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Savage Worlds

Mass Effect
version 5.2
A fan conversion of the Mass Effect video games for the Savage Worlds Deluxe rules by Evan Kreider (kreider204 at the PEG forums)

This is a work of fan appreciation and no challenge is meant to any copyrights or trademarks contained herein.

INTRODUCTION Welcome to the latest version of my Mass Effect conversion for Savage Worlds. A few things before we get started: There arent a ton of changes since the last version (v5.1). Basically, I decided a couple of things were a bit more complicated than I wanted. In particular, I streamlined the powers to a single version each basically, just treating them like normal powers. I also simplified the shields they still absorb wounds, but dont have a separate Toughness. This is still primarily a conversion of the first video game; however, it does contain some things from the second game (e.g., a couple of PC races, a few powers / powers, some bad guys for the bestiary, etc.). Please dont contact me to tell that certain things work differently in the second game than in the first I know already, thank you. This is in no way a complete point-by-point conversion of every little thing from the video games. I draw your attention to the following excerpt from the SWD core rule book: All too often conversions of other games try to account for every element massive skill lists, minute details, and hundreds of powers. This isnt Savage Worlds, and bringing in those elements is likely to burden the rules to the point where the game play is no longer fast, furious, or fun (128). Indeed, FFF is my guiding principle. As such, you wont find stats for every single different brand of pistol, or skills that match every single aspect of the (first) video game character skill system. Ive also occasionally done things differently than the video games for gameplay balance or in order to make certain aspects of the Mass Effect universe cohere better with the SW rules (again, please dont contact me to tell me that things work differently in the games than I have here I know). Ultimately, Im only interested in playing Savage Worlds with a Mass Effect flavor, not playing an exact replica of the video games in pen-and-paper form. You wont find much fluff here mainly just crunch. I dont spend a lot of time describing the Mass Effect universe, the races and cultures, the inhabitable worlds, the technology, or anything like that. Im assuming that if youre interested in this conversion, then you are already familiar with the video game, and dont need me to tell you about it. If you are looking for a bit more information, there are various wiki. Ive made this for myself as GM. As such, Ive designed it for my personal preferences. I understand that there may be a variety of different ways to convert Mass Effect, all equally legitimate, but Ive stuck with creating a conversion that I want to run. If your preferences differ, just use from this what you like and change the rest.

Thanks to everyone at the PEG forums who looked at drafts of this conversion and offered suggestions. Id especially like to thank Will S. (771M in the forums) who went through an early draft with a fine-toothed comb and offered about a million excellent suggestions, most of which I used (Im especially grateful for the recharge roll idea).

CHARACTER CREATION Character creation is handled in the usual way, except characters start at Seasoned rank (20 XP). The easiest way to handle this is to create the character at 0 XP and then take four advances (these may include background edges). This reflects the fact that most characters in the Mass Effect video games are already fairly experienced at the start, and it allows players to create characters with a few more skills and powers under their belts. RACES The following racial edges and hindrances are for PC character creation (NPCs may vary at the GMs discretion). The assumption is that PCs are (or, at least, can be) atypical members of their respective races. With that in mind, I have tried to avoid overly strict racial stereotypes, and tried to keep the races fairly generic so that players can create the kind of characters that they want. For example, most turians probably have the Code of Honor and Loyalty hindrances, but theres no reason that a PC couldnt be the exceptional dishonorable or disloyal turian. Asari Start with one biotic power. +2 Charisma (usually attractive; reputation among civilized races as diplomats and negotiators). Strength attribute requires two points per step to raise during character creation. Batarian Smarts attribute starts at d6 instead of d4 during character creation. Start with Notice at d6 during character creation (extra eyes, and very perceptive in general). Start with Persuasion at d6 during character creation (reputation as skilled negotiators). Vow, Major (Batarians observe a strict caste system with rigorous etiquette). -2 Charisma (outsider, reputation as slavers and isolationists). Drell Strength attribute starts at d6 instead of d4 during character creation (dense muscle tissue). Photographic memory. Quirk: Kepral's Syndrome (prolonged exposure to humid climates causes poor health and eventual death). Human Start with one free edge OR one attribute at d6 during character creation. Start with one skill at d6 during character creation. -2 Charisma (outsider, seen as inferior and untrustworthy by other civilized races). Krogan Strength attribute starts at d6 instead of d4 during character creation. Vigor attribute starts at d6 instead of d4 during character creation. Wide peripheral vision (+2 to relevant Notice rolls). Smarts requires two points per step to raise during character creation. Mean (-2 Charisma for ill-temper and surliness).

Quarian Smarts attribute starts at d6 instead of d4 during character creation. Start with Repair at d6 during character creation. Start with Knowledge (Computers) at d6 during character creation. Quirk: Immune Deficiency (Quarians immune systems cannot handle foreign bacteria; when not in their own environment in the Quarian Flotilla, they must wear an encounter suit). Quirk: Restrictive Diet (Like turians, quarians require food compatible with their dextro-amino based genetic code, and will enter anaphylactic shock if they ingest levo-amino acid based food eaten by humans and other similar biological forms). Salarian Agility attribute starts at d6 instead of d4 during character creation. Smarts attribute starts at d6 instead of d4 during character creation. Photographic memory. Vigor requires two points per step to raise during character creation. Quirk: High Metabolism (hyperactive, restless, talkative can get on others nerves). Turian Spirit attribute starts at d6 instead of d4 during character creation. Start with one skill at d6 during character creation. Quirk: Restrictive Diet (Like quarians, turians require food compatible with their dextro-amino based genetic code, and will enter anaphylactic shock if they ingest levo-amino acid based food eaten by humans and other similar biological forms). If a player wishes to create an unusual member of a race, he might swap out an edge or hindrance with the GMs permission; for example, a player wanting to create a non-biotic asari scientist might swap the free biotic power for a starting Smarts of d6. See SWD pg. 22 for guidelines. This conversion uses the Multiple Languages setting rule (SWD pg. 94): all characters know their native racial language plus a number of other racial languages equal to half their Smarts die type. (With the GMs permission, they may choose national languages instead of a racial languages.) SKILLS Here are a few notes about skills. If a skill isnt mentioned, then its used as per the normal SWD rules. Ive suggested that some skills be skipped, based on assumption of adventures set in a fairly typical Mass Effect universe. If the GM has different adventures in mind, and thinks certain skills will come in handy after all, he should alert the players so that they can devote some skill points to them. Boating: Skip it on the rare occasion when it might come up, characters may use their driving or piloting skill instead. Climbing: This skill will probably be of more use than players might think, especially when their characters are climbing around looking for artifacts and mineral deposits.

Driving: Land vehicles are not uncommon (e.g., the MAKO); most characters will probably want to get at least a d4 in this skill. Fighting: Combat in the Mass Effect world definitely revolves around Shooting, but Fighting has a limited role in some situations. Characters should probably raise this to no more than d6 at first, and then see what happens as the campaign progresses. Gambling: Not exactly essential, but it could come up on occasion, and might be interesting for certain types of characters (e.g., gambling is a common pastime among military personnel). Guts: As per SWD, Guts is no longer used; Spirit will be used for fear-based rolls instead. Healing: This skill works as per the usual rules. In addition, healing rolls determine the effectiveness of medigel (see the relevant discussion in the Gear section). Knowledge (Computers): Obviously, this doesnt require additional mechanics past the usual knowledge rules; its likely to be useful in many situations, so most characters should consider at least a d4. Lockpicking: Renamed Decryption, and linked to Smarts. It works essentially the same way as Lockpicking, though obviously based around electronic locks, computer security, etc. Primitive mechanical locks, traps, etc., can be opened or disarmed with the Repair skill instead. Piloting: Most characters should consider at least d4 in this skill; flying vehicles of some kind or another are common in the Mass Effect universe. Repair: This covers both electrical and mechanical repair. (Also see Lockpicking above.) Riding: Skip it it wont come up much (if at all), and PCs probably wouldnt have the opportunity to train in such an obsolete skill anyway. Shooting: Shooting is absolutely central to Mass Effect combat, and will be important for just about any character. Survival: Unlikely to come up much skip it. Swimming: Characters should put d4 in this skill so that they dont drown if they fall in water. After that, it probably wont play a big role. Throwing: Theres pretty much only one application for this skill; namely, throwing grenades. As such, its not really an efficient use of skill points. Therefore, this skill is not used, and players may use Shooting for all ranged attacks, including grenades. Tracking: Not likely to be of much use skip it.

