Mass Effect - Rebirth
All characters begin with the following things to start:
- M-5 Phalanx Heavy Pistol (2-harm close loud)
- Light Armor (1-armor), anything from leather outerwear to a ballistic vest, OR a personal shield generator (2-shields)
- Omni-Tool (functionally your space smartphone, with which you can communicate, transfer data, interface with standard technology, and perform various and sundry simple functions)
- 1-resources in starting credit, favor, and goodwill from your contacts and employers
- Four additional items of your choice. These four additional items are defined by you, the player – maybe it’s “a battered old M-8 Avenger assault rifle”, or “a kickass new personal shield generator”, or “a priceless locket passed down from my great-grandmother”. Your additional items should generally not be worth more than 3-Resources. Things you might consider taking:
- Additional weapons or armor.
- Medical, survival, or field supplies of various sorts.
- Trinkets and curios (that could prove very valuable as trade stock.)
- Useful gadgets or tools. Everyone needs a hydrospanner!
- Valuable secret information about someone or something.
- Extra money/favors/goodwill! You can trade your item allotment for Resources, one for one.
“Resources” is the abstract system reflecting your access to cash, equipment, blackmail, fuel, and of course information.
- 1-Resources: Represents a month’s rent, no-place fancy. You can buy some basic melee weapons, a half-decent mercenary bodyguard’s services, or bribe a normal guy for something not too dangerous to him.
- 2-Resources: Represents a month’s rent in a pretty nice place, a more significant weapon, a reputable mercenary, or small group of half-decent newbies, or the ability to convince a normal person to take a small risk to life or liberty on your behalf.
- 3-Resources: Represents a high-roller lifestyle if spent weekly, a serious, hard-to-find military-grade or hi-tech weapon, the services of a famous mercenary or small group of hard-cases, or finding a normal guy willing to risk his life for you.
- 4-resources: Represents a high-roller lifestyle for a month, a serious, hard-to-find military grade or hi-tech heavy weapon, the services of a disciplined gang of veteran mercenaries, or finding a normal guy willing to take stupid risks for you.
- 5-resources: Represents a down-payment on a persistently luxurious lifestyle, a serious, hard-to-find, military grade or hi-tech heavy weapon, the services of a mercenary company, or finding a normal guy willing to take suicidal risks for you.
Most weapon models use the base weapon stats as listed below. Some specific models may vary, as listed. In general, weapons cost a number of resources equal to their harm value, +1 resources for the hi-tech tag, and +1 resources if it’s a heavy weapon.
- (1-shock intimate/hand inherent) – Bare fists/feet/forehead
- (2-shock hand) – Taser, electrical prod
- (2-harm hand implanted) – Omni-blade
- (2-harm hand) – Most knives, primitive swords or axes
- (3-harm hand) – Monomolecular sword
- Heavy Pistols
- (2-harm close loud) – M-3 Predator, M-5 Phalanx, Acolyte
- (3-harm close loud reload) – M-6 Carnifex, M-77 Paladin, M-358 Talon, Scorpion, Executioner Pistol
- (3-harm close loud hi-tech) – Arc Pistol, M-358 Talon, Scorpion
- Assault Rifles
- (3-harm close loud autofire) – M-8 Avenger, M-15 Vindicator, M-76 Revenant, M-96 Mattock, Phaeston,
- (3-harm close messy hi-tech) – M-37 Falcon, M-55 Argus, M-99 Saber, N7 Valkyrie
- (4-harm close loud autofire hi-tech) – Cerberus Harrier, Geth Pulse Rifle, N7 Typhoon, Striker Assault Rifle
- (3-harm close reload messy) – M-23 Katana, Disciple, M-11 Wraith, M-22 Eviscerator
- (3-harm close autofire, hi-tech) – M-27 Scimitar, N7 Piranha,
- (4-harm close recoil reload) – M-300 Claymore, N7 Crusader, AT-12 Raider,
- (4-harm close reload messy, hi-tech) – Venom Shotgun, Geth Plasma Shotgun, Graal Spike Thrower,
- Sniper rifles
- (3-harm far reload hi-tech) – M-92 Mantis
- (2-harm far hi-tech) – M-13 Raptor, M-29 Incisor
- (3-harm far hi-tech) – M-97 Viper, Krysae sniper rifle
- (4-harm far reload recoil hi-tech) – M-98 Widow, Javelin, KiShock Harpoon Gun
- (4-harm far recoil hi-tech) – Black Widow
- Submachine guns
- (2-harm close autofire loud) – M-4 Shuriken, M-9 Tempest, M-12 Locust, M-25 Hornet
- (3-harm close autofire loud hi-tech) – N7 Hurricane, Blood Pack Punisher, Geth Plasma SMG
- Heavy weapons
- ML-77 Missile Launcher (4-harm far area messy reload)
- M-100 Grenade Launcher (4-harm close area messy reload)
- M-451 Firestorm (3-harm close area messy burn)
- M-622 Avalanche (3-shock close area)
- M-920 Cain (5-harm far area hi-tech refill)
- Arc Projector (3-harm close area ap hi-tech)
- Collector Particle Beam (3-harm close/far hi-tech disruptor anti-barrier)
- Geth Spitfire (4-harm close/far autofire hi-tech disruptor)
- M-490 Blackstorm (3-harm far area hi-tech ap lift)
Note: Use of heavy weapons requires the user to act under fire. Heavy weapons may not be used with “Packing All Kinds of Heat”.
