Mass Effect: From the Ashes Character Generation

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Mass Effect: From the Ashes
Mass effect logo.jpg
GM
Mark
Game Time
Pre-production
Characters
TBD
Setting
The Citadel and Galactic Governance
Council Races Factbook
Rise of Corporations · Rise of Dragons
The Matrix · Technological Advancements
Resources
House Rules · Character Gen Rules

Character generation follows the same general format in SR5. (NOTE: Technomancers are included here, but not currently a valid class.)

Assign Priorities

Special Points, Attributes, Magic/Resonance, Skills, and Resources can all be issued a priority value from A to E. No two columns can be issued the same priority value.

  • Special Points: These are points that can be assigned to Biotics, Resonance, or Edge. The maximum value for these attributes is 6, with the exception of Humans with a maximum Edge value of 7.
  • Attributes: These are points that can only be spent into normal mental and physical attributes (BOD, AGI, REA, STR, WIL, LOG, INT, and CHA). These points must all be spent and cannot be spent on anything outside of those 8 attributes.
  • Biotics or Resonance: This determines starting magic or resonance for biotics and technomancers. Characters that are neither of these should pick Priority E for this column. NOTE: This is still a work in progress. There will be no PC Technomancers at this time
  • Skills: These are points that can be spent in skills. The numbers are points that can be spent on individual skills and points that can be spent on skill groups.
  • Resources: This is the character’s starting money. NOTE: This must all be spent on cyberware, bioware, or omnitool upgrades (see Omni-Tool notes).

Assign Priorities based on this table:

(Work in progress)
PRIORITY SPECIAL POINTS ATTRIBUTES BIOTICS OR RESONANCE SKILLS RESOURCES
A Human 9
Asari/Salarian/Quarian 8
Turian/Batarian 7
Krogan 5
24 Biotics: 6, two Rating 5 Biotic Skills, 5 powers
Technomancer: Resonance 6, two Rating 5 Resonance skills, 5 complex forms
46/10 75,000
B Human 7
Asari/Salarian/Quarian 6
Turian/Batarian 4
Krogan 0
20 Biotics: 4, two Rating 4 Biotic skills, 3 powers
Technomancer: Resonance 4, two Rating 4 Resonance skills, 2 complex forms
36/5 50,000
C Human 5
Asari/Salarian/Quarian 3
Turian/Batarian 0
16 Biotics: 3, 5 spells
Technomancer: Resonance 3, 1 complex forms
28/2 25,000
D Human 3
Asari/Salarian/Quarian 0
14 Biotics: 2 22/0 15,000
E Human 1 12 None 18/0 6,000


Step 1: Pick a Race From the Mass Effect Universe

The numbers under each attribute are the starting value and the maximum value for that attribute. Starting values are free points that do not use Attribute Points found in Step 2.

  • Human
  • Asari
  • Turian
  • Krogan
  • Quarian
  • Salarian
  • Batarian
  • Drell
  • (Vorcha) (Potential)

[Racial Starting Attributes Chart to go here]

Step 2: Pick and Spend Attribute Points

These points are spent in your eight primary attributes (BOD, AGI, REA, STR, WIL, LOG, INT, and CHA). One point is spent per attribute rating and cannot exceed the metatype maximum.

Step 3: Choose Biotics or Resonance

Biotics is used by biotic users, and Resonance is used by Technomancers. (Technomancers are not currently available to PCs.)

Step 4: Purchase Qualities

At creation, characters begin with 25 Karma. Before anything else, these are spent purchasing qualities. At creation, characters can only possess at most 25 Karma worth of Positive Qualities and 25 Karma worth of Negative Qualities. Negative qualities can be bought off later.

Step 5: Purchase Skills

At creation, it takes one skill point to either get a new skill, skill specialization, or raise that skill rating by 1 point. Skill Group points can also be spent at 1 point per skill group rating.

These skill points cannot be spent on Magic and Resonance based skills unless you have a Magic or Resonance rating.

Characters start with free Knowledge and Language skill points equal to (INT + LOG) x 2. They are spent the same way as skill points, but only for Knowledge and Language skills. Characters also begin with one free native language.

The highest any skill can be raised at this point is 6. All skill points must be spent at this step and cannot be kept after character completion.

Step 6: Spend Resources

This is where all the money is spent.

  • Any leftover karma can NOT spent for more credits.
  • No credits can be saved - all credits must be spent or they are lost.
  • When buying cyberware or bioware, each attribute can receive a bonus up to a max of +3.
  • Characters are limited to a maximum Availability rating of 10 and device rating of 4.
  • Create your Muse and related states. Give your Muse a name.

Step 7: Leftover Karma

Only 7 Karma can be kept after character creation. All other karma must be spent.
For attributes or skills, karma must be spent under normal character advancement rules.

Step 8: Final Calculations

  • Initiative: (INT+REA)+1D6
  • Astral Initiative: (INTx2)+2D6
  • Matrix AR Initiative: (INT+REA)+1D6
  • Matrix VR Initiative (Cold Sim): (Data Processing + INT) + 3D6
  • Matrix VR Initiative (Hot Sim): (Data Processing + INT) + 4D6
  • Mental Limit: [(LOGx2)+INT+WIL]/3 (round up)
  • Physical Limit: [(STRx2)+BOD+REA]/3 (round up)
  • Social Limit: [(CHAx2)+WIL+ESS]/3 (round up)
  • Physical Condition Monitor: [(BOD + Augmentations)/2]+8 (round up)
  • Stun Condition Monitor: [(WIL + Augmentations)/2]+8 (round up)
  • Overflow: Body + Augmentation bonuses
  • Composure: CHA + WIL
  • Judge Intentions: CHA + INT
  • Lifting/Carrying: BOD + STR
  • Memory: LOG + WIL
  • Walk Movement Rate: Agility x 2
  • Run Movement Rate: Agility x 4