recursal/Fanatic-Fandom huggingface dataset:
Lara Black

A light brown rabbit with black hair and a mole on the left side of her nose. Used to be a schoolteacher, so knows a thing or two about dealing with large manchild temper tantrums. Did not actually want to become First Advisor but was picked due to her educational talent and lack of huge ambitions. Cut off everyone close to her to prevent outsiders from using them to manipulate her. Started seeing Jonathan to blow off steam and abuse her power, but came to like him as a real person and referred him to a position with Advisor Krutz as a favour. In attacking the Texans, gave the order to fire a missile barrage that accidentally veered off course and hit the civilian city of Austin rather than the military zones, an act that cemented her as the single most popular Advisor in history, on par with First Advisor Norman Gates. Killed in a hotel room by Merlin.

## Known Sexual Relations

Paul

Jonathan Andrews
Mechanic

Back to career

Specialization Skills: Software, Education, Underworld, Streetwise

Mechanic Talent Tree
 Redundant Systems (10 xp)
 Once per session, as an action, make a easy Mechanics check to harvest components from a functioning device, without breaking it, to repair a broken one
 Solid Repairs (15 xp)
 The character repairs 1 additional hull trauma per rank of Solid Repairs whenever he repairs a starship or vehicle.
 Contraption (20 xp)
 Once per session, take a Contraption action; make a hard Mechanics check to fashion a device to solve a current problem using just the tools and parts  on hand.
 Natural Tinkerer (25 xp)
 Once per session, re-roll any 1 Mechanics check.
The Hive

A honeypot created as a trap for the Oracle, consisting of fake vulnerabilities in the Cook Industries phones. The Cook team knows the Oracle is building a bot net, but not why, with the accumulated data like bits of the sky pieces of a jigsaw. Tessa worries that the Oracle will know it's a trap, but Tin-Head assures her it won't matter, because the Oracle is a glutton for resources but also comprised of many intelligences, some of whch are "small, dumb and will bite anything that floats close to them!"

Cook activates the Hive with a keystroke before scratching his bum. Tessa complains about the lack of drama, but Tin-Head points out that real life is boring. Cook bemoans not getting to install knife switches in his labs.

Tin-Head calls another meeting when "some idiot basement dweller" fell into the Hive trap and he thought he scared the idiot off so someone useful could fall in. Instead, the Hive got attacked from multiple sources, meaning in all likelihood the first attacker had an infected system... no prizes for guessing infected by what. The Oracle then broadcast the exploit to "almost every device with an Internet connection." Cook demands he stop being hyperbolic, and Tin-Head insists the "hard numbers" of 100% should be hard enough. Tin-Head speculates that the infection occurred in the manufacturing process.

Adams expresses his skepticism, but Tin-Head points out that there are only a few facilities where processors are made. Michael also expresses skepticism that no one has noticed that every machine runs malware, and Tin-Head insults him then explains that having full control over the process gives the ability for the malware to look legitimate. Finally, Sticks asks what the Oracle is doing with the compromised machines, and Tin-Head finally admits that he doesn't know, or rather, he knows the machines are all crunching a big number, but not why.

Cook then offers to help by asking what kind of number, but Tin-Head has only figured out that the puzzle is bigger than first expected, the good news being that the Oracle will take years to finish, giving them enough time to figure out what the Oracle is doing... unless the Oracle can get ahold of a quantum core. Cook asks if the number could be a vector. Tin-Head supposes it could be, but he's only certain that the number must be very important. Cook theorises that the number could be related to time-travel, but using the current day's primitive machines is baffling, as the time required for the calculations renders the information out of date. Adams supposes that access to a time-travel device would allow the Oracle to deliver a more powerful processor to itself.

Tin-Head patches the exploit to deactivate the Hive. Adams asks if he also informed the manufacturers of the Oracle's exploit, which Tin-Head notes they "aggressively" don't care and in fact threatened legal action if he told anyone about it. Adams realises that the manufacturers are intentionally putting the Oracle onto every possible device. Tin-Head asks if they should publicly release the information, but Adams notes, "That would cause chaos! So we better make sure it benefits us before we do that!"
Kowalski

A crew member aboard the Mother of Order under Captain Berger. Not explicitly shown, but named off-panel (and criticised for wanting an eyepatch). As such, it is not evident what species Kowalski is, although assumed to be male due to having both his eyes and balls in a freezer on Earth. Possibly a scout due to sighting the three Starfire drones after the ship.
Moran

An "oily little worm" per Henry Waterman, but probably a canine. Tried to keep Henry away from an "artefact" discovered at the Maytec Water Station Alpha (a.k.a. "Santa's Workshop" at the Martian North Pole). Upon its reveal was ordered to set charges, the place buried, and no one to EVER speak of it again.
Jen-Eric

A doodle puppy with a collar that vaguely resembles a beagle but with different colours: solid white/light fur except for dark ears. Has large black "cartoon" eyes and is about two heads tall. Drawn for a sketchbook Filler Week (actually 8 days). Appears twice total: standing and proclaiming, "I WILL EAT YOUR SOUL!" and standing and saying, "Hi there! Now suck my dick, BITCH!"
Dr. Ashmore

A white rat with a cybernetic right eye. Quite a bit of a nutter. Lost his eye after working on a set of ocular implants and, too impatient to wait for the paperwork for live subjects, stabbed out his own eye to test it on himself. Somewhat antagonistic with pretty much everybody. Hobbies include hacking up old game consoles.