OLD EDGES Here are a few notes about edges appearing the SWD core rule book. If an edge isnt mentioned, then its used as per the normal SWD rules, at the GMs discretion. The following edges are definitely not used: Arcane Background, Arcane Resistance / Improved Arcane Resistance, Champion, Holy / Unholy Warrior, Mentalist, Power Points, Power Surge, Rapid Recharge / Improved Rapid Recharge, Soul Drain, Wizard Gadgeteer: used, but with different requirements. Requirements: Smarts d8+, Repair d8+, at least two scientific knowledge skills at d6+ Mr. Fix It: used, but with different requirements. Requirements: Smarts d10+, Repair d8+, at least two scientific knowledge skills at d6+

NEW BACKGROUND EDGES Resistance Requirements: none As per Arcane Resistance (pg. 32 in SWD), but against damage-causing biotic and tech powers. Improved Resistance Requirements: Resistance As per Resistance, but Armor and resistance are increased to 4.

NEW COMBAT EDGES Armor Training Requirements: none Reduces the minimum Strength requirement for medium and heavy armor by two die types (i.e., medium armor only requires d4 Strength and heavy armor only requires d8 Strength).

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POWERS Mass Effect powers are basically the same as powers in the SWD core rules. Note, however, that there are no arcane backgrounds required, and there are no power points. Powers are identified as combat, biotic, or tech. This doesnt affect the basic mechanics of the power, but is relevant to other things (e.g., recharge rolls, protective armor upgrades, etc.). The activation of powers does not require a skill roll; powers are always activated successfully. The combat powers can be activated as free actions, but can only be used once per combat. Biotic powers and tech powers require a full action to activate, and require a recharge roll before they can be activated again during the same combat (assume they all recharge after combat). There is no penalty associated with multiple sustained powers. Recharge Rolls: In any turn in which he does not activate a power, a character may make a recharge roll. The roll is a free action that takes place at the end of the characters turn, after any other actions. A character may make a recharge roll in a round in which he is Shaken. Only one recharge roll may be made per turn, for a single power specified by the player; however, a recharge roll may not be made for a power in the same turn in which that power is sustained (or activated, as above). Spirit is used for biotic power recharge rolls; Smarts is used for tech power recharge rolls. The target number for the recharge roll is 8. If the recharge roll for a power is successful, then the character will be able to use that power again on his next turn. (It is recommended that only Wild Cards be allowed recharge rolls, unless otherwise stated in an NPC description.) Without further adieu: the powers.

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Marksman (Combat) Requirements: Shooting d6+ Range: self Duration: 3 Description: This power allows the character to fire a pistol with no autofire penalty, and increases the rate of fire of that pistol by 1. Carnage (Combat) Requirements: Shooting d6+ Range: self Duration: 3 Description: This power allows the character to fire a shotgun so that it does damage to all within a small burst template of the target. Overkill (Combat) Requirements: Shooting d6+ Range: self Duration: 3 Description: This power allows the character to fire an assault rifle with no autofire penalty, and increases the range of that assault rifle to 18/36/72. Assassination (Combat) Requirements: Shooting d6+ Range: self Duration: 3 Description: This power allows the character to shoot a sniper rifle a +2 damage bonus and to ignore the usual snapfire penalty if moving while shooting. Shield Boost (Combat) Requirements: none Range: self Duration: instant Description: This power restores fully the characters shield. Adrenaline Burst (Combat) Requirements: Spirit d6+ Range: self Duration: 2 Description: This power allows the character to act as though he has drawn the Joker for initiative for the next two rounds. Immunity (Combat) Requirements: Vigor d6+ Range: self Duration: 3 Description: This power raises the characters Toughness by 4.

Sabotage (Tech) Requirements: Smarts d6+ Range: Smarts x2 Duration: 2 Description: This power causes all electro-mechanical weapons carried by the target to temporarily overheat, making them unusable for the duration of the power. In addition, the heat causes 2d6 damage to the target (this bypasses shields). Overload (Tech) Requirements: Smarts d6+ Range: Smarts x2 Duration: Instant Description: This power reduces the targets shield by two wound levels and deals 2d6 damage directly to the target (bypassing any remaining shields). AI Hacking (Tech) Requirements: Smarts d6+ Range: Smarts Duration: 3 Description: The target must make a Spirit roll at -2; failure indicates that the target is under the control of the character, much like the Puppet power (SWD pg. 115). This power works against basic AI entities (e.g., drones) but NOT against sentient inorganics (e.g., Geth). Damping (Tech) Requirements: Smarts d6+ Range: Smarts x2 Duration: 2 Description: This power prevents the target from using tech or biotic powers for the duration. Combat Drone (Tech) Requirements: Smarts d6+ Range: Smarts x2 Duration: 3 Description: The target creates a Combat Drone (see Drones and Turrets section of the Bestiary below) that fights on the characters behalf. Incinerate (Tech) Requirements: Smarts d6+ Range: Smarts x2 Duration: instant Description: All targets within a small burst template take 3d6 fire damage (AP(2)) (this bypasses shields); flammable objects may ignite (see SWD pg. 88).

Cryo Blast (Tech) Requirements: Smarts d6+ Range: Smarts x2 Duration: 2 Description: The target must make a Vigor roll at -2. Failure indicates that the target is frozen (immobilized and unable to act) for the duration of the power; success indicates that the target is not frozen, but still moves as though on difficult ground for the duration of the power, due to ice frozen on their feet. (This power bypasses shields.) Throw / Pull (Biotic) Requirements: Spirit d6+ Range: Smarts x2 Duration: Instant Description: The target must make a Strength roll at -2 (plus any size modifier); failure indicates that the target is thrown back or pulled forward (at the power users discretion) 1d4 and knocked prone. If the target hits a solid object, he must also make a Vigor roll or be Shaken. The target also takes 2d6 damage, regardless of the Strength roll (this bypasses shields). This power does not work against targets that fly or levitate using mass effect fields. Slam (Biotic) Requirements: Spirit d6+ Range: Smarts x2 Duration: Instant Description: The target must make a Strength roll at -2 (plus any size modifier); failure indicates that he is quickly lifted several feet into the air and slammed back to the ground, taking 2d6 damage (this bypasses shields) and making a Vigor roll to avoid being Shaken, unless falling on something that cushions the landing. This power does not work against targets that fly or levitate using mass effect fields. Singularity (Biotic) Requirements: Spirit d6+ Range: Smarts x2 Duration: 3 Description: Each round of the duration of the power, those in medium burst template must make a Strength roll at -2 (plus any size modifier). Failure indicates that the target is pulled 1 toward the center of the burst; success indicates that the target is not pulled in, but cannot move from his currently location (except toward the center of the burst). In addition, all within the burst make Strength and Agility rolls and all skill rolls related to Strength and Agility at -2. This power does not work against targets that fly or levitate using mass effect fields. Warp (Biotic) Requirements: Spirit d6+ Range: Smarts x2 Duration: 3 Description: The target suffers a -2 Toughness penalty for the duration and takes 2d6 damage (this bypasses shields).

Barrier (Biotic) Requirements: Spirit d6+ Range: self Duration: 3 Description: This power grants a biotic shield with three wound levels for the duration. Attacks against the character affect the Barrier first, before affecting the target. Stasis (Biotic) Requirements: Spirit d6+ Range: Smarts x2 Duration: 2 Description: Completely immobilizes the target, rendering him incapable of acting for the duration; however, the target is also impervious to attack during this time. Shockwave (Biotic) Requirements: Spirit d6+ Range: see below Duration: instant Description: This power sends out a shockwave 12 long and 1 wide. Anyone on the ground in this area takes 2d6 damage (this bypasses shields); furthermore, each target must make a Strength roll at -2 (plus any size modifier) or be knocked prone.

