlightened 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 natural attack. If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade +1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III and Bite I become Bite V).

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman

Mass Craft

Common Physical Traits: Large eyes, light fingered, 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.

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• Relentless Attack: You gain the Relentless AtCommon Physical Traits: Broad torso, expentack trick sively equipped, short limbs, waddling gait, well• Tenacious Spirit: You gain 1 additional vita- maintained exosuit lity per level. 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).

Volus

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You 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 environment and nitrogen rich atmospheres that other races require. You are a naturally good trader, and find it easy to succeed in business ventures. However, 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 Turians, 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 family 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, connected, pacifistic, patronizing, shrewd

• 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 wearing 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 attacker may spend 3 action dice to cause a suit rupture, giving you decompression sickness (effects: –2 Con; incubation: 1d6 rounds; antidote: recompression). Additionally, other than shields you may not wear additional armor.

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Vorcha You are a Vorcha; a savage predator from the Terminus Systems regarded by many as a blight on galactic 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 environments. 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 conditions. Indeed, they are often relegated to such ghettos by the rest of galactic society, who largely consider them to be pests. Vorcha also have a worryingly casual attitude to violence, and they consider physical confrontation to be a legitimate form of communication. 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 Vorcha 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 features are most common, and they are not always complimentary. Common Personality Traits: Aggressive, clannish, 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.

• 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 becomes equal to the highest single grade +1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III and Bite I become Bite V). • Reviled: The Disposition of non-vorcha decreases by 10. • Tenacious Spirit: You gain 1 additional vitality per level. • Thick Hide 2: You’re considered to be wearing partial armor that provides Damage Reduction 2. This DR does not stack with other armor (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).

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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.

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uman alents • Attributes: +2 Strength, +2 Constitution, –4 Representing Human adaptability, Talents really Intelligence, –2 Charisma make Humans an appealing species to play. This • Base Speed: 30 ft. • Banned Checks: You may not make Calm, In- new Talent showcases Alliance military training, and the benefits available therein. fluence or Persuade checks.

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Mass Craft

Alliance

Engineer

As a member of the Alliance military, you are deYou are skilled at manipulating technology and dicated, well-trained and enhanced through gene mass effect fields using your omni-tool. therapy. • Bonus Feat: Favored Gear (omni-tool) • Attributes: +1 Constitution. • Gear Training: Each time you gain a non• Base Speed: 30 ft. Gear feat choice, you may choose a Gear feat • Decisive: You gain a +5 bonus with Initiative. instead. • Enlightened Resolve: Your maximum Resolve • Practiced Electronics: If you spend an action rank increases to your Career Level +5. Only die to boost an Electronics check and it still the highest bonus from any single enlightefails, you gain the die back after the action is ned ability may apply to each skill. resolved. • Surge of Speed: You gain the Surge of Speed • Tech Specialist: You gain the tech power NPC feat. quality at Career Levels 1, 5, 10, 15 and 20.

Infiltrator You 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 (tactical cloak) NPC quality.

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Specialties

Sentinel

Your natural abilities and training combine bioThese new Specialties deal exclusively with the tics and tech into one perfect whole. application of mass effect fields using bio-amps and • Bonus Feat: Any Biotics or Gear feat omni-tools. • 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. Nodules of element zero grow throughout your • Power Versatility: You gain the biotic power or nervous system, granting you the ability to manitech power NPC quality at Career Levels 1, 6, pulate dark energy. 12 and 18. • Bonus Feat: Favored Gear (biotic amp) • Submachine Guns Proficiency: You gain the • Biotic Training: Each time you gain a nonSubmachine guns proficiency. Biotics feat choice, you may choose a Biotics • Tech Armor: You gain the tech power (tech arfeat instead. mor) NPC quality. • 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 You are a biotic wrecking ball, using your abilities gain the die back after the action is resolved. to smash your enemies to a pulp.

Adept

Vanguard

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Classes Master classes have steep entry conditions but offer extremely focused abilities built around a single theme. Some are associated with a specific group or other highly selective form of training. A character 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 Reconnaissance branch, the Spectres are charged with preserving 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 structure, and are answerable only to the Council. In Citadel space they are above the law. Depending on the campaign, a Spectre could be… • A savvy spy, gathering information for the Citadel Council behind the scenes. • A deadly commando, completing his missions with lethal precision.

Mass Craft

• Bonus Feat: Any Basic Combat feat. • A grizzled investigator, piecing together clues • Biotic Amp: You add a Caliber I biotic amp to and tracking down fugitives. your possessions at no extra cost. • A skilled assassin, eliminating opponents be• Charge: You gain the biotic power (charge) fore they become a threat. NPC quality. • A high-tech thief, stealing vital equipment • Combat Biotics: You gain the biotic power and data from under the enemy’s noses. NPC quality at Career Levels 1, 6, 12 and 18. • A charismatic leader, standing as an example • Crunch!: Your Strength-based damage rolls to every being in Citadel space. inflict 1 additional damage. Party Role: Wildcard/Combatant. All Spectres • Shotguns Proficiency: You gain the Shotguns are capable combatants, but dependant on their inproficiency. 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, Charisma Class Skills: Investigation, Notice, Resolve, Search, Sense Motive, Streetwise, Tactics Continuity: At Level 1, choose 3 skills that are class skills for any of your other classes. These become Spectre class skills for you. Skill Points: 6 + Int modifier per level Vitality: 9 + Con modifier per level.

Class Abilities Above the Law I: At Level 1, whilst you are in Citadel space you are always considered to be in possession 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 Spectre Level BAB Fort Ref Will Def Init Wealth Gear Abilities 1 +1 +1 +1 +1 +0 +2 0 1W Above the law I, records sealed 2 +2 +2 +2 +2 +1 +3 0 1W Spectre master gear 3 +3 +2 +2 +2 +1 +4 1 1W, 1R Ear of the council 4 +4 +2 +2 +2 +2 +5 1 1W, 1R Above the law II, espionage training 5 +5 +3 +3 +3 +2 +5 1 1W, 1R By any means necessary

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman

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number 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 Citadel Council, you may not lose Reputation. Espionage Training: At Level 4, once per mission during the Intel Phase, you may gain 1 temporary 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 forced 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 before 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.

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As a Spectre you can go anywhere and do anything, 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. Origins 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 something 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). Detectives 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 determining who is the guilty party, and then tracking them across several star systems (or even star clusters) before 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 galaxy). 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 expected 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 weapon’ 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. Finally, 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 target, or an expert pilot on tap who will shuttle you from place-to-place.

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Fleet Action Mastery Your leadership can hold together a fleet long after others would have fled. Prerequisites: Fleet Action Basics Benefit: When one of your units would be dispersed, 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.

Mass Craft

When it comes to gear, a Spectre can cheaply equip his whole team with some of the best equipment available, 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, Candidate, 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 assault rifle, PR 3 omni-tool, tactical hard-suit

Fleet Action Supremacy

Your name will go down in history as one of the greatest naval tacticians of all time. Prerequisites: Fleet Action Mastery Benefit: 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. Here are a variety of new feats, adding a lot of Pawn’s Sacrifice (Battlefield Trick): If you lose this new options including quite a few that enhance the round, destroy one of your units along with an enebiotic power and tech power NPC qualities. Also my unit of your choice, with an equal or lesser force included are a slew of new Species feats. than your own. You may use this trick a number of times per battle equal to your starting action dice.

Feats

Basic Combat Feats

For 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+ ranks Benefit: Each unit you purchase as part of your Fleet Command Prize can be acquired 1 rank earlier than listed on Table 20: Common Units. Additionally, 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.

Biotics Feats Biotics 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 quality, 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 critical hits scored against you increases by 1.

Barrier Mastery Your biotic barrier has turned you into a walking tank.

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Prerequisites: Barrier Basics, Career Level 6+ Prerequisites: Charge Basics, Career Level 6+ Benefit: Your barrier power now provides 20 Benefit: When you inflict your unarmed damage points of damage reduction. Additionally, while as part of a bull rush, the damage is doubled. Addiyour barrier power is active the cost to activate cri- tionally, if your bull rush is successful and the target tical hits scored against you increases by 2. 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 Barrier Supremacy action your damage reduction is increased by 2. 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 provides 30 points of damage reduction. • Improved barrier: The duration of your barrier power is increased to 30 rounds (3 minutes).

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 additionally 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. You finesse with your bio-amp means you hit only Prerequisites: biotic power (pull) NPC quality, those you intend to. Career Level 3+ Prerequisites: Wisdom 13+ Benefit: The duration of your pull power inBenefit: Your biotic powers do not affect your creases to 2 rounds. Additionally the target is enteam-mates. tangled, and may not make an Acrobatics/Break Fall check when this power ends.

Biotic Finesse

Charge Basics

Your devastating biotic charges send your foes sprawling. Prerequisites: biotic power (charge) NPC quality, Career Level 3+ Benefit: Your charge power inflicts your unarmed 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.

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. Additionally, 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 Charge Mastery made vs. stress damage. Additionally, your pull Your biotic charges interact with other powers in power is permanently upgraded. Choose one of the spectacular ways. following benefits.

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Shockwave Supremacy

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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

Mass Craft

• Heavy pull: The target is helpless. Singularity Mastery • Pull field: Your pull power increases its area The mass effect field exerted by your singularity to 10 ft. is strong and persistent. Prerequisites: Singularity Basics, Career Level Shockwave Basics 6+ Your biotic impacts can crack armor and splinter Benefit: The duration of your singularity power bone. increases to 3 rounds, and affected characters move Prerequisites: biotic power (shockwave) NPC 10 ft. per round. quality, Career Level 3+ Benefit: The damage inflicted by your shockwave Singularity Supremacy power increases to 2d4, and its area increases to a 20 Your singularity power has evolved. ft. line. Additionally, characters under the effects of Prerequisites: Singularity Mastery, Career Level the barrier power are moved 10 ft. away from you. 9+ Benefit: You gain a +1 bonus with Will saves Shockwave Mastery made vs. stress damage. Additionally, your singuYour shockwaves have turned you into a biotic larity power is permanently upgraded. Choose one freight train. of the following benefits. Prerequisites: Shockwave Basics, Career Level • Heavy singularity: The duration of your sin6+ gularity power increases to 5 rounds. Benefit: The damage inflicted by your shockwave • Wide singularity: The area of your singularity power increases to 3d4, and characters who fail the power increases to 20 ft. Reflex save are also stunned for 1 round. Additionally, characters under the effects of the barrier power are moved 15 ft. away from you.

Stasis Basics

Your stasis power now has a much stronger grip. Your singularity has increased in size and strength. Prerequisites: biotic power (stasis) NPC quality, Prerequisites: biotic power (singularity) NPC Career Level 3+ quality, Career Level 3+ Benefit: The DC to resist your stasis power inBenefit: The duration of your singularity power increases to 2 rounds, and the area increases to 10 ft. creases to 15 + your Charisma modifier, and its duration increases to 2 rounds.

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Stasis Mastery

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

When you lock someone down, they stay locked down… Warp Basics Prerequisites: Stasis Basics, Career Level 6+ Your trained warping abilities have become inBenefit: The DC to resist your stasis power increases to 20 + your Charisma modifier, and its du- credibly potent. Prerequisites: biotic power (warp) NPC quality, ration increases to 3 rounds. Career Level 3+ Benefit: The damage inflicted by your warp Stasis Supremacy power increases to 2d6, and its area increases to 10 Your stasis power has evolved. ft. Prerequisites: Stasis Mastery, Career Level 9+ Benefit: You gain a +1 bonus with Will saves made vs. stress damage. Additionally, your stasis Warp Mastery Your warps interact with other biotic powers in power is permanently upgraded. Choose one of the spectacular ways. following benefits. Prerequisites: Warp Basics, Career Level 6+ • Deep stasis: The duration of your stasis power Benefit: The damage inflicted by your warp increases to 5 rounds. • Enhanced stasis: The restriction preventing power increases to 3d6, and its area increases to 15 you from affecting any character with your ft. Additionally, if the target is currently under the stasis power more than once per scene is lifted. effects of a biotic power other than barrier, then that power immediately ends and the damage inflicted by warp is doubled. 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

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.

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 For more about Gear feats, see page 197 of the cancelled and the distance the target is moved by Spycraft 2.0 core rulebook. throw is doubled.

Gear Feats

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.