Ashmore teaches Julian's team about the cybernetic upgrades they received, as repairing soldiers has become a specialty of the CORE. He later has the team stress test the next generation of power armour, coming to the conclusion that the CORE power cells are less efficient than Maytec's. Ashmore also asks Julian to test the equipment during their war game, which displeases Corporal Grey.

When Julian and Tessa are left in detention at the base, Julian gets Ashmore to unlock all the channels and games in the entertainment centre by standing there.
Maura Dolan

A grey wolf-canine hybrid(?) with dark grey ears and light grey hair, married to Julian. Deceased.

Maura and Julian grew up in the same neighbourhood and were always together, playing pranks as children, and fooling around as young adults. The first time they were ever truly apart was when Julian enlisted in the CORE to pay for university, something Maura was against as she feared they would grow distant. Julian remedied this by proposing to her. They were married on a shoestring budget with rented attire, and even got a discount from the officiating priest since young people getting married was so rare.

After the honeymoon, as Julian was dispatched to Nevada, Maura took a temp accounting job at the Maytec Clearlake Center in California in order to be reasonably nearby. Things were normal for her until she noticed all of her co-workers were constantly on edge. She discovered small things would randomly disappear or reappear, but also that management wanted to know about EVERY instance of the same, in as much detail as possible. Not helping matters, Cook would constantly pace through her department, even though he had nothing to do with finance. Yet no one questioned him after Maura's boss was demoted to janitor after failed efforts to suck up.

Things came to a head when the "bombing" occurred: a large explosion took out the Clearlake building and Maura along with it. The explosion was blamed on terrorists, but Julian knew better and spent his bereavement leave trying futilely to discover what really happened due to the excessive difficulty getting public information out of Maytec, much less its secrets. Maura's body was never found, or so Maytec claimed; Julian believes her body would prove it was no bombing.
Jake

A light craft spacer employed by the Latihan, nicknamed "Smiley" for his positive mental attitude (sure, we'll go with that). He flies recruits to the Latihan and instructs the first-timers how to manoeuver in a zero-G environment. He also flies the drop ships to send recruits on missions and drop gear. Likes playing music during flights. Is concerned on the Fabrication Plant 12 mission that they are NOT getting shot at.
M87

The M87 "Black-Hole" Combined Stun Grenade is a standard issue grenade for militaries around the world, including CORE. Also called a "Party Popper" as it is less lethal and was developed after augmented or robotic targets made an EMP pulse device necessary, as a regular concussive grenade would have little effect on these targets.

An activated M87 grenade will send an EMP to disrupt electronic devices in the vicinity. After a short delay, the grenade would then detonate conventional explosives with debilitating light and sound. On earlier models, without the delay, the explosion would destroy the EMP emitter before it dealt any significant damage.

However, dedicated EMP devices are recommended for use on military grade robotics, such as the Anarchist Inlay series, which are usually too heavily shielded for the M87 to be effective. The M87 is the most effective against augmented biological targets and consumer level robotics.
Vanguard

The Vanguard is a powerful combatant, able to combine the offensive powers of the Adept and the Soldier. They have access to various weapons and armor, as well as biotics. Gameplay focus is on taking down enemies with quick and brutal force.

Vanguards are the front line class of the squad. Their biotic powers focus on combat potential - disabling the enemy, making their armor ineffective, and shielding themselves from harm so that they can get close enough to go to work. The Vanguard wears light armor to start, though they can upgrade to medium armor, and they may gain specialist training in shotguns and pistols.

## Career Skills

Skills: Athletics, Discipline, Pistols, Shotguns

Biotic Skills: 1 of Push or Charge

Vanguard Talent Tree
 Charge Capability (10 xp)
 Reduce the HP cost of Charge Power to 1
 Point Blank (15 xp)
 Add 1 damage per rank of Point Blank to damage of one hit of successful weapon attack made while at short range or engage
 Ammo Power (20 xp)
 May learn either the shredder, armor piercing or warp ammo power
 Mobile Defence (25 xp)
 Gain +1 defense until the start of your next turn if you have moved this turn
Joe (Explorer)

An urban explorer accompanying Conrad on an outing to a suspicious unexplored tunnel in the middle of the stinking countryside. Probably a rabbit or hare.

At first, Joe is upset that Conrad wants to go in blind (Conrad: "actually *EXPLORE*"), but his curiosity gets the better of him, and he follows suit. Conrad teases him about it not being intriguing, but Joe counters that he never said it wasn't intriguing, just that they were going to *DIE COLD, SCARED, AND ALONE!* In fact, Joe starts being upset at the unnatural dryness and cleanliness of the tunnel, complaining that the crypts they explored had more life in them.

At the end of the tunnel, they arrive at a closed door with the "Random Power" thunderbolt spraypainted onto it. Conrad wonders about its meaning while pushing on the door, triggering some kind of reaction. It loudly swings open, and Conrad immediately blames Joe before they realise the room is completely vacant. The only thing inside is a mysterious translucent cube on a plain pedestal. Conrad picks it up and immediately starts screaming, to Joe's lack of amusement.