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GEAR As a GM, its my intention to run short one-shot adventures using pre-generated characters with assigned equipment, and equipment treasure (especially upgrades) discovered during the course of the adventures. As a result, I have not listed prices for equipment, or equipment other than that needed for adventuring. If there are certain items not listed here that a player in one of my adventures really wants his character to have, he should discuss it with me, and well decide if its appropriate and available. Players may assume that characters have access to mundane equipment and supplies (e.g., food and clothing) back at their base or on their ship. GMs interested in long-term campaigns can generate prices lists for the gear listed below without too much trouble, using the SWD core rule book as a basic guide. Encumbrance: Dont worry about exact weight loads. Most decent quality equipment is made from fairly light-weight materials. As per below, characters can carry a full set of weapons on a special harness. All able-bodied characters can wear light armor, and characters who meet the strength requirements can wear medium or heavy armor (see Armor below). Other than that, any reasonable amount of stuff is okay, as long as it doesnt get too out of hand. WEAPONS Guns Guns have effectively infinite ammo (but may require occasional maintenance, at the GMs discretion). Overheating is not FFF, and so will be ignored. Gun Assault Rifle Pistol Shotgun Sniper Rifle Range 12/24/48 12/24/48 6/12/24 50/100/200 Damage 2d8 2d6 1-3d6 2d10 RoF 3 2 1 1 Wt. 5 2 4 5 Notes____________________ Auto Auto See SWD pg. 50, Shotguns Snapfire

Upgrades have been simplified to cohere better with SW rules and to make them more FFF. All guns can utilize two upgrades: one attack upgrade and one ammo upgrade. (Some high quality guns may be able to utilize one or two additional attack upgrades, at the GMs discretion.) Some upgrades are very powerful, and should be very rare. Some example attack upgrades: Improved Sighting I: +1 Shooting Improved Sighting II: +2 Shooting Improved Sighting III: +3 Shooting Range Extension I: increases range of weapon by 3 (added to S/M/L ranges) Range Extension II: increases range of weapon by 6 (added to S/M/L ranges) Range Extension III: increases range of weapon by 9 (added to S/M/L ranges) Recoil Damper I: reduces autofire penalty by 1 Recoil Damper II: reduces autofire penalty by 2

Some example ammo upgrades: Shredder Rounds I: +1 damage bonus to organics only Shredder Rounds II: +2 damage bonus to organics only Shredder Rounds III: +3 damage bonus to organics only Tungsten Rounds I: +1 damage bonus to synthetics only Tungsten Rounds II: +2 damage bonus to synthetics only Tungsten Rounds III: +3 damage bonus to synthetics only Armor Piercing I: AP(1) Armor Piercing II: AP(2) Armor Piercing III: AP(3) Phasic Rounds I: bypasses one wound level of shields Phasic Rounds II: bypasses two wound levels of shields Phasic Rounds III: bypasses three wound levels of shields Incendiary Rounds: heat damage works as AP 2; flammable objects may ignite (see SWD pg. 88) Cryo Rounds: freezes target (works like Entangle power see SWD pg. 113) Toxic Rounds: target makes a Vigor roll or suffers -2 to all trait rolls for 1d4 rounds

Guns in Mass Effect are made of light-weight materials and have a partially collapsible design which allows a full set pistol, shotgun, assault rifle, sniper rifle, one heavy weapon (see below), and grenades to be carried on a special harness (compatible with all armor types). Weapons can be switched easily: swapping one weapon for another requires only a single full action. Melee Weapons arent common in Mass Effect its definitely a game built around shooting. Characters may use the butt of any currently armed gun to strike a foe that gets too close (damage of Str+d4). If a character wants something more, they could also carry a light (1 pound) collapsible baton that does Str+d6 damage and hooks to the aforementioned weapons harness. Anything other than that should be discussed with the GM. Grenades Range: 5/10/20, Damage: 3d6 in a medium burst template. Grenades can be set to explode on impact or when triggered remotely (requires a separate action). Grenades can utilize a single upgrade. Some example upgrades: Explosive: +2 damage, covers a large burst template Incendiary: heat damage works as AP 2; flammable objects may catch fire (see SWD pg. 88) Cryo: Shaken or wounded targets are frozen (works like Entangle power, SWD pg. 113) Toxic: Shaken or wounded targets must make a Vigor roll or suffer -2 to all trait rolls for 1d4 rounds

A weapons harness can hold six grenades. Characters are allowed to carry a mixed assortment (if available). Note that grenades are not heavy weapons in the Savage Worlds sense (see SWD pg. 48), not even if fired from a grenade launcher (see below).

HEAVY WEAPONS Heavy weapons were introduced in Mass Effect 2. I hesitated to include them here because this is primarily a Mass Effect 1 conversion, and also from concerns about gameplay balance. However, some of the bad buys in my bestiary needed heavy weapons; thus, Ive come up with a very limited selection of heavy weapon stats. Please feel free to generate more of your own. Be advised: heavy weapons are very powerful, and risk unbalancing the game. Mass Effect 2 handles this by limiting ammo for heavy weapons. Though its a bit artificial, I recommend doing the same in your SW Mass Effect games. You could explain this in terms of heavy weapon ammo being expensive to produce, expensive to buy, in limited supply, difficult to find, strictly regulated by militaries and governments, and so forth. You could also stipulate that geth and Collector weapons and ammo are unusable by others they are programmed to work only with geth AI or Collector DNA (or whatever). Ultimately, though, its up to you as GM if you want your players running around firing rocket launchers day in and day out, knock yourself out. However, I would stipulate that heavy weapons not be allowed to use gun upgrades they are powerful enough already. Grenade Launcher A grenade launcher fires grenades (including their upgrades, if any) as described above. On the plus side, it has a greater range (15/30/60) and can hold up to 10 grenades. On the minus side, it is slower to fire (once every other round time for the auto-load mechanism to insert another grenade into the chamber) and suffers from the Snapfire penalty. Note that grenades fired from the launcher are not heavy weapons in the technical Savage Worlds sense (see SWD pg. 48). Rocket Launcher Rocket launchers can vary a great deal, depending on the manufacturer. Here are the stats for a basic one feel free to modify it. Range: 24/48/96 Damage: 4d8 (medium burst template, AP(6), heavy weapon) RoF: 1 Reload: 2 full actions (1 if assisted by someone)

Flamethrower A nasty weapon if ever there were. Range: cone template Damage: 2d10 (ignores armor and shields) RoF: 1 Can fire ten times before running out of fuel; take several minutes to refuel. See Flamethrower section on pg. 51 of SWD for additional notes.

Geth Rocket Launcher The basic geth rocket launcher can fire two types of rockets: the disruption rocket and the scram rocket. The stats depend on the type rocket used rather than the launcher itself. Disruption Rocket: Range: 12/24/48 Damage: 4d8 (medium burst template, AP(6), heavy weapon) RoF: 1 Reload: 2 full actions (1 if assisted by someone)

Scram Rocket: Range: 24/48/96 Damage: 3d8 (no burst, AP(8), heavy weapon) RoF: 1 Reload: 1 full action

There is also an improved version of the geth rocket launcher carried by the geth juggernaut. It reduces the reload by one action. Collector Particle Weapons As you might expect, these are weapons used by the Collectors. Collector Particle Beam Range: 12/24/48 Damage: 4d6, AP(2), SP(2), heavy weapon RoF: 1

Collector Heavy Particle Beam Range: 12/24/48 Damage: 4d8, AP(4), SP(4), heavy weapon RoF: 1

Collector Particle Cannon Range: 12/24/48 Damage: 4d8+2, AP(6), SP(6), heavy weapon RoF: 1

MISCELLANEOUS ITEMS Omni-Tools Omni-tools are ubiquitous devices that serve a wide variety of purposes (e.g., communication, personal computing, computer interfacing, etc.) Omni-tools are required to use tech powers. This gives tech powers a slight disadvantage compared to biotic or combat powers, since ones omni-tool could conceivably be lost, taken away, damaged, or destroyed. To compensate, omni-tools can utilize upgrades that boost tech powers (among other things). An omni-tool can utilize a single upgrade (some higher quality omni-tools may be able to utilize more than one upgrade, at the GMs discretion). Some example upgrades: Duration Boost I: increases tech power duration by 1 round Duration Boost II: increases tech power duration by 2 rounds Duration Boost III: increases tech power duration by 3 rounds Power Boost I: target makes rolls to resist tech power at -1 Power Boost II: target makes rolls to resist tech power at -2 Power Boost III: target makes rolls to resist tech power at -3 Cooldown Bonus I: +1 on recharge rolls for tech powers Cooldown Bonus II: +2 on recharge rolls for tech powers Cooldown Bonus III: +3 on recharge rolls for tech powers Hacking I: +1 to Decryption rolls Hacking II: +2 to Decryption rolls Hacking III: +3 to Decryption rolls Help Menu I: +1 to Knowledge (Computers) rolls Help Menu II: +2 to Knowledge (Computers) rolls Help Menu III: +3 to Knowledge (Computers) rolls [A note about bio-amps: Earlier versions of this conversion included bio-amps, which were similar to omni-tools, but for biotic powers. I have removed them. They are absent from Mass Effect 2, and for good reason, I think as I understand the Mass Effect mythos, bio-amps are nanotechnology implanted directly into a biotics nervous system, not handheld devices.] [A note about combat powers: They do not require the use of omni-tools or other devices. They can be thought of as a combination of training, discipline, willpower, and minor mods to weapons, armor, and shields.] Medigel Medigel is basically a first aid kit. Six units can be carried in a standard utility belt with ease. When a character uses a medigel to heal wounds, he takes a full action and makes a healing skill roll at +2: each success and raise removes one wound (e.g., a success heals one wound, a success and a raise heals two wounds, a success and two raises heals three wounds, etc.).