AI Hacking Basics Your hacks last longer, and provide a boost in shield strength. Prerequisites: tech power (AI hacking) NPC quality, 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.

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


Mass Craft

AI Hacking Mastery Neural nets are like putty in your hands. Prerequisites: AI Hacking Basics, Career Level 6+ Benefit: The duration of your AI hacking 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 hacking 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.

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 quaCombat Drone Basics lity, Career Level 3+ Benefit: The duration of your cryo blast increases With a little tinkering, your drone is a lot quicker to 2 rounds, and the area increases to10 ft. and tougher than it used to be. Prerequisites: tech power (combat drone) NPC quality, Career Level 3+ Cryo Blast Mastery Benefit: Your drone’s movement increases to a Your omni-tool can lock down whole portions of free 10 ft. step, and its damage reduction increases the battlefield in its icy grip. to 10 points. Prerequisites: Cryo Blast Basics, Career Level 6+ Benefit: The duration of your cryo blast increases Combat Drone Mastery to 3 rounds. Additionally, special characters are Your drone has graduated from ‘distraction’ to also paralyzed. ‘pain-in-the-ass’. Prerequisites: Combat Drone Basics, Career Le- Cryo Blast Supremacy vel 6+ Your cryo blast power has evolved. Benefit: Your drone’s movement increases to a Prerequisites: Cryo Blast Mastery, Career Level free 20 ft. step, and its damage reduction increases 9+ to 20 points. Benefit: You gain a +1 bonus with Will saves made vs. stress damage. Additionally, your cryo Combat Drone Supremacy blast power is permanently upgraded. Choose one of the following benefits. Your combat drone power has evolved. • Deep cryo blast: All characters within the area Prerequisites: Combat Drone Mastery, Career are helpless. Level 9+ • Full cryo blast: The area of your cryo blast inBenefit: You gain a +1 bonus with Will saves creases to 20 ft. made vs. stress damage. Additionally, your combat

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Incinerate Basics After a little practice, your incinerate power has increased in intensity. Prerequisites: tech power (incinerate) NPC quality, Career Level 3+ Benefit: The damage inflicted by your incinerate power increases to 2d6.

Incinerate Mastery

Prerequisites: Neural Shock Mastery, Career Level 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 Fortitude 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.

Your incinerate power has become deadly, charbroiling your enemies where they stand. Prerequisites: Incinerate Basics, Career Level 6+ Overload Basics Benefit: The damage inflicted by your incinerate Electronic systems fall before you. power increases to 3d6. Prerequisites: tech power (overload) NPC quality, Career Level 3+ Incinerate Supremacy Benefit: The duration of your overload increases Your incinerate power has evolved. to 2 rounds. Additionally, the damage done to Prerequisites: Incinerate Mastery, Career Level Constructs increases to 2d6, and the target is sha9+ ken II until the end of the scene. Benefit: You gain a +1 bonus with Will saves Special: When targeting a character with an acmade vs. stress damage. Additionally, your incine- tive biotic barrier or tech armor, this power reduces rate power is permanently upgraded. Choose one the remaining damage reduction by 2d6 points. of the following benefits. • Heavy incinerate: The damage inflicted by Overload Mastery your incinerate power increases to 6d6. You can rip Geth limb-from-limb and smash bar• Incineration blast: The area of your incinerate riers to atoms. power increases to 20 ft. Prerequisites: Overload Basics, Career Level 6+ Benefit: The duration of your overload increases Neural Shock Basics to 3 rounds. Additionally, the damage done to Your neural shock devastates your enemies. Constructs increases to 3d6, and the target is shaPrerequisites: tech power (neural shock) NPC ken III until the end of the scene. quality, Career Level 3+ Special: When targeting a character with an acBenefit: The duration of your neural shock in- tive biotic barrier or tech armor, this power reduces creases to 2 rounds. Additionally, if the target fails the remaining damage reduction by 3d6 points. the Fortitude save then they are shaken II until the end of the scene. Overload Supremacy

Neural Shock Mastery Organic nervous systems are your plaything. Prerequisites: Neural Shock Basics, Career Level 6+ Benefit: The duration of your neural shock increases 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.

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 overload power is permanently upgraded. Choose one of the following benefits. • Heavy overload: When a standard Construct fails a damage save prompted by your overload power it is destroyed, inflicting 3d10 explosive damage with a 10 ft. blast radius. • Area overload: The area of your overload power increases to 10 ft.

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


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

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman

Mass Craft

Prerequisites: tech power (tactical cloak) NPC quality, Career Level 3+ You are trained and equipped with special Benefit: The duration of your tactical cloak inammunition. creases to 2 rounds, and whilst under the effects of Benefit: Choose one of the following benefits. tactical cloak, the threat range of your attacks inEach time you reload a projectile weapon, you may creases by 1. choose to use your chosen special ammunition. • Armour-piercing ammo: This ammo inflicts 50% more damage against characters that Tactical Cloak Mastery Your tactical cloak allows you to set up perfect do not have any damage reduction (rounded up). Alternatively, it ignores damage reduction kill-shots. Prerequisites: Tactical Cloak Basics, Career Lethat isn’t provided by a barrier, shields or tech vel 6+ armor. Benefit: The duration of your tactical cloak in• Cryo ammo: A character struck by this ammo creases to 3 rounds, and whilst under the effects of is slowed for 2 full rounds. A character struck with this ammo whilst already slowed is para- tactical cloak, the threat range of your attacks increases by 2. lyzed for the same duration. • Disruptor ammo: This ammo inflicts 50% more damage against Constructs (rounded Tactical Cloak Supremacy up), and such characters must make a sucYour tactical cloak power has evolved. cessful Fortitude save (DC equal to damage Prerequisites: Tactical Cloak Mastery, Career after DR and Resistances are applied) or be Level 9+ stunned. Additionally, when this ammo hits Benefit: You gain a +1 bonus with Will saves a character protected by a barrier, shields or made vs. stress damage. Additionally, your tactical tech armor, the remaining damage reduction cloak power is permanently upgraded. Choose one is reduced by half (rounded down) before da- of the following benefits. mage is inflicted. • Enhanced cloak: The duration of your tactical • Incendiary ammo: This ammo inflicts fire dacloak increases to 5 rounds. mage. However, the Reflex save prompted by • Assassination cloak: Whilst under the effects the damage has its DC increased by 5. of tactical cloak, the threat range of your at• Shredder ammo: This ammo inflicts 50% more tacks increases by 5. damage against organic characters (rounded up), and when struck such characters must make a successful Fortitude save (DC equal to the damage 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 possesses the biotic power NPC quality. Special: You take this feat more than once, each time choosing a different benefit.

Specialist Ammunition

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Tech Armor Basics

Tech Training

Your tech armor offers substantial protection. You have been trained to use your omni-tool for Prerequisites: tech power (tech armor) NPC qua- more than just the basics. lity, Career Level 3+ Prerequisites: Electronics 4+ ranks Benefit: Your tech armor power now provides Benefit: You gain the tech power I NPC quality. 10 points of damage reduction. Additionally, while Special: You may take this feat once only. Chayour tech armor is active the cost to activate critical racters with the engineer, infiltrator or sentinel hits scored against you increases by 1. When the last Specialty may not take this feat. point of damage reduction is lost, tech armor now deals 2d6 lethal damage.

Species Feats

Some characters embrace their unusual heritage, working to develop the special abilities of When it detonates, your tech armor releases a tortheir race. Some species feats have a “Career Level rent of damaging energy. Prerequisites: Tech Armor Basics, Career Level 1 only” prerequisite, especially if they significantly affect a character’s heritage. 6+

Tech Armor Mastery

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Benefit: Your tech armor power now provides 15 points of damage reduction. Additionally, while Adapted Your body has adapted to the harsh conditions your tech armor is active the cost to activate critical hits scored against you increases by 2. When the last that you live in. Prerequisites: Vorcha, Survival 6+ ranks point of damage reduction is lost, tech armor now Benefit: Choose one of the following hazards. deals damage within a 10 ft. sphere. • Darkness: You gain darkvision II, and a +2 bonus on Ambush checks made in ambient light Tech Armor Supremacy that is dim or worse. Your tech armor power has evolved. • Deadly environment: You gain Damage ResisPrerequisites: Tech Armor Mastery, Career Letance 5 (choose one: Acid, Bang, Cold, Elecvel 9+ trical, Fire, Flash, Heat or Sonic damage). Benefit: You gain a +1 bonus with Will saves • High gravity: Your Strength increases by 1, made vs. stress damage. Additionally, your tech arand your jumping distance is no longer limimor power is permanently upgraded. Choose one ted by your height. of the following benefits. • Overcrowding: You gain feral and regeneration • Assault armor: When the last point of damage 1. reduction is lost, tech armor now deals 3d6 • Sleep deprivation: You require only 2 hours of lethal damage within a 20 ft. sphere. sleep per day. • Power armor: Your tech armor now provides • Starvation: You require only 1 common meal 20 points of damage reduction, and, whilst every 2 days. active, your ranged weapons and biotic and • Thin atmosphere: Your Constitution increases tech powers increase their damage by 50% by 1, and you can hold your breath for a num(rounded up). ber of minutes equal to your Constitution score. Tech Finesse • Violence: You gain damage reduction 2. Your finesse with your omni-tool means you hit only those you intend to. Admiralty Upbringing Prerequisites: Intelligence 13+ As the child of a commissioned officer, your eduBenefit: Your tech powers do not affect your cation and gear are both high quality. team-mates. Prerequisites: Quarian, Level 1 only Benefit: Your Intelligence and Wealth both increase by 2.

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


The following paths are open only to Drell characters, and represent their ancient polytheistic religious beliefs.

Path of Amonkira

The Lord of Hunters is a wily opponent, and meditating on this aspect of their faith allows devout 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.

Aggressive Conditioning You have received extensive beatings training from Krogan Blood Pack mercenaries. Prerequisites: Vorcha, Intimidate 6+ ranks Benefit: 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 within range, and when you lose this condition you become fatigued instead of unconscious.

Born to Kill

Path of Arashu

The 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 Arashu 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 adjacent square suffers damage, you may instead choose to suffer the damage yourself. Arashu V: Your Wisdom rises by 4.

Mass Craft

Drell Paths

Path of Kalhira

The Goddess of Oceans and the Afterlife reminds 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 Athletics 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.

You’re aggressive, even for a Krogan. Devout Prerequisites: Krogan, Intimidate 6+ ranks Benefit: Your fearless NPC quality increases by Your faith is unshakeable. 1 grade. Additionally, you gain feral and menacing Prerequisites: Drell, Resolve 6+ ranks threat. Benefit: Choose one of the Drell Paths. You take one Step along this Path for every four full ranks you have in the Resolve skill. Connected The Salarian spy network is second to none, and Embrace Eternity you are a part of it. Prerequisites: Salarian, Networking 6+ ranks You mastery of the melding process extends Benefit: Whilst you are in any large city or have beyond the bedroom‌ access to interstellar communication you may Prerequisites: Asari, Sense Motive 6+ ranks request a free hint from the GM. If he refuses, you Benefit: When melding with another characgain 1 bonus action die. You may use this ability a ter, they may choose to show you their memories, number of times per mission equal to the number allowing you to experience those periods as if you of Style feats you have (minimum 1). were there. This requires time equal to the sequence

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being 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 only Benefit: 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 action 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 Disposition of any 1 non-villain NPC by 10 without 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. Further, 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 additional day you remain awake and cannot recover 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 increases 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 attribute or saving throw. Constructs may not select this feat.

Geth Shield Boost Your platform has been modified to include a miniaturized kinetic barrier. Prerequisites: Geth, Electronics 6+ ranks Benefit: You may take a full action to gain 10 points of damage reduction that function identically to a biotic barrier.

Grand Crest Your crest is somewhat larger and thicker than those of lesser Krogan. Prerequisites: Krogan, Level 1 only Benefit: 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 only Benefit: The DC of Sense Motive checks targeting 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 Fortitude saves.

Hopper Upgrade Your mobile platform is light, springy and agile. Prerequisites: Geth, Level 1 only Benefit: Your Dexterity rises by 1 and you gain superior climber I and superior jumper I. Additionally, your Jumping distance is not limited by your height.

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


You have upgraded your unstable L2 implant, at a small cost to your nervous system. Prerequisites: L2 implant Benefit: Whenever you use a biotic power with an activation time of 1 full action, you gain 1 additional 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.