When Conrad drops the cube in his backpack, Joe protests that it is no longer urban exploring if he takes something. Conrad protests that if they leave it, some crackhead might steal it, to which Joe demands if they get caught that they get separate lawyers.
Randal Harrison

The system administrator for Maytec. Informed Maytec board member Dwight Garner that an email attack on his inbox would be unable to be traced due to lack of time and manpower, itself in part due to Garner having fired half the network team. Garner, on the other hand, thinks the attack is from the admins, although Henry knows it was actually Cook's doing.
Revenant

and is usually played on/in the
Duo Lane (Ranger) or Solo Lane.

> *A red-eyed shooter who deals devastating damage with his powerful gun. He lies in wait behind his allies until the perfect chance comes to fire with deadly accuracy. He was an ordinary human being who grew up in an orphanage, but his dealings with darkness robbed him of his body and turned him into a shadow. He fights to personally punish the forces of evil and regain his physical form.*
>
>
>
>

### Abilities

 Passive: Deals Physical Damage to the enemy hit by the last Bullet.

 Fires a handgun to deal Physical Damage to the enemy

You can find videos of the abilities on the Overprime Website.

### Skins

Shadow (standard)Faded Memory (Normal)Jack Frost (Rare)Dokkaebi (Legendary)The Master (Master)

### Build

For every Hero the Game recommends a unique set of Items to suit the most common play style of that Hero:

KEY ITEMS

USEFUL ITEMS

COMMUNITY BUILDS

Additional Builds can be found on 3rd party websites such as
Sue

Disambiguation page for Sue"Sue" may refer to one of the following links.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
* Sue (Cook Industries): Anne's co-worker of questionable taste
* Sue (Sussex Police): dispatcher? in contact with Victor Simons
* Susan: Kevin's assistant
Strip Transcripts

Transcripts of all strips.

* 1998
	+ September
	+ October
	+ November
	+ December
* 1999
	+ January
	+ February
	+ March
	+ April
	+ May
	+ June
	+ July
	+ August
	+ September
	+ October
	+ November
	+ December
* 2000
	+ January
	+ February
	+ March
	+ April
	+ May
	+ June
	+ July
	+ August
	+ September
	+ October
	+ November
	+ December
* 2001
	+ January
	+ February
	+ March
	+ April
	+ May
	+ June
	+ July
	+ August
	+ September
	+ October
	+ November
	+ December
* 2002
	+ January
	+ February
	+ March
	+ April
	+ May
	+ June
	+ July
	+ August
	+ September
	+ October
	+ November
	+ December
* 2003
	+ January
	+ February
	+ March
	+ April
	+ May
	+ June
	+ July
	+ August
	+ September
	+ October
	+ November
	+ December
* 2004
	+ January
	+ February
	+ March
	+ April
	+ May
	+ June
	+ July
	+ August
	+ September
	+ October
	+ November
	+ December
* 2005
	+ January
	+ February
	+ March
	+ April
	+ May
	+ June
	+ July
	+ August
	+ September
	+ October
	+ November
	+ December
* 2006
	+ January
	+ February
	+ March
	+ April
	+ May
	+ June
	+ July
	+ August
	+ September
	+ October
	+ November
	+ December
Gunner

Tory Chair of the Sussex Council. Corrupt and distrusting of Norman. Probably vulpine.

When the council moves to public questions, Norman immediately interjects, asking why the council is spending millions on repaving the highstreet, when other areas in town are in greater. Nash responds that it will improve business in the area, to which Norman responds that a better way would be to reduce the high rent charged to the same businesses—maybe to the "comically low levels of rent the vice-chair pays for his store!" Also, to not continually block major competitors to the vice chair's business.

Gunner prompts Norman to keep on topic, which Norman does by inquiring as to why B&H Paving was selected for the repaving in a closed bid, proceeding to suggest it was after they did "*such* a *fine* job" on Gunner's driveway recently. Nash insists that Bailey and Hamilton was the most competitive bid, to which Norman mentions that name sounds familiar: "Kalvin Bailey! Isn't Kalvin Bailey the brother of Joseph Bailey? You know, the best man at your wedding?"

Gunner chides Norman for getting off topic again, suggesting it is time for someone else to ask a question. Nick Bailey (no relation?) immediately proclaims that he can wait. Gunner then says they are keeping the session to fifteen minutes so not to waste time, and parties that want to waste time can forfeit their questions.

Nick concedes and asks why Nash did not declare the paving selection at the start of the meeting when the council stated there were no declarations of interest. Possibly it slipped her mind that she was "giving millions of taxpayers money to [her] friend's family." Nash insists there was no conflict of interest, and prompts for the next question. The next party asks how much they charged, because he's "looking to have [his] drive repaved too!"

The remaining parties' questions proceed as follows:

* Does Nash not consider a family member of a friend an interest? ("Because your parties must be fun!")
* Will the contract details be made public?
* Can Nash promise the deal is of good intention? "Or is this another brick in the wall?"
* Can Gunner promise that B&H won't do the same terrible job as on Gunner's driveway, "or is it meant to look like that?"

After not answering the prior questions, Nash clutches her head and insists the fifteen minutes are up, so no more questions.

Despite the fun at the council's expense, Norman later bemoans the fact that even after exposing the council's corruption, their party will just replace them with "another pair of slimy gits" (of which there is an endless supply), and unfortunately, the party "could kill babies with hammers, and the horrid old shite that plague this town will still vote Tory!"
Undisclosed Desert Facility

A suspicious undisclosed facility in a Nevada desert (likely the Mojave), 6,000 miles from Cook Industries, one supposedly acting as an accounting office. Has four levels but only one door. What is probably the company logo is visible on the entrance hallway floor.

