TEXT: SAVAGE
  MASS EFFECT
  Beyond the 
  BORDERS 
  Past all 
  RECKONING 
  Searching the 
  STARS 
  Finding the 
  UNKNOWN 
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. 
  Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. 
  Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  A Savage 
  Worlds RPG 
  Conversion 
  of the 
  Mass Effect 
  Universe.
  By Jim at Exploding Dice (dot) Com
  
  SAVAGE MASS EFFECT
  In the year 2148, explorers on Mars discovered the remains of an ancient space-faring 
  civilization. In the decades that followed, these mysterious artifacts revealed startling new 
  technologies, enabling travel to the furthest stars. The basis for this incredible technology 
  was a force that controlled the very fabric of space and time. They called it the greatest 
  discovery in human history. 
  The civilizations of the galaxy call it...  
  Player Guide - Page 2
  
  SAVAGE MASS EFFECT
  INTRODUCTION
  The Year is 2185 AD. Thirty-five years prior, humankind discovered a cache of technology on Mars, 
  built by a technologically advanced but long-extinct race called the Protheans. Studying and adapting 
  this technology, humanity has managed to break free of the solar system and has established 
  numerous colonies and encountered various extraterrestrial species within the Milky Way galaxy. 
  Utilizing alien artifacts known as Mass Relays, the various space-faring races are able to travel 
  instantly across vast stretches of the galaxy. Humanity has formed the Human Systems Alliance, one 
  of many independent bodies that make up the collective of "Citadel space". 
  The Human Systems Alliance is a rising power in the galactic stage. The only war they have 
  participated in was the "First Contact War" in 2157. A human exploration expedition was activating 
  dormant mass relays (which was a practice considered unsafe by citadel races). The turians attacked 
  the small fleet and proceeded to capture the closest human world, Shanxi. Facing starvation the 
  human garrison surrendered to the Turian Hierarchy. One month later, the human Second Fleet 
  responded by annihilating the turian fleet around Shanxi. In response the turians prepared for full 
  scale war. The citadel council saw that humanity would either be annihilated or annexed by the 
  turians and stepped in. The humans were then given an embassy in the Citadel Council. 
  Citadel space is ruled by a body of government known as the Council, which is made up of members 
  of the three prominent alien races: the asari, a race of mono-gendered aliens which resembling blue-
  skinned human females; the short-lived and amphibian salarians; and the raptor-like turians. Other 
  alien species include the reptilian krogan, the methodical and quadrupedal elcor, and the envirol-
  suited quarians and volus. Dozens of other aliens are asserted to exist throughout the galaxy. 
  Player Guide - Page 3
  Presidium District on The Citadel
  
  SAVAGE MASS EFFECT
  TIMELINE 
  aprx. 2000 BCE  - Global conflict on the Krogan home-world of Tuchanka results in a nuclear 
  winter, reducing the species to primitive clans.
  aprx. 0900 BCE - The Asari become the first to discover the Citadel. The Salarians arrive shortly 
  after and together they colonize it and begin developing the society that would become Citadel 
  Space.
  aprx. 0183 AD - Salarians rescue the Krogan from the self-created nuclear winter by giving them 
  advanced technology and relocating them to a more hospitable planet in order to use them as 
  soldiers. The Krogan population quickly explodes.
  At the same time, the Council was engaged in a prolonged galactic war with the Rachni. However, 
  once the Krogan population grows, they are able to successfully eradicate the Rachni from existence, 
  ending the Rachni Wars.
  aprx. 1100 AD - In what would become known as the Krogan Rebellions, the Krogan used their 
  newfound power to establish colonies by force. When they started a conflict with the Turians, the 
  Turians responded by infecting the Krogan with the genophage, which made only 1 in 1000 Krogan 
  births successful.
  Player Guide - Page 4
  The Citadel
  
  SAVAGE MASS EFFECT
  The Turians are rewarded with a seat on the Citadel Council.
  aprx. 1900 AD - Quarians create an evolving artificial intelligence call the Geth. When the Geth 
  evolve to the point of being self-aware, the Quarians fear rebellion and act quickly in an attempt to 
  destroy the Geth. They are too late, however, as the Geth fight for their survival and win the 
  resulting war, driving the Quarians off the planet and into a nomadic lifestyle on the Quarian Flotilla.
  2069 AD - Humans establish their first settlement on the moon on July 24th, the 100th anniversary 
  of the first lunar landing.
  2103 AD - Humans establish their first settlement on Mars.
  2148 AD - Humanity discovers a small cache of highly advanced alien technology hidden deep 
  beneath the surface of Mars. Building on the remnants of this long extinct race – known as the 
  Protheans – humanity quickly masters the science of mass effect fields, leading to the development 
  of faster than light travel.
  2149 AD - Spreading out through their own solar system, humanity uses the discovered Prothean 
  data to discover that Charon, Pluto’s moon, is actually a massive piece of dormant Prothean 
  technology – a mass relay – encased in ice.
  Once activated, humanity discovers that the mass relay allows instantaneous travel across thousands 
  of light years to a synchronized mass relay in another part of the galaxy.
  Player Guide - Page 5
  The Illusive Man
  
  SAVAGE MASS EFFECT
  There they discover several more dormant relays. Over the next decade humanity expands rapidly, 
  establishing colonies and activating dormant relays to open up more and more unexplored regions of 
  space.
  Humans establish the Systems Alliance to coordinate exploration and colonization of extra-solar 
  worlds.
  2151 AD - A Shipping accident at Singapore International Spaceport exposes downwind 
  communities to containers of dust-form element zero.
  Alliance begins construction of Arcturus Station.
  2155 AD - To defend its rapidly expanding empire, humanity assembles a massive fleet and 
  constructs an enormous military space station at the nexus of several key mass relays…even though 
  they have yet to encounter another intelligent space-faring species.
  The Alliance begins to move into the completed portions of the Arcturus Station.
  2156 AD - It is discovered that some children in Singapore are exhibiting telekinetic abilities.
  2157 AD - Humanity makes first contact with another space-faring culture: the Turians. 
  Unfortunately, the encounter is far from peaceful. Over the next several months a brief, but tense, 
  conflict ensues which would come to be known as the “First Contact War” to Humans and the “Relay
  Player Guide - Page 6
  Ilium
  
  SAVAGE MASS EFFECT
  314 Incident” to Turians. During the conflict, the Alliance’s Shanxi colony becomes occupied by the 
  Turians.
  This conflict draws the attention of the Citadel Council – a 
  multi-species government body that maintains peace and 
  stability throughout the known galaxy. The Council 
  intervenes before hostilities escalate further, revealing the 
  existence of the greater galactic community to humanity 
  and brokering a peace between them and the Turians.
  2159 AD - The Citadel Council sees Saren Arterius as 
  intelligent, cunning, and capable and name him a 
  SPECTRE, making him the youngest Turian to receive the 
  honor.
  2160 AD - Systems Alliance Parliament formed.
  2165 AD - Humanity continues to expand, founding more colonies and establishing trade alliances 
  with many of the other species who recognize the authority of the Citadel Council. The Council 
  makes official recognition of humanity’s growing power and influence in the galactic community. 
  Humanity is granted an embassy on the Citadel, the political and economic heart of the galaxy.
  2170 AD - Batarian slavers attack the Alliance colony of Mindoir.
  Player Guide - Page 7
  Cerberus Station
  First Contact Did Not Go Well
  