Shrewd You could sell a pedicure kit to a Vorcha. Prerequisites: Volus, Bluff 6+ ranks Benefit: The higher of your Wisdom or Charisma scores increases by 1. You also gain Stress Resistance 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 only Benefit: Your error range with all checks deYou are a master of machines and electronic creases by 1 (minimum 0), and activating your erdevices. rors costs 1 extra action die (minimum 1). HowePrerequisites: Quarian, Science 6+ ranks Benefit: The threat range of any check you make ver, you suffer a –2 penalty on Initiative checks. that targets a mechanical or electronic device or a Construct has its threat range increased by 1. Ad- Stubborn as Hell ditionally, when you use an omni-tool you gain You hate being bossed around. double the normal benefit. Prerequisites: Batarian, Resolve 6+ ranks Benefit: The lower of your Constitution or WisMultidextrous dom improves by 1. Additionally, any attempt to Not only do you have six limbs, but you know how improve your Disposition instead worsens it by an equal amount, and you receive a +4 bonus on any to use them too.

Machinist

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman

Mass Craft

Prerequisites: Hanar, Athletics 6+ ranks Benefit: As a full action, you may make a single You received a biotic implant after puberty, granhalf-action attack with each readied weapon that ting you very basic biotic abilities. you are holding. None of these attacks may benefit Prerequisites: Human from any tricks, each of them suffers a –4 penalty, Benefit: You gain biotic power I. and their error ranges increase by 1. Special: You may take this feat once only. Characters with the Adept, Sentinel, or Vanguard SpeNon-Linear Thinking cialty may not take this feat. Your mind processes information at incredible speeds. L2 Implant Prerequisites: Salarian, Science 6+ ranks Your biotic implant is one of the L2 series – unsBenefit: Whenever you take part in a complex table, but deadly. task, the number of tasks required is reduced by 1. Prerequisites: Human, Adept Specialty, Level 1 Further, you may add your Intelligence modifier only to your Initiative rolls and stress thresholds (miniBenefit: Your mass effect origin ability instead mum 1). grants you biotic power at Career Levels 1, 4, 8, 12, 16 and 20. However, you may not take 20, and any Occular Enhancement stress damage you suffer is doubled. You have had your eyes upgraded to better unSpecial: When you gain this feat you may reduce derstand your Hanar neighbors. any of your attributes by 2 to gain an additional BioPrerequisites: Drell, Notice 6+ ranks tics feat, reducing any Career Level requirements of Benefit: You gain darkvision I, and a +2 bonus on that feat by 3. vision-based Notice checks. Additionally, you gain the Hanar Cultures focus. L3 Upgrade

L1 Implant

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roll made to resist any class ability, feat, skill check Prerequisites: Elcor, Tactics 6+ ranks or NPC quality that would force you to take an acBenefit: You may take the Brace action even wition not of your choosing. thout access to a stable surface. Additionally, when wearing hard suit full armour you may request, carry and fire non-bomb Vehicle Weapons, treaTeam Player You may not be a leader, but you’re a damn good ting their Caliber as if it were equal to the number of upgrades they are worth. Additionally, when follower. using these weapons you may substitute the TactiPrerequisites: Batarian, Tactics 6+ ranks Benefit: When determining numerical superio- cal proficiency for the Vehicle Weapons proficienrity, you count as two characters. Additionally, once cy. However, if you attempt to fire such a weapon per round you may give up a half action to allow a without first taking the Brace action, then after the team mate who can see and hear you to immedia- attack is resolved you become sprawled. tely use that action themselves.

Gear

Tolerant

Your tolerance of the improper behavior of other species is an example to others. Many of these items rely on technology that is Prerequisites: Hanar, Sense Motive 6+ ranks capable of producing or affecting mass effect fields. Benefit: You gain a +4 bonus on Resist checks, As a result, they are unique to the setting and are and when resisting Taunt and Threaten actions. impossible to recreate using modern technology.

Total War

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E

If somebody is worth shooting once, they’re lectronics worth shooting twice… For more about Electronics picks, see page 276 of Prerequisites: Turian, Tactics 6+ ranks the Spycraft 2.0 core rulebook. Benefit: Once per round, you may make a free attack against a character that you have already attacked at least once this round. You may use this Electronic Pick Descriptions ability a number of times per combat equal to your Omni-tool: An omni-tool is a holographic fostarting action dice. rearm-mounted multipurpose diagnostic and manufacturing tool. It has a power rating equal to its Caliber, and contains the following items, all with a Turian Discipline They say that you only see a Turian’s back once power rating equal to the omni-tool itself: commercial GPS unit, flashlight, laptop computer and tache’s dead. tical radio, each of which is supplied with enough Prerequisites: Turian, Resolve 6+ ranks Benefit: 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.

Table 2: Electronics Picks Name Omni-tool

PR See description

Cap Rng Sz/Hand Battery Save — — T/1h ∞ +8

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman

Weight 0.5 lbs


Name

PR

Biotic Amp

See description

Cap Rng Sz/Hand Battery Save Weight —

+10

0.1 lbs

power to operate indefinitely. Additionally, it can duplicate the effects a Caliber I kit of your choice. ecurity When activating a tech power, the omni-tool may For more about Security picks, see page 283 of the be used with one of the following benefits. Spycraft 2.0 core rulebook. • Increase the duration of a power that has a duration greater than instant by (power rating) rounds. • Increase the damage inflicted by (power raThese armors are unique to the Mass Effect setting) points. ting. They are all Full Armor, and each one is considered to exist in different versions that are appropriate for each race. Their weight statistic is proviadgets ded, but only for purposes of being carried – when For more about Gadget picks, see page 278 of the worn, these armors do not count toward calculating the wearer’s encumbrance. Spycraft 2.0 core rulebook. Many of these armors have a new statistic called ‘Shields’ . Shields are energized kinetic barriers that Gadget Pick Descriptions provide additional points of damage reduction, Biotic Amp: This mechanism has a power rating which are lost as soon as they reduce the damage equal to its Caliber. It may only be placed in a houthat you suffer from an attack. These additional sing that is part of a character’s body, and only by points of damage reduction return at a rate of 1 a character that possesses the biotic power NPC per round in any round in which you are not struck quality. When activating a biotic power, the amp by an attack. Shields granted by different sources may be used with one of the following benefits. stack. • Increase the duration of a power that has a duration greater than instant by (power raArmor Descriptions ting) rounds. Hard-suit, assault: Assault armor is designed for • Increase the damage inflicted by (power rashock troops, who are expected to turn the tide of ting) points. • Ignore the restriction stating that you may battle against creatures or forces that would decinot use a biotic power if you activated a bio- mate normal soldiers. It has powerful shields, artic power in this or the previous round. This mor thick enough to last against a superior foe, benefit only applies to biotic amps of Caliber and a rechargeable pack to extend a heavy weapon power cell. This armor is sealed (see the Spycraft 2.0 III or above. core rulebook, page 284). When requisitioning a tactical weapon with this armor, the amount of ammunition 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

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Table 3: Gadget Picks

Armors

G

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Table 4: Armor Armor Name

DR Shields Resistances

DP ACP Spd

5

24

1 lb.

1

AC1, CD15, EL1, EX1, FR1, HT10 —

–1

16

6 lbs.

3

3

–1

–2

10

8 lbs.

Light kinetic barrier — Medium hard-suit 6

10 5

AC3, CD5, CN (all), EL3, EX3, FR3, HT10, VC (all) — AC 6, CD5, CN (all), EL6, EX6, FR6, HT10, VC (all)

— –2

— –2

— 24 2 lbs. –5 ft. obvious 14 lbs.

AC8, BN3, CD30, CN (all), EL8, EX8, FL3, FR8, HT20, VC (all) —

–3

–5

–5 ft. obvious 30 lbs.

AC7, BN3, CD30, CN (all), EL7, EX7, FL3, FR7, HT20, VC (all) BN3, CD5, EL7, EX7, FA5, FL3, FR7, HT5

–3

–3

–2

–3

–4

–6

— –1

— –2

— —

Caliber I

Emergency kinetic barrier Insulated bodysuit

Caliber II

Light hard-suit

Caliber III

Heavy hard-suit

8

10

Medium kinetic barrier Tactical hard-suit

15

7

5

Urban combat suit

7

10

7

10

Heavy kinetic barrier — N7 armor 4

20 10

AC7, BN3, CD30, CN (all), EL7, EX7, FL3, FR7, HT20, VC (all) — CD5, EL4, EX4, FR4, HT10

25

10

15

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

–6

–8

+10 ft.

Caliber IV

Assault hard-suit

30

Caliber V

Hardened kinetic barrier Heavy assault hard-suit

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 rulebook, 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 civilized space. They are lightweight, tough, and provide the benefits of a low-level kinetic barrier whilst negating many environmental concerns completely. This armor is sealed (see the Spycraft 2.0 core rulebook, page 284).

Notice Weight

24

3 lbs.

+5 ft. obvious 25 lbs. —

obvious 25 lbs.

–10 ft. obvious 30 lbs. 24 4 lbs. obvious 15 lbs. 24

5 lbs.

obvious 80 lbs.

Hard-suit, medium: Offering increased protection (but also increased encumbrance), medium hard-suits are worn by those who expect to see combat, but can’t afford the price tag or the reduced 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 officers, tactical hard-suits have a VI dedicated to recognizing 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

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


the Spycraft 2.0 core rulebook, page 284). Additionally, you inflict +2 points of damage with attacks granted by the biotic power or tech power NPC quality, and you gain a +2 gear bonus on all opposed Charisma-based checks. Insulated bodysuit: This lightweight suit is N7 Chest form-fitting and lightly armored to provide mini• Aegis vest: The damage reduction granted by mal protection to the wearer. Worn by people in all this armor increases by +1. walks of life from construction workers to archeo• Capacitor chestplate: Any kinetic barrier that logists, the insulated bodysuit is designed mainly you are wearing repairs its damage reduction to protect against hostile environments rather than by 1 point each round, even if you have taken automatic weapons fire. damage that round. Kinetic barrier: Kinetic barriers offer a range of • Kestrel torso: You inflict +1 point of damage protection that is both discreet and lightweight. In with melee, ranged and unarmed attacks. Aduse by civilians, private corporations and the miliditionally, the damage reduction granted by tary, their high-density mass effect fields can adyour shields increases by +1. ditionally be used to supplement the shields of a • N7 chestplate: You inflict +1 point of damage hard-suit. with attacks granted by the biotic power or N7 armor: This armor is designed to augment tech power NPC quality. Tech, Biotic and Weapons damage as well as pro• Shield harness: The damage reduction granvide additional health and shield strength. The moted by your Shields increases by +2. dular nature of N7 armor means that you must select one accessory from each of the sections below: N7 Shoulders helmet, N7 chest, N7 shoulders, N7 arms and N7 • Amplifier plates: You inflict +1 point of dalegs. The benefits granted by these accessories are mage with attacks granted by the biotic power cumulative with each other. or tech power NPC quality. • Asymmetric defense layer: The damage reducHelmet tion granted by this armor increases by +1. • Death mask: You gain a +2 gear bonus on • Kestrel shoulder pads: You inflict +1 point of checks made as part of a Stand-Off or Threadamage with melee, ranged and unarmed atten action, and this armor becomes sealed tacks. Additionally, the damage reduction (see the Spycraft 2.0 core rulebook, page 284). granted by your shields increases by +1.

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Mass Craft

• Kestrel helmet: Any penalties that you suffer when taking the Called Shot action are reduced by 1 (minimum 0). Additionally, you inflict +1 point of damage with ranged attacks, 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 granted 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.

