The very model of a modern vorcha scientist...



Cool: 0
Hard: +1
Hot: -1
Sharp: +3
Will: 0


Drala +1 Artemisia T’Caria +0
Jarek Bal’iban +1 Atma T’Kala -1
Nova Noir +1 Daro Tas -1
Siala Jonis +1 Lily Asada +2
Brother Astrophel -1 Wyatt Carson +1
Malezin -1



Battlefield Medic
When you are caring for people, not fighting, you get +1armor. You get a medical kit and mundane medical supplies worth 8-stock (see Medical Kit in Gear). Furthermore, you have med packs with four doses of medi-gel and the knowledge to use it effectively. When you apply medi-gel in an emergency expend one dose of medi-gel and roll +Sharp. On a 10+, they heal 4-Shock. On a 7-9, they heal 2-Shock. On a miss, something goes awry.
Gain 2 new Harm wedges at 7:00 and 8:00. Draw in two new lines on your Harm countdown.
When you seek to subvert a computer system that doesn’t belong to you or bypass electronic security measures, roll +Sharp. On a 10+, all 3. On a 7-9, choose 2. On a miss, choose 1 anyway.
  • You get into the system or past the security
  • You don’t alert anyone to your intrusion
  • You don’t permanently damage something important
Intellectual Adaptation (Special Move)
At the beginning of the session roll +Sharp. On a 10+, hold 2. On a 7-9, hold 1. Any time during that session, spend your hold 1 for 1 to:
  • Remove any one condition on a Mechanic or Medical Miracle Worker project you are currently working on.
  • Recreate any Heavy Weapon from the weapon list using spare parts… for one shot. You don’t need to act under fire to use it like you normally would for a heavy weapon.
  • Do the Math. Incapacitate or kill any one NPC in battle.
  • Do the Math. Take no harm from any one attack in battle.
You are skilled with your hands and can fix, repair, or build pretty much anything. You have a dedicated workspace for larger projects, and an ability to repair things on the fly.

When you go into your workspace and dedicate yourself to making a thing, or to getting to the bottom of something technological, decide what you’re doing and tell the GM. The GM will tell you “sure, no problem, but…” and then 1 to 4 of the following:

  • It’s going to take hours/days/weeks/months of work
  • First you’ll have to get/build/fix/figure out (something)
  • You’re going to need (someone) to help you with it
  • It’s going to cost you a ton of credits
  • The best you’ll be able to do is a crap version, weak and unreliable
  • It’s going to mean exposing yourself and colleagues to serious danger
  • You’re going to have to add (something) to your workspace first
  • It’s going to take several/dozens/hundreds of tries
  • You’re going to have to take (something) apart to do it.

The GM might connect them all with “and,” or might throw in a merciful “or.” Once you’ve accomplished the necessaries, you can go ahead and accomplish the thing itself.

Field Repair: When you try to keep a piece of tech from falling apart roll +Sharp. On a 10+, the machine can ignore 2 of the harm it has thus far taken. On a 7-9, the machine can ignore 1 of the harm it has taken. On a miss, you may well have made things worse… Note that this does not permanently repair the machine (that requires the workspace above), but does permit it to perhaps survive long enough to get the job done.

Medical Miracle-Worker
You are a master of all things biological, medical, and cybernetic. You may work on people or other biological specimens as if you were a Mechanic.

You may go into your laboratory using the same rules as an Engineer going into their workspace.

Trauma Care: When you hold a bleeding companion together in the field roll +Sharp. On a 10+, the person or other biological system can ignore 2 of the harm it has thus far taken. On a 7-9, they can ignore 1 of the harm they have taken. On a miss, you may well have made things worse… Note that this does not permanently repair the damage (that requires real medical care), but it will stave off death or debility temporarily.

Whenever a single attack takes you to 9:00 or past 9:00 on the Harm countdown, roll +Hard. On a 10+, heal 2 harm. On a 7-9, heal 1 harm. On a miss, your system is too traumatized, you may not regenerate for the rest of the battle. You may not regenerate harm inflicted by weapons with the “burn” tag or incendiary ammo.
Software Savant
You instinctively understand the internal logic of most software programs, interactive interfaces, VIs, and AIs. You can read a person on any computer system (interpreting the move’s results liberally as appropriate) and can add the following options to the list:
  • What is the system’s true function/purpose
  • Who does the system regard as an “authorized user”

The WorkLab

Cargo hold
A junkyard of raw materials
Machining tools
A surgery
High-tech gadgets
Booby traps
Advanced life support systems
Pharmaceutical Spectrometer


Medical Supplies
Useful Gadgets
Useful Tools


___ +1 Cool (max +3)
X +1 Hard (max +3)
___ +1 Hot (max +3)
___ +1 Sharp (max +3)
___ +1 Will (max +3)
___ +1 Species Move
X +1 Class Move
X +1 Class Move
X +1 Personal Move
X +1 Personal Move
X +1 Move from any list

Must have 5 advances from choices above before selecting those below

___ +1 to any Stat (max +3)
___ retire your character to safety and create a new character
___ create a second character to play, so now you’re playing two
___ remove a debility
___ choose 3 basic moves and advance them
___ choose 3 basic moves and advance them
___ invent your own move, subject to GM approval, or +1 Move from any list

“I’m Kragg. I fix things.”

Kragg was born on Omega into one of the vorcha clans tasked with mining element zero. The runt of his litter, he developed the smarts and cunning he needed to survive his larger and stronger littermates.

When Toghus Bolad, a Krogan Blood Pack mercenary leader, came to collect the young litter, Kragg hid in the hidden, forgotten places in the ducts and spaces between the establishments of Omega. He barely scavenged enough food to survive until he was found by Dr. Daniel Abrams of the Omega Clinic, a medical center in Omega’s Gozu District. Dr. Abrams nursed the sickly vorcha back to health and convinced Dr. Mordin Solus to let Kragg reside at the Clinic (at first by appealing to his sense of charity, and then by appealing to his scientific curiosity about vorcha adaptability).


Mass Effect - Rebirth Kraken