ARMOR Armor is tailored to each specific race (exception: asari and human bodies are similar enough to make armor interchangeable). Armor comes in three types: light (+2 Toughness), medium (+4 Toughness), and heavy (+6 Toughness). Any able-bodied person can wear light armor; medium armor requires at least d8 Strength, and heavy armor requires at least d12 Strength (note that the Armor Training edge reduces the Strength requirement by two die types). Armor covers the entire body from the neck down. Armor also comes with optional helmet; if worn, it covers the entire head, neck, and face (Notice rolls at -2 while worn, if appropriate GMs discretion). Armor acts as a basic space / environmental suit. It provides breathable air (about a half an hour), protection against the effects of vacuum, and some protection against hostile environmental conditions (about two minutes of protection against a level 1 hostile environment, one minute against level 2, and little to no protection against levels 3 and above). After the duration expires, the wearer begins to experience the negative effects of the environment (which might mean wounds, fatigue levels, etc., depending on the environment). Armor comes standard with a shield. Shields are a form of kinetic barrier. As such, they only protect against small objects moving at high velocities, precisely like those projected by mass accelerator weapons. They do not prevent characters from seeing, hearing, breathing, or touching objects (e.g., weapons, door handles, other characters, etc.). In combat terms, shields protect against guns, heavy weapons (except where noted), and grenades, but not against biotic or tech powers, melee attacks, simple thrown weapons (e.g., knives, stones, etc.), poisoned gas, radiation, temperature extremes, and so forth. They also do not protect against damage received from falling and the like. A shield has a number of wounds it can absorb. Any wounds scored against a target with a shield are removed from the shields wound levels first. Once the shield has absorbed its total number of wound levels, attacks work against the target normally after that, and the shield is down until after the combat is over (although some powers and armor upgrades can restore shields mid-combat). Note that phasic rounds have the ability to bypass a certain number of shield wound levels; for example, a Phasic I round would bypass a shield with one level as though there were no shield at all, and would act against a two wound level shield as though it were only a one wound level shield, etc. A suit of armor can utilize a single upgrade. (Some high quality suits of armor may be able to utilize one or two additional upgrades, at the GMs discretion; however, it is recommended that no suit of armor be able to utilize more than one Shield Battery upgrade.) Some example upgrades: Shield Regenerator I: restores one wound level of shields once per combat Shield Regenerator II: restores two wound levels of shields once per combat Shield Regenerator III: restores three wound levels of shields once per combat Shield Battery I: a standard shield can absorb one more wound (two total) Shield Battery II: a standard shield can absorb two more wounds (three total) Shield Battery III: a standard shield can absorb three more wounds (four total)

Armor Plating I: +1 Toughness Armor Plating II: +2 Toughness Armor Plating III: +3 Toughness Combat Exoskeleton I: +1 Fighting Combat Exoskeleton II: +2 Fighting Combat Exoskeleton III: +3 Fighting Shock Absorbers I: +1 on rolls vs. Throw / Pull and Slam biotics, charge or push attacks, or Shaken results Shock Absorbers II: +2 on rolls vs. Throw / Pull and Slam biotics, charge or push attacks, or Shaken results Shock Absorbers III: +3 on rolls vs. Throw / Pull and Slam biotics, charge or push attacks, or Shaken results Medical Interface I: +1 to soak rolls; reduces wound penalties by 1 Medical Interface II: +2 to soak rolls; reduces wound penalties by 2 Medical Interface III: +3 to soak rolls; reduces wound penalties by 3

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BESTIARY Given the diversity of races, occupations, powers and other abilities, and so forth, there are an almost limitless number of possible adversaries in the Mass Effect universe. Because of this, I cannot and will not even remotely attempt to create an exhaustive bestiary here. Fortunately, Savage Worlds makes it easy to create NPCs on the fly. The easiest way to do this is to take some pre-existing stats from the Savage Worlds core book (or any supplement or setting book) and tweak them a bit. For example, you could take the stats for the Soldier or Experienced Soldier (pg. 81 of SWD), or even the stats for a monster such as a goblin, orc, or ogre. Then just give them some equipment and a couple of powers, and youre good to go. Some of you might want NPCs with a bit more Mass Effect specific flavor. Just for you, because I care, here is a bit of help and advice. The easiest way to generate a quick NPC is to start with some basic stats for the difficulty levels of bad guys. Here are some recommendations for a few: Wimpy Bad Guy Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4 Skills: Fighting d4, Notice d4, Shooting d4 Pace: 6, Parry: 4, Toughness: 4

Regular Bad Guy Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d6, Notice d6, Shooting d6 Pace: 6, Parry: 5, Toughness: 5

Tough Bad Guy Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8 Skills: Fighting d8, Notice d8, Shooting d8 Pace: 6, Parry: 6, Toughness: 6

After choosing a templates, adjust to reflect the bad guys race. The following are just recommendations based on typical members of the species (see the PC creation rules), so feel free to ignore or modify them. Note that no attribute should be lowered below d4. Asari: one extra biotic power, - 1 die type Strength Batarian: +1 die type Smarts, +1 die type Notice, at least d6 Persuasion Drell: +1 die type Strength Human: +1 die type any attribute, +1 die type any skill Krogan: +1 die type Strength and Vigor, - 1 die type Smarts Quarian: +1 die type Smarts, at least d6 Repair and Knowledge (Computers) Salarian: +1 die type Agility and Smarts, - 1 die type Vigor Turian: +1 die type Spirit, +1 die type any skill

(Note that these modifiers arent meant to be balanced. Some races have other edges and hindrances that arent relevant to the stats above, so are not included for present purposes.) Next, add or modify any attributes or skills you deem necessary, according to the type of NPC you want. For example, an infiltrator would probably need Stealth and Decryption and perhaps higher Agility, whereas a negotiator would probably need Persuasion and Intimidation and perhaps higher Smarts. Next, give your bad guy some equipment, sticking to the most important stuff mainly, armor and weapons (you can assume they have other necessary equipment such as omni-tools). Be sure to modify the bad guys Toughness to account for his armor (if any), and to include the number of wound levels for his shield (if any). Next, give the bad guy whatever powers, edges, hindrances, or other special abilities you see fit. I recommended that you not go overboard with this, perhaps just sticking to powers, and only a few at most. In particular, I recommend against giving bad guys Shield Boost, unless perhaps they are Wild Cards. Shield Boost makes more bookkeeping for you as GM, and worse, it might frustrate players to take down a bad guys shield only to have it go up again. If you want extras to be a bit harder to take down, or if you want to account for the Shield Boost that some bad guys in the video game have (e.g., the basic geth trooper), its probably better to just give them an extra level or two of shields instead. Finally, decide whether or not you want your NPC to be a Wild Card. And what do you know youre done! Howd it feel? Glad to hear it. The following section contains more specific and detailed stats for some common Mass Effect baddies. Note that the stats given here should be considered those of average adversaries, and the GM should feel free to alter or scale them as desired. Also note that if a skill is not listed, that does not necessarily mean that the entity in question does not have the skill; only the skills most relevant to typical tactical situations are listed here, and the GM can decide about other skills if and when it becomes relevant. GETH The geth are the main bad guys in the first Mass Effect video game, so they deserve their own section, and they deserve to go first. Note: Despite the fact that they are basically robots, geth do not have the Construct ability (pg. 130 in SWD), although they are immune to normal biological diseases and poisons, and they are Fearless (pg. 131 in SWD) remember that, because I havent included it in every single geth entry below. Also note that their armor and shields are built in, not separate items.

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Geth Trooper Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d4 Skills: Fighting d4, Notice d6, Shooting d6 Pace: 6, Parry: 4, Toughness: 6(2) Armor: light Shields: two wound levels Weapons: Assault Rifle Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Geth Barrier: a small personal shield (one wound level) that protects the geth from attacks from one direction only (usually the front). It takes one full action to activate and lasts until taken down by weapons fire. Description: The basic geth trooper has stronger shields than the average lackey to compensate for its light armor and lack of physical sturdiness, making it very vulnerable once its shields are down, or against attacks that bypass shields. It is also not particularly bright or crafty. As a result, its tactics in battle are relatively straightforward: it will move steadily toward its target while firing its weapon; if its shield goes down, it will activate its Geth Barrier and hunker down, firing from the safety of the barrier.