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Mass Craft

• N7 shoulder guards: You inflict +2 points of Urban combat suit: Originally created for damage with ranged attacks. Earth’s Urban Combat Championship, this set of • Strength boost pads: You inflict +2 points of armor has undergone as much or more field testing damage with melee and unarmed attacks. than those of modern militaries. It uses a propriety power cell that costs as much as an EUCC rookie’s N7 Arms contract. You inflict +3 points of damage with at• Heavy damping gauntlets: The damage reduc- tacks granted by the biotic power or tech power NPC tion granted by your Shields increases by +2. quality. • Kestrel arm sheathing: You inflict +1 point of damage with melee and unarmed attacks. Additionally, the damage reduction granted ehicles by your shields increases by +1. For more about Vehicle picks, see page 289 of the • N7 gauntlets: The damage reduction granted Spycraft 2.0 core rulebook. by this armor increases by +1. • Off-hand ammo pack: You may take the Reload action with a non-tactical weapon as Heavy Ground Vehicle Descriptions a free action. You may do this a number of ET-3 Transport: This six-wheeled cargo hautimes per session equal to your starting action ler is used exclusively by civilians. It is low to the dice (minimum 1). ground and offers poor protection, being ill-suited • Stabilization gauntlets: You inflict +1 point of to combat. It is, however, cheap and hard-wearing, damage with ranged attacks. and despite its age it does its job well.

V

N7 Legs

32

• 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 action with a tactical weapon as a free action. You M-080 IFV: An early prototype of the M-35 may do this a number of times per session equal Mako, the M-080 was used to field-test the design to your starting action dice (minimum 1). and iron out any problem. Now it exists largely in • Stim conduits: Your Speed increases by +5 ft. the hands of private collectors or mercenaries that are looking to purchase cheap military vehicles.

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Name

Size Occ A/T

MPH

Def/Save

ET-3 transport

L 1+5 2/2 (2×4)

30/45

9/+15

1 ton

∞/eezo

DEP

VT-7 transport

L 1+5 2/1 (2×5)

30/45

9/+20

1 ton

∞/eezo

DEP, LSP (6 man-days), SEN (radar 2)

M-080 IFV

L 1+3 3/3 (2×4)

40/60

∞/eezo

M-29 grizzly

L 1+5 2/1 (2×5)

30/45

9/+25

450 lbs.

∞/eezo

Tomkah IFV

H 1+5 1/1 (4×6)

30/45

8/+35

300 lbs.

∞/eezo

DEP, LSP (4 man-days), SEN (radar 2), STB, WPN (155mm mass accelerator cannon) DEP, LSP (6 man-days), SEN (radar 6), WPN (155mm mass accelerator cannon) CMF (any one), FMP (1), HAR (1), WPN (155mm mass accelerator cannon)

L 1+3 3/4 (2×4)

40/60

9/+25 200 lbs. (30 shields)

∞/eezo

Caliber II Caliber III Caliber IV

Caliber V

M-35 mako

M-44 L 1+3 6/6 130/180 hammerhead (2×4)

Cargo Rng/Fuel Qualities

9/+25 200 lbs. (20 shields)

9/+18

200 lbs.

∞/eezo

Mass Craft

Table 5: Heavy Ground Vehicles

ENV (arctic, rugged), FOR, LSP (4 man-days), ORD, SEN (radar 2), STB, WPN (155mm mass accelerator cannon, HMG) FMP (Anti-air, radar, light), GEV, SEN (radar 2, sonar 2)

M-29 Grizzly: The M-29 Grizzly infantry fighting 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 Alliance’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 often still use it.

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-35 Mako: The M-35 Mako infantry fighting vehicle was designed for the Systems Alliance’s frigates. 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

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 vertically but compensates it with a guided missile sys-

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Mass Craft

tem 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.

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. Tomkah IFV: Outwardly similar to the Alliance’s M-29, the Tomkah is fielded by Krogan warlords. Fully two stories high, its crew compartment 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.

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

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Table 6: Service Aircraft Name

Caliber III

Size

X3M air speeder

Occ A/T MPH Def/Save Cargo Rng/Fuel Qualities

L (2×4) 1+3

4/4 65/100

9/+9

150 lbs.

∞/eezo

DEP, VTL

Table 7: Performance Aircraft Name

Size

A-61 mantis gunship

H 2+8 (4×8)

Caliber V

Occ A/T 3/4

MPH

Def/Save

175/225

8/+20

Cargo Rng/Fuel Qualities 200 lbs.

∞/eezo

UT-47 kodiak L 2+12 5/8 1000/2200 9/+15 500 lbs. drop shuttle (2×5) (20 shields)

∞/eezo

CHF, CMF (any one), DUC, HAR (1), SEN (radar 1, thermal 6), UNF, VTL, WPN (2×Anti-air, radar, light; 2×HMG) JAM (5), LOB (radar Medium. thermal Medium), LSP (14 man-days), SEN (radar 1, thermal 6), UNC, UNF, VTL

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


For more about Vehicle Weapons, see page 297 of the Spycraft 2.0 core rulebook.

Vehicle Weapon Descriptions

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 vehicle becomes a proverbial ‘three-million-credit coffin’. The shuttle forgoes weaponry-space for active masking, electronic countermeasures, and a kinetic barrier system.

155mm Mass Accelerator Cannon: This devastating 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 metal slugs that are suspended in mass effect fields, these rounds move toward the target, rapidly accelerating 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 support for foot soldiers, and can even shred unwary light vehicles.

Weapons For more about Weapon picks, see page 298 of the Spycraft 2.0 core rulebook. The magazines for each of these weapons are universally interchangeable heat-sink ‘clips’. Each of these weapons will accept a magazine from any of the others, providing an amount of ammunition appropriate 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: Cannons Name 155mm mass accelerator cannon

Cost Dmg E/T Ammo Rng Qualities 5 7d8 (explosive, AP 25) 1-2/20 ∞ 1000 ft. IMP, SLD (2)

Table 9: Vehicle Machine Guns Name HMG

Cost 3

Dmg 6d6 (AP 20)

E/T Ammo Rng Qualities 1-3/19-20 ∞ 300 ft. HDM, IMP

Table 10: Vehicle Missile Launchers Name Missile launcher, light radar-guided anti-air

Cost Dmg E/T Ammo Rng Qualities 3 4d10 (explosive, 10 ft. blast) 1/20 ∞ 1000 ft. AIR, GUI (radar), HDM, IMP

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Mass Craft

Vehicle Weapons

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M-6 Hand Cannon: An expensive but powerful weapon, its marketing materials feature a charging M-3 Predator: Manufactured by Elanus Risk krogan with the slogan, ‘Don’t you wish Carnifex Control, the Predator is valued as a powerful, deadwas at your side?’ ly and relatively inexpensive weapon. While it is not generally deployed in the military, it’s very popular in the Terminus Systems.

Heavy Pistol Descriptions

Submachine Gun Descriptions M-4 Shuriken: Manufactured by the Elkoss M-5 Phalanx: This highly accurate handgun is manufactured with an inbuilt multi-mode laser Combine, the Shuriken machine pistol has a repusight. It is expensive and it kicks like a mule, but its tation for being deadly and easy to use. This is a ability to accurately place rounds where the user light submachine gun. wants them to go makes it a firm favorite with those who can afford it.

36 Table 11: Heavy Pistols Name

Dmg

E/T

Ammo

Rec

M-3 Predator

1d12

1/20

12M5

M-6 Hand Cannon 3d6 (AP 3) 1/19-20 M-5 Phalanx

Caliber I

Caliber II

Caliber III

2d6+2

1/19-20

Rng Sz/Hand Qualities

Weight

14

45 ft.

D/1h

DEP, RGD

2.5 lbs

6M3

25

30 ft.

D/1h

TKD

6M4

18

45 ft.

D/1h

ACC, UPG (multimode laser sight)

4 lbs 3.5 lbs

Table 12: Submachine Guns Name

Dmg

E/T

Ammo

Rec

M-4 Shuriken

1d12

1-2/20

24M10

8

30 ft.

T/1h

DEP, NFM (B)

5 lb

M-9 Tempest M-12 Locust

2d6 2d4

1-2/20 1-2/20

50M9 20M12

8 4

30 ft. 45 ft.

T/2h T/2h

NFM (B/F) ACC, AP (3), UPG (vertical foregrip)

5 lb 5 lb

Caliber I

Caliber II

Rng Sz/Hand Qualities

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Weight


Mass Craft

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

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

M-96 Mattock: This variant of the popular Vindicator is built so that the mass effect field it generates hurls its ammunition at the target with substantially more velocity. This weapon can only fire in single-shot mode.

Assault Rifle Descriptions M-8 Avenger: The modular design and inexpensive components of the Avenger make it a favorite of military groups and mercenaries alike. The Avenger has a reputation for being tough, reliable and easy to use.

Table 13: Assault Rifles Name

Dmg

M-8 Avenger

3d6

Caliber II

Caliber III

M-15 Vindicator M-96 Mattock

Prize only

Geth Pulse Rifle

E/T

1-2/20 40M10

Rec

Rng Sz/Hand Qualities

Weight

10

100 ft.

S/2h

DEP, RGD

8 lbs

24M5 16M4

12 16

150 ft. 200 ft.

S/2h S/2h

NFM (B) NFM (S)

9 lbs 9 lbs

1-3/20 40M12

14

100 ft.

S/2h

ACC, QKY, UNR

6 lbs

4d4+2 1-2/20 4d4+2 (AP 5) 1-2/20 4d4

Ammo

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Mass Craft

Geth Pulse Rifle: Geth pulse rifles are rarely the richest and most powerful warlords can afford retrieved from the battlefield; when they are, the this weapon. This weapon can only fire in burst or guns are generally functional and comparable to a full auto. 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. Additionally, when this weapon hits a character protected by shields, tech armor or a biotic barrier, the remaining 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.

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.

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Squad Automatic Weapons Descriptions M-76 Revenant: This custom-made machine gun features technology not widely available. Protected against replication by sophisticated Fabrication Rights Management (FRM) technology, only

Table 14: Squad Automatic Weapons Name

Dmg

E/T

Ammo

Rec

M-76 Revenant

4d4

1-2/20

80M6

14

Prize only

Rng Sz/Hand Qualities 100 ft.

S/2h

IMP, NFM (B/F)

Weight 12 lbs

Table 15: Sniper Rifles Name

Caliber II

M-92 Mantis

Caliber III

Dmg

E/T

Ammo

Rec

Rng Sz/Hand Qualities

2d10+2 (AP 5)

1/19-20

1M9

21

250 ft.

M/2h

ACC, DEP, UPG (10× telescopic sight)

14 lbs

ACC, NFM (B), UPG (10× telescopic sight) ACC, UPG (10× telescopic sight)

12 lbs

ACC, BLK, PUN, TKD, UPG (10× telescopic sight)

85 lbs

M-29 Incisor

4d4

1/19-20 15M2

12

250 ft.

M/2h

M-97 Viper

3d6 (AP 5)

1/19-20 12M4

3

250 ft.

M/2h

2d12 (AP 10)

1/18-20 1M12

25

350 ft.

M/2h

Prize only

M-98 Widow

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Weight

12 lbs


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 killing almost any target, regardless of its defenses.

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 action 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 normally). 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.

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 effective protection on vehicles, the kind generated by conventional personal shields often is too weak to defend against the Widow. Protected by Fabri-

Table 16: Shotguns Name

Dmg

E/T

M-23 Katana

4d4+2

1-2/19-20

5M2

14 25 ft.

S/2h

IMP, TKD

10 lbs

M-22 Eviscerator 5d4 (AP 5) 1-2/19-20 M-27 Scimitar 4d4 1-2/19-20

3M4 8M2

14 30 ft. 14 15 ft.

S/2h S/2h

BLD, DEP, IMP, TKD IMP, NFM (B), TKD

8 lbs 12 lbs

Geth Plasma 4d4 1-3/19-20 5M2 Shotgun explosive M-300 Claymore 5d6 (AP 10) 1-3/18-20 1M10

14 40 ft.

S/2h

IMP, QKY, TKD, UNR

24 lbs

21 25 ft.

S/2h

BLK, IMP, PUN, TKD

24 lbs

Caliber II

Caliber III Prize only

Mass Craft

M-92 Mantis: Manufactured by Devlon Indus- cation Rights Management (FRM) technology, tries, the Mantis is primarily used by police and this weapon is nearly impossible to reproduce and planetary militia groups. The prevalence of kinetic is prohibitively expensive. barriers has made this weapon less popular with the military, but it is used more frequently in the Terminus system where these defenses are less common.

Ammo Rec Rng Sz/Hand Qualities

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Weight

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Mass Craft

40

M-22 Eviscerator: The M-22 Eviscerator is of human civilian design and has a unique ammunition 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-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. Protected by Fabrication Rights Management (FRM) technology, this weapon is nearly impossible to reproduce and is prohibitively expensive.