  SAVAGE MASS EFFECT
  2176 AD - Pirates and slavers attack the Human capital of the Skyllian Verge in what would become 
  known as the Skyllian Blitz.
  2177 AD - Thresher maws devour the Alliance colony of 
  Akuze.
  2178 AD - An Alliance fleet wipes out an army of slavers on 
  the moon of Torfan in retaliation for the Skyllian Blitz.
  2183 AD - Eden Prime, one of the first Human settlements 
  outside of their home system, is attacked and sacked by the 
  Geth. Under the direction of a rogue SPECTRE named Saren 
  Arterius, they gain control of a Prothean Beacon for unknown 
  reasons. Only a relative handful of survivors escape the 
  colony.
  Commander Shepard, carrying news of the sack of Eden 
  Prime and Saren’s status as a rogue SPECTRE, is named as 
  the first Human SPECTRE in history. He is tasked with finding 
  Saren, discovering his intentions, and bringing the rogue 
  agent to justice.
  The Geth strike again, this time attacking a research 
  settlement on Feros. Shepard and his team deal with the threat. The records of the event are sealed, 
  and much of the public questions the Council’s insistence on confidentiality.
  Shepard then heads to Noveria, following Saren’s financial interests and a few reports of Geth 
  sightings. The records of the incident on Noveria are also sealed, though a few survivors of the Peak 
  15 Facility claim to have been attacked by Geth as well as unidentified, insectoid creatures.
  2184 AD - After nearly six months of limited sightings, almost exclusively on frontier worlds, the 
  Geth suddenly launch an attack against the Citadel itself. The fleet is lead by a massive, unidentified 
  vessel. Commander Shepard, in conjunction with the Alliance’s celebrated Fifth Fleet (under 
  command of Admiral Hackett) and the Citadel Fleet, beats back the assault. The massive Geth 
  flagship is destroyed, and the attack is routed. Casualties number in the hundreds of thousands.
  At the climax of the assault, Saren Arterius and John Shepard take part in a dramatic duel in the 
  Council Chamber itself. Shepard is victorious, and Saren is destroyed. His body is seized immediately 
  by Citadel authorities, and the public is denied any access to any information regarding the slain 
  rogue.
  Due to their large role in defending the Citadel from the Geth assault, as well as Shepard’s relentless 
  pursuit of Saren, the Council grants the Alliance a Council Representative. David Anderson (formerly 
  a Captain in the Alliance Navy, and widely viewed as Shepard’s mentor) is awarded the position.
  2185 AD - Present day. Humanity is still settling into their role as a Council race, and the Geth have 
  mostly retreated back into the Terminus Systems. Pirate activity in the Skylian Verge is on the rise.
  Player Guide - Page 8
  Power Generator
  
  SAVAGE MASS EFFECT
  RACES
  ASARI
  The asari were the first species to discover the Citadel. When 
  the salarians arrived, it was the asari who proposed the 
  establishment of the Citadel Council to maintain peace 
  throughout the galaxy. Since then, the asari have served as 
  the mediators and centrists of the councils. 
  An all-female race, the asari reproduce through a form of 
  parthenogenesis. Each asari can attune her nervous system to 
  Player Guide - Page 9
  Common Races of Citadel Space
  Asari Commando
  
  SAVAGE MASS EFFECT
  a that of another individual of any gender, and of any species, to reproduce. This capability has led to 
  unseemly and inaccurate rumors about asari promiscuity. 
  Asari can live for over 1000 years, passing through three stages of life. In the Maiden stage, they 
  wander restlessly, seeking new knowledge and experience. When the Matron stage begins, they 
  'meld' with interesting partners to produce their offspring. This ends when they reach the Matriarch 
  stage, where they assume the roles of leaders and councilors.
  Attractive: Asari start with the Attractive edge.
  KROGAN
  The krogan evolved in a hostile and vicious environment. Until the 
  invention of gunpowder weapon, 'eaten by predators' was still the 
  number one cause of krogan fatalities. Afterwards, it was 'death 
  by gunshot'. 
  When the salarians discovered them, the krogan were a brutal, 
  primitive species struggling to survive a self-inflicted nuclear 
  winter. The salarians culturally uplifted them, teaching them to 
  use and build modern technology so they could serve as soldiers 
  in the Rachni War. 
  Liberated from the harsh conditions from their homeworld, the quick-breeding krogan experienced an 
  unprecedented population explosion. They began to colonize nearby worlds, even though these 
  worlds were already inhabited. The Krogan Rebellions lasted nearly a century, only ending when the 
  turians unleashed the genophage, a salarian-developed bioweapon that crushed all krogan 
  resistance. 
  The genophage makes only one in 1000 pregnancies viable, and today the krogan are a slowly dying 
  breed. Understandably, the krogan harbor a grudge against all other species, specially the turians. – 
  Very Tough: All krogan start with the Hardy ability.
  Bad Reputation: krogan have a -2 charisma to all others except their own clan.
  Player Guide - Page 10
  Wrex, Krogan Battlemaster
  
  SAVAGE MASS EFFECT
  HUMAN
  The homeworld and capital of humanity is entering a new 
  golden age. The resource wealth of a dozen settled 
  colonies and a hundred industrial outposts flows back to 
  Earth, fueling great works of industry, commerce, and art. 
  The great cities are greening as arcology skyscrapers and 
  telecommuting allow more efficient use of land. 
  Earth is still divided among nation-states, though all are 
  affiliated beneath the overarching banner of the Systems 
  Alliance. While every human enjoys longer and better life then ever, the gap between rich and poor 
  widens daily. Advanced nations have eliminated most genetic disease and pollution. Less fortunate 
  regions have not progressed beyond 20th century technology, and are often smog-choked, 
  overpopulated slums. 
  Sea levels have risen two meters in the last 200 years, and violent weather is common due to 
  environmental damage inflicted during the late 21st century. The past few decades, however, have 
  seen significant improvement due to recent technological advances.
  Special Abilities: As per SWEX
  QUARIAN 
  Driven from their home system by the geth nearly three 
  centuries ago, most quarians now live aboard the Migrant 
  Fleet, a flotilla of fifty thousand vessels ranging in size 
  from passenger shuttles to mobile space stations. 
  Home to 17 million quarians, the flotilla understandably 
  has scarce resources. Because of this, each quarian must 
  go on a rite of passage known as the Pilgrimage when 
  they come of age. They leave the fleet and only return 
  once they have found something of value they can bring 
  back to their people. 
  Other species often tend to look down on the quarians for creating the geth and for the negative 
  impact their fleet has when it enters a system. This has led to may myths and rumors about the 
  quarians, including the belief that under their cloths and breathing masks, they are actually 
  cybernetic creatures: a combination of organic and synthetic parts. 
  Player Guide - Page 11
  Dr Chakwas & Kaiden Alenko
  Tali Vas Normandy & Captain Ysin'Mal 
  vas Idenna
  