Tin-Head locates it as essentially a subsidiary of a subsidiary of a subsidiary, etc. of one of the companies the Anarchists take over in the future rather than disband after the May-Day uprising. He decides this location in specific is suspicious on the basis of it being in the middle of the desert instead of in Leeds like most of the other shell companies created to hide bad debt. Tin-Head suspects they are hiding narcotics, while Tessa suggests weapons on the basis of Gates loves "stuff that makes loud noises!"

When Tessa goes to spy on the facility, she discovers an Inlay, IX7, which kills everyone in the facility except Michael and David by the time she arrives. Some guards outside the facility are later knocked out by Sticks when he goes to rescue Tessa.
CORE

An independent military faction founded out of the remains of NATO to counter the CAS threat. Unlike NATO or the Warsaw Pact being treaties between nations, the CORE is funded by nations enrolling in CORE membership in exchange for the CORE's military protections, plus other funding sources. The CORE has been criticised as history's largest protection racket as a result; non-CORE nations became obvious targets for the CAS, so even nations that did not become full members still contributed money and resources. While the CORE presents an image of being the "good guys" on their face, they will do little to nothing for non-CORE members.

## Influence

CORE membership has a drastic effect on a nation's law and politics. Almost all CORE nations use a draft system, including the conscription of petty criminals, which is not without controversy as conscripts who do not meet standards tend to be used for cannon fodder.

Furthermore, CORE contract allows the CORE to commandeer the forces of member nations in addition to their own military. This benefits smaller nations without a large military more than larger ones, who abstain from fully joining for this reason.

## Propaganda

"We did not turn our backs on America, they turned their back on us. But to those who are loyal to us. To those who support us, we will never abandon you. We will face our aggressors head on, and we will fight to the last to protect you. Because we are the CORE. That is what we do."

## Leadership

* Dr. Ashmore
* Alik Fedorov
* Dr. Sanders
* Administration Officer

## Soldiers

* Axon
* Kevin Day
* Julian Dolan
* Tessa Edwards
* Flowers
* Grey
* Lee Jenkins
* Scott Mandaly
* Kerrie O'Reilly
* Ramsey
* Randell
* Willis
* Augmented Sergeant
* E11 Sergeant

## A.I.

* Central
* Control (CORE)
* Page/SCUD
* Practice Bots

## Member Nations

Membership, for everything to be signed and legal, takes at least 18 months with the full cooperation of the party involved.

America (withdrawn)

Canada: filled with American refugees after the CAS take over half the U.S.

Texas (briefly, maybe)
Control (E11)

The main computer for Station E11. Not to be confused with Control (CORE) although it is possible both could be considered CORE.

Control helps Sticks when he is trying to get Tin-Head the passenger docks, although Tin-Head doesn't want help from "miss nympho." She sends Sticks a suggestive text file along with the map of the lower decks, but Sticks mentions that he is taken. Control wants to know what Tessa has that she doesn't, and Sticks replies, "Well a large gun collection and a violently jealous and possessive nature for starters..."
Wildfire

A phoenix class fast ship retrofitted as a time-travel "prep ship" prototype by Dr. Cook for Maytec. Most of the final testing was performed at the observation platform E11 due to the station's unique properties (no one giving a shit if it got accidentally blown up).

When Gates appears on the Inglorious seemingly out of nowhere, he demands to see Cook, because he wants to have Cook explain the "Philadelphia project" to understand why a 400-year-old man on a 50-years missing ship are suddenly outside the E11. Cook initially feigns ignorance, but Commander Adams pulls out Mr. Gun and demands an answer.

## The Philadelphia Project

Cook's life's work, an experimental drive that uses an artificial space anomaly to manipulate space-time and thus be able not only to jump to any point in space but also time. It can also jump between alternate dimensions at will and move other objects in the same way.

## Usage

As the Anarchists couldn't possibly have built a Philadelphia device on their own, to avoid a paradox, the crew of the Inglorious tries to steal the Wildfire in order to create the Inglorious in order to steal the Wildfire. However, Tessa manages to stop them until she encounters Gates and is nearly killed by him until Commander Adams shoots Gates in the head. Seeing that the Anarchists will kill them for killing Gates, Cook suggests escaping on the Wildfire.

Tessa takes the pilot seat and notices the Anarchists lock weapons on the Wildfire. Cook tells Tessa to ignore it as the Anarchists shooting the Wildfire would only destroy themselves. The Oracle thinks otherwise and takes out the hydraulic pressure to the docking clamps, preventing the Wildfire from leaving. Cook freaks out at this turn of events, because it puts the Wildfire tonnes overweight from his calculations and throws the trajectory off by miles, and the reactors cannot be stopped once started without risking an artificial black hole feeding from them instead of from the reactors. As the E11 is about to be split open anyway, Cook activates the time machine and permanently sends the crew back in time to the current day, as the Wildfire was never designed for atmospheric travel and cannot take off again.

## Paradoxes

"If we are going to go back in time to before all of this happened and save the day etc.... why haven't we seen ourselves already? Not only that but if we go back and save the day, then who is going to come back and save the day if the day has already been saved... I mean if we sort things out then why would we go back to fix what's already fixed..."