M-23 Katana: Manufactured by Ariake Tech- Heavy Weapon Descriptions Arc Projector: The Arc Projector ionizes targets nologies, the Katana is a common mercenary weawith a non-visible laser to ready them for a highpon, and is also popular on colonies with Varren voltage electrical attack. As the lightning-like bolt infestations. hits its first target, a sophisticated auto-targeting system paints succeeding targets with the ionization 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-27 Scimitar: Manufactured by Ariake Technologies, the Scimitar features twin mass effect generators, 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 becoming popular with Blood Pack mercenaries as well. This weapon can only fire in burst mode. 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.

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


M-451 Firestorm: The Firestorm is an anti-personnel 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 significantly wider target area.

41

Table 17: Heavy Weapons Name

Dmg

Flamethrowers Caliber III

M-451 Firestorm

3d6 fire

E/T

Ammo Rec Rng Sz/Hand Qualities

1-2/— 100M1 —

Stand-Alone Grenade Launchers Caliber III

M-100 Grenade Launcher

4d10 explosive 1-2/20

Weight

20 ft.

S/2h

BLK, IMP, SLD (2)

20 lbs.

1S10

50 ft.

S/2h

DEP, INA (–5), RGD, SLD (2)

11 lbs.

1S15

— 500 ft.

S/2h

AIR, GUI (IR), INA (–5)

14 lbs.

3d10 electrical 1-2/20

1S10

50 ft.

S/2h

BLK, SLA

14 lbs.

M-490 Blackstorm 5d10 explosive 1-2/— M-622 Avalanche 3d6 cold 1-2/20

2M6 1S20

— —

50 ft.

S/2h S/2h

BLK, SLA BLK

20 lbs. 20 lbs.

M-920 Cain

1S1

— 500 ft.

M/2h

BLK, SLA, SLD (10) 50 lbs.

Missile Launchers Caliber IV

ML-77 Missile Launcher

5d10 explosive 1-2/20

Exotic Weapons Caliber III

Arc Projector

Caliber IV Caliber V

Mass Craft

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

10d10 explosive 1-2/20 (AP 50)

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Mass Craft

M-622 Avalanche: With this weapon, cryo round technology is used to modify standard weapon slugs. A cooling laser collapses the ammunition into Bose-Einstein condensate, a mass of super-cooled subatomic particles capable of snapfreezing impacted objects. Special characters within the area are slowed, and standard characters are paralyzed. This effect lasts for two rounds, and has an area of 10 ft.

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

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.

42

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 ‘destroying’ 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 scattered, and become available to their commander 1 full day after the current confrontation ends. Dispersed units may not be targeted with additional Battlefield Tricks by either side.

Special Characters in Battle

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 system, ensuring that it will find a hostile target – although not necessarily the one in the crosshairs.

Each side must have one special character declared as the ‘commander’. All other special characters in that army are called ‘leaders’. A special character’s Force equals the highest number of Basic, Melee, or Unarmed combat feats he has. If a special character has 1 or more Ranged combat 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 succeeded 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

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


Table 18: Battlefield Modifiers Circumstances Fleet has at least double the Force of the enemy Fleet has at least triple the Force of the enemy Same character rolls again, while opposing character has changed

Modifier +4 +10 –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 protecting. 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 remaining vessel (otherwise those leaders 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 commanders win simultaneously, both forces are scattered and suffer 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 fortifications, if any, amongst these fronts (see Common 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 simultaneously, 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 Fronts Circumstances Maximum Number of Fronts Chance encounter between forces or pursuit 1 Attacker has at least an hour to prepare 2 Attacker has at least a day to prepare 3 Siege 4

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Mass Craft

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 attribute modifier + battlefield modifiers (see Table 18: Battlefield modifiers). The highest roll wins, earning 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).

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

Prizes Fleet Command

• You may only choose units with a Rank equal The Fleet Command prize represents warships to or less than your highest Renown rank. that have been assigned to you and who accept your • You may choose a maximum number of units orders during battle. Warships primarily contribute equal to your total Renown ranks. Force to your side during battlefield confrontations, • You may only choose each unit up to three but they may also grant you additional Battlefield times each, unless it has the Fighters trait. Tricks. Warships only assist their commander during battlefield conflicts. A character may have only a single Fleet ComYou may purchase points of Fleet Command 1:1 mand prize. with Reputation, using these points to select units

Table 20: Common Units Unit Bomber Squadron Bomber Squadron, Advanced Carrier

44

Cost Rank Force Tricks Traits 2 0 0 Bombing Run Fighters 5 2 0 Bombing Barrage Fighters, Landing Thrusters Launch Fighters 3 Capital, FTL Drive, FTL Uplink, GARDIAN, Launch Bay (2) Launch Fighters 8 Capital, FTL Drive, FTL Uplink, GARDIAN, Launch Bay (2) — FTL Drive, FTL Uplink, GARDIAN, Landing Thrusters — FTL Drive, GARDIAN, Landing Thrusters — FTL Drive, Landing Thrusters Broadside Capital, FTL Drive, FTL Uplink, GARDIAN, Launch Bay Broadside Capital, FTL Drive, FTL Uplink, Launch Bay Broadside Capital, FTL Drive, FTL Uplink Fire Main Gun 5 Capital, FTL Drive, FTL Uplink, GARDIAN, Kinetic Barriers Fire Main Gun 4 Capital, FTL Drive, FTL Uplink Strafing Run Fighters Strafing Barrage Fighters, Landing Thrusters

17

6

3

Carrier, Super

22

7

4

Corvette, Advanced

13

2

2

Corvette, Heavy

8

1

1

Corvette, Light Cruiser, Advanced

2 19

0 7

0 4

Cruiser, Heavy

16

6

3

Cruiser, Light Dreadnought, Advanced Dreadnought, Line Fighter Squadron Fighter Squadron, Advanced Frigate, Advanced

11 33

5 8

2 6

26 2 5

7 0 2

5 0 0

14

6

3

Frigate, Heavy

9

5

2

Frigate, Light

5

4

1

Interceptor Squadron Interceptor Squadron, Advanced

4 5

0 0

0 0

Intercept Intercept

Capital, FTL Drive, FTL Uplink, GARDIAN, Landing Thrusters Capital, FTL Drive, FTL Uplink, GARDIAN Capital, FTL Drive, FTL Uplink, Landing Thrusters Fighters Fighters, Landing Thrusters

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Vessels 15 10 1 1 3 4 5 1 1 1 1 1 30 15 1 2 3 30 15


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 succeeded with it once per battle.

Corvette Light, ten-man vessels designed for scouting, corvettes are not built to endure knock-down, dragout 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.

Mass Craft

Common Units

Advanced Fighter Squadron These highly advanced fighters are a ship captain’s worst nightmare. Advanced Fighter Squadrons gain a trick. Strafing Barrage (Battlefield Trick): Win or lose, destroy 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 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.

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.

Carrier Often the size of a dreadnought, these large vessels are used to carry bombers, fighters and interceptors 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.

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

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Strafing Run (Battlefield Trick): Win or lose, destroy one enemy unit of your choice with the Capital The following traits apply to Mass Craft warships. trait and Force 3 or less. This unit’s force is set to 0 Capital: This unit may carry 1 shuttle per unit of for the remainder of the battle. You may use this Force, and may launch 1 shuttle per round. trick once per battle. 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 character who currently occupies a unit with this trait in this or any neighboring Cluster. Frigate GARDIAN: Once per battle, this unit may Small, fast vessels that often operate in wolf packs ignore the effects of the Bombing Run or Strafing of three or more, frigates are the largest vessel that Run tricks. can land on planetary surfaces. 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 planetary 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.

Warship Traits

Ship Upgrades

46 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 Squadrons 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.

Not all warships are created alike, and shrewd (or wealthy) commanders often upgrade the vessels 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 GARDIAN trait. Multicore Shielding: This unit gains the Kinetic Barriers trait. QEC (Quantum Entanglement Communication) 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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Name Ablative Armor Disruptor Warheads FTL Array GARDIAN Array Multicore Shielding QEC Array Tantalus Drive Thanix Cannon

Cost 2 6 2 4 4 4 4 6

Rank 1 2 3 2 3 4 5 4

Notes Ignore destroyed or dispersed (1/battle) Ignore Kinetic Barriers (1/round) Grants FTL Uplink trait Grants GARDIAN trait Grants Kinetic Barriers trait Feat sharing When destroyed, is instead dispersed (1/battle) May use Fire Main Gun trick

Mass Craft

Table 21: Warship Upgrades

Tantalus Drive: Once per battle when this unit know more about your fleet than you do. This ship is destroyed, it is instead dispersed. may ignore any effects that reduce its Force rating. Thanix Cannon: This unit may use the Fire Main Cost: 4 (2 for Salarian commanders) Gun trick. This upgrade may only be applied to Turian Cruisers or Frigates. With crews that are notoriously stubborn and systems built to handle severe punishment, Turian vessels rarely retreat in the face of overwhelming With the GM’s permission, when you purchase odds. Once per battle, this vessel may ignore being a new vessel you may pay the indicated cost to add dispersed and continue to fight on as normal. Cost: 6 (3 for Turian commanders) one of the following templates to it. Each vessel

Racial Ship Templates

may only have one racial template unless the GM specifically grants special permission otherwise.

Sample Warships

Asari Here are some examples of warships that your Built on technology perfected over millennia, players may encounter in the Mass Craft universe. Asari vessels are the finest there is, without exception. This unit receives +1 Force. Destiny Ascension Cost: 6 (3 for Asari commanders) Asari Advanced Dreadnought + Ablative Armor, Disruptor Warheads and QEC Array Geth Cost: 51 Reputation (48 for Asari commanders) Much like its smaller brethren, this vessel is a living artificial construct. This ship requires no crew, and is considered to have an Intelligence and Wis- Geth Dropship dom score of 6. Geth Heavy Corvette + FTL Array Cost: 10 (1 for Geth commanders) Cost: 20 Reputation (11 for Geth commanders) Human Fast and highly adaptable, Human vessels are Normandy SR-2 prone to using innovative tactics. Once per battle, Human Advanced Frigate + Ablative Armor, you may choose one enemy vessel or fortification Multicore Shielding, QEC Array, Tantalus Drive to be excluded from the rest of the battle. You may and Thanix Cannon not select a vessel that has a Force higher than your Cost: 40 Reputation (38 for Human commanders) best Force rating, and you must pay an amount of Reputation equal to one half the vessel or fortifica- SSV Normandy SR-1 tion’s cost (rounded down). Human/Turian Light Frigate + Disruptor Cost: 4 (2 for Human commanders) Warheads, GARDIAN Array and Tantalus Drive Salarian Cost: 33 Reputation (31 for Human commanders, Equipped with top-of-the-line sensor arrays and or 30 for Turian commanders) highly accurate codex entries, Salarian vessels often

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman

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Battlefield Fortifications

Common Fortifications AA Guns: You gain a trick. Flak Barrage 2+2 (Ranged Battlefield Trick): Destroy 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 dispersed, 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).

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. Battlefield 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 attacking 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: Common fortifications. You may acquire new fortifications (either replacing losses or exchanging existing oldings construction with new selections) at the rate of 10 The Holdings prize represents not just homes points per month of downtime. There are three limitations to adding battlefield fortifications to or hideouts, but also space stations and hardened planetary bunkers. The rules for Holdings can be your holdings: found on page 192 of Fantasy Craft, but there are • You may only choose fortifications with a few notable parts of that section that are inapproRank equal to or less than the holding’s for- priate for the Mass Craft setting. Additions or alterations to those rules are listed below. tification challenges (see FC, page 193). • You may choose a maximum number of fortifications equal to that holding’s Scale (see Assistants FC, page 192). Assistants function as described. • You may not choose the same fortification more than twice per location. Fortifications

H

48

Fortifications function as described, but rememA character may have fortifications at each holber that many of them will be based on high-tech ding he controls.