  SAVAGE MASS EFFECT
  Handy: All quarians begin play with the Mr. Fix It edge. They do not need to meet the prerequisites. 
  They also begin play with a d6 in the Repair skill.
  Immune Deficiency: start play with an environmental suit. If a quarian loses suit integrity (IE 
  takes a wound), he must immediately make a Vigor roll or become ill. This has the same effect as 
  gaining the Anemic Hindrance. He must make a new Vigor roll every day. Two successes ends the 
  illness. A result of a critical failure and he gains a fatigue level which remains until he has two 
  successful Vigor Rolls in a row.
  SALARIAN 
  The second species to join the Citadel, the salarians are warm-blooded 
  amphibians with a hyperactive metabolism. Salarians think fast, talk 
  fast, and move fast. To salarians, other species seem sluggish and dull-
  witted. Unfortunately, their metabolic speed leaves them with a 
  relatively short lifespan, salarians over the age of 40 are a rarity. 
   
  The salarians were responsible for advancing the development of the 
  primitive krogan species to use as soldiers during the Rachni Wars. 
  They were also behind the creation of the genophage bioweapon the 
  turians used to quell the Krogan Rebellions several centuries later. 
  Salarians are known for their observational capability and non-linear 
  thinking. This manifests as an aptitude for research and espionage. They are constantly 
  experimenting and inventing, and it is  generally accepted that they always know more then they let 
  on.
  Quick Witted: Salarians begin play with a d6 in Smarts.
  Quick Reflexes: Salarians begin play with the Quick Edge.
  Slight of Build: not as physically developed as other races 
  Salarians require two points per step to raise Strength during 
  character generation.
  TURIAN
  Roughly 1200 years ago, the turians were invited to join the Citadel 
  Council to fulfill the role of galactic peacekeeper. The turians have 
  the largest fleet in Citadel space, and they make up the single 
  largest portion of the Council's military forces. 
  As their territory and influence has spread, the turians have come to 
  rely on the salarians for military intelligence and the asari for diplomacy. Despite a somewhat colonial 
  Player Guide - Page 12
  Captain Kirrahe
  Specter Nihlus  Kryik
  
  SAVAGE MASS EFFECT
  attitude towards the rest of the galaxy, the ruling Hierarchy understands they would lose more than 
  they would gain if the other two races were ever removed. 
  Turians come from an autocratic society that values discipline and possesses a strong sense of 
  personal and collective honor. There is lingering animosity between turians and humans over the First 
  Contact War of 2157, which is known as the "Relay 314 Incident" to the turians. Officially, however, 
  the two species are allies and they enjoy civil, if cool, diplomatic relations. 
  Disciplined Honor: Turians begin play with a d6 spirit.
  BIOLOGICAL DETAILS
  Race
  Ht
  Wt
  Variance
  AdultMiddle  Old  Notes
  Asari
  5'3”
  135
  20%
  200
  500
       900  Parthenogenesis Reproduction
  Krogan (female)
  5'6
  240
  15%
  30
  60
       90    4 Month Gestation
  Krogan (male)
  6'
  280
  20%
  25
  40
       70
  Human (female
  5'3”
  135
  35%
  20
  70
      110
  Human (male)
  5'10” 185
  35%
  20
  60
      100
  Quarian (female)
  5'1”
  125
  15%
  25
  60
      100    Deficient Immune System
  Quarian (male)
  5'5”
  145
  15%
  25
  60
      100    Deficient Immune System
  Salarian (female)
  5'3”
  85
  5%
  10
  20
       35     Hyperactive metabolism
  Salarian (male)
  5'3”
  90
  5%
  10
  20
       35     Hyperactive metabolism
  Turian (female)
  5'3”
  100
  20%
  20
  80
      130
  Turian (male)
  5'10” 150
  20%
  20
  80
      130
  Like turians, the quarians are a dextro-protein species of reverse chirality from humans and asari. 
  The food of levo-protein races such as humans or asari is at best inedible and at worst poisonous, 
  most likely triggering a dangerous allergic reaction. 
  EDGES
  Arcane Background – only the Arcane Background 
  (Biotics) and Arcane Background (Tech) are used in this 
  setting. See Biotics and Tech sections.
  Champion and Holy/Unholy Warrior are not used
  Power Edges: All of the Power Edges are used except for 
  the Soul Drain edge. All Power Edges have the trappings 
  of Bio-Amp or Omni-tool upgrades.
  Player Guide - Page 13
  Putting That Electronics Skill To Use
  
  SAVAGE MASS EFFECT
  HINDRANCES
  Doubting Thomas – This Hindrance is not used as there are no supernatural elements in this setting.
  Skills
  Guts – Fear is not a major component of this setting and is not used.
  Electronics (Smarts) – Used for the Arcane Background (Tech) and all non specialized uses such as 
  hacking and computer systems use.
  GEAR Starting Funds 1000 Credits. All prices listed are credits.
  Sleeper Units 10
  Hotel Room 50/120/400
  Apartment (month) 500/800/2000
  Storage Unit Small (shoe box), Medium (large trunk), Large (ground vehicle) 5/20/100 per month
  Back Pack, Survival 80 wt 1 (uses on back side, center back and lumbar store point).
  Medi-gel 100 wt 1/10, +2 to healing rolls (apply once per injury)
  MREs (1 day) 10 wt 1
  Hydration unit 500, wt 2 – supplies enough water for 4 people per day in non-hostile environments.
  Omni-Tools - 1000
  Omni-tools are multipurpose diagnostic and minifacturing tools used for a 
  variety of battlefield tasks, such as hacking, decryption, scanning or repair. 
  They are also necessary to perform tech powers. When equipped, an omni-
  tool appears over a person’s left or right hand and forearm as a hologram. 
  The actual physical device is very small and fits into a slot on all armor types 
  or small bracelets when armor isn't worn.
  Versatile and reliable, an omni-tool can be used to analyze and adjust the 
  functionality of most standard equipment, including weapons and armor, from 
  a distance. 
  The fabrication module can rapidly assemble small three-dimensional objects 
  from common, reusable industrial plastics, ceramics, and light alloys. This 
  allows for field repairs and modifications to most standard items, as well as 
  the reuse of salvaged equipment.
  Without an Omni-tool the following skills are rolled at a -2 penalty: Healing 
  (basic supplies), Investigation (unless computer terminal is available), 
  Lockpicking (to help by-pass and decrypt), & Repair (counts as basic tools). 
  Trappings: Aldrin Bluewire, Sirta Chameleon, Elkoss Combine Cipher, Ariake Logic Arrest, Armali 
  Nexus, Serrice Savant.
  Player Guide - Page 14
  Omni-Tool
  
