MASS EFFECT: OPERATION RESURGENCE
BASE REFRESH: 8
SPENT REFRESH: -7
TOTAL REFRESH: 1
PHYSICAL STRESS: OOOO
MENTAL STRESS: OOOO
KINETIC SHIELDS: OOO OOO
HIGH CONCEPT: DEADLY DRELL INFILTRATOR
TROUBLE: NATURAL BORN KILLER
BACKGROUND: FULLY EMBRACES THE WORDS OF THE ENKINDLERS
ASPECT: ALWAYS GETS HIS PREY
ASPECT: LIKE A GHOST
ASPECT: HONORABLE AND DRIVEN
ASPECT: NO ONE IS SAFE
DRELL (-1 REFRESH)
- PERFECT RECALL (0):
All Drell possess total recall of all the events they have experienced during their lives. This can be compelled by the GM for a particularly traumatic event or invoked by the player for his own purposes.
- COLD BLOODED (+1):
Cold blooded species need external heat or cooling sources to regulate their body temperature. The GM can compel this attribute as if it were an aspect once per session. If the player wishes to avoid this compel, she must spend two fate points to refuse.
- SUPERIOR REFLEXES (-2):
When moving as part of another activity, Drell may move one additional zone without taking the –1 penalty for a supplemental action. They also gain a +2 to Alertness for determining initiative.
- SUPERB (5): Athletics
- GREAT (4): Fists, Guns
- GOOD (3): Alertness, Systems
- FAIR (2): Burglary, Engineer, Stealth
- AVERAGE (1): Endurance, Intimidation, Might, Pilot, Resolve
Gain a +2 to Athletics rolls for complex maneuvers while simultaneously balancing or hanging from something.
TECH MASTERY -1
- OMNI BLADE
All tech masters are assumed to have a military grade omni tool that provides them with access to an Omni Blade that does Weapon 2 stress in Melee combat.
- SYSTEM STRESS TRACK
As a supplementary action you can deplete your shield’s charge in order to become effectively invisible, granting you a +4 bonus to Stealth checks—if the GM even rules that you need to make them—and causing enemies to suffer a –2 penalty to any melee attack rolls against you and -4 to any ranged weapon attacks. This effect lasts for the rest of the scene out of combat or for a number of rounds equal to the Shifts generated by a Systems skill roll in combat with a minimum of 1 round. Or until the cloaked character makes an attack of any kind or uses any Biotic or Tech Talents. Kinetic Shields offer no protection while a Tactical Cloak is up and must be recharged by taking cover after the cloak ends as normal for shields.
- ASSASSINATION CLOAK x2
While cloaked receives a bonus of +2 damage with Unarmed Combat and Pistols.
Use the Systems Skill to make an attack versus an opponent’s Athletics or System Skill. If a target is hit then their shields are down and must be recharged normally before being effective again.
When Overload is used against unshielded Geth and other synthetics with the ELECTROMAGNETIC VULNERABILITY disadvantage it acts as a Weapon 2 Attack and any synthetic target struck has a block against all actions equal to Stress caused by the attack for a turn.
- NEURAL SHOCK
Incapacitate weaker organic enemies for a short duration. The Overload does half damage to unshielded organics (it is Weapon 0 unless Heavy Overload has been purchased) and any organic target struck has a block against all actions equal to Stress caused by the attack for a turn.
- AEGIS MEDIUM SHIELD HARNESS
ARMOR: 0 SHIELDS: 6 BULK: 3 COST: 2
NOTES: Light Shields and Environment Suit.
- M-77 PALADIN (with Suppressor)
DAMAGE: 4 RANGE: 0-2 PENETRATION:0 BULK: 0 COST: 4
NOTES: Concealable (pg. 129). Aspect: Suppressed.