Table 22: Common Fortifications Fortification AA Guns Asteroid Field Defense Platforms Mass Effect Field Generators Mass Relay Orbital Minefield Recon Satellites

Cost 3 2 4 5 6 4 3

Rank 3 4 3 4 5 2 2

Notes Flak barrage +2 rolls, all fronts +1F defending units, –1F attacking capital vessels –1F for all attackers Messy escape +4 rolls, all fronts Escape route

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Scale 1 2 3 4 5 6 7 8 9 10 11 12

Examples Small apartment; storage locker on a starship Large apartment; quarters on a starship Penthouse apartment; private deck on a starship Small compound; private landing pad Medium compound; several decks on a starship Large compound; private spaceport Wilderness retreat; underground bunker Large compound with outbuildings; private starship Small space station, private starship with FTL capability Hardened underground bunker; skyscraper Large space station; private island Private continent; small moon

Maximum Guests/Reputation Cost 2 5 10 15 20 30 40 50 75 100 150 200

Mass Craft

Table 23: Mass Craft Holding Scale

security systems or extreme environmental hazards Computer Core: All Computer checks made that may even include a toxic atmosphere or hostile from this Holding increase their threat range by 2, wildlife. and have the action die cost to confirm their errors Remember that Holdings can be modified with increased by 1. the addition of the common fortifications descriHangar: This room may contain one vehicle. bed under Fleet Command (see page 44). Observation Dome: Characters in this Holding heal stress damage twice as quickly as normal. Treatment Room: Characters in this Holding Guards recover Vitality points twice as quickly as normal. Guards function as described, but remember to

refer to the Rogue’s Gallery (see page 53) for NPCs Tradesmen appropriate to the Mass Craft setting. Tradesmen make their downtime checks as normal, but they do not earn income. Instead, they are Rooms Rooms work as described, with the addition of used to repair damage gear or to build new gear or Gadgets which can be placed in Prize slots. the following new options: Atmospheric Purifier: External environmental conditions do not affect the interior of this Holding. 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 entrance 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 cover at all upon entry, until they have passed through this room.

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NPCs

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. 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 remaining damage reduction of your barrier is instead reduced by 1d6 points. Attacks that deal electrical damage have double the effect against a barrier.

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 harass the players. Presented here is a ‘rogues gallery’ of common NPC types, rogue templates for altering the species of your NPCs and a short section Charge detailing some of the mechs the characters may Activation Time: 1 full action encounter. Distance: Close Duration: Instant Effect: You augment your speed and strength, ualities bull rushing the target and ignoring intervening These qualities are unique to the Mass Effect set- obstacles. You gain a +4 bonus on the opposed ting, and they really serve to define a lot of what it Athletics check, and if you win, the distance the is about. They represent high technology and for- target moves is doubled. You may choose not to ced evolution, both of which are based around the move from the point of contact. Finally, when you inflict your unarmed damage during a Bull Rush, manipulation of mass effect fields. Biotic Power (+5 XP): The NPC gains a biotic you may instead inflict your weapon damage if you power from the list below. Each time this quality is are armed with a melee weapon. Special: Only characters with the Vanguard Speapplied, the NPC suffers a cumulative –1 penalty with Will saves made vs. stress damage. Additio- cialty may posses this power. nally, you may not use a biotic power if you activated a biotic power in this or the previous round. Pull Non-Constructs must possess an implanted biotic Activation Time: 1 full action amp to use biotic powers, and Constructs must reDistance: Medium range ceive GM permission to purchase this quality. Duration: 1 round Tech Power (+5 XP): The NPC gains a tech Effect: The target is lifted into the air, rising 5 power from the list page 51. Additionally, you may ft. off the ground and moving 5 ft. toward you in not use a tech power if you activated a tech power in straight line each round. The target is prevented this or the previous round. Finally, with the excep- from taking any sort of movement action and is tion of tactical cloak when activating a tech power flat-footed, but may otherwise act normally. Alteryou must make an Electronics (Int) check, which natively, you may use this power to lift an object has an effect as defined by each power. You must with a weight of up to 100 + (50 × the number of possess an omni-tool to activate a tech power. Biotics feats that you possess) lbs., moving the object in the same way as an affected character.

NPC Q

50

Biotic Powers Barrier

Activation Time: 1 full action Distance: Personal Duration: 10 rounds (1 minute) Effect: You surround yourself with a high gravity mass effect field that slows and deflects incoming attacks. You gain 10 additional points of damage reduction, which

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


Mass Craft

and the obstruction both suffer 1d6 lethal damage for every 5 ft. of movement that they were prevenActivation Time: 1 full action ted from taking. Additionally, if the obstruction is Distance: Personal another character then they also become sprawled. Area: 15 ft. line Alternatively, you may use this power to throw an Duration: Instant object with a weight of up to 50 + (50 Ă— the numEffect: You hurl out a series of explosive biotic ber of Biotics feats that you possess) lbs., moving impacts. All characters within the area suffer 1d4 the object in the same way as an affected character. 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- Warp Activation Time: 1 full action rier power ignore these effects and are moved 5 ft. Distance: Short range directly away from you, in addition to reducing the Area: 5 ft. radius damage reduction of their barrier. Duration: Instant Effect: You bombard the target with rapidly shifSingularity ting mass effect fields, shredding them apart. The Activation Time: 1 full action target suffers 1d6 lethal damage, ignoring damage Distance: Short range reduction that is not provided by a barrier power. Area: 5 ft. sphere Additionally, this damage is also inflicted upon any Duration: 1 round armor that the target is wearing. Effect: 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 AI Hacking Activation Time: 1 full action next nearest one. Distance: Short range Duration: 1 round Stasis Effect: You hack the neural net of a Construct, Activation Time: 1 full action using your Electronics check to set the DC of a ReDistance: Short range solve (Wis) check. If the target fails the check, then Duration: 1 round for the duration of the power their Disposition beEffect: You temporarily immobilize the target comes Helpful toward you and your team-mates with a mass effect field. The target must pass a For- and Adversarial to everyone else. titude saving throw (DC 10 + your Charisma modifier) or be paralyzed until your next Initiative count. Whilst under the effects of this power the target Combat Drone Activation Time: 1 full action cannot be harmed in any way, and when the power Distance: Short range ends the target becomes sprawled. Duration: 3 rounds No character may be affected by this power more Effect: You create a short lived small-sized than once per scene. Construct that acts on your Initiative count. It has a Defense score equal to your ranks in Electronics, Throw and it cannot be targeted with Stand-off, Taunt or Activation Time: 1 full action Trip actions. Its movement is restricted to a free 5 Distance: Short range ft. step. Each round it Taunts and attacks the neaDuration: Instant rest target within 30 ft. using your Electronics (Int) Effect: You shove the target backwards with bone bonus for both checks. A successful attack makes jarring force. The target is moved 10 ft. directly away the target stagger 5 ft. in a random direction and from you and becomes sprawled. If the target meets leaves them stunned for 1 round. The Construct has an obstruction before they finish moving, then they 5 points of damage reduction that function identi-

Shockwave

Tech Powers

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman

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Mass Craft

52

cally to a biotic barrier, and when these points are Overload gone, it is destroyed. Activation Time: 1 full action Special: You may only have a single active comDistance: Close bat drone at any one time. Area: 5 ft. sphere Duration: 1 round (see effect) Cryo Blast Effect: Your omni-tool can devastate electronic Activation Time: 1 full action systems. When targeting a Construct, this power Distance: Short range causes 1d6 lethal damage and the target is shaken I Area: 5 ft. sphere until the end of the scene. Additionally, all targets Duration: 1 round must pass a Fortitude save (DC set by the ElectroEffect: Your omni-tool generates a mass of super- nics check) or have their ranged weapons broken cooled, subatomic particles that can snap-freeze until the duration elapses. your enemies, using the Electronics check as an attack roll. Special characters within the area are Tactical Cloak slowed, and standard characters are paralyzed. Activation Time: 1 full action Distance: Personal Incinerate Duration: 1 round Activation Time: 1 full action Effect: You bend light around yourself, becoDistance: Short range ming invisible. However, whilst under the effects Area: 5 ft. sphere of this power, you may not use any other biotic or Duration: Instant tech powers. When you attack, after the effects are Effect: Your omni-tool launches a high-explosive resolved this power ends. plasma round at the target, using the Electronics Special: Only characters with the Infiltrator Specheck as an attack roll and causing 1d6 fire damage. cialty may posses this power without first receiving If the target possesses any damage reduction that the GM’s permission. is not provided by a biotic barrier, the damage is doubled. Tech Armor

Neural Shock Activation Time: 1 full action Distance: Short range Duration: 1 round Effect: You blast the target’s nervous system, leaving them paralyzed. Once the duration of this power elapses, the target must succeed at a Fortitude save (DC set by the Electronics check) or become shaken I until the end of the scene. Special: Constructs are immune to this power.

Activation Time: 1 full action Distance: 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 reduction of your tech armor is instead reduced by 1d6 points. Attacks that deal electrical damage have double effect against tech armor.

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


These NPCs make great Contacts, Followers or hirelings. They can also help populate your setting.

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: Electronics 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)

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: Entertainer (Medium Folk Walker – 28 XP): body), light hard suit (DR 3; Shields 3, Resist Acid 3, Cold 5, Contagion all, Electrical 3, Explosive 3, Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ Fire 3, Heat 10, Vacuum all; DP –1; ACP –2; No- M (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk II; Def III; Res III; Health I; Comp III; Skills: Acrotice 10) batics or Sleight of Hand IV, Impress VI; Qualities: Body Guard (Medium Folk Walker – 50 XP): beguiling, feat (Fan Service) Attacks/Weapons: None Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ Gear: Entertainer’s clothing M (1×1, Reach 1); Spd 30 ft. ground; Init V; Atk IV; Def IV; Res III; Health IV; Comp III; Skills: Notice Laborer (Medium Folk Walker – 18 XP): Str VIII, Search IV, Security IV; Qualities: Tough II 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M Attacks/Weapons: M-6 hand cannon service pistol (dmg 3d6 lethal, AP3; threat 19-20; ammo 6M3; (1×1, Reach 1); Spd 30 ft. ground; Init II; Atk III; Def I; Res II; Health IV; Comp I; Skills: Athletics recoil 25; range 30 ft.; qualities: takedown) Gear: Medium hard suit (DR 6; Shields 5, Resist III; Qualities: None Attacks/Weapons: Light club (dmg 1d6+1 subAcid 6, Cold 5, Contagion all, Electrical 6, Explodual; threat 20) sive 6, Fire 6, Heat 10, Vacuum all; DP –2; ACP –2; Gear: Insulated bodysuit (DR 1; Resist Acid 1, Spd –5 ft.; Notice obvious), omni tool (PR 1) Cold 15, Electrical 1, Explosive 1, Fire 1, Heat 10; Bystander (Medium Folk Walker – 0 XP): Str ACP –1; Notice 16) 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M Mechanic (Medium Folk Walker – 32 XP): Str (1×1, Reach 1); Spd 30 ft. ground; Init I; Atk I; Def I; Res I; Health I; Comp II; Skills: None; Qualities: 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; meek (–20) Def I; Res III; Health II; Comp III; Skills: ElecAttacks/Weapons: None tronics IV, Mechanics VI; Qualities: Class ability Gear: None (Wheelman: Manual Adjustment (Mechanics)) Attacks/Weapons: Light club (dmg 1d6+1 subDoctor (Medium Folk Walker – 43 XP): Str 10, Dex 10, Con 10, Int 16, Wis 10, Cha 10; SZ M (1×1, dual; threat 20) Gear: Insulated bodysuit (DR 1; Resist Acid 1, Reach 1); Spd 30 ft. ground; Init I; Atk I; Def IV; Cold 15, Electrical 1, Explosive 1, Fire 1, Heat 10; Res III; Health III; Comp III; Skills: Medicine VI, ACP –1; Notice 16), omni tool (PR 3) Resolve IV, Science VI; Qualities: feat (Bandage) Attacks/Weapons: None Mercenary (Medium Folk Walker – 47 XP): Gear: First aid kit I, insulated bodysuit (DR 1; ReStr 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M sist Acid 1, Cold 15, Electrical 1, Explosive 1, Fire 1, Heat 10; ACP –1; Notice 16), omni tool (PR 1), (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk IV; Def V; Res III; Health V; Comp II; Skills: Athletics surgery kit I

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III, 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, Explosive 6, Fire 6, Heat 10, Vacuum all; DP –2; ACP –2; Spd –5 ft.; Notice obvious), omni tool (PR 1)

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, Explosive 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 ogue emplates (1×1, Reach 1); Spd 30 ft. ground; Init II; Atk I; The NPCs above are, by default, human. To shift Def II; Res I; Health III; Comp III; Skills: Bluff IV, their Species, simply add one of the following Haggle X, Sense Motive IV; Qualities: Feat (Fence) templates. Attacks/Weapons: None Gear: Emergency kinetic barrier (Shields 5; NoAsari (+8 XP) tice 24), fine quality clothing Benefit: The NPC’s Constitution or Charisma Scientist (Medium Folk Walker – 36 XP): Str rises by 2. She also gains attractive I and biotic power. 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; Batarian (+8 XP) Def II; Res II; Health II; Comp VIII; Skills: Science Benefit: The NPC’s Strength and Constitution VI; Qualities: None rise by 2. He also gains darkvision I, improved vision Attacks/Weapons: None and tricky (Cheap Shot). Gear: Insulated bodysuit (DR 1; Resist Acid 1, Cold 15, Electrical 1, Explosive 1, Fire 1, Heat 10; Drell (+8 XP) ACP –1; Notice 16), omni tool (PR 3), 2 Caliber I Benefit: The NPC’s The NPC’s Dexterity and kits Wisdom rise by 2. He also gains damage defiance Security Guard (Medium Folk Walker – 29 (Heat).