  SAVAGE MASS EFFECT
  ARMOR
  Environmental Suits protect against toxins, bacteria etc. All Armor can include environmental seals at 
  double the suit's cost.
  Light armor is made of kinetic reduction weaves.
  An Infantry Battle Suit is much like the Light armor but includes lightweight ablative ceramic plates 
  on the chest, arms and legs.
  Hard Armor is a fully armored suit with environmental seals and can withstand the rigors of vacuum 
  combat.
  Standard equipment for all armor includes an on-board mini-frame and a communications, 
  navigations, and sensing suite. The mini-frame is designed to accept and display data from a 
  weapon's smart targeting system to make is easier to locate and eliminate enemies (+2 to Notice 
  Rolls, and a bonus to Shooting Rolls with high-end weapons).
  Player Guide - Page 15
  HARD ARMOR                        LIGHT ARMOR            INFANTRY BATTLE SUIT          INFANTRY BATTLE SUIT          LIGHT ARMOR
  A Tiny Sampling of Armor Variety
  HARD ARMOR            LIGHT ARMOR        INFANTRY BATTLE SUIT INFANTRY BATTLE SUIT   LIGHT ARMOR
  
  SAVAGE MASS EFFECT
  ARMOR
  Type
  Armor
  Wt
  Cost
  Notes
  EV Suit
  +1
  10
  100
  Protects against adverse atmospheric effects
  Light 
  +4
  10
  250
  Covers torso, arms, legs
  Infantry Battle Suit +6
  20
  800
  Covers torso, arms, legs
  Hard Armor 
  +8
  30
  2400
  Covers torso, arms, legs
  Trappings: Note, some armor types come in several grades such as the Aldrin Onyx. Light Armor; 
  Aldrin Onyx, Aldrin Agent , Elanus Risk Duelist, Hahne-Kedar Scorpion, Serrice Phantom, Armax 
  Predator, Ariake Mercenary. Infantry Battle Suit; Aldrin Onyx, Aldrin Agent, Devlon Survivor, 
  Hahne-Kedar Scorpion, Serrice Phantom, Elkoss Assassin, Hahne-Kedar Silverback, Devlon Liberator. 
  Hard Armor; Aldrin Onyx, Aldrin Agent, Serrice Geist, Hahne-Kedar Scorpion, Serrice Phantom, 
  Devlon Justicar, Sirta Viridian, Devlon Arbiter.
   
  SHIELDS
  Kinetic Barriers add an extra layer of toughness that must be punched through to even reach the 
  armor of the wearer. If any attack does damage greater than the shield toughness, the excess is 
  applied to the toughness of the wearer. Any damage result that does this has overwhelmed the 
  kinetic barrier and it goes down. It comes back up on the wearer's next action card, next round.
  Type
  Toughness
  Cost Notes
  Shield I
  8 
  -
  Comes standard with all armor types except an EV Suit.
  Shield II
  12 
  800
  Shield III
  16 
  2000
  Toughness is noted with one extra entry, the shield 
  Toughness, as so: Toughness 12 (6) 12s
  Player Guide - Page 16
  Tech Armor Power With Flare
  
  SAVAGE MASS EFFECT
  SMALL ARMS
  All modern infantry weapons from pistols to assault rifles use micro-scaled mass accelerator 
  technology. Projectiles consist of tiny metal slugs suspended within a mass-reducing field, 
  accelerated by magnetic force to speeds that inflict kinetic damage. When the mass effect field 
  collapses upon impact all of the built up kinetic energy is violently released. 
  Top-of-the-line weapons also feature smart targeting that allows them to correct for weather and 
  environment. Firing on a target in a howling gale feels the same as it does on a calm day on a 
  practice range. Smart targeting does not mean the bullet will automatically find the mark every time 
  the trigger is pulled; it only makes it easier for the marksman to aim.
  All modern weapons have a store mode which enables them to fold/compress into a rectangular box-
  like shape. When so stored, they cannot fire and are extremely durable. You can hit them with a 
  sledge hammer with little effect.
  Player Guide - Page 17
  Sniper Rifle and Assault Rifle
  
  SAVAGE MASS EFFECT
  Heat Buildup
  The only limiting factor to weapons is heat build-up. All infantry weapons sport two mass 
  accelerators. This has the dual effect of increasing the rate of fire while splitting the heat load. For 
  pistols, this heat build-up is a non-issue. Shotguns may be fired two rounds in a row, then must have 
  a “cool down” round. Assault rifles can only fire on full-auto for two rounds in a row.  They are 
  otherwise unhindered. Sniper rifles can only fire two rounds in a row before they must cool down.
  Ranged Weapons
  Type
  Range
  Damage
  RoF
  Cost Wt  Min Str  
  Notes
  Pistol
  12/24/48
  2d6+1
  2
  250
  1
  -
    
  AP 1, double tap
  Shotgun
  12/24/48
  1-3d6+1
  1
  150
  3
  -
    
  SP 2
  Assault Rifle 24/48/96
  2d8+1
  3
  400
  5
  -
    
  AP 3, Auto, 3RB
  Sniper Rifle
  50/100/200 2d10+1
  1
  1300 8
  d6
    
  AP 5, SP 1, snap fire, HW
  AP only applies when shields are down!
  Low End Weapons (Cost ½)
  Effect: Choose one; half range, reduce damage one die 
  type, Wt inceased by x3, -1 shooting rolls
  Trappings: Pistols; Elanus Risk Striker, Elkoss Combine 
  Edge, Kahne-Kader Kessler. Shotguns; Ariake Katana, 
  Armax Avalanche, Devlon Firestorm. Assault Rifles; 
  Ariake Tsunami, Armax Crossfire, Devlon Raptor. Sniper 
  Rifles; Ariake Naginata,  Armax Punisher, Devlon Striker.
  Average Weapons (Cost as listed)
  Effect: As listed in the Weapons Table above.
  Trappings: Pistols; Ariake Raikou, Devlon Stinger, Haliat 
  Stiletto. Shotguns; Elanus Risk Hurricane, Elkoss Combine 
  Scimitar , Hahne-Kader Storm. Assault Rifles; Elanus 
  Risk Banshee, Elkoss Combine Avenger, Hahne-Kader 
  Lancer. Sniper Rifles; Elanus Risk Hammer, Elkoss 
  Combine Reaper, Hahne-Kader Avenger.
  High-End Weapons (Cost x2)
  Effect: Choose one; +1 shooting rolls, +1 damage, ROF increase of 1, Wt -50%
  Trappings: Pistols; Armax Brawler, Kassa Razer, Rosenkov Karpov, Carnifex Hand Cannon. 
  Shotguns; Haliat Tornado, Kassa Armageddon , Rosenkov Sokolov. Assault Rifles; Haliat Thunder, 
  Kassa Breaker, Rosenkov Kovalyov. Sniper Rifles; Haliat Equalizer, Kassa Harpoon, Rosenkov Volkov.
  Player Guide - Page 18
  Small Arms
  