Geth Rocket Trooper Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d4 Skills: Fighting d4, Notice d6, Shooting d6 Pace: 6, Parry: 4, Toughness: 6(2) Armor: light Shields: one wound level Weapons: Assault Rifle, Geth Rocket Launcher Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o None Description: The geth rocket trooper has weaker shields than the basic trooper, but compensates with its rocket launcher attacks. It generally prefers to find high ground where it can bombard its opponents with disruption and scram rockets from a safe position, but if on the ground, it will sometimes move in close and attempt to wipe out its enemies with head-on rocket blasts or assault rifle fire.

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Geth Shock Trooper Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8 Skills: Fighting d8, Notice d6, Shooting d8 Pace: 6, Parry: 6, Toughness: 10(4) Armor: medium Shields: two wound levels Weapons: Assault Rifle, Shotgun Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Carnage o Geth Barrier: a small personal shield (one wound level) that protects the geth from attacks from one direction only (usually the front). It takes one full action to activate and lasts until taken down by weapons fire. Description: The toughest of the basic troopers, the geth shock trooper sports good armor and shields combined with devastating shotgun damage. It also fights marginally smarter than the other troopers, making good use of cover while slowly moving closer to its target; once close enough, it will unleash its Carnage power and attempt to take out its target and anyone unfortunate enough to be nearby.

Geth Hunter Attributes: Agility d10, Smarts d8, Spirit d6, Strength d8, Vigor d8 Skills: Fighting d8, Notice d8, Shooting d8, Stealth d10 Pace: 6, Parry: 6, Toughness: 8(2) Armor: light Shields: one wound level Weapons: Shotgun, Geth Rocket Launcher Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Tactical Cloak: As per a success Invisibility (pg. 115 in SWD); it is a free action to activate and lasts until the Hunter attacks or is hit (though not necessarily damaged) by an attack. Description: The hunter is a stealth version of the geth trooper. It typically singles out an enemy, activates its tactical cloak, and moves in quietly until it can unleash a point-blank shotgun or rocket attack.

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Geth Sniper Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d4 Skills: Fighting d4, Notice d8, Shooting d8, Stealth d8 Pace: 6, Parry: 4, Toughness: 6(2) Armor: light Shields: one wound level Weapons: Sniper Rifle Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Assassination Description: Similar to the geth rocket trooper, but wielding a high-powered sniper rifle. Like the rocket trooper, it can usually be found shooting from a safe place high above the action. It will typically activate its Assassination power as soon as it has reason to believe that it can focus its attacks on a single target for at least a couple of rounds.

Geth Destroyer Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d10 Skills: Fighting d10, Notice d6, Shooting d8 Pace: 6, Parry: 7, Toughness: 14(6) Armor: heavy Shields: two wound levels Weapons: Assault Rifle, Shotgun Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Carnage o Size +1 Description: A heavy armored trooper, the destroyer will charge directly at its target, switching to its shotgun and activating its Carnage power once its close enough. Its also a capable melee combatant, should the situation require it.

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Geth Juggernaut Attributes: Agility d8, Smarts d6, Spirit d12, Strength d10, Vigor d12 Skills: Fighting d8, Notice d6, Shooting d10 Pace: 6, Parry: 6, Toughness: 15(6) Armor: heavy Shields: two wound levels Weapons: Assault Rifle (upgrades: +1 Shooting, +1 damage to organics), Improved Geth Rocket Launcher Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Resistance o Size +1 Description: The juggernauts strong attacks and defenses make it an opponent to be reckoned with. It prefers to move in close enough to use rifle and rocket attacks, while still keeping enough distance to avoid melee combat.

Geth Prime (Wild Card) Attributes: Agility d10, Smarts d8, Spirit d12, Strength d12, Vigor d12 Skills: Fighting d10, Notice d8, Shooting d10 Pace: 6, Parry: 7, Toughness: 16(6) Armor: heavy Shields: three wound levels Weapons: Assault Rifle (upgrades: +2 Shooting, +2 damage to organics) Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Overload o Damping o Resistance o Pulse Blast (range: 12/24/48, damage: 5d8+2 (medium blast, AP(3), SP(3), heavy weapon), can only be used once every three rounds) o Geth Barrier: a small personal shield (one wound level) that protects the geth from attacks from one direction only (usually the front). It takes one full action to activate and lasts until taken down by weapons fire. o Combat VI: gives all geth within a medium burst template around the Prime a +2 to all trait rolls (is a free action to activate and has a 3 round duration). o Size +2 Description: The Prime is the geths fiercest trooper. Luckily, it is rare to find more than one or two at a time. It fights smart, using cover and picking attacks to suit the opponent, the environment, and the situation. A fight with a Prime is an encounter to be remembered assuming one survives

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Geth Sapper Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d4 Skills: Fighting d6, Notice d6, Shooting d8, Stealth d8 Pace: 6, Parry: 5, Toughness: 6(2) Armor: light Shields: one wound level Weapons: none (but see below) Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Sabotage (can be used twice per combat) o Radiation Beam (acts as a pistol with Toxic rounds) o Leap: can jump vertically or horizontally up to 6 o Wall Walker: can stand or move on ceilings and walls at their normal pace Description: The sapper is the basic hopper style geth. It fights smart, constantly leaping from place to place and keeping a distance from the enemy, while firing its radiation beam and using its Sabotage power on whatever target would be most inconvenienced by having its weapon overheated.

Geth Stalker Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d6 Skills: Fighting d8, Notice d8, Shooting d6, Stealth d10 Pace: 6, Parry: 6, Toughness: 7(2) Armor: light Shields: one wound level Weapons: none Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Sabotage o Overload o Damping o Leap: can jump vertically or horizontally up to 6 o Wall Walker: can stand or move on ceilings and walls at their normal pace Description: The geth stalker behaves in much the same way as the sapper. Lacking any normal attacks (e.g., weapons, the radiation beam of the sapper, etc.), the stalker will do its best to pick the most effect moment and the most appropriate target for its Sabotage, Overload, and Damping powers. [Note: Since it lacks weapons, the stalker has automatic recharge for these powers it can use one power per round, but not the same one twice in a row.]

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Geth Ghost Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d8 Skills: Fighting d8, Notice d8, Shooting d10, Stealth d10 Pace: 6, Parry: 6, Toughness: 8(2) Armor: light Shields: one wound level Weapons: none (but see below) Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Sniper Beam (acts as a Sniper rifle with no snapfire penalty) o Overload Blast (works as Overload, but affects all in a small burst template) o Leap: can jump vertically or horizontally up to 6 o Wall Walker: can stand or move on ceilings and walls at their normal pace Description: Possibly the deadliest of the hoppers, the geth ghost prefers to flank its enemies and take them down with sniper fire. In addition, they enjoy the benefit of an Overload attack with a small burst area of effect, which they will use when it will have the most effect.

Geth Armature Attributes: Agility d4, Smarts d4, Spirit d10, Strength d12, Vigor d12 Skills: Fighting d4, Notice d6, Shooting d8 Pace: 4, Parry: 4, Toughness: 18(7) Armor: heavy (upgrade: +1 Toughness) Shields: two wound levels Weapons: none (but see below) Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Mounted Rifle (as per Assault Rifle with +1 damage and AP(1)) o Siege Pulse (range: 12/24/48, damage: 5d8+2 (medium blast, AP(3), SP(3), heavy weapon), can only be used once every three rounds) o Size +3 Description: The geth armature is the equivalent of a small tank. Though not particularly fast or smart, its heavy armor and weapons make it difficult to tackle. Tactically, it is a very simple creature: it stands in the middle of the action and fires at anything that comes in range.

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Geth Colossus (Wild Card) Attributes: Agility d4, Smarts d4, Spirit d12, Strength d12+3, Vigor d12+3 Skills: Fighting d4, Notice d8, Shooting d10 Pace: 6, Parry: 4, Toughness: 23(8) Armor: heavy (upgrade: +2 Toughness) Shields: three wound levels Weapons: none (but see below) Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Mounted Rifle (as per Assault Rifle with +3 damage, AP(3), heavy weapon) o Siege Pulse (range: 12/24/48, damage: 6d8+3 (large blast, AP(3), SP(3), heavy weapon), can only be used once every three rounds) o Size +6 o Large: attackers receive a +2 bonus to hit a colossus Description: The geth colossus is basically a huge armature, and it behaves in much the same way. The colossus is the heaviest hitter of the geth family if you see one, seriously consider running as quickly as possible in the other direction

UNDEAD These creatures are the sci-fi equivalent of horror / fantasy zombies and the like. Husk Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d10, Vigor d8 Skills: Fighting d10, Notice d6 Pace: 6, Parry: 7, Toughness: 8 Armor: none Shields: none Weapons: none Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Undead (pg. 133 in SWD) o Fearless (pg. 131 in SWD) o Tesla Pulse (As Overload, but in a small burst that ignores cover) o Melee Attack: Husks are built to deliver devastating melee strikes, and thus roll Str + d6 damage. Description: A husk really is nothing more than a mindless zombie. It will run directly at its opponents, discharging its Tesla Pulse and using melee attacks once close enough.

