Mass Craft Core V1.0

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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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