  SAVAGE MASS EFFECT
  Hand Weapons
  It is possible to run into hand weapons. Some old favorites have been enhanced with modern 
  technology such as adding an electrical charge, a mono-filament edge, or vibro-tech. In such cases, 
  the hand weapon does +2 damage and is double the cost.
  Ammo
  The ammo magazine is a simple block of metal. The gun's internal computer calculates the mass 
  needed to reach the target based on distance, gravity, and atmospheric pressure, then shears off an 
  appropriate sized slug from the block. A single block can supply thousands of rounds, making ammo 
  a non-issue during any engagement. 
  To simulate this, ammo is treated much like that of allies found in on page 98 of SWEX with the 
  following exceptions: Ammo is reduced at the end of each game session. Ammo only runs out on a 
  duce if the weapon started the game session at the low ammo rating.
  Small Arms Ammo
  Wt
  Cost
  Notes
  Anti-Personnel 
   
  -
  10
  Normally free with weapon purchase.
  Armor Piercing 
   
  1
  400
  AP 2
  Chemical 
   
  1
  800
  Vigor Roll or 1d6 additional damage
  Cryo  
  1
  1200
  Vigor roll or terrain treated as Difficult for next 10 min. 
  Incendiary
  1
  1200
  Check for caching fire: 6 on 1d6, 1d10 damage/round
  Phasic 
   
  -
  1400
  SP 4
  Radioactive
  2
  4000
  SP 2, AP 1, +1 Damage
   
  Heavy Weapons
  Heavy Weapons can be also be found in this setting but 
  are often only available to military units. Heavy weapons 
  have limited ammunition as listed in the table below. All 
  heavy weapons require a minimum Strength of d6.
  Player Guide - Page 19
  Heavy Weapon: M-451 Firestorm
  
  SAVAGE MASS EFFECT
  Heavy Weapons
  Type
  Range
    Damage
  RoF
  Cost Wt
  Shots  Notes
  M-100 Grenade
  12/24/48
       -  
  1
  4000 10
  10
      As per grenade
  Launcher
  M-77 Rocket 
  24/48/96
      4d8
  1
  8000  10
  15
  Launcher
  M-451 Firestorm
  Cone Temp      2d10
  1
  6000  15
  10
      Ignores Shields and 
      Armor
  M-622 Avalanche
  12/24/48
      3d6          1
  8000  10
  20
      Vigor roll or terrain 
      treated as Difficult for 
      next 10 min.
  M-490 Blackstorm
  12/24/48
      4d6          1
  60000  20
  10
      SP 8, AP 12, Med Burst 
      Temp
  Arc Projector
  4/8/16
      3d6          1
  6000  15
  10
      Ignores Shields, Large 
      Burst Temp
  M-100 Grenade Launcher – 
  Manufactured by Elanus Risk Control 
  Services this Rapid-fire grenade 
  launcher is favored by Blood Pack 
  vorcha mercenaries. Capable of taking 
  down multiple enemies with a single 
  well-placed shot.
  M-77 Rocket Launcher - Rapid-fire 
  missile launcher with optional seeking 
  projectiles. Manufatured by Armax 
  Arsenal
  M-622 Avalanche - Cryo Round 
  technology is used to modify standard weapon slugs. A cooling laser collapses the ammunition into 
  Bose-Einstein condensate, a mass of super-cooled subatomic particles capable of snap-freezing 
  impacted objects. Scientists have found a way to apply this technology on a large scale: by 
  generating a mass effect containment "bubble". It is nicknamed the "Cryo-Blaster". 
  M-451 Firestorm - The Firestorm is an excellent option for "crowd control." This weapon is 
  extremely effective against swarming, melee-based units such as husks and varren. 
  M-490 Blackstorm - The Blackstorm, colloquially called the "black hole gun" encases a few 
  particles of matter within a high-powered mass-increasing field, elevating them to near-infinite mass. 
  This creates a gravitational singularity that draws nearby enemies and objects inward for a short 
  Player Guide - Page 20
  Unknown Prototype Heavy Weapon
  
  SAVAGE MASS EFFECT
  time. The rapidly-increasing gravity near the singularity's event horizon of the singularity rips objects 
  apart. The mass effect field soon destabilizes and returns to normal mass, with explosive results. 
  Charging takes 1 hour.
  Arc Projector - The Arc Projector ionizes targets with a non-visible laser to ready them for a high-
  voltage electrical attack. As the lightning-like bolt hits its first target, a sophisticated auto-targeting 
  system paints succeeding targets with the ionization laser, allowing the electricity to take the path of 
  least resistance and arc between them. An entire enemy strike team can be shocked to death with a 
  few pulls of the trigger.  
  Heavy Weapons Ammo
  Type
  Cost
  Notes
  Arc Projector Capacitor
  2000/10
  Avalanch Cyro Rounds
  2000/20
  Firestorm Canister
  200/10
  Blackstorm Charge
  N/A
  Can be charged off a Mass drive such as from a starship
  Rockets
  1000/15
  AP 2, Small Burst Template, HW
  Seeking Rockets
  6000/15
  +2 Shooting Rolls, Small Burst Template, AP 6, Snapfire, HW
  High Explosive Rockets
  8000/15
  Med Burst Template, AP 9, Snapfire, HW
  Grenades
  Type
  Wt
  Cost Damage
  Notes
  Frag
  1/5 
  75
  4d4 
  Med Burst Template
  Incendiary
  ¼
  75
  3d6
  Large Burst Template
  Weapon Store Points
  All Armor has smart weapon store points that are keyed to 
  specific types of weapons usually set up before combat 
  situations but easily customizable in the field. Favorite weapons 
  can be set up for left hand or right hand retrieval with no 
  problem. The weapon store points speed deployment and 
  holstering by using proximity signals from the wearer’s glove, 
  HUD, handle of the weapon and mount point. All of these 
  coordinate to near instantly put a weapon handle in the hand of 
  the wearer when she reaches back for one, or holster a weapon 
  to the store point when one is returned. Since the wearer 
  reaches over left or right shoulder, to the left side or right side of 
  the lower back or up towards the middle of the back the system 
  can easily track and present the correct weapon.
  Player Guide - Page 21
  The Right Tool For the Job
  