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Husk Abomination Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d10, Vigor d8 Skills: Fighting d10, Notice d6 Pace: 6, Parry: 7, Toughness: 8 Armor: none Shields: none Weapons: none Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Undead (pg. 133 in SWD) o Fearless (pg. 131 in SWD) o Death Blast (an explosion that does 4d6 damage in a small burst) o Melee Attack: Husks are built to deliver devastating melee strikes, and thus roll Str + d6 damage. Description: The abomination is the suicide bomber version of the husk. It rushes its enemies, gets in a melee attack or two, and then triggers its death blast, destroying itself in the process. Its death blast is also triggered on the round after it is incapacitated or killed.

Husk Scion Attributes: Agility d4, Smarts d4(A), Spirit d6, Strength d10, Vigor d12 Skills: Fighting d6, Notice d6, Shooting d8 Pace: 4, Parry: 5, Toughness: 18(8) Armor: none (but see below) Shields: none Weapons: none (but see below) Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Organic Discharge (range: 6/12/24, 3d6 damage, RoF: 1) o Shockwave (useable once every three rounds) o Armored Shell: acts as 8 points of armor o Resistance o Hardy (pg. 131 in SWD) o Undead (pg. 133 in SWD) o Fearless (pg. 131 in SWD) Description: More akin to Frankensteins monster than a zombie, the scion is a horrible composite creature given to the Collectors by the Reapers. Though its organic missile attack is only moderately dangerous, its armored shell makes it difficult to take down, and its Shockwave attack can be quite a nuisance, especially when the scion is accompanied by other Collector or undead forces.

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Thorian Creeper Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d10, Vigor d8 Skills: Fighting d10, Notice d6, Shooting d8 Pace: 6, Parry: 7, Toughness: 8 Armor: none Shields: none Weapons: none Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Undead (pg. 133 in SWD) o Fearless (pg. 131 in SWD) o Vomit Attack (range: 3/6/12, no damage but target makes a Vigor roll or suffers a -2 penalty to all trait rolls for 1d4 rounds this attack bypasses shields and is toxic enough to work even through armor and environmental suits) Description: The thorian creeper looks and acts very similar to the basic husk. Once in range, it uses its vomit attack, and then closes in for melee combat.

COLLECTORS Though they are the central enemy in Mass Effect 2, there are only a few different kinds of Collectors. Other than the Praetorian, they all look alike, but they have different abilities and battle behaviors. (Note: the Collectors flight is natural, not mass effect based this means they are vulnerable to throw / pull, slam, and singularity even when in flight.) Collector Drone Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8 Skills: Fighting d6, Notice d6, Shooting d8 Pace: 6, Parry: 5, Toughness: 10(4) Armor: none (but see below) Shields: none Weapons: Collector Particle Beam Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Chitinous Exoskeleton (acts as 4 points of armor) o Flight (Pace: 12, Climb: 1) o Low Light Vision (pg. 132 in SWD) Description: The drone is the basic infantry unit of the Collectors meaning they are numerous and expendable. Their tactics are simple: spread out over the field of battle and attack everything in sight with their powerful particle beam weapons.

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Collector Guardian Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8 Skills: Fighting d8, Notice d8, Shooting d8 Pace: 6, Parry: 6, Toughness: 10(4) Armor: none (but see below) Shields: two wound levels Weapons: Collector Heavy Particle Beam Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Chitinous Exoskeleton (acts as 4 points of armor) o Flight (Pace: 12, Climb: 1) o Low Light Vision (pg. 132 in SWD) o Collector Barrier (works the same as the Geth Barrier above) Description: The Collector guardian is a tougher version of the drone. There are usually fewer guardians than drones at any given battle, but the guardians fight smarter and have the benefit of both personal shields and a barrier similar to that of the geth trooper.

Collector Assassin Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d10 Skills: Fighting d8, Notice d10, Shooting d10 Pace: 6, Parry: 6, Toughness: 11(4) Armor: none (but see below) Shields: 2 wound levels Weapons: Collector Particle Cannon Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Chitinous Exoskeleton (acts as 4 points of armor) o Flight (Pace: 12, Climb: 1) o Low Light Vision (pg. 132 in SWD) Description: The Collector assassin is the rarest and toughest of the Collectors. It prefers to fire its devastating particle cannon from a safe place of at least partial cover, concentrating its fire on whoever appears the strongest opponent.

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Praetorian (Wild Card) Attributes: Agility d10, Smarts d6, Spirit d10, Strength d10, Vigor d12 Skills: Fighting d4, Notice d8, Shooting d10 Pace: 6, Parry: 4, Toughness: 14(4) Armor: none (but see below) Shields: none (but see below) Weapons: none (but see below) Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Chitinous Exoskeleton (acts as 4 points of armor) o Flight (Pace: 12, Climb: 0) o Low Light Vision (pg. 132 in SWD) o Size +2 o Twin Particle Beams: range 12/24/48, damage: 4d8 (AP(8), SP(8), heavy weapon). The Praetorian can fire both of these beams each round, either at a single target (no penalty) or at two different targets (-2 Shooting). o Praetorian Barrier: This barrier acts as a shield with three wound levels. After it goes down, the Praetorian spends the whole next round without it, during which it is especially vulnerable to attacks. The following round, the Praetorian Barrier reactivates, making it entirely immune to attacks for this round; also during this round, the Praetorian performs its Death Choir maneuver, slamming itself to the ground, doing 4d6 damage to anyone in a small burst template. The next round, the barrier goes back to its original state (three wound levels), and the process starts over again, until the Praetorian is eventually defeated, or it kills its enemies. Description: This flying tank serves as the Collectors last resort attack. It flies along, closely following its targets, firing its particles beams all the while. If its barrier goes down, it acts according to the description above.

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VORCHA The vorcha are probably the nastiest and most reviled of the civilized races in fact, many would say they barely count as civilized at all. They are most often found scavenging or working as mercenaries. Vorcha have a special adaptability that allows them to develop traits in response to their environments for example, a vorcha that is damaged by fire might develop a resistance to fire. As a result, vorcha are varied no two are exactly alike. The stats below represent a couple of basic combat-oriented vorcha types, which can be modified with various edges and traits to account for their variety. Vorcha Thug Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d10 Skills: Fighting d8, Notice d4, Shooting d6 Pace: 6, Parry: 6, Toughness: 9(2) Armor: light Shields: one wound level Weapons: Assault Rifle, Pistol Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Hardy (pg. 131 in SWD) o Fast Regeneration (pg. 132 in SWD), but ceases once killed Description: The basic thug can serve a variety of purposes in combat. Some will seek cover and let heavier forces do the heavy work. Others can serve as front line infantry (their regeneration ability makes them difficult to keep down). Ultimately, they will simply do whatever they are ordered to by their superiors.

Vorcha Heavy Attributes: Agility d6, Smarts d4, Spirit d8, Strength d10, Vigor d12 Skills: Fighting 10, Notice d6, Shooting d8 Pace: 6, Parry: 7, Toughness: 12(4) Armor: medium Shields: one wound level Weapons: Rocket Launcher, Shotgun Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Hardy (pg. 131 in SWD) o Fast Regeneration (pg. 132 in SWD), but ceases once killed Description: The vorcha heavy will usually keep at a distance and bombard enemies with its rocket launcher, but if pressed, it will use its shotgun at close range.

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BLOOD PACK The Blood Pack started out as a small-time vorcha gang, but was later taken over by krogans. As a result, krogans usually occupy the upper ranks and vorcha the lower (the Blood Pack very rarely includes other species). Members can vary a great deal. The following are examples of a couple of common types. The stats for the vorcha thug and vorcha heavy (above) can also be used. In addition, the Blood Pack often uses varren (see the Beasts section below) as war dogs and blood hounds. Blood Pack Warrior (Krogan) Attributes: Agility d8, Smarts d6, Spirit d10, Strength d10, Vigor d10 Skills: Fighting d10, Notice d8, Shooting d8 Pace: 6, Parry: 7, Toughness: 13(6) Armor: heavy Shields: 2 wound levels Weapons: Shotgun (upgrades: +1 Shooting, Incendiary rounds) Other Gear: Grenades (6) Powers, Edges, Hindrances, and Special Abilities: o Berserk (pg. 32 in SWD) o Carnage Description: The Blood Pack Warrior doesnt make use of tactics unless charge right at your enemies in a berserk rage, firing your shotgun all the while counts as a tactic.