R

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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; Notice 10)

T

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), fatal falls, improved scent, improved stability, lumbering, 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)

Soldier (Medium Folk Walker – 47 XP): Str Benefit: The NPC becomes a Small (2 per square) 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M Beast Swimmer and his Wisdom rises by 2. He gains (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk IV; a swimming Speed of 30 ft. and a wingless flight Def V; Res III; Health V; Comp II; Skills: Athletics

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B

Collectors

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 Intelligence decreases by 4 and his Charisma decreases by 2.

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; Qualities: Augmented (light kinetic barrier), burden of ages, damage reduction V, feat (Autofire Basics, TacSquad Basics), improved vision

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Mass Craft

Speed of 20 ft. He also gains aquatic II and swift attack I, and Impress I as a signature skill. Additionalestiary ly, his natural attacks gain the venomous (fast-acting NPCs in the Bestiary represent everything from agonizing poison) upgrade. However, his Strength harmless wildlife to hostile artificial intelligences. decreases by 2. Unlike NPCs in the Rogue’s Gallery, these creatures aren’t available as contacts, hirelings or folKrogan (+16 XP) lowers, except with GM permission. Benefit: The NPC’s Strength rises by 2, and his Constitution rises by 4. He also gains augmented (ballistic helmet), banned action (Influence, OutA mysterious race from beyond the Terminus sysmaneuver, Tumble), and tough I, along with Gore tems, the so-called Collectors are rare and enigmaI (dmg 1d6 lethal; threat 19-20; qualities: bleed). tic. Only seen in settled space a handful of times in However, his Intelligence and Charisma both dethe past few centuries, they are most well-known crease by 2. for their trade requests, swapping groups of living beings in odd numbers and varieties (such as twoQuarian (+5 XP) dozen left-handed Salarians) for highly advanced Benefit: The NPC’s Intelligence rises by 2 and he technology. They are largely regarded as a myth – if gains an Enviro-suit (DR 4; Resist Cold 3, Conta- only the races of the galaxy knew the truth, they’d gion all, Heat 3, Vacuum all; Notice obvious). take them far more seriously. However, his Constitution decreases by 2 and his Drones are humanoid assault troops equipped Health decreases by 1. with automatic weapons and insect-like characteristics. They possess chitinous armor, biotic barriers Salarian (+7 XP) and functioning wings that allow them to fly for Benefit: The NPC’s Dexterity rises by 2, and his short distances. Seekers are foot-long light brown insects that are Initiative increases by 1 grade. He also gains aquatic deployed to a target area in their thousands. They I, light sleeper and darkvision I. However, his Chapossess a potent venom that paralyzes their target, risma decreases by 2. preserving them in a stasis-like state. They can be temporarily kept at bay with a powerful biotic barTurian (+8 XP) Benefit: The NPC’s Wisdom rises by 1. He also rier, but they travel in such large numbers that evengains fearless I and grueling combatant, along with tually they will break through. Tactics: Collectors typically send in their seeker Claw II (dmg 1d6 lethal; threat 19-20). swarms first to disable a foe. Once they have done their work, the Drones can enter the area and take Volus (+5 XP) the people and equipment that they came for. In Benefit: The NPC’s Intelligence rises by 2 and he the event that their opponents are somehow able gains an Exosuit (DR 3; Resist Cold 3, Contagion to evade or defeat the swarms then Drones fly into all, Heat 3, Vacuum all; Notice obvious). He also the area, landing to engage the targets with their gains Achilles’ heel (Acid). However, his Dexterity ranged weapons. Collectors are more than willing decreases by 4, and his Speed decreases by 10 ft. to retreat if the odds are against them.

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Attacks/Weapons: Collector assault rifle (dmg 3d6 pected. They carry rocket launchers that are calethal; threat 20; ammo 40M10; recoil 10; range pable of cracking even light vehicles, and can inflict 100 ft.; qualities: dependable, rugged) horrendous damage on troop formations. Surveillance drones are unarmed drones equipped Seeker (Fine Animal Flyer – 23 XP): Str 2, Dex with sophisticated surveillance equipment that act 10, Con 10, Int 6, Wis 8, Cha 2; SZ F (8 per square, as mobile observation posts. Reach 0); Spd 30 ft. winged flight, 10 ft. ground; Tactics: Armed drones will typical hold positions Init III; Atk III; Def IV; Res I; Health I; Skills: at the edge of the first range increment for their Acrobatics I; Qualities: Burden of ages, critical he- weaponry, and repeatedly attack their target. They sitation, mook, swarm will not retreat unless they are ordered to, and they Attacks/Weapons: Gore I (dmg 1d3 lethal; threat will stay high enough off the ground to avoid me20, qualities: armor-piercing), seeker venom (pa- lee combat. Unarmed drones will retreat away from ralyzing supernatural save attack III; activated by combat, and will continue to do so until they can gore attack) continue their assigned task or receive orders to the contrary.

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Used in similar capacity to mechs, drones are available in a variety of different configurations for a lot of different jobs. They are small, non-humanoid 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 defensive 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 military 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 necessary mobility, or when heavy casualties are ex-

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 reduction 3, darkvision I, fearless II Attacks/Weapons: Integral laser (lethal damage attack 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: Augmented (emergency kinetic barrier, PR 1 omni-tool), damage reduction 1, darkvision I, fearless II Attacks/Weapons: None

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


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 attack 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 reduction 3, darkvision I, fearless II Attacks/Weapons: Rocket launcher (dmg 5d10 explosive; 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: Augmented (commercial-grade video camera, emergency kinetic barrier, PR 1 omni-tool, PR 4 portable radar unit), damage reduction 1, darkvision I, fearless II Attacks/Weapons: None

Geth Originating as a group of Quarian-built Virtual Intelligences, through networking the Geth quickly achieved sentience and then – after a shortlived 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 platforms’, crewed by a small network of Geth minds that work as a team. The Geth are masters of computer 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 infantry. 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, buildings and enemy vehicles, these massive siege machines 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 platforms, 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 hiding. They carry shotguns, and their white armor and shields can withstand considerable punishment. They are usually deployed in small groups. Juggernauts are mobile heavy weapons platforms, 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 weapons 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 recognizable by their white armor and twelve-foot high stature. They are protected by kinetic barriers, and can coordinate other Geth units for increased efficiency. 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 equipped with a more powerful set of shields.

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Mass Craft

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 (emergency kinetic barrier, PR 1 omni-tool), damage reduction 1, darkvision I, fearless II, feat (Cloak Basics), tech power (Cloak) Attacks/Weapons: Integral laser (lethal damage attack I: 40 ft. ray; dmg 1d4 lethal per 2 TL, Ref DC 5 for 1/2 damage)

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Shock 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 deployed as single units. Troopers are standard humanoid Geth units, operating 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 sustained 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 leaping 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.

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-piercing 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: Computers X; Qualities: Augmented (flashlight, heavy kinetic barrier, PR 2 omni-tool), banned action (Impress, Swim, Therapy), battering, charge attack, damage reduction 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; Armature (Huge Construct Walker – 124 threat 19-20) 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; Hopper (Medium Construct Walker – 84 Atk V; Def III; Res V; Health VI; Comp I; Skills: XP): Str 10, Dex 14, Con 10, Int 12, Wis 8, Cha 6; Computers X; Qualities: Augmented ( flashlight, SZ M (1×1, Reach 1); Spd 30 ft. ground; Init IV; hardened kinetic barrier, PR 2 omni-tool), banned Atk IV; Def V; Res III; Health III; Comp I; Skills: action (Impress, Swim, Therapy), damage reduction Acrobatics III, Athletics III, Computers X, Sneak 5, fearless II, feat (Geth Shield Boost), lumbering, monstrous defense 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)

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


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: Computers X; Qualities: Augmented ( flashlight, medium kinetic barrier, PR 2 omni-tool), banned action (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)

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 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 action (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)

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 action (Impress, Swim, Therapy), battering, charge attack, 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, Sniper (Medium Construct Walker – 71 XP): threat 20; recoil 14; range 100 ft.; qualities: ac- Str 10, Dex 10, Con 10, Int 12, Wis 8, Cha 6; SZ M curate), slam III (dmg 2d8 lethal; threat 19-20) (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk IV; Def IV; Res IV; Health V; Comp I; Skills: CompuPrime (Large Construct Walker – 146 XP): Str ters X, Notice III; Qualities: Augmented (flashlight, 16, Dex 10, Con 10, Int 12, Wis 8, Cha 6; SZ L (1×1, PR4 Jammer, light kinetic barrier, PR 2 omni-tool), Reach 1); Spd 30 ft. ground; Init IV; Atk VI; Def banned action (Impress, Swim, Therapy), damage reIV; Res V; Health VI; Comp III; Skills: Computers duction 2, fearless II, feat (Geth Shield Boost) X, Tactics VII; Qualities: Augmented (flashlight, Attacks/Weapons: M-98 widow sniper rifle (dmg heavy kinetic barrier, PR 2 omni-tool), banned ac- 2d12 lethal; threat 18-20; recoil 25; range 350 ft.; tion (Impress, Swim, Therapy), class ability (Captain: qualities: accurate, armor-piercing 10, bulky, puBattle Planning II), damage reduction 3, fearless II, nishing, takedown, upgrades (10× telescopic sight)), feat (Combat Drone Basics, Geth Shield Boost), tech slam I (dmg 1d6 lethal; threat 20) power (combat drone), tough I

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman

Mass Craft

III, Tactics III; Qualities: Augmented (emergency kinetic barrier, flashlight, PR 2 omni-tool), banned action (Impress, Swim, Therapy), damage reduction 1, fearless II, feat (Hopper Upgrade), tech power (overload) Attacks/Weapons: Geth sniper laser (lethal damage 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)

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Trooper (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: Computers X; Qualities: Augmented (flashlight, light kinetic 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)

Husks

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Synthetic ‘zombies’ created using unknown technology, 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 quarters and then detonate, inflicting damage in a wide radius. Drones represent the simplest form of Husk; a humanoid 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 devastating 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 distended left arm. They are heavily armored and very tough. Tactics: Not possessing anything resembling intelligence, 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, Outmaneuver, 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 kinetic barrier), damage reduction 5, darkvision I, fearless II, tough I Attacks/Weapons: Death choir (lethal damage attack 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, shambling, tough I Attacks/Weapons: Slam I (dmg 1d8 lethal; threat 20)

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


Mechs

The Keepers are apparently a bio-engineered, insectoid 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 operation. 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 response 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.

Used 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 capacity. They come in a staggering variety of different models, and not all of them are humanoid in appearance. FENRIS mechs are mechanical constructs designed by Hahne-Kedar specifically for security, FENRIS mechs are highly identifiable by their white armor, 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 often deployed alongside LOKI Mechs. LOKI mechs are a type of bipedal humanoid security 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 commonly called a ‘Heavy Mech’) is a massive killing machine 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.