  SAVAGE MASS EFFECT
  Back store points can hold 
  one of each of the following: 
  assault rifle (left or right side 
  back), sniper rifle (left or 
  right side back), shot gun 
  (lower lumbar mount), 
  heavy weapon (middle of 
  the back).
  Hip store points can hold a 
  pistol. Armor comes with 
  one hip store point (left or 
  right hip) but after market 
  customizations to add a 
  second are available.
  The in game effect of this is 
  that Back store points reduce the normal multi-weapon penalty of drawing a weapon to just -1 with 
  the added effect that the previous weapon can also be stowed or holstered at the same time.
  Hip store points work so fast, having smart links that practically make the pistol handle jump into the 
  armor’s glove, that there is no multi-action penalty for drawing a pistol. However, there is still a -1 
  action penalty if another weapon is stored at the same time unless a successful agility check is made. 
  This reflects the coordination of drawing and firing a weapon while the other hand is reaching back 
  and putting another weapon away. Pistols are often the first weapon to show when a conversation 
  goes horribly wrong.
  Keying weapons to specific store points take two actions to set up and an omni-tool to do in the field. 
  This is useful when a player takes an enemy down and really wants his opponent’s weapon. 
  Otherwise a found weapon can be stored on an empty store point but will not be able to be retrieved 
  until the store point is setup correctly. This is useful to quickly grab that beautiful shotgun laying on 
  the table for later use.
  Weapons in their compact form are anywhere from 1/3 to 1/2 their deployed size. When compacted 
  they are quite durable and a character carrying a full load out on all weapon store points should not 
  fear if she gets knocked down, takes a fall or rolls for cover. Her weapons are securely locked in 
  place (they were thinking of combat and zero G situations with this design), and can take a serious 
  beating in compact form.
  Store points could also be commandeered for small survival packs for carrying compact supplies, 
  hydration units etc. Such packs would use up the left or right store point along with the center 
  (heavy weapon) and lumbar (shotgun) store points. This would leave just one left or right store point 
  and a hip store point for weapons. Infiltration units expected to be in the field for more than a couple 
  of days would typically be outfitted like this.
  Player Guide - Page 22
  Pistols Are Often the First Weapons Drawn
  
  SAVAGE MASS EFFECT
  BIOTICS
  The term biotics refers to powers that are accessed and augmented by using bio-amps, or users 
  thereof. The effects are produced through biological manipulation of dark energy. The various effects 
  range from the ability to raise kinetic barriers, to creating small gravitational vortexes, to raising 
  enemies helplessly into the air.
  Biotic abilities arise from a creature with small pockets of element zero throughout their nervous 
  system. The natural electrical nervous impulses create mass effect fields from these pockets, creating 
  the effects seen as biotic abilities.
  Exposure to element zero in the womb can sometimes lead to biotic abilities arising (such as in the 
  case of the first human biotics), but often leads to conditions such as cancer. Biotic abilities are of 
  varying rarity in many species. Some, like the asari, are naturally biotic, while others, like humanity, 
  were exposed through artificial means.
  Bio-amps are artificial devices used to increase the probability of biotic abilities surfacing in an 
  individual.
  Human Biotic Users
  Human Biotics are those who were exposed to element zero (eezo) in utero and, beating the odds, 
  developed eezo nodules throughout their nervous system. About one in one hundred exposures (in 
  humans) will result in a person with moderate, stable biotic abilities that are worth training. Only 
  Player Guide - Page 23
  Biotic Power: Singularity
  
  SAVAGE MASS EFFECT
  asari are natural biotics and do not require eezo exposure, though not all choose to develop their 
  abilities. Each biotic is first trained and then wired for an implant – usually at puberty – to use their 
  talents to any useful degree. Basically a biotic has to develop conscious control of their nervous 
  system, which is a long slow process. Once trained, a biotic can generate and control dark energy to 
  move objects, generate protective barriers or restrain enemies. This is done using a technique called 
  ‘physical mnemonics’; the biotic uses a physical gesture to cause the right neurons and eezo nodules 
  to fire and create the desired effect. The Alliance first trained human biotics via the BAaT program at 
  Jump Zero in 2160, quietly hiring turian mercenaries as teachers, but after an instructor died, BAaT 
  was shut down. The Alliance military eventually set up other training programs to handle biotics, but 
  the records pertaining to BAaT remain classified.
  Most modern human biotics use the Alliance’s L3 implant, which is safe to use but not particularly 
  powerful. However, some older biotics are stuck with L2 implants, which can allow for much greater 
  power but at a cost. L2 implants are notorious for causing medical complications such as insanity, 
  mental impairment, or extreme physical pain. It is possible to ‘upgrade’ from an L2 to an L3 implant, 
  but the procedure is dangerous and unethical. Many L2s are angry at the way the Alliance has (in 
  their view) abandoned them and want reparations for their suffering.
  Human biotics can face prejudice from those who are religiously or 
  philosophically opposed to their physiological modifications. This is mostly 
  due to ignorance: some people (wrongly) believe that biotics can read and 
  control people’s minds. While human biotics get some involvement from the 
  Parliamentary Subcommittee for Transhuman Studies, they don’t have much 
  political representation. Some unstable biotics see themselves as ‘the future 
  of humanity’ and have turned their back on the galactic community to 
  become terrorists. However, the Alliance military welcomes biotics with open 
  arms and offers huge recruitment incentives. Because of the massive physical 
  efforts involved in biologically generating dark energy, biotic soldiers have a 
  larger daily calorie ration and are given energy drinks to keep their blood 
  sugar and electrolytes up. The electrical fields in their bodies mean they are 
  also prone to small static discharges when they touch metal.
  Human Biotics are classed according to their strength and implantation:
  •
  L1. These biotics can manipulate small objects but aren’t strong enough to be offensively 
  viable. 
  •
  L2. The L2 implants were first implemented in 2167. The results vary wildly – some L2s are 
  hardly stronger than an L1, others are strong but unstable, while a few are powerful and 
  stable, but suffer discomfort from their implants. L2s are all around the same age. 
  •
  L3. In 2170, the L3 implant was developed. L3 biotics are consistently stable with moderate 
  ability; while not as strong as an L2, L3s are safe from dangerous side effects. Because of the 
  implementation date, all L3s are 25 or younger. 
  •
  L3-R. Short for ‘L3-retrofit’, this is an L1 or L2 who has undergone extremely dangerous 
  surgery to replace their implant with a newer model. 
  Player Guide - Page 24
  Kaiden Alenko
  
  SAVAGE MASS EFFECT
  •
  L3-X. Implants installed in an unsuitable candidate. 
  Biotics of Other Species
  Alien biotics vary in status:
  •
  Almost all asari are biotic to some degree. Their physiology, which enables them to unite their 
  nervous system with a member of a different species, gives them a level of natural control 
  over their abilities that humans have to struggle for over years of training. Biotic ability is 
  mandatory for asari who want to go into military service. 
  •
  Salarian biotics are unusual and highly prized. The salarian military does not risk them in the 
  front lines but uses them in the intelligence services. 
  •
  In turians, biotic ability is also unusual. They are viewed with some suspicion by the general 
  infantry and tend to be deployed in specialist groups called ‘Cabals’ for key missions. 
  •
  The few krogan biotics tend to be extremely powerful and often train to become krogan 
  battlemasters. 
  Quarian biotics are very rare. This is likely due to their life aboard the Flotilla. Element zero is such a 
  rare resource that it is probably too precious to be ‘spent’ on encouraging biotic potential in quarians, 
  and because the quarians live aboard ships, any engine accident severe enough to release dust-form 
  element zero would also be fatal to the crew.
  New Background Edge
  Arcane Background (Biotics)
  Arcane Skill: Biotics (Vigor)
  Starting Power Points: 10
  Starting Powers: 2
  Biotics manipulate mass effect fields using dozens of element zero nodules 
  within their nervous system that react to electric stimuli from the brain. 
  Amplifiers allow biotics to synchronize the nodules so they can form fields 
  large and strong enough for practical use. Only the powers listed in the 
  Biotics section may be selected.
  Backlash: When a Biotic rolls a 1 on their Biotics die (regardless of their 
  Wild Die), he is automatically Shaken. This can cause a wound.
  Player Guide - Page 25
  Biotics are Versatile 
  Combatants
  