"Ah the age-old question of paradoxes! I wish I could give you a straight answer commander but I don't really know. There are three things that could happen here:

"The first is that we create an alternate dimension where none of this happens but this dimension remains as is.

"Second, the time line is fixed suggesting we fail to go back.

"Third, the time line can be changed and this literally never happens! You then spend the rest of your life trying to figure this stuff out and give yourself a terminal headache trying to think how X happened if Y killed their mother's budgie or whatever."
Smith

Disambiguation page for Smith"Smith" may refer to one of the following links.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
* Adams/Smith: Commander for the Cook Industries group
* Sergeant Smith: Sergeant of the Sussex Police
Tristan/Concord

Arthur's eldest "son" who creeps out others by being both misshapen and non-verbal, preferring to use coconut shells to bang out Morse code to communicate with people other than A.I.s. (A.I.s understand him without the coconuts.) Called either Tristan or Concord. Arthur spoils him out of guilt about creating a flawed son.

## New Body

Tristan differs from the other Inlays in that he eventually upgrades to a new, significantly larger body about three or four storeys tall. His large body has a mighty roar and can shoot a powerful mouth laser beam that can incinerate a person instantly without suffering (allegedly).

## Happyland

In Arthur's "Happyland" simulation, Tristan has the appearance of a mean purple rabbit and speaks in punctuation and emotes. He also rides a red big wheel tricycle with green accents and likes bullying others. Like other bullies, however, he backs down when stood up to.

## Old Body

Tristan's old body is left in storage and available for Tessa to use when learning how to interface with the physical world via a Physical Environment kit. She is able to download an understanding of how to use it with Merlin's assistance, although Harry finds it funny on her, like a "really bad Halloween costume."
Wabanaki North

## History

Wabanaki North was founded by DDime and originally called Wabanaki\_NWord.

The town had 2 buildings, those being an Igloo and a Wooden tower, the Igloo was built by both residents and the Mayor, DDime, would build the Wooden tower.

Wabanaki North would also be the place where the Legend of the Nword Boat would originate.

## Plan

The original plan for Wabanaki North was to be the capital of Greenland and be integrated as the 4th nation of Wabanaki. This fell through when the Government decided that a better location would be the Caribbean.
Dustbowl Contractor

Striped feline private contractor working at the Dustbowl airfield for the U.S. military. General Perry has his team radio ahead to warn about the Inlay heading toward the airfield, but frustration and poor radio signal lead the contractor to believe he is being informed of drones in the area. He readies a shotgun in hopes it's not kids again, only to come face to face with IX7.

Luckily, IX7 only asks for the keys to the hangar, which the contractor provides with no resistance. IX7 then goes on to advise against holding loaded firearms and smoking, and warns him against escaping since IX7 can easily outrun him.

When Perry and his crew arrive at the airfield, they find the contractor hiding under a desk, insisting that the "alien robot" is in charge and telling them to piss off before it comes back. They order him to do his duty, but he refuses, insisting that his contract expires when aliens invade. The crew informs him the Inlay didn't come from space, but since the matter is classified, the contractor is not cleared to know the nature of the Inlay, therefore he tells the crew to go find his own desk to hide under.

The crew then asks where the Inlay is, and the contractor states that he wouldn't know as he has been hiding under the desk since giving IX7 the keys to the plane. The crew is concerned that the Inlay has the general's jet, but the contractor says, "Do I look like I have the keys to a general's jet?"
Thorp

A multi-billion pound faculty in Cumbria built by the British government in the late '70s to reprocess and dispose of nuclear waste with the expectation that nuclear power would become widespread. Then suddenly in the mid-'80s, "nobody wanted nuclear power for some reason!"

Thorp had not been a successful venture and only processed a fraction of the planned amount. The tunnels they had dug five hundred meters below sea level were found to be unsuitable for nuclear waste storage—AFTER digging the tunnels—so the tunnels went completely unused. The existing waste was ignored until it became someone else's problem, as per standard government response. Similarly, the government would sell their white elephant projects for pennies; something that Cook Industries exploited to great advantage to get a radiation-proof facility on the cheap.
Scientist

Back to career

Specialization Skills: Scanners, Software, Hardware, Terminus Systems

Scientist Talent Tree
 Researcher (10 xp)
 Remove a setback die per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
Knowledge check. If successful, add a triumph to one ally’s skill check during the encounter.
 Improved Researcher (15 xp)
 On a successful Knowledge check, character and allies gain automatic advantage per rank of Researcher on checks to act on those facts until the end of the next turn
 Knowledge Specialization (20 xp)
 When acquired, choose 1 Knowledge skill. When making that skill check, may spend triumph result to gain successes equal to ranks in Knowledge Specialization
 Stroke of Genius (25 xp)
 Once per session, make one skill check using Intellect rather than the characteristic linked to that skill.
Spy

Back to careers

Specialization Skills: Athletics, Coordination, Stealth, Software

Spy Talent Tree
 Black Market Contacts (10 xp)
 When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction
 Stalker (15 xp)
 Add a boost die per rank of Stalker to all Stealth and Coordination checks.
 Bypass Security (20 xp)
 Remove a setback die per rank of Bypass Security from checks made to disable a security device or open a locked door.
 Master of Shadows (25 xp)
 Once per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1.
Combat Drone

Back to powers

Quickly create a VI combat drone using your Omni-Tool's fabricators. It acts during your initiative slot

Commit one tech power die to create a combat drone within short range of you. It has the following stats:

* Intelligence: 3
* Software: 2
* Shields: 8
* Soak: 0
* Wounds: 1

Combat drone has the Zap! tech power. It may gain the Rocket! And Boom! Power through upgrades.