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), everlasting, expertise (electronics, mechanics), lumbering, meek (–20) Attacks/Weapons: None

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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Keepers

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stun 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 electrical; 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 action (Swim, Tumble), damage reduction 3, darkvison I, death throes (explosive) Attacks/Weapons: Melee stun gun (dmg 5d4 electrical; 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; Qualities: Augmented (heavy kinetic barrier, light missile 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: imprecise), twin automatic accelerator cannons (dmg 6d6 lethal; threat 19-20; qualities: armor-piercing 20, imprecise)

Rachni The only sapient arthropods known to exist in our galaxy, the Rachni are all but extinct. Intelligent 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 curtail their expansion, for fear of encountering a similarly 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 incredible speed, and a small Rachni hive’s population 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 considerable 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 territory 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/Walker – 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: Biotic power (barrier), damage reduction 3, darkvision I, feat (Barrier Basics), feral, hive mind, lumbering, rend, treacherous

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


Mass Craft

Attacks/Weapons: Acidic bile (acid damage attack Worker (Tiny Beast Burrower/Walker – 22 III: 40 ft. ray, 5 ft. blast; dmg 1d8 lethal per 2 TL, XP): Str 2, Dex 10, Con 10, Int 6, Wis 6, Cha 2; SZ Ref DC 15 for 1/2 damage), tentacle slap III (dmg T (4 per square, Reach 0); Spd 10 ft. burrowing, 20 2d10 lethal; threat 19-20; qualities: grab, reach +1) ft. ground; Init III; Atk II; Def III; Res I; Health I; Comp I; Skills: None; Qualities: Death throes, Queen (Huge Beast Burrower/Walker – 131 hive mind XP): Str 20, Dex 10, Con 18, Int 14, Wis 16, Cha Attacks/Weapons: Bite I (dmg 1d4 lethal; threat 14; SZ H (4×4, Reach 3); Spd 10 ft. burrowing, 30 19-20) 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: BurThe Reapers, known by the geth as the Old Maden of ages, damage reduction 5, darkvision I, hive chines, are a highly advanced machine race of mind, lumbering, natural spell (Animate Dead I), synthetic/organic starships. The Reapers reside rend, telepathic Attacks/Weapons: Acidic bile (acid damage attack in dark space, the empty, starless space between IV: 60 ft. ray, 10 ft. blast; dmg 1d10 lethal per 2 TL, galaxies. They hibernate there, dormant for thouRef DC 20 for 1/2 damage), tentacle slap V (dmg sands of years, before they are given the signal to re3d12 lethal; threat 18-20; qualities: grab, reach +1) turn. Their origins are completely unknown. Even their true name is a mystery; ‘Reapers’ was a name Soldier (Medium Beast Burrower/Walker – bestowed by the Protheans. The Reapers were the original creators of the Ci57 XP): Str 16, Dex 8, Con 12, Int 8, Wis 12, Cha 10; SZ M (1×1, Reach 2); Spd 10 ft. burrowing, 20 tadel and the mass relay network. These massive ft. ground; Init III; Atk III; Def III; Res IV; Health constructs exist so that any intelligent life in the IV; Comp I; Skills: Athletics I, Notice I, Survival I; galaxy would eventually discover them and base Qualities: Damage reduction 1, darkvision I, feral, their technology upon them – all part of a scheme to harvest the galaxy’s sentient life in a repeating hive mind, lumbering, rend Attacks/Weapons: Acidic bile (acid damage attack cycle of purges that has continued relentlessly over II: 40 ft. ray, 5 ft. blast; dmg 1d6 lethal per 2 TL, Ref countless millennia. Stats for a Reaper can be a tricky thing to comDC 10 for 1/2 damage), tentacle slap I (dmg 1d8 prehend, as they aren’t ordinary special characters. lethal; threat 20; qualities: grab, reach +1) Being closer to living starships, a normal NPC statblock 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 encountered 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 shipto-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 prepared to completely ignore foes that are incapable of harming them, sweeping past them toward their chosen goal without fear or mercy.

Reapers

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Reaper (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 characters inside them), telepathic (constructs only) Reaper (vessel stats): Force 10; Traits: Capital, FTL drive, kinetic barriers, landing thrusters; Upgrades: 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.

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Wildlife Life 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 sapient 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 primary 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 relocate them. Either way suggests a rather fiendish intelligence; the harvesters are smart enough to use klixen both as shock troops and, failing that, mobile 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 sentient. 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 crustaceans. They walk on four sturdy arms, each ending in hard points that are used to impale large mollusk-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 carapaces 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 carnivores that burst up from the ground without warning 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

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


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: Gas Bag (Medium Animal Flyer – 2 XP): Str 4, Damage reduction 1, meek (–20) Dex 10, Con 10, Int 6, Wis 10, Cha 2; SZ M (1×1, Attacks/Weapons: Bite I (dmg 1d4 lethal; threat Reach 1); Spd 10 ft. wingless flight; Init I; Atk I; 18-20) Def I; Res I; Health I; Skills: Survival IV; Qualities: Death throes, lumbering, meek (–20), shambling Space Cow (Large Animal Walker – 0 XP): Str Attacks/Weapons: Tentacle slap I (dmg 1d4 lethal; 10, Dex 10, Con 10, Int 6, Wis 6, Cha 6; SZ L (1×1, threat 20; qualities: grab) Reach 1); Spd 20 ft. ground; Init I; Atk II; Def II; Res III; Health I; Skills: Notice I, Survival I; QuaHarvester (Gargantuan Horror Flyer – 100 lities: Lumbering, meek (–20), shambling XP): Str 18, Dex 10, Con 14, Int 8, Wis 8, Cha 2; Attacks/Weapons: Bite I (dmg 1d10 lethal; threat SZ G (12×12, Reach 3); Spd 30 ft. winged flight, 10 18-20) ft. ground; Init IV; Atk IV; Def III; Res VI; Health VII; Comp I; Skills: Acrobatics III, Notice III, TacThresher Maw (Colossal Horror Burrower – tics III; Qualities: Darkvision I, damage reduction 5, 218 XP): Str 28, Dex 10, Con 22, Int 2, Wis 10, Cha fearsome, feral, tough II 2; SZ C (25×25, Reach 5); Spd 30 ft. burrowing; Attacks/Weapons: Bite III (dmg 2d10 lethal; Init III; Atk VI; Def III; Res X; Health X; Comp I, threat 17-20; qualities: grab), claw III (dmg 2d8 Skills: Notice IV, Survival IV; Qualities: Blindsight, lethal; threat 19-20; qualities: grab) damage reduction 10, dramatic entrance, dread, fearless II, fearsome, feral, lumbering, monstrous deKlixen (Medium Animal Walker – 42 XP): Str fense II, never outnumbered, tough V, treacherous, 10, Dex 10, Con 10, Int 6, Wis 10, Cha 10; SZ M unnerving (1×1, Reach 1); Spd 30 ft. ground; Init II; Atk III; Attacks/Weapons: Claw V (dmg 6d8 lethal; threat Def III; Res III; Health V; Skills: Notice I, Sneak 16-20; qualities: armor-piercing 10), acidic bile I; Qualities: Damage defiance (Fire), death throes (acid damage attack V: 120 ft. ray, 20 ft. blast in(Fire), tough I crement; dmg 1d12 acid per 2 TL, Ref DC 25 for Attacks/Weapons: Claw I (dmg 1d6 lethal; threat 1/2 damage) 20), fiery breath (fire damage attack II: 10 ft. cone; dmg 1d6 fire per 2 TL, Ref DC 10 for 1/2 damage) Varren (Medium Animal Walker – 33 XP): Str 10, Dex 10, Con 10, Int 6, Wis 10, Cha 10; SZ M Pod Crab (Large Animal Walker – 11 XP): Str (1×1, Reach 1); Spd 40 ft. ground; Init II; Atk V; 16, Dex 10, Con 16, Int 2, Wis 2, Cha 2; SZ L (2×2, Def IV; Res IV; Health III; Skills: Notice I, Sneak I, Reach 1); Spd 20 ft. ground; Init I; Atk III; Def I; Survival I; Qualities: Feat (Wolf Pack Basics), feral, Res IV; Health III; Skills: Survival I; Qualities: improved scent, superior runner I Lumbering, meek (–20), shambling Attacks/Weapons: Bite III (dmg 2d8 lethal; threat Attacks/Weapons: Claw I (dmg 1d8 lethal; threat 17-20) 20)

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Tuchanka, they are savage, clannish, and consummate survivors. They are pack hunters when prey is readily available, and become scavengers when outnumbered or outclassed. Their supreme adaptability, vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds. Tactics: Wildlife tend to react as one would expect from a creature that lives in their particular niche. Predators will stand and fight, only retreating when the situation seems hopeless, whereas prey will flee at the first sign of danger, only turning to fight when cornered.

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Yahg

Open Game License

Violent and aggressive predators, the Yahg are huge lumbering beasts possessed of a surprising perceptiveness and mental agility. They are obsessive control freaks and seek total dominance in any given situation. Indeed, they massacred a delegation 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 incredibly strong even for their considerable size, and highly resistant to damage. In combat they tend to carry the largest weapons available – preferably fully 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)

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (‘‘Wizards’’). All Rights Reserved. 1. Definitions: (a) ‘‘Contributors’’ means the copyright and/or trademark owners who have contributed Open Game Content; (b) ‘‘Derivative Material’’ means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) ‘‘Distribute’’ means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) ‘‘Open Game Content’’ means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) ‘‘Product Identity’’ means product and product line names, logos and identifying marks including trade dress; artifacts; creatures, characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) ‘‘Trademark’’ means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) ‘‘Use’’, ‘‘Used’’ or ‘‘Using’’ means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) ‘‘You’’ or ‘‘Your’’ means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


Open Game Content This release of Mass Craft is done under version 1.0a of the Open Game License and the draft version of the d20 System Trademark License, d20 System Trademark Logo Guide and System Reference Document by permission of Wizards of the Coast. Subsequent releases of this product will incorporate final versions of the license, guide and document. The author’s intention is to open up as much of this product as possible to be used as Open Game Content (OGM), while maintaining Product Identity (PI) to all aspects of the Mastercraft in-

tellectual properties. Publishers who wish to use the OGM materials from this product are encouraged to contact pat@craftygames.com if they have any questions or concerns about reproducing material from this product in other OGL works. Crafty Games would appreciate anyone using OGM material from this product in other OGL works to kindly reference Fantasy Craft or Mastercraft as the source of that material within the text of their work. Open Game Content may only be used under and in accordance with the terms of the OGL as fully set forth in the opposite column. DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as Product Identity in accordance with section 1(e) of the Open Game License, version 1.0a: Any and all Mastercraft logos and identifying marks and trade dress, including all Mastercraft products and product line names including but not limited to The Fantasy Craft Rulebook, The Fantasy Craft World Builder’s Guide, The Fantasy Craft Primer, Call to Arms, Cloak and Dagger, Epoch, Godspawn, Sunchaser, The Darkest Hour, The Cleansing of Black Spur, the Toolkit series, website support materials (including, but not limited to, all free game support items such as adventures and the Errata Document), and all Mastercraft logos; any elements of any Mastercraft setting, including but not limited to capitalized names, monster names, magic item names, spell names, organization names, Faction names, project names, characters, monsters, magic items, spells, historic events, and organizations; any and all stories, storylines, plots, thematic elements, documents within the game world, quotes from characters or documents, and dialogue; and all artwork, logos, symbols, designs, depictions, illustrations, maps and cartography, likenesses, and poses, except such elements that already appear in the d20 System Reference Document and are already OGM by virtue of appearing there. The above Product Identity is not Open Game Content. DESIGNATION OF OPEN CONTENT: Subject to the Product Identity designation above, all portions of Mass Craft are designated as Open Game Content. USE OF MATERIAL AS OPEN GAME CONTENT: It is the clear and expressed intent of the author to add all classes, skills, feats, gear, and NPC statistics contained in this volume to the canon of Open Game Content for free use pursuant to the Open Game License by future Open Game publishers. Some of the portions of this product which are delineated OGM originate from the System Reference Document and are © 1999, 2000 Wizards of the Coast, Inc. The remainder of these OGM portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE: ‘‘Fantasy Craft Copyright 2009, Crafty Games.’’ The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0a. A copy of this License can be found at www.wizards.com. Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards of the Coast, and are used with permission. All contents of this release, regardless of designation, are copyrighted year 2009 by Crafty Games. All rights reserved. Reproduction or use without the written permission of the publisher is expressly forbidden, except for the purposes of review of use consistent with the limited license above.

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman

Mass Craft

text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE: Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Fantasy Craft Rulebook, Copyright 2009, Crafty Games LLC; Authors Alexander Flagg, Scott Gearin, and Patrick Kapera.

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