Blood Pack Pyro (Vorcha) Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d10 Skills: Fighting d8, Notice d4, Shooting d6 Pace: 6, Parry: 6, Toughness: 9(2) Armor: light Shields: one wound level Weapons: Flamethrower Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Hardy (pg. 131 in SWD) o Fast Regeneration (pg. 132 in SWD), but ceases once killed Description: Basically just a vorcha thug with a flamethrower. Nasty little SOBs.

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BLUE SUNS The Blue Suns are well trained and well equipped mercenaries. They rarely have biotics in their ranks, but make up for it with numbers, discipline, and clever tactics. Most are batarian, human, or turian. They also make use of various mechs (see the Mechs section below). The following are stats for a few basic types. As a default, they are constructed as humans, but batarian or turian racial modifiers and abilities can be applied if desired. For that reason, and because their behaviors and tactics are varied according to the demands of the situation, no further description is given. Blue Suns Trooper Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8 Skills: Fighting d8, Notice d6, Shooting d8 Pace: 6, Parry: 6, Toughness: 10(4) Armor: medium Shields: one wound level Weapons: Assault Rifle (upgrades: +1 Shooting)

Blue Suns Legionnaire Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8 Skills: Fighting d8, Notice d8, Shooting d8 Pace: 6, Parry: 6, Toughness: 10(4) Armor: medium Shields: two wound levels Weapons: Assault Rifle (upgrades: +1 Shooting, SP(3)) Powers, Edges, Hindrances, and Special Abilities: o Armor Training o Overkill

Blue Suns Centurion Attributes: Agility d10, Smarts d8, Spirit d10, Strength d8, Vigor d10 Skills: Fighting d10, Notice d10, Shooting d10 Pace: 6, Parry: 7, Toughness: 13(6) Armor: heavy Shields: two wound levels Weapons: Shotgun (upgrades: +1 Shooting, Incendiary ammo) Powers, Edges, Hindrances, and Special Abilities: o Armor Training o Overkill o Immunity

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ECLIPSE The Eclipse lack the kind of group military training of some gangs, preferring to fight as a collection of individuals instead. This means that they rarely make use of cooperative tactics (e.g., flanking, ganging up, etc.), but make up for it with their unpredictability. They are far more likely to have biotics in their ranks than some other gangs. Most are asari, salarian, or human. They also make use of various mechs (see the Mechs section below). The following are stats for a few basic types. As a default, they are constructed as humans, but asari or salarian racial modifiers and abilities can be applied if desired. For that reason, and because their behaviors and tactics are varied according to the demands of the situation, no further description is given. Eclipse Trooper Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8 Skills: Fighting d6, Notice d6, Shooting d8 Pace: 6, Parry: 5, Toughness: 8(2) Armor: light Shields: one wound level Weapons: Assault Rifle, Pistol

Eclipse Heavy Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8 Skills: Fighting d6, Notice d6, Shooting d8 Pace: 6, Parry: 5, Toughness: 10(4) Armor: medium Shields: one wound level Weapons: Rocket Launcher, Pistol

Eclipse Engineer Attributes: Agility d8, Smarts d10, Spirit d8, Strength d8, Vigor d8 Skills: Fighting d8, Notice d8, Shooting d8 Pace: 6, Parry: 6, Toughness: 10(4) Armor: medium Shields: two wound levels Weapons: Assault Rifle (upgrades: -1 autofire penalty, AP(1)), Pistol Other Gear: Grenades (6) Powers, Edges, Hindrances, and Special Abilities: o Incinerate o Combat Drone

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Eclipse Vanguard Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d8 Skills: Fighting d8, Notice d10, Shooting d8 Pace: 6, Parry: 6, Toughness: 10(4) Armor: medium Shields: two wound levels Weapons: Assault Rifle (upgrades: -1 autofire penalty, AP(1)), Pistol Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Warp o Barrier

Eclipse Commando Attributes: Agility d10, Smarts d10, Spirit d10, Strength d10, Vigor d10 Skills: Fighting d10, Notice d10, Shooting d10 Pace: 6, Parry: 7, Toughness: 13(6) Armor: heavy Shields: three wound levels Weapons: Shotgun (upgrades: +3 to S/M/L ranges, SP(3)), Pistol Other Gear: Grenades (6) Powers, Edges, Hindrances, and Special Abilities: o Carnage o Warp o Armor Training

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DRONES AND TURRETS Drones and turrets are used by many, from geth to humans. As a result, there are a wide variety of possible types. The following represent just a few possible types trapping, abilities, and traits can be modified and scaled as necessary. [Note: Flying drones use mass effect fields for this mode of movement, and so are not vulnerable to throw / pull, slam, or singularity.] [Another note: armor and shields are built in, not separate items.] Combat Drone Attributes: Agility d8, Smarts d6(A), Spirit d8, Strength d4, Vigor d8 Skills: Fighting d4, Notice d6, Shooting d12 Pace: 6, Parry: 4, Toughness: 12(6) Armor: none (but see below) Shields: none Weapons: none (but see below) Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Fearless (see pg. 131 in SWD) o Immune to Taunts o Immune to diseases or poisons o Flight (Pace: 6, Climb 0) o Electric Shock (range: 3/6/12, damage: 3d6, RoF: 1) o Electric Form (acts as 6 points of armor) Description: This is the drone created by the Combat Drone tech power (see above).

Assault Drone Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d4, Vigor d10 Skills: Fighting d4, Notice d6, Shooting d8 Pace: 6, Parry: 4, Toughness: 12(6) Armor: heavy Shields: one wound level Weapons: none (but see below) Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Fearless (see pg. 131 in SWD) o Immune to Taunts o Immune to diseases or poisons o Flight (Pace: 6, Climb 0) o Size: -1 o Machine Gun (works as an Assault Rifle) Description: The standard assault drone is typically used to defend an area or lay down suppressing fire for troops.

Recon Drone Attributes: Agility d10, Smarts d6(A), Spirit d6, Strength d4, Vigor d8 Skills: Fighting d4, Notice d12, Shooting d10 Pace: 6, Parry: 4, Toughness: 7(2) Armor: light Shields: one wound level Weapons: none (but see below) Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Fearless (see pg. 131 in SWD) o Immune to Taunts o Immune to diseases or poisons o Flight (Pace: 12, Climb 1) o Size: -1 o Gun (works as a Pistol) Description: The recon drone is a lighter, faster version of the assault drone that is typically used to scout out positions and report back to its user.

Rocket Drone Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d6, Vigor d10 Skills: Fighting d4, Notice d6, Shooting d8 Pace: 6, Parry: 4, Toughness: 13(6) Armor: heavy Shields: one wound level Weapons: none (but see below) Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Fearless (see pg. 131 in SWD) o Immune to Taunts o Immune to diseases or poisons o Flight (Pace: 6, Climb 0) o Rocket (works as an Rocket Launcher) Description: The rocket drone is a bit larger than the assault or recon drone. It usually flies to a stable location and lands so that it can fire its rocket (it can fire in the air if need be, but at a -4 penalty). It is typically used to take out vehicles or heavy troops.

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Turret Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d6, Vigor d10 Skills: Notice d6, Shooting d8 Pace: -, Parry: 2, Toughness: 13(6) Armor: heavy Shields: one wound level Weapons: none (but see below) Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Fearless (see pg. 131 in SWD) o Immune to Taunts o Immune to diseases or poisons o Machine Gun (works as an Assault Rifle) or Rocket (works as a Rocket Launcher) Description: The turret is simply a stationary version of the assault or rocket drone.

MECHS Mechs are a bit more sophisticated than drones or turrets, but are not sentient like the geth. [Note: armor and shields are built right in, not separate items.]

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LOKI Mech Attributes: Agility d6, Smarts d4(A), Spirit d4, Strength d6, Vigor d6 Skills: Fighting d4, Notice d6, Shooting d6 Pace: 4, Parry: 4, Toughness: 7(2) Armor: light Shields: none Weapons: Pistol (also see below) Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Fearless (see pg. 131 in SWD) o Immune to Taunts o Immune to diseases or poisons o Weakness: A successful called shot to the head (roll at -4) is an automatic kill o Weakness: A successful called shot to a shoulder (roll at -4) will disable that arm. o Taser Blast (range: 1, bypasses shields, 2d6 non-lethal damage, target passes out for 2d6 hours once capacitated, recovers completely from all wounds once regains consciousness) Description: The humanoid LOKI is an extremely cheap mech. This makes them easy to destroy, but affordable enough to buy a lot of them. Their tactics amount to nothing more than following simple orders.