* Zap!: Short range, 4 damage, crit 4. May spend 2 advantages to force the target to lose the benefit of cover.
* Rocket!: Long range, 10 damage, pierce 3, crit 3.
* Boom!: Engaged range, 8 damage, pierce 2. May spend 2 advantages to stagger the target.

**Novice Power Set (5 xp each)**

1. Increase the drones shields by 4.
2. Increase the drone's zap damage by 3 damage, and decrease it's crit rating by 1.

**Advanced Power Set (10 xp each)**

1. You may create the drone within medium range of you.
2. When the drone dies it uses the Boom! tech power on each engaged character.

**Expert Power Set (15 xp each)**

1. Increase the drone's zap range to short, damage by 3 damage, and decrease it's crit rating by 1. It may spend two advantages to chain the attack to another target within close range.
2. The combat drone gains the Rocket! Tech power.

**Mastery Power (25 xp)**

1. The drone may spend a triumph to gain +1 intelligence and software (Max 6) until the end of the encounter or when destroyed.
Enforcer

Back to career

Specialization Skills: Athletics, Resistance, Brawl, Coercion

Enforcer Talent Tree
 Knockdown (10 xp)
 After hitting with a melee attack, may spend x to knock the target prone.
 Intimidating (15 xp)
 May suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number.
 Frenzied Attack (20 xp)
 When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.
 Fearsome (25 xp)
 When an enemy becomes engaged with the character, they may force the enemy to make a fear check, with the difficulty equal to ranks in Fearsome.
Lisa (Cook Industries)

A yellow feline whom Anne takes to work, a.k.a. "Carpool Lisa." Cheating on her husband (Lewis) with Richard as a surprise and an indulgence of her own fantasy. First met Richard by straddling him while naked as he slept, insisting they only talked after they were done. On a subsequent effort, tried to sneak up on Richard but was caught. Likes being on top.

Arranged the affair with Richard with Anne's intervention, under the agreement they would not talk about it afterwards. Goes back on the agreement because she can't resist talking about Richard's sex face, especially compared to her husband's. Surprised Anne isn't more jealous and freely admits she would hate the reverse, if Anne was sleeping with her husband, ending up getting into a deeper discussion about trust in a relationship.

Has a free day when she and Richard can spend all the time they want together, and they begin it by tying up Richard's hands and teasing him. They take turns using the handcuffs, and during Richard's turn, he is "slow and snuggly" with her. She thanks him for playing along with the fantasy of having a fling with a complete stranger, and he points out that he might know her name but nothing meaningful about her. Just as he starts to get "frisky" with her, the buzzer buzzes incessantly, killing the mood.

Richard then gets up to mute the buzzer, feeling glad that they hadn't gotten started, since getting him out prematurely would take considerable effort. He looks at the security feed and sees an angry cat glaring into the camera, asking Lisa if that's a friend of hers. She admits that's her husband, which is when Richard decides to "make a few calls!" (to the police).

While Lewis is occupied by the police, Lisa and Anne pull up in her car, and Lisa angrily asks what he is doing there.

## Known Sexual Relations

* Lewis
* Richard Edwards
* Thomas
Tactical Cloak

Back to powers

Employs light-bending technology to render the user invisible at the cost of shield and strain regeneration. Guns, powers, and melee attacks used from cloak gain a damage bonus but break the cloaking effect.

While tactical cloak is active:

* You cannot restore shields or strain from any source
* Any stealth check is upgraded twice.
* Any action will cancel tactical cloak.
* It lasts until the end of your next turn

**Novice Power Set (5 xp each)**

1. The maximum duration is now the end of your next, next turn.
2. Tactical cloak upgrades the ability of any tech power or weapon attack while active

**Advanced Power Set (10 xp each)**

1. Tactical cloak upgrades the ability of any melee attack twice while active
2. Tactical cloak upgrades the ability of any stealth check while active

**Expert Power Set (15 xp each)**

1. Tactical cloak upgrades the ability of any tech power while active
2. Tactical cloak upgrades the ability of any weapon attack while active

**Mastery Power (25 xp)**

1. You may spend 3 strain to have an action not cancel tactical cloak.

Lose at start of next turn
Incinerate

Back to powers

Launch a high-explosive superheated plasma round fired your omni-tool.

Make a Tech Attack against a target within medium range. (Damage: 8, Crit: 4, Pierce: 3)

**Novice Power Set (5 xp each)**

1. Lower the Crit Rating to 2
2. Spend 2 advantages to force the target(s) to make a normal fear check. This may be used multiple times, further increasing the difficulty.

**Advanced Power Set (10 xp each)**

1. Spend 1 advantage to activate Burn (1).  May take an average coordination check to end the burn. This may be used multiple times.
2. Spend 2 advantages to incinerate all targets in engaged range of the original target.

**Expert Power Set (15 xp each)**

1. Spend 2 advantage to deal an additional 10 damage to frozen targets
2. Spend 3 advantages to lower the target's soak by 1

**Mastery Power (25 xp)**

1. You may spend a triumph to set the initial target's soak to 0 until the start of your next turn. (No effect on armor)
Shockwave

Back to powers

Blasts enemies with a line of explosions that proceeds through walls and other solid objects.

Shockwave **detonates** primed characters creating a biotic combo. Targets lifted by the lift option are primed for biotic combos

Make a biotic attack at a target within short range (6 damage, 4 crit, 2 pierce). It effects every character engaged with an imaginary line drawn between the biotic user and a point a short range away. It ignores cover.

**Novice Power Set (5 xp each)**

1. Spend 2 advantages to increase the damage by 3.
2. Spend 2 advantages to increase the width by "a bit" (very technical term).

**Advanced Power Set (10 xp each)**

1. Spend 2 advantages to increase the range to medium
2. Decrease the crit rating to 2.

**Expert Power Set (15 xp each)**

1. Spend 3 advantages to lifted up, immobilized and **prime** for a biotic combo any character who took damage from shockwave.
2. Spend 2 advantages to the damage by 3 and the pierce by 1.

**Mastery Power (25 xp)**

1. Spend 1 triumph to knockdown and disorient (1) every character who took damage from shockwave.
Drell

Back to species

Characteristic Ratings:

* Brawn: 2
* Presence: 1
* Intellect: 2
* Cunning: 2
* Agility: 3
* Willpower: 2

Wound Threshold: 10+Brawn

Strain Threshold: 10+Willpower

Starting Experience: 90 XP

Special Abilities: Drell begin the game with one rank in either Athletics or Survival. They still may not train this skill above rank 2 during character creation. Drell start with one rank in the Expert Tracker Talent.

Arid Home world: Drell may remove a setback die imposed due to hot or arid environmental conditions, but gain a setback die on particularly humid or aquatic worlds.

Low-Light Vision: Drell gain a boost die negative to see in darkness.
Career

Back to character creation

## Hustler

Career Skills: Scanners, Terminus Systems, Underworld, Skullduggery, Streetwise, Deception

Specializations:

* Spy
* Hacker
* Enforcer

## Academic

Career Skills: Medicine, Council Space, Education, Xenology, Lore, Cool

Specializations:

* Negotiator
* Doctor
* Scientist

## Colonist

Career Skills: Terminus Systems, Xenology, Perception, Charm, Cool, Negotiation

Specializations:

* Leader
* Explorer
* Merchant

## Spacer

Career Skills: Coordination, Piloting, Hardware, Terminus Systems, Lore, Negotiation

Specializations:

* Mechanic
* Modder
* Pilot
Negotiator

Back to career

Specialization Skills: Charm, Deception, Leadership, Negotiation

Negotiator Talent Tree
 Indistinguishable (10 xp)
 Upgrade difficulty of checks to identify character once per rank of Indistinguishable.
 Kill with Kindness (15 xp)
 Remove a setback die per rank of Kill with Kindness from all Charm and Leadership checks.
 Greased Palms (20 xp)
 Before making a social check, may spend up to 50 credits per rank of Greased Palms to upgrade the ability of the check once for every 50 credits spent.
 Blackmail (25 xp)
 When an NPC exceeds his strain threshold, may spend 1 Destiny Point to convince that NPC to perform a single task of choice instead.
Mass Effect RPG Wiki

**Welcome to the Mass Effect RPG Wiki!**
This is for a conversion of Star Wars Roleplaying Game to the Mass Effect universe. To play you will need the dice and rule books from the original game as most of the basics will not be covered.

To do list

Player Section

* Character Creation
* Equipment
* Locations
* Ships
* Campaign Journal

GM Section (Don't go in here)

* Factions
* Enemy Templates
* NPC's
* Upcoming Locations
* Exploration
* Upcoming Plot

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Adept

The Adept is the ultimate biotic, able to affect the physical world with the power of the mind. Adepts are durable and powerful manipulators of mass effect fields; they can use biotics to violently manipulate objects in the environment, including nearby enemy targets. Gameplay focus is on disabling and debuffing enemies while dealing massive amounts of damage.

Those of the adept class possess all biotic abilities, but can only equip light armor, and may only gain specialist training with pistols. They also possess no tech skills. Biotic powers focus on manipulation of dark energy with Singularity, Lift and Throw. They can weaken foes with Warp and protect themselves with Barrier.

## Career Skills

Skills: Athletics, Discipline, Pistols

Biotic Powers: 2 of Singularity, Throw, Pull or Warp

Adept Talent Tree
 Singularity Capability (10 xp)
 Reduce the HP of the Singularity Power to 1
 Recovery (15 xp)
 Recover 1 strain per round
 Natural Biotic (20 xp)
 Once per game session, the character may reroll any one Discipline check.
 Improved Biotic Rating (25 xp)
 Gain +1 Biotic Rating, may equip Tier 3 amps
Warp

Back to powers

Shred an enemy with rapidly shifting mass effect fields.

Warp **detonates** primed characters creating a biotic combo.

Make a biotic attack at a target within medium range ( 7 Damage, Crit 3, Pierce 2)

**Novice Power Set (5 xp each)**

1. Spend 2 advantages to have strain from warp counts as double when calculating biotic combo damage.
2. Spend 2 advantages to

**Advanced Power Set (10 xp each)**

1. Spend 2 advantages to regain double the strain from detonating a combo.
2. Spend 2 advantages and commit 1 biotic die to reduce the targets armor by 1 until the end of your next turn.

**Expert Power Set (15 xp each)**

1. Spend 2 advantages to sunder 1 soak from the target.
2. Spend 2 advantages to upgrade the ability of any biotic attack targeting your target until the end of your next turn.

**Mastery Power (25 xp)**

1. Spend 1 triumph to hit every character engaged with your target.
Character Creation

Please read rule changes

## CHARACTER CONCEPT

Before a player starts generating attributes, he should put some thought into what sort of character he wants to play. Does he want to play a roguish pilot, quick to withdraw his pistol when things get sticky? A taciturn explorer driven to see everything the galaxy has to offer? In MASS EFFECT RPG, any character concept found within the Mass Effect universe might be possible\*.

\* terms and conditions may apply, no you cannot play as a reaper.

The GM should give the players an idea on what sort of campaign he intends to run for the players. If the game focuses heavily on combat, the players may consider choosing more martially-oriented characters. If the campaign runs deep with intrigue, then building characters with strong social abilities and skills makes more sense. The GM should encourage the players to discuss what kind of careers might be the most useful during a campaign. Ideally, a group of PCs should include a mix of characters to ensure they'll survive whatever the GM comes up with, keeping the campaign style in mind - someone who can fight well, someone who can pilot a ship, a person handy with an Omni-Tool, and so on. Some overlap may occur, but there is enough variety in MASS EFFECT RPG that even if two players choose the same career, each could offer his own unique abilities and talents.

It should be noted that no character is ever a "wrong" choice, regardless of the campaign. The GM should never discourage a player from a particular character choice and should integrate all the character concepts into the campaign at hand. Indeed, part of the fun that comes from playing MASS EFFECT RPG is the interesting mix of characters thrust together during a campaign.

## GENERATION STEPS

To create a character, each player follows these steps. The steps are briefly explained below, then broken down into more detail throughout the course of this chapter.

1. Determine Character Concept and Background
	1. Determine Starting Obligation
	2. Determine Starting Motivations
	3. Determine Character Description
2. Select Character Species
3. Select Combat Class
	1. Choose 2 free combat class career skills
	2. Chose free powers (class depending)
4. Select Character Career
	1. Choose 2 free character career skills
	2. Select specialization
	3. Choose 2 free specialization skills
5. Invest Experience Points
	1. Improve attributes
	2. Unlock talents
	3. Improve skills
6. Determine Derived Attributes
7. Choose Equipment
Cyro Blast

Back to powers

Launches a blast of super cooled particles the slows, and eventually freezes your target.

Make a tech attack at a target within medium range. If they have any soak or shields, cyro blast fails. However, each success allows you to ignore 1 soak/shields. If successful, the target is chilled (immobilized) until the start of your next turn.

**Novice Power Set (5 xp each)**

1. Spend 2 advantages to freeze (stagger) the target until the start of your next turn.
2. Spend 2 advantages to upgrade any attack targeting the chilled character until the start of your next turn.

**Advanced Power Set (10 xp each)**

1. Spend 2 advantages to cyro blast all targets in engaged range of the original target.
2. Spend 2 advantage to chill (immobilize) the target until the end of your next, next turn.

**Expert Power Set (15 xp each)**

1. Spend 3 advantages to lower the target's soak by 2
2. Cyro blast ignores 3 soak.

**Mastery Power (25 xp)**

1. You may spend a triumph to make the initial frozen (staggered) enemy take double damage from the next attack
Modder

Back to career

Specialization Skills: Resistance, Hardware, Underworld, Streetwise

Modder
 Solid Repairs (10 xp)
 The character repairs 1 additional hull trauma per rank of Solid Repairs whenever he repairs a starship or vehicle.
 Utility Belt (15 xp)
 Spend 1 Destiny Point to perform a Utility Belt incidental; produce a previously undocumented item or weapon (with restrictions) from a tool belt or a satchel
 Jury Rigged (20 xp)
 Choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use
 Inventor (25 xp)
 When constructing new  items or modifying attachments, add boost die or remove a setback die per rank of Inventor
Mark Target

Back to powers

Dedicate VI processes to tracking an marking a target

As a action, may designate a target for tracking. Only one target may be designated at a time.

Make a tech attack at a target within long range. The base difficulty is hard, and does not change with range. If the encounter ends, or the target moves further than extreme range, the effect ends. The target may also make a software check with difficulty equal to your intelligence or software (you choose) to clear it.

If successful, remove two setback die to hit the target.

**Novice Power Set (5 xp each)**

1. Spend 2 success or advantages to lower the difficulty when attacking the target by 1
2. Spend 2 success or advantages to use mark target as a maneuver

**Advanced Power Set (10 xp each)**

1. Spend 2 success or advantages to change the duration from the encounter to 2 hours
2. Spend 2 success or advantages to lower the crit rating of the target by 1 (min 1).

**Expert Power Set (15 xp each)**

1. Spend 2 success or advantages to make the max range short (on the planetary scale)
2. Spend 2 success or advantages to lower the target's soak by 2 while it is active.

**Mastery Power (25 xp)**

1. Allies may benefit from the marked target.