  SAVAGE MASS EFFECT
  BIOTIC POWERS
  Barrier
  Rank: Novice
  Power Points: 2
  Range: Self 
  Duration: 3 (1/round) 
  Trappings: An electric blue glow surrounding the biotic.
  Barrier creates a kinetic barrier surrounding the biotic that 
  is effective alone or can enhance an already active shield. 
  Success grants the biotic 4 points of Shield and a raise 
  grants 8.
  Lift 
  Rank: Seasoned 
  Power Points: 2
  Range: Vigor 
  Duration: 3 (1/round) 
  Trappings: electric blue glow surrounds target and they are lifted a meter into the air.
  Lift is a biotic power that is used to raise a target off their feet, dramatically limiting their combat 
  effectiveness while the power persists.  The weight a biotic can lift is equal to 10 lbs times his Vigor 
  die type, or 50 lbs times his Vigor with a raise.
  All physical actions have a –2 penalty. If the character rolls a 1 on his trait die, regardless of Wild Die, 
  he has lost control of his body and begins to tumble in three dimensions. Treat the character as 
  Shaken, but he must make an Agility roll to recover rather than Spirit. While under the effect of Lift, 
  the victim's movement rate is effectively zero.
  Living targets may resist with an opposed agility roll. If the roll is greater than the biotic's skill total, 
  the victim has managed to grab onto something. If the creature loses, however, it is lifted as usual 
  and does not get another attempt to break free. Note if the victim is not adjacent to anything that 
  could be used to prevent lifting they do not get the Agility roll to save themselves.
  Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. 
  The victim would have to be adjacent to an object to take advantage of this. An Agility roll is 
  required to grab on in time.  If successful, the victim may make an opposed Strength roll versus the 
  caster's arcane skill. If the victim is wins this contested roll, he manages to grab onto whatever was 
  available and is not lifted.
  Player Guide - Page 26
  Biotic vs Biotic
  
  SAVAGE MASS EFFECT
  Reave
  Rank: Novice
  Power Points: 1- 6
  Range: 12/24/48 
  Duration: Instant 
  Trappings: a shimmering electric blue aura on the target with electric sparks
  Reave employs mass effect fields to biotically attack the target's nervous or synthetic systems.
  The damage of Reave is 2d6.
  Additional Reave Attacks: The biotic may attack up to three times by spending a like amount of 
  Power Points. This must be decided before the power is used. The reave attacks may be spread 
  among targets as the character chooses. Using multiple reave attacks does not incur any attack 
  penalties.
  Additional Damage: The biotic may also increase the damage to 3d6 by doubling the Power Point 
  cost per reave attack. This may be combined with the additional reave attacks, so using 3 reave 
  attacks of 3d6 damage costs 6 Power Points. [This is the bolt power from SWEX.]
  Shockwave
  Rank: Veteran 
  Power Points: 2
  Range: Special
  Duration: Instant
  Trappings: a series of 
  explosive tiny singularities 
  extending out from the biotic.
  Shockwave creates a damaging 
  stream of micro-singularities 
  that appear and collapse with 
  explosive force. Place a ruler in 
  front for the character. Along 
  the ruler, lay small burst templates one right after the other with their edges touching. Anyone within 
  a template must make an opposed agility roll versus the arcane skill roll of the biotic or suffer 3d6 
  damage.
  Player Guide - Page 27
  Biotic Power: Shockwave
  
  SAVAGE MASS EFFECT
  Singularity
  Rank: Veteran 
  Power Points: 4
  Range: Vigor 
  Duration: 3 (1/round) 
  Trappings: a black humming ball surrounded by an electrical blue field
  Singularity is as per the Lift power but it affects a Medium Burst Template and causes 1d6 damage to 
  all victims per round. The power extends to a Large Burst Template and causes 2d6 damage to all 
  victims per round on a raise.
  Slam
  Rank: Seasoned 
  Power Points: 2-6
  Range: 24/48/96
  Duration: Instant 
  Trappings: each victim is yanked a meter 
  into the air and them slammed into the ground 
  through violent manipulation of gravitational 
  forces. There is a burst of blue energy in a 
  column around each victim.
  This is an area effect power that can put down 
  many opponents at once. The character first 
  picks where he wants to center the slam, then makes the appropriate skill roll. Normal ranged attack 
  modifiers apply.
  The area of effect is a Medium Burst Template. If the roll is failed, the slam deviates as a launched 
  projectile.
  Targets within the slam suffer 2d6 damage. Unlike other attacks, rises on the attack roll do not add 
  to damage to area effect attacks.
  Additional Effects: For double the Power Points, slam does 3d6 damage or the size is increased to 
  a Large Burst Template. For triple the points, it does both. Note this leaves victims prone. [It is 
  otherwise the blast power from SWEX.]
  Player Guide - Page 28
  A Biotic Unleashes With Slam
  
  SAVAGE MASS EFFECT
  Stasis
  Rank: Novice
  Power Points: 2
  Range: Vigor
  Duration: 3 (1/round) 
  Trappings: An electric blue glow surrounding the target.
  Stasis causes an enemy to be temporarily locked in a mass effect field, freezing the target in place 
  and making them unable to move or perform actions.
  Throw
  Rank: Seasoned
  Power Points: 2
  Range: Vigor
  Duration: 3 (1/round) 
  Trappings: An electric blue glow 
  surrounding the target.
  Throw is the ability to move a single object 
  or creature (including one's self) by 
  manipulating mass effect fields. The weight 
  a biotic can lift is equal to 10 lbs times his 
  Vigor die type, or 50 lbs times his Vigor with a raise.
  Lifting Creatures: Living targets may resist with an opposed agility roll. If the roll is greater than 
  the biotic's skill total, the victim has managed to grab onto something. If the creature loses, however, 
  it is lifted as usual and does not get another attempt to break free.
  Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. 
  The victim would have to be adjacent to an object to take advantage of this. An Agility roll is 
  required to grab on in time.  If successful, the victim may make an opposed Strength roll versus the 
  caster's arcane skill. If the victim wins this contested roll, he manages to grab onto whatever was 
  available and is not moved, bashed, or otherwise affected that round.
  Dropping things: Particularly ruthless characters often use Lift to drop their foes or bash them into 
  walls and the like. A creature affected by this power can be moved up to the biotic's Vigor in inches 
  per turn in any direction. Dropped creatures suffer falling damage as usual.
  Victims who are bashed into walls or other solid objects suffer the biotic's Vigor+d6 as damage. If a 
  biotic with a d12 Vigor smashes a batarian into a wall, for example, the batarian suffers d12+d6 
  damage.
  Player Guide - Page 29
  Biotic Power: Throw (being used for personal flight)
  
  SAVAGE MASS EFFECT
  This power is particularly fearsome when used to yank an opponent out from cover during a firefight.
  Warp
  Rank: Novice
  Power Points: 2
  Range: Vigor
  Duration: Instant
  Trappings: A visible wave-like pattern extending from the biotic.
  Warp produces a large fan of alternating mass effect fields that damages its targets with strong , 
  alternating gravitational forces.
  When used, place the thin end of the Cone Template at the character's front. Targets within the 
  template may make Agility rolls versus the biotic's arcane skill roll to avoid the blaze. Those who fail 
  suffer 2d10 damage. This counts as a Heavy Weapon. 
  Player Guide - Page 30
  
  SAVAGE MASS EFFECT
  TECH
  Arcane Background (Tech)
  Arcane Skill: Electronics (Smarts)
  Starting Power Points: 5
  Starting Powers: none
  Trappings: Use of Omni Tool, Power Edges are Omni-tool upgrades, Power Points represent smarts, 
  talent, and sophisticated hacking programs.
  Electronic warfare plays a very important role in Savage Mass Effect. The ability to turn enemy mechs 
  on their users, or shut down turrets can best be represented by the Arcane Background rules. ALL 
  players begin with the Arcane Background (Tech). All they need to use it is an Omni-tool and a 
  power. This Arcane Background can be combined with other Arcane Backgrounds.
  Player Guide - Page 31
  Kasumi Hacks A Security System
  
  SAVAGE MASS EFFECT
  TECH POWERS
  AI Hacking
  Rank: Veteran
  Power Points: 3
  Range: Smarts
  Duration: 3 (1/round)
  Turn an enemies mechs on him! AI hacking is an opposed roll of the 
  character's electronics skill versus the target's Spirit. The user must 
  score a success and beat the target's roll to gain complete control. The 
  victim will attack friends and even commit suicide if it is a simple VI 
  device such as drones and mechs. 
  Sentient synthetics such as the Geth are allowed another oppose Spirit 
  roll to break the hack if ordered to attach allies or commit suicide.
  Damping
  Rank: Veteran
  Power Points: 3
  Range: Smarts
  Duration: Instant
  This power dampens Tech Talents and Biotics.
  The Tech picks a single target within range and makes an opposed arcane skill roll. The tech suffers 
  a -2 modifier if the target power is of another type (e.g. Tech vs Biotic).
  With a success, he drains 1d6+1 Power Points from the victim. ON a raise, the victim loses 1d8+2 
  Power Points.
  The victim cannot be reduced below zero Power Points. Drained Power Points are simply lost. 
  Drained Power Points recharge as normal.
  This power works only on creatures with an Arcane Background.
  Energy Drain
  Rank: Seasoned 
  Power Points: 2-6
  Range: 24/48/96
  Duration: Instant 
  This is an area effect power that can put down many synthetic opponents at once. The character first 
  Player Guide - Page 32
  Never Forget the 
  Importance of Electronic 
  Warfare
  
  SAVAGE MASS EFFECT
  picks where he wants to center the energy drain, then makes the appropriate skill roll. Normal 
  ranged attack modifiers apply. This power bypasses shields.
  The area of effect is a Medium Burst Template. If the roll is failed, the energy drain deviates as a 
  launched projectile.
  Targets within the energy drain suffer 2d6 
  damage. Unlike other attacks, raises on the 
  attack roll do not add to damage to area 
  effect attacks.
  Additional Effects: For double the Power 
  Points, energy drain does 3d6 damage or the 
  size is increased to a Large Burst Template. 
  For triple the points, it does both. Note this 
  leaves victims prone. [It is otherwise the blast 
  power from SWEX.]
  Neural Shock
  Rank: Novice
  Power Points: 2
  Range: 12/24/48
  Duration: Special 
  Neural Shock stuns any living or synthetic opponent with an overload to their neural pathways (or 
  VI/AI programs) within a Medium Burst Template. 
  If the Tech scores a success, targets within the area of effect must make Vigor rolls or be Shaken. 
  With a raise, the victims must make Vigor rolls at -2.
  Overcharge
  Rank: Novice
  Power Points: 2
  Range: Touch
  Duration: 3 (1/round)
  This power can only be used on small arms. It overcharges the micro mass accelerators for a short 
  amount of time. It affects just one weapon per use. While the power is in effect, the weapon's 
  damage is increased by +2, or +4 with a raise.
  Player Guide - Page 33
  Tali Scans Encrypted Files for Evidence
  
  SAVAGE MASS EFFECT
  Overload
  Rank: Seasoned
  Power Points: 3
  Range: 6/12/24
  Duration: Instant
  Overload hits the target with with a 
  cacophony of directed electronic signals. 
  While this power does not damage 
  organic targets it plays havoc with 
  shields, weapons and synthetics. 
  On a successful arcane skill roll the 
  target takes 3d6 damage to it's shields. 
  Damage that exceeds the shield toughness bypasses armor and acts as damage to synthetic targets 
  and is applied directly to their toughness. Any activated weapon (not stored) also overheats. This 
  even effects pistols shutting them down for the rest of the round. 
  On a raise the damage is 4d6.
  Tactical Cloak
  Rank: Seasoned
  Power Points: 5
  Range: Self 
  Duration: 3 (1/round)
  With a success, the character is barely detectable by eyes, optics and other sensors. He appears but 
  a vague outline. A character may detect the cloaked tech if he has a reason to look and makes a 
  Notice roll at -4. Once detected, he may attack the tech at -4 as well. With a raise, the tech is 
  completely invisible to the eye, optics and other sensors. The penalty to Notice him or hit him is -6. 
  In either case, the power affects the character and his personal items and anything he subsequently 
  picks up if he can carry it.
  Tech Armor
  Rank: Novice
  Power Points: 2
  Range: Touch
  Duration: 3 (1/round) 
  Tech armor  boosts the existing shields a tech has.  Success grants the biotic 4 points of Shield and a 
  raise grants 8. The tech can also use this power to automatically reactivate his shields if they are 
  currently down.
  Player Guide - Page 34
  Always Let the Tech Do Her Thing
  
  SAVAGE MASS EFFECT
  SITUATIONAL RULES
  Zero G
  All physical actions have a –2 penalty. If the character rolls a 1 on his trait die, regardless of Wild Die, 
  he has lost control of his body and begins to tumble in three dimensions. Treat the character as 
  Shaken, but he must make an Agility roll to recover rather than Spirit. 
  COMING SOON...
  SHIPS – exploration, trade, and combat.
  MODS – enhancements to armor, weapons and equipment such as bio amps and omni-tools, mod 
  your character with racial edges and more.
  Player Guide - Page 35
  A Fleet Arrives at a Mass Relay
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Mass Effect.pdf