FENRIS Mech Attributes: Agility d8, Smarts d4(A), Spirit d8, Strength d8, Vigor d8 Skills: Fighting d8, Notice d6 Pace: 8, Parry: 6, Toughness: 9(4) Armor: medium Shields: none Weapons: none (but see below) Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Fearless (see pg. 131 in SWD) o Immune to Taunts o Immune to diseases or poisons o Size -1 o Taser Bite (melee attack, bypasses shields, 3d6 non-lethal damage, target passes out for 2d6 hours once capacitated, recovers completely from all wounds once regains consciousness) Description: The FENRIS resembles a large mechanistic war dog and acts as such in battle, charging and biting its target. They are sometimes modded by mercs so that their taser bite does lethal damage.

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YMIR Mech (Wild Card) Attributes: Agility d6, Smarts d4(A), Spirit d10, Strength d12, Vigor d12 Skills: Fighting d8, Notice d6, Shooting d10 Pace: 6, Parry: 6, Toughness: 17(6) Armor: heavy Shields: three wound levels Weapons: none (but see below) Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Fearless (see pg. 131 in SWD) o Immune to Taunts o Immune to diseases or poisons o Size +3 o Minigun (range: 24/48/96, damage: 3d8 (AP(2)), RoF: 4, mounted on the right arm) o Rocket (treat as a Rocket Launcher, mounted on the left arm) o Weakness: The arms have a Toughness of merely 10(4). o Weakness: The YMIR has a small weak spot on its forehead. A successful called shot at -6 that gets past the YMIRs shields will trigger the YMIRs Death Explosion on the next round. o Death Explosion: the round after a YMIR is incapacitated / killed, it explodes, causing 4d8 damage to all in a small burst Description: The Big Daddy of mechs, the YMIR is expensive enough to make it (thankfully) rare. Despite its formidable offensive and defensive capabilities, it does have some weaknesses that clever opponents can exploit.

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BEASTS Klixen Attributes: Agility d10, Smarts d4(A), Spirit d6, Strength d8, Vigor d10 Skills: Fighting d10, Notice d8, Shooting d8 Pace: 8, Parry: 7, Toughness: 7 Armor: none Shields: none Weapons: none (but see below) Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Bite: Str+d4 o Fire Spit (range: 3/6/12, damage: 2d6 (AP(2), bypasses shields, flammable objects may catch fire)) o Death Blast (the klixen explodes in a fiery spray once it is incapacitated / killed, doing 3d6 damage in a small burst (AP(2), bypasses shields, flammable objects may catch fire)) o Resistant to heat / fire attacks (such attacks subtract 4 from damage rolls) Description: A large crustacean-like creature, the klixen is highly aggressive and will charge its target, using its fiery spit and melee attacks.

Varren Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d10, Vigor d8 Skills: Fighting d10, Notice d8 Pace: 10, Parry: 7, Toughness: 8(2) Armor: none (but see below) Shields: none Weapons: none (but see below) Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Bite: Str+d6 o Fleet-footed: roll a d10 instead of d6 when running o Thick Hide: acts as 2 points of armor Description: A reptilian canine used by krogans (and especially Blood Pack) as war dogs and blood hounds.

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Rachni Worker Attributes: Agility d10, Smarts d4(A), Spirit d6, Strength d8, Vigor d8 Skills: Fighting d6, Notice d6 Pace: 8, Parry: 5, Toughness: 6 Armor: none Shields: none Weapons: none (but see below) Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Bite: Str+d4 o Explosive Suicide Attack (the worker explodes in a toxic spray once it reaches its target or is incapacitated / killed, acting as a grenade with a Toxic upgrade, but only in a small blast radius) Description: Rachni are large insect-like creatures. The workers will swarm opponents, blowing up in a suicide attack when they reach their target.

Rachni Soldier Attributes: Agility d10, Smarts d4(A), Spirit d8, Strength d10, Vigor d10 Skills: Fighting d10, Notice d6, Shooting d8 Pace: 8, Parry: 7, Toughness: 13(6) Armor: none (but see below) Shields: none Weapons: none (but see below) Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Chitinous Exoskeleton (acts as 6 points of armor) o Bite: Str+d6 o Acid Spit (range: 3/6/12, damage: 2d8 (AP(2), bypasses shields)) o Resistance Description: Rachni soldiers are far more dangerous than the workers, with both ranged and melee attacks, as well as heavy armor to protect them.

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Rachni Brood Warrior Attributes: Agility d8, Smarts d8(A), Spirit d10, Strength d12, Vigor d12+2 Skills: Fighting d10, Notice d8, Shooting d8 Pace: 8, Parry: 7, Toughness: 18(6) Armor: none (but see below) Shields: none Weapons: none (but see below) Other Gear: none Powers, Edges, Hindrances, and Special Abilities: o Chitinous Exoskeleton (acts as 6 points of armor) o Bite: Str+d8 o Acid Spit (range: 3/6/12, damage: 3d8 (AP(2), bypasses shields)) o Advanced Resistance o Size +3 o Warp o Barrier Description: The rachni brood warrior is extremely rare. When they are found, they are usually protecting a hive or even the queen herself.

Heres a template for you to use to make your own baddies. Enjoy.

Name Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d Skills: Fighting d, Notice d, Shooting d, Pace: #, Parry: #, Toughness: #(#) Armor: light / medium / heavy Shields: x wound levels Weapons: Other Gear: Powers, Edges, Hindrances, and Special Abilities: o Description:

VEHICLES I have no intention of doing anything too detailed or technical with interstellar space travel in my own Mass Effect games, so you wont find any of that here. Sorry to disappoint, but I do have other things to do, you know My intention is simply to hand-wave such things, much like the video games themselves do. Okay, you set course for the Knossus system okay, some time passes, and youre there. However, I may have some use for smaller scale vehicles for land, air, and sea travel, so I thought Id include just a few basic models here; you can then create a wider variety of vehicles by simply adjusting the stats a bit (or taking the stats for a vehicle from the SWD core rule book, or any other setting, and just slapping a futuristic name on it ). M35 MAKO Acc / Top Speed: 5/20 Toughness: 25 (10) Shields: 3 wound levels Weapons: o Gatling Gun (as per Assault Rifle with +3 damage, AP(3), heavy weapon) o Cannon (range: 12/24/48, damage: 5d8+2 (medium blast, AP(3), SP(3), heavy weapon), can only be used once every three rounds) Crew: 1 driver, 1 gunner, 2 passengers Notes: Four wheel drive, heavy armor Description: The Mako is an all-terrain land vehicle designed to transport a small team from a dropship landing zone to a tactical location. While not the fastest vehicle ever to cross land, it has armor and shields to protect its inhabitants and weapons to clear out enemies from a distance.

TRANSPORT SHUTTLE Acc / Top Speed: 10/80 Toughness: 13(2) Shields: 2 wound levels Weapons: none Crew: 2 drivers, 6 passengers Notes: Heavy armor, Climb 0 Description: A simple shuttle used to move crew from a larger ship (e.g., the Normandy) to a docking bay or landing zone.

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M-44 HAMMERHEAD HOVER TANK Acc / Top Speed: 8/25 Toughness: 22 (8) Shields: none (but see below) Weapons: Guided Missile System (ROF: 1, range: 12/24/48, +2 Shooting, damage: 4d8+2, AP(2), SP(2), heavy weapon) Crew: 1 driver, 1 gunner, 2 passengers Notes: Heavy armor, Climb 1 Description: The Hammerhead serves a similar purpose as the Mako; however, its hover ability allows it to travel over not only land, but also calm water. While lacking shields, it has systems that automatically repair (remove) one wound from the vehicle each round in which it does not take damage. It is also capable of making vertical jumps of about 50 feet high.

SUBMERSIBLE Acc / Top Speed: 5/30 Toughness: 14(4) Shields: none Weapons: none Crew: 2 drivers, 6 passengers Notes: Heavy armor, submersible Description: This doesnt appear in the game, but I thought Id include it, as it could be useful for adventures in underwater environments.

HOVER BIKE Acc / Top Speed: 20/36 Toughness: 8(2) Shields: none Weapons: none Crew: 1 driver, 1 passenger Notes: Description: Think motorcycle, only with hover technology instead of wheels. Yup, you got it.