+anti-barrier tag indicates a weapon that harms 2 levels of barrier per hit prior to calculating harm.
+area tag indicates a weapon that does its full harm even against gangs, provided the gang is clustered in a small enough space.
+autofire tag indicates a weapon that can make an
area attack, but then immediately must
reload before firing again.
+burn tag indicates a weapon that sets the target on fire. Burning targets will tend to panic, and will take some amount of ongoing harm or have layers of armor burn away at the GM’s discretion
+disruptor tag indicates a weapon that harms 2 levels of shields per hit prior to calculating harm.
+lift tag indicates a weapon that emulates biotic telekinetic properties, and can be used to lift enemies out of cover or manipulate the battlefield
+recoil tag indicates a weapon with such a kick that firing it requires either careful setup, careful concentration, or unusual strength. Using such a weapon without any of those things counts as acting under fire.
+reload tag indicates a weapon that must be reloaded after firing. This can be done during combat by acting under fire in addition to another move, or happens automatically on a successful hit the deck move.
- Cluster Grenades: These specialized, high-tech grenades can only be used by a biotic. Use of cluster grenades as part of a combat move negates one level of size-advantage of an enemy gang for that action.
- Flashbang Grenades: Flashbang grenades are a weapon (2-shock area hi-tech).
- Inferno Grenades: These high-tech, dangerous, incendiary grenades are a weapon (2-harm area messy burn hi-tech).
Shields, Barriers, and Armor
Armor generally costs Resources equal to it’s armor value. Adding an in-built personal shield generator grants the hi-tech tag, and increases the cost by 2 Resources.
- Light Armor (1-armor)
- Combat Armor (2-armor)
Personal Shields: A personal shield generator, either worn separately or integrated into combat armor, generates a number of free, ablative harm-wedges that must first be filled before the wearer suffers any harm. The wearer can regenerate these shield-wedges by getting a hit on the battle move hit the deck. Light Shields offer 2-shield. Heavy Shields offer 4-shield. Heavy Shields are typically only available on heavy mechs or gunships. Shields are immune to barrier-affecting moves, vulnerable to shield-affecting moves or weapons with the disruptor tag. Shield ratings and barrier ratings do not stack.
Biotic Barriers: In order for a combat-trained biotic to generate a useable defensive barrier, they require specialized cybernetic implants. These implants cost 2 Resources and have the hi-tech tag. These defensive barriers grant a rating of 2-barrier. Heavy Barriers are typically only generated by masters of the Barrier move. They act in all other ways like Personal Shields. Barriers are immune to shield-affecting moves, vulnerable to barrier-affecting moves and the anti-barrier tag. Usable by the Adept Class. Barrier ratings and shield ratings do not stack.
Shields and Barriers and the Harm move: damage to shield or barrier levels do not prompt the suffer harm peripheral move.
Shields/Barriers on gangs: If members of a gang are equipped with shields, or are biotics, the protection applies to the gang as a whole. The gang has a shield/barrier-rating equal to the number of gang members equipped with shields or capable of biotic barriers. Once the shield/barrier rating has been depleted, a gang cannot refresh it.
Trained medical professionals, such as those with the Battlefield Medic Personal move, may use mundane medical supplies in the following fashion:
Your kit has all kinds of stuff in it represented by a “stock” score. When you use it, spend its stock; you can spend 0–3 of its stock per use. You can resupply it for 1-Resources per 2-stock, if your circumstances let you barter for medical supplies.
To use it to stabilize and heal someone at 9:00 or past: roll
+stock spent. On a hit, they will stabilize and heal to 6:00, but the MC will choose 1 (on a 10+) or 2 (on a 7–9):
- they need to be physically stabilized before you can move them.
- even sedated, they fight you; you’re acting under fire.
- they’ll be in and out of consciousness for 24 hours.
- stabilizing them eats up your stock; spend 1-stock more.
- they’ll be bedridden, out of action, for at least a week.
- they’ll need constant monitoring and care for 36 hours.
On a miss, they take 1-harm instead.
To use it to speed the recovery of someone at 3:00 or 6:00: don’t roll. They choose: spend 4 days (3:00) or 1 week (6:00) blissed out on drugs, immobile but happy, or power through and heal more slowly.
To use it to revive someone who’s on death’s door (at 12:00-midnight, not beyond): roll
+stock spent. On a 10+, they recover to 10:00. On a 7–9, they recover to 11:00. On a miss, you’ve done everything you can for them, and they’re still dead.
To use it to help someone recover from shock: don’t roll. They choose: reset the clock to 9:00 and get back in the fight, or sit out the rest of the fight and recover from all shock as if they’d got a full night’s sleep.
If a move indicates, you have a gang of about a dozen hardened folks. By default: 2-harm gang small 1-armor, and choose 2:
- Your gang consists of two dozen hardened folks. Medium instead of small
- Your gang is well armed.
- Your gang has combat armor.
- Your gang has access to shields or biotic barriers.
- Your gang is self-sufficient.
And choose 1:
- Your gang is ill-supplied,
- Your gang is a pack of fucking vorcha. It gets
- Your gang is loose-knit, with members coming and going as they choose. Vulnerable: desertion.
- Your gang owes a significant debt to someone powerful. Vulnerable: obligation
- Your gang is lax about security and likes to drink and brag. Vulnerable: reprisals
If you have an advance to spend, you may cross out any unselected advance to either gain a new option from the first list, or remove